#blueprint
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If only they were still called that in cpp. ๐ฆ
they are in HLSL!
anyone know how do i start moving immideatlly not smooth (sorry for bad english)
Is there a way to show HUD smoothly when players starts to fight enemy and hide when fighting is done?
turn up acceleration to a high number
ui animations
Other than Create Widget node
i know but i don't wont to be that when im in air
Thank you
np
when I'm trying to delete a blueprint(1), it tells me there are still remaining references in another blueprint(2), however blueprint(2) is totally empty. Is there a way to see the reference that's being mentioned when deleting?
as in a way to jump to the supposed location / node
did you save blueprint(2)?
and compile?
compiled, saved and restarted editor. Same issue. There's no shared functions or interfaces remaining either
it should be a literally empty blueprint at this point
try maybe cleaning cache
what do you mean by production
i think yea
i used to do execute console command when i was making options menu
anyone know how i can clean up this mess?
that's pretty low resolution...
but it doesn't look that messy, looks like a standard movement logic graph
move things to functions , cleans it up instantly ๐
Thank you ๐
Because it is
Hi everyone! do you know where i can find a brickwall generator ?
what is a brickwall generator?
Contact your local masonry
like this
but this one is not available yet
well I would say here: https://www.unrealengine.com/marketplace/en-US/product/3d-brick-builder-blueprint
but it's not available
yeah...
well i'm trying to re-create a basic one... but i can have column x-y properly, but having issue adding the Y component...
anyway this is a tech art tool. if you have the other assets you can make the functionality yourself
but it's not going to be cheap
i'm doing like thie
it's working fine if i have a basic grid X-Y
but not sure how to add a Z column, to be able to do tower of bricks
yeah
so what's the problem with doing that?
set whichever axis it does stairs on to be 0
i would need something more like this
for that you'd need to do pretty complex math to get the patterns right
not sure why you wouldn't just use a material at that point
ok... let me see
Isnt column laregly a top and bottom with an extra row/column ?
while the middle sections dont ?
seen from 2d it would be
ccccc
ccc
ccc
ccc
ccccc
So division reminder
ccc
ccc
ccc
ccc
ccc
would get you started
so modulo?
yeah
ok
i made it
Top or bot would be the Z layer = 0 or > Max - Z divisor
trying !
Is it possible for me to make a camera's clip plane visible for testing purposes?
love it
having these one could add random destruction to them if you want some diversity
removing a brick here and there
i might have miss something lol.
not distributing X/Y properly it seem
what are X Y Z variable?
ohh ok adjusting ๐
There's an absolutely amazing plugin that does this sort of stuff. Shame I can't remember the name of it...
doing exactly like you
Is it that proinstance or smthn like that
I honestly don't know. I don't even know if it's public ๐
looks more like noisy than that from the image. like you would have
icci
ci
ic
ci
ic
icci```
Agreed , was just to get them started
and that's just for a column with 2 bricks per row
Mine works for any number of xyz
yes ๐ i did adjusted it.. but seems to work if X and Y are equals here, which is not bad
Then you got it wrong^^
oh oh
maybe because i'm not using the last index setup you have as i had to connect the one from the one i had.. ๐ฆ
some one messaged me yesterday about my camera issue but cant find it in the older messages...
4x3x5
4x8x10
Not sure i'd call this clean by any measure but it's what i had time for @trim matrix
Legend !! Having a deep look!!
Yeah im unsucessfull with my camera guys...
Maybe being a cameraman is not the right gig
nah, my camera BP is what im having issues with still....
The IK hit stop is explained here by Cory Barlog:
https://www.youtube.com/watch?v=zpr-EE2In1M
I implemented this feature with Control Rig and Fullbody IK. The animation was keyed by myself with Maya.
How to make animation hitstop like in the video?
hey guys am i be able to run a custom event in persistant level from widget blueprint ?
As in the custom event situated in Level BP?
yea, is it possible to use something like remote event for that in WB ?
Ouch, avoid doing that.
Level BP stuff is much more difficult to access from elsewhere.
So guys... With this move forward mapping, I need my camera to reset back behind the pawn.... And im having very hard time figureing this out...
Anyone know why my widget component isn't visible?
Also (my own) general rule of thumb is that widgets should do as less work as possible for actors.
ah ๐ฆ i just wanted to unload a level before loading another in visible but if i do that in the same level i am loading from, the next code won't run doe to current unloaded level
doesn't work like that
mm, thanks for your answer
Ooops, it was rendering, it seems the widget was one sided lol
guys, do you know how to get back the defaultSceneRoot in a blueprint?
i "removed" it by mystake
yeah it's just a scene component
Or just make a SceneComponent and make it a new root
but you won't be able to get the white circle back
awesome, thank you guys!
DefaultSceneRoot is nothing but Scene Component, just with different name
well technically
it's a billboard component masquerading
that's why you get the white circle
I have a question about reading/writing to savegame data files if anyone can help?
I'm using a savegame file to store data in the game that needs to be saved between levels and after closing the game. There are 3 game slots that can each have a character saved to them. When the player picks/creates a character via the start menu widget, it updates an 'ActiveSlot' variable in the savegame file to the slot number (1-3). I think that part is working ok.
However, during the game various level maps/widgets need to read/write to the savegame file and obviously it should only be the active slot being played. So first I have the event (for example, clicking a button on an NPC dialogue to accept an invitation to join a Guild A) do LoadGamefromSlot by getting the value of variable 'ActiveSlot' from the SaveGame_Custom file (where the data is stored). Then CastToSaveGame_Custom and set the variable 'Guild' to A. However, it's asking for a Target when I tell it to get the ActiveSlot value. I'm guessing this is because I need to save the ActiveSlot value somewhere outside of the SaveGame file during the game in order to use that value to read the correct GameSlot in the first place? Or am I just misunderstanding how loading/casting to game slots works?
you can't write to save files in BP
your save data is stored inside the project's own binaries
OHHHH i Almost got it actually... but one other thing is... my camera ref I have set behind the camera, is actually making it look completely top down on the reset
Really? How do you save/update data between levels/games?
use the provided nodes. save files means you would have to save to disk, which isn't exposed in BP
(for good reason)
with my camera reset being an arrow on my character for the reference its taking my camera all the way up and pointing straight down, which is not the correct location
'provided nodes' - sorry, what do you mean by that specifically?
The bp exposed save functions
the ones you mentioned
SaveToSlot, DoesSlotExist, LoadFromSlot etc
why i can not set projectile movement gravity scale in rutime ? after my collision begin overlap ? i want set projectile movement gravity equal 0 , but not apply
any help guys? i almost got it working...
Ok, that's what I mean by 'savegame' files. I thought save game files were like the template (which variables to include) and then Slot1, Slot2, etc were versions of it where the data is?
