#blueprint
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can anyone think of a reason why AI Move To would always fail with Destination Location but works when using an Actor reference?
You can print or debug the result
ah thank you. didn't realize that. will try
Does anyone else here just say to hell with camera components and drive the view around by the APlayerCameraManager?
I use a behavior tree for camera behavior: I could never wrangle the camera manager to work like I wanted it to
it says blocked. i didn't realize ai move to was collision based?
Like an Unreal BT or a custom setup?
unreal BT
Ours is basically a state machine but very simple
like it appears to be standing inside the target.
yeah the documentation (https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/AI/AIMoveTo/) doesn't have a lot of info on it, but here's the bit in the source code
(source code removed due to epic UELA ๐ฟ)
How/what do you execute the BT in? Without an AI Controller.
BTs never needed an AI controller
thanks for this. doesn't seem to be much there to answer why it would always be blocked, or why simply setting a destination wouldn't work. this seemed to work fine before 4.26. hoping it's not a bug ๐ฌ
doesn't look like the bUsePathfinding is accessible in BP, wonder if that would allow it to bypass pathfinding, and just travel straight to the location 
but basically it's all wrapped into a component, and used that way
I made some helper functions to start and stop the BT from the component
but that's it
as a sanity check, you have a navmesh that extends from where the AI is, to the target location?
Sounds pretty dope. Prolly overkill for what we're doing (top-down twin stick) but useful.
also, I've had a navmesh bug before where I needed to manually delete the RecastNavMesh object, and generate a new one to get AI to move correctly again
you can debug it by using something like find navigation path or some such. I can't remember the exactly node, but you'd get an array of vectors that you could path draw debug lines between. I remember doing this for when I had issues
oh that sounds neat. I've not done that yet
the best thing is having the BT interface exposed and just exchanging nodes at will
lmao, really?

sure about that?
c. Distribution to other licensees - You may Distribute Engine Code (including as modified by you under the License) in Source Code or object code format, or any Content, to an Engine Licensee who has rights under its license to the same Version of the Engine Code or Content that you are Distributing.
i'm no legal expert, so I don't know if I'm interpreting that correctly, but seems that you can distribute code freely to other unreal engine users
nope. you're right
You are permitted to post snippets of Engine Code, up to 30 lines of code in length, online in public forums for the sole purpose of discussing the content of the snippet, or distribute such snippets in connection with supporting patches and plug-ins for the Licensed Technology, so long as it is not for the purpose of enabling non-Engine Licensees to use or modify any Engine Code, or to aggregate, recombine, or reconstruct any larger portion of the Engine Code.
sounds like a pyramid scheme ๐
true. welp. deleting screenie before epic comes knocking at my door 
hi, can i ask for help with a game using blueprint here?
yes
alright well i want to make it so the player wins when a certain pattern is made using blocks, the blocks currently change to a red material when clicked.
like there is an image to the side showing the pattern you need to make
how do i make that
The solution is just a value made userfriendly,
And the blocks that can be clicked holds their respective value
well i am new to unreal engine but if im understanding correcting, i turn on a value once the pattern is made? idk
You track the value whenever the player changes the pattern
And compare it to the solution
Lets say the puzzle is a 3x3 grid
The values of the locations in the grid would be
00 1 | 002 | 004
--โ-----------------
008 | 016 | 032
064 | 128 | 256
The solution is some random nbr between 0 and 511
Whenever the player click a tile/cube/puzzle element, whatever monitors the values gets notified
Did that make any sense?
Or it could be a bunch of bools ofc.. whatever suits your needs
kinda, i mean it would be cool if you could help me in like a call and i screenshare, this is actually my first unreal engine game, i only made clickteam games before, so yeah..
If i had gotten that question 1 hour ago i prob would've said yes :p
well if you're willing to pay...
I do all i can to procrastinate lol
lol you're done for the day im guessing
Yeah ๐ ๐ฅฑ
ill see if i can use what youve already said, thanks
Hi I'm back with another dumb problem that probably has an easy solution.
I'm trying to attach a scene component to the muzzle-point of a mesh but it doesn't appear to be going to the right location.
All the "is valid" checks are succeeding. Its getting to that print "success".
Model in question with its "Muzzle" socket its looking for
In practice, the muzzle-point is being set to the grip.
Which I believe is 0,0,0 location
Any ideas what might be the issue here?
Does the weapon mesh have a socket named 'Muzzle'?
Yes, second screenshot.
ah missed that in the screenie
I'm gonna try adding something to the muzzle so I can see its physical location. It might be the particle effect isn't spawning properly.
Give me a sec
Okay the arrow is in the right place but the particle effect isn't going to where its meant to.
sorry, haven't yet worked with particles ๐คทโโ๏ธ hopefully someone else that has can chime in
Think I figured it actually
I was previously using a vector location instead of the socket. Changed to socket so I can use different models without having to manually adjust the muzzle point.
Must have forgot to change that over.
awesome ๐
need a little assistance please i dont quite understand why this bind is not working in my project
Okay so the issue appears to be that the socket's relative location is coming out as 0.
And Get Socket Location shows up as world space.
Is there no way to get the Socket Location relative to the mesh's origin?
You can probably just set that on the CMC defaults, no need to do it at runtime.
Tons of settings in the CMC
what does cmc stand for again
character movement component
omg i think this was it. i turned on showing navmesh, and it's blank right in that spot due to a nav blocking mesh. will test in a minute to make sure
is there an easy way to have my static mesh with no collision not block the nav mesh?
nvm. found it.
nav area none
ah, boo. still says blocked
in that case I'm not glad ๐ฟ
hahah
mind sharing screenie of level with visual navmesh (P) on? (if you're able to)
it's weird, the ai pawn makes it to the actor. like, if i checked an overlap event it would happen. but then fails.
ya one sec
wait, so the AI does move towards the actor, but at some point it stops, and the movement fails?
it walks all the way to that goal actor. stands on it. then fails
oh that's interesting
does it do the same thing if you increase the acceptance radius?
yeah, i set it from 10 to 500. still fail
here's the actor standing right on top of it. (it's a gem looking thing)
Like you're trying to make the gap between the navmesh and the walls smaller?
yes
odd that it fails when it arrives. does it always say blocked?
yeah.
what's also strange is that when i put in the location of this gem, and use that instead, like this, then it fails instantly.
