#blueprint

402296 messages ยท Page 872 of 403

crimson jolt
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Alright, I will give you a use case where I'm using a macro. I have a certain functionality that a) needs to interpolate, and b) needs to be reusable in various contexts, i.e just placing down a node. I can't have a function due to the interpolation, and a collapsed node graph is not reusable afaik

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Do you have a better solution or is a macro acceptable here?

odd ember
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if you need to interpolate multiple times you'll have to think about how you're wanting that to work. I'd use timers for reusability in this case

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I don't know your context because you're not telling me the full picture, so I can only give you a solution based on your currently technical solution, which may not be correct/optimal in the first place

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but certainly using a macro twice like in this case sounds bad already, and I'm not surprised you're having issues

crimson jolt
odd ember
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you could use a timeline which is literally made for htis

crimson jolt
odd ember
zealous moth
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@undone surge in the animBp you can override it. Worst case check fps template.

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@odd ember yup golden rule

crimson jolt
zealous moth
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It's not just that. You could spend hours optimizing something for 0.0001 ms

odd ember
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besides that optimization is not the concept of "I will never use anything heavy" or "make everything as light as possible". it's understanding when you can use cheap and expensive functions

zealous moth
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Not worth it

odd ember
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if your entire game is cheap and you for 3 frames use an expensive function

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you'll probably be alright

crimson jolt
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@peak wedge @zealous moth Right right, well thanks for all the advice guys! I'm gonna go back to work. Cheers!

royal trellis
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is there a way to loop a sound cue with multiple files, but when the current file is playing is done, go throught the list and pick up a new one (so basically looping over different files)

grand valve
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random node plugged into looping node? Use randomize without replacement checkbox if you want it to make sure it goes through all wav files.

odd ember
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sounds like you want some sort of sound engine or manager

royal trellis
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randomize without replace is checked

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ah sorry, i see what this does

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i actually want it to not play all of them at the same time

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just one at a time, finished, go over the random node again

odd ember
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which nodes are you using to play the sound?

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can you show some logic perhaps?

royal trellis
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on a audio component in my blueprint

grand valve
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you could try this

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not sure if it will work ๐Ÿ™‚

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but plays nodes sequentially inside the sound cue

odd ember
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I think this is more #audio territory

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audio graph isn't blueprint, technically

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I thought you'd want it done in blueprint

royal trellis
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can i do it in the audio graph at all?or needs bp?

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(my audio component is tehcnicall in the bp :P)

royal trellis
odd ember
grand valve
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it doesnt its just the same output plugged into concatenator input

odd ember
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if you want an audio only solution I suggest asking in #audio first

royal trellis
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ill ask on audio

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thanks

analog hazel
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Hey could some one give me a quick hand? my left mouse button was free camera right mouse button moved camera yaw pitch and character yaw, but after switching camera and spring arm was backwards the left mouse no longer does anything

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im not sure what part of BP you need

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Is what the code looks like for my mouse rotation movement related to camera.

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it should still work i think even though the boom is now the child vs the parent to the camera

grand valve
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I think the camera boom has a setting called use control rotation, make sure thats on?

analog hazel
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Tried use pawn control and inherit pitch and yaw didnt work, which one is it?

grand valve
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its UsePawnControlRotation but you wanna make sure its on for the boom now and off for the camera

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since now you want to control the boom not the camera directly

analog hazel
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okay let me check

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okay changed it

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I tried it both ways just to be sure and it didnt make a difference

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off on camera, on on camera boom and vice vera didnt help :/

bright harbor
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not sure if i did something wrong (ignore the error message that's from something else) but this always returns one pushing the player forward for some reason

grand valve
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@analog hazel Looking at you code looks like you are setting rotation in like 3 different ways

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I would try to use only one at a time. I dont think you should be using the set relative rotation node here

analog hazel
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@grand valve Followed a youtube tutorial to do a MMORPG camera movement setup and it was working great but then i noticed the camera boom was the parent of the camera so after changing that around it broke lol,

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not even my zoom works as well VaSSiLi

grand valve
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is zoom somewhere else? I dont see it here

analog hazel
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Its a function in the controller graph

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all the controls are in the controller not the pawn i moved them all..

odd ember
analog hazel
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Okay ill google how to do that

bright harbor
analog hazel
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checked the break point with the mouse input and it stepped over clear to the end so now idk, but still isnt working...

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this looks off...

grand valve
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mm..

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what you are showing is the camera boom parented to the camera

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which is backwards... im not sure if you changed it

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if you move the boom right now nothing visible will happen

analog hazel
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so the camera is suppose to be the child of the boom?

grand valve
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yes

analog hazel
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AH it looked completely backwards but like when i push play im auto facing the front of my character and when i saw that and switched it, and hit play it auto looks forward like normal

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so thought that was the cause of why when i push play im looking backwards towards the front of my pawn

analog hazel
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now when i move forward with W all my camera does is rotate the world uh...

hollow gorge
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Is there a node to append text into one output? Like append for string

analog hazel
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Is my moveforward code but when i do this all my camera does is spin in Z around my character and it doesnt move but backwards it moves fine...

mental trellis
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Try join, chris

grand valve
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@hollow gorge use format text node, its does a lot more than append text as well

hollow gorge
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I'll look into format text node, thanks
Edit: That was what I needed!

analog hazel
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guys what would cause that to do that? im so lost...

grand valve
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cant really read your screenshot, can you make it bigger?

analog hazel
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Yeah my bad

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the top one for my mouse works fine.... just the bottom one spins my camera in a circle on the Z making the world go upsided down

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this code i did not change at all before this started happening

grand valve
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well none of that there is related to turning

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but i dont think the axis value is going to ever be higher than 1.0

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so im not sure what that 1.5 check is, seems like its gonna stop it from ever happening

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why is that there?

mental trellis
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Probalby a deadzone

analog hazel
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if its set to 1 then either left mouse button down causes my character to move... its set to 1.5 to make it so both buttons down only works that way

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top one is just for the mouse movement and it works as intended so far the bottom one is for the W and S the W makes my camera go around my character in a circle while S does seem to be normal backwards

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why would that add movement input make my camera spin?

grand valve
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it might be other code doing that. Like your rotation code you posted earlier

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you should disconnect those to see if they affect it

analog hazel
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okay i did that and it still doing it BUT when i hold left mouse down... it dont spin? but i cant rotate the camera other wise it holds it still...

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I diconnected the Bottom one in that last picture and it still rotates my camera around on W

grand valve
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so if you disconnect the top one, it stops the spin?

analog hazel
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Disconnected both and the camera still spins on W lol

echo salmon
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How i can enabled simulate physics on Skeletal mesh ?

spark steppe
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get sure it has a physics asset and enable the checkbox in the details of the skeletal mesh component

grand valve
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ok do you have other code like on event tick or something?

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its a bit hard to get an understanding of how many inputs you have in total

analog hazel
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That W is hooked to that forward backwards map which i dont feel i have any where else related to that input...

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i checked through all my code for movement thats the only input related to W and its still causing my camera to spin unhooked? this makes no since...

echo salmon
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ThirdPersonCharacter_C_0.CharacterMesh0 SK_Character_Hotdog has to have 'Simulate Physics' enabled if you'd like to AddForce.
@spark steppe i have enabled simulate physics on the mesh

grand valve
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so if you disconnect every single input event, you are still spinning?

analog hazel
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no actually it stopped lol

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let me check them one by one

fair magnet
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Does spawning an actor inside a volume fire the actors OnOverlapp event?

analog hazel
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@grand valve so like im so lost right now? i unhooked every thing then hooked them all back up and its... Normal again?

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and it even starts with the camera facing the correct way not backwards as well,

grand valve
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๐Ÿ˜ณ

short osprey
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Hey all! I am three days new to unreal 4. I am trying to make a system where if an object falls into a certain area a score counter goes up. Any help on what terms or functions I need to search for to get a proper direction in blueprinting this would be a great help!

high fractal
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Has anyone seen the camera zoom in/out on begin play? I've even deleted my camera and boom and it still does it, so not sure what's going on.

icy dragon
fair magnet
# spark steppe no

:/ Any way of hacking that in? probably something like "Begin play -> Is overlapping with blah"

spark steppe
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well, you can put the volume in an actor, and do get overlapping actors, BUT you have to delay that at least 1 tick, as spawn order is "random"

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so the volume actor could spawn before your other actor, and wouldn't catch him if you do it on the first tick

icy dragon
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Even then that's kind of a stupid idea in of itself

spark steppe
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any better suggestion? and why is that one stupid?

quartz abyss
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Hi all! I'm fairly new to UE, and am starting to hit perf issues.