So I don't need to Cast to SaveGame_Custom. I can just Cast to Slot1, Slot2, etc?
slot is the location
And read/write the date from there
but ideally you should just have one custom save game class
I have others with just fixed (read only) data for things like item info, etc. But only one that is character specific and needs to update the variable values in the slot.
so whenever I need a On Clicked event to read/write to the variables in the slot, I can just Load Game from Slot x and Get or Set the variable?
no, you'd need to cast
you can't cast to the slot, but you can cast the object that exists in the slot
the slot is like a pocket. it's not really anything, but you can put something into a pocket
and you can take something out of the pocket
please guys my code working now but my camera reset reference in the character PB is pointing it straight down for some reason? but its same location as the camera and direction...
#rules #2
So OnClicked(button name) > LoadGameFromSlotx > Cast To Variable n > Set Variable n to (whatever new value)
cast to <your save game object>
then get <your variable name>
rule 2 got it
Ok, that's what I was doing originally. I have OnClicked(button name) > LoadGameFromSlotx > Cast To SaveGame_Custom (which is the name of my savegame file) > Set Variable n to (whatever new value)
By 'file' I mean the name of the blueprint file in the Unreal Editor
But I need to get the Slot Name to load from the ActiveSlot value that's stored in the slot
So I'm guessing I need to store the ActiveSlot variable somewhere else that I can pull from?
you'd typically have a manager class that handles this
I can't just save it somewhere like the thirdpersoncharacter blueprint during the game?
you can technically do it anywhere, but keep in mind that for it to load, whatever the manager class is, it has to be loaded. so if you handle it in the player, then the character has to be loaded. this would also means for menus etc. the character would have to be loaded then
you could try perhaps handling it in the player controller
or in the game mode
ill try back tomorrow... sorry guys for breaking rule 2
Did you post any code ?
What exactly is the issue?
I got my code working way Id like at the moment but the camera reset position isnt working as intended....
I have the camera reset position reference where the arrow is but its not going back to that, its going way up high and pointing my camera straight down...
Is the code....
Moved it to the mesh which fixed that thank you, Still a Snap which timeline isnt helping much..
Thats a code issue
Yeah... I cant find it though..
Using a manager might make this... less messy?
Where you could expose your own functionality for setting a new view location for the camera
I tried camera manager couldnt get it to work probably wasnt just coding it right though
camera manager - root component get world rotation is doing same thing, takes it way up and points it straight down.... Thank you for giving me a hand...
Crashes every time I try to remove the instance. Here's what confuses the living balls out of me...the instance is valid...it exists at that index..but yet removing it crashes. What could be wrong I do not know
show how you get the index (also it would be nice if the screenshot was better readable, try to not zoom out that much)
it doesnt show
But I am doing the valid check and it passes true....if it wasnt there then why would it crash it doesnt make sense
ive literally neevr had a problem removing an instance before because I always always check for it to exist
@spark steppe I think I need to rotate the mesh attached to the socket in case you were wondering
Seems to work
It turns out it was ADDING an instance mesh in its place after was causing the issue
hey how can I simplify this blueprint code?
I would remove all Get All Actors of Class, because thats Expensive.
@odd ember (or anyone else that can help). I tried adding the variable ActiveSlot to the game mode. But I'm now getting new error messages when I try to reference this.
You need to create a save game object
Oh wait
For the gamemode
Get gamemode
?
make an foreach array that iterates over a classes array, and make a static array which holds the 3 classes
@spark steppe I attempted to do that but I can't connect the "add impulse" to it
@gentle urchin I cleaned up my code if your interested in checking it out. its now on the Tick event though.
When I create a character it should update the ActiveSlot variable in game mode, but it doesn't like that. Then the second part should read the ActiveSlot variable in game mode and use this value to update a different value in that game slot.
In the first blueprint?
And in the second screenshot you are getting a variable from another claaa without specifyong the object
Yes
ah ok
And you still need to hook up your reference in screenshot no. 2
Cause you havent got a target there
ok, tat fixed the first bluprint
I keep getting this error if (!ensure(RenderInstanceIndex < NumRenderInstances)) ..I just dont get it..I have significantly more complicated blueprints involving instances that is replicated as well that works fine..why this is giving me treouble for something so simple
So either save the result of that cast into a var, or cast again, before your active slot in sc no 2
It seems like youre trying to access an invalid index? Maybe post a screenshot of the error and some code
I use SphereTraceByCannel to pick up items and for each item I added a SphereCollision. I would like SphereTraceByChanel to have Overlaping with this SphereCollision, How can I do that in addition to an Item that is set to Block for Interaction, i would like also causes overlaping for the collision that is attached to the item (SphereCollision)
sorry for english
I don't know if I wrote it right
Why not just monitor if you overlap the sphere collision
hang on, shouldn't that just let me connect get game mode as the reference too?
Rather than sphere tracing
Might do, might not
ok, it doesn't : /
how
On component begin overlap event
You havent explained well
What ur tryina do
Why do you use a sphere trace
Sphere trace is for Looking for Item
when Character look at item show Interaction Widget
Ok
i add also SphereCollision to Items
with i want Overlaping this SphereTraceByChannel
Items is set to Blocking SphereTraceByChannel, but SphereCollision is set to Overlaping SphereTraceByChannel
Item is in SphereCollision
I do not know if you understand me ๐
So you only want the sphere collision to interact with trace, and not the player
I only want the sphere collision to Overlap with SphereTraceByChannel
SphereCollision - which is in the item
Yeah so what i said
So set the sphere collisions collision to block whichever trace channel you are using, probably visibility, and overlap the rest
and the other way around?
If I have these two UFunctions in the C++ code for my first person character (the default template that i've modified), how can I access them from a blueprint?
?
BlueprintCallable
Also a question for cpp
But stick BlueprintCallable in that UFUNCTION
Im creating instances of static mesh using Add Instance. But then after, i need to move some of these instances. When i use static mesh i just add a tag to them, and get them by that tag. But using add instance doesn't allow me to add tags to the instances. So how do i access them?
Is there something like "get all instanced static meshes" inside blueprint?
Alright
sphere collison - Overlap ///// Item - Block
In break HitResult is some Initial Overlap
but nothing happen, although I set SphereCollision which is in Item to Overlap
Then this is how I would get that function in a blueprint right?
I have no idea what you mean
Wouldnt you cast to the c++ class you made
I'll draw it for you
๐
First person character is a different class
Unless that inherits from firstpersoncharacyer
have everyone,
i want to test the actor sequence component, but cant find it in plugin list
maybe someone could help me find it?
Do u guys KNow how to apply camera shake? Ive tried several ways, and it works only if the camera shake duration ist set greate than 0.
