#blueprint

402296 messages ยท Page 871 of 403

thin panther
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i went into bp only knowing python and i could do it

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but i did

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the logic behind it is transferrable

half tulip
#

impossible without knowing the API references and what they mean. Each programming language has it's own library of references

faint pasture
#

I had never touched anything beyond a semester of java and I got some cool mechanics going on day one. You just need to know in general how programming works

odd ember
#

you don't need API references at this stage

thin panther
#

once you know one language it makes it easy to learn others

faint pasture
#

Blueprint is easy enough that you can just right click and search your way through pretty much any thing you want to do.

odd ember
#

you'll want to learn OOP and understand the principles behind it

thin panther
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plus no matter how good you get youll likely need api references so moot point

odd ember
#

functional languages can still go f themselves

earnest tangle
#

Malbolge

fiery ridge
#

Gravity settings won't save on Project settings upon restart of the editor. Is this a known bug? Can't fix it

half tulip
faint pasture
thin panther
faint pasture
#

Hell if you're fluent in French you can probably read Spanish enough to not kill yourself

earnest tangle
#

Yeah it actually works the same way with spoken languages

thin panther
earnest tangle
#

Spoken languages that belong to the same family are easier to learn once you know another one from the same family

odd ember
thin panther
faint pasture
#

In my case French was actually hard for me because I was able to sort of b******* my way through it, especially on reading. I did a lot better with Finnish since I had to actually learn it instead of just using Latin stems in my head

river herald
#

unreal automatically spawns a pawn and player controller at begin play, where do i find the function for this

half tulip
odd ember
faint pasture
#

You probably don't want to mess with the functions, but you can choose what classes are used for the pawn and player controller

faint pasture
earnest tangle
#

What even is the point you're trying to make @half tulip ? That you're the one special case who cannot learn blueprints properly? :P

odd ember
frosty crane
#

Got a question about mixing a blueprint actor with a data class. Hope I'm wording this right. For an inventory item, I have a C++ base class with all the data properties of an item (name, description, mesh, thumbnail). In the editor, I create a Blueprint extension of this data class filling in all the detail for a specific item (medkit). I then am creating a separate blueprint actor as the pick up actor in the world for item using the item data class as the main source of information. When I create the pickup blueprint actor, how can I specify the source data class statically on the class defaults so all instances of that blueprint are pointing to 1 single data object instance?

thin panther
#

i highly advise you just accept the advice from the people that have done this

half tulip
thin panther
#

sigh

earnest tangle
#

I don't know BP API references and I can make games ยฏ_(ใƒ„)_/ยฏ

odd ember
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can't be a coincidence

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๐Ÿค”

earnest tangle
#

Finland is invading the world secretly through the internet

faint pasture
#

It all started with Linux

thin panther
#

if i know oop

in any language

then i can do oop in another language, after learning the syntax

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its not that complex

earnest tangle
#

Many technologies that power today's internet have roots in Finland alex

half tulip
grand valve
odd ember
thin panther
#

whether you do class x in c#, c++, java, blueprints. its the same priciples

odd ember
#

are you saying that you can't add two integers together until you know the blueprint API?

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that's just silly

earnest tangle
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@half tulip You really do not have to know the blueprint apis by heart. They are too large for that to be reasonable to begin with

thin panther
#

oh no this new language made me forget all of my vector math

odd ember
half tulip
thin panther
earnest tangle
#

If you find it helpful then go for it I guess

thin panther
#

even if the language is completely different

thin panther
#

you will still google

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thats the point of an api reference

earnest tangle
#

This just reads like one of the conversations on #lounge when people are depressed about not having learned some skill when they were 5 years old :P

odd ember
faint pasture
#

What if we could Google.... Inside the BP editor? And nodes would just pop up? Wouldn't that be wild? Epic plz

odd ember
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too much power

thin panther
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i just dont get how theyre arguing with experience

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baffles me

odd ember
#

we have to type in the names of nodes verbatim and just hope for the best

earnest tangle
#

What if... GitHub Copilot in BP editor

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lol

faint pasture
mild pine
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Hey guys, when a player is killed in my game it's causing the game to drop 5-10 frames per respawn. Would anyone be as kind as to see if I'm doing something tremendously wrong with my respawning logic? ๐Ÿ˜… Been trying to fix this issue for a week now ๐Ÿคฆ

odd ember
thin panther
#

checkmate

odd ember
frosty crane
faint pasture
#

@mild pine first of all after you destroy yourself, you don't want to have any nodes since you're pending kill. Does your respawn node even get hit?

odd ember
half tulip
#

How long does it take to memorize the entire Blueprint API Reference library? I feel like when I do that I will be profecient enough in Blueprint to make a game without help with my logic

thin panther
#

you
wont

earnest tangle
#

you're just messing with us now aren't you

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lol

thin panther
#

in one ear out the other

odd ember
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lmao

thin panther
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i give up

faint pasture
frosty crane
earnest tangle
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He's just trolling at this point lol

half tulip
#

I bet Tim Sweeney has memorized every node and reference

faint pasture
#

You could have had a number one seller on steam already but instead you're f****** around on discord LOL

earnest tangle
#

lol

odd ember
#

did you hot reload?

earnest tangle
#

Tim is too busy climbing trees to memorize things

frosty crane
#

live coding

faint pasture
earnest tangle
#

He just pays Gabe Newell

frosty crane
#

but i'm restarting the editor after rebuilding

odd ember
thin panther
mild pine
earnest tangle
#

Gaben made Windows 1.0

odd ember
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@mild pineagain, you'll know more if you actually profile it

earnest tangle
#

This is an actual fact btw

thin panther
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Gaben created the concept of Life and Death

mild pine
thin panther
earnest tangle
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Yeah he was in the team that made Windows 1.0

thin panther
#

if this is late april fools imma cry

earnest tangle
#

Of course he didn't make it alone but in any case

odd ember
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so all actors etc.

thin panther
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nah mans a machine, they had to make up extra people so it didnt look shady

odd ember
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no it's true

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Gabe worked at microsoft before he made valve

thin panther
#

bill gates = secret angel investor?