In the world outliner select the RecastNavmesh object
then in the details panel, try lowering the cell size, or agent radius
ok wait- it looks like now that the navmesh is working underneath it, the location is working properly
and is finishing with success. but actor as a target is still failing.
would be nice to know why, though, so will check this
yeah I'm struggling to see why it's failing
thanks
other than some weird bug introduced due to networking
(such as if actor moves, and you aren't replicating the movement)

Here I'm doing the same, and it's succeeding regardless if it uses the actor (as shown) or if I get the actor location and use the vector
Is there any other logic you have that may be hijacking the AI's movement?
Is damping sufficient for simulating flying drag/lift? Or should I work more on importing/integrating a Flight Dynamics Model(FDM) to UE4/5?
can someone tell me why this isnt working
everything else works but is it because i am constructing this twice
Hi! does anyone know if there's an already premade function like "Timer handle" but that works like a cronometer? i want to start it and keep track of how much time passed
combing through it to see
alright, i disconnected all other code. now it just walks to the thing. i tried swapping out actors, and it works with one of them.
the actors are almost identical, but will dig in to see if i can find any difference that would cause this to wig out
this is so strange. i've checked every single property between these two actors, and they're exactly the same. same assets attached to the root scene component, same class defaults, same class settings, same properties on evert scene component. same properties in the level editor. one works with ai move to, the other doesn't
is it possible it's some weird corruption from upgrading from 4.19 to 4.26?
it's always possible, it's a pretty big jump. but I find it very odd
i had some widgets i had to rebuild due to some odd behavior
did you try deleting and regenerating the RecastNavMesh by any chance?
ah right, lemme try
also, give this a shot if that doesn't work. Right click the Content folder in the content browser and hit Resave All
I've had that fix some odd BP bugs in the past
Why is this not working?
I want the building meshes to start moving towards me after I start the game when jumping.
everything look technically correct, but it just doesn't work.
maybe it is not possible to boolean an event tick?
what is your block speed set to?
is this BP (in the screenie) on the object you want to move, or on your character?
on the building blueprint. Not the character's.
yes
click it then in the details deselect 'Consume Input'
it enables the gravity after I press space bar
then try again
still, not working
actually, the print strings here are not working at all for some reason
nope
what do you mean with "consumed"
do you mean, you can't really use the same button twice in two different blueprint when they work together?
so unreal can't really know which one to play first?
if one BP is set to Consume the input, then it won't allow other BPs to use the input anymore
It'll basically cancel the input event after it does whatever it needs to with it
you can, as long as neither of them are set to consume the input
go back to building and make sure that one isn't consuming input as well
Idisabled both of them
and your prints aren't working?
yes
I know I can do it in another way, using event dispatcher, but a guy earlier told me to try as much as possible to leave local events to their owners.
It was probably you, if I am not mistaken.
probably not. I like event dispatchers
you did not tell me not to use event dispatchers, you told me to leave things to their blueprints
that's of course, if it was you.
ok, I think the issue is with the 2nd blueprint
the building blueprint
hmm
I feel that you're misremembering, I told you about setting vs adding location, but that's besides the point i guess
I tried deleting the jump input from the charactercontroller BP to see if it was interfering, but it wasn't.
oh
it was @grand valve
I just remembered lol
done
now try and see if the building accepts the input
nope, it doesn't
is the building a pawn? or just an actor?
an actor
wait, is this why I can't give it input?
since it is not a pawn
so it is not controlable.
no, it should be able to receive input 
you'd likely need to have the pawn possesed however, and switch back between character, and pawn.
don't think that's the right way of going about it
@tribal stream when you enabled input, did you add the player controller?
nope
๐ awesome
What was the issue though?
so I basically told unreal to enable my keyboard bindings in this specific blueprint?
a combination, the player was consuming the input, and you didn't have inputs enabled on the actor
ah
also, if you don't want to do this on begin play
you can edit the class defaults of this BP to have Auto Receive Input set to Player 0 (instead of Disabled)
Hey all!
I am trying to make it so that an Actor teleports from positionA to positionB instantly, but its visual representation (StaticMesh) goes there slowly, using a timeline.
The part I am missing: what can be used to 'detach' the Static Mesh from Actor's transformations, and then reattach later?
rebuilding nav volume and nav mesh had no effect. resaving the project which looks like it might take... a while. will probably just make a new target actor and move on from there. but if you're curious i'll let you know if this resave-all works. anyway, fixing that initial navmesh issue got me in a place where i can check the bug of the list and move forward with my life. so the help is VERY much appreciated!
Done ๐
just a theory
maybe you can store the actors starting location, teleport the actor to the new location, then teleport the mesh component back to starting location
Then start moving the mesh component back towards the actor
darn, I'm sorry. it's anoying when you don't know why something doesn't work, and then don't know why it does later
def ping me if it solves it. at least for now you got something that does work, so that is good news
also, if that's too much of a hack, maybe you can just disable the mesh visibility on your character, spawn a new actor/bp, and move them towards the intended location. then destroy them when they reach the destination
This sounds like more of a hack ๐ This is for a turn-based roguelike, so would be happening with a measurable amount of Pawns every turn. So probably going to try the first idea
Im making glasses that the player must pick up in order to unlock something, any clue why this code for the pick up is not working?
what part of it isnt working? like is the has glasses being set or what part isnt working?
just when i hit play and go over in the box collision and press e it doesnt pick up
I would try some print statements just to double check all the functions are running like your enable and disable input and one to make sure the input interactions event is running so you can fine tune what your problem is
how would i do that
try something like this
So where your input action event is you want to connect that to a print string node and then connect that to the gate
This means when playing when you press the input action key it will print whatever text is inside the print string node to the top left of your screen
This is good for checking to make sure inputs/functions are correctly running.
i fixed ir
i had to make my box collision the same name as the object i wanted to use the glasses to be able to interact with
one more question
do you know how to edit a particle in a blueprint
as far as location
and scale
nev
I think you should be able to find a video on that pretty easily
i found a few from a search
oh lol
Movement Replication Issue - Jitter
Anyone familiar with movement replication for a P2P? I'm currently experience client jitter on movement input. Something like gravity is not affected.