Q: I'm trying to optimize my procedural generation. I've got an actor which spawns groups of actors (each group is an actor) and each group spawns 4 actors each. Each of those leaf actors procedurally generate a mesh. It's easy to see the perf cost of this, as I can take out all geometry from the actors, and crank up the number of groups to 400 (1600 actors) and I still get around 80fps. Deleting this monstrosity brings me back up to 120+. Is this just a crazy way of doing it? What's the "correct" way?

I know I can just have functions instead of actors, and all the PMC generated geometry can be stored on the one actor, but then I would lose things like camera culling, and determining the distance to one of my leaf actors becomes harder.

I also want to use chaos destruction on these at some point and feel like combining into one big actor would make this impossible.

Another thing I had considered is using Runtime Mesh Component instead of Procedural Mesh Component, but again, it's obvious that it's the number of actors which is tanking performance.

short osprey
quartz abyss
analog hazel
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@grand valve Its in here some place im going through this code now trying to figure it out... I didnt mess with this code but its the culprit..

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When the Left mouse is down it works normal when its not it flips my camera around so its got to do with my left mouse button

grand valve
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i still dont think you want to use the set relative rotation nodes

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do you want your strafe code to be adjusting rotation?

analog hazel
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Im not sure how else to do it though :x

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not really probably not huh

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omg... that setrelativerotation at the end after i unhooked it, it all went away, works normal again, i was trying to put that in so i can do an Auto camera reset on forward movement...

icy dragon
# short osprey Its essentially a coin falls into an area of the level and it triggers a score c...

If you have trouble finding the right terms, breaking down the mechanics to simpler parts could help you.

So for example, your proposed mechanic. Coin falls into an area, score tally up.
What happens there? Coin falls with physics. What checks if a coin fall through? Collisions, or trigger box. What should happen when the coin overlap the collision? Tally up the score. What object that keep track of your score? And so on, and so on.

It's an art you have to master when designing gameplay.

short osprey
analog hazel
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@grand valve Thank you for helpin lol, My goal is to get a nice auto camera reset and so far havnt had much luck with it.

tall estuary
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How can I add half height crouching?

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It moves the camera with the capsule when I try it, but I just need the capsule to crouch and not move anything

dusk nymph
tall estuary
analog hazel
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@grand valve Hey for whats its worth that node i deleted out in attempt to put in an auto camera reset didnt have that result till i thought i was fixing a backwards issue... ๐Ÿ˜ฆ

zenith pond
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what's a good way of checking within a blueprint that an object has stopped moving? Just looping every .2 seconds making sure the rotation (in this case) hasn't changed more than 1% in the last 2 checks?

dusk nymph
analog hazel
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Hey so got my camera auto reset to work with my rotation but it happens after the camera snaps already to the location not sure how to put it before that

trim matrix
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guys, i need your advice. what would be the way to spawn mesh inside a geometry and avoid any overlap ?

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so spawn objects in a sphere, and make sure the objects are not overlapping each other.. would it be hard?

odd ember
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in blueprint it's going to be a pain in the behind but it's all math

trim matrix
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so using a spheretraceforobject node each time?

odd ember
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I mean that would be the expensive but simple option

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so useful if you're not doing it at runtime

analog hazel
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Any tips on so the camera reset timeline is infront of the camera snap so it dont snap in place??

trim matrix
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it's not at runtime so it's alright i guess ๐Ÿ™‚

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can't get it working ๐Ÿ™‚ any tips?

analog hazel
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guys no matter what i use, rather its lerp or ease or what not, i cant get rid of this camera snap i got... ๐Ÿ˜ฆ

small halo
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why isnt this work....

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its in an actor class

analog hazel
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I have a good interact system going on right now Haz

thin panther
small halo
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im confused though. Why doesn't input action work in actor classes

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its not in my player bp

thin panther
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input is only monitored in possessed actors

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otherwise things could get expensive

small halo
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makes sense. Thanks

thin panther
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you either need to tell the controller to listen to it using enable input, or take input in the player/controller/whatever and then use that to call the function on whatever

small halo
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yeah

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i just enabled input when near the object and works

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ty

thin panther
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np

scenic kindle
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just a question: what are the possible negative effects of having two event ticks, if there are any?

jaunty summit
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In general there are none

odd ember
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none

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you can't

fiery swallow
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^

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You can sequence a tick but that's it

scenic kindle
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well, if you copy an "event tick" node, it creates an "event tick" custom event. and you can have multiple of them

fiery swallow
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Nah fam

jaunty summit
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UE5 feature? Ok I'm back to sleep ๐Ÿ’ค

odd ember
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it says right there it's a custom event

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so it loses its tick property

scenic kindle
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so, in that case, how would i have two of them?

thin panther
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you wouldnt

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there is no need for two of em

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why would you need 2 event ticks

scenic kindle
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ye there is, i want to have 1 blueprint to check two different conditions and do different things.

thin panther
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so use a switch node

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or branches

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done

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no need for 2 ticks

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and what are you doing specifically

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cause there may be a better way than tick

jaunty summit
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Or Sequence node

thin panther
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that too

scenic kindle
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well, i basically need "if: variable = true, do this" <- every tick
"if: other variable = true, do something else" <- also every tick

thin panther
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see above answer

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but the point remains

scenic kindle
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sequence node?

thin panther
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what are you doing specfically

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because some people misuse tick

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but again, sequence node does that

jaunty summit
scenic kindle
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well, i need it to increase a different amount of health depending on which character you possess, when each tick when overlapping an actor

thin panther
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that seems like it could be better done in each character bp

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unless both characters are the same bp

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tick in char 1 to monitor health
tick in char 2 to monitor health

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or use on actor begin overlap

scenic kindle
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they are different bp

thin panther
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and end overlap

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so on overlap, check if its actor x, if so set health, and same on end overlap

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or alternatively do that on whatever is being overlapped

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check if its player 1 or player 2, if it is then change the health

solar sequoia
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Better yet, make them inherit from the same class if it's appropriate

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Then you can just control that health value with an inherited variable and put the logic in the parent

scenic kindle
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that's actually not a bad idea

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thanks, i'll work on it

solar sequoia
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I do that kind of stuff all the time

scenic kindle
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never thought of it before, i'm just learning. i've only been doing unreal for a few months

solar sequoia
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Using child blueprints is a pretty big deal for optimizing stuff

analog hazel
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sorry guys but im really at a dead end here... for my camera reset, i only came here due to the blocked road in research and youtube tutorials and almost simply giving up on the mechanic...

thin panther
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yeah make a parent class with no meshes or anything (important), and then have your children class with meshes and fill out their individual variables etc

solar sequoia
analog hazel
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let me find the pic of the bp so far...

solar sequoia
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What are you trying to do currently? Like, what's the end result supposed to be?

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I just don't know what you're asking

analog hazel
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when i rotate the camera snaps... I want it to slowly ease behind the character and even when i move forward i want the same thing to happen....

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I tried ease node, timeline, the timeline works after the snap happens which defeats the perpose... ๐Ÿ˜ฆ

thin panther
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have you used a spring arm

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that keeps the camera a constant distance between whatever its attatched to, and sort of bounces back if it gets too fast or slow, also responds to collisions

analog hazel
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how would i code in using spring arm?

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thats what im using is spring arm,

thin panther
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then a spring arm should automatically do what you're referring to

daring dove
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Hello all! I have a, hopefully, simple question. I would like to run a check off of the Hit Actor pin to determine if the object is placeable or not. To rephrase this simpler, I don't want my buildables to stack. If anyone could point me in the right direction I would appreciate it. โค๏ธ

thin panther
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what you've described sounds like the default 3rd person character behaviour

thin panther
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you can get an isoverlapping iirc

analog hazel
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what values do i put in the lerp for the timeline?

grand valve
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Spring arm has a setting called camera lag, and camera lag blend speed. Did you try those?

trim pollen
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hey, I'm trying to set a value "Pix" in my post-processing material. (I have a scalar parameter with that name in the material instance).