Is there a trick to it?
@thin panther ok, so I played around with what you suggested. Now have different error messages (which is progress). Created a variable in the blueprint called ActiveSlot so I can get the value from Game Mode and copy it to that. Then use the blueprint variable value to plug into the SlotName. It doesn't let me connect 'Get ActiveSlot' (from GameMode) directly into the CastToGameMode, so tried connecting it to the Set blueprint version of the variable. But doesn't like that either.
@thin panther
how can i achieve it? ๐
SphereTraceByChannel Blocking Item but not overlaping SphereCollision
Whats the point in the sphere if its just overlapping
are you watching the keynote?
Cast to the game mode youre using not the base class, you want the third person gamemode and then to hook that into your target
I want an additional widget to be displayed when Overlap with SphereCollision occurs
@thin panther It has 4 options to cast to: Game Mode, Game Mode Class, Game Mode Base, Game Mode Base Class. I chose just Game Mode. I'm not using any custom Game Mode, so not sure what else it would be?
Oh ok, so set sphere to overlap all, and item to block all
Then for your widget just monitor when the player overlaps the sphere
You are, you have ThirdPersonGameMode right in the bp above
aaaaah ok, that didn't show in the list. Ok, I'll reconnect everything to that and try again
@thin panther ok, that's working perfectly now!! Thank you so much for your help. That's been driving me nuts for days! ๐ป
No problem :)
Hey so got a mouse question.... How to detect if mouse move on the screen?
maybe this?
Myabe just store the position of the mouse on tick and if the last position is different to the current position then it is moving
how would i do that? i got my character rotation on a mouse button but it rotates automatically on mouse down vs mouse down + movement if that makes since
Not sure what you mean but I'm fairly sure this type of thing would work:
oh that might do it let me try that
Trying to add something like that to that branch so like when I Click it dont set right away till their is some movement
What could be used at runtime to create a temporary pothole in a terrain?
so where are you setting it?
The mouse? its my rotation movement to my character
No i mean mouse position
It just need detected that its Moving not really needs set but probably not bad to set it also, may break something down the road, its not being set no where at the moment
Yeah as it is now, it will always be true if the mouse is not at 0,0
which is majority of the time
and even when not moving, although you seem to only be firing it off when it is moving since you're doing through the character
which means you probably wouldn't need the code I suggested
Okay, yeah its on my controller, I use the mouse for rotation, movement, and interaction
Is that something I should put on the Tick node since im doing so much with the mouse location/rotation?
How does one get text floating over actors in the editor - not in game
I'm trying to make editor utility widget that can help me keep track of curves that are created with each entry to an array. But it's hard to know which one is which when it's just an array
They have names and I would like to print those names on top of the actor in the editor window
So since nativization is gone now is Blueprint faster in ue5 ?
Personally, I'd leave it on the turn event since I was assuming that you were moving the mouse on a widget or something and wouldn't have any specific event that fires off only when moving the mouse.
At which point I'd recommend putting it on tick which sets a boolean, but since that isn't the case just keep it on the turn event
are landscape splines not accessible via BP?
Thank you ill check out the turn event
This is what I did, Get viewport size divided by 2 for setmouseposition node hooked up to mouse release, so when im done with mouse down it resets to middle of my screen works great for mouse reset
Is that what you wanted to achieve? I could have suggested that from the beginning haha
Its an improvement but not really what im after.... Still need to detect when mouse moves before the set control rotation accurse
If you look at the code, everything on the Seq sets the rotation with that mouse button down... but it sets before mouse movement is detected
Any BP improvements in UE5?
no, they are still poorly implemented
What's your suggestion to make them better?
first suggestion, stop copying literally everything, even if you take smth as a reference, it will get copied, not only it wastes time but also memory
Copying only matters if it's above 64 bits, and I doubt there's much being copied around that's over that size.
Anyone know how I can get selected components? I see in my utility BP that I can Get selected actor - but nowhere do I see how to get selected component
Hey guys, I'm trying to make a gas cloud that originates in one position, and over time spreads in all directions, clamping at X distance. What's important is that this gas is supposed to hurt the player - does anyone have any tips or learning resources in order to make that system?
Depends on the context, do you already have some sort of grid?
does it have to collide or pass through walls
etc etc
it matters, when its heap memory, heap memory allocation is actually quite slow so copying an array with every function call actually slows down the system
No grid. I might have to set one up though, as I want to arrange for multiple kinds of events like this. Fire propagation down the road, etc. Not sure how well that handles in a multiplayer setting, but yeah
also, literally almost every struct, and every array will get copied
Oh it can pass through walls as long as it's within the X distance (sorry for the double ping)
TArrays are passed around by pointers my man
it is true, but it is only the case for c++, blueprints will copy it anyway
thats my case, that reference thing in blueprints is just fake, copy will still be done
I await your PR with bated breath.
there are tons of them, ignored by epic
If you can just ignore all collisions then just expand some collider and call it a day.
for years
If it must respect walls and flow around things, that'll be 100x more complicated
just visit their github mate
I'm on the github, can't find shit about this.
Wow, why didn't I think of that ๐คฆ Game dev requires such a creative "out of the box" mindset ๐
If I expand a sphere for the collision to ensure damage, how should I best go about spawning the particles? They wouldn't look too great if I just scaled them, talking about a big area ๐
Maybe spawning X amount of particles along preset locations on the sphere every X time?
Make a particle system that spawns particles in a box
or a sphere
with a changable radius
Oh, and the size of the sphere would be a variable driving the size of the particle's bounds aswell?
Well yeah there's a lot, where's the one about this BP copy stuff?
Yes either sphere radius or box dimensions or whatever
I want to see an actual PR describing this problem, you said there's tons of them, can't find them.
I showed you, 434 bug fix PRs ignored for more then 8 years
but the point is none of them state this specific issue
improving blueprint system would require complately redesigning the system
im not up for that
the point is you have yet to back up your claims
hey guys, any idea why this warning occurs ? cant find a single post about it anywhere:
LogLevel: Warning: Missing actor folder for actor StaticMeshActor_307_GEN_VARIABLE_StaticMeshActor_CAT_UAID_A4BB6DCD1023EF0101_1317213324
it happens on many staticmeshes of a blueprint and seem to cause the app to crash after some time
I dont need to backup anything, the copy thing is a fact, literally put a breakpoint in a copy constructor of TArray object and you'll see
and the fact that you Adriel are saying that I should submit a PR fixing that is a nonsense, someone asked about it so I answered, dont need to be so aggressive about the facts
no ones being agressive
and we arent sying you should submit one
we are saying we want evidence the problem exists
literally read what Adriel said
idk what im doing in source code, so it would be nice to see
this always returns Default even if i set all my layer infos i paint on my terrain with a physical mat that has the surface type set to something else.. any ideas?