thin panther
odd ember
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I mean if you work in the seattle tech scene you make bank

thin panther
#

time to move to seattle ๐Ÿ˜Ž

odd ember
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one of my former coworkers moved to cali for a nice $140k job. I'm still a bit envious

earnest tangle
#

140k in california probably means you still have to live with a roommate tho :p

odd ember
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true, it's mid LA

faint pasture
#

sounds boring but a paycheck is a paycheck

odd ember
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just to be clear this is still in the games industry

thin panther
odd ember
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and a design position no less

faint pasture
#

That's not bad at all

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Although working on someone else's game.... blech

thin panther
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thats why you get a janitorial position and overthrow the ceo

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then you get your own ideas back

odd ember
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that's exactly how the games industry works

faint pasture
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Then make the same game 5 times

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E L D E N R I N G

odd ember
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employers need QA people, but eventually the QA people revolt and overthrow the CEO, making it their company

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the board of investors is OK with this of course

faint pasture
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Nah I'm Indie or bust, I don't love programming or any of the work of dev, just do it to make the damn games

thin panther
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you see i love making indie games

faint pasture
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Prolly bust but it's whatever. Better shot than music is

thin panther
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but i do like programming

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so CS degree and some software job here i come

faint pasture
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You mean you don't wanna get a GAME DESIGN degree from Fullsail?

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lmao

odd ember
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I mean you may as well get a games industry job

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lol

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I got a game design degree

thin panther
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well techinically its a computer science for games

odd ember
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the most I learned was from one elective and from my own dissertation

thin panther
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but so far its been more general CS

odd ember
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I also got a CS degree to be clear

faint pasture
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I make more money in engineering than I'd make in the games industry. I just do this on the side and we'll see if anything comes of it.

odd ember
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the GD was just icing on the cake

thin panther
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i mean engineering pays absolute bank tbf

faint pasture
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No but juniors with zero experience or CS degree don't make that either.

thin panther
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if youre good

odd ember
thin panther
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bruh

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my 1 degree is 6 years

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;-;

faint pasture
#

I'm a BP bitch that dabbles in C++, probably not employable above poverty wages in the actual industry

odd ember
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fair enough

odd ember
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I mean I work as a designer

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or rather, did

thin panther
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i use std library all the time but unreal c++ terrifies me

odd ember
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now I just manage them

thin panther
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the macros, the horror

faint pasture
#

I have visited Epic though. Just showed up and looked around while I was on a job nearby lmao

half tulip
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Do I need to re-join Highschool and learn Vector Math before I can learn Blueprints with Unreal Engine?

river herald
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How do i let the server know the client has loaded the level?

faint pasture
#

You can get in a lot of places with a work truck and a hard hat

thin panther
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if you dont youre in violation of the eula

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so sorry bout that

thin panther
#

books are for NERDS

faint pasture
#

Not anymore they don't, boomer.

half tulip
#

I'm a Highscool drop-out maybe that's why i don't understand Vector math references

dark crow
#

bonk1'=??

faint pasture
#

I get my math knowledge off Tiktok

faint pasture
thin panther
thin panther
odd ember
#

use an abacus

thin panther
#

even better

faint pasture
#

I just can't learn unless it's robotic TTS with someone poppin and lockin in the background.

odd ember
#

using calculators kids these days smh

half tulip
thin panther
dark crow
#

Clculator??

half tulip
#

I don't understand Vector math concept at all

odd ember
dark crow
#

Fancy lines

mild pine
faint pasture
#

@mild pineSo do you get chugga chugga between death and respawn?

thin panther
odd ember
thin panther
#

multiply your direction with speed, you get movement

mild pine
half tulip
#

blueprint is all about Vector math?

thin panther
#

dot product can be used to see if 2 vectors are perpendicular, or can be reshuffled to get the angle between 2 vectors

half tulip
#

Any other type of math used in blueprint

thin panther
#

cross product gives you the normal vector

odd ember
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(we're trying to give them their privacy)

faint pasture
mild pine
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Oh wait, i was typing uobject, not uobjects

thin panther
faint pasture
#

If the actual pawn is destroyed, respawn should be handled by the Gamemode. A pawn shouldn't respawn itself

mild pine
#

the BP is murdering me ๐Ÿ˜‰

thin panther
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you dont give em their privacy and before you know it your doing calculus down the back alley of tesco

odd ember
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looks like your gun is killing you

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quite literally

thin panther
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smh just turn it around

mild pine
half tulip
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Why call is visual scripting if it's math based, may as well call it Vector Math based Scripting...

faint pasture
odd ember
odd ember
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math is just the arithmetic used for the logic to succeed

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if you want true math based stuff, look at HLSL in teh material graph

thin panther
half tulip
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can't we use another concept for the logic to succeed

odd ember
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and wrap your head around how to do boolean logic with numbers only

faint pasture
#

1 x 0 = 0

thin panther
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1 x 1 = 1

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there we go boolean done

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1 x 2 = 2 if you like tribits or smthn

odd ember
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now consider the math is executed every frame

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and has to be valid when executed every frame

thin panther
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just doOnce() lmao

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checkmate

odd ember
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DoOnce doesn't exist in HLSL ๐Ÿ˜”

faint pasture
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I hope UE5 has DoTwice()

odd ember
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well there's DoN

half tulip
#

the universe is built on Maths

thin panther
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not very high level of it then is it smh

half tulip
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I just realized this

thin panther
odd ember
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are you still with us Evan

odd ember
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or are you too high to communicate

thin panther
faint pasture
thin panther
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hes absolutely blazed

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found the calculus i left behind tesco

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poor guy

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great now i wanna replay fo3

odd ember
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maybe I should print out the blueprint APi as a book and sell it at a premium ๐Ÿค”

faint pasture
thin panther
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your sole customer is evan

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save his printer

half tulip
#

But riddle me this... if the Universe is built on Math. Where did Math originate from?

odd ember
thin panther
mild pine
faint pasture
half tulip
#

What came first the chicken or the math?