It compiles, but on close I get: "Blueprint Runtime Error: "Accessed None trying to read property CallFunc_CreateDynamicMaterialInstance_ReturnValue". Blueprint: Master_LVL Function: Execute Ubergraph Master LVL Graph: EventGraph Node: Set Scalar Parameter Value", so I guess it's not able to find the parameter I'm trying to set. Anyone know what's going wrong?

grand valve
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@trim pollen the error is actually that your dynamic material instance isnt valid, not the parameter

thin panther
grand valve
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in this case, you should cache the reference you are creating somewhere. Once a function does something, unless you specify where to store the return value. It wont be able to pull it across events like this

analog hazel
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holy shit guy thats perfect! VaSS that fixed the snap PLUS I was able to set it down to it has 45 degree offset like how WoW has it and that was the effect i was going for!

grand valve
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haha sorry i forgot about that feature earlier ๐Ÿ˜ฌ

analog hazel
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i used the lag rotation

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So hey with that... How can i adjust it so the camera lag only responses to movement and not the mouse camera movement

trim pollen
grand valve
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ok the quick answer is

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After event begin play. You need to store that return value as a variable

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Then you need to call that variable when you use the SetScalarParameter

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sorry I mean store as a variable **

trim pollen
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which return value? do you mean from Create Dynamic Material Instance?

grand valve
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Yep that one

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the long answer is that. as you currently have it, on begin play you create the material and assign it, but you dont actually save the value anywhere. You generally shoud not be trying to connect things between events like you currently have it. When you run a function, in this case "SetScalarParameter", it looks for the target that it should be applying it to. In this case you are trying to call the target from the result of an earlier event that happened a long time ago, and the engine has discarded that reference. The reference is only available in the instant it is created, unless you cache it, with a "set xxx variable" node.

analog hazel
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whats that setting that makes it so the camera faces the direction you movement?

trim pollen
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is this what you mean?

grand valve
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Yup. As long as you have a parameter called Pix now, it should work

analog hazel
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I tried orient rotation to movement thats not it...

trim pollen
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I still get this error: Blueprint Runtime Error: "Accessed None trying to read property M_pix". Blueprint: Master_LVL Function: Execute Ubergraph Master LVL Graph: EventGraph Node: Set Scalar Parameter Value

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and I do have that parameter in the material

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just to be clear this is on a post processing volume which I think is complicating it

grand valve
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ah

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so this is a post process material

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right?

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you arent trying to actually apply this to a mesh right?

trim pollen
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correct. I did mention that before, sorry if I wasn't clear

grand valve
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im still a little unsure why the reference isnt valid in this case but

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what you are doing in the first node is a little unorthadox because you dont actually apply a post process material to the brush ,it works a bit differently

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gimme one sec

trim pollen
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that was autogenerated

analog hazel
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I cant find this setting i know what it is but cant remember... auto correct camera on forward movement any ideas?

trim pollen
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I don't actually know what the brush is, lol ๐Ÿ˜›

dense furnace
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yyou shoulldnt need a dynamic material but also you dont set the brush you need to set post process setttings and break out weighted blendables then get from the array the one you want to set i dont remember all that goes into it i dont have the eidtor open but you should be able to google how to set a post process blendable

trim pollen
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yeah the tutorials I was reading use a lot of ambiguous language which trips me up, but I did see something with weighted blendables so I will keep trying with that

grand valve
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unfortunately the thing you are trying to do is the messiest thing to do with dynamic materials lol. Post process settings are buried deep in like nested structures..

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so when you pull out from break weighted blendables, make sure you are getting a (ref) not a (copy)

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thats very important

analog hazel
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guys why isnt orient rotation to movement making my camera swing behind when i go forward?

grand valve
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Orient rotation to movement should make the whole pawn turn in the direction of movement

analog hazel
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maybe thats not the setting im looking for, my camera used to go behind when i walked forward now it doesnt at all

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i know theres a simple setting for that one just cant find it

grand valve
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im not sure what you mean by go behind

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there is spring arm target arm length?

analog hazel
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yes set to 400

torpid mulch
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Guys is there a way to make numbers smaller as simple as possible? For example I have the length of the velocity of my actor, but the number is too high and I wanted to keep in between 0 and 100, surely 100 being very fast. Is there a node that can make numbers smaller?

grand valve
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Clamp node will make sure the number never passes 100

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Remap node will let you remap the values into a range

trim pollen
torpid mulch
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I'll take a look into the remap method, clamp works but the amount reaches 100 very fast, it doesn't scale down the full amount. I'm not sure how to explain D:

grand valve
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in your case it was from the level blueprint, in my case i had a post process component in my character

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yea you probably want remap then

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you can also just multiply the value by like 0.01 or something, thats kind of a basic remap in itself

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@analog hazel you gonna have to describe what its doing vs what its not doing a bit better.

trim pollen
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I don't have that, I'm just dragging my post processing volume in which does not connect to "break postprocesssettings" (or make postprocesssettings)

analog hazel
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when you walk forward and the camera is facing some other direction it stays that way

trim pollen
grand valve
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from there you should be able to get "settings" node?

trim pollen
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ah yep that worked

crimson saddle
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has anyone tried using this plugin? https://github.com/npruehs/ue4-rts
If so I could use some assistance. I am trying to follow the docs but I can't get a health bar to appear no matter what I do

grand valve
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@analog hazel maybe try use controller rotation yaw on the pawn

analog hazel
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its already set,

torpid mulch
grand valve
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Does your camera boom still "usePawnControlRotation" to true?

analog hazel
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its true

cloud girder
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hey guys! I'm trying to interpolate the sun directional rotation (time of day) to a button press, but cant seem to get the interpolate to work... any idea?

trim pollen
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@grand valve CreateDynamicMaterialInstance needed a target and source material (i'm guessing this is because it's on my level blueprint, instead of a character), but other than that it's the same

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still get Blueprint Runtime Error: "Accessed None trying to read property M_pix". Blueprint: Master_LVL Function: Execute Ubergraph Master LVL Graph: EventGraph Node: Set Scalar Parameter Value

analog hazel
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ill be back in few mins... but that check didnt work :/

grand valve
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@trim pollen Try to use Create Dynamic Material Instance but

trim pollen
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the "get" is a ref not a copy

grand valve
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There are two types of Create Dynamic Material

grand valve
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use the one that doesnt use primitive component

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i know its confusing ๐Ÿ˜„ but use the top one

trim pollen
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nope you're being very clear, I appreciate it so much. I found the other one but got the same error

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does parent have to be set to something

grand valve
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sorry yes

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i just set everything up on my end to make sure i wasnt crazy and steering you the wrong way ๐Ÿ™‚

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It works, you just gotta make sure everythings set up

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So yea you need a parent

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and you also need your post process volume to make sure it has the material applied in its settings

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which judging by an earlier picture, you did

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just make sure your parent in this case is M_pix instance

trim pollen
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hmmm.

grand valve
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no luck? its working on my end

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are you getting alternative errors other than just "none" accessed?

#

@cloud girder Rinterp node works over time, not instantaneously. So you have to use something like a timeline or event tick to drive the change over time. Something like this will work

trim pollen
#

nah, same error: Blueprint Runtime Error: "Accessed None trying to read property M_pix". Blueprint: Master_LVL Function: Execute Ubergraph Master LVL Graph: EventGraph Node: Set Scalar Parameter Value

grand valve
#

youve set the parent?

trim pollen
grand valve
#

i noticed one thing you missed, Set members in WeightedBlendable

#

you need to check the box for Object

#

and put the MPix in there

trim pollen
#

oh okay, oops, missed that

#

same error though :/

#

in BreakPostProcessSettings this is the only thing I have checked

thin panther
#

not entirely sure on this, but it looks like youre using m pix before its set

#

so youre creating the dynamic mat on nothing

trim pollen
#

that's what I thought too

#

btw is this set up right?

grand valve
#

ooh yea missed that

#

is it MaterialinstanceDynamic?

#

it cuts off there, but thats what it should be

trim pollen
#

yes

grand valve
#

instead of using a variable for the parent, just for this test, try just using the value direct from the asset picker inside parent

thin panther
#

could you not set its default value

#

it seems its giving you an option to

#

or try the above

trim pollen
#

nah it says no results

#

and won't let me drag

thin panther
#

ah

#

yeah try just directly setting it then

trim pollen
#

if you mean drag the material instance in, it doesn't let me

grand valve
#

you cant choose anything through there?

#

that should scan every material in y our project so you should have some options

trim pollen
#

ohh didn't know that was what you meant ... it's working now!!!

grand valve
#

whew

trim pollen
#

๐Ÿ˜›

raw orbit
#

Can anyone reccomend a good anim bp tutorial? Particularly looking for a tut that could explain how to handle transition animations.