You guys are funny. I just wanna see a PR about this, you said there were a few already. Not being aggressive, just wanna see one and maybe implement it on my end.
exactly i just wanna see the evidence behind the claims so i can go about fixing it
im not about to uproot my entire project if there isnt any evidence towards it
you wont see it, epic is already going into Verse, so new blueprint system will not come anytime soon
good luck, blueprint system is actually really huge, there is a lot of stuff from kismet that havent been refactored
i dont mean fixing the entire bp system lol
waaay outta my scope
funny thing is that all of the custom blueprint node classes start with the K2_ which is a convention coming from kismet
i mean translating whatever i need into c++
fixing that copy thing would require you to do so
and that is something that Adriel is expecting from me for some reason
which is funny
.
@thin panther I lied. It almost works, but not quite! Failing to cast to the SaveGame_Custom bit. Tried casting to a basic SaveGame, but that didn't make any difference.
then it seems an issue with that active slot
Did you save a game to that slot with your custom savegame class prior to this?
are you sure you have a save game in that slot
it should create one when I click on create character (the screen before the above one). The only way it would fail to create one is if all three slots are already taken.
So either way there would be an active slot chosen
Show where you save the game to the slot
Have never once had that fail with a correct string input. If it's not loading the savegame, it definitely doesn't exist. So either your creation failed for some reason, or you didn't save it after creating it.
ok 2 mins...
Where is it being saved though?
SaveGame_Custom I thought? (or one of the slots that uses that to be precise)
Nothing here is saving it. You're creating a SaveGame object. But never serializing it to disk with SaveGameToSlot
A SaveGame object is just a basic object that holds data variables in memory, that won't actually serialize it.
oh hang on... that's at the end
ah my slot name is different to the slot #!!!
i think that's why
set this up over 7 months ago
Yeah. ๐
Glad to be your rubber ducks
btw you can see the savegames
in file explorer
to check if anything funky is going on
yeah, they were showing up in my save game folder when i first tested it way back then
ok, I'll do the walk of shame back to my blueprints! thank you all ๐
Time to go see how many bugs I can find in UE5.
Hello everyone! Is there a way to save the socket the actor is attached to? So when I saved the game I can "snap" the actors togehter?
Sure, your savegame would hold some list of actors, their attach parents, and the socket name they're attached at
I'm having trouble understanding why my interact key doesn't open a door inside of the BP for the door, but it works if I have it open a door inside of a level blueprint. So here is my door BP
This is my level blueprint
In the door BP, if I set it to open upon entering the collision component, it works fine
you can only take input in possessed things
you'll need an enable input node in that door
ye smthn like that, its not an ideal solution but it works
It just seems like a pain to create an animation for each door I need to open in the level blueprint
Hey guys, yet another nooby question from me here ๐ How should I go about making the player Jump move slower than the character's sprinting speed? Right now I can jump along a path at the same speed as someone thats sprinting. Could do a delay reset, but would be more realistic making the jump lose part of its movement maybe. I want the player to keep his upwards velocity. ๐ค
You talking jumping while sprinting or jumping then trying to move?
@south pier make an event Interact or better yet, an interface
Jumping then sprinting - I mean, having the jump speed somewhat replicate the actual movement prior to jump is needed, but right now its at the point where you can spam jump and move as fast as if you were running.
The character calls Interact on the door
Have event landed drop the speed a bit
So you carry speed through the jump but lose some on landing
And then this?
That sounds great, thanks! To the rescue once again haha! ๐
@south pier how are you opening the door? Like does the player press an interact button or what
Yes. E to interact.
Ok so press R -> figure out what you're trying to interact with (line or sphere trace, whatever -> call InteractInterface.Interact on it.
The thing implements Interact interface and does whatever it does. A door opens, an item is picked up, an ally is revived, a button is pressed, whatever
is there any speed improvement for blueprints in UE5?
It's not even recognizing that I am pressing E
Okay. I found my issue. Interface works. Thank you for your help!
@rose elbow Dedicated Server cannot create Widgets.
oh, whats the fix then?
Generally this is the reason you don't create widgets in gameplay classes. AHUD should be used, which only exists on clients.
@rose elbow in what blueprint is this? Is it in the player character or the map?
It's in the player controller.
Put it on the player blueprint
Don't put it in the character. Put it in AHUD. Don't spawn widgets from gameplay classes.
for exmaple the "TopDownCharacter" or in your chase probally "FirstPersonCharacter"
what is AHUD?
Look in your GameMode. Where you set your default controller/pawn/etc. There's a class for HUD
That's the way AHUD AHUD I like it, AHUD AHUD.
You can create one same way as a custom Controller in the content browser. Named HUD in BP
Local version of the player controller spawns and maintains an AHUD actor for that controller's player. One AHUD per player per machine. In non coop, that means one AHUD instance per PC that isn't a Dedicated server. You can get the HUD instance via GetPlayerController->GetHUD
Yep that's done it, thanks alot!
don't think i'll be running it on a dedicated server anyway I just had that option selected but these seems a better way to do it anyway
Yeah. You could have done a IsDedicatedServer->Not->Branch. But you'd be doing that anywhere you create UI. Better just to have the local client spawn their own UI in the HUD class.
Back again! The cast to SaveGame and save new variable now works (yay). And it's also creating a new saved game file in the Unreal folder when I log out (also yay).
However, I realised I need to have some sort of preventative measure to stop the player repeatedly clicking the button to keep assigning a new random value to the game slot.
So I've added a branch to check if the variable value is the default of 'None'. If it is, then it should let a randomly assigned value be saved over it. If it isn't 'None', then it means the player must have already clicked on the button and assigned a value and therefore nothing else should happen.
I thought I'd set it up ok, but it's just ignoring the branch and letting me click repeatedly to get new values. Is there anything obvious I'm doing wrong? The default value for that variable is definitely 'None'.
I have a variable in the blueprint that it should copy the game slot value to. It then compares this value to 'None'.
Try checking against nothing instead of none
That says 'already assigned', even on the first go (when nothing has been assigned yet)
Even if you delete None and leave it empty?
Yeah, I checked it against nothing at all (which returns as 'False', since it will be the default value of 'None' and not nothing at all).
it's returning 'None'
ok, so it's spitting out a random value when I click the button, but not actually saving that value to the game slot. : /
So it stays as None every time. Even though I'm telling it to Set that value to the variable in the SaveGame slot.
I can't see what I'm missing.
has anyone else tried to use float math in the 5.0 release yet, it doesn't work for me
You have to right click the wildcard pin and convert it to a float that way. At least that's how to get around it in P2
They broke floating point math ops since P2
Do you actually save after?