thin panther
thin panther
mild pine
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But yeah, I removed the multicast. Didnt cut on the performance though hehe. Event AnyDamage is only run on the server anyways right, so theres actually no need to run the death event on server? @faint pasture

faint pasture
#

@mild pineBruh your FPS goes UP when they're dead

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wtf are you doin on tick my man

odd ember
half tulip
#

only genius know cpp

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that's what I come to realize

thin panther
faint pasture
odd ember
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lmao

thin panther
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puttin that one on my cv

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"Certified genius as confirmed by EvanX"

faint pasture
#

Evan who's your weed man

thin panther
#

yeah hook a brother up

odd ember
mild pine
thin panther
faint pasture
thin panther
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nah

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thats why its in a video

faint pasture
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It's a conspiracy by the mudmen

thin panther
#

video = electricity

bird = in video

bird = electricity

mild pine
odd ember
faint pasture
faint pasture
#

they're totally open

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Trust me nobody's gonna copy a 30ms BP

thin panther
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does this mean bird && video && computer == 1

half tulip
#

I will cry myself to sleep wishing I knew what I was doing with blueprints Blueprint API Reference we are at war...

mild pine
faint pasture
thin panther
#

birds are weird

thin panther
mild pine
#

The gun is doing spread on tick

odd ember
faint pasture
half tulip
#

When I mastered blueprints I will be so proud that I will buy myself a badge that says "Game Developer" and wear it

thin panther
#

ive never irrationally hated Euler more

thin panther
faint pasture
#

quats are just an extension of complex numbers that happen to have properties really nice for rotations. If anyone tells you they can intuit about them though they're full of it.

thin panther
#

quaternions are my topic next year and it terrifies me

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the diagram is scary

odd ember
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only reason complex numbers give rotation anyway is because of the property of i being converted through square roots. it's all fake

faint pasture
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i don't believe it

half tulip
#

I want my game to have a DRM

thin panther
#

or a DNR

mild pine
# odd ember it's the gun. check the gun

The gun is setting a spread per tick.
It feels like when the character is killed that some parts of the character is not properly terminated, i.e maybe the gun? ๐Ÿค”

odd ember
half tulip
faint pasture
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Just show the full tick for both actors

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something is costing a ton

mild pine
thin panther
odd ember
mild pine
faint pasture
#

@mild pineShow the tick. Your whole setup is like 30ms, I don't think death has anything to do with it

mild pine
half tulip
thin panther
#

just dont lose the timer

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that would be sad

mild pine
#

Ops, wrong

faint pasture
#

The ramblings of a madman ARE a tough nut to crack

mild pine
half tulip
#

can i implement a DRM using a 100% blueprint project?

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(please tell me yes)

thin panther
odd ember
# mild pine

did you make that gun or did you buy an asset?

mild pine
#

This is the only section of the character thats running on tick:

thin panther
#

the easiest drm you could do is probs steamwork api

faint pasture
# mild pine

None of that looks expensive. You can just Get Delta Seconds though, no need to have float spaghetti all over the place.

mild pine
thin panther
#

but that is stinky online only game business

odd ember
mild pine
half tulip
faint pasture
#

Is that like 20 child actor components I spy?

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The only uncrackable game is an unreleased one. Q.E.D.

mild pine
#

Yeah, master component. Could that be the issue?

odd ember
#

20 child actor components?

thin panther
odd ember
#

...20

mild pine
#

They should be destroyed when I destroy the actor though?

faint pasture
#

IDK, doubt it. You need to do a profiling run and open it in the actual profiler

odd ember
#

child actor

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components

thin panther
#

CE has been triggered

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take cover theyre gonna blow

half tulip
odd ember
#

@mild pinedon't use child actor components

thin panther
odd ember
#

almost guaranteed to fix your performance issue

faint pasture
#

stat startfile to start recording, stat stopfile to stop

mild pine
faint pasture
#

then open in profiler

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and figure out wtf is so expensive

odd ember
#

child actor components are performance hogs

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and come with massive issues

mild pine
mild pine
#

Thanks for the assistance guys! ๐Ÿ™

odd ember
#

that's a recipe for failure

faint pasture
#

I did that when prototyping my FOV system and found out that the math was taking everything up. Moved just some math to C++ and went from 8ms to 0.04

small halo
#

right now this is working and the dragon is going to the location. But i am struggling with setting its rotation to the point he is going to

faint pasture
odd ember
small halo
#

i have it on

faint pasture
small halo
#

no he is just still

faint pasture
#

Is he moving?

small halo
#

yeah he is moving to the location

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but always looking forward

faint pasture
#

Wait a second

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you're manually moving it, NOT using the CMC?

thin panther
#

this sounds like something that could maybe benefit from a behaviour tree

faint pasture
#

Any particular reason why?

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he doesn't need a behavior tree, he's moving it manually but has a CMC which makes zero sense.

thin panther
#

bevaiour trees make ai nice and clean

thin panther
mild pine
#

Okay, frames actually went up by 20 when I got rid of the 20 child actors, but the respawning issue is still there. Will profile ๐Ÿ™

faint pasture
#

you already have a movement component, you do NOT need to be moving him manually

small halo
#

struggled with bt as eu4 doesnt have a 3d nav

faint pasture
faint pasture
#

Your dragon has a character movement component

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you're not using it

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you're manually setting position on a timer

small halo
#

first time doing a flyable object so it was very confusing

faint pasture
#

Start with calling Add Movement Input on tick and see where that gets you

snow jolt
#

is there a way to know how many of a certain class i have spawned (to limite the number of enemies)

faint pasture
odd ember
#

but sure get all actors of class on tick will work too

faint pasture
small halo
#

like that?

half tulip
#

Hi Gurus... ELI5: What's a "Transform" ?

odd ember
#

it's not as bad as people think, but not cheap enough that you want it running on tick

faint pasture
#

@small haloSubtract your position and normalize it

odd ember
#

it's still some O(n^3) in performance

faint pasture
#

you want the direction TO the target point from where you are

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and that will aim at a different target point every frame. Might be a little spastic lmao

half tulip
#

Explain Like I'm 5: What's a Transform in relation to blueprints?