For example sitting or crouching or lying if there is an animation where the char assumes a new pose instead of just blending into it

rough eagle
#

hello ! i have a beginner issue

I'm trying to Spawn 2 things on my character hand, i have added a socket and this is my "beginplay"

but once i plress start, the torche seem to be at the right place, but the other one is flying in the ssky

#

(in the sky, but still following my moves)

jaunty summit
rough eagle
#

@jaunty summit it seem to work, thx. (my vfx is still not at the right place, but it must be a niagarra issue, i'll dive on it)

torpid mulch
#

I'm not really sure why, but my character loves to walk faster diagonally, even though I have already normalized input. I've tried normalizing or clamping after adding both axis on a single vector, but nothing changes

#

I use the "final force" vector on a "Add Force" node after the return, and that's it hm

#

oh my character is a ball btw lol

fiery glen
#

you normalize before adding input here

#

I assume you should normalize the input axis vector

trim matrix
#

How can I replicate particles?

mental trellis
#

Individual particles or particle effects?

glass crypt
#

I'm trying to make a wind direction compass like in the Valheim minimap but I'm having trouble rotating in relation to the player's rotation. It only rotates with the wind direction. Anyone know how to do this? Thanks.

#

So like, in the map above, the wind direction is SE, so when I turn the player to SE, the compass will point straight north.

cinder laurel
#

How come I can't find the "get current level sequence" in my Editor Utility Widget Blueprint??

#

Do I need to enable some plugin for it?

mental trellis
#

@glass crypt Just add the player's yaw to whatever the wind direction is

#

Or minus the player's yaw.

#

One of them will work

trim matrix
peak summit
#

what could you use to create a visual pothole in a road? not concerned with deforming anything

mental trellis
#

Have you tried replicating the thing that makes it happen (an rpc trigger on variable onrep)?

#

(slug)

glass crypt
mental trellis
#

np

torpid mulch
#

I also tried normalizing both axis added together, but it doesn't change the additional speed

mossy mist
#

Hi for camera spring arm collision is there a way to instead of putting the camera to the trace hit location after a collision (which is default) adjust spring arm length instead?

brave robin
#

Hello!
I have a very annoying problem that I can't deal with for more than 3 days.
I ask you all for help.
The problem is that Unreal Engine finds a loop over and over again that doesn't exist (first screenshot).
The complaint falls on the deley node (Second screenshot).
This node is there in order for the enemy to play the animation of taking damage (I know what is better to do through AnimMontage, but I already did it, it works and I donโ€™t touch it, in addition Iโ€™ll tell you a little further why Iโ€™m still not going to change the deley to AnimMontage ).
The problem arises if you attack the enemy too often.
If you replace Deley with AnimMontage, then the UE will complain about AnimMontage.
If you add a DoOnce node at the beginning and hook Deley as Reset, then there will be complaints about DoDonce.
I thought that the problem was in the weakness of my computer and made a fixed frame rate up to 30 frames per second, but this did not help either.
If necessary, I can also send screenshots of the bullet blueprint, the attack blueprint and the entire damage blueprint.
Thanks in advance for your help.

half portal
#

I have a blueprint that spawns a hitbox and some VFX, issue is that it doesn't delete itself on button release? Can I solve this with a flip flop or something?

gentle urchin
#

Seem like an odd place to have a delay

brave robin
# gentle urchin Tried removing the delay ?

Yes, and then he complains about the On see pawn node, even if the opponent did not see the player
At the same time, the problem still appears due to frequent shots at the enemy.

he delay is set to play animation, as I already wrote
The logic here in brief is as follows: the boolean variable is set to true, starting the animation, the time passes by deley, the boolean variable is changed back to false, ending the animation

gentle urchin
#

wait what

#

you're calling self?

#

this is a loop...

#

hmm

#

perhaps not, but very confusing naming if not

#

100% overlap is bad

#

as I just proved unintentionally, causes confusion

brave robin
#

Here he responds not directly to himself, but to his AI
AI recorded blueprints of attacking, walking, and endlessly chasing the player after the enemy notices him

I did it according to the lesson at the very beginning, and honestly, I still donโ€™t quite understand why I shoved AI here

It turns out like this:
Using this logic, the character's blueprintcorrelates with the AI's blueprint.

brazen pike
sonic crest
#

I'm curious

onyx pawn
#

i am trying to replicate this tutorial for getting rotation of projectile forward vector

#

but in unreal it will not let me connect the project movement to the + input

#

its giving me not compatial error what am I doing wrong?

sonic crest
#

Drag out of Projectile movement and search for the velocity node?

scenic kindle
#

what is the object wildcard for a save game object?

heady rapids
#

You will need to connect a "save game" wildcard to that entry. Your engine needs this to be able to cast.

surreal peak
#

CreateSaveGameObject return

#

Or something like this

scenic kindle
#

also, do i need to check for a save game or can i just overwrite it with a new one?

surreal peak
#

Or Load Game From Save

#

When it's about loading

#

You can just override afaik

scenic kindle
#

ok i'll do that

#

thanks

uncut smelt
#

I'm trying to convert this to blueprint - am i on the right track with my replacement logic ? any help is appreciated

heady geode
#

Playing a new anim montage doesn't call the previous montage anim notify to the near end. Any work around for this?

faint pasture
#

Do you just want a camera that doesn't automatically pull back out when it stops colliding with something?

solemn lintel
#

Hello everyone, I am trying to make a simple "special ability" system using the "Set Timer by Function Name" node. I thought this would be a pretty neat solution as I could simply change a string variable to tell the game what Special ability is currently equipped, however the "Set Timer by Function Name" node does not appear to be working as I had hoped.

After checking with a bunch of different print strings and such it seems I never make it past that node, even though the Default Value of the Current Special is the exact name of a function that exists

uncut smelt
#

and if you set your time to 0.1 ?

solemn lintel
#

Wow, I cannot believe that never crossed my mind.. Yeah, it works now ๐Ÿคฆ With a slight delay, however, but I think I can work around that.

Thank you very much!

uncut smelt
#

No problem ๐Ÿ™‚

onyx pawn
#

Another question I have is I have projectile i have triggered on map but I only works if I have it facing upward if I have actor placed like this it activates but does not move unless I have it pointing upwards, this is my code how can I have it use current rotation to get its facing and use that for forwards

random grail
#

Hello, i am working on runtime animation editor and i am wondering if there is some function or blueprint that would allow me to control the playback of animation

#

In short, i need to get to a system that solves the animation engine and solves the blending of individual keyframes so that the animation speed is maintained in the variable rendering frame.
If such an input exists, i need to enter my own value in it and export that value to the UI.

odd ember
onyx pawn
#

anyone can suggest how I can make it use the current facing direction for projectile to fly in

earnest tangle
#

If you use the projectile movement component, you can set the projectile's velocity in the X axis

#

Say, set it to 1000 or whatever

#

Then it will always fly into the direction the projectile is facing, so you just need to set its rotation appropriately

minor wolf
#

if i have a FGameplayTag member in a blueprint class, is it possible to set the category/s for it?

thin panther
#

That doesnt sound possible but im not entirely sure

fluid lagoon
#

Hey everyone, Im creating a local multiplayer but only want the HUD to be created once, I felt like this should achieve that outcome but it creates the same shared hud for each controller, if someone could point me in the right direction that would be great!

#

This blueprint is also being done within the player controller

clever pagoda
#

"please any one tell me how this type of blueprint class having anim instance as parent class can create"

thin panther
#

Guess i was wrong

minor wolf
fluid lagoon
minor wolf
#

sure why not

white elbow
#

I might be jumping ahead, but how do I program weapon attachments? I assume through sockets and attach to component?

sharp fox
#

hey, i know its stupid question but what was the key that i must hold when i want my border to fit all screen

#

in anchors

minor wolf
fluid lagoon
minor wolf
white elbow
#

how would I make two levels of attachments though? Like a changeable barrel and muzzle attachment for example

#

that snaps to the end of the barrel

minor wolf
#

you can add sockets to a mesh

#

just add some sockets where you want attachments

white elbow
#

so I assume I'd need to cast to the "barrel" actor to get its muzzle socket?

minor wolf
#

๐Ÿคท probably depends on your design. i havent done this myself so i can really only offer theoretical suggestions

#

id probably store an FName or something on each attachment marking which bone/socket it goes on

#

then you can have stuff like individual offsets and rotations which you can apply

white elbow
#

yea I should probably try it first then ask here when I have specific problems

#

just wanted to hear some input from more experienced users

minor wolf
#

you can probably bump your question again later when some more experienced people are active

gritty elm
#

can anyone explain what mean by "collision handler component" in UE4?