Expect at least 5.1 for that to be fixed
what do you mean? sorry, I haven't used savegame stuff before
Well, to actually save the value, you gotta save :D
Hi! So I've create this enemy with a laser attack and I'm trying to add some sort of offset of the laser vector and move it horizontally with a timeline to create a "sweeping" effect. How should I go about that? Here's the pastebin for the enemy linetrace and attack as well: https://blueprintue.com/blueprint/mkov28cn/
Isn't that what 'Set' does? I thought SaveGameToSlot was just when you create a new one and save all the variables you want to use? I'm only changing one of those variables in the above blueprint. If I use SaveGameToSlot, won't it overwrite all the other variables that I haven't changed here?
I don't remember exactly, but I think Load is just for loading the values
maybe choose a start and end point and lerp between them with a value from the timeline
You still gotta save them to disk after setting iirc
ah ok, I'll give that a go
I don't have many values added yet, so if it wipes them all it's not a big deal
Not sure if you can use the returning value from Load to Save it or you gotta Create Save Game Object again
Documenation is very lacking regarding it from what I remember
okay cool I'll try that if i can figure it out lol still somewhat unfamiliar with blueprints
So experiment with it
something like this
oh okay! thats easy enough thank you so much : ))
np
@stray wren an extra little tip that I do with setups like this is also to put the timeline duration to 1 and modify the play rate of the timeline so you can have a variable that sets how long the attack is
I want to make a throwable bola and grapple hook with rope physics but I don't know where to start
ahh okay and my basic understanding of that is just so you can more easily tweak the attack duration instead of editing the timeline?
yeah
and you can vary the time based on different instances of the character or things like that
right okay like if its being combined with different attacks or whatever
works better if you just have a simple timing curve
makes sense
any blueprints for sekiro/dark souls like combat?
whys it on tick if you only do it once
Hey guys I had a question if anyone could answer it for me that would be great.
Is there a way to prevent the camera to not move while jumping?
Ive seen this is some games that uses unreal. I didnt know if it was root motion or something else. Any ideas?
i mean you could keep the z value constant on tick ig
so the condition is always being checked
and i fixed it dw
got it
maybe
https://blueprintue.com/blueprint/8tcvvz2l/ this is what i've come up with, just trying to figure out how and where i need to connect everything up. i took off the play rate for the time being just until i can get the timeline to work as is
^^^^ also wondering what i should put for the return value on the lerp vector node
probably want to put it over here
and feed the output into your trace end
determine your start end positions before you get to this point
with what is hooked into there now
Is there any way I can make a scene component with no children visible in editor? I just wanna make sure scaling is moving it correctly
is there a way here where i can make this FABRIK node only execute only if this branch condtion is true otherwise connect the animation directly
@granite stratus blend is the FABRIK node right
just like the alpha pin
or will it be in the separate animations
yeah
if the alpha is set to 0 or false it won't apply that pose to your final pose
np
so the alpha value takes 0 and 1 ?
you can't do branches in the pose graph
aoh
i dont know why it lets you even spawn one
oh
you basically replace what would normally be branches with blends
i did this fabrik thing to allign the left hand to gun but now it messes up the reload animation so i wanted it to use the fabrik if i wasnt relaoding and direct one if i was reloading @granite stratus
how could i get around this
in theory it shouldn't mess it up if the alpha is 0
so you should be able to just flip the bool on when you need the hand to stick and false when you dont want it
Reloading should be a montage playing in a slot (UpperBody)
Thank you
What are you trying to do is what i'm wondering
Create a variable for the type of sight the player wants to use
So i can find what they selected and put it on screen
How could i do it?
Use an Enum or Name or something of the sort.
UMG tab is a bit dead, if you have any experience with it could you have a look at this? #umg message
ok
@cobalt gulchDescribe the mechanic, what does the player do and what happens on the screen
They click one of several widget buttons to give them a specific sight on their hud
So I would need to somehow find the word "1.5x Sight" in the name variable
OK so make a ButtonWidget with a texture variable and text etc. The outer widget (Settings menu I guess) would have multiple of those buttonwidgets and when pressed, it can pass the texture to whoever needs it (Set ReticleTexture on PlayerController/Pawn or whatever)
Could I not just show the specific widget element
I think it would be better because it's in a specific place
I just don't know how to find the words within the name variables
don't do that
They have some menu to pick their crosshair right?
yea
ok so that menu contains a few buttons that hold the different crosshair textures OR an enum (ECrosshair::Normal) or whatever
im not sure
Press button -> pass texture or enum or whatever to what needs it (PlayerController, crosshair widget, Pawn, whatever)
You can pass the texture itself OR an enum that's used to choose a texture OR whatever else you want
I have no idea how to do this lol
All of the crosshairs are in a single widget yea
But seperate from the button which is another widget
Guys how do you come up with new game mechanic which never be create before?
Just think real hard and it pops out
Hurts sometimes
Well then start a-thinking
Here's one for free,
A Roguelike MMORTS with an AI that learns your playstyle to handle things for you when offline or otherwise engaged.
Think Stellaris but ranging from the city-scale to galactic. If you get wiped out, you start over somewhere else in the galaxy as a small city-state.
typically you dont, the likelihood is if you think of it, it's been done. It's how they are applied that makes things unique
Manitou has you playing as the patron deity of a stone-age village. Nurture your villagers faith by showing them favor, explore the world through the eyes of your faithful, and perform divine intervention as your village grows to dominate its neighbors.
There's a couple for free, I'll be expecting my royalty checks/cheques.
is the world 1,000,000 megametres^2
that sounds like every new mobile game every
PLAY RISE OF KINGDOMS TODAY
hi all maybe somebody can help me while I'm moving character to certain position, the camera is flying from the PlayerStart default position in the scene, how can I set it immediately in the same place as an actor? thank you.
is see thank you
Why aren't you setting the location of the component you want to move?
Any idea why the input isn't getting disabled? I checked and the OtherActor returns the correct actor.
I also checked that the overlap actually works
I need to select a root component of the character not a pawn and move it?
What exactly is the problem, you are moving the character and the camera isn't instantly moving as well?
Yeah, I'm not understanding what the issue is here. If you're needing to move hte camera, move it. Is that not working? If you're moving the pawn, the camera should go with it.