faint pasture
#

position rotation and scale all rolled up into one

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break it, and you get the 3 components

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break those, and you get THEIR 3 components

half tulip
#

is there a node for just position + rotation ?

faint pasture
#

Nah, just make a transform with scale 1,1,1

half tulip
faint pasture
#

if you put bigger numbers, you'd make the thing bigger

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smaller numbers, smaller

small halo
faint pasture
#

0,0,0, it goes poof

thin panther
#

indeed

half tulip
faint pasture
half tulip
#

it's for a checkpoint system for a character

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so I assume scale wouldn't be needed

small halo
#

like so?

thin panther
#

i eman checkpoints you could just use savegame to save and load character position

faint pasture
#

@small haloSwap them

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that'll make you fly away from the target

small halo
#

what should the tolerance be

faint pasture
#

Whatever you want, probably pretty big for a dragon

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oh wait for the normalize

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leave it

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normalize just turns 100,0,0 into 1,0,0

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normalize makes a vector of length 1

half tulip
small halo
#

uhmm

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the dragon is infinitely going up

mild pine
#

Whew, what am I even looking at ๐Ÿคฏ

odd ember
#

ship it

thin panther
half tulip
thin panther
#

for just saving and loading player loc it is

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just create savegame object

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handy dandy bp class

faint pasture
odd ember
faint pasture
small halo
#

just this

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scrapped the other code

faint pasture
#

@small haloJust have him aim at one for now

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that'll change targets every frame which is prolly not what you want

half tulip
thin panther
#

nah you dont need that

half tulip
#

I do

thin panther
#

just use the savegame class built in

odd ember
#

imagine paying for blueprint assets

thin panther
#

dies of cringe

half tulip
half tulip
#

not everyone is a BLUEPRINT GURU

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that mastered blueprint and learned the API library

thin panther
half tulip
#

p.s don't hate on the marketplace

faint pasture
#

@small haloDo this for now, does he fly at point 1?

half tulip
#

it gives us the non-guru noobs HOPE

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or should they just call us script kids?

brazen pike
#

It's also a time saving thing. Some people would rather spend time on evironments or weapons than making a complex weather and lighting system. So they pay $20 and buy one to save a week researching how to do it and writing it

faint pasture
#

You won't really be able to tell what marketplace assets are worth it until you don't really need them.

small halo
#

nah he doesnt

faint pasture
#

Although I do use some stuff like LE Standard Library etc cuz aint nobody got time for dat

thin panther
thin panther
#

no one is saying marketplace doesnt have its uses

small halo
#

hes not even going to the point

faint pasture
odd ember
#

the most I'd buy from the marketplace would probably be animations

faint pasture
#

I'd buy sounds maybe

odd ember
#

retarget

faint pasture
#

if I can get raw wavs

odd ember
#

nah I'd get a sound designer

half tulip
#

@odd ember You're on the naughty step for insulting our most cherished marketplace

odd ember
#

it's not expensive to get something like that commissioned

faint pasture
#

I have all the gear to do that but I'm not about to set up a mic and clop around like an idiot

small halo
faint pasture
#

Although I do have to record some exhaust system impulse responses. That'll be fun

small halo
half tulip
#

I don't think many indie games would even be released without help of blueprint assets

odd ember
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sure, just not other people's blueprint assets ๐Ÿ˜‚

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I'll use my own

faint pasture
#

Meshes and materials maybe. I'd never use asset BPs tho

half tulip
#

there would be 75% less UE4 indie games released without blueprint assets

thin panther
#

you see im big brain, instead of buying a ยฃ50 gun sound pack, imma spend ยฃ90 getting my firearms certificate, a further ยฃ200 for a safe, a further ยฃ2000 for ammo and guns, and a further ยฃ500 for recording setup

then remember i cant do audio

odd ember
#

instead of chancing finding a marketplace asset using 20 child actors

thin panther
faint pasture
thin panther
#

is what id say if i was dumb

small halo
faint pasture
#

@small haloCan you DM real quick for a stream?

small halo
#

yeah

half tulip
#

the isle of the unreal marketplace is as familiar to me as my local supermarket

thin panther
thin panther
half tulip
#

my diet is mainly ramen as most of my income is spent on assets...

odd ember
#

๐Ÿ˜‚

#

maybe I should setup a side hustle making shoddy blueprint assets

#

sell them at a premium

#

throw in a link to the blueprint API as a bonus

brazen pike
#

$50 "Advanced Gunfire System" just a linetrace

half tulip
odd ember
half tulip
#

and a gun that looks like a turd

#

with a really shoddy animation

#

Do you know picking good marketplace assets is an art of itself?

trim matrix
#

Any reason why the print is not printed in the event above?

sinful ingot
#

I'm probably doing something dumb, but I have a BP with Instance Editable variables. Several instances of this BP exist in a parent BP. I simply can't find where to edit those instance variables on of the child BPs. The when I click on each instance in Parent BP Viewport it only points out what class the child BP is.

odd ember
trim matrix
#

the gamemode does exist because its able to print the values from it somehow

#

like the enemies remaining one

#

wish i could record

odd ember
#

use breakpoints

#

see what happens

trim matrix
#

alr

#

well idk if these help, but these are the errors that are displayed

#

oh

#

maybe it doesnt exist?

#

weird

odd ember
#

the game mode isn't set

#

so of course it isn't going to be called

trim matrix
#

oh

#

its set correctly

#

ah the weirdest errors

odd ember
# trim matrix its set correctly

that's not where you set the variable. the variable has to be set independently. it doesn't matter what your project settings are. that only matters for which game mode is active

#

you can try using the GetGameMode node instead, and cast it to your game mode type

trim matrix
#

oh wait

#

lemme convert this file

trim matrix
# trim matrix

Basically why do the newly spawned charcters not come torward me?

#

The node is properly setup so its able to achieve it

surreal peak
#

Is the one that does run towards you placed into the level?