jaunty summit
sonic crest
#

hello, so I', trying to make a wall move depend on where the player interacted with the wall, the wall moves with the player's forward vector while moving straight (I'm bad at explaining, it's like movable walls for secrets in Wolfenstein 3D, Blake Stone, Corridor7...etc)

#

any help would be greatly appreciated

thin panther
#

Youve just solved ur own problem

#

Move the wall by the players forward vector

#

Or use physics

sonic crest
#

wait

#

the player is pressing on the wall, angled or not, it moves straightly

thin panther
#

Id compare the players movement vector to each axis vector, whichever its closer to is the direction you would move the cube

#

Normalised movement vector even

worthy carbon
#

i created an inventory, but when i interact with an item the ItemThumbnail doesn't show up.

gritty elm
thin panther
#

There is no possible way we can know whats wrong without seeing code @worthy carbon

thin panther
gritty elm
#

it doesn't showing

thin panther
#

Ta da

#

It just did

#

You just posted a screenshot of it showing

#

Box collision

gritty elm
#

I am using 4.27. I also tested in 4.24.

thin panther
#

Capsule collision

#

Theres no testing to do

#

Its right there

gritty elm
#

No I am asking for Collision Handler Component.

worthy carbon
thin panther
gritty elm
#

I will again verify. Maybe it was a custom component. Thanks

thin panther
#

Okey doke, if it isnt a custom component then it probs means those 3 there

worthy carbon
thin panther
#

Set it

worthy carbon
#

oh no i didn't

thin panther
#

Creating the variable means you have just told it to keep some data types ready

#

You also need to populate those fields

#

Maybe expose on spawn so whenever you spawb the slots you can directly set it

worthy carbon
#

alright! thanks

thin panther
#

Np

#

You can also make it more lightweight by only storing image and name

#

And using that to look up a data table

#

That way you arent having to save a mesh and everything each time

#

And you have a static ref to all items in the game

trim matrix
#

guyz, i need your help, how can i spawn the maximum number of same coins shape in a bounding box, without any overlapp? in houdini i would do a geo to cloud.. but how to do that in BP?

thin panther
#

Get random point in bounding box, sphere trace or smthn to make sure theres nothing there, if there isnt spawn coin, if there is, try again

trim matrix
#

smothn?

thin panther
#

Smthn = something

trim matrix
#

ok

#

i tried this, but does not work

#

im adding component, then adjusting the position between each other

#

any idea @fair magnet ?

thin panther
#

Why not spawn actor

#

Instead of adding 10000000 static mesh components

trim matrix
#

what would be the difference at the end?

fair magnet
#

do the trace before spawning something

trim matrix
fair magnet
#

it's supposed to find a suitable location withing 10 tries

#

not spawn 10 components and then offset them

trim matrix
#

ohhhh! that makes sense now! thank you for the clarification ๐Ÿ™‚ trying now!

fair magnet
#

Essentially:
-> Check the location you're trying to spawn at if something overlapps
-> If so multiply random vector with Index
-> Check if something overlapps
-> The more tries the further out from original location it searches.
-> if it finds a free spot it spawns a component or whatever you want to happen
-> then breaks the loop to prevent multiple spawns

thin panther
#

An actor means you can have code inside that coin a componwnt means just a static mesh

trim matrix
fair magnet
#

increases random offset

#

Adjust the sphere trace radius to your fitting

#

if it's too small it might still overlapp if it's too big it might fail to find a location too easily

trim matrix
#

ok! adjusting

fair magnet
#

you can enable debug to see if it works

trim matrix
#

i'm not sure what i'm doing wrong but still overlapping even after adjusting values

fair magnet
#

increase that

fair magnet
trim matrix
#

yeah better..

#

now need to adjust to get the good min value

fair magnet
#

Note to you:
increasing the Multiplier at the for loop = increases distances traveled each try
Increasing the Sphere trace Radius = increases the size for the sphere that is being checked on

atomic grail
#

Hey guys I am kinda new to unreal and have a problem with my game

i am trying to create a main menu and it works but when i enter a level i have to keep pressing left click or right click to move the camera, can anyone help me?

atomic grail
#

oh it works now thanks man

odd veldt
#

why do I get this error?

earnest tangle
#

Good question ๐Ÿค” Have you tried just refreshing the node?

odd veldt
earnest tangle
#

heh :)

worthy carbon
#

Hi! Iโ€™m trying to create a inventory for my battle royale game where you can equip consumables/weapons but Iโ€™m struggling how to create oneโ€ฆ can someone help me?

rigid cloud
#

im trying to set up a construction script in a blueprint that will change the material on a cube based on the interger i have in a switch on int node. i would like to be able to key the switch on int in sequencer to change colour when i want. i have a blueprint made but its not working, any suggestions would be really appreciated cheers

paper karma
# worthy carbon Hi! Iโ€™m trying to create a inventory for my battle royale game where you can equ...

inventory is a complex system, so there wont be a quick solution. This video series is good for setting one up tarkov style, but there's lots more online if you want something different https://www.youtube.com/watch?v=4CjpBoKl6s8&t=8s

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โ–ถ Play video
maiden wadi
#

Inventory is going to be an easy one comparing to the other requirements of a battle royale though.

zealous fog
orchid pond
#

Hello, I am currently working on a project where I need my camera to move with my iPad without analog sticks. The best solution I found was using Virtual Camera and Live link but I need to be able to package this project on the iPad itself. Is there a way to program the camera to detect the iPads movements so I can package this on the iPad itself? or is it just not possible? The end goal is for people who don't want to use a VR headset can still get the same feel off of an iPad without having to put the headset on meaning it would need to move when I move and rotate when I rotate. Thanks in advanced!

rigid cloud
civic herald
#

Anyone know how to add pins at the top of a list of pins rather then always at the bottom or to move one somewhere to the top?

#

For instance if i add another i'd like to move it at the top of this rather then redo the whole thing.

#

So a G would become the new A and A becomes B.

#

etc..

odd ember
#

but generally for production you shouldn't use string anyway, you should use Text

civic herald
#

Geez.. how tf do they not have such a simple feature.

odd ember
#

and the FormatText node gives you more options

reef marsh
#

lol?

#

you can create your own nodes and do whatever you want with it

civic herald
#

im just doing a debug print string it doesn't need to be anything special.

#

but always was interested in why i can't reassign the pins.

#

so ill just redo it.

reef marsh
#

why don't you use text instead?

#

you can put it in whatever order you want

civic herald
#

sure ill do text if that's easier to work with.

reef marsh
#

print text and then format text. put it in any old order that makes your heart happy

#

just remember to get up from your PC and walk around now and then

civic herald
#

Is there a way to combine strings into text then not seeing any pop ups for it.

reef marsh
#

just plug them in, it'll work

civic herald
#

i have like 20 strings i just want listed in a debug print out.

reef marsh
#

format text node

#

{1} {2} {3}, etc -- plug in your vars

civic herald
#

ah i see okay cool thanks.

reef marsh
#

sure thing

worthy carbon
paper karma
civic herald
#

Yeah damn that's a 100x more useful then the append double thanks.

paper karma
worthy carbon
#

oh thanks for the tip!

paper karma
#

๐Ÿ‘

paper karma
#

i think i learn the most when the tutorial doesn't go smoothly cause then i have to figure it out on my own lol

faint pasture
#

You'll learn much faster by just strugglebussing your way through something. I never felt comfortable with C++ until I HAD to do something on my own, and then it clicked pretty quickly.

mild crystal
#

this 2 do the same right?

maiden wadi
#

My own game tasks system I created to do timed or instant logic by creating and running a task similar to an AI Behavior Tree Task. Unless we're stuck with Native stuff.

odd ember
#

which other nodes exist beyond a timer and delay? and maybe... timeline?

earnest tangle
#

AI Move To?

odd ember
#

ah right

#

I thought strictly stuff that had to do with using latent functionality, not something that is latently doing stuff

faint pasture
#

Can someone eli5 soft pointers and why I'd use them

odd ember
#

when you want refs but don't like them too hard

#

make sure you let them rest for a few minutes frames after

faint pasture
#

What might.be a typical example of something big enough to do that with? I'd think a level but that's a separate system right?

maiden wadi
# faint pasture Can someone eli5 soft pointers and why I'd use them

You remember that thing where people come in here all confused about why casting is bad cause some Reddit post said that it's bad cause casting caused their project to run out of memory and tutorials just repeated "Casting bad! Casting Bad!". Yeah. This is pretty much the reason why you use Soft Pointers.