@desert juniper resave all didn't fix it. started making a new actor. and noticed that this actor that didn't work was about 0.5m higher off the ground than the other actors that did work. moved it down to the same height as the other actors... and now it works. i really thought that the acceptance radius was in all directions. but i guess its... not.
in my testing, it appears AI Move To will not work with an Actor as a target if the actor is too far off the ground from the nav mesh.
even if the actor is overlapping with the other actor, that doesn't seem to matter. it looks like it's the actual world transform location of the AI pawn compared to the WT of the target actor.
you would think they would project both onto the same 2d plane and then work out distances from there, but that doesn't seem to be the case. maybe i'm wrong. i'm tempted to write a wrapper utility function that takes care of this.
uhh... I'm shook. I had no idea it didn't take vertical distance into account. I thought it was a sphere, not a simple 2d trace.
yeah. pretty wild. lemme know if it works out different for you in your testing
damn. well thanks for sharing. that is.. kinda fucked up ๐คฃ
like you mentioned, wouldn't be a bad idea to create a wrapper function that fallsback to a simple linetrace on fail
ahhh yeah, that would be a perfect wrapper. yeah i feel like its one of those things that doesn't really come up 99% of the time.
not blocked, but it does abort
and not all the time, sometimes it succeeds, even though they're all at the same height. that'd be an anoying bug
so it succeeded once, and then aborted the other times?
yeah looks like it
moved the target points much higher, and increased the acceptance radius to 5k
aborts all
crazy.
even at 50k acceptance radius. so yeah, absolutely shows height definitely has something to do with it.
wouldn't have guessed ๐คทโโ๏ธ
same! i'm guessing it has something to do with navigating to an area that is up some stairs above where the player currently is
seems like if it's too far above the middle height of your average character component collision capsule it doesn't work anymore.
Well, great job finding the reason behind it!
if the actor is replicated, I'm pretty sure you just don't have to run that on the server
this works without jitter
Cool, thank you for the direction. I'll take a look into what my character is doing replication-wise.
Hey having an issue with a blueprint, Says It can't read the branch, unable to find the issue, but I've been frustrated with the whole thing all day, so I was hoping to get some help?
Show the error
@versed plover Levelmanagerref is invalid
Read the errors, they tell you what's wrong
I know that, but I can't find out why it's invalid
Probably not set
Object variables are empty by default
They need to be updated to some instance
Not sure how you're doing that at the moment
By some means you must fetch the reference you're after
okay, I'll see what I can do thanks.
moral choices and interactive storytelling
I Want to make a Widget Button somewhere in the level, so if the player went there and click on it + it will destroy a specific Actor (which is already set in the level) and replace it with another actor. so right now if the player went there, he can see the actor is changed ( NOTE : actor can be a NPC with some dialogs so they can tell us different dialogs and things based on the actors ) . fell free to talk if you can help
how about making an actor with a widget component
set the widget to screen space
You could create a bus for it ๐
An 'Event' bus
With some tag or ID
That can be reacted to by anyone ๐
Basically a dispatcher that anyone relevant is bound to
cool idea ! don't test this, can I get reference to actors just like triggers ? because the way of referencing things in widget BP is different
assuming I understood you correctly, the way I have interactable objects is
they have an interactable component
and a widget component to indicate they are selectable
when player presses e it performs a line trace
if the object is interactable, then it calls the Interactable function on the object
whoops, meant to reply to you @modern notch
anyways, then you can override the OnInteract (On the InteractableComponent) function on your object, to do whatever you want it to do
(in your case, replace it's mesh with another SM/Skeletal Mesh)
Sounds more like they wanted to replace the entire actor so that theres different dialog going on
(Which could be just swapping the dialog options out but oh well)
ah non data driven
Just by what's been told, i could be way off for sure
want to swap between two actors, one of them is set in level as default. one of them is a second actors. if the players goes into a specific area and interact with a widget button, it will destroy default actor and spawn second actor
here you can see that I already do this with Triggers, but want to do it with Widget button
do it with a blueprint actor with widget component or a Widget UI ?
Depends on your needs i suppose
Personally id prob add it to the screen with a regular widget
see what i can do, thanks :))
what is a struct blueprint?
Maybe referring to struct assets
Hello. Struct Blueprint is like a custom Variable
U need to create a new variable in ur blueprint and set the type to ur struct.
In my example this TempProgram Variable is a ProgramStructBP variable type, which struct was created by me. (btw this is how EnumBlueprints works too).
U can even set it to array, but a little bit harder to work with that.
Structures are a variable type where u can have a lot of different variables.
What are the equivalent variables for this?
I'm aware, just never heard the term struct blueprint
Normally its just struct ^^
Structures is a common thing in a lot of programming language. The way UE implemented in Visual Scripting is to create a Blueprint for that, working the same way for Enums. I think its pretty creative and nice how they maked it. Usefull and easy to use after a little time.
BP structs are pretty fragile/error prone tho, I would strongly suggest making a c++ struct for it instead
Stays ok as long as you dont modify it I suppose
Had no problem with it yet using. And in my project im using it a lot, modifying, adding elements to a Struct Array, mb there can be errors with it, but i dont found any yet.
As long as you dont modify the struct itself*
change variable types, add and remove variables from the struct
I've had structs break many times
stuck in infinite cache loop
each time you open the project you must manually remove and re-add the struct breaks etc
a pain ๐
A struct in cpp is also quite easy to make;
Makes for a nice entry to c++ if ever there was one ๐
Well, as long i have no problem with this i dont change :))
But after this project i'll start to learn C++ (i learned Pascal and C, and C types (for arduino, PLC programming) so i think i'll have no problem with it, just simply had no time to start the new language yet c: )
Does cpp have a lot more capabilities to simple things like structs?
Like can you edit the original struct within code, compared to blueprints where you have to make changes for the individual bp's?
Im also working with PLC programming lol ๐
define "edit the original struct"
It does have some extra functionality aswell (or atleast one can make)
Well just more capabilities in gender i guess
with the support of custom functions to it
That and them generally being safer
doesnt break like bp struct can do
found the answer but I'm not sharing
Hello,
I up a time in case of someone now ๐
I really don't know from where the problem come
Have a nice day
compressing ?
๐ I mean where can i did it ? I never saw this option
The problem is still here but at least i have learned this option ๐
... I went searching for that. Got plugins and tech blogs and a bunch of other stuff. NOTHING ABOUT A TINY LITTLE BUTTON.
Guys, I have such a question. I have a recharge implemented via a timer. And the fact is that for a revolver, I need to call this logic for the first time with one time, and when he already starts stuffing cartridges into it, then change the timer call time. That is, the animation is played like this:
- the character throws the used cartridges from the drum and puts the first cartridge in. This period lasts for example 1 second
- But then, the animation will loop until either until I fully load the revolver, or until I run out of spare cartridges. And this period of stuffing cartridges will last for 0.25 seconds.
Will I have to make an additional timer and create an additional variable?
Not sure how people normally solve this but i'd think it'd be solved by the animation ?
Animation Notifies seems like a fairly straightforward method of doing the above yeah
Hey, this detachfromcomponent node is setting the component's location to 0,0,0 regardless if I set it to Keep World or Keep Relative. What am I doing wrong?