#

@trim matrix

visual vigil
#

Guys is BP packaged in to PAK ??

trim matrix
#

the ohters arent, im trying to make the others run torwards me also

#

im using the spawn actors stuff to do this btw

bright frigate
#

papisssss what are your suggestions on setting up a true first person camera? Use the third person mannequin and modify that? Or use the first person and do stuff there? Are there any more "less hacky" ways? I've been spending lots of time looking for and reading on stuff online but these are the two most popular but both of them are rather hacky

last abyss
plain jay
#

Is anyone here familiar with apply skin weight profile? Im working on a dismemberment system and I wish to remove the influence of the detached limb from the character, is this something that can be done with skin weight profiles?

surreal peak
#

Yeah that's what I wanted to get at hehe

icy dragon
echo salmon
#

Simple Wheeled Vehicle Movement Component any idea why i cant find this component under Pawn class?

dreamy yacht
#

Hi, could someone help me? I am following this vehicle tutorial since beginning ( 5 parts so far ), but I am stuck A.F. at 1:59 and then at 3:47 when I try to set MAX LAPS

#

In this video we continue inside the Checkpoint Tracker Blueprint and provide all the scripted functionality for the core of the system on the Event Graph such as the game initialization, passing custom user settings to the Player Controller Blueprint as well as what happens when a checkpoint is cleared.

(00:05) - Intro
(00:36) - Apply Settings...

โ–ถ Play video
maiden wadi
dreamy yacht
#

it show up set max laps no matter what I do

#

And in my case the default player controller is PlayerController, not the MyPlayerController ( 4.27.2 )

#

please help

#

I am totally stuck

echo salmon
#

@maiden wadi yes

maiden wadi
#

What engine version? I can see it fine on 4.27.2

dreamy yacht
#

4.27.2

maiden wadi
#

Was asking Clickys.

dreamy yacht
#

ok

maiden wadi
#

But what code do you have that is setting your UI?

echo salmon
#

@maiden wadi 5 version

maiden wadi
#

No idea then. May be removed, may be in a plugin. May be just messed up.

echo salmon
#

I got a ready assets from synty store , specifically a car. And iam trying to move the car with spline , but the wheels are not rotating . And iam trying to figure out how to rotate the wheels when the car move .

dreamy yacht
#

hey there, can someone help me?

#

moreover, when I look into the video at 3:31 I see, that the Controller Reference he created is of array type

#

mine is of controller type or smth

maiden wadi
dreamy yacht
#

Could you clarify ?

maiden wadi
#

You have a widget somewhere that is displaying the lap count?

faint pasture
dreamy yacht
#

nope

#

not yet

dreamy yacht
#

it will be done in the last video from this series or so

maiden wadi
#

Then where is it always showing the max lap count?

dreamy yacht
#

the code for it is not ready yet

#

the variable is done

#

but the full code is a result of full series of tutorials from Time Attack Racer

#

this is not the issue, from what I think

#

the problem is - the engine has problems to cast to player controller

#

what may be the cause ?

#

1:59 of video

maiden wadi
#

Ah. You didn't promote the variable of the correct type I'm assuming.

#

You can't get this, right?

dreamy yacht
#

yes

maiden wadi
#

You have to follow exactly what he does at 1:59. You have the wrong controller type as your variable.

dreamy yacht
#

I' ve tried

#

from what I've seen in the next video, he has a PlayerController in his project inside the blueprints folder

#

Here we set up the functionality for keeping track of laps and test that through debug code. We also take a look at how to determine if the player has flipped their vehicle over and how to respawn the player from the previously completed checkpoint.

(00:05) - Intro
(02:10) - Update Lap Script
(07:21) - Lap Text Display Setup
(10:52) - Respawn C...

โ–ถ Play video
#

there is no PlayerController file in my project

faint pasture
#

Or just put the project down and do something small until you know wtf you're doing. This is like following along with a surgery tutorial but you keep reaching for chainsaws and wondering why it's not working. Get the knowledge to even notice where the mistakes are first before going in the deep end.

maiden wadi
#

Realistically, I hate saving refs in classes for things that you can get globally. I think the idea is incredibly stupid and just creates unnecessary upkeep. Framework GetWorld getters are not expensive.

faint pasture
maiden wadi
#

"Why is my widget getting the wrong pawn's health? ๐Ÿ˜ฎ It shows fine until I respawn"

obtuse bronze
#

How can I change the camera's position values like xyz without the engine resetting its values? Thanks

obtuse bronze
# icy dragon [context needed]

Okay, the camera I am referring to is the SideViewCamera which is created when creating the side view scroller project in UE4, I just want to be able to change one of the transform values x y or z using blueprints, the issue is that the camera gets reset to the player every frame by the looks of it and so is there any way I could decouple the camera from the player so the camera stops resetting itself to where the player's position is?

#

It's attached by default when creating the project

#

"is there any way I could decouple the camera from the player so the camera stops resetting itself to where the player's position is?"

#

I don't know how to hence why I'm asking ๐Ÿ™ƒ

dry laurel
#
  1. Can I iterate over all children of a gameplay tag in BPs? E.g. select Stat and iterate over all stats.
  2. Create tag from FName without exposing FGameplayTag::RequestGamplayTag myself?
maiden wadi
#

I believe no in both of those cases. Only 50% on the first one. 100% on the second. Normally if you need that you'd just drop them into a container.

steel sequoia
#

why can a delete save game fail?

#

like what causes might there be?

stuck folio
#

Hey guys. Needed a small help. I have a main menu widget, main level and a gameplay level.
Game start with the main level with main menu widget in front of the player. and once we click play, the gameplay level should open.
I have posted the main menu widget.
When I just have a remove from parent node, the menu disappears and black screeen (Main level)
But if I further connect the open level node after the remove from parent node, the main menu doesn't go away. but the gameplay level starts in the background of the widget

steel sequoia
#

i just open the new level @stuck folio because the widget will be on the old leve lanyway

maiden wadi
steel sequoia
#

level anyway*

#

thanks @maiden wadi

#

how would i fix it just being not valid?

maiden wadi
#

Check DoesSaveGameExist usually first.

steel sequoia
#

thanks

#

i run that on level open

#

then when you use the save station it opens a new level and transfers your stuff with you

#

but i want it so if you die you wont keep your stuff a second time

#

although i think ive found a work a round ๐Ÿ™‚

earnest tangle
#

I duplicated one of my test levels and a level script actor BP asset appeared in my content browser, should I be worried something broke lol

#

I've never seen this happen before...

austere ingot
#

ive got a blueprint that will attach an object to a hit result from a line trace. works great for floors and ceilings, but can't figure out how to get the correct rotation when attaching it to a wall

#

impact normal?

earnest tangle
#

normal should give you the wall's facing that was hit yeah

quartz fossil
#

Not sure if there's a proper place to ask about this, but, I noticed that when you package a game, the game automatically gets the native culture of the machine and switches the language in particular. Is there any way to prevent this?

