#blueprint

402296 messages · Page 863 of 403

lapis inlet
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Basic force adding script

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Blueprint object selected

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@odd ember

odd ember
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is your collision set to world static?

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if so, set it to PhysicsBody

lapis inlet
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OH WAIT

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Shit is moving!

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Just erm one issue

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Its going up

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Hmm bizarre

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Ok so stuff CAN move

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But its bizarre that everything only wants to go up

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No wonder I didn't notice, I locked everything to the Z plane

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BC I want everything to remain on the same field

grand valve
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When you add the box, pull out from the reference that gets created and promote it to variable, Then when you click on that variable, you have the same green + event buttons in the details panel like overlap, etc

lapis inlet
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Ok now

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I need to troubleshoot my current gravity simulating blueprint

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I used a tutorial on it, but it's for Unreal Engine 5 and not 4.62 that I am using

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Can anyone pitch me some help on this?

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It's used in a "Gamemode" blueprint, I'm not sure If I managed to apply it correctly to the level

waxen rose
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in the 8 min in this tut he have a CharcterRef in actor class i havn't , i follow this series and some body in comments have same prob ! https://www.youtube.com/watch?v=MF-MxQz76PU&list=PLMCnTPAjnxO_Sg8h7kQ47yB67XIM97vJ2&index=16

unreal engine | android tutorial | Third person shooter game | weapon pick up

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maiden wadi
waxen rose
odd ember
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well that's the danger of following tutorials like these

waxen rose
odd ember
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I don't think it's just that particular tutorial

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but tutorials in general

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take them with a grain of salt

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instead of following them like gospel

lapis inlet
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God im worried I might have changed a parameter by accident that is screwing everything up

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My sanity is slipping from my exhaustion

dreamy yacht
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I think it's easier to just adjust center of mass actually. Setting lower center of mass won't prevent car from flipping over during extreme situations

fair magnet
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How can I load game user presets?
I've made a system that works like profiles and I want each profile to have their own game user settings saved in it :o but I can't promote them to a variable... what do I do now?

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I guess I'd need to save every single option (like Resolution and graphic settings) in my savegame right? then and apply on startup

earnest tangle
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Sounds likely yeah

sacred current
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Hi Folks, I'm facing an issue I need to get the linear physic velocity of a character mesh, but the vector return is always 0, even when char is moving. also, I have an old version of the project with the same logic and it works just fine, it has something to do with project settings of mesh collision preset? {solution: check in your mesh physic asset, In my case it was not set}

gentle urchin
slow pewter
stoic palm
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One message removed from a suspended account.

south merlin
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Is Enum to Name broken? I have my Enum var set to public, but it only ever shows the default value when I print it's value.

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oh dang, Enum to Name returns not at all what I would expect

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I'll have to do Enum to String to Name

maiden wadi
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Enum to name will also break in packaged builds. Don't rely on it for programming. Only debugging.

hushed topaz
hushed topaz
maiden wadi
hushed topaz
south merlin
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I have what I'm calling a "Weapon Vending Machine" that when the player interacts with will give the player that weapon. Sort of like a weapon pickup, but set in the world.

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so I want to have 1 vending machine that I can change via the Enum drop down to any of the weapons in the game.

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I use a Tag to see what teh palyer is looking at to determine what string to display "Swap Gun X with Gun Y" for example.

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so I want to change the tag of the BP, only when the player is in a collision box (due to it's visual shape) so they can't pickup the gun early.

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I have a data table for all the vars

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so changing the data table row based on the Enum will change what weapon is display and picked up

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sort of "Metroid-y" in design.

maiden wadi
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Yeah, sort of sounds like a traditional Enum To Name TMap. I personally tend to go out of my way to avoid using Enums most times. There's not much I can't solve with FNames or GameplayTags better.

hushed topaz
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Doing some Character stuff (modular character using set master pose and an invisible base mesh that drives the animations), and noticed to make the animations work, I have to use 'Always Tick Pose'. However, this is causing performance issues on the client even when the player is far away and character is out of sight. Are there any standard performance tricks I can use to not ask the invisible base mesh to tick when not relevant for any player on a client?

south merlin
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what's FNames?

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I only work in BPs cause I'm dumb

stoic palm
grand valve
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@stoic palm Not the easiest thing to find but this should do it 🙂

round dock
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nope. I think I either 1. used a dummy 'normal' camera, or 2. made the view matrixes myself

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I can go look at my old solution rq if you need more

maiden wadi
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You use them as Datatable Row names

south merlin
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Oh yeah, that's what I'm using

stoic palm
south merlin
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I really just wanted the dropdown list that Enums give when you make it public

grand valve
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did you try using data table row handle as a public variable? It creates a combo box like that but populated only with the rows in your specified data table

south merlin
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when I used it as a public variable, it was a text box to me

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on top is the Enum

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on bottom is the Name var

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I'd just like to not have to type it in

molten crane
grand valve
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i just tried it, it works pretty flawless, are you specifying your row name variable as Data Table Row Handle

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needs to be exactly that type

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then you just tell it the data table you want, and then it populates the row name enum with your data table rows

south merlin
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no, I just called it "Row Name"

grand valve
south merlin
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nailed it

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when I promoted it to variable, it just made it of type Name

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thank you

grand valve
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yea, i was using it the way you are for a looong time 🙂

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this was a game changer for me

south merlin
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this is awesome

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I ❤️ this community

gentle urchin
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GameplayTags works well for this aswell 😄

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Gives you a dropdown list

south merlin
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are gameplay tags different than tags?

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I use tags in a "What is the player looking at" function.

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(it's specifically for weapons and items)

dawn gazelle
# south merlin are gameplay tags different than tags?

Yes. Tags are just FNames. GameplayTags can have a hierarchy that you can validate against (eg. You could have a tags like Enemy.Alien vs Enemy.Soldier and then check if either of them are at least Enemy). GameplayTags also have a container object that is similar to an array but you can easily find matches in vs. having to loop through an array of tags. Gameplay Tags are also nice as once you have your tag hierarchy set up, it's less likely you'll make a typo.

trim matrix
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How can I add a new column to a string table?

south merlin
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Where do you go to set gameplay tags? searching only brings up Component Tags like I'm used to

blissful grail
south merlin
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thanks

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oh ok, it's what I'm using for Damage Type, I think

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o_O

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I"m discovering so much

deft mist
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Hi folks. I am trying to assign a physical material for each different main material in a blend material that created with megascan for static mesh painting purposes, so I can play different footsteps for different surfaces. but since the layer system in the landscape material is not in here, this method does’t work. So, how can I identify the surfaces on a vertex painted static mesh on the blueprint(or cpp) side?

grand valve
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that I know of anyways

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but thats kind means you gotta have a separate texture which youll need to create after you are done painting, its not ideal but

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i think thats the only support for multiple physical materials on non landscape materials

deft mist
gentle urchin
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Is it really easier to start over than refactor existing code?^^

odd ember
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can you refactor in BP?

twin robin
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UMG input issue:

  1. Press W to run forward
  2. Press TAB, create widget, add it to screen, set input mode to GameAndUI with the widget as "WidgetToFocus"
  3. Character stops. Have to press W again to make him run.
random plaza
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i'm trying to make a dynamic NPC position saving system that automatically adds new NPCs as they come into the map

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for instance, NPC A is spawned into the level from the viewport when the level is being made, how would i make it delete NPC A and spawn a clone of NPC A after loading it from the NPC array?