I was just told that sometimes notify may not be called
I guess you'll just have to use a timer then if that's the case
I dont know why it isnt working for u, but can set his transforms to a variable before detaching and giving it back to him from that variable after detaching
How do I hide the "default scene root" white ball?
The visible checkbox doesn't do it for some reason...
There is an EditorBillboardScale, but it's actor wide. Nothing specifically for one component.
yeah, found the thread about it, so that's not a solution for me I think because I want my custom icon to be visible...
(and that custom icon is "editor only" so it can't be the scene root)
Hi,, I have question.
I have Main screen map and this loads a PlayerSelectMenu, from
the PlayerSelect it loads my GameLevel map.
The problem is doesn't show the right player but always the UE_Mannequin.
I Believe the code for PlayerSelect is correct, but other things are
incorrect set in the WorldSetting or PlayerControler/ThirdPersoneGamemode
If I'm in the GameLevel map it doesn't the right HUD or some PickUp Coins
So where should I be looking/checking?
I have set MyGameInstance in the projectsettings (variable for My character) so it remember which character I have chosen when I goto my GameLevel.
ANyone have any ideas?
I can never remember which order the vectors go for calculating the direction vector between two points... but TIL this exists :P
This seems to just be a wrapper for that vector math but with helpful parameter names lol
Thanks for the attempt but that's confusing lol
I mean the part that confuses me is that 0,0 is a, but then you're making a the new origin? Isn't 0,0 usually considered to be origin?
Let me try and draw it with layers and let's see if it makes any more sense lol
I don't know :D
Yeah I just don't have the intuition for that explanation to make any sense for the order of operations :D
I appreciate the effort but I don't know if it's worth it, I can just google it :D
Some day I'll remember it :p
Yeah like I kinda follow the logic there... kinda
yeah I suppose so
I always just remember Unreal's implementation of it.
Target - Start
(To - From).GetSafeNormal();
can i use stream level bounds volume only for map visibility?
I'm creating a multiplayer game
I would prefer the map to be always loaded
and only visible when a player enters a field
won't such a practice hurt in multiplayer?
?
Im trying to make it so the player must build hut, an objective. The only issue is I want to make the hut be kind of greyed out in the beginning and then when the player interacts with it using a stick it'll make the hut appear. Im thinking of doing this by changing the opacity of the object in the beginning and then when the player interacts, I change it back to normal. Could this work?
Can you set opacity on a mesh directly?
iโm not sure
Id imagine using a material would be good for this
if you can
oh just changing a material
To be honest with you, im pretty new to unreal so I don't have much knowledge about materials or switching things out. Do you mind explaining how i would do this, or if you have a video i could see that could maybe explain it. I've tried looking it up but nothing seems to pop up
thanks, watching a vid right now
Just don't put a timer on tick, with a delay in it that calls get all actors of class, and runs an interface function on all of them.
yeah im going do it that way, i think it just makes more sense to me
Scalar on a timeline is acceptable
Can anyone tell me what to look for when using streaming level in a multiplayer game? and answer the questions abowe?
#multiplayer may provide more answers
ok
hey guys any clues as to how id go about rotating a camera around a pivot on the top down example blueprints
specifically id want to move the camera around the player while they move
im not 100% sure wym but i want to be able to move the camera in 90 degree increments with button presses and not with my mouse
since the mouse is the movement system in the blueprint i mentioned by default, and thats how i want it to stay
On key add local rotation to cameraboom
You may need to remove and add the XY rotation that already exist
To get the correct rotator
hello, does anyone have any idea on how to make the third person camera camera pivot on the player, we got the camera working but the player goes off screen which we don't want
make the camera a child of your third person character
w the springarm too?
is this what you mean? if it is, the camera doesn't stay anchored to the player
did that and nothing happened still, camera doesn't behave any differently
im not sure why it wouldnt be
Spring Arm needs to use ControlRotation
if its a child of your character it should keep its position relative to your character
where is that found?
Select the SpringArm. Should be in the Details panel.
now i have a question lol
i made a struct for my characters stats but i cant seem to change its variables
i had it like this and i played it, doesnt work
i ticked it and it doesnt work either
Camera is attached to the Spring Arm?
yea
BP Struct?
yeye
Odd. You should just be able to put a new property of the struct type on the character, everything should be editable when selecting it.
i mean to edit it from another blueprint
i tried changing the variables inside the struct like this
I generally try to avoid the make and break where possible.
If you do this and click on this node, it'll give you specific inputs.
You can set the values directly that way.
This looks pretty normal. I can't imagine why it's not working if you have those settings on. I have a similar setup for my battle map camera.
SpringArm
Camera
you can just about see the character but thatโs with your camera settings
Looks like your spring arm isn't set long enough or that your camera isn't set at 0,0,0 relative location on the spring arm.
Whatโs the best way to localize subtitles? The built-in subtitles are strings right? So you cant use that
Depends on what they're for.
Generally speaking, I'd recommend keeping any user facing text in StringTables. Makes gathering through the dashboard and reusability much cleaner.
Ah. You're asking about the default Dialog system? Not a fan of that thing personally.
i set the spring arm back abit and everytime i rotate, the camera shakes
this video is when i made the springarm and camera the child of the sprite
the camera doesnโt pivot around the character
Really not sure with 2D stuff. That setup normally works.
so i cant get my stats to save
no matter what i do i cant get it to save and pull properly
everything else works fine
but i also noticed that my values in here dont change
so im thinking thats probably why?
Those look like defaults. Shouldn't have anything to do with saving and loading.
thats why im confused
Where are you getting the Stats struct from when you save?
wdym where
Right. But if you're not changing it, it's just going to save defaults. So where are you changing it's values?
Nothing in what you posted explains what is in that struct.
And Failed isn't printing? It's finishing the Save fine?
And this saving/loading is in the BPPC?
Oh
is that a no no
The Struct SetMembers at the end of that.
This here isn't doing anything. I think you meant to set one struct as another one here.
let me try
it does pivot on the character a little weirdly but it works, the only thing is that it doesnt have the character in frame fully
so i made 2 different structs, one for the save file and one for ingame use i guess
ok im not exactly sure how but its working
lol
so thanks
well it was and now it isnt
and now its working again lmao
woooooooo
Is there a way to change opacity of object with a node?
oh
When i click sometimes on my Buttons i get this Error-> EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000009 , i guess its about a Loading Problem or? its super Random // at Runtime
how do you get a node like this but for static mesh
this sorry wrong reply
u wont, u will need an Mask for that and an Special Material
i was about to say i dont believe static meshes have a texture
can you instead switch the material completely
like have one and then apply another
thats what your saying i should do
Static Meshes only means they are not moveable like an Character
my bad diggity dog
lol
on Material Instances yes,
can you swap material instances for an object in a bp
ofc
cast to material instance?