#

At least when using the built-in system Unreal offers

austere ingot
#

what is the math for taking a normal from a hit result and creating a rotation so something will match the angle of the wall it hit?

quartz fossil
lilac rock
#

helllppppppppppppp

#

does anyone know any good tutorials on aim offset that DON'T use blendspaces

austere ingot
#

not really I guess. just trying to correctly rotate a mesh that normally lays flat to sit correctly on the wall

#

its almost working, but everything is upside down on the walls

#

haha

unreal wing
#

Hey guys! I hope someone can help me with this problem. Currently I have the player walking into a box trigger which will change the the players camera to the fixed camera on screen. However, when I collect the coins the camera resets the the players and then reset to the fixed camera. I can send in a video if it helps, im guessing it might be a problem with the overlapping maybe. Any ideas?

jaunty summit
unreal wing
odd ember
austere ingot
#

still struggle boating on trying to rotate an object when placing it on a wall. i have a torch that stands up straight on the ground, and if I want it to just stick directly out of the wall, as if it was still standing straight but off the wall, how do I do that? all of the 'Make Rot from X/Y/Z" have it aligned different, but none are correct at facing the bottom of the object towards the ground. all of tham would work if I could rotate it 90 degrees on one axes

#

This worked

frail meadow
#

hi ๐Ÿ™‚ I'm working on nametags in my game and i have it setup but the widget component is set to screen space but i want it not to resize once players are too far away
but i cant find it anywhere

maiden wadi
#

Another reason why widget components are terrible.

maiden wadi
#

Generally speaking, when you get to a point where you need moving widgets on screen for your gameplay objects, a manager that ticks them on screen space is much better. Widget components are extremely limited outside of creating actual 3D UI like holographic displays and such.

silk roost
tidal marlin
#

What was the name of the plugin that removes unused assets when bundling?

maiden wadi
#

@tidal marlin Unreferenced things shouldn't be cooked usually.

maiden wadi
silk roost
small halo
#

try to make the fireball go to the players position

#

but its not working xD

maiden wadi
# silk roost idk what you mean by 1s or 0s

Computer processing is done in 1s and 0s. I was being a smartass. You can do anything you want to in Unreal if it can be programmed. Meaning that yes, you could do that spike effect in Unreal. Very easily in fact. There is a node named LaunchCharacter or something for characters. If your AI are characters, you can kick them backwards with this. If they fly into the spikes during this time, splat.

maiden wadi
small halo
#

yeah the fireball is working

#

just going to the wrong place

silk roost
small halo
maiden wadi
maiden wadi
small halo
#

just initial shot

#

doesnt need to follow the player

maiden wadi
#

Your look at rotation doesn't work when used on Rotation of the actor spawn?

small halo
#

no it didnt work unfortunately

maiden wadi
#

It should. How is your PMC set up on the fireball? It shouldn't be anything but an initial velocity in the X direction.

small halo
#

its going near the player

#

not on the player

maiden wadi
#

What all have you done to the PMC?

small halo
#

just that and changed the initial speed and max speed to 2000

maiden wadi
#

For your LookAtRotation, use the spawning location, not the dragon's location.

#

Also for an easier lifetime, all actors can simply call SetLifetime and will destroy themselves after that time. Useful for projectiles.

small halo
#

so the initial point the dragon spawns at?

maiden wadi
#

No, The same thing you're plugging into Spawn Fireball Location.

#

You're discerning the fireball's trajectory based on the dragon's location, which is way off from where the fireball spawns. Need to start the FindLookAtRotation from the same place the fireball will spawn.

small halo
#

the ball is still not hitting the player

#

its closer now but not exactly on the player

maiden wadi
#

Is it aiming at the player now though, and just falling short of hitting them?

#

Your directional aim should now be correct, no more left/right issues. Gravity is still an issue regarding that though.

small halo
#

oh i see

#

i turned off gravity and now it works!

#

thanks

cobalt gulch
#

does anyone have a generic ue project where a character with the ue4 rig is holding a gun in first person?

silk roost
#

why you just don't create new project from launcher ?

cobalt gulch
#

because the rig doesn't have a body

thin panther
#

There is a free anim pack that contains third person weapon anims

cobalt gulch
#

do i just place this over the first person character?

thin panther
#

No cause the first person character doesnt have a body

#

Youll need to set it up yourself

#

Shouldnt be thaaat bad

dreamy yacht
#

Actually I've managed to fix the problem - there were two ways for it - I could just simply cast to player controller directly ( you could just told me that, what would save me lot's of time ) , but I've also went back to episode 2 of series, which I somehow partially skipped, where the epic guy set all those variables and the demanded MyPlayerController

#

I've done it and here's the proof

silk roost
bright harbor
#

i still need help on this if anyone has any ideas, i've tried checking if the player is closer to the end or the beginning of the spline, but that didn't work out super well, mainly because that takes nothing about where the player is facing into account

odd ember
cobalt gulch
#

Is anyone able to help with the project? I can stream it

bright harbor
odd ember
#

correct

fair magnet
#

does this include double character's and white spaces?

odd ember
#

why not test it and find out?

onyx token
onyx token
#

hang on, lemme clean it

odd ember
#

and yes, threads generally are asynchronous

onyx token
odd ember
#

no idea

#

again, test it

onyx token
#

ye

thin panther
cobalt gulch
onyx token
#

also comments work, which is neat v1

odd ember
#

wait

#

you do this in BP

#

to use in the anim thread?