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i always end up with a clone

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actually i think ive got it, just gotta have it check the NPC array when placed into the world

hollow gorge
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Hi, I'm currently trying to figure out how to handle empty inventory slots properly. My current approach is a placeholder item as a default entry within my item struct but I'm sure there are better methods to approach this... any suggestions?

stoic palm
earnest tangle
grand valve
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@stoic palm its a bit difficult since its such a nested structure, but this MIGHT work

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In this case we are operating directly on structure references so the idea is we can set elements on them directly

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so you find your settinsg, break those, get the materials break those, then make sure you are getting a reference to the index you want, not a copy

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So then we edit the weighted blendable in that specific index with our new object (you dont actually have to cast to a material here, since it accepts object)

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Then you set the members in the post process setting to be that modified array we just edited

hexed glade
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Is there anyway to locate a print string in blueprints in addition to find results. Have one that triggers, but I can't seem to find it anywhere.

grand valve
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Window > Developer > Output log, i think should tell you which class is printing it

hexed glade
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Thanks

stoic palm
grand valve
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awesome! Np!

earnest tangle
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Hrms, did they change how camera shakes work at some point because I vaguely remember being able to just trigger a camera shake on a particular camera and now I can't find that functionality 🤔

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This sounds like an issue with how you're saving them. Also strings can't be null, so not quite sure what that would be :)

maiden wadi
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Sounds like you're saving one. Then going to save a new save and overwriting the first and saving the second. But it's all wild speculation without logic.

maiden wadi
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It's all wild speculation without logic.

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It's cause you didn't connect the thing to the thing, or because the other thing is connected to the thing in the wrong order and the thing is supposed to go into the other thing with the thing. 🤷‍♂️

odd ember
frozen ledge
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i connected the wrong thing to the thing, now it works

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thanks fellow things connected to things

maiden wadi
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Message deleting is so creepy. 😦 Makes me feel awkward.

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Like, do I just leave my random text sitting there now or?

odd ember
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you can see there's a reply to a deleted message, so it's all in context

random plaza
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how do you exclude yourself from get all actors of class?

faint pasture
random plaza
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im trying to test for duplicate NPCs by seeing if the names are equal and it keeps detecting the testing blueprint

mild crystal
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how can i do for when i get this random to not be equal as the last one

random plaza
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if you're doing it in a function, crate a new local variable and set it every time you roll. then call that variable and see if it's equal next roll.

odd ember
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what are you intending to do?

random plaza
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check the name of the NPC calling it, then check for a npc with a duplicate name and destroy it

mild crystal
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like this?

random plaza
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set it as -1 by default

maiden wadi
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If you're wanting six random numbers, you sort an array. If you just want two random but not the same, just While loop it and make the condition != first roll

mild crystal
brave oasis
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Guys, how can I have more precise than 6 points of precision floats in blueprints?

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after any float calculation my result is always no more than 6 points of precision, like 0.362946 and no more after that

maiden wadi
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Sounds more like a printing issue. What are you doing that requires even more precision than that though?

brave oasis
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No suggestions that blueprints is not the place to do them, please. I made up my mind.

dry laurel
brave oasis
sinful creek
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I want to create an Android online multiplayer game.
Is it necessary to use paid dedicated servers?!
Can one mobile host and others can join through internet?!.I want this type.
Is there any tutorial for this?!I prefer blueprint tutorials.

dusk dust
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For me I created a minimalviewinfo struct and extracted the view projection matrix from that but Im curious to see your method

icy dragon
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Of course it goes without saying it's not suited for MMO kind of game, but for round based MP games like CSGO, it's perfectly fine.

sinful creek
grizzled peak
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@zenith pond that place distance setting worked! thanks! I was going crazy.

stoic zenith
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hey guys!

why does using default functions works properly on multiple clients on picture 1 and getting my component and calling its function from cpp doesn't work on any of the clients if i click play as client on picture 2

maiden wadi
stoic zenith
maiden wadi
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Does the second widget work correctly ever?

stoic zenith
maiden wadi
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Initial assumption is that the component isn't replicated.

barren sonnet
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Hey guys does anyone know how to have meshes overlap each other when using a spline mesh component ? I tried adding to the start/end tangent but that didn't seem to work.

maiden wadi
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Your cooldown at least doesn't have a replicated property marker. And I don't know what the function does. But chances are if it works in singleplayer, but not as a client, it's a replication issue either in the component or the properties.

zenith scarab
wicked osprey
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Guys, I have such a question. Is it possible to create a variable in which all rows of a certain Data Table will be stored at once? The same as the Data Table Row Handle structure, but so that in Instance I could only select RowName from the drop-down list and did not have to enter it manually

stoic zenith
zenith scarab
wicked osprey
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I want to have only a drop-down list of rows visible in Instance, and already select data table inside the class. But due to the fact that the Data Table Row Handle is a structure, I can't choose

zenith scarab
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What you can do is have a variable in a parent blueprint and set the data table there, you can then select the row handle you wanna use on the childs. Or should at least be able to if i remember correctly

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But its not possible to populate a engine variable inside the engine using a data table.

Another more costful option would be setting up a variable inside the data table struct using an actor class array u add the needed actors and then inside the parent blueprint look for each row if the current actor is inside thats rows actor array and then populate a structure variable using the reuslt of the search

long whale
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Hi guys, is there a way to determine whether a character can be swept to a target location without hitting something? The character should be moving on un flat landscape.

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set actor location with sweep ticked does not work well

grizzled peak
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Quick general question. When building out game levels. Do all the elements have to be placed inside the level editor, or can they be placed inside a folder and then link to the folder. For instance, I have a spline mesh component for a road and it's duplicating a mesh all over the place, but it requires that I put the original mesh inside the level. Instead of having some random mesh in the game level, can you link to an asset folder where the mesh resides? and if so, what type of node is that?

zenith scarab
long whale
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I also tried line tracing from center of capsule

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can get into trouble with complicated architecture

zenith scarab
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There are other traces aswell, not only line trace

long whale
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yeah I know

maiden wadi
long whale
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just wonder is there a tracing method to actually simulate the movement of a character along the floor

zenith scarab
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What you can also try is adding a nav mesh bounds volume and check if a point is reachable, how that works with a player character i dont know by heart but it should work for AI

maiden wadi
long whale
stoic zenith
maiden wadi
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Which machine is the timer ran on?

long whale
zenith scarab
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A workaround for a character would be to simply have a dummy character and spawn that with an AI controller and have that check if it can reach sth or not and give it back to the player requesting a move

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But the issue with that is how the nav mesh is setted up. It will check if the AI can somehow at all reach that point, on any way on that nav mesh

stoic zenith
maiden wadi
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Sounds like it was done on server. Timer handles don't replicate though. Would need to replicate a float for your display.

maiden wadi
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As a general note, I'd advise to avoid timers for ability cooldowns. Floats are much more network friendly and also easier to maintain. All you have to do is set them to the current game time at use, and make functions that check the cooldown duration and currently set cooldown time against current game time. Then all you have to do is replicate the float.

stoic zenith
maiden wadi
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You don't need tick for it.

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The trick is that your cooldown never changes except when used. The only thing that needs ticked is your UI, which you already have in a ticked binding.

gentle urchin
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Would you even replicate the float?

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Wouldn't a single bool be just as good?

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Clientside cooldown 'visuals'

maiden wadi
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Boolean can't display how long til the time is up.

gentle urchin
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Thats clientside stuff

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Just like the gun flair etc

maiden wadi
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You don't need the boolean. It just complicates the code. All you need is a cooldown time, and the last time the ability was used. Cooldown time can be static on client unless you have other code that can change it or client can infer it from other data. Then you just replicate the last time used and let client UI display from it.

LastTimeUsed + CooldownTime - GetGameTime = CooldownAmountLeft
CooldownAmountLeft / CooldownTime = PercentageLeft

If CooldownAmountLeft > 0 = AbilityOnCooldown

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Server authoritive code as well as client can use this data. And better yet, it's a single replication when the ability is used. Never needs resent after that.

gentle urchin
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Dunno, if it saves me 15 bit of net code i can spend on something else i'd probably take it 😂 then again i do lots of useless optimizations , as they say, "do as i say(dont optimize before its needed), not as i do"

hushed gazelle
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got a problem with my AI, he wont do his death anim

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im so confused

gentle urchin
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Sure he's dead?

hushed gazelle
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yep

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100% dead

spark steppe
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might be the wrong node

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try to call this from a hotkey or something, probably neither working

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also for the purpose of having stuff clean, make an onDeath event which you call, there you can play your montage

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makes the code a bit more organized

mild crystal
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what i need to write

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to get this

spark steppe
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search for increment

jaunty summit
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Increment

mild crystal
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thx

long whale
# zenith scarab But the issue with that is how the nav mesh is setted up. It will check if the A...