You don't necessarily need to break this here. In this instance you can set the struct directly since you're overwriting the entire thing.
can you explain how i'd go about actually doing this though. I just want to change opacity of object or go from translucent to opaque
They're the same type though.
Authaer, do you know how I can change the opacity of an object using a bp
Materials are your only choice.
so changing a material from one to another
Easiest probably to make two materials to start with and swap them.
If you need a fade in, you'd make a material instance and lerp it's parameters in a timeline or something.
what I'm trying to do is how in games you say place a house down to build right and its opacity is low and then when the player gets the needed materials and press E to build house, the opacity rises to show it's been built
changes from say 0 percent to 100 percent
You can do pretty cool stuff to simulate building with materials ๐
how do you set visibilty using the node
I have an event begin play connected to a Set visibility node, how do i make that visibility 0 though?
The "new visibility" option on the node is what turns the visibility on and off. So if you set it false the target scene component won't be visible.
thanks
Hey guys. I'm trying to set a post process , which contains fog of war, on my character. Everything's working, except when I try to change blend weight into anything between 0-1, it applies the blend as if it was full (1).
What I mean by this, is that 0,0 means it's completely off, but with 0,001 it goes all out. How do I change this to a more fluent change?
Anyone know why my line trace would be picking up objects through another object? Ive setup blocking collision and it still goes through it.
I have a item behind a wall that I want the user to not be able to pickup through the wall for obvious reasons, yet somehow the user still can currently and im not sure how to fix that
if the trace channel isn't setup to work with the collision it'll go through it. thankfully there's some good debugging options for trace that will show you exactly what's happening
If im right with what I read if I have a mesh blocking Visibility channels would it not block that properly and prevent the trace from going through?
The debug shows it hits the wall but then goes through and still picks up the item behind the wall
it should yes, but I havent seen your setup
is there a way to reference a variable in another blueprint?
I messed around with collision and managed to get it working somehow, Thank you though CE!
yes you can cast to the actor that you have the variable and then set in.
I thought Cast To is for checking whether your target is correct class, or something like that
For exemple you can have a variable in AnimBP and tell its true if actor is close to a wall. For this you can in level bp do the close target coding and at the end cast to anim bp and set variable true
came dm to explain me what you wanna do
I made this to make the visibility of the object zero when i start game yet it's still visible...
well you set it to be visible
thats what i might of that
In this first pic is a box collision showing that if the player steps in box collision, set fire complete true. The next pic is beginning at event play set stick not visible and then next to it, if Fire complete is true, set visibility of stick true. The thing is when i get into the box collision the stick doesn't become visible
btw the target of the get Fire Complete is the first person character
you need to call the event that is on your character, in your box collision code. You are never actually Executing the event "begin" (at least not from these snippets)
Guys, how can I make it so that the model does not pass through the wall? For example, if I throw out an object that has physics activated and start leaning it against the wall, then at some point it will go through, and with low FPS itโs generally terrible. I know that the physics in the engine depends on the frames, but is there a way to fix this problem without overloading the project?
how is this a blueprint question?
how would I go about increasing ai's health per round? it has all the health, max health functionality and round system
I done get max health + float, add 50 and then added it to current health?
I'd update max health then reset health
how would I go about that ^^?
Set the new max health, then set current health = max health or whatever. Super simple.
Depends on if it should update or if it's only for new ai characters that spawn
@faint pasture Thanks :) ill try that
Am I using the wrong command or why does the Blend Weight seem to go to 100% as soon as I set it to even 0,001?
Been trying to figure this out for some hours now and can seem to figure it out :d
Otherwise the PostProcess seems to work exactly the way I want it to. It's just so intense when giving it any value over 0
in the screenshot you only switch between 0.0 and 1.0
But even if I change the other one to 0.1 it looks the same as 1.0
probably more a problem with your material than with the blueprint then
I'd change it as a parameter on a dynamic material instance
Could it be like "too intense" or something?
what?
Nah never mind. I was just thinking if it could be so "intense" that even at 0.1 it'd be pretty much the same as 1.0, but that can't be the case right?
I don't know
Since the post process is more like a layer on top of the view
I don't know your setup. like I said I'd change it as dynamic instance parameter instead of bothering with blend weight
you mean as in "scalar parameter value"?
how can i check if a animation ended?
yeah or whatever your parameters are
because I'm using those to set the parameters, anyhow I wish it wasn't applied until later on in game
but should I just set it to like 5 million then and call it a day?
or will that cause problems with fps etc?
I don't know what any of that means
you're assuming that I know everything that you have done
just a sec, I'll try to get some sort of logical collage to explain wtf is going on here ๐
Why does this work but not when set per event?
maybe damage never triggers?
The "Spawn Decal Attached" node has a location input that says it can vary "depending on the value of Location Type" between relative and absolute world. Does anyone know how exactly this is determined?
Print something on event any damage, does it work?
Yea it does print
It does
Only 0 makes the character ragdoll.
is there a way to put a condition
that when generate a new random in range
is not equal as the last he generate
ok thx
for loop I guess as well?
This is running in standalone?
hi i'm wondering how it would be possible to basically know when node called 'set view target with blend' has finished 'animating' the camera. is this possible?
you could tick it or add timeline to its blend time and when it hits the number you want it will print?
@mild jacinth
Hey anyone know how can i get reference out of my widget from a bp? Create widget doesnt work.
You could make a print string after a delay of the blend time. Also I'm not sure if this would work because I'm not sure when they consider it the next view target but you could use the get view target then add a branch to see if it is = to the new one
When you spawn the widget you could cast to the BP you want it in and set the variable in that BP to your widget
On construct then
ahemm??
from widgets construct?
I want to make stuff happen from my BP that is handling the 3d widget
I already can talk from widget to the BP
but not from BP to widget
Do you try get all actors of class?
yeah and i tried the get all widgets of class
get all actors of class dont work with widgets
Why don't you set up the functionality in the widget. Like when it is focused
ahh now it works i had to take the tick away from top level only
Nice
what a nice fix
Shoulda read that though thoroughly as it says only direct children of the viewport will be returned
My game's behaviour and physics is a bit weird. It plays differently in different viewport playing modes. Why is that?
I am sure it is related to frame rate.
In standalone game mode, the game feels decent. it plays on 144hz I think.
On normal viewport play, it is roughly playing on 72 frames
in PIE mode, it plays on 48 frames
the 144 hz is different in terms of physics and gravity from the 72
the same applies to 48 frame
and yes, I made sure I do all the necessary compensations in event tick by multiplying the delta time.