#

Fortnite is a classic good example. Imagine loading every single mesh for every single body part of every single weapon, character skin, vehicle, etc, all of the time in every match, including all old content that is still in the game but not used in active matches.

faint pasture
#

Can I work at an actor level or is it just for big assets? Our project uses procedural generation and has a ton of small actors.

odd ember
maiden wadi
#

It can work on Actors too. Like if you have a base Character class, and have a bunch of other child classes with preset assets. You can soft ref the class and only load it when you spawn that specific character type.

odd ember
#

are soft refs actually lazily initialized or do you have to manually do it?

faint pasture
#

I guess I'm failing to see why all the subclasses of your base class would be loaded automatically without being instantiated as actors. What would actually cause fortnite to load literally the entire game content without it being used?

maiden wadi
#

Paragon is a good example for that. You might have specific characters that are much easier to set up for a designer in their viewport by adding stuff or moving stuff around, character specific animations or logic. SoftRef the class and then there's no need for worry. If there are 40 characters, and you can only play 10 at a time, only 10 are loaded in a game.

reef marsh
#

Right?

odd ember
maiden wadi
#

Fornite doesn't use subclasses. They use skins. Which is one class, and masses of datatables. If you have datatables of hard pointers to assets, and the character refs that table, that table has to be loaded into memory before the CDO of the character can be.

maiden wadi
#

What do you mean by initialized?

odd ember
#

In computer programming, lazy initialization is the tactic of delaying the creation of an object, the calculation of a value, or some other expensive process until the first time it is needed. It is a kind of lazy evaluation that refers specifically to the instantiation of objects or other resources.
This is typically accomplished by augmenting ...

maiden wadi
#

That sounds like a SoftPtr, yeah.

odd ember
#

I've seen there are nodes for manual control of this

maiden wadi
#

They're largely an FName that is a diskpath, and a WeakPtr

odd ember
#

but I was wondering if there is an auto feature for the first call

faint pasture
#

So say my character system has a base blueprint class and a bunch of subclasses, and character spawning takes the output of a data table and spawns the actor, does that then imply that all of my characters are loaded whenever that data table is?

maiden wadi
#

I am lazy. I just call LoadSynchronous on mine. Most of mine are done at init game time anyhow. LoadSynchronous will try to get the asset. If it's loaded, it returns it, else loads it from disk.

#

For MidGame setting, I'd probably copy something like UImage's SetBrushFromSoftTexture

odd ember
#

I think they'd be way better if they actually automated the loading on first use

#

that would be true lazy init

#

or if they had the option to do so

#

at least

maiden wadi
odd ember
#

all the good stuff being editor only ๐Ÿ˜”

faint pasture
#

So for our game specific use case, which is a gigantic data table with every item in the game, what I just want the data table to hold a weak pointer to the blueprint class and then load it on item generation?

maiden wadi
#

Because they're UI display styles mostly. Can be swapped out and changed via options. Don't want the texture/material assets that those things ref to stay loaded if they're no longer in use.

faint pasture
#

This might be a non issue for our game because our content folder is only at like 300 MB right now, that covers about half of all equipment and about 1/10 of all level geometry. We don't really use many textures so might be a moot point for this project

#

Don't have much of the audio in yet though, that might grow it a lot

odd ember
#

so the only difference between that and a (static) class hard ref is that the class ref pointer remains pointed?

calm harbor
#

Hello, I have an actor with a static mesh(Tree Model) and a function which has a linetrace and see if the hit actor is the same as the tree actor. The problem is that if i have multiple tree actors the linetrace only works on one.

odd ember
#

right but what does that mean for a class? I assume there aren't any chain dependencies since it's a class

#

sure I'm just wondering if it's worth switching a dt of class pointers with soft pointers

#

currently it seems dubious

#

it's about 12 entries

calm harbor
#

Yeah, thanks

odd ember
#

smol

#

so ~32gb ๐Ÿ˜‚

maiden wadi
#

Or the intended eventual growth of the table. I don't think many things start off with a necessity for SoftPtrs. More assuming that they could.

odd ember
#

it's a minor change anyway

#

a separate component handles the interaction with the DT

#

it's just 1 function change

#

so nbd

faint pasture
#

On this topic, how would I architect a system to lazy load "palettes" of actors or meshes or whatever?

#

That is, we have a procedural generation system, and it wouldn't make sense to have all the Jungle stuff loaded up for an Arctic map. What would be the easy way to differentiate it?

#

DataTable_MapActors_Jungle and DataTable_MapActors_Arctic?

maiden wadi
#

Probably that. If you SoftRef the tables, you could hard pointer the content.

faint pasture
#

Cool, that might be enough for our use case.

small halo
#

its not making the compass hidden

#

iv put it everywhere: begin play, event tick and even a box overlap

#

the widget does get hidden - iv even tried removing it from parent

maiden wadi
#

Sounds like you're spawning too many widgets, and replacing the ref, and only hiding one.

small halo
#

i hide/make visible variables inside the compass widget

#

never the the compass itself

#

this is the first time

maiden wadi
#

I meant that if your widget creation logic is adding two Compasses, and this variable is only hiding one of them.

small halo
#

but im only creating it in begin play?

maiden wadi
#

What class's beginplay?

small halo
#

player

maiden wadi
#

Multiplayer game?

small halo
#

nope

maiden wadi
#

Hmm. Try a test then. On tick, put a GetAllWidgetsOfClass, with that class. There's a setting on that, toggle it I think. Then hide all of those in a loop.

tribal stream
#

How to spawn actors from a list randomly?

faint pasture
tribal stream
#

I have a character controller BP and an enemy BP and I have 3 child blueprints of the Enemy BP

faint pasture
tribal stream
# faint pasture How would we know? You didn't say anything that would make us think you wanted ...

My project is essentially a shooter game. I want enemies to spawn from the front, left side, and the right side randomly. What I mean by randomly is when "event beginplay" is called, I want an enemy to spawn randomly in one of the following locations: front, left side, or right side. Once I kill the first enemy, I want the 2nd one to also spawn randomly in one of the 3 locations (That's outside of what I am asking for btw, it's just here for context).
I have separate blueprints for each side like this: Enemy_Front. Enemy_Left. Enemy_Right.

faint pasture
#

Why do you have seperate blueprints for your enemies though, are they really different?

#

Or could you just spawn Enemy at SpawnPoint_Right

maiden wadi
tribal stream
# faint pasture Why do you have seperate blueprints for your enemies though, are they really dif...

I think it's a bit easier to have separate blueprints to do this:
I am building a game for blind people. There are many mechanics, one of them is: When the player hears the enemy coming from left, you press A then Space to shoot the enemy. But there is also other mechanics, like echo (enemies do talk when they spawn, and if their speech has echo, that means they're humans, so you shouldn't shoot them. If their speech isn't echoy, then they're ghosts (enemy). Another mechanic is: If you're hearing an enemy talking robotically from the left side, that means they're coming from the right side (the opposite basically), so you should aim to the right side in this case, and vice versa.
That's why building multiple separate blueprints seems straightforward to build this game.

#

Anyways, thanks for your help, will try everything to get it working ๐Ÿ‘

steady elk
#

how can I tint my UI elements?
I tried this setup but it doesn't seem to work

jaunty summit
#

I bet it's self isn't of type Widget Component

reef marsh
steady elk
#

I ended up messing with the setStyle node which worked to my surprise xD

thin panther
marble idol
#

Hello all. I was hopping someone may tell me why the animations in my AnimGraph do not seem to work correctly if any? It looks like this even with all the animation in each part is set up. Is there something I may be missing? I hope I am in the right channel for this question too.

faint pasture
marble idol
#

Never had

peak summit
#

hows your anim graph that feeds it?..

grand briar
peak summit
#

waits for a reply that there isn't one or what is an animation graph

marble idol
#

Like this I hope is correct.

faint pasture
marble idol
#

I enter the default and I get what you see above

faint pasture
#

You're not using that state machine

#

you're just blending manually

marble idol
peak summit
#

what if you manually set the params in the state machine to test, do anims fire?

marble idol
#

I wish I knew a better way to transition. I am rather new at this kind of BP and all

peak summit
#

thats quite the complex graph for beginning

faint pasture
#

If you're new don't start with trying to mix 5 different animation techniques at once and praying it works

marble idol
#

If I change the pins from B to A, the Blueprin in the Amingraph will animate, but not this main default area

peak summit
#

did you follow a tutorial on a complex graph and then hit a road block where nothing works and are now trying to poke things with sticks until it finally works?