I think there's a more intuitive way to do this than nav mesh, by doing a procedurally capsule trace.
Trace a capsule of the exact size of the character's capsule component forward. If it hit a shallow landscape slop, find the floor at the hit location and try placing the character there(without really moving the character). If successful, use the new location as the start trace location and continue, untill destination XY is reached or the new location‘s XY offset distance is too small, like hitting a wall

dawn gazelle
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++ also works

jaunty summit
dawn gazelle
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A Do Once node too, just to prevent the multicast and montage from playing over and over again.

jaunty summit
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You tried calling(from the event AnyDamage) a multicast RPC that plays the anim montage?

zenith scarab
long whale
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yeah

hushed gazelle
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nevermind, i just ragdolled him instead

dusk dust
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hello

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im trying to use an orthographic scene capture and this happens at large distances

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this is the full scene

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its getting cut off and im not sure how to change the extent of what it can see

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here is an eveen further out shot

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basically its only capturing a small slice of a large scene

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how can I fix this?

rigid storm
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I can't figure out which channel to use for a material editor question, so I guess this is adjacent?

What's the node for plugging values to create a vector4? I'm going to multiply a value by a 4x4 matrix, so I need a 4x1 matrix to plug these 3 values into

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oh! I found it

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in the misc functions. makeFloat4

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wait, shit... how do you even get the transformation matrix of a vertex in the material editor?

dusk dust
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@rigid stormgraphics is for material related stuff. to create a vector4, the node is make float 4

rigid storm
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okay, gotcha! thanks!

dusk dust
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oh you already found it

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np

spark steppe
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@dusk dust check the far clip plane setting in your project settings

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may also be available in the camera, but not sure

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also orthographic camera may have it's own distance setting

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but keep in mind that changing that globally in your project will most likely increase rendercost for every scene, as it would also consider things from far away for rendering

charred berry
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why can't I find 'interact' under right click, is it under something else...I also tried input action, inputaction, nothing.

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ty

dusk dust
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@spark steppeoh oof

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well thanks

dawn gazelle
faint pasture
charred berry
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its for a trigger

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it works i a different project

dawn gazelle
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You created the input action in the current project as well?

charred berry
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yes,,getting image

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so not what I intended

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first time posting a bp

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brb

odd ember
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Interact is an InputAction

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you'll have to remake that in your project settings for your new project

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Project Settings > Input

charred berry
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yup already done, still can't even find it under right click context

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I got a different mesh for trigger, and that is where things went south, I prob didn't change i t properly

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o_0

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so , what is it actually under in right click menu ?

odd ember
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I don't think you can setup interaction in level blueprints like that

charred berry
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I'm wondering, but it is working in the other, mirror project on a different drive, thats where I got the prtscn from

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so confusing ;0-0

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well ,,,its technically in a 'sub-level'\

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according to menu under blueprints

odd ember
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yeah it's the same. all levels are technically sublevels

charred berry
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so why did it work in one,and not the other

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it all started when I changed out the 'mesh' the trigger, was under, for another mesh from megascans

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a real mesh

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not basic one from ue4

odd ember
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double check if it was truly in the level blueprint and that you didn't put it in another blueprint

charred berry
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ok

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I have nothing under 'level blueprint', just sub level

odd ember
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I meant in the old project

charred berry
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alright

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ya the other project where I have interact node and it all compiles fine, is under sub-level, uinder blueprints menu

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I'm new to triggers but having good success, till now ;))

trim matrix
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I have a projectile that works like Cappy from Mario Odyssey, but I'm trying to add ability where the projectile can suck up objects/items like Kirby when held in place. Similar to how the player attracts pickups to themselves, I'm not sure what Im doing wrong here if anyone could help me figure this out I'd appreciate it kindly. Heres a video to demonstrate what I mean.

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And a piece of the Blueprint if this helps

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Im bascially trying to have every item overlapping with the sphere collision while holding the projectile in place, should be moved towards the projectile.

unique yoke
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If I have a parent class with a function, what's the best way to supplement functionality to it on a child class similar to a Super call?

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Nevermind i'm a dummy. Completely brain farted on just using the override of the function and calling it that way.

dawn gazelle
dawn gazelle
# trim matrix in the cap

Ok, so then the issue is that each time something is overlapping, it's overwriting the "S Item" variable, and the timeline will only be grabbing at a single item at a time. Whatever set up you have on your player is probably what you want set up for your cap if you want multiple items to be collected at once.

odd ember
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is the cap an actor or a component?

trim matrix
odd ember
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if you already having projectile movement on your items, you can have the cap activate homing with itself as target when it overlaps items

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(or alternatively add a projectile movement component to them and activate homing)

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not sure how cheap that is

trim matrix
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Thank you both, I'll consider these methods and let you know if they work

distant grotto
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how can i rotate a character in the direction of movement

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oreint rotation to movement isnt working for me

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I actually just want to rotate the mesh, not the character component, its just a cosmetic rotation

distant grotto
odd ember
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I dunno if it counts but I used to have a setup where the I routed a select node to a timer delegate based on an enum for some weird state machine action

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I cut it after moving that logic to BTs. I think I had the timer be variable based on the same enum

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it would run itself like a state machine, so every time a state would change it would go through that execution

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it was most definitely unholy

round dock
distant grotto
odd ember
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if you want to rotate instantly on input, just set rotation on the actor you want to rotate on input

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if you want it done over time you can consider timelines or timers

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but anything that's not instant will likely give you more problems than its worth compared to what could be done through animations

distant grotto
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youre right, animations it is

jovial dirge
odd ember
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you probably need the GetInputSettings node if it exists

jovial dirge
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I'm trying to get the Sens variable I don't need GetInputsettings

odd ember
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well okay good luck then

dawn gazelle
devout bane
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I am trying to set skeletal mesh and animation blueprint at runtime but animation is not playing.

drowsy folio
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Hey guys, im trying to set up a meta human to take over the mannequin, i have my anim_BP, my blendspace, and the thirdpersoncharacter set up to use the meta human, when i use the blendspace everything looks good i can move it around and it will move according to speed/direction. but when i go to hit play he stays with the idle animation and slides around on the ground in that state, for some reason i cant get it to change to the next state as you increase speed/change direction

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is this correct?

devout bane
# drowsy folio is this correct?

So I have not used blend-spaces in long time and have my own system so I forget exactly how to set up the inputs but its based on camera direction and movement direction. See if this helps.

https://www.youtube.com/watch?v=OSWX3vEgRcE

Hey guys, in today's video, I'm going to be showing you how to set up directional movement with 8 different directions. Forwards, backwards, left, right and diagonally in each direction too. In a future episode we will set up turning in place too to make it look better.

Retargeted Animations: https://drive.google.com/file/d/1cOgaYQ24SZoTCH8g3mN...

▶ Play video
rare gale
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Did they change where save games go in UE5? My game is clearly saving, but the usual spot does not have the save file. Previously, it was here: D:\P4_Local\UE4_Projects<ProjectName>\Saved\SaveGames\

trim matrix
#

so, I have a dumb question. Let's say I need multiple objects and instead of just alt clicking and having it copied like that, I just make new ones each time. Is it bad in terms of anything else besides wasting time making new ones rather than alt clicking?