Does anyone know if there is a way to create this same system in an easier way, for example, taking all objects that have a certain material and removing the collision and visibility
so I am making a horror game and I am trying to make the jumpscare to where when it is triggered then the viewtarget switches to a different camera but I can seen to get it to run a custom event from the enemy to the level blueprint anyone know how
how is this a blueprint question?
show code
I deleted it out of frustration
probably for the better, jump scares suck
well I mean its gonna be a huge part of my game so I kinda need it
cause I got frustrated and it was like 3 AM
I think the main issue people here are going to have is that an answer to your question would effectively require someone to write the feature for you. But the goal here is to answer questions for specific issues in your code.
well what I was thinking is that I could make a custom event with all the things I need in there and call it from my enemy
it seems like the main issue is getting access to the custom event of another pawn. you'd have to get a reference to the enemy, and then cast it to the class of that enemy
from the class casting you'll get a reference that should have the custom events
I can't really help without seeing the code just so I can get an idea of how you wanted to do it
ok give me a sec
when the jumpscare is triggered the enemy would call on this event witch will set the viewport to a camera I attached to the enemy
the problem is that this is in the level blueprint and I dont know how to call it from the enemy
I would have it in the enemy blueprint but it wont let me change the viewport
Because it might be related to event tick.
I hope you practice gymnastics because that was a strech
needs a player controller as target, no?
maybe try the profiler and see what's causing the issue first
I mentioned that the frame rate is different in each play mode and so is the physics/gravity. That's what makes me think it is an event tick issue.
you do realize the entire game runs on tick right?
it makes no sense to assume that it's BP related without proof
run the profiler and figure it out
Will try this.
well ya this is just an example
if this is systemic you don't want it to be done in level BP
also, physix is not deterministic, meaning that with exact same starting scenario and in exact same conditions, it will produce different results
chances are when the enemy AI is close you can overlap its collision with the player
and get the player reference like that
its not all done in one blueprint as I said the set viewtarget with blend does not work in my enemy PB
you really don't want anything that is not specific level specific done in level BP, really
you can't do it all in one BP
thats what I said
its ok
right so
like I said
the enemy AI BP
make a collision box
or sphere, really
then do your logic when that collision overlaps the player character
the event I want to call is not in the character BP its in the level BP I want to call the event from level PB from the enemy
I already have colisions set up
you can't and shouldn't use the level BP for this
it's a systemic event
it has to be true for all enemy AIs
not just the one you're using
the BeginOverlap event, when it runs in your AI BP, it will have a pin OtherActor
from the AI BP perspective, Self is the AI, and OtherActor is the character it overlapped
in case that OtherActor is the PlayerCharacter, you have a usable reference to both the AI and the PlayerCharacter in one place
so you can do what you need to
well
select your collision component in AI BP on the component panel
then scroll all the way down in the details panel
I have the collision events set up
where you have green + for its delegates
where?
and hit the one for ComponentBeginOverlap
I am using AI move to on succsess then it triggers all the things
I am trying to get the viewport to switch from one camera to another
which blueprint
enemy
show your code
so
from that AsTPC node in the Cast
pull a wire and promote to variable
and call it "Target"
k
then you can use the GetTarget to reference the player character later on
add a sphere collision to your AI
make the radius the range where you want the AI to interact with the player
once you have that, you can use the OnComponentBeginOverlap event from that collision
cool
in which blueprint is that?
cool as long as it's not in the level BP
does it make sense to put tasks underneath a selector?
or should there be sequences?
since a sequence can be true using a decorator
and idk if a task can be true

Hey guys. Quick question. This is not my thing but I am looking for it, but I dont have the correct word for it, then I am not finding it. so... what I want to do:
I want to spawn or activated a particle/niagara from my my character like water... and this water must hit the floor and stop and make a puddle. I think I need to make a trace to know the distance and then I will set the size of this particle to know the ground and then I spawn another one at the floor. But this is the way, this is it or there is a automatic way lets say on particle/niagara where it recognise the floor and do other stuff etc?
There's a blueprint node called line trace.
yeah I have mention to do it. But not sure if there is another way. I am not the designer guy, but want to try something.
why wouldn't it?
I think you're better off handling this inside of the particle system itself instead of trying to make a BP responsible for it. #visual-fx
or #niagara
thank you mate. Will try there
Hello friends, I want to ask a question about performance. When using the actor components I created in other places, would it make more sense to use everything through events or call the function directly inside?
Thank you @odd ember , I was skeptical about the cost of doing everything via event
behind the scenes it's all the same. if you're that worried about performance, switch to #cpp
I don't know much about cpp ๐ฆ
I think it is more effective in learning because there are many more tutorials on blueprint on the internet
May I ask one more thing, how much do "cast to" operations cost me? Sometimes I do much more stupid things to avoid it
But I think I can solve this with cpp too ๐
the costs are negligible unless you do 100s of them per tick
generally worrying about performance is the last thing you want to do
worry about architecture and making your code work first, then worry about making it readable enough so you can tell what it says in 3 months, then, if it doesn't perform, run profilers and optimize where relevant
Yes, I broke my running game that I've been developing for 3 months the other day, because I'm trying to make major changes because of the thought that there will be problems with performance. Thank you for everything, your comments are important to me
I don't know what you mean by "broken"
I made big changes to avoid "cast to" on items and it was affecting all components, while making these changes, I compile everything carelessly and encountered problems that I couldn't find the reason for. Now I'm starting everything from scratch
unless you're using 100s of casts per tick it makes no difference. and you need to cast in OOP, it is not avoidable if you're using things correctly
Thanks again for this information ๐ Now I can develop more comfortably without limiting myself too much
it's easier to optimize where needed than to optimize where predicted.
and you likely wont be able to predict where you'll need performance
"premature optimization is the root of all evil"
Hi i'm still pretty new to unreal engine, I've looked into multiple tutorial videos but I can't find myself able to understand the blueprints. I feel like i'm copy and pasting connection instead of learning. Is there an efficient way to learn blueprint functions?\
blueprints aren't much different to regular programming
Also sorry if i'm in the wrong chat to ask this
there's many ways to go about learning programming. I don't know what your general experience is. I'd say that trying to understand what object oriented programming is, and the principles that it follows is probably among the first things I'd focus on if you're aiming to do this long term.
barring that, if you're looking at just doing it at a basic level, it's just about finding the right nodes for what you want to do
Thank you for the advice, lets just imagine i'm learning from the absolute beginning lol, where would I start?
