#blueprint

402296 messages · Page 874 of 403

brazen pike
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It's not going to be created at the start of the game, so you need to find a path to it

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which is why I suggested referencing the actor which creates the widget

zealous fog
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This might be a silly idea and I'm no professional, but couldn't you save the ismixed on the player character

thorny rover
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Hello! I have a question about Navigation Data Object referece.
I have 2 separate navmeshes (navmeshbounds) on different sublevels. I want player to switch between them (and place player on the correct navmesh afer switch).
I want to use "Get random reachable point in radius"
But seems that Nav Data is not compatible with Nav Mesh bounds, i get error:
"nav mesh bounds volume object reference is not compatible with navigation data object reference"

Is it somehow possible to convert navmesh bounds volume into Navigation data reference?

brazen pike
lusty wraith
brazen pike
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If its done in the individual BPs, then it can check for a specific button

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Can you show slightly more of the PC_BP

zealous fog
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Yeah that's true

lusty wraith
zealous fog
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Difficult to say what's the best option without knowing what system you're trying to make and what the gameplay context is

brazen pike
# lusty wraith sure

So you have the same issue. What you need to do is drag out the variable onto the graph and select "set"

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then you can tell the variable what it should reference

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and the input of the "set" node should be the output of the "Create widget"

brazen pike
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Yes

lusty wraith
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thank you, i'll see if this works

brazen pike
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it won't work unless you have set the PC variable properly

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You can now find the widget from the PC, but you also need to be able to find the PC from the vending machine

zealous fog
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Interface could be a good option there

brazen pike
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I'm not too sure about that, my best guess would be an event dispatcher but then again still need to reference

undone surge
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this is a parent class, what node do i use to get a specific chilld class from this

brazen pike
undone surge
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thank you

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@brazen pike what does convert to pure cast do

zealous fog
brazen pike
undone surge
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ahh so basically it will run whether condition is valid or not

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and if it isnt it will error

brazen pike
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yeah

undone surge
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ok thanks

brazen pike
lusty wraith
brazen pike
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yes that's it

lusty wraith
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ok, ima see if i can figure this out now

brazen pike
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Now get the PC variable, then get the widget variable from that, and finally get the boolean from that

brazen pike
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(that is one of my interfaces)

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as an example

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if you didn't already have a reference

lusty wraith
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@zealous fog thank you also for your suggestions

brazen pike
lusty wraith
brazen pike
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I think memory usage, might need someone more experienced to confirm though

lusty wraith
zealous fog
brazen pike
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The PC isn't the player character though

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Its just an actor

lusty wraith
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🤔

zealous fog
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Oh lol

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The abbreviation threw me off

brazen pike
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Yeah, add on top of that the widget is called PC_Interface

undone surge
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@brazen pike is this blueprint correct ? i have a parent weapon class for which i created different child classes to keep it organized but i have my custom event(Fire) in the child so i did casting but this isnt working. did i cast it right ?

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it only works if i put my custom event in the parent class and it uses variables only from parent class then

brazen pike
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I mean in the character

undone surge
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this is inside main character blueprint

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event graph

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this is child

brazen pike
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yes but I assume to get it to work with the parent, you are no longer casting to the child

undone surge
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i need it to work with the child class but it wont work

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so i was wondering if i did casting right

brazen pike
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It looks fine to me. Are you getting an error?

undone surge
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no it just doesnt fire the gun

brazen pike
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Where does the execution fail, at the cast?

undone surge
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first it was firing but it was using parent variables which i didnt want so i made fire event inside child class

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it wont go past cast

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the red line thing

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when i play

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it stops at cast and wont go into the custom event

urban haven
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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?

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I think it is similar to regular spawning an object?

thin panther
undone surge
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parent

thin panther
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If its a class then the cast will fail

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You need to give it an object

undone surge
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Ahh

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how would i do that

thin panther
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When you spawn and attach the weapon, set its the variable to its return value

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You need to tell the cast which specific instance of the weapon you mean

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So you need to store the reaukt of the spawn

peak summit
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why is it standard practice to move your mesh down to align with a capsule collider instead of bring the collider up? "Show floor" is half way inside the capsule in preview.

trim matrix
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Hey Guys, i need to scatter loads of coins in a transparent container... how would you do that? i tried physics but can't freeze the position

peak summit
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works for me ;P

thin panther
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Typically your collision will be the root

peak summit
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good note..