#

I am not good with sentences so yeah

grizzled peak
#

is there a way to move a static mesh after it has been set? I can't for the life of me figure out how to move it within the structure script of a "spline mesh component". I've tried transform and offset and other things... and can't get it to target the static mesh.

gentle urchin
#

Set location^

#

Local or world, depending on

round dock
#

@dusk dust lmao

#

if you wanna take a look at the rest of the function this is in:

#

well. this at least is the bit that deals with projection

#

it then goes off to do line traces, mouse shit, etc.

dusk dust
#

@round docklmao thanks

round dock
#

this bit might be helpful to you idk what you're up to specifically though

dusk dust
#

ah I was trying to pass in a matrix to a material for shadowmapping

#

like this

#

ended up doing it a different way but yeah its very limited

undone surge
#

how do i get these options in ue5

round dock
#

wow, that looks like a neat way to do that, actually

dusk dust
#

wish it worked though, I may have messed up the order somewhere when reconstructing the matrix in the material, i have no clue

round dock
#

def not 'neater' than just fucking let GetCameraView work w a SceneCapture, but, neat

dusk dust
#

lol yeah

round dock
round dock
#

idk if that's tripping you up, if you're like, splitting the matrixes or smn

undone surge
#

i am watching a ue4 tutorial of guy doing this thing where he mutliplies vector and puts the * but when i do it in ue5 i get the 3 coordinates

#

he gets one value to multiply with

round dock
#

can you ss what you're getting ue5?

undone surge
#

yea i can wait

round dock
#

what does that node look like when you bring it out?

undone surge
#

It kept going away if I took ss so I took pic xd

dusk dust
undone surge
#

this

round dock
#

I haven't played w the newest UE5 - maybe they wrapped all the multiply functions

round dock
dusk dust
#

sure that would be helpful

#

thanks alot

undone surge
#

this is what the guy got in vid

round dock
undone surge
#

should i just put the same vals in all ?

round dock
#

try typing either * float, vector * float, or scale

#

I'll go boot UE5 see if I can help you

#

but yeah, filling all three values w the same number is functionally identical to scaling by a scalar

undone surge
#

ok thnx ill see if the 3 things u said work

#

it doesnt giv me any of the 3 options in the list

undone surge
round dock
#

try right clicking the graph (instead of dragging the yellow pin) and searching for all three again

undone surge
#

aah

#

ok ill see

#

that

round dock
#

making a new project rn, one sec

undone surge
#

it only given mulitply by pi and compose transform

#

and the usual multiply which if i connect goes to the same 3 inputs

wicked osprey
#

Hello everyone. Can you tell me how best to assign information about a row in a DataTable to a particular PickUp item? I only know two methods
The 1st is to create an FName variable and enter the name of the corresponding string into it.
The 2nd is to create a DataTableRowHandle in which you can select a table and a row.
But the fact is that the first method does not quite suit me, since there can be a lot of subjects and entering a line into each subject is also not a quick lesson in itself.
And the second method is also not quite suitable, since you need to select the appropriate DataTable in it. But there is a chance that PickupFlashlight just accidentally selects DataTableWeapon.

Is there any other way to assign information about a row in a DataTable to a subject?

round dock
#

@undone surge looks like new ue5 syntactic sugar

#

get that weird 'multiply' node out, right click the lower input, convert pin, float

#

that'll get you r3>r3 scaling w a float

undone surge
#

i got it

#

thank you

round dock
#

I bet that pin auto-converts if you just go to drag a float into it but I haven't tried

#

hey, it does

#

that's neet

undone surge
#

im new to ue5 so i dont know anything xD

#

even new to ue4

round dock
#

dw, you've got much bigger, dumber problems in your future

#

@dusk dust still looking btw

undone surge
#

thanks now i am full of confidence xD

dusk dust
gentle urchin
round dock
# wicked osprey Hello everyone. Can you tell me how best to assign information about a row in a ...

for this sort of thing, in the past, I've used FGameplayTags. basically, fill a DT with rows (with arbitrary row names), make each row take a gameplay tag "ItemID" along w your other data. at start-up, read that entire DT into a Map<FGameplayTag, ItemInfoStruct> or similar
this is, admittedly, a shitty way to do things. I'd prolly need to know more ab what you're up to to make a better suggestion. fwiw gameplay tags are basically just a wrapper around FName

round dock
undone surge
#

@round dock how do u duplicate using ctrl w ? do u click on the node u want to duplicate and then press it and it just pops up in the graph?

round dock
#

idk I never duplicate nodes with ctrl+w, I just ctrl+c ctrl+v. I think maybe like alt+drag works too idk

#

I use ctrl+w to duplicate things like variables in a list, functions in a list, assets, etc.

undone surge
#

how do u do that

#

just press ctrl w ?

#

and it makes a new one?

#

oru have to press mouse too

round dock
#

yeah just click on a variable in your 'Variables' list, ctrl+w, and it should make a duplicate named "..._1" iirc

undone surge
#

ok thnx

round dock
#

also, you can click on those and copy paste them into other BPs if you want

undone surge
#

alrigth thnx ill try that

plain helm
#

Where in the engine I can change this Application.ico icon?

#

In the editor I mean

round dock
#

uhhheeeeee it's somewhere in the project settings

#

maybe description, maybe somewhere in packaging

#

I forgit

gentle urchin
#

isnt it this?

icy dragon
plain helm
gentle urchin
#

Got it

wicked osprey
icy dragon
gentle urchin
#

Ah yes, there it was! I knew there were more to it 😄

hushed topaz
#

Morning all! Looking to replace hard-references from & to key blueprints (Widgets -> Character, Gameplay Ability -> Character etc.). I was thinking of implementing blueprint interfaces (BPIs) to solve this, but are there any other smart methods?

grizzled peak
#

how do you change the pivot point of a static mesh inside of a blueprint node?

#

Set Pivot Offset doesn't work

hushed topaz
grizzled peak
#

ok then how do I just move the static mesh inside of a blueprint?

hushed topaz
#

Just click and drag

grizzled peak
#

inside of a construction script

hushed topaz
#

Transform component (or something similarly named)

grizzled peak
#

I'm setting up a procedural tool but none of the nodes seem to work for what I'm doing.

#

I tired using that but I get an error saying "In Element Handle" is invalid. but I can't find any documentation on what that means.

#

and promoting that to a variable does nothing

hushed topaz
#

Never heard of either of those, could you explain?

hushed topaz
#

Yes pretty much

#

(There are others like referencing the object as a variable but yaddah)

#

Are they these things?

#

That's a really helpful explanation, thanks. So is a 'soft object reference' the same as a normal object reference, except it only loads when it's called?

#

So I could theoretically replace every one of my references with a 'soft' reference and the game would still work?

gentle urchin
#

Is there anything generic for events triggered from a sequencer? So that it can be reused ?

#

Like in animations there's Event Notify and notify states..

tight pollen
#

hi, how can I find what still Ticking in BP

#

?

earnest tangle
#

Everything where you haven't explicitly turned it off tends to tick by default

tight pollen
#

for example?

icy dragon
tight pollen
#

ok

late dragon
#

Is it possible that "OnComponentBeginOverlap" on the spawned actor is called before the follow up function is activated?

wicked osprey
#

Guys, how I can to create a DataTableRowHandle in C++?

gentle urchin
twilit heath
#

FDataTableRowHandle MyHandle; UPROPERTY if required

tight pollen
#

where should I start with Timing Insights enabled

#

USkeletalMeshComponent_CompleteParallelAnimationEvoluation takes the most

#

i don't know how i could optimize it

#

sometimes there are such lags

torpid hound
# tight pollen hi, how can I find what still Ticking in BP

Profiling is your best bet. Go to session frontend, profiler and click "Data Preview". Then you'll want to dig into the results in the various tick groups (see image). Gonna take a little while to process through this if you haven't used the profiler before but it's definitely worth it

torpid hound
earnest tangle
#

Huh, that's interesting

#

I make it a point to uncheck the tick option on all my BP actors and make all my C++ actors always disable it by default unless necessary :P

torpid hound
#

It's a good practice, though apparently not essential. Saying that, my investigation has not been extensive 🙂

gentle urchin
#

You can also turn it of globally for the project

tight pollen
gentle urchin
#

then you explicitly enable tick, instead of disabling

torpid hound
tight pollen
#

ok i will check it

#

@torpid hound That doesn't tell me too much :/

earnest tangle
#

Unless I'm mistaken that looks like a GC stall

torpid hound
#

Yep

tight pollen
#

what is this?

celest sierra
#

Is it possible to make a random name generator? Like fantasy names? I’m using unreal 5 and I can’t find ANYTHING on this subject. I only found people who are selling a list of first and last names, and the MUTK Name Generator thing for ue4.

Please someone let me know how they think it should work or any ideas on it

earnest tangle
celest sierra
#

Yeah, I mean genuinely generating random names

earnest tangle
#

You need to come up with the rules for your "name grammar"

#

for example you could perhaps use syllables or something and combine them in different ways

celest sierra
#

Mmm

torpid hound
# tight pollen what is this?