I believe there are some links pinned to the top of this channel
something that's worth noting is that programming takes an extremely pragmatic approach. if you're wondering about how to do something, the solution is probably as simple as you can think of
there is no magic
My experience has been to simply just spend a lot of time with it. Trial and error has been my best tool under Google. But once you know the technical side of it, the rest is a sort of art which I really have enjoyed in my short year of experience.
Honestly I would hate to have to go to school for something like this. Figuring it out on my own helps me keep my motivation.
I'd really caution against thinking of it as art
there are ways that you can do it that are very wrong and will cause you issues sooner and later
Which is why allowing the more experienced people to pass their own methods and concerns to me.
A lot of reading documentation and understanding why something has to be the way it is.
It's like what you said, usually the more simple it is the better. Doing something in a way that prevents work in the future is going to pay back time and time again.
I think less of it being passing down "methods"
there aren't any signature moves
it's just about what works and what doesn't
I agree
again, there is no magic
thank you both for your views and opinions I think and hope I may have a good enough starting point now
the code is instruction. the game will do exactly what you tell it to do, nothing more, nothing less.
emphasis on exactly
it's very easy to assume something to be implicit
nothing is implicit in code
I personally have really enjoyed the reusability and data structures part....
It's incredibly satisfying to Finnish a system and be able to use it for a lot more.
well yeah, that's the end goal. keeping tech debt low, keeping entropy at bay
I have just realised that if you resize comment fonts in a Material, close it and open it again, it resets all those font sizes back to default
i need some help, i have a main menu widget and a main menu level, when i open the main level the widget opens and works, (which is what i want) but the problem is i can't figure out where it creates the widget in all of my blueprints? like if i wanted to change the main menu widget i can't because there is no create widget in my beginplay section on my main level BP. im so confused as to how it even displays the widget when there is no create widget function ๐คฃ
The main menu level might spec a different GameMode which can spec different pawns or PlayerControllers
@shadow field Just check what's referencing that widget and you'll find where it's created
im trying to figure out how to reference it, can't seem to find out how
nvm found it thanks
didn't even realize i used a different player character to create it ๐คฆโโ๏ธ
Can anyone help me? I'm trying to do a line trace in front of the actor, I will repeat this for the other 3 facings, and I want to use the rotator to fire a line in that direction, but the line trace uses a vector end point.
It's probably that the level specifies a different GameMode which specifies the different PlayerController
this is what i did for mine, are you using it for shooting? not sure if this even helps though
thanks it would have taken me hours haha
I'm using mine to figure out which floors should have walls, based on whether or not they have any open sides.
ah ok so it doesnt help sorry i leave this to someone else ๐
I guess the better way to phrase this is, "How can calculate a point 200 units out from the start point, using only the transform and origin?"
Get actor loc + get actor forward * 200
The transform returns 0,0,0, the rotator returns 1,0,0. I want the end point to be 200,0,0
and dynamic so I can use it in a for loop.
Actor location + (Whatever normalized direction * 200)
If you wannanuse it in a loop you'll need to work with an array of directions
ty, this helps a ton.
Such a massive library of nodes, the hard part is trying to learn ALL of them and making the best use of them.
Yeah its quite overwhelming
I haven't seen many people mention entropy before. What an interesting and specific use of wording for describing the work in tech.
Yes, Indeed we should all strive to gain back our time and prevent the infinite loop of bigger and better things from chacing us into eternity.
^exactly why im not even in alpha atm
"I need to make this better!"
"why?"
"because I figured out how, and i can! "
"Will it make a difference?"
"......Yes......(?)"
That + not enough real progress ๐
can you help me with this? I'm trying to apply impulse to the object you shoot, but it doesn't seem to work this way
Hi!
I have a little problem finding the right value of the character rotation relative to its forward vector.
The task is generally simple:
There is an AI that looks in front of itself and there is a player.
I need to find the value of how much AI should turn to face player in float.
Like if player behind AI it something about: minus 180.
If in the front is 180 (or 0).
The forward vector of the player does not matter.
โFind look at rotationโ shows the value between two actors, but does not take into account the ForwardVector of the AI actor.
dot
gives you a float
1 to -1
so you'd want the dot between AIForward and GetUnitDirection(AILocation, PlayerLocation)
1 would be dead on. 0 would be 90 degrees out, -1 would be 180 degrees
Personally I'd just do the find look at rotation. You can get the amount you need to turn by subtracting the AI's current rotation's yaw from the look at rotation's yaw.
Has anyone ever run into a situation where a widget blocks other widgets even though it is set to Non-hit testable?
Fair, this would work well :)
Are you using RetainerBoxes anywhere?
Anyone got a suggestion on how one would structure transfering of things from A to B when some is instant (like electricity) vs a regular resource that needs to be transported ?
Like would instant supply/demand stuff also be "items" just with no transporttime, or would it be something else entirely?
Nope. The offending BP is just a canvas with an image, and both are set to not hittestable.
Are you using retainer boxes anywhere else?
Literally anywhere else in the tree of widgets on screen at the time.
Oh wow, I don't think so, didn't think it was like that. I hadn't looked at any of the other widgets since as soon as the offending widget is collapsed things work as intended. ill look.
hi
so
i made multiplayer, but when i shoot only i can see the projectile
the other cant see it
To be fair I believe that in my case my widgets were hit testable. I had an issue where retainer boxes from a completely unrelated parent of a parent userwidget's retainerbox was causing lower ZOrder widgets to get hit tested first.
I'd start with opening the widget reflector to see what is happening with yours.
Oh man I'm an idiot. I was looking in th wrong place. Totally missed a location i had the widget being set to Visible that was overriding the non-hit testable. Thanks for the duck.
Is there a way to make Get Hit Result Under Cursor by Channel ignore certain objects, like pawn?
Hi all. I saw this tutorial on how to change player with key binding, but it only demos 2 players. Is it possible to do this technique for lets say 5 players? If so, how do I connect the third player? Do you need to add more flip / flop? I just want to be able to choose / select 1-5 players. Thanks
@grim peak maybe try to pull out a flip / flop from the B and then connect them
A to first process then next flip / flop a to 2. process then 2. flip / flop b to 3. process
Thanks. I need to add another flip flop. Let me try... show you.
Which part? The Decreasing or the Remove?
I dont know, i am shooting it hundred times and its not removing
Debug prints. Make sure your value is going down on hit, and make sure that your execution is running after the branch.
Also on that note, always try to use stuff like <=0 instead of ==0. If you ever end up adding other damage amounts to your game, and damage application is 2, and it moves that to -1, the player will never get removed.
Switch on int, increment int % 5(NumberOfCharacters)
If you do nested flip flow it will go A B A C A B ...
Level blueprint. ๐ฆ
Yepp..