onyx token
#

yes

odd ember
#

yeah don't

#

use the animBP

onyx token
#

but why?

odd ember
#

at most

#

because it's running on the game thread

onyx token
#

ok wait, but i wanna use the animBP on both the player, and NPCs

#

and this code wouldn't really make sense on NPCs since they have no camera

odd ember
#

that's fine

#

then just don't use it for NPCs

#

we've been over this before

onyx token
#

you mean with a branch that says "only if it's the player" ?

odd ember
#

you also shouldn't base something on whether it has camera or not

#

that's a recipe for disaster

#

start over with this, and think about the architecture first

#

inheritance here is important

#

you can solve it in different ways

#

but if you're doing something that affects animations, it should stay within the animBP so it executes on the anim thread

onyx token
#

hm i see... i misunderstood then

#

so it's okay to put stuff like this into an anim blueprint that i will use for multiple things?

thin panther
#

You can find one very easily

odd ember
#

save it as a variable

#

post cast

onyx token
#

ok sure, i did that, i was just making sure it's clear what i'm doing, otherwise if it was a random variable it might not be 100% clear rescVVV

#

i see, but the overall thing is okay... Thanks!

#

--
Also more general question-
I renamed the default ThirdPersonCharacter into "PlayerCharacter"

But this for some reason still spits out "ThirdPersonCharacter"

#

but when i try to make an if statement-
I can only select player character - the thirdpersoncharacter gets displayed as a redirector

cobalt gulch
#

could you link a simple guide which would work in multiplayer pls @thin panther

grand valve
#

find the redirector in the folder, right click on it, fix up redirector

thin panther
#

No

wicked osprey
#

guys, how to make it so that the first time you start the game, the sound is immediately loaded?

thin panther
#

Also dont focus on multiplayer if youre new

cobalt gulch
thin panther
#

Work on simple things first

#

Multiplayer is a complex can of worms

#

Think about multiplayer when you have more experience

onyx token
#

i did

odd ember
#

then if it passes the cast you're good

#

no need to validate extra

#

just save it into a variable

onyx token
#

wait wut

#

i'm confused now

odd ember
#

if the cast succeeds

onyx token
#

I cast once on begin play
And save whatever this spits out, as a variable

odd ember
#

yes

onyx token
#

so if whatever it spits out - happens to be the player - i want extra code to run

#

if it's something else - don't run the code

odd ember
#

potentially yes. but equally you may want to create a subclass of animBP for players exclusively

onyx token
#

awww i wanted to have 1 animBP class for all characters period rescBlank

#

that way i wouldn't have to make stuff twice

odd ember
#

do you also just have one class for all your characters?

#

you don't

#

that's the whole point

onyx token
#

i have 1 parent class

#

and child classes

odd ember
#

inheritance means you never copy code

onyx token
#

oooh you mean i should have a parent and child animBP class OhIPanda

odd ember
#

sub class

#

and super class

#

yes

#

parent/child is a misnomer because unreal uses that terminology for other things too

#

super/sub prevents language mixups

onyx token
#

ok so this should be called super/sub

odd ember
#

yes

onyx token
#

i see... thanks! v1

odd ember
#

super is the "parent" class

#

sub is the "child" class

#

as it were

onyx token
#

Alright... So i'll make a CharacterSuperClass
And a bunch of CharacterSubClasses

odd ember
#

sure but you only need like 2 animBPs now

onyx token
#

sure, because i only have a player, and a humanoid NPC

odd ember
#

you may need more if you deal with different skeletons

grand valve
#

Doesnt overriding the parent AnimBP in Blueprint effectively stop you from editing the child blueprints animation graph except for the individual anim overrides?

#

I had the issue before when i would make parents and childs but i wanted some slightly different state logic for the child...

onyx token
odd ember
#

well you only want to change the logic for the animation in the super class anyway

#

but you can change the bp logic in the subclass

#

that's kind of the tradeoff

#

it's not perfectly oop

#

or there'd be a looser coupling between animation states and BP

grand valve
#

right, i got a bit tripped up on this before and tried using linked anim layers and stuff to make it a bit more modular.

odd ember
#

but I basically had to copy my animBP once over because I have two different humanoid skeletons

#

(m/f)

grand valve
#

right, so you couldnt actually share logic between the two skeletons in that case?

odd ember
#

or well, some animations could be shared

#

but because of the tight coupling of the animBP between animation states and the BP part of the animBP there is no way to separate them out

#

so I had to copy it over

grand valve
#

yea ok just checking, had the same issue and did the same thing..

odd ember
#

if they would separate the anim states so they could hook into different animBPs that would be ideal

grand valve
#

agreed

mighty crown
#

I'm attempting to create a tornado with physics that's using the impulse code from the first person blueprint. Is there a way to debug the blueprint or view the collision events triggering in a log somewhere?

odd ember
#

breakpoints

mighty crown
#

oh I think I got it. Just enabled the debugger for the blueprint and it put me in my game. Awesome.

random plaza
#

i'm just now having my code peer reviewed by an experienced dev and im just realizing how convoluted it all is

odd ember
#

maybe I should do that as a side hustle ๐Ÿค”

gentle urchin
#

Would be interesting to have it reviewed

onyx token
#

oh wait actually i figured out now why i did this instead of "on begin play"

random plaza
#

im doing it with a friend who is experienced in python, but she understands it all since it's blueprints

onyx token
#

because if i do it on begin play, every single time i test it, i end up with these stupid annoying 2 or 1 error messages rooMad

#

which then vanish once the variable is set

random plaza
#

why not have is valid?

odd ember
onyx token
#

but why? rooCry1

odd ember
#

because that checks it every tick

#

and you don't need to do that

onyx token
#

hm. guess that's true rescBlank

#

but the 2 error messages are still annoying tho... how can i get rid of them?

odd ember
#

the errors tell you that something is wrong

#

so it's more about solving the underlying problem

odd ember
#

is valid doesn't solve the problem

random plaza
#

i guess

odd ember
#

it'll make the errors go away

onyx token
#

the problem is that for some reason there's 2 animation ticks before beginplay sets the variable

odd ember
#

but it doesn't make your variable save

#

can you try and do a test a few times with a print string in both the animBP and your character BP and see which one comes first? and if it's consistent?