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lol

worthy carbon
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When i try to attach my backpack to the character it doesn't attach and it gives me this error

undone surge
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@thin panther i would do that here right after the final node ?

keen schooner
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I could be misinterpreting, but should you even need to cast to the parent class? I use something similar with my item pickup system, in that the base item class has an Interact event, but Backpacks function differently when picked up than other items. I used Override on the backpack blueprint's Interact event, wrote what I needed in there, and it defaults to that overridden event instead of the parent class's Interact event. No casting needed.

thin panther
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Youve already done it?

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Does ak 74u inherit from bp ak

undone surge
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ohhhhhhhhhhhhhhhhhhhhh

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it

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doesnt

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xD

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let me see

thin panther
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You need either your master weapon bp, or your specific weapon

undone surge
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yes

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it works now

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thank you so much

thin panther
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Np

trim matrix
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guys, i would like to save the position of some componentActors after a simulation, do you know if it's possible to do so in a BP?

sly forge
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Hello, is it no longer possible to change pins order in blueprint functions in unreal engine 5?

odd ember
odd ember
trim matrix
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Hey so im working right now on a modification of a Game and i need a way to get a distance from my pawn to the closest player pawn.
Somehow the code doesnt show the distance to the closest player.
I hope someone can help me.
UE Version 4.21(I know its old).

odd ember
real notch
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Not too familiar with BPs, is there a dummy object I can place in a BP to just use as a way to get a vector3 location as a spawn location for construct/scripting ? I see arrow?

sonic moss
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I've used arrows and billboards in personal projects.

worthy carbon
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Hi everyone! does someone knows how i can attach items to the character if its in the inventory?

keen shard
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can anyone theorize as to why this works:

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and this doesn't work (doesn't fire)

odd ember
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almost certainly some multiplayer server client issue

keen shard
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it's all in one instance. no replication

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like, this is the player running as server.

maiden wadi
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Seems like it's called too soon. The binding allows it to call later?

keen shard
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basically, there is a bunch of server config that happens, and this other actor needs to know when the gameinstance is done doing that configuration when you're host

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the actor waiting for this to be called is an actor in the level.

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the order of operations is this. InitPawn spawns -> configures player, tells game instance to configure server -> Game instance configures server -> calls Server Ready

odd ember
keen shard
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two important actors on the level. the InitPawn and GameAutomator (that's waiting for the Server Ready to be called).

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GameAutomator is in the level

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so I thought, the GameAutomator have it's begin play happen AFTER Server Ready was called, totally possible.

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so I added a 1 sec delay to the Server Ready call in GameInstance to make sure.

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still no go

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so then i did bind on ServerReady (in the GameAutomator actor), removing all delays, and it worked

maiden wadi
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What is calling the Server Ready?

keen shard
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GameInstance

maiden wadi
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What event?

keen shard
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this is in game instance

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if i bind to the event* in InitPawn or GameAutomator (which exist on the level) then they are called properly.

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but if i use the green button thing

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it doesn't fire

tranquil elm
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is their a way to pass props or txt and make them into script ?

keen shard
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like i'm waiting for someone to tell me that you just can't do the green button event thing with specifically the GameInstance

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and if that's the case, should i just never use this green button feature?

maiden wadi
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What exactly is the GameInstance ref you have there? That's not usual to be binding things like that. Usually that green button is used for binding children's delegates. Like using a Button inside of a UserWidget.

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Chances are the binding is the problem. Whatever that ref is, it might not be valid at binding time.

keen shard
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OHHH i think i got it

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yeah, i'm doing this

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so when i do the green button bind, it's binding to an empty reference

maiden wadi
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Yeah. That'd be way too late for that delegate. You'd need to bind that yourself after that Beginplay set.

keen shard
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because the delegate is bound on construction of the actor, not on begin play

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begin play happens after

odd ember
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don't think delegates can be bound in the construction script

keen shard
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i mean, just whatever the default behavior is, the green button event node is connected to the initial GameInstance var, which is empty

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until begin play, where I set it

maiden wadi
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On a side note. I encourage not bothering with ref keeping so much. It's a waste of effort, and can in some cases cause memory garbage collection problems. GameInstance is global and very fast to get, and always valid.

echo salmon
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Hello guys, i was wondering when the checkbox is checked it doesnt play the sound i have assigned ?

keen shard
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this green button binds to the empty reference. because it's empty before "begin play" and this green button binds the event before begin play

ionic raft
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hello, sorry to interrupt, but is it possible to set fullscreen to different resolutions? so like have the game be in fullscreen mode but have a low resolution, for example. I'm using the game user settings and the "Set fullscreen mode" and "Set screen resolution" and "apply settings" nodes. Whenever I try to set the resolution lower than the desktop resolution, instead of keeping the game fullscreen, it makes the window go smaller and fill the top left corner of the screen. Also, when I switch to windowed and back to fullscreen then change the resolution to a larger one, it fills the space with black. Am I just trying to do something impossible?

tawdry mural
ionic raft
echo salmon
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@ionic raft i guess yes

maiden wadi
keen shard
# maiden wadi On a side note. I encourage not bothering with ref keeping so much. It's a waste...