Garbage Collection - Unreal is managing memory. This is one where you're probably going to need to profile in a test build to see what it really happening. Apparently there is a command line option for disabling GC verify (-NoVerifyGC Otherwise expect massive hitching in Release builds at least every 30 seconds or so) that might be useful. Probably worth just jumping into a Shipping build and seeing if the performance spikes are really there though, or if they are just an effect of running in editor

earnest tangle
#

Yeah testing in Shipping is probably a good idea. If the issue persists, one common reason for this to happen is if you create a lot of actors or other objects, and also destroy a lot of them

#

If you create and destroy them in smaller quantities, or do it over larger periods of time, the GC usually won't take so much time for it to be noticeable like this

tight pollen
#

I only tested it on an empty map, the Cube itself and the character

#

nothing else on the map was beyond the cube and character

#

the character only creates a Sphere Trace By Channel every 1 sec, to pick up items from the ground

#

and that's all

earnest tangle
#

Weird, it seems like that shouldn't happen with such a trivial map

median wagon
#

Can anyone suggest a function that could randomly select from multiple cases?
I have a strong feeling that I saw it, but I just can't find it

earnest tangle
#

You would probably need to generate a random number and use that to select or something along those lines

dire storm
#

UMG UI Tutorial
I was doing this tutorial project and can't find the event that teacher made "Event UseAction" event tho I've been following him like a little kid(Step by step).

I created this Interface "IAction" -> 2 Functions "UseAction" and "DropAction" I've added both of these functions in the Action Category rather then in default and I'm trying to access them in a Pickup Class. I can't find this Event for "UseAction".

median wagon
earnest tangle
#

Yes, it's called random number in range which you can then switch based on :)

#

But it kinda depends on what exactly you're trying to select at random

dire storm
median wagon
#

I just wanted to find this function because I wanted to make an object make one of several sounds

#

Nothing complicated

earnest tangle
earnest tangle
median wagon
earnest tangle
#

Yeah, makes it much easier to edit it

median wagon
keen hedge
#

Hi, what do box/cylinder/sphere collision volumes inherit from? I.e. how to cast to a collision volume scene component?

torpid hound
odd ember
torpid hound
#

Sanity check: Blueprints get recompiled during cooking, right?

odd ember
#

which perhaps is a moot point because complex collision is per poly collision in UE

peak flicker
#

I know this is a bit late, but storing them all in seperate classes would not be an efficient way of doing it. You are fine to store their base stats ect in a datatable, and have a seperate struct for all of the current data that you can update.
I store all battle logic inside of a battle proxy actor that communicates with players during battle.

odd ember
peak flicker
#

That is all visual, and still can be pulled from datatables. Doing seperate classes on a game that is mostly datadriven is not an efficient way to manage things

odd ember
#

and that would likewise need to connect to the character's movement

#

you'd need different basic collision shapes as well

#

etc.

peak flicker
#

I was speaking more on the actual core mechanics rather than the visual representation

odd ember
#

it's not a visual representation though

peak flicker
#

It is

gentle urchin
#

I think we're mixing games here 😄

odd ember
#

no it's the presence in the game world

#

that's not visual

#

collision would have to be accounted for

#

that's not visual

gentle urchin
#

there's no collision

peak flicker
gentle urchin
#

its a sprite

#

an actor

#

that just gets hit by some %

odd ember
#

a sprite needs collision too

gentle urchin
#

for what?

#

standing still?

odd ember
#

how else are you going to trigger interaction?

#

linetrace the whole game?

gentle urchin
#

the collision exist in the game world

#

as a "spawn field"

#

when it decides that its time to battle, it "summons" you and an opponent to a battlefield

odd ember
#

I mean we discussed this previously

#

if you don't need collision then yeah you can use pure data

#

and a single class

#

but as soon as you have a world that needs to work as well you need a different approach

peak flicker
#

@gentle urchin if you ever need any help feel free to ask. I have a vr pokemon mmo project that has most of the core mechanics implemented.

gentle urchin
#

No worries, I'm not makeing any pokemon related games xD It was another person, we just ended up talking about it

#

Thanks tho 🙂

peak flicker
#

Ah gotcha

odd ember
#

helps to read the thread 👍

peak flicker
#

Lol ok

#

@gentle urchin ah I see it was @quiet stag now, you had just suggested the data asset then ce chimed in with poor advice

odd ember
#

the advice depends on whether you have a world or not

peak flicker
#

It doesnt but ok

odd ember
#

well if you don't think it matters to have things setup properly then that's up to you

whole anchor
#

My keyboard isn't working on 3d widget text box, i can click on button but i can't click on text box! any idea?

odd ember
#

I might be wrong but it's likely that you have to manually set focus?

whole anchor
#

yeah but i wanna click on it and start typing, when hover on text box my mouse cursor doesn't detect text box

whole anchor
odd ember
#

I'm not sure if that's possible for 3D widgets but I guess it's worth a try

dire storm
slow pewter
#

So guys, Im feeling trolled by the Engine, my Array have "Keyword", at Index 1 , When i check that Array with an For Each Loop and equal String, still gives me False, i never got this, is there something im missing?

dire storm
#

BTW I just read the news about UE5 being the new goto Game Engine for CDPR for new Witcher and all other upcoming titles from them.

slow pewter
dire storm
slow pewter
mild crystal
#

so i made this

#

this will count

#

how many times

#

i press F

#

and now i want to generate a random number

#

to play a certain animation

#

like this

#

but i dont wanto to play two times the same animation

#

in a row

#

how can i check if the animation that i played is not equal as i want to play

mellow folio
#

Get Random Int in range, if Random int = previous int, try again

Switch On Int - Play Animation

#

do it all with integers

mellow folio
#

make a variable

#

ideally, do this work within a function so you can have some local variables available

#

Get a random int, and set it to a variable (local variable is best)

#

Then do the work (if random int does not equal AnimationInt, Set AnimationInt to [randomint])

#

then, at the end, do a SWITCHONINT node to choose which animation to do

quick marsh
#

How do you get it so a vector variable in an actor doesn't move with the actor and stays in the same world location?

errant snow
quick marsh
errant snow
#

When you use the variable, you don't add your own location to it...
Are you talking about a vector variable that you've added somewhere? or some vector that you're getting from someplace else?

gentle urchin
#

Sounds like you want an origin vector

errant snow
gentle urchin
#

Yes, it sounded like luko wanted the origin position of an actor, stored for some reason

teal inlet
#

Hi, I am trying to automate level creation process. I want to add component on multiple Actors via Blueprint Widget.
I can add via "Add Component By Class" but the component becomes "inherited" and it gets destroyed when editor is restarted. I want it to be the same component, as when added via Green Button in editor "Add Component".

Pictures show one component added by the Blueprint script and other added by hand.

Many people ask about this on the web, but nobody brings a solution.

P.s. there is a bug that might be possible to exploit somehow. If I duplicate this component on that actor, it becomes to a normal component, and the ones added by the script get's destroyed automatically. In this case I get the result I want. However, there is no class to duplicate selected component.

earnest tangle
#

Why not just have a version of the blueprint which has the desired component in it?

#

This way you could have it applied to all the ones you want in the level

wet adder
#

does anyone know how to find out if all actors of a class is not valid?

drowsy folio
keen schooner
#

Howdy folks! I'm creating an inventory, and have run into a problem. I'm trying to fill a vertical box with buttons from an array of premade Button Widgets by looping through it and creating a User Widget for each element in the array, and then adding that widget to a vbox as a child. That's working fine so far, but I can't seem to find an efficient way to pass an index value into the newly created Button Widgets. I've got it working through a series of cast-fail-cast-fails, casting to each different type of button in succession and trying to set the variable in each case. It DOES work eventually, but I'm sure there's a more efficient way to retrieve and set a variable from a user widget after it's been created? I hope I'm explaining that alright.

gentle urchin
keen schooner
#

Hmmm...I think I see what you mean; store the index as a var in the vertical box, and grab it from there when needed...that may work, actually.