Maybe he has a spring arm component with camera lag and when he yeets his character to the other side of the map, the camera has to swoop over
ah yes, good thought
with the array get node, what is the difference between get copy and get reference?
the description describes that you can make changes with a reference, but would you not have to make the same steps with a copy?
an array reference makes changes to the original
If you get a copy and make changes, you will need to update the version in the array
with a reference, you do not
if i set index 0 on a copy to 3, and do nothing else, then my changes are lost
if i do the same to a reference, then they automatically reflect in the original
how is it 'automatic' do you still need to use the set node?
yes
any changes on a copy, need to be manually reflected in the original
not so much so in a ref
i'm still confused, you would still need a set node in both situations if you want to change the value?
yes
they sound like they are the same, I can't discern any difference between them
one copys its values into a separate thing, the other basically tells the code "hey whatever you do to me, just do to the original instead
If you plug in the reference node into a set struct members node, it should update the value in the array
Rather than updating a separate copy
Or a set value node, w/e
Probably.
imagine you copy paste an asset, and you change some things in the copy, it doesn't affect the original <- this is your copy node
now instead, change the original <- this is your ref node
yes, but the change the array element you need a set array element, right?
yes
are there other ways of changing a array element?
cause (as far as I know, and clearly I don't know that much) both give you a number and if you want to change that number you set array element?
thats how you change an array element
its just with a reference, that changes the original, with a copy it doesnt
I'll have to figure this out latter, I'm working on a horrible headache
i highly reccomend looking at programming principles, the concept of reference and copies is an extremely common one, especially in c++
What type is this? I can't remember :S
gonna need a littttle more context than that
can samone help me to re create this mechanice ? https://www.youtube.com/watch?v=6TUfORLKXJs&t=301s&ab_channel=LogicLeo
I'm trying to remake something I made as my starter project, this was months ago though and I can't access the original files. I've done everything apart from this one variable but I can't remember what it was.
It's something to do with a widget, but that's all I got. I can probably work out what it was if I know what that symbol stands for
the rest of the video appears to explain what he did
ah yeah thats a slight problem
what was the variable used for?
that might help
This appears to be the only use of it (that I took a picture of)
im stupid and new so cant undestand what he done
he shows you the code
if that can't get you started, look at something simpler
it seems tray could be something like a panel, horizontal/vertical box then
That's what I assumed, but the symbol is different, could it be possible that they changed it between 5.0 EA and 5.0?
what is alert cache
what does it look like, what's it used for
this sleuthing is fun
does anyone here have knowledge with the water plugin
Sorry, terrible at explaining things ๐
It's a simple notification system:
-Alert Tray is a widget that gets placed on the main HUD
-Alerts can be sent to the Tray
-Caps out at 5 (on-screen)
-Any Alerts past that are stored in the Cache
-After X time or being dismissed, Alert is removed and the next one from the Cache is added
ok but do you remember how alerts were layed out, cause this can help
What do you mean "layed out"? Like actual layout on-screen? Or where stuff is/was in the BPs?
Ah, not done that part yet.
It should be a fairly blank Horizontal Box that gets placed on the main HUD, then the Alerts (Panels with some pictures) get added to the HB list
AHA
Found it, dunno why I didn't check that first
Thank you for letting me talk that one out
how to make a bind event to Warped?
damn you didnt check my suggestion of horizontal box?
that would have saved some time lol
What is the "Player Controller"? Is it something I can edit?
Also when I'm making a new project do I need to enable ray tracing from the getgo or can I add it in later
That helps somewhat but for example in the default third person game I can't find the player controller actor
It might not use a custom one
What are you trying to do where you need a custom player controller?
Nothing in particular I'm just trying to understand everything that is controlling the player in the example game
For example I don't understand what is causing the mannequin to spawn in when I run the example
Likewise I don't understand what the controller is... maybe it does not exist as a separate actor and is only referenced in nodes in the character blueprint?
Controller is an actor spawned at runtime. Read up on the core classes GameMode, GameState, PlayerController, PlayerState, Pawn, Actor
For that specifically the GameMode gives the player their PlayerController and Pawn (mannequin dude).
Can anyone help me with this? For some reason its colliding with my character but not the world, which makes no sense.
I understand both now thank you
The PlayerStart is just used to choose where to spawn.
It doesn't do any logic
It's just a marker really
Right, stated incorrectly by me
I was about to elaborate and say that if you have a PlayerStart, it'll handle the spawning automatically but it needs that actor to do it automatically
Or correct myself more than elaborate I guess
But thank you
Graph wise?
well i made a widget with buttons but they only work when i make the widget world space i was wondering if there was a way to make it work in screen space....
Show code
im pretty sure its not my code.... im using blueprints... not sure what ud like to see----so i got an actor with an actor child component that has the widget,, when u get close its set to visible but unless the widget is set to world space my widget interaction component dont work.... so it could b a setting on the widget interaction comp or idk something im missing... i can show you some code but im not sure what ud like to see first =\
If its a widget that isn't applied to the viewport but instead attached to an actor (for instance a button on a wall) then I'm pretty sure it HAS to be in world space as it isn't 2d
You can put a widget in screen space as an actor component
if that's how this is being done
Then disregard what I said ๐
๐
well i had some info i wanted to pass on to a widget from an actor but i couldnt so i attached a child actor component with a charactor to take the info and pass it into its widget to display... so yeah ๐ i guess its not gonna work.. its more about the look of the widget cuz i could do it in world spacve but it looks horrible haha xD
child actor components are notoriously bad
also you could always expose some variables on spawn, and then pass in the data when you create the widget
wel no, but its still an issue that needs to be resolved
for your widget you could do this
pass it in when you create widget
it adds the variables as inputs on the spawn node
there, owner, start speed, and instigator are exposed on spawn
do something similar with your ui
then you can just do the usual get close > make widget, get far > unmake widget
I am doing some damage dealing in my game and I am using the DamageType system. I want players to be able to combine damage types, though. What is the way for that to be done?
ideally to save performance you would not create and destroy each time, but instead hide and unhide
what do you mean, like a weapon could do both fire and electrical damage?
hhmm ill look into it thankz ๐ ill b back lol
no problem, i likely wont be on, cause its very late in my country, so i wish you luck :)
Yes exactly
so the way id just have multiple damage types listed on an actor
so say id have variables that say i want this weapon to do 12 fire damage and 5 poison damage
then for each of those, apply the damage of that amount and type
I am using unreal's built in damage system, which only ever seems to pass one damage type per attack
exactly
so you attack multiple times
the numbers for fire and poison are gonna be separate
so you just damage the thing twice
then do your standard weakness detection or whatever in your anydamage
I was thinking of that, but then stats dont really stack in as fun of a way.