Thanks @maiden wadi . It's good to know why this is happening and not that it's a weird bug. this will be huge in helping me avoid similar issues in the future. as far as using these references, i use them so I don't have to cast to my custom class all the time. which game make the code super verbose. the reference should die when the actor dies, so i'm not sure if that is too much of an issue in this case. but i wouldn't consider myself a garbage collection expert

neon orbit
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Hey ya'll! I’m very new to UE and am looking for help with some VR work I’m doing with Blueprints in 4.27. I want to utilize morph targets on a hand skeletal mesh I made that I’ve assigned to the Oculus Hand Component. Any suggestions for how to get this working?

maiden wadi
ionic raft
trim matrix
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i hit play, and i would like to get update the position of each staticmesh to match the end of the output physicsSim

trim matrix
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guys, do you know how to kill/delete staticMeshComponent that are outside a specific geo?

waxen gull
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How can i create a Static Texture from a Rendertarget via Blueprint IN the specific Content folder ?

proper dagger
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hi! when I create a widget and add it to the viewport with a trigger box it makes my character character move forward on it's own. Stop Movement Immediately doesn't work.

trim matrix
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hey guys

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does anybody know how I could make a timer that activates when the line trace hits a target?

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and when the timer hits 3 secondes

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it will activate the custom event (stunned)

trim matrix
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Wow its that easy?

red fossil
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Anyone know why this is not working? I'm trying to get my character to pitch and have it replicate to other players. I was using "set actor rotation" before which worked but apparently I'm supposed to use "set control rotation". But no luck so far

I need it to change the control rotation depending on the camera angle

maiden wadi
# trim matrix Wow its that easy?

Depends on what you want in the end. If you want to line trace once and stun it after 3 seconds regardless of whatever else may happen, then yes. Otherwise you need a different approach.

maiden wadi
# red fossil Anyone know why this is not working? I'm trying to get my character to pitch and...

You set control rotation locally on the owning client. Control rotation is a user's desired look direction. Depending on your use case, you have to use GetBaseAimRotation, or create your own implementations from replicated states to do what you want. GetBaseAimRotation only uses Replicated Pitch. It uses the pawn's world yaw and replicated float as pitch. Your movement component, animbp or character tick would still need to handle visuals locally in every client from these inferred or replicated states to get the kind of view you're after.

trim matrix
red fossil
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The setup I have is not working at all even when playing as listen server

trim matrix
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not just click once and wait for 3 seconds

small halo
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this is gonna sound like a nooby question

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after setting the values, how do i set them back to the default values

trim matrix
maiden wadi
small halo
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trying doing that but then player starts loooking backwards

trim matrix
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@maiden wadi can you help me bro pls

red fossil
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I got it I think? This works and replicates perfectly

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instead of set control rotation

loud badge
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Guys quick question, can I set a property on my gamemode blueprint class through the editor? (child from c++ gamemode which has a Uproperty editanywhere), can't find it .. I might be doing something wrong.

maiden wadi
# trim matrix while having the line trace on the AI

Sounds like a tick gate. Right click opens, releasing right click closes. On tick trace. Hit Target, Set float to current game time, set actor ref to hit actor. If any trace misses, set float to -1, and the hit actor to null. If hitting the set actor ref you have saved and it's valid, then check if the current game time is > SavedFloat + 3.0

fluid lagoon
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Hey guys! Im trying to put a cap on the health at 0 when the player reaches that, the first image shows them all being set to 0, and the other is the test damager. The health still goes below 0 anyhow, Just wondering if anyone had an idea?

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I feel like it might be how Im minusing the health?

tawdry mural
true lake
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Hello, does anyone know why on the top down template the character doesn't go right on where we click ? It's 50 units aside of the clicked point.

fluid lagoon
# tawdry mural

Instead of checking to see if its 0, should I use this instead and set it as the health?

trim matrix
tawdry mural
maiden wadi
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Also. Clamp is Fine, but Max is quicker, and a smaller node.

true lake
fluid lagoon
tawdry mural
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you can use it anytime the value changes, it dont need to be at tick

maiden wadi
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Would probably just do some prediction math and place the point slightly past the cursor from the pawn.