#

on begin play for both of them*

onyx token
#

so

#

The character bp comes first
then the child animbp
then the super animbp

odd ember
#

then on begin play in animBP plays last, which means everything should match up

#

is this consistent?

onyx token
#

well my problem is that
within 1 animBP
the update plays before the beginPlay for some reason

#

like 1 or 2 ticks

grand valve
#

which of these 2 are you using on the anim BP?

onyx token
#

first one

#

ooooh

#

ok the second one works

odd ember
#

there's like 2 other options for this as well

#

in the class defaults you should be able to untick "tick before beginplay"

#

or some such wording

#

and in the character, you can manually spawn the animBP

onyx token
#

oh i see i can do that OhIPanda

#

neat!

#

thank you!

odd ember
#

manual spawning is especially useful to retain full control over race conditions

#

as one class effectively becomes the "manager" of the class it spawns

#

and you can always assert that the manager will spawn first

#

this is also possible between player controller and character as well

mighty crown
#

hmm I can't seem to get a collision event to be triggered for my tornado.

I have collision turned on/have the generate collision event in my niagara system. Not really sure what I'm missing :/ Edit:Maybe I need On Event Hit instead of on Component Hit?

I'm using the impulse code from the ball in the starter FPS project

analog hazel
#

quick question.... In character BP, The camera boom should be the child to the camera not the other way around correct?

spark steppe
#

the spring arm? should be parent of the camera

analog hazel
#

Okay, that is what i was thinking after looking at my project the spring arm is the parent of the camera half backwards lol, but when i fix it, i lose my left mouse down free camera rotation

#

not sure what part of the BP you would need to help figure it out if some one dont mind

crimson jolt
#

Is it possible to have two instances of the same macro execute without interfering with each other?

I have a macro that is being executed at two places (two separate macro nodes) simultaneously, but the result is essentially the same as just plugging the two execution paths into a single macro node

analog hazel
#

my zoom broke while switching those around also,

zealous moth
slow wyvern
#

Is there a way to anchor the root bones pitch (roll) while having pitch enabled in the characterBP?

crimson jolt
zealous moth
#

show screenshot?

zealous moth
crimson jolt
#

I have two separate execution paths with separate macro instances. In the macro I'm doing an interpolation that is being interrupted when the macro is executed again. The problem is that, if I execute one of the paths, it interrupts the other. Very strange

zealous moth
#

erm... interpolation in a macro??????

slow wyvern
zealous moth
#

macros don't do time

#

use a function, those can use timings

analog hazel
#

@spark steppe Hey also noticed something really strange with my camera after switching the camera and spring arm parenting placement...

crimson jolt
zealous moth
#

nope

slow wyvern
#

The problem is due to the fact that I have use controller rotation pitch enabled (a setting I have only on, bc I want my pitch to be replicated (using rpcโ€™s creates a greater lag)

zealous moth
#

in fact, you cannot right click to get anything timing related in macros but can in functions

crimson jolt
#

This is inside a macro

zealous moth
#

is that a new feature in ue5?

slow wyvern
#

No functions donโ€™t allow for time stuff, macros do

zealous moth
#

in ue4 macros can't do timings

#

holy crap you're right

crimson jolt
#

This is in UE5, but I think the same is true for UE4

zealous moth
#

i have mixed up the 2

#

nah you're right

#

then forget my red herring

crimson jolt
#

Aight it's fine xD Well, I still don't know what's going on in my macro

zealous moth
#

what is it like inside?

crimson jolt
#

I think this is the problematic part

#

I don't know why but the interpolation gets interrupted when ANOTHER instance of the macro fires

#

Maybe it has to do with local floats? Idk

zealous moth
#

typically what happens is that you have events repeating before the other one finishes

#

maybe use timer or tick with boolean check to make sure it only happens once

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worst case, plug a debug breakpoint?

crimson jolt
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Well, I need two firing at the same time

mental trellis
#

Can macros have internal vars? Are you tryng to fire off 2 of the same macro in the same scope and the internal vars are being reset?

zealous moth
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macros can't iirc.

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only functions

mental trellis
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Well, they can use the variables of the containing object then. The same issue applies.

zealous moth
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that or i need a break

crimson jolt
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I think the local floats are being reset or something, but they are different instances of the same macro so they should have their own set of variables right?

earnest tangle
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^very limited tho, there's only a couple of types that are supported

mental trellis
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A macro will run in the external scope. So if you have the same object calling the same macro from 2 different places, it will use the same variables for both

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Same object could be the same function on or the same instance of an object in the instance graph

crimson jolt
mental trellis
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Pretty much. Macros aren't functions.

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All those nodes inside the macro are basically not inside your macro

odd ember
mental trellis
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The "macro" is just a way to tidy them up a bit.

crimson jolt
fluid lagoon
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Is there a way to tell the cast which controller is passing through?

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The hud seems to spawn for the first player, but when another controller is present, the hud doesnt appear and the cast fails

odd ember
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because it sounds like you are

mental trellis
fluid lagoon
odd ember
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doesn't matter

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hud is always client side

fluid lagoon
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Then no I dont think so

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How do I call it on the server?

odd ember
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you don't

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you are already doing it

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you should be doing it on the client instead

fluid lagoon
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Is there a guide on how to call it on the client?

odd ember
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have you tried google?

fluid lagoon
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Yes, but message received

crimson jolt
mental trellis
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Use an array? ๐Ÿ˜›

crimson jolt
odd ember
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if it's an actor subclass you can use timelines or timers

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which both allow for function use

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timers even work in components

crimson jolt
odd ember
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you may as well use functions

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or collapse the graph

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apart from loops I avoid macros like the plague

crimson jolt
odd ember
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there is no performance increase

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like you're not going to game the system

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this is purely from an organizational standpoint

undone surge
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is there a way i can attach the left hand bone to a bone of a gun mesh so that it sticks there on the gun

crimson jolt
odd ember