#blueprint

402296 messages ยท Page 873 of 403

trim matrix
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thank you!

mental trellis
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If only they were still called that in cpp. ๐Ÿ˜ฆ

odd ember
odd veldt
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but not with standard static meshes?

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wantet to use primitive data on the meshes

sharp fox
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anyone know how do i start moving immideatlly not smooth (sorry for bad english)

plain helm
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Is there a way to show HUD smoothly when players starts to fight enemy and hide when fighting is done?

odd veldt
plain helm
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Other than Create Widget node

sharp fox
plain helm
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Create Widget node make it appear instantly

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Like in God of War 4

sharp fox
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ui animations

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create animation and change opacity

plain helm
sharp fox
hollow gorge
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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?

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as in a way to jump to the supposed location / node

sharp fox
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and compile?

hollow gorge
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compiled, saved and restarted editor. Same issue. There's no shared functions or interfaces remaining either

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it should be a literally empty blueprint at this point

sharp fox
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try maybe cleaning cache

trim matrix
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can we execute console commands in production?

sharp fox
trim matrix
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in a production package

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not a debug

sharp fox
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i think yea

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i used to do execute console command when i was making options menu

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anyone know how i can clean up this mess?

mellow folio
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that's pretty low resolution...

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but it doesn't look that messy, looks like a standard movement logic graph

gentle urchin
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move things to functions , cleans it up instantly ๐Ÿ˜„

sharp fox
trim matrix
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Hi everyone! do you know where i can find a brickwall generator ?

odd ember
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what is a brickwall generator?

icy dragon
trim matrix
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like this

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but this one is not available yet

odd ember
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but it's not available

trim matrix
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yeah...

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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...

odd ember
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anyway this is a tech art tool. if you have the other assets you can make the functionality yourself

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but it's not going to be cheap

trim matrix
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i'm doing like thie

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it's working fine if i have a basic grid X-Y

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but not sure how to add a Z column, to be able to do tower of bricks

odd ember
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isn't that just using multiple instances?

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of the 2d version, that is

trim matrix
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yeah

odd ember
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so what's the problem with doing that?

trim matrix
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well the

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well i can't get a column of sphere

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instead it does like a stair shape

odd ember
trim matrix
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i would need something more like this

odd ember
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for that you'd need to do pretty complex math to get the patterns right

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not sure why you wouldn't just use a material at that point

trim matrix
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ok... let me see

gentle urchin
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Isnt column laregly a top and bottom with an extra row/column ?

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while the middle sections dont ?

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seen from 2d it would be
ccccc
ccc
ccc
ccc
ccccc

trim matrix
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yes

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i would need even simpler

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like

gentle urchin
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So division reminder

trim matrix
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ccc
ccc
ccc
ccc
ccc

gentle urchin
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would get you started

trim matrix
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so modulo?

gentle urchin
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yeah

trim matrix
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ok

gentle urchin
trim matrix
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WHAAAT

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wheredi you find that?

gentle urchin
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i made it

trim matrix
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legend!

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may i steal your BP nodes?

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:p

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or may i have a sneak pick of it?

gentle urchin
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this is assuming uniform bricks

trim matrix
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you rock

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let me steal from you

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thank you Squize

gentle urchin
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Top or bot would be the Z layer = 0 or > Max - Z divisor

trim matrix
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trying !

gentle urchin
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Its getting messy here

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but the walls

ancient sparrow
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Is it possible for me to make a camera's clip plane visible for testing purposes?

gentle urchin
trim matrix
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love it

gentle urchin
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having these one could add random destruction to them if you want some diversity

trim matrix
gentle urchin
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removing a brick here and there

trim matrix
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i might have miss something lol.

gentle urchin
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not distributing X/Y properly it seem

trim matrix
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what are X Y Z variable?

gentle urchin
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grid locations /layers

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X is Row, Y is column, Z is layer

trim matrix
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ohh ok adjusting ๐Ÿ™‚

mental trellis
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There's an absolutely amazing plugin that does this sort of stuff. Shame I can't remember the name of it...

trim matrix
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doing exactly like you

thin panther
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Is it that proinstance or smthn like that

mental trellis
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I honestly don't know. I don't even know if it's public ๐Ÿ˜„

trim matrix
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oops found some issues

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adjusting ๐Ÿ™‚

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working!! thank you @gentle urchin

odd ember
gentle urchin
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Agreed , was just to get them started

odd ember
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and that's just for a column with 2 bricks per row

trim matrix
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yes actually just saw that, does not work if i had more than 2 columns

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2x2

gentle urchin
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Mine works for any number of xyz

trim matrix
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oh

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does it has to be X = Y ?

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everyti,e

gentle urchin
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You got modulo all over the place it seem

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I got modulo and division

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X != Y

trim matrix
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yes ๐Ÿ™‚ i did adjusted it.. but seems to work if X and Y are equals here, which is not bad

gentle urchin
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Then you got it wrong^^

trim matrix
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oh oh

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maybe because i'm not using the last index setup you have as i had to connect the one from the one i had.. ๐Ÿ˜ฆ

analog hazel
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some one messaged me yesterday about my camera issue but cant find it in the older messages...

gentle urchin
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4x3x5

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4x8x10

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Not sure i'd call this clean by any measure but it's what i had time for @trim matrix

trim matrix
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Legend !! Having a deep look!!

analog hazel
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Yeah im unsucessfull with my camera guys...

icy dragon
analog hazel
plain helm
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How to make animation hitstop like in the video?

covert sparrow
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hey guys am i be able to run a custom event in persistant level from widget blueprint ?

icy dragon
covert sparrow
icy dragon
analog hazel
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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...

restive oracle
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Anyone know why my widget component isn't visible?

icy dragon
covert sparrow
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doesn't work like that

restive oracle
trim matrix
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guys, do you know how to get back the defaultSceneRoot in a blueprint?

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i "removed" it by mystake

gentle urchin
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Ctrl + Z

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Saves the day

trim matrix
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well... i did it 2 days ago..

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if i create a scene component could it do the trick?

odd ember
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yeah it's just a scene component

icy dragon
odd ember
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but you won't be able to get the white circle back

trim matrix
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awesome, thank you guys!

icy dragon
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DefaultSceneRoot is nothing but Scene Component, just with different name

odd ember
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well technically

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it's a billboard component masquerading

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that's why you get the white circle

summer jetty
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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?

odd ember
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your save data is stored inside the project's own binaries

analog hazel
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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

summer jetty
odd ember
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(for good reason)

analog hazel
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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

summer jetty
gentle urchin
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The bp exposed save functions

odd ember
gentle urchin
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SaveToSlot, DoesSlotExist, LoadFromSlot etc

worn galleon
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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

analog hazel
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any help guys? i almost got it working...

summer jetty
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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?

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So I don't need to Cast to SaveGame_Custom. I can just Cast to Slot1, Slot2, etc?

odd ember
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slot is the location

summer jetty
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And read/write the date from there

odd ember
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but ideally you should just have one custom save game class

summer jetty
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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.

odd ember
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well you can't cast to the slot

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the slot isn't a "thing", it's a location

summer jetty
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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?

summer jetty
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You said I can't cast to the slot? I'm confused

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: /

odd ember
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you can't cast to the slot, but you can cast the object that exists in the slot

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the slot is like a pocket. it's not really anything, but you can put something into a pocket

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and you can take something out of the pocket

analog hazel
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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...

summer jetty
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So OnClicked(button name) > LoadGameFromSlotx > Cast To Variable n > Set Variable n to (whatever new value)

odd ember
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then get <your variable name>

analog hazel
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rule 2 got it

summer jetty
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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)

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By 'file' I mean the name of the blueprint file in the Unreal Editor

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But I need to get the Slot Name to load from the ActiveSlot value that's stored in the slot

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So I'm guessing I need to store the ActiveSlot variable somewhere else that I can pull from?

odd ember
summer jetty
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I can't just save it somewhere like the thirdpersoncharacter blueprint during the game?

odd ember
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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

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you could try perhaps handling it in the player controller

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or in the game mode

summer jetty
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ok, I'll try that

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thank you! ๐Ÿ˜„

analog hazel
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ill try back tomorrow... sorry guys for breaking rule 2

gentle urchin
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What exactly is the issue?

analog hazel
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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...

gentle urchin
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Arrow is following camera

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So

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Its not gonna stay put

analog hazel
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Moved it to the mesh which fixed that thank you, Still a Snap which timeline isnt helping much..

gentle urchin
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Thats a code issue

analog hazel
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Yeah... I cant find it though..

gentle urchin
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Using a manager might make this... less messy?

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Where you could expose your own functionality for setting a new view location for the camera

analog hazel
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I tried camera manager couldnt get it to work probably wasnt just coding it right though

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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...

mental robin
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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

spark steppe
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show how you get the index (also it would be nice if the screenshot was better readable, try to not zoom out that much)

fervent raft
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how can i rotate a socket

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for bones there is transform modify bone

spark steppe
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should be the same for sockets?

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or doesn't the socket show up in the list?

fervent raft
mental robin
fervent raft
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theres this but it doesnt seem right

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must be something else

mental robin
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ive literally neevr had a problem removing an instance before because I always always check for it to exist

fervent raft
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@spark steppe I think I need to rotate the mesh attached to the socket in case you were wondering

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Seems to work

mental robin
molten yew
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hey how can I simplify this blueprint code?

slow pewter
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I would remove all Get All Actors of Class, because thats Expensive.

summer jetty
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@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.

thin panther
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You need to create a save game object

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Oh wait

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For the gamemode

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Get gamemode

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?

spark steppe
molten yew
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@spark steppe I attempted to do that but I can't connect the "add impulse" to it

analog hazel
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@gentle urchin I cleaned up my code if your interested in checking it out. its now on the Tick event though.

summer jetty
# thin panther Get gamemode

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.

thin panther
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Yeah

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Ik

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So do what i said

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Youre casting with no object

summer jetty
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In the first blueprint?

thin panther
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And in the second screenshot you are getting a variable from another claaa without specifyong the object

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Yes

summer jetty
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ah ok

thin panther
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And you still need to hook up your reference in screenshot no. 2

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Cause you havent got a target there

summer jetty
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ok, tat fixed the first bluprint

mental robin
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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

thin panther
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So either save the result of that cast into a var, or cast again, before your active slot in sc no 2

thin panther
tight pollen
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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)

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sorry for english

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I don't know if I wrote it right

thin panther
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Why not just monitor if you overlap the sphere collision

summer jetty
thin panther
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Rather than sphere tracing

summer jetty
thin panther
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Depends if it returns a general game mode ref or a specific one

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Ok so do the cast

thin panther
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You havent explained well

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What ur tryina do

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Why do you use a sphere trace

tight pollen
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Sphere trace is for Looking for Item

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when Character look at item show Interaction Widget

thin panther
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Ok

tight pollen
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i add also SphereCollision to Items

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with i want Overlaping this SphereTraceByChannel

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Items is set to Blocking SphereTraceByChannel, but SphereCollision is set to Overlaping SphereTraceByChannel

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Item is in SphereCollision

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I do not know if you understand me ๐Ÿ˜…

thin panther
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So you only want the sphere collision to interact with trace, and not the player

tight pollen
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I only want the sphere collision to Overlap with SphereTraceByChannel

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SphereCollision - which is in the item

thin panther
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Yeah so what i said

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So set the sphere collisions collision to block whichever trace channel you are using, probably visibility, and overlap the rest

tight pollen
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and the other way around?

weak widget
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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?

thin panther
thin panther
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Also a question for cpp

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But stick BlueprintCallable in that UFUNCTION

kind estuary
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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?

weak widget
tight pollen
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In break HitResult is some Initial Overlap

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but nothing happen, although I set SphereCollision which is in Item to Overlap

weak widget
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Then this is how I would get that function in a blueprint right?

thin panther
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I have no idea what you mean

thin panther
tight pollen
thin panther
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First person character is a different class

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Unless that inherits from firstpersoncharacyer

proper veldt
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have everyone,
i want to test the actor sequence component, but cant find it in plugin list
maybe someone could help me find it?

hazy sandal
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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.

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Is there a trick to it?

summer jetty
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@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.

tight pollen
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@thin panther

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how can i achieve it? ๐Ÿ˜„

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SphereTraceByChannel Blocking Item but not overlaping SphereCollision

thin panther
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Whats the point in the sphere if its just overlapping

trim matrix
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are you watching the keynote?

thin panther
tight pollen
summer jetty
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@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?

thin panther
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Then for your widget just monitor when the player overlaps the sphere

thin panther
summer jetty
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@thin panther ok, that's working perfectly now!! Thank you so much for your help. That's been driving me nuts for days! ๐Ÿป

thin panther
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No problem :)

analog hazel
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Hey so got a mouse question.... How to detect if mouse move on the screen?

brazen pike
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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

analog hazel
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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

brazen pike
analog hazel
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oh that might do it let me try that

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Trying to add something like that to that branch so like when I Click it dont set right away till their is some movement

peak summit
#

What could be used at runtime to create a temporary pothole in a terrain?

analog hazel
brazen pike
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No i mean mouse position

analog hazel
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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

brazen pike
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Yeah as it is now, it will always be true if the mouse is not at 0,0

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which is majority of the time

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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

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which means you probably wouldn't need the code I suggested

analog hazel
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Okay, yeah its on my controller, I use the mouse for rotation, movement, and interaction

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Is that something I should put on the Tick node since im doing so much with the mouse location/rotation?

ashen snow
#

How does one get text floating over actors in the editor - not in game

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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

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They have names and I would like to print those names on top of the actor in the editor window

trim matrix
#

So since nativization is gone now is Blueprint faster in ue5 ?

brazen pike
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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

peak summit
#

are landscape splines not accessible via BP?

analog hazel
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Thank you ill check out the turn event

analog hazel
brazen pike
analog hazel
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Its an improvement but not really what im after.... Still need to detect when mouse moves before the set control rotation accurse

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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

zealous fog
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Any BP improvements in UE5?

native willow
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no, they are still poorly implemented

faint pasture
native willow
faint pasture
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Copying only matters if it's above 64 bits, and I doubt there's much being copied around that's over that size.

ashen snow
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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

mild pine
#

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?

faint pasture
#

does it have to collide or pass through walls

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etc etc

native willow
mild pine
native willow
mild pine
faint pasture
native willow
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thats my case, that reference thing in blueprints is just fake, copy will still be done

faint pasture
#

I await your PR with bated breath.

native willow
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there are tons of them, ignored by epic

faint pasture
native willow
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for years

faint pasture
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If it must respect walls and flow around things, that'll be 100x more complicated

native willow
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just visit their github mate

faint pasture
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I'm on the github, can't find shit about this.

mild pine
faint pasture
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or a sphere

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with a changable radius

mild pine
#

Oh, and the size of the sphere would be a variable driving the size of the particle's bounds aswell?

faint pasture
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Well yeah there's a lot, where's the one about this BP copy stuff?

faint pasture
native willow
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why are you so aggresive to me?

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what have I done to you?

faint pasture
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I want to see an actual PR describing this problem, you said there's tons of them, can't find them.

thin panther
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agressive?

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theres no agression here

native willow
thin panther
native willow
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improving blueprint system would require complately redesigning the system

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im not up for that

thin panther
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the point is you have yet to back up your claims

unkempt terrace
#

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

native willow
#

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

thin panther
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no ones being agressive

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and we arent sying you should submit one

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we are saying we want evidence the problem exists

native willow
#

literally read what Adriel said

thin panther
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idk what im doing in source code, so it would be nice to see

peak summit
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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?

faint pasture
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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.

thin panther
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exactly i just wanna see the evidence behind the claims so i can go about fixing it

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im not about to uproot my entire project if there isnt any evidence towards it

native willow
native willow
thin panther
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waaay outta my scope

native willow
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funny thing is that all of the custom blueprint node classes start with the K2_ which is a convention coming from kismet

thin panther
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i mean translating whatever i need into c++

native willow
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and that is something that Adriel is expecting from me for some reason

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which is funny

native willow
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not talking about you specifically

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its more to explain what Adriel is expecting

summer jetty
#

@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.

thin panther
#

then it seems an issue with that active slot

faint pasture
thin panther
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are you sure you have a save game in that slot

summer jetty
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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.

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So either way there would be an active slot chosen

faint pasture
maiden wadi
#

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.

summer jetty
#

ok 2 mins...

maiden wadi
#

Where is it being saved though?

summer jetty
#

SaveGame_Custom I thought? (or one of the slots that uses that to be precise)

maiden wadi
#

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.

summer jetty
#

oh hang on... that's at the end

#

ah my slot name is different to the slot #!!!

#

i think that's why

faint pasture
summer jetty
#

set this up over 7 months ago

maiden wadi
#

Yeah. ๐Ÿ˜„

faint pasture
#

Glad to be your rubber ducks

summer jetty
#

damn it!

#

๐Ÿ˜„

faint pasture
#

btw you can see the savegames

#

in file explorer

#

to check if anything funky is going on

summer jetty
#

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 ๐Ÿ˜„

maiden wadi
#

Time to go see how many bugs I can find in UE5.

dawn echo
#

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?

faint pasture
south pier
#

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

thin panther
#

you can only take input in possessed things

#

you'll need an enable input node in that door

south pier
#

like so? Cause that works now

thin panther
#

ye smthn like that, its not an ideal solution but it works

south pier
#

It just seems like a pain to create an animation for each door I need to open in the level blueprint

mild pine
#

Hey guys, yet another nooby question from me here ๐Ÿ˜† 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. ๐Ÿค”

faint pasture
#

@south pier make an event Interact or better yet, an interface

mild pine
faint pasture
#

The character calls Interact on the door

faint pasture
#

So you carry speed through the jump but lose some on landing

mild pine
faint pasture
#

@south pier how are you opening the door? Like does the player press an interact button or what

south pier
#

Yes. E to interact.

faint pasture
#

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

south pier
#

I don't think I am doing this right.

storm dove
#

is there any speed improvement for blueprints in UE5?

south pier
#

It's not even recognizing that I am pressing E

#

Okay. I found my issue. Interface works. Thank you for your help!

rose elbow
#

anyone know what the issue is here?

maiden wadi
#

@rose elbow Dedicated Server cannot create Widgets.

rose elbow
maiden wadi
#

Generally this is the reason you don't create widgets in gameplay classes. AHUD should be used, which only exists on clients.

leaden meadow
#

@rose elbow in what blueprint is this? Is it in the player character or the map?

maiden wadi
#

It's in the player controller.

leaden meadow
#

Put it on the player blueprint

maiden wadi
#

Don't put it in the character. Put it in AHUD. Don't spawn widgets from gameplay classes.

leaden meadow
#

for exmaple the "TopDownCharacter" or in your chase probally "FirstPersonCharacter"

maiden wadi
#

Look in your GameMode. Where you set your default controller/pawn/etc. There's a class for HUD

mental trellis
#

That's the way AHUD AHUD I like it, AHUD AHUD.

maiden wadi
#

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

rose elbow
#

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

maiden wadi
#

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.

summer jetty
#

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'.

dark crow
#

Try checking against nothing instead of none

summer jetty
#

That says 'already assigned', even on the first go (when nothing has been assigned yet)

dark crow
#

Even if you delete None and leave it empty?

summer jetty
#

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).

dark crow
#

Then check what it's returning from the SaveGame

#

It doesn't randomly do it

summer jetty
#

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.

granite stratus
#

has anyone else tried to use float math in the 5.0 release yet, it doesn't work for me

marble tusk
#

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

icy dragon
icy dragon
#

Expect at least 5.1 for that to be fixed

summer jetty
dark crow
#

Well, to actually save the value, you gotta save :D

stray wren
summer jetty
#

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?

dark crow
#

I don't remember exactly, but I think Load is just for loading the values

granite stratus
dark crow
#

You still gotta save them to disk after setting iirc

summer jetty
#

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

dark crow
#

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

stray wren
#

okay cool I'll try that if i can figure it out lol still somewhat unfamiliar with blueprints

dark crow
#

So experiment with it

summer jetty
#

yeah, I couldn't find a definite answer in the bits I read/saw

#

will do

#

cheers!

stray wren
#

oh okay! thats easy enough thank you so much : ))

granite stratus
#

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

coral lance
#

I want to make a throwable bola and grapple hook with rope physics but I don't know where to start

stray wren
#

ahh okay and my basic understanding of that is just so you can more easily tweak the attack duration instead of editing the timeline?

granite stratus
#

yeah

#

and you can vary the time based on different instances of the character or things like that

stray wren
#

right okay like if its being combined with different attacks or whatever

granite stratus
#

works better if you just have a simple timing curve

stray wren
#

makes sense

outer hedge
#

any blueprints for sekiro/dark souls like combat?

granite stratus
#

whys it on tick if you only do it once

unreal wing
#

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?

thin panther
#

i mean you could keep the z value constant on tick ig

small halo
#

and i fixed it dw

granite stratus
#

got it

stray wren
#

^^^^ also wondering what i should put for the return value on the lerp vector node

granite stratus
#

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

stray wren
#

ohhhh okay

#

lemme try that

flat coral
#

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

undone surge
#

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
#

pass a boolean into the blend

#

"Alpha"

undone surge
#

@granite stratus blend is the FABRIK node right

#

just like the alpha pin

#

or will it be in the separate animations

granite stratus
#

yeah

#

if the alpha is set to 0 or false it won't apply that pose to your final pose

undone surge
#

aaah

#

ill try it thnx

granite stratus
#

np

undone surge
#

so the alpha value takes 0 and 1 ?

granite stratus
#

0 through 1 yeah

#

so you can do 0.5 for halfway between

undone surge
#

what would be the input of the branch node here be though

granite stratus
#

you can't do branches in the pose graph

undone surge
#

aoh

granite stratus
#

i dont know why it lets you even spawn one

undone surge
#

oh

granite stratus
#

you basically replace what would normally be branches with blends

undone surge
#

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

granite stratus
#

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

faint pasture
cobalt gulch
#

hi guys

#

how can I find a specific word in a string variable?

faint pasture
#

What are you trying to do is what i'm wondering

cobalt gulch
#

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

faint pasture
#

Yeah nah

#

don't do that

#

unless it's a typing game

cobalt gulch
#

How could i do it?

faint pasture
#

Use an Enum or Name or something of the sort.

fallen glade
#

UMG tab is a bit dead, if you have any experience with it could you have a look at this? #umg message

cobalt gulch
#

ok

faint pasture
#

@cobalt gulchDescribe the mechanic, what does the player do and what happens on the screen

cobalt gulch
#

So I would need to somehow find the word "1.5x Sight" in the name variable

faint pasture
#

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)

cobalt gulch
#

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

faint pasture
#

They have some menu to pick their crosshair right?

cobalt gulch
#

yea

faint pasture
#

ok so that menu contains a few buttons that hold the different crosshair textures OR an enum (ECrosshair::Normal) or whatever

cobalt gulch
#

im not sure

faint pasture
#

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

cobalt gulch
#

I have no idea how to do this lol

faint pasture
#

Your crosshair is a widget right?

#

in game, during gameplay

cobalt gulch
#

All of the crosshairs are in a single widget yea

#

But seperate from the button which is another widget

daring oar
#

Guys how do you come up with new game mechanic which never be create before?

faint pasture
#

Hurts sometimes

daring oar
#

hahaha nice one

#

i have one day to do it xd

#

is for my uni work and deadline is tomr

faint pasture
#

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.

thin panther
faint pasture
#

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.

thin panther
thin panther
#

PLAY RISE OF KINGDOMS TODAY

fast blaze
#

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.

daring oar
#

is see thank you

reef marsh
obtuse yoke
#

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

fast blaze
faint pasture
reef marsh
#

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.

faint pasture
#

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

reef marsh
#

ah yes, good thought

devout condor
#

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?

thin panther
#

an array reference makes changes to the original

mental trellis
#

If you get a copy and make changes, you will need to update the version in the array

#

with a reference, you do not

thin panther
#

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

devout condor
#

how is it 'automatic' do you still need to use the set node?

thin panther
#

yes

#

any changes on a copy, need to be manually reflected in the original

#

not so much so in a ref

devout condor
#

i'm still confused, you would still need a set node in both situations if you want to change the value?

thin panther
#

yes

devout condor
#

they sound like they are the same, I can't discern any difference between them

thin panther
#

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

mental trellis
#

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.

thin panther
#

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

devout condor
#

yes, but the change the array element you need a set array element, right?

thin panther
#

yes

devout condor
#

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?

thin panther
#

thats how you change an array element

#

its just with a reference, that changes the original, with a copy it doesnt

devout condor
#

I'll have to figure this out latter, I'm working on a horrible headache

thin panther
#

i highly reccomend looking at programming principles, the concept of reference and copies is an extremely common one, especially in c++

vocal bolt
#

What type is this? I can't remember :S

thin panther
#

gonna need a littttle more context than that

daring oar
vocal bolt
# thin panther gonna need a littttle more context than that

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

thin panther
thin panther
#

what was the variable used for?

#

that might help

vocal bolt
#

This appears to be the only use of it (that I took a picture of)

daring oar
thin panther
#

if that can't get you started, look at something simpler

thin panther
vocal bolt
#

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?

thin panther
#

what is alert cache

#

what does it look like, what's it used for

#

this sleuthing is fun

balmy light
#

does anyone here have knowledge with the water plugin

vocal bolt
# thin panther what does it look like, what's it used for

Sorry, terrible at explaining things ๐Ÿ™ƒ

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

thin panther
#

ok but do you remember how alerts were layed out, cause this can help

vocal bolt
#

What do you mean "layed out"? Like actual layout on-screen? Or where stuff is/was in the BPs?

thin panther
#

the former

#

how is it on screen

vocal bolt
#

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

daring oar
#

how to make a bind event to Warped?

thin panther
#

that would have saved some time lol

fervent raft
#

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

faint pasture
fervent raft
faint pasture
#

What are you trying to do where you need a custom player controller?

fervent raft
#

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?

faint pasture
faint pasture
drifting socket
#

Can anyone help me with this? For some reason its colliding with my character but not the world, which makes no sense.

fervent raft
faint pasture
#

The PlayerStart is just used to choose where to spawn.

#

It doesn't do any logic

#

It's just a marker really

reef marsh
#

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

dusky jewel
#

hello ๐Ÿ™‚

#

i got a question about widgets

bleak swift
#

Graph wise?

dusky jewel
#

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....

bleak swift
#

Show code

dusky jewel
#

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 =\

brazen pike
#

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

reef marsh
#

You can put a widget in screen space as an actor component

#

if that's how this is being done

brazen pike
#

Then disregard what I said ๐Ÿ˜…

reef marsh
#

๐Ÿ˜„

dusky jewel
#

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 ๐Ÿ™‚ 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

thin panther
#

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

dusky jewel
#

haha yeah but im pretty sure its not the problem here lol

#

mmmmmmm

thin panther
#

wel no, but its still an issue that needs to be resolved

dusky jewel
#

soo

#

how would that work?

thin panther
#

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

crimson saddle
#

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?

thin panther
#

ideally to save performance you would not create and destroy each time, but instead hide and unhide

thin panther
dusky jewel
#

hhmm ill look into it thankz ๐Ÿ™‚ ill b back lol

thin panther
#

no problem, i likely wont be on, cause its very late in my country, so i wish you luck :)

thin panther
#

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

crimson saddle
#

I am using unreal's built in damage system, which only ever seems to pass one damage type per attack

thin panther
#

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

crimson saddle
#

I was thinking of that, but then stats dont really stack in as fun of a way.

thin panther
#

they do

#

in either way you are gonna be doing an amount of fire damage and poison damage

dusky jewel
#

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 ๐Ÿ˜ฆ

thin panther
dusky jewel
#

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

thin panther
#

ye you can

crimson saddle
#

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

thin panther
#

you just need a ref to player controller

thin panther
dusky jewel
#

lemme try it

thin panther
#

gameplay ability system can be setup to work with status effects and stuff like that

crimson saddle
#

Scary

thin panther
#

very scary

#

but it sounds like the best solution

#

this sounds like a complex system

#

which is ideal for use in c++

crimson saddle
#

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

thin panther
#

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

crimson saddle
#

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

thin panther
#

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

crimson saddle
#

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

thin panther
#

but with GAS you could just say apply fire damage and apply some poison damage, and then have them take effect

crimson saddle
#

Penetration in my case is just a stat thing for calculating armor

thin panther
#

well then thats another thing

#

damage again with the penetration value

#

damage doesnt have to detract form health

crimson saddle
#

Yeah I could just hold it for a second and mix anything incoming for like a second

thin panther
#

if dmg type is penetration then take away from armor, and then handle weaknesses

unborn compass
#

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

tiny vale
#

Has anyone used Lyra yet? if so what do you think of it?

rough eagle
#

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 ?

supple bane
#

How do I lerp from 0 to 1 in x seconds?

rough eagle
#

noha, use a timeline

tiny vale
supple bane
#

ty

supple bane
rough eagle
supple bane
#

alright I will try that

supple bane
rough eagle
#

on your variables, "Components"

supple bane
#

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

maiden maple
#

How do I have a reference to a function as a global variable? I have an โ€œinteractโ€ 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

supple bane
maiden maple
reef marsh
reef marsh
maiden maple
#

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

reef marsh
#

What is that Interactable component type?

maiden maple
faint pasture
#

OnInteract

#

unless you're doing something fancy

reef marsh
#

What is that screenshot of?

maiden maple
#

an actor

faint pasture
#

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

reef marsh
#

I wondered if it was an interface but I don't recognize that stuff in the screenshot

maiden maple
#

oh thats because it's UE5 lol

reef marsh
#

Oh maybe that's why lol

maiden maple
#

okay, so I need to make an interface, somehow

faint pasture
maiden maple
#

no idea what any of that means. Well, I know what a delegate is, sort of

reef marsh
#

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

faint pasture
#

Having both an interface and component is a bit redundant IMO, you can either add interaction to an actor by

  1. Adding InteractionInterface to it and implementing Interact
  2. Adding an InteractionComponent to it and doing stuff on InteractDelegate.
reef marsh
#

It just gives you something to call for any of your actors that implement it

maiden maple
#

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

faint pasture
#

Interface is simpler but we went with component so interaction can be said to happen at a location (Button, doorknob, etc)

faint pasture
maiden maple
#

Also for context normally I work in C# and Unity

maiden maple
faint pasture
#

Typically you'd do a door by implementing Interact in your DoorActor to run the timeline opening and shutting playing sounds etc

reef marsh
#

Why not implement it on your actor? So you can just call interact instead of checking the actor's components for the interface

maiden maple
#

Well some actors are interactible, some arent

faint pasture
#

You just add the interaction interface to those that are interactable

reef marsh
#

If the actor doesn't implement interact, no harm done by calling it

maiden maple
#

oh, i see

reef marsh
#

Adriel, if you were to call the interface function on an actor, will it call it on components as well?

faint pasture
#

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.

reef marsh
#

Had never tried that but curious thinking about it now

maiden maple
#

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

faint pasture
#

For instance, this is how we do interaction with components instead of an interface

reef marsh
maiden maple
#

and then I do this in the player script. fantastic

faint pasture
#

So a generalized interaction system could be.

Choose Actor
Interaction interface call

OR

Choose Actor
Get component by class (InteractionComponent)
Call Interact

maiden maple
#

The reason I wanted to do a component instead is to have a more ECS based approach for flexibility

reef marsh
#

You can still use a component to handle it

#

Pass off the call to your component that handles the interaction

#

Or however you like

faint pasture
#

And on the recieving end, they either implement Interact from the interface, or hook into dispatchers. Here's our interactioncomponent, nothing to it.

maiden maple
#

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

faint pasture
#

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

maiden maple
#

what am i looking at here

faint pasture
#

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

maiden maple
#

How do I dispatch a message to an object, then

faint pasture
#

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.

maiden maple
#

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?

faint pasture
#

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

terse goblet
#

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

maiden maple
unborn compass
#

does Class == Parent Class return true? sorry if dumb question. If not, how can I return parent class of an actor?

faint pasture
#

@maiden mapleWhy you still using an interface?

maiden maple
faint pasture
unborn compass
maiden maple
uncut smelt
#

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 ?

faint pasture
unborn compass
#

Guys how can I set a an object variable to null?

#

just use a set node with no connection?

spring kayak
#

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

maiden wadi
glacial stream
#

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

โ–ถ Play video
faint pasture
#

@glacial stream show what you see when you drag off the index pin and type *

glacial stream
faint pasture
#

Bruh you have a multiply in your graph right there

#

Multiply is templated now, it's just a multiply.

glacial stream
#

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?

faint pasture
#

What is a default graph?

glacial stream
faint pasture
#

That's a variable, not a graph

#

You need to mark that variable as instance editable

glacial stream
#

here?

faint pasture
#

That's not "Length Of Mesh"

glacial stream
#

WOW WOW WOW

#

many many thanks man

red fossil
#

๐Ÿ‘‹ 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"?

stiff leaf
#

Add Controller Yaw/Pitch/Roll Input?

red fossil
#

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

urban haven
#

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?

white elbow
#

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?

spring kayak
urban haven
fast escarp
#

Is their a clean way to cast an array of base class to inherited class?

#

APlayerState -> AStatierPlayerState for example

mental trellis
#

Have you tried literally just casting the array var?

#

I guess bp doesn't support that.

fast escarp
#

yeah it looks like bp can only cast single objects

#

.<

#

I'll have to just write a helper function for it

still rain
#

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

obtuse herald
#

Add Coin is in BP_FloorTile

still rain
#

!

#

thanks...

#

๐Ÿฅฒ

obtuse herald
#

You're welcome

winter flower
#

Anyone have any idea why "Event Recieve Smart link reached" won't fire? ๐Ÿ™‚ 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 ๐Ÿ™‚

lusty wraith
#

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 ๐Ÿ˜ฆ

brazen pike
#

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

lusty wraith
brazen pike
#

or somewhere else

lusty wraith
brazen pike
#

Do you switch that boolean multiple times? Or is it a thing where it is false until its pressed, then it is true forever

lusty wraith
zealous fog
#

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

brazen pike
#

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.

brazen pike
zealous fog
#

Where do you set it in your logic

#

Can you show that part of the BP

lusty wraith
lusty wraith
zealous fog
#

You didn't reference it because its empty

#

Look in the bottom right

brazen pike
zealous fog
#

You created a variable that can hold a reference to such a widget

#

But you need to set that reference

lusty wraith
#

yes youre right, here