they do
in either way you are gonna be doing an amount of fire damage and poison damage
wait ok so i recall why i did the child actor thing i cant actually create a widget for an actor so no way to pass the info on begin play or construct ๐ฆ
what do you mean by create a widget for an actor
so i got an actor BP and i create child bp from it for different items and i want to display the items dmg and stuff...but its an actor i cant create a widget from that bp
ye you can
In my case I'm also using it for bonuses, so I would like to be adding those bonuses together. For instance one damage type might penetrate armor. So you could have penetrating fire damage for instance
you just need a ref to player controller
this sounds like something that may benefit from GAS
lemme try it
gameplay ability system can be setup to work with status effects and stuff like that
Scary
very scary
but it sounds like the best solution
this sounds like a complex system
which is ideal for use in c++
Is it a necessary evil for my project? On my end it's the equivalent of just adding +1 penetration and +1 fire damage to the same attack
could actually reduce a lot of headache
you would either probably need to use my suggestion, or build your own damage system, or try a c++ implementation
its not a necessary evil by any means
but a reccomended one
would also help clear up bp spaghetti
Hmm, so no way to do it with damage types? Sadly it's not just a contained system, I'm using plugins that need the damage types too
ah
you can do it
like i said
you would damage multiple times
the penetration thing may be another can of worms
but
for different damage types you can just damage multiple times
Maybe a blessing in disguise. I could have a system that combines damage if it's dealt in quick succession. Honestly that might make for an interesting system on its own
but with GAS you could just say apply fire damage and apply some poison damage, and then have them take effect
Penetration in my case is just a stat thing for calculating armor
well then thats another thing
damage again with the penetration value
damage doesnt have to detract form health
Yeah I could just hold it for a second and mix anything incoming for like a second
if dmg type is penetration then take away from armor, and then handle weaknesses
So I'm following a guide that tells me to change something in "Global Post Process Volume" but my world outliner doesn't have that
anyone know if i can add it or how?
I can add "Post Process Volume" but i don't know if that will work the same
Has anyone used Lyra yet? if so what do you think of it?
Hello, for a skill, i'm disabling my character movement, and make it move "by hand" on a timeline. (with set actor location(sweep)). i would like to detect if that movement is hitting the floor (to play a floor hit montage instead of a wall hit montage). how can i do that ?
How do I lerp from 0 to 1 in x seconds?
noha, use a timeline
timeline
ty
can I have the length of a timeline depend on a float?
i usually set the lenght to 1s, then change the play rate
alright I will try that
How did you get the Target for the 'set play rate'?
on your variables, "Components"
Im not sure what the math would be for this next part but what I need is to have the lerp end at the same time as a delay. If my delay is 0.5 then I need my lerp to go from 0 to 1 in 0.5 seconds
How do I have a reference to a function as a global variable? I have an โinteractโ component that, even interacted with, should pass a reference to a function I can set in the editor. Also how do I add variables to a data only component
I figured it out, I divided 100 by 60 to get 1.666- then just divided 1.666- by the delay
Would it be an โeventโ? Iโm unfamiliar with unrealโs data types. Iโm looking for the equivalent of an Action<> in c#
I'm not sure I understand what you're doing. Also, what kind of component are you trying to add variables to?
In the editor on the left under variables, click the + or you can use the drop-down under "Add" and choose variable. If it says it's a data only blueprint, just click the hyperlink to open the full editor
I have this Interactible component on my actor. This component should have a reference to a function in another blueprint. I want the player script to be able to raycast to an object, get the Interactible component, and get the reference to the proper function/method/event/whatever to call within this instance of that component, and call it
Im just not sure what data type that is in blueprint.
in c++, you can pass a Function<> as an argument in a method; I want something like that
What is that Interactable component type?
What do you mean? Actor component? Blueprint?
Nah fam you want a delegate
OnInteract
unless you're doing something fancy
What is that screenshot of?
an actor
He has an interaction component and wants the actor to implement OnInteract on behalf of the component i think
That could be an interface
But I just do it by an interaction component and delegate
I wondered if it was an interface but I don't recognize that stuff in the screenshot
oh thats because it's UE5 lol
Oh maybe that's why lol
okay, so I need to make an interface, somehow
You could make a delegate on the component so the actor can hook into BeginInteract and EndInteract
no idea what any of that means. Well, I know what a delegate is, sort of
Interfaces are easy to make and implement so if you go that route, it isn't difficult either. But that won't solve your current conundrum
Having both an interface and component is a bit redundant IMO, you can either add interaction to an actor by
- Adding InteractionInterface to it and implementing Interact
- Adding an InteractionComponent to it and doing stuff on InteractDelegate.
It just gives you something to call for any of your actors that implement it
Okay, I made an interactible interface and now I can implement that function in my Door component. Got it. Now, can I test if an actor has a component that implements that interface
Interface is simpler but we went with component so interaction can be said to happen at a location (Button, doorknob, etc)
Are you mixing up component and actor?
Also for context normally I work in C# and Unity
No, I'm raycasting for actors, and I want to see if i'm hitting one that has any component that implements this interface
What is your Doorcomponent?
Typically you'd do a door by implementing Interact in your DoorActor to run the timeline opening and shutting playing sounds etc
Why not implement it on your actor? So you can just call interact instead of checking the actor's components for the interface
Well some actors are interactible, some arent
You just add the interaction interface to those that are interactable
If the actor doesn't implement interact, no harm done by calling it
oh, i see
Adriel, if you were to call the interface function on an actor, will it call it on components as well?
No, that'd be cool as hell tho
I wish you could implement an interface on behalf of an actor, don't think it's a thing though. Not automagically anyway.
Had never tried that but curious thinking about it now
OH. okay. got it. I can make an actor blueprint inside the content browser.
okay got it
Pardon me i havent used Unreal Engine in years
so I have to remember how it works
For instance, this is how we do interaction with components instead of an interface
No worries! We're all here to grow
and then I do this in the player script. fantastic
So a generalized interaction system could be.
Choose Actor
Interaction interface call
OR
Choose Actor
Get component by class (InteractionComponent)
Call Interact
The reason I wanted to do a component instead is to have a more ECS based approach for flexibility
You can still use a component to handle it
Pass off the call to your component that handles the interaction
Or however you like
And on the recieving end, they either implement Interact from the interface, or hook into dispatchers. Here's our interactioncomponent, nothing to it.
I could do both, I could check if it has a component then call interact, and if not I could just call the interface. But then I'm back at square 1; how do I specify what the InteractiveComponent should do, because making a new component that inherits from the interactive component seems wasteful
I wouldn't do both
Do it like this with the dispatcher
That event is in the actor but from the component
the component says "Hey someone touched me" and the actor does its thing. A chest opens, a door opens, a weapon is picked up, etc
what am i looking at here
Here's what our teleporter does when interacted with
You're looking at the implementation of interact on the actor, from an event dispatcher in the component. All the interacting character does is call Interact() on the component
How do I dispatch a message to an object, then
You know all these things that you see when you have a component selected?
That's the components dispatchers/delegates
When I have my interaction component selected I get this list, the top 3 are custom added to the component BP
so the Actor can do something when that dispatcher is called on the component
Here's what the business end of my Interact logic on the character does.