#

That would require a little rework in the functionality of the buttons themselves, as at the moment they've been written to reference a variable they themselves originally stored on creation.

gentle urchin
#

Cant they have both?

charred berry
#

Hi, I have a sub-level blueprint to take key input and move a rock . The node I was using in a different project, isn't working/can't seem to find it anymore which is , actioninput interact. How do I find it via right click in blueprint ?

#

thx

dawn gazelle
short pawn
charred berry
#

datura , yes

#

melisssne, by name ? no, just 'u' keyboard input

keen schooner
# gentle urchin Cant they have both?

The problem I'm running into is that Create User Widget doesn't seem to expose the variables of whatever widget class you plug in, even from the Return Value pin. I need to access a variable on a widget that's been premade and stored in an array, and then created when that array is looped through.

dawn gazelle
# charred berry datura , yes

Then you likely have not created the Input Action called Interact in this project. Go to Project Settings > Input and create it.

short pawn
#

Input action is an action in the inputs of your project settings. You have to add it again to the new project and set it up again @charred berry

charred berry
#

I highlighted trigger in old project and added 'u' in keyboard input, but while I did that in current project i'm not able to find interact node anymore

#

HM

#

ouch OK TY!!!

#

I guess I forgot that step from tut

keen schooner
#

(If it helps, this setup actually works so far, I just know there has to be a better way than cast/fail/cast/fail till it hits the right class. Please ignore my noodle-y mess, I'm still very much learning)

earnest tangle
#

If all of your widget types inherit from the same base class, which contains the exposed on spawn variable, cast the class before you create

#

Cast to MyWidgetBaseClass --> Create Widget

#

this should make the pin show up

gentle urchin
#

^^^

#

Exactly

keen schooner
#

As they DO inherit from the same Item Options Button Base class

gentle urchin
#

But have you got thenindex there?

#

And set it as expose on spawn, instnace editable?

#

Ignore typos.

keen schooner
#

PERFECT, that's exactly what I needed!

#

I did have that set up, yes.

#

It was simple matter that I, like a moron, was trying to cast to the Item Options Button Base, and not the Item Options Button Base Class. Var is exposed, all is well, and a million thanks to you both for putting up with me! ❤️

gentle urchin
#

You dont need to cast

#

If its exposed on spawn

#

It shows up as a pin on the create widget node

earnest tangle
#

He does need to cast the class if the variable is not the right type

#

Eg. if it's a User Widget Class Reference, then it needs to be cast into the more specific one

gentle urchin
#

Yeah true

#

I expected it to be the parent class ^^

#

Guess i shouldn't have

mild crystal
#

can i remove a specific input key while im playing a animation

#

?

#

for exemple a press F for attack but only can attack again when other end

blissful grail
#

Just have a bool that you flip that you check for at the start. Only process the input if the bool is true

tight pollen
#

hi, do i need to have it turned on? when turned off, the character can still interact with Actors
and it probably affects performance, a bit 🙂

#

so I guess it's better to turn it off?

mild crystal
#

(anim notify)

#

isnt this suposed to only play animation when it pass this anim notify?

ocean bluff
#

Hello! I'm trying to make my timer for my game mode but it doesn't count down. I'm confused about what I'm missing to cause this issue. many thanks

#

Widget blueprint

#

Funcion library

#

Blueprint Interface

#

Game mode blueprint

feral ice
#

can you use customdepth on landscape foliage?

maiden wadi
# ocean bluff Hello! I'm trying to make my timer for my game mode but it doesn't count down. I...

This is all incredibly indirect and confusing. I'm not even sure how you're expecting that last image's UpdateTimer to call on the UI when you passed the controller to it. First general rule, do not use interfaces to avoid casting. You're only going to make things harder on yourself. All of this should be nothing but a TimerHandle in a base game mode class that all of your game modes inherit from. GameMode can start the timer, and your UI can tick to update itself via GetGameMode->CastToMyGameModeBase->GetTimerHandle

valid hill
#

Heya, I'm trying to figure out setup a blueprint to check if camera is pointing more to the left or right side of the pawn. I tried getting a bunch of different Rotations from SpringArm and Camera to print them out but none is what I exactly need, is there some specific blueprint I can use or do I have to subtract two rotations?

faint pasture
#

It'll be positive when camera is looking towards right, negative when looking towards left, and 0 when completely perfectly orthogonal

valid hill
solar pawn
#

heyo, could someone tell me what I'm doing wrong here?

#

as far as I can tell the Interactor on the InteractWith component should accept the player as an input but it's just not working :(

jaunty summit
#

You should do a Cast to your Character BP

maiden wadi
#

Interactee should be a UObject type. Anything that uses it should try to cast it for personal use.

jaunty summit
solar pawn
maiden wadi
#

Interactee really should be a UObject type, and you are most likely trying to pass Self.

grave apex
#

Can someone help me try to achieve this?
Im trying to smoothly increase this float whenever this event is called, preferably using a curve to have control over how, but im not sure how to do it.
I also made a lil representation of what I want my madness value to do whenever its called

#

doing something like this doesnt seem to work because it adds the entire madness value to itself every update

solar pawn
ocean bluff
jaunty summit
grave apex
#

yeah

jaunty summit
#

Then try using Increase instead of Effect

grave apex
#

(i actually meant to get rid of that one)

#

I want to use effect

#

though

#

increase has the same problem

maiden wadi
jaunty summit
#

Ok what you can do is save the current value, and wait for the new update and do a: Delta = CurrentValue - Effect

unique cloud
#

BPI question
If I make a simple function in BPI, I insert that BPI on the player and the controller.
I created the event on the player and set in the controller "if KEY is press do the function", what I'm I doing wrong?

odd ember
#

show code

unique cloud
odd ember
#

same BP?

unique cloud
#

first picture is on the character, the second is on the controller

solar pawn
unique cloud
#

I basically want to set all the logic on the character and run any bind key on the controller since some of the logic require Mesh ref

odd ember
jaunty summit
unique cloud
#

I could set it all up in character which is what I was doing until I decided to integrate an interface into the logic but the Show Mouse Cursor isn't working on the character apparently

odd ember
#

you can try using GetControlledPawn

unique cloud
#

thank you its working!

jaunty summit
#

Also have you tried debugging your code to see if Event Recall is being executed?

solar pawn
#

thankyou aha

unique cloud
stoic palm
#

One message removed from a suspended account.

#

One message removed from a suspended account.

odd ember
#

convert base 10 to base 12

#

you can probably google the formula

#

then you can use the frame time to count up based on how fast it is

#

1 frame = 1/60th of a second

gentle urchin
#

isnt there a time variable that handles this already ?

odd ember
#

oh yeah maybe

solar pawn
#

can anyone see why my trace isn't working anymore? :(

trim matrix
#

i get this error when attempting to join game from other client in unreal engine 4 , LogSpawn: Warning: SpawnActor failed because no class was specified

jaunty summit
#

I'm not sure if there is a modulo function in bp though

odd ember
#

there is

jaunty summit
#

Cool

gentle urchin
#

Tick doesnt go into minutes, i just did it for testing, it'd normally go in miliseconds if you wanted ~ 1:1 real life second

jaunty summit
#

That's not related to the line trace though

#

Also debug your code(insert breakpoints and stuff) to see what's being executed and what's not and watch the values of your variable

#

No one here would help you better than the debugger

gentle urchin
#

Actually 👀

#

well in this case, prob no issue 😄

sonic crescent
#

Hi there, anyway to get a the device ID of my Quest? or something useful that can be used for licensing etc...?
■ Get Devices ID node return no value...
■ Get Platform User Name return "Generic User"...
I'm using UE4.27

daring dove
#

Hello all! I am having some issues with a new feature. I am trying to add the ability to upgrade turrets in a Tower Defense game. Currently my Upgrade function works, but it is not targeting the correct tower, instead it is upgrading all towers that are currently spawned. Can anyone point my in the right direction for how to specifically target the turret that had called the upgrade widget? I am pretty sure I am doing something wrong with my loops / array. Pic below. Any input is appreciated 😄

#

I could also be going about this all wrong and would love to know it lol

dark crow
#

If you loop all ofc all of them will upgrade

#

And in the end it depends how you wanna upgrade the turret, for example in RTS you use the mouse for selections which would return the reference for it

maiden wadi
# daring dove Hello all! I am having some issues with a new feature. I am trying to add the ab...