marble idol
#

Like so

#

state machine is the same

peak summit
#

im not attacking, ive just been there so im curious ๐Ÿ˜„

marble idol
#

lol no prob. I got it from the market.

peak summit
#

oof

#

animation is actually one of the most complicated workflows to me

marble idol
#

In his BP it works fine since he is using the default dummy and I am using the Paragon character

faint pasture
#

K so starting at the output pose and working backwards, what is the first part that isn't working?

peak summit
#

i assume this is paid? I need a riding controller to reverse engineer

marble idol
#

The only part not working is the state machine

faint pasture
#

WHICH ONE YOU HAVE LIKE 4 OF THEM

peak summit
#

๐Ÿคฃ

marble idol
#

Default one.. lol

#

This one. lol

faint pasture
#

OK so what does it do, does it do any transitions? Check your transition rules

marble idol
#

What so I need to look for? Like I said, I am new at these ones.

faint pasture
#

Also why is default used in swimming

marble idol
#

I can rename the statemachine if you like

faint pasture
#

I'm more asking, why is the default state machine which does walking stuff being used in the swimming blend?

marble idol
#

Has something to do with the speed and all for the swimming

#

Animations

faint pasture
#

K so you're basically someone who just got their learners permit behind the wheel of an F1 car, but start with this. Plug the state machine straight into the output pose and test it. Check all of your state transitions and make sure they're hooked up right etc.

marble idol
#

Well, he does seem toknow about about the print. Seems to be more complex

#

He is also using variables in the print

faint pasture
marble idol
#

Cool thanks, I will look into that one

#

All I can say about the Jumpstate, it looks like it is paused.

#

Well, they all are paused

faint pasture
#

They probably reference animations that don't fit your skeleton maybe

#

idk

marble idol
#

That is possible. But again, for my riding StateMachine sections, the animations are the same way, not fully designed but at least they work. Just need to realign the mesh for them

#

Any how, thanks for the Document, I will take a look at that one.

misty tulip
#

Does anyone have any good tutorials or starting points for implementing ai daily routines? I have guard ai that have patrol paths but I would like to implement shift changes and other evens based on time. I've already created a way to track time with a timespan but I'm stumped how to tackle this beyond where I'm at.
Eventually I would like to have many systems within the game trigger at certain times.

thin panther
#

just have a set list of tasks in your behaviour tree such as guard whatever, go to tavern, but have the condition that they trigger be that the time is between x and y

#

so the condition for guarding would be that the time is between 14:00 and 19:30 say

#

tavern would be !9:31 and 20:40

lime fox
#

hi im not sure where to put this, but hopping someone can help me. Bassically my character can turn when he reaches a corner however once he does, when i use the A and D keys he starts moving forwards or backwards

#

this is the entire code/bluprint

#

anyone know how to solve this id be so grateful

faint pasture
#

When you turn, you're still moving him the same direction in world space

#

also I would not use set relative location

#

unless there's a parent above that capsule

trim matrix
#

guys, do you know how to edit the physics attributes of a spawned instance in a bp?

faint pasture
trim matrix
#

but how do you set it up with a node? (same way you can do SetRelativeLocation)

#

because those instanced are created using "add static mesh component"

faint pasture
#

Get the thing, drag off the pin, start typing physics, stuff will show up

trim matrix
#

ok!

#

trying

faint pasture
#

ah actual ISMs

#

wait are the ISM or static mesh component

#

you'll want to hold a ref to them or get components by class or whatever

trim matrix
#

instance static mesh component

#

ok trying that

lime fox
faint pasture
trim matrix
#

hmm i can't adjust the interation count on a ISMs

#

any idea?

lime fox
faint pasture
trim matrix
#

yes they simulating physics

faint pasture
#

That's not an ISM

#

After spawning it you can set the physics settings but can also probably do it in the details on that node

trim matrix
#

oh

#

damn you right 100 !

#

didn't saw that!

#

thank you @faint pasture !

tall estuary
#

How do I keep the camera from moving down when I change the half height?

#

(this is vr btw)

faint pasture
#

you can offset that but in VR your camera shouldn't be attached to a capsule anyway or be driven seperatly

tall estuary
#

I'm trying to do it with a character controller

faint pasture
#

ok? Do you understand the problem? If camera is attached to the capsule, then when the capsule shrinks and moves downward, the camera will come with it. Counteract that by moving the camera UP locally

tall estuary
#

I mean yeah I understand I've tried that but it still doesn't quite make sense

#

it seems like it'd just go up indefinately

#

how would I go about plugging it in though?

lime fox
mental trellis
#

Get Right Vector on the actor

tall estuary
trim matrix
#

guys do you know how to get scale xyz of a StaticMeshComponent?

#

in a BP

tall estuary
#

local or world?

#

@trim matrix

trim matrix
#

local ๐Ÿ™‚

zealous moth
#

Get component scale

trim matrix
#

awesome! and about the bounding box?

zealous moth
#

@tall estuary you might want to split off your camera from your character and move it with tick.

#

@trim matrix get bounds

tall estuary
thin panther
trim matrix
#

thank you !

thin panther
#

that way if you stretch your spawner box it will still work with random point in bounding box

zealous moth
#

@tall estuary ????? Really??

tall estuary
#

yeah

#

I've tried it before

zealous moth
#

Put a tiny lag on the speed stick

#

That didn't come out right

#

I meant the spring arm

tall estuary
#

oh I thought you meant to move it with delta tick

#

rather event tick

#

I may try using an arm then yeah

mossy mist
#

Hi I have a trace multiple objects node but the problem is it traces the same object multiple times

trim matrix
#

how to convert a box structure to a vector?

mossy mist
#

so thus i use a function i created called remove duplicates in array

#

however...

#

its so slow...

#

the game runs smoothly

#

but the remove duplicates ina array function takes too long

#

and i need it instantly

#

if i remove the remove duplicates in array and preview the traces it runs super fasrt

#

so i need a way to remove duplicates

#

without it being super slow

mental trellis
#

Check if it's already in the array before adding?

#

Use a Set, rather than an array? Or a Map?

mossy mist
#

but its super slow

#

like

#

if i have multiple objects

#

and trace them all

#

its gonna take like 2 seconds to get all the dozens of objects executed upon

#

whereas without the remove duplciates

#

its like instant

mossy mist
#

returns

#

an array

trim matrix
#

do you know how to get the XYZ of the Bounding box size?

tall estuary
#

Where did you get the get bounding box?

#

oh nvm

#

doesn't look like you can get scale with that @trim matrix

#

you might can use "get relative scale 3D"

#

idk I've never used it

peak summit
# mossy mist an array

Can you keep a second array and add items to it and branch a "contains" it instead of manipulating the existing array?

tall estuary
#

Does anyone know how to add crouching to this?

#

Yeah I know, change half height, but what next? It will go down with the collider if I do that

#

And for some reason I can't add height to the VROrigin

mossy mist
#

it would work

#

but

#

hit structs

#

dont work with contains

#

or add unique

#

or even maps

#

and i need all the hit information

tall estuary
#

OOOOOOOH I THINK I UNDERSTAND WHY WHAT I'M DOING ISN'T WORKING

#

IT'S ADDING LOCATION

#

(sorry for caps)

#

So instead I have to do something like: VROrigin Z - Camera Z + VROrigin Relative Location

#

which will hopefully cancel out when it's together

#

Imma try it

#

hopefully it works and doesn't move the entire rig down

#

if it doesn't work I'll try device location

#

didn't work

#

damn

acoustic lava
#

Hello everyone, Hope your all well

#

What do you guys think the best way to implement this would be?

tall estuary
#

oh my god I got it

#

took forever

#

thanks to this ^^^^^^^^^^

limber epoch
#

Has anyone run into the problem of blueprints disappearing from UE5? Lost my main character blueprint, just vanished. I remade it then relaunched UE5 and another blueprint disappeared, this time my input mapping context. Any ideas what is happening?

#

I have source control setup but it is not showing any changes to those bps or that they were deleted either

rough eagle
#

Hello ! beginner question here
i would like to force rotate my player character (generic third person controller) to look on the camera direction. (i'm disabling his controls for 2-3 secs and i want to rotate it myself)
how can i do that ?

faint pasture
#

@acoustic lava Always start with the data.