Wait, so, when you interact with your teleporter, you are sending a message to the C-Interactible, which then sends a message to the rest of the actor?
Yes, the flow goes
E Keyboard Button -> InputAction -> Target selection function -> On Interact (which is a dispatcher in the interactioncomponent) -> Dispatcher in Component (automatic) -> OnInteract in TargetActor -> Whatever Interaction means for the actor.
All you have to do to implement interaction in a new actor class is add an Interaction component and implement OnInteract
A dispatcher is pretty close to your initial request of how to tell the component what function to fire when interacted with
in fact you CAN do that with binding but I just implement it directly
I created 2 widgets and added to viewport
widget 2 is over widget 1
windget1::onMouseButtonDown prints string for test
widget2::OnMouseButtonDown returns Unhandled reply and also its visible
why widget1's (which is below widget2 that returns unrandled reply) OnMouseButtonDown doesn't get called?
doesn't unhandled reply means "pass input through?"
Asked in #umg already.. I ain't sure umg was enough tho. Sorry for double messaging
so like... this?
- Player raycasting
- InteractibleComponent
- Door Actor (Implementing interface)
does Class == Parent Class return true? sorry if dumb question. If not, how can I return parent class of an actor?
@maiden mapleWhy you still using an interface?
That's the only way I could think to call an event on a non-specific object
Go in your door actor, select the interactioncomponent, scroll down to events, click the green plus next to CallEvent
found it, its "class is a child of"
ooh, ok. so the component has no logic at all then
Random question - if I have a widget blueprint for example - and place 1000 sliders on this widget - change each slider to a different value - save the widget - than load the widget - do the sliders retain their value ?
Yeah no logic. You could presumably add some later if needed but prolly wouldn't be
Guys how can I set a an object variable to null?
just use a set node with no connection?
Question about Blueprint Interfaces. I'm trying to update the speed variable in an Animation Blueprint using interfaces and for some reason this setup isn't working. Any ideas?
Character BP
Anim BP
You're calling the interface on Self. Which is the Character. To send that message to the AnimBP, you have to pass a reference to the AnimBP.
However, this is not a good use of interfaces. AnimBPs can easily poll their owner's velocity in their update function which is tick as well via TryGetPawnOwner
Hello everyone can anybody help me?
https://www.youtube.com/watch?v=ELtWNVfkx38 i try to make procedual building as in this tutorial and i have problem i cant find this node in ue5 and i try make multipy node but i dont see default bar when i compile it
In this video I'll show you how you can make a simple generated house with Unreal Engine 5 (or 4)
Leave a comment if you have any questions :)
Discord: oskis69#6438, i respond faster there
@glacial stream show what you see when you drag off the index pin and type *
Bruh you have a multiply in your graph right there
Multiply is templated now, it's just a multiply.
Okay many thanks i use it now BUT i dont see default graph when i place my script at world
how i can fix it?
What is a default graph?
That's a variable, not a graph
You need to mark that variable as instance editable
That's not "Length Of Mesh"
๐ Anyone know if there is an equivalent to the "add torque" node that applies to character movement instead of physics simulation? I need my character to physically roll and pitch but without physics sim
Maybe I could just use "set rotation"?
Add Controller Yaw/Pitch/Roll Input?
Could be it, but it just controls the camera. I suppose I could tell it to copy the rotation to the character capsule?
Ok, that works, but it's jittery for some reason
Hi all, Variant manager question: Can I duplicate objects/Blueprints using the variant manager? Like I would want 2 or 3 cars instead of 1. Is this possible?
how do you change the socket's position based on attached components? I want a different front grip placement based on the barrel (short vs long)
maybe make skeletons for barrels and merge them?
and the barrel skeleton would contain the socket
or maybe just add offset to the socket?
Thanks, I tried it that way and it's working now!
Not an expert by all means, but if you have 2 different meshes ( long and short barrel) you can have different placement of the socket. It is also possible to offset your sockets, but that you have to google...
Is their a clean way to cast an array of base class to inherited class?
APlayerState -> AStatierPlayerState for example
Have you tried literally just casting the array var?
I guess bp doesn't support that.
yeah it looks like bp can only cast single objects
.<
I'll have to just write a helper function for it
I cannot find my custom function created in blueprint A in blueprint B
anyone could help?
had this addcoin function but cannot find it in another blueprint
You're welcome
Anyone have any idea why "Event Recieve Smart link reached" won't fire? ๐ Every tutorial i find seem to have no issues with it, but my character only walks around in circles around it indefinitively, and not triggering the print string message? Have tried massaging the end points, using simple links, changing scale and much more. Any ideas for troubleshooting would be accepted with huge thanks ๐
guys im really really stuck . Im trying to fire off an action only if the player has done something else beforehand (clicked on the mixing button inside a WB). Ive tried setting the boolean 'IsMixed?' after the button has been clicked (event graph on the left), and then calling the WB and bollean 'ismixed?' in my other BP, attaching it to a branch (event graph on the right). It just doesnt work. Anyone got any ideas? im guessing its simple, but i cant do it ๐ฆ
How is it not working? The boolean doesn't give you what you want? You are getting errors? What's going on
Ah I can see the problem actually
You're not setting the reference to the widget properly
so it has no idea what it is getting since it is getting a variable from nothing
ye i thought that might be the case. how i tried to reference it is: created a variable, set the variable to my WB object type, as shown in the right event graph. Do you know what other steps i need to make to reference it correctly?
Do you happen to be creating the widget in the vending machine bp?
or somewhere else
No, its created outside of the vending machine BP
Do you switch that boolean multiple times? Or is it a thing where it is false until its pressed, then it is true forever
Nope, once the boolean is set once, it stays like that forever
Does your vendingmachine BP have the right value for the PC_IN_VB variable?
How do you get the reference
Because the default value is empty you need to set it somehow
You can print string and see if it has the right reference
Okay well, not sure if this is the best way possible but it should work. Find whatever blueprint creates that widget (I'm gonna call BP_X), then set the widget as a variable. Then you want to go to the vending machine bp and create a variable for BP_X and make that variable "instance editable", that is a checkbox on the right side of the screen. You should then be able to click on the vending machine and select BP_X in the viewport to set it as that. Then you can get BP_X variable, then get the widget from that, then get the boolean.
Its just an empty variable, hasn't been set
The PC_IN_WB is where the boolean is. I referenced it in the vending machine BP by creating a variable in the vending machine BP to the pc inter_wb.
Thanks for this, i will try and see if it works
Yeah so the problem with this, is that you have told the variable what it SHOULD be (it should be this widget) but it doesn't know which widget you are talking about. Because there might be multiple on the map. You need to tell the BP which widget it should reference
You created a variable that can hold a reference to such a widget
But you need to set that reference
yes youre right, here