You shouldn't have the widget doing this. Your Widget should have a reference to the tower set as InstanceEditable and ExposeOnSpawn. TowerOnClick should spawn this widget with Self passed into that exposed variable. Tower should also have an "Upgrade" function. Widget's OnClick should use the passed in pointer to call Upgrade on the tower itself. Widgets should never hold gameplay code. Only display data and call methods on gameplay actors. The only complex code they should ever have should be regarding styling.

dark crow
#

If multiple things can be upgraded and the selection can be of multiple different units, an Interface would be good too that calls the Upgrade Interface on the Actor

#

This only if you intend to have something like upgrade turret and upgrade tank for example

#

Different classes than can be upgraded

daring dove
#

Thank you both for such detailed responses! This explains why I have been having such issues with this specific function 😄

solar pawn
jaunty summit
#

Is your InteractTrace function being executed? Or more specifically when it's being executed?

solar pawn
#

yes; the breakpoint pauses my game and takes me to the InputAction Interact

#

I have a feeling it's because I'm trying to reference something dumb when trying to draw the tracer from out of the player model

#

but idk what else to reference, I was using the player camera before but that won't work for multiple clients

charred berry
#

can trigger volumes be invisible, if not, what would be used in place, looking for trigger just like volume just not visible at all

hexed parrot
#

I want to retrieve Data from a Database and paste them in a blueprint and make them technically the new class default, based on the Input and wanted Data row.
How can i fill in the data and see them in the editor as class defaults WITHOUT spawning the object and initializing it via a constructor?
I want to get the class defaults data from other blueprints, but that won't work out without spawning the object which is not a good solution.
Appreciate any help/suggestions!

jaunty summit
maiden wadi
jaunty summit
charred berry
#

oh nvm then I thought you had to choose , watched video=--all good then

#

ty both

maiden wadi
hexed parrot
# maiden wadi Need clarification. Do you actually want to change the ClassDefaults. Or are you...

I've got children BPs that read their stats out from a database in their constructor.
I can't ask these children what stats they have WITHOUT actually spawning and initializing them (because the constructor fills in the data)
I would love to know, if i can automatically read the DB for these children without having to spawn them.
An example: another blueprint won't know what Item XY their class defaults stats have, since they'll only get initialized when being spawned into the world

maiden wadi
#

Constructor or ConstructionScript? Have to ask, since BP. 😄

hexed parrot
maiden wadi
#

Then generally no. Instead to avoid spawning them, you would need to read the same data they're pulling from your database.

hexed parrot
maiden wadi
#

Definitely feels like something a DataAsset would be good for.

faint pasture
#

What are you trying to do?

#

If you're just trying to trace in front of the actor, trace from ActorLocation to ActorLocation + 600 x ActorForward

faint pasture
solar pawn
solar pawn
zealous orbit
#

anyone has good example of an AI following spline, I try to make one but the character moves a bit jittery at different points of the spline

jaunty summit
faint pasture
#

K so presumably the child BPs will have some sort of key they use in their constructor, you can use that from elsewhere to pull the same data from the data table

jaunty summit
#

Where you are setting LookAtActor?

faint pasture
#

@solar pawnAre you trying to do a general "Interact with nearby object you're aiming closest to"?

zealous orbit
solar pawn
faint pasture
#

@solar pawnCan you spell out what mechanic you're trying to implement? This looks like a mess TBH

solar pawn
#

trying to build a system for player interaction that also is able to detect when the player is looking at something interactable

faint pasture
faint pasture
#

If it must be super accurate and not sticky / close enough targeting, just do a trace on tick and if it hits an interactable, set TargetActorRef

#

Then when you press the interact button you check if TargetActorRef is valid. If it is, call Interact on it, if not, do nothing.

#

That is if you need to know all the time if they're aiming at an interactable.

solar pawn
#

it was like that before but having it trace line of sight for every tick is going to be very harsh on server performance, want it to only perform the check when requested by the player

maiden wadi
#

You don't need to do the trace on the server.

#

Do the trace on the client. If the server needs to know the ref before interaction, like to let other players see what someone is looking at, RPC it to server to set it. Otherwise, just keep it all local on clients until interaction.

faint pasture
#

and tracing on tick is dirt cheap, I do 1800 per tick lol. In c++ tho.

#

but if it's modal and you DON'T always have to be highlighting interactables when aimed at then yes gate it in some way

maiden wadi
#

Yeah. You're going to end up with other performance issues long before tracing.

mint magnet
#

Does anyone know how to get look at rotation working in the construction script? I need this to work in the editor, thus the construction script.

spare patio
#

how do i quickly add a group of items to an array without having to connect each pin by hand?

jaunty summit
#

There are also a ton of videos on youtube that make such stuff

solar pawn
# jaunty summit There are also a ton of videos on youtube that make such stuff

We are revisiting one of my first series on the channel; the inventory system series, this time with different implementations, improvements, and now in Unreal Engine 5.

In Part 2 we develop our interaction system to allow us to look at and interact with objects.

SUPPORT ME
Patreon I https://www.patreon.com/ryanlaley
Buy Me a Coffee I buymeac...

▶ Play video
#

just trying to get it to work for multiplayer

river herald
#

is there a way to turn on/off collision components on an actor

high fractal
#

Set collision

river herald
#

i have a collision box around my character and i only want it to be active for a short duration

jaunty summit
#

SetCollisionEnabled/Disabled

river herald
#

thanks

maiden wadi
jaunty summit
jaunty summit
jaunty summit
#

How would you have 79 items lol?

#

Like 79 variables?

spare patio
#

static mesh objects

jaunty summit
spare patio
#

what do you mean?

jaunty summit
#

You said 79 and counting. What makes them increase? Are you spawning them?

spare patio
#

im adding them by hand

#

103 on the array so 104 items

jaunty summit
#

I don't think I understand you.

#

A screenshot would help here

faint pasture
#

@spare patioWhat exactly are you trying to do

spare patio
faint pasture
#

goodness gracious

jaunty summit
#

:rip:

spare patio
#

i wanted to grab them and then click add

faint pasture
#

bruh

solar pawn
#

mother of god

spare patio
#

not attach them by hand

river herald
#

lol

mellow folio
# spare patio

You can probably just get all static Mesh components by class

faint pasture
spare patio
#

its top secret 🤣

mellow folio
#

But this looks ill advised to have so many

faint pasture
#

Trust me nobody wants to copy what you're doing lol

jaunty summit
spare patio
#

ppl dont have big arrays?

faint pasture
#

They do but they don't populate them like this lol

#

That's why I'm asking what you're trying to do.

jaunty summit
faint pasture
#

cuz you're doing it wrong, whatever it is

spare patio
#

they are keys on a keyboard

jaunty summit
#

What you trying to do?

spare patio
#

its an actor

mellow folio
#

Just getallcomponents by class And save it as a variable at begin play

#

Use static mesh child classes, or use tags to exclude the ones you don’t want in the array

spare patio
faint pasture
spare patio
#

hmm

#

i already connected the nodes. im leaving it. but is see how to not do this in the future. Thanks. 🤣

faint pasture
#

If it's a music keyboard, you can just spawn them all at runtime in a 88x loop, placing them and setting their color (black/white) and adding to an array.

If it's a typing keyboard, you can do the same thing but i'd use a Map of Characters to StaticMeshComponents so you can plug in "X" for example and get the component.

river herald
#

is a boolean in a character bp shared by all controllers?

faint pasture
odd ember
faint pasture
#

That question doesn't make a lot of sense. If you have a boolean IsDead on your character bp, every INSTANCE of that character will have that variable and it'll be fully independent.