#

What does the data representing a conversation look like, how does that data transform (choices etc)

jaunty summit
faint pasture
acoustic lava
#

(DOM walks into the recruiter's tent, where two guards, ARTHUR and HUGH are stationed; HUGH sits to the left of a table with a mug of beer, watching on while ARTHUR stands behind it, armed with a scroll & quill, ready to record the names of the new squires.)
[HUGH] "Who's this then?"
[ARTHUR] "Right then. Name, lad?"
[DOM] hesitant, quietly "Ser Dominic Darrow ... of Hightower, ser." (plays random Idle Talk animation during)
[ARTHUR] posturing his seniority over the new highborn hire hastily calling themselves 'Ser' when the blessing ceremony is still yet to come "Is it "Ser" already?"
sarcastically "You've "seen the light", then?" (HUGH plays 'Take Drink' animation as ARTHUR says this)
[DOM] stoic, mustering some small semblance of self-confidence "Seen enough; I'm to be sworn in before the morning." (plays random Idle Talk animation during)
[ARTHUR] shift to serious, threatening tone "Lucky for you then that the nights have grown so long as of late. (HUGH chuckles, and ARTHUR glances over at him with a smirk before turning his leer back to DOM. ARTHUR then plays a 'Sit Down' animation) "Outside the barrier's no place for fresh meat like you."

rough eagle
cerulean fog
#

Does anyone know what World Tick Time is in the Stat Game menu?

rough eagle
fluid lagoon
#

Quick question, I have an intiger variable in my thirdpersoncharacter blueprint, if I want another local multiplayer user to be able to change that variable for themself, how would I go about doing that to make sure their controlled thirdpersoncharacter only changes it for themself?

thin panther
fluid lagoon
#

Alrighty thanks!

reef marsh
# fluid lagoon Alrighty thanks!

Multiplayer is the best place to ask but each player will have their own third person character so you just have them modify it. They won't be randomly picking various characters to modify

reef marsh
# rough eagle does this seem right ? it does not work,

No, not really for a couple reasons. First, you're using the CMC to then get the owner and then get the controller and then adjust its rotation.

Second, you don't want to rotate the controller, you want to rotate the pawn. Controller orientation is irrelevant for the most part

reef marsh
#

Great job! When your'e calling something inside your actor, you can just call it directly like you did there (where it will default to "self" as the Target)

rough eagle
#

is this a good place just to seek validation of little snipet of BP code?

analog hazel
#

Oh guys! who was it that told me about adding Lag to my camera??

#

So what I'm trying to do with my camera is reset it back behind the pawn when i move forward, im stumped on this one guys...

jaunty summit
analog hazel
thin panther
analog hazel
#

best way to update camera rotation with movement?

faint pasture
placid moat
#

I have an array row with data in its columns, but I cant figure out how to get the column data separate from the array. Can anyone help me get the column data from an arrays row?

torpid mulch
#

Guys, I have a component inside my player pawn where I have set a tag to easier find it, but when I try getting components on the pawn I can only search for an array of components. How can I find and use the component which only exists one inside my pawn?

#

This is how it looks at the moment, but as there is only one object, I don't want to use the for each loop :(

mental trellis
#

Get the first index from the array

#

But that isn't guaranteed to exist.

torpid mulch
#

How can I get through the index though, never done that through blueprint :(

mental trellis
#

Drag off the array pin and search for "get"

#

It should should up somewhere?

#

Get index or get element, something like that.

#

with index 0

torpid mulch
#

I'll do that, tysm!

mental trellis
#

You should probably check the array size is > 0 or Is valid Index 0 or just simply that the get node return isn't null

torpid mulch
#

just to avoid errors, right?

unborn compass
#

Not sure where to ask this but I'm following a guide that says to change something in "global postprocess volume" but I don't have that in my world outline and don't know how to get it

#

or if anyone has an easy way to "outline" a pawn with a green line or something that would also work

hazy sandal
#

Hey people, im curios how to apply a steady camer shake to Character. Iยดve create a CameraShakeBase BP that has a perlin Noise setup as root motion. Iยดve tweaked the values so, the shake is very clearly visible. The problem im facing right now is, that the camera shake is only being applied, when the duration is set other than 0. It doesnt matter how I apply the shake, if its globalCamera Shake apply, or from a camershakesource component. Im using ue5 for this.

#

If i set the duration to any value other than 0 it works, but not with 0 or less... is there a trick? or is it maybe a bug?

brave robin
# brazen pike What "lesson" are you following?

Well, since I mostly speak Russian, I had to find tutorials on YouTube that would cover the basics.
In the Russian part of YouTube, I did not find anything better than one single person who would tell the difference between an integer variable and a float variable
While on other channels there were videos in the style of "Now we will make a AAA RPG with an open world in an hour"
(๏ฟฃโ–ฝ๏ฟฃ*)ใ‚ž

brave robin
gentle urchin
brave robin
gentle urchin
#

Oh my

brave robin
#

also noticed that this problem only occurs in my new enemies, to which I tried to add destruction of the body, which is why they have a lot of nodes.
The enemies that I did not add destruction to are programmed in the same way, but there are much fewer nodes.
Can this affect performance, and can my computer just not have time to calculate all this "noodles"?
(First screenshot - new enemies.
The second screenshot is the old version of the enemies)

gentle urchin
#

what have you done xD

#

Is this right ?

brave robin
gentle urchin
#

Ah thats the old versin ok

brave robin
# gentle urchin Is this right ?

Yes, I made a very stupid choice of zombie species.
A random number is taken and, depending on this number, a frame mesh is selected, and the rest are removed

#

I can zoom in and make clearer screenshots if needed

gentle urchin
#

Not really sure what I'm looking at or for

torpid mulch
#

Guys just to be sure... Is this correct? I mean, the descriptions I wrote. Somewhy when I'm not on air the vector results in 0, even though it should be divided and not erased completely. On ground works normally.

#

when I hold the button for example

gentle urchin
#

what is speed in this context

#

velocity ?

torpid mulch
#

Hm this is before adding velocity, this is the input and how much speed it will be added into it

#

Just noticed now that when I jump I receive this on log

gentle urchin
#

yeah dont divide by zero

#

multiply instead ๐Ÿ˜„

torpid mulch
#

Hm but leaving any amount other than 0 on the Z won't mess with the jumping?

gentle urchin
#

just multiply by 0 on Z

sweet silo
#

hi everyone ! how would you get the coordinate of a real world actor ? What's the best way ?

torpid mulch
gentle urchin
#

Just multiply

#

remove the divide

#

and multiply by 0.5, 0.5, 0.0

torpid mulch
#

Oh, okay I see it now

#

I thought leaving Z as 0 on multiply would give an error as well, dumb me lol

#

works perfectly now, tysm! :D

acoustic lava
#

Hey guys

#

How do I get these 2 mesh's to be on the same skeleton but be seperate enough for me to choose them is selection mode
When I import as 1 fbx
Its a single object and selection mode just selects entire asset

#

These should be on the guy

#

But separate for cloth painting

#

Like this

trim matrix
#

morning everyone! how to get the size of the bouding box and convert it as a vector?

trim matrix
#

getComponentBound?

#

is that like the bbox?

#

and then need to multiply it by 2?

dusty frigate
#

Hi, I added a new variable ("Socket Name") to my blueprint Actor and exposed it on spawn.
Whatever I do (refresh, remake of the spawn node etc.), on engine restart this will throw an error... After refreshing it works fine.

icy dragon
# acoustic lava

Import it separately, nothing special, except the physics asset for the cloth is the same as the body's.

odd veldt
#

What is the best way for the performance to handle many meshes for a tile based dungeon generator?
1: one actor for the whole dungeon using hierarchical instanced meshes
2: multiple actors storing tiles
3: a own actor for every tile
4: other

#

(a tile contains multiple lowpoly meshes)

gentle urchin
#

probably hism for representation if there are many alike, and a DataAsset/Object for the data in each tile ?

odd veldt
#

the tile information get stored in a string

#

The size of the dungeon should be 100x100 tiles.... the meshes are very low poly, but I'm a bit afraid of the performance

#

culling does not work inside a actor right?

icy dragon
odd veldt
#

sooo, still wondering what is the best way to story max ~160000 meshes ๐Ÿค”

odd veldt
#

(they are never all visible at the same time)

river herald
#

when i attach this camera to a player it gets stuck inside them, idk if its a collision problem or if i need to add an offset, the weird thing is this wasn't happening a couple days ago and i didnt change anything

gentle urchin
trim matrix
#

Hi everyone! how do you round (rounded down) in BP? i can see a node Round, but no option to round down

mental trellis
#

Is there a round to zero node? That's what it's called in cpp.

dark crow
#

Truncate?

odd veldt