Sorta wish the engine blocked that but oh well ;p
Perhaps i just havnt found a proper usecase for it ๐คทโโ๏ธ
@maiden wadi thanks for previous help, i need another one
how can i do that show the widget to the killed player
Hey, is there a way to disable "Tick Enabled" en masse for every single blueprint in a project?
Yes, in the project settings
i tried something but it always showed for me
Enable bluepribt tick or smth
Does this call not kick the player out of the game? If it does, you cannot show a widget for that from blueprint. Requires some C++ overrides.
oh
At this point id suggest looking into cedrics multiplayer compendium as a start
yes, but it always kicks me out, the killed player wont get kicked out
Cause you're not specifying the player to be removed.
I tried that. I disabled this in the project settings, but it hasn't applied to literally any of the blueprints that were already made, and new blueprints are also tick enabled still by default.
Nor doing it via rpc i bet
Oh shiet
Instanced ones, or classes aswell?
All of em.
If so you can select them all and bulk edit them in property matrix
Why are you trying to purge BP tick? ๐
Just to make things easier for myself in the future.
Are you developing on mobile, or?
hey all, is it possible to get the source control revision in blueprint as a string, eg for display in UI?
Nope. PC.
Bulk edit
Go to contents folder, add filter under search for actors, select them all , right click -> bulk edit via prop matrix
Alright. Thanks, all.
Bp tick is toxic ๐คฃ
Purging seem reasonable
Just sounds painful. Some things should go on tick and are much easier to do from BP as a designer. It can always be moved to C++ later. Smart usage is better than entirely removing.
Hi Squiz.. That flip flop doesn't work as you mentioned . Is that Increment the right node? How do I add 5% and the number of characters? to which node do I connect it too.
Youd still be able to enable it when needed
I'd just do +1, but that's up to you
% is modulo *
just like you can use debt as analogy for tech debt, code/software entropy exists: https://en.wikipedia.org/wiki/Software_entropy
no need to be snide for what could quickly be uncovered in a google search
Sorry I'm new to BP stuff.. just learning as I go. Do you mean this node? If I have the Increment node. Is it complicated to set this up or can you show it (screenshot) . It seemed like an easy way to switch from characters. The flip flop works okay but only for two characters. Not sure what to search for for more info.
See my screenshot ๐
Cool Thanks so much.. will try now... didn't noticed it ๐
I have this up. But how do I connect my 5 BP_players to the switch On int ? I googled but it only showed how to print $ text.
Single player game (I hope)?
Yes, just want switch and show of the 5 players.. perhaps as the tut with key binding.. so I can switch to nect character. Just simple solution would be great.
Well it could be done anywhere then i suppose (just not in the level blueprint would be my advice)
i print on server in begin play
playercontroller might be suitable
So you wanna spawn a new class, possess it, and possibly destroy the old one
Do you want all 5 chars to be visible all the time? Or just the one currently selected?=
Only one
guys get pawn on player state begin play failed what should i do ?
Give me a sec
Take your time.
Can u give more detail
Alright so leets use the player controller for this
in your custom playercontroller ( if you dont have one, make one)
we wanna take the inputaction and execute a function
we got two variables that we need, one for our index, and one for array of avaliable characters
when a player join server make a controller and player state for him
and then
pawn created and possess to controller
so when i want give my pawn
on player state begin play
it faield
but have any event to call when pawn set in player state?
You can try this: Get Player Pawn > Get Player State > Cast. You can also add a delay and connect it to the event so it tries again
delay is not true way
cause we don't know how many time excatly need
and this Get Player Pawn > Get Player State > Cast
should be in controller
i want do it on player state
probably, yes
I'm not sure if the vars are set correctly Characters is a integer and CurrentCharacter is set to Var name. How do you get that Swap character node?
Make a function called Swap Characters
the Characters array is a soft reference class array
So all our characters are children of a singular parent class
you can probably make it a character soft class ref
then in the array, you add the different characters you want
The swap character functions is then executed like this
First we add to our integer , rounded by number of avaliable characters (so it'll loop around to 0 if we exceed the number of characters we can select from)
Then we load the asset and cast to a basic character class(the pre-mentioned parent class of all our playable characters)
Then disabling collision on the existing character, and setting its lifespan to 0.01s, effectively destroying it ~the next frame
Having disabled collision, we can now spawn our new character.
All that's left is to possess it ๐
@grim peak
Hi.. Still busy working on it ๐ In the character array. I currently only have one of my character... So add one + sign... But its only showing one ๐ฆ How do add the others?
Hey guys, some question for you to pick your brain.. I'm working on some "open world" with object state persistency... It's already done on a basic implementation with a central array / map of what was looted...
As I maybe want to "interate"( find item / contains item / find in map) on smaller data samples I was thinking on creating "Point of interest/ zones" where I had templates.... let say : FuelStation 1 / CarsTornwithGas1 / FuelStation2 ... So I made an AreaManager class then proceed with just grouping actors and creating an actor inheriting from AreaManager...
Until know It's mostly working... still have problem with persistant unique ids for child actors.... (my system was that each actors generated is own UIDs) but with this system it's either each session they have different IDs or every similar POI has the same UIDs... ... My head is not very clear on this I'm looking for something a bit elegant... ๐
maybe it should replace child actors by spawners
you absolutely should
child actor components are not recommended
but then it's getting "difficult" for pleasant level design you see what I mean?
I don't, no
mmh/ Or I make elegant spawner with the mesh only loaded on editor and async loaded otherwise at runtime
Theres a + next to the arrays default values which you can use to add anothet entry
My first character_ is showing up in the list. How do add second as you said with + sign, but BP_of my character isn't in the list. Where do you define this? all the other code is setup nearly.
how can we differentiate runtime construct from editor construct?
Is there another easy way besides child actor component to place an actor in level with other attached actors? I'm spawning the attached actors at runtime but it'd be cool to be able to see the full vehicle instead of just the bare chassis, for example, for modular vehicles etc.
Working on the same stuff @faint pasture ๐
there isn't, unfortunately. spawning actors attached is the closest you get. at #cpp level you can subclass components to do this at a more atomic level
for instance I've subclassed collision components to contain logic for themselves rather than having them have their logic in their owning actor
but it's not a 1:1 replacement
sometimes you need full actors
and there is no replacement for that
did the same for all my collision box... it became "Smart Collision Boxes"
what appens if you have an "editor only" actor inside an other actor ?
when packaged
I don't know UE5 stuff, I would imagine anything editor only does not get cooked into a build
it's in UE4 also ๐
well the statement still stands
yes It would certainly just be a null pointer