#

just like they have seperate positions and seperate HP etc.

river herald
#

i have a powerup that makes me giant like mario mushroom, and when i run over someone i want them to get small. I have a boolean to check if im giant or small already before it happens so it doesnt happen twice, but now it doesnt happen at all since it thinks they're all big when one is im guessing

odd ember
faint pasture
#

When you run over someone, you want to check YOUR state to determine whether to shrink them, then check THEIR state to determine whether to shrink them.

#

Or just check your state, then on their end, they check their own state to determine whether to actually shrink or if they're already small.

river herald
faint pasture
#

Are all your characters the same or do you have PlayerCharacter and EnemyCharacter?

river herald
#

im confused on how to check the state of a specific player, all my players are the same character

odd ember
faint pasture
odd ember
#

you need an enumeration

river herald
odd ember
#

playerstate is something different

faint pasture
#

@river heraldHow many states total can a Character be in, Big/Small or Big/Normal/Small?

odd ember
#

even if it's just 2 states now

river herald
#

big normal small

odd ember
#

an enum

#

is much better for future proofing

#

given that it's powerup based

faint pasture
#

Ye you want an enum then. Read about Enums and use a Switch on Enum to determine whether to TRY to shrink someone and, on the recieving end, whether to shrink or not.

river herald
#

👍

faint pasture
#

If you're familiar with a boolean, an enum can be thought of as an extension of the same idea, just with a bunch of named states

#

Instead of bIsBig = true, it'd be EMySize = Big

void roost
#

Well, hopefully this is the place to ask these types of questions. But does someone know how to fix the error "Collision Cylinder has to be movable"?
Pardon if this might have a simple solution, im just pretty new to UE

faint pasture
#

just set it to Movable.

void roost
#

Thank you, but where do i do that?

faint pasture
solar pawn
#

will pay $5 paypal if someone can come on call and help me figure out this tracer issue I've been stuck on for two and a half hours

#

$10

faint pasture
#

Didn't we already go over it with you in Multiplayer?

#

Go through it bit by bit and figure out where it's failing.

solar pawn
#

I know where it's failing I jsut don't understand why

void roost
gray geyser
#

Hey all, hope someone can help cause I'm at my wits end. Trying to combine a lockpicking BP with a door BP that already has a lock + key system, I actually got it to work but it only works the first time. Doesn't work again after that or when I press play again, doesn't work again until I disconnect and then reconnect the nodes. Any help would be appreciated, thanks.

drowsy folio
#

anyone willing to help me figure out this movement thing? ive been stuck on it for like 2 days

#

i just got my blendspace to work but now its making my character run faster than my mesh so it loops back to where im at when it gets too far

#

i have enable root motion checked

#

i can hop in voice and screenshare also

river herald
odd ember
steel sequoia
#

I've entered all of my weapons stats into a data table, how can i input the weapon id and output its stats?

#

Can I use a blueprint that lets me input the id of the currently equipped gun and then it outputs the damage, fire rate etc.?

faint pasture
#

Er actually since it's multiplayer you can just use an onrep

#

RepNotify MySize, then in that onrep do all the stuff that changing size entails

#

Then, when you hit the pickup, you change MySize and it'll replicate and apply.

#

When you run into someone, do the size comparison logic, then the loser changes MySize and it'll replicate and apply

#

Start with just getting the pickup to work though. Don't get ahead of yourself.

odd ember
#

or if you're talking about the datatable itself, GetDataTableRow

steel sequoia
#

That forces me to pick a specific item

#

I'd like to be able to input the weapon ID and for the data table to output the stats associated with that ID

#

Thank you thou

fast viper
#

how can I rebase a blueprint parent class? the current parent class has already been refactored

faint pasture
#

Row should be a struct containing all the stats

steel sequoia
#

Thanks I'll have a look

faint pasture
#

You can modify a classes parent all you want, the editor will yell at you if you break anything in child classes

fast viper
#

so I have my cpp class, and a bp child class

#

I messed with the cpp, refactored a bunch of stuff including the class name

#

now the bp is broken, how do I point it to the new parent class name

#

I mean, I've already given up and created a new bp class from scratch but it would be useful to know this

#

this seems like it should be a simple right click option but I wasnt able to find it anywhere

fast viper
#

I could not open the editor because the parent class is gone

faint pasture
#

ah ye you prolly fucked up then

fast viper
#

yeah I was hoping that was outdated 😅

faint pasture
#

You could probably do some version control magic to end up with both C++ classes and a working BP at the same time, then reparent the BP

#

you ARE using version control, right?

fast viper
#

yea

faint pasture
#

I'd try that if the BP is big enough, but if it's small and ez to remake it might not be worth the risk of bricking down the line

sand wasp
#

anyone know why this isnt working

#

tried doing the same thing in the owning blueprint and it still doesnt work'

#

all variables are assigned properly

#

and the branch returns true

mellow folio
#

Your get from the map it doesn’t make sense

#

Use a FIND node

#

Off of the map

#

Not that messy array logic

sand wasp
mellow folio
#

Now get rid of that last node.

inner igloo
#

Trying to make my floor rinterp from it's current position to 5 pitch back when I press W. I'm not sure how I'm supposed to get the Delta Time from event tick to go into the rinterp function so that it can fire when I press W.

mellow folio
#

You need to add in a new entry into the map

sand wasp
mellow folio
#

Using the same key as before

modest gulch
#

Hello, is there any tutorial for using canvas? All I find on internet is DrawMaterialToRenderTarget and I need to render multiple stuff into render target.

mellow folio
#

With the new value

sand wasp
mellow folio
#

No it overwrites it

sand wasp
inner igloo
#

Still doesn't seem to be working

#

If I remove the Delta Time value and just set it to 1, it jumps to the new rotation immediately instead of easing into it

#

But if I have it plugged in like this it doesn't do anything

sand wasp
torpid mulch
#

Hey guys, sorry to bother, I'm coming from another game engine and still need to better understand blueprints. I'm making the player character and the player camera separated objects for better management on networking. As the camera receive mouse input for rotation, does it need to be a pawn? And if it is another blueprint/actor separated from the Player, can it follow and aim to the player?

inner igloo
#

Wait I think I get it, it's not detecting me holding the key? Only pressing it?

mellow folio
inner igloo
#

Oh ok

orchid geode
#

Hi!

Is it safe to assume that calling this node will trigger a delegate event when DestroyActor is triggered?

Also, since such actor is destroyed, and no longer accessible on an array; do I need to Unbind such Event?

mellow folio
#

Figure out some of the performance issues later when you have a better understanding of what is working for you

trim matrix
torpid mulch
mellow folio
#

Doesn’t the camera always follow the ball? The camera will just be a component on your pawn

torpid mulch
hushed gazelle
#

hi, so i have a problem where my character would lock onto nothing i thought it was a minor thing, i sorted that out. but then i made a compass with some objectives, you can see the objective on the right but the compass is showing the exact same area as what i used to lock on to. Ive looked at this area and there is nothing there on the map. If anyone could help me i would appreciate this and let me know if you dont understand this, i cant really explain it well. https://gyazo.com/f6295ef3a480d52efb4dd77e66cbd940

inner igloo
#

Apprently I also don't know how loops work

#

It's just crashing no matter what I do

#

Saying there's an infinite loop but I should be closing it with the compare float function right?

torpid mulch
#

I'll do it then!!! Tysm for your help :)

inner igloo
#

Really all I'm trying to do is:

if (keyDown("W")) {
rinterp(restingRotation, targetRotation);
} else {
rinterp(targetRotation, restingRotation);
}

grizzled peak
#

is there a way to place a referenced actor blueprint with a mesh on to a spline mesh component within in a construction script of a different blueprint? I accidentally swapped the images on the attached image

inner igloo
#

For some reason I can't seem to translate this to blueprints

mellow folio
#

You’re looking for a sloppy implementation to get a loop going

#

To do that, run your rotation event, then put in a delay for .01 seconds, then check to see if the button is still down, if it is, run the rotation event again

inner igloo
#

Ok

#

I'm having trouble getting the boolean value of a key press

#

Is this the idea?

mellow folio
#

Sort of

#

Now set the Boolean to be false when W is released

#

Don’t use any while loops

#

They run instantaneously and infinitely they don’t wait for the next frame

inner igloo
#

Oh