true lake
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Thank you very much for your answer ! I will look for more infos

trim matrix
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can you show me an example

undone surge
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what nodes would i use to change rotation of camera

loud badge
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stuck here :x its possible to have custom properties on a gamemode? beside the default ones?

dusk cave
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Hey yall I'm trying to figure out how to use the for loop. For some reason, this only does what I want once.

tawdry mural
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because delay

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for loop touches delay 9 times but it only shoots further once after 2 sec

dusk cave
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im confused. what do you mean it only shoots further once

tawdry mural
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for loop shoot instantly 10 times

dusk cave
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oh

tawdry mural
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it doesnt wait for delay

dusk cave
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so if I wanted to make something change materials every 2 seconds, i shouldnt use the for loop?

tawdry mural
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no but you can use timer by event/function

trim matrix
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@maiden wadi

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I tried this for a test to display the time that I hold down right click but it doesnt work

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No time display

plush ridge
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Any way to change the default rotation of an animation that has root motion enabled? It seems to use the same rotation no matter what I do. I tried changing the root's rotation on frame 1 and setting a keyframe there but no luck

tawdry mural
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import rotation should work

plush ridge
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It makes no difference, sadly ;/

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Only if root motion is disabled

worthy fern
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Does anyone know how to modify the post process properties of a scene capture component in order to dim it?

fallen glade
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Is it possible to sample a curve from the editor like this without creating a variable for it?

misty tulip
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Hey everyone I'm following a tutorial for creating an inventory system. It's from Ryan Laley on youtube. Everything is working great. But the way he has it set up is one item that the mesh gets set when the item is created. You set this through exposed variables. I have this all set up.

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But my issue is that I cannot see the items when setting up the map. Only when I play the game. Is there a way to show the selected mesh in the editor without the need to play. Then I could see where I'm placing an object. This is how I see the items in the editor now.

desert juniper
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you can separate the logic to a function or event, and then just call that in both BeginPlay, and in the construction script if you'd like

misty tulip
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That would require cpp right?

desert juniper
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no

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take a screenshot of your entire editor

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I meant the bluepint you had that logic on, but found a screenshot on google

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that's the construction script tab.

misty tulip
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Ok I see that

desert juniper
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Any logic you do on construct will run as soon as any values are modified in the editor

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to make it simple for now, just copy/paste your code from the BeginPlay, into the construction script

misty tulip
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Oh wow

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Ok but I should keep the same code in begin play?

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Oh I understand. Make all my code a function then place in both so changes apply to both

desert juniper
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best practice is to separate it out to a custom event, or a function, then you just call that event/function in both places

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yup. you got it

misty tulip
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Wow the construction script is great to know

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Thanks for your help!

desert juniper
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🙂 no problem!

scarlet arrow
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Does anyone knows how to stop a function?
I have a health regeneration going on as a function on Event Tick and i'm trying to add a cooldown to that HP regen every time my character receives damage

it should be like this

If character receives damage, health regen stops for 5 seconds, after 5 seconds health regen starts again

dusk cave
scarlet arrow
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i did that already and it's not working

dusk cave
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shouldn't my branch be looping if it's in Event Tick? I want whatever is happening in false to repeat until true

faint pasture
faint pasture
dusk cave
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until the player does something to stop it

faint pasture
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Typically it's done with a parameter

dusk cave
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oh i haven't figured out how to change the parameter through blueprints

faint pasture
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But you can do what you have there with a delay or timer

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Or a looping timeline if you want to parametrize it

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Try this, make an event StartFlicker and event StopFlicker, drag in a Gate and your material setting nodes and a delay, and you'll have all the stuff you need to make it happen

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Startflicker -> open gate -> enter gate -> set material -> delay -> set material -> delay -> back to enter gate
StopFlicker -> close gate -> set material

dusk cave
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okay gonna try to set it up

dusk cave
white elbow
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How do you make a surface show the another camera's view? I'd like to make a scope like that (from Unturned)

faint pasture
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gate is just like waht it says, its a gate. you enter, and you either proceed or don't depending on if the gate is open or closed.

white elbow
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A good start, thank you

dusk cave
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like this?

faint pasture
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@white elbowSpecifically, put a camera component right in front of the scope with a narrow square field of view (like 5 degrees or so), and capture it to a render target (forgot the node name). Then use that render target in a material somewhere (prolly at the other end of the scope

faint pasture
dusk cave
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I think I'm doing this wrong

spark steppe
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well, all i can say is that you are doing screenshots wrong

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who is supposed to be able to read that?

faint pasture
spark steppe
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start flicker => set flickering material
stop flicker => set not flickering material

faint pasture
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He doesn't have a flickering material

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he's flickering by swapping materials over time

spark steppe
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then he should make one

dusk cave
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I need to it to start flickering when the game starts so it's not doing anything atm

spark steppe
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then call startFlickering from BeginPlay in the same actor

dusk cave
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sorry how do i screenshot these better

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oh its working

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thanks @faint pasture then all i have to do is call stop flicker wherever I need it?

faint pasture
thin panther
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yup, ask for the help when it doesnt work, not before you've tried

dusk cave
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i did try a couple of ways and now I know to use a gate node

faint pasture
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There's 10,000 ways to do this. The takeaway isn't "Use a gate node to make something flicker", the takeaway is that now you know what a gate node does and you can use it in combination with timers or delays to do complex stuff. You could use that exact same setup to make a machine gun

mild pine
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Hey guys, I've setup the ability to shoot physics objects, but I'm getting warnings when I hit objects that aren't set to movable. Is there a solid way of checking for what actors to apply the force to, other than casting to every single physics object I have? 😅 I guess I should make one parent in that case

faint pasture
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Show what you do when you hit something

mild pine
faint pasture
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and you prolly only wanna do all this on the server

mild pine
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The gun's triggered by the server 🙂

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That worked neatly, thank you! Didnt know about that check 🙂

faint pasture
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@mild pineYou shouldn't need another RPC to do damage. Do it like this
Event Hit -> Authority check -> deal damage -> physics check -> apply impulse

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Only the server projectile will pass the authority check to deal the damage and apply the impulse

mild pine
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Oh, is it not the same if I do the authority check before I spawn the projectile?

royal trellis
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any idea how i can turn on use "controller rotation yaw" without my character snapping into the direction of the camera? i am trying to do a transition from when character stops running(where controller rotation yaw is off) to stopped/walking where the controller rotation yaw is ON. id like the character to rotate smoothly into the direction of the camera for half a second to a second(without snapping)

fiery ridge
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Is it possible to change the time dilation of a single actor without messing with the global time dilation?

acoustic tundra
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Hi, i've had an issue for some time now but haven't been able to find a fix.
I have a main menu that pops up in a cutscene (made with the sequencer). This all works. However, I'm not sure how to bind an event from the widget bp (play button in this case) to an event in the sequence director (in which I can tell the cutscene to stop playing).

icy dragon
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Or alternatively have your GameInstance store reference to the cutscene and go through it

mild pine
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Hey guys, is there a better method to disable backwards sprinting than setting a bool on W (that could be bypassed by changing input keys, but anyway) and checking if that's true when sprinting? Right now I can initialize my sprint while holding W, and then I can, while sprinting, use S to run backwards. I've read someone say "You should compare the forward vector on you character with the actual direction it is going. Take the dot product of the vectors and see of it's lower than your threshold before setting your maxspeed." - but is this best practice? Would prefer not running this on tick. Getting the axis value and checking if that's -1 (backwards) would've been a nice way to go about it, since that value is already being set per tick for movement, but that also allows me to bypass it by holding sprint & changing secondary input.

Edit: I added a boolean check in Input MoveForward & set a bool that would be run through a check in the sprint code, but that -also- didn't stop me from bypassing by changing input while running. Am I overcomplicating this? 🤔 😆

tribal stream
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If I wanted to make a system where the player score is like this:
if u have 20 points, I want the code to look at the first number and play the sound where I say "two" then looks at the other number and plays the sound where I say:"zero"
of course, two and zero is a bad way to say 20, but it works. Any pointers to do this?

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I don't even know what it's called.......

rough cedar
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Can anyone point me in the right direction to creating the same functionality of the camera rig rail system? Specifically I'm trying to recreate the Current Position on Rail function. Moving this slider basically moves the start point along the spline to whatever value you set here. But the most important part for me is it does this in the editor without having to run the game. So its definitely some construction script thing

ember mortar
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Hey, someone knows why this might be throwing infinite loop exception?

faint pasture
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What are you trying to do? While loops do NOT operate over several frames if that's what you're trying to do here

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The frame that you press that button, that while loop will iterate like 100k times, crap the bed, then throw that error

ember mortar
faint pasture
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play timeline on button press

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Or you can store the time when pressed and check the stored time when releaseed

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depends on if you need a visual/auditory feedback of the throw strength or not

zealous fog
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Timer would be another option

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But I probably love timers too much I use it for so many things lol

dire timber
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Hey can anyone help me with adding water, like on an island that goes on forever, that works on a huge open world map?

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I tried ue4s water sytem but the map is too big for that

acoustic tundra
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this is in the GI_Game

ember mortar
zealous fog
faint pasture
acoustic tundra
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works now, ty <3

zealous fog
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Ah cheers!

zealous moth
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@ember mortar why a timeline?? Use a timer and enable on press and do repeatable event in it at interval and stop when released. Timeline makes little sense imo

ember mortar
faint pasture
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which happens immediatly

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and every frame the key is held down

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honestly I'm surprised it's not doing something obviously wrong but it's 100% not working how you want it to. What happens if you just hold the throw key for like 3 seconds?

ember mortar
torpid mulch
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How can I check if this is valid or null as a condition? I tried "Is Valid" but I don't really get it :(

earnest tangle
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Note it's returning an array

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So you need to check the array's length

torpid mulch
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I wanted to return a single component (as it only has one with this tag) but someone told me to get the 0 index as it is the only one it could have on the array

earnest tangle
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Yep that should work

torpid mulch
earnest tangle
#

Arrays start from index 0, so assuming there is at least one item in the array, this should work

torpid mulch
#

Weirdly I'm receiving this even after verifying the array

faint pasture
#

@torpid mulchWhat are you trying to do?

#

You might be trying before player pawn exists, idk

earnest tangle
#

^this would be my guess as well

#

the error you're seeing is from the get player pawn node's return pin, it says the value there is "None", so it can't use the get components node

torpid mulch
#

This is the test I was doing, I'm not very used to the blueprints system yet, but shouldn't the error not exist as the branch verifies if the player exists?

#

I'm sorry I'm still a bit lost with the flow of the blueprints

dawn gazelle
#

That being said, if your player pawn doesn't exist when this code is called, then it'll error out as you're already seeing.

torpid mulch
#

Oh, my bad, the engine I used before -1 was empty and 0 was an item, that’s why I was trying to get the player on “0” and also verifying for >= 0, it was the same count on both

#

I’ll fix it right now, tysm for explaining it to me :)

south pier
#

Hello, I created a Niagara system, but was wondering how I could attach that to a line trace to act like a bullet trail

oblique vigil
#

Hello, I am currently working on a project with a light puzzle and I need to make it so completing the light puzzle opens a door. I have everything working, the only part that i don't know how to do is detecting that the puzzle is completed and making that open the door. Any help is apricated

faint pasture
#

what's the win condition?

oblique vigil
#

its a 3x3 grid of tiles and when u step on one of the tiles it lights up the tiles and the adjacent ones

#

the win condition is lighting up all the tiles in the grid at the same time

faint pasture
oblique vigil
#

ya i understand that, but i dont know how to check for them all being lit up and than using that send a signal to the door making it open

faint pasture
#

is there something that knows about all the tiles?

oblique vigil
#

there is one tile that i duplicated 8 more times

faint pasture
#

But nothing has a reference to all of them? Something has to handle the logic for the puzzle being done

oblique vigil
#

oh ok, how do i do that?

faint pasture
#

is a puzzle gonna be a common thing or is this just a one-off thing?

oblique vigil
#

1 off

faint pasture
#

K then just make a LightPuzzleActor and reimplement the logic in it

#

that's what I'd do

#

should be simple

#

OR

#

make a LightPuzzleManager actor assuming you already have the lighting up logic done with your seperate actors

#

have it have an array of all the tiles

oblique vigil
#

ok imma be honest i am very new to unreal so could you give it to me in laymans terms?

spark steppe
#

you make a new actor blueprint, which handles/manages all your tile actors

#

the manager could also spawn the tile actor to the level

#

like a manager in a company tells it's employees what to do 😛

oblique vigil
#

ahh ok

#

thank you very much

trim matrix
#

the branch is connected to Event tick
does anybody know why this is not working
so basically what im trying to do is if I hold down right click and let go its supposed to display on the screen for how long in seconds I was holding down right click
this is just a test to see how I can later implement an action where If I have a line trace on an actor while holding down the right click for 3 seconds it will freeze the AI

oblique vigil
spark steppe
#

how do the tiles know when to lit up?

#

or rather, when a tile lit's up, notify the manager about it, the manager then checks if all tiles are lit, and decides if the game was won or not

oblique vigil
#

this is what i got in the tile

stuck hedge
#

When you 'get current level name' while using level streaming, does it return the name of the parent level or does it return the name of the current streaming level you might be standing in?

spark steppe
#

pretty sure it get's the name of the persistent level

stuck hedge
#

Thanks.

dire timber
#

Hey anyone know how to make the ue4 water cover a large land mass?

#

like not just that small spot

spark steppe
#

so there wouldn't be a reliable way when only returning one string

stuck hedge
#

I suppose that's true. That's fine, I can just do it by index

rough cedar
#

Is it possible to visualize a sequencer triggered event in the editor without running or simulating the game? Like if my camera reaches a certain distance on my spline have it trigger an event and let me see how that’s looking in the viewport. I know it’s a tall order 😩

spark steppe
#

no

rough cedar
#

I figured

icy dragon
vast kindle
#

Anyone know of a clever way to get around the issues of Map variables not being replicable?

unkempt harbor
#

hey folks, i updated to 4.27 recently and the console command t.MaxFPS used to work properly when used in conjunction with Execute Console Command in 4.24.
Now in 4.27 there is no way for the user to change their maxFPS because the console command no longer works if its processed through Execute Console Command. That being said it still works if I use the tilde key as a developer and input the console command manually. Anyone know a workaround?

#

Oop nevermind, figured it out. I was altering Game User Settings in the same function and Epic added Set Frame Rate Limit between 4.24 and 4.27. Problem solved!

still rain
#

i discopnnected the parent construction script, but when i compile it still call it

#

anyone help?

dawn gazelle
shell heath
#

Not sure if this question belongs here so please forgive me if I’m wrong.

I was wondering, if I do a data sheet for a list of my characters. Do I just enter their stats there or would I have to make a stat structure and then attach it to the data sheet?

#

I’m trying to maximize work efficiency without too much clutter.

teal gull
shell heath
dawn gazelle
# shell heath So should I make a character data sheet that just lists their name? Then make ...

A data table is read-only at run time so it's not really useful for keeping track of things like level, exp, health, etc. It can be used as a base for initializing characters though if you want to use some data driven design to create your characters rather than using several child classes.

As far as saving the data for later use, you'll want to use a save game object and this is where a structure could come in handy as well, as you could then have a map variable set up with a key for the character, and the value set to that structure, so you can easily save and load their stats.

shell heath
stuck plaza
#

Is there any way to check where particular even dispatcher/delegate was subsribed to, for example a list of all blueprints?

icy dragon
urban haven
#

How would you make a row of BPs?

icy dragon
urban haven
#

I have a variant manager which controls parts of a BP, but simple duplicating the BP does not update the changes that the variant manager makes... So I need a way to make a row of BPs, but they need to follow the original BP... If that makes sense @icy dragon

tribal stream
#

How do I do events based on an integer's digit?
Or how do I select and print a digit of an integer?

#

like:
13
I want to print 1 (first digit)
or print 3 (second digit)

thin panther
#

Convert it to a string

#

And print string

#

Then you can just access string[0] or string[1]

tribal stream
#

I am using BP (obviously), is it possible there?

tribal stream
#

Tried to google stuff, but came out empty handed.

thin panther
#

Jeez ya gave me a whole 3 mins

#

But use the get substring

#

Digit 1 is index 0

#

Digit 2 is index 1

#

Length will be one

#

Damn i think this is one of the first ive seen that c++ makes easier

fiery knoll
#

Is there a way to go 'into' a map check error to get more info?
I marked a BP as deprecated, and got a map check error which indicates the BP is still present in a map (I think).
However reference viewer shows no references from any maps.
Would be handy to see which map triggered the map check warning.

fiery knoll
trim matrix
urban haven
#

I have an idea: If I have a parentclass and change that through Variantmanager, will the childern of that class adapt those variant change?

mellow folio
thin panther
urban haven
# thin panther What exactly are you trying to do

I have a variant manager which controls parts of a BP, but simple duplicating the BP does not update the changes that the variant manager makes... So I need a way to make a row of BPs, but they need to follow the original BP... If that makes sense

trim matrix
#

I've been having to use addforce it give it its own gravity cause I need it to hit the floor sooner than the player

mellow folio
#

then post pics of the code

thin panther
#

If you copy paste a bp it should definitely be the same

trim matrix
#

oh yeah lol

urban haven
#

Can I force them to update somehow?

thin panther
#

When you update tje manager just get all of the bps and update them

trim matrix
mellow folio
fiery knoll
# trim matrix oh yeah lol

I think your casting does not succeed (don't see the print happening when the cillinder falls throught the floor)

trim matrix
#

No the casting does work I've checked

#

it prints landed succesfully every time

trim matrix
#

that seemed to work thank God. 💀 only thing now is when it touches the ground it kind of bounces forward too much. But this is a great starting point, thanks alot

mellow folio
#

so basically when things are moving, particularly either very fast, or when framerates are low (therefore causing each frame to push the object very far, which is a type of "speed') -->

What happens is, an object can pass all the way through the thing it was supposed to hit from frame A to frame B, meaning that the 2 things never actually overlap

urban haven
mellow folio
#

Consider that landscapes have essentially 0 volume vertically, so a "bullet" shot at a landscape would frequently never "overlap" it

trim matrix
mellow folio
#

another solution would be to increase the size of the projectile

#

whatever the overlapping component is

#

by increasing its size, you could effectively ensure it doesn't move greater than its own radius in any given frame

#

but CCD should work too...

thin panther
#

You dont

#

If you do what i said

#

So get all of the bps and change the resukting vars

#

Hinestly this sounds like something you want an editor bp for

hot lotus
#

If you have a small projectile you could linetrace also, depending on the projectile count. If you linetrace previous frame position to current frame position. Something like melee linetrace

trim matrix
#

Hi everyone! do you know how to kill/delete staticMeshComponent (spawned in a BP) that are outside a specific geo?

#

not in the bounding box, but in the actual geo

trim matrix
#

oh, interisting

#

trying

#

is it working with staticMeshComponent too?

faint pasture
faint pasture
hot lotus
onyx token
#

is it very expensive to make every function a component?
Like doing an action - component
moving - component
inventory - component
equipping stuff - component

mental trellis
#

Depends how many you're going to have...

hot lotus
#

If it's only these 4 no

open latch
#

My items are spawning outside the box collision, is there a way to fix it ?

glacial stream
#

Hello everyone again i cant find spline edit in game viewport but see it in blueprint viewport what im do wrong?
PS Tag me or write in PM please

ember vapor
#

hi, does anyone has any tips on how to fix this texture problem?

brazen pike
ember vapor
upper quiver
#

Hey guys, I have a nooby question about arrays.

TLTR:
-Made an Array with 2 SM (short 100cm, Long 300cm)
-First and Last Mesh can be set by me
-Middle Mesh is Random (Array Item from Stream) Instance Mesh

How could I get the Mesh Item for each Loop and change the Y Location accordingly, to make it fit to the last random mesh?

brave robin
#

I'm still struggling with the "loop delay" problem
But when I put a breakpoint on the same delay, it just doesn't work.

gentle urchin
#

You'd need a custom macro for that if you ain't got one yet

brave robin
gentle urchin
#

Assuming thats what you're after

gentle urchin
# upper quiver

The branch here doesnt make any sense . Youd need to multiply the index by the distance the item should be displaced with , in the direction from Start to End

#

Id also suggest some rules to either fix diatances, or have some code to morph one of the pieces to fit a finer displacement

weak widget
#

How do I convert a texture 2d object reference to a slate brush structure?

#

Oh, nevermind, I figured it out!

#

Had to use a Make Slate Brush node

ocean bluff
#

Hello! I need help creating a camera midpoint for 2 or 4 players in the level when they're spawned in. I tried a lot of methods but it doesn't track the players, it's still using the one character camera. Here's the video and camera blueprint

#

Game mode blueprint

#

Camera viewport

upper quiver
gentle urchin
analog hazel
#

Hey is their a way to turn Use Controller Rotation In Pawn settings on off with a Bool? I cant find that

gentle urchin
river herald
#

anyone know if you can add rotate movement component to a single component and not the whole actor

odd ember
#

you can use a timeline a lerp between rotators for components

analog hazel
#

Thank you CE so I figured out what I need to do but I dont know how to code it....

gentle urchin
river herald
analog hazel
#

Any way to add a float Calculation to a use pawn control rotation so it can do some math?

gentle urchin
ocean bluff
#

Hello! I need help attaching the rope to the characters properly. When the characters and rope spawn in, it attaches the second character correctly but not the first player. here's a video and blueprint for it.

#

Spawn Rope Function Blueprint

sly forge
#

Delay nodes dont work in ue5?

#

they dont work if u call it thro editor using custom event

thin panther
#

Why do you want a delay in editor time

sly forge
#

some procedural stuff, dont want the editor to freeze when spawning alot of actors

thin panther
#

I mean im sure it will be fine without the delay

sly forge
#

nope, spawning thousands of actors with forloop freezes the editor untill its done

thin panther
#

Well ye that makes sense

#

You arnt gonna be doing anything else while its spawing

#

So just let it do its thing

little trench
#

how can we paint landscape at runtime? (for ex: when base building games how can we paint dirt material under the structure)

south pier
#

I am trying to attach this particle system to a line trace, but it does not go straight. I know it's cause of the rotation, but I am unsure what to put in there. Can I get the rotation of the line trace itself?

little trench
# south pier

try getting find look at rotation node to make rotation, use player controller location and forward vector

native terrace
#

hello, sorry for posting this question here but idk which programming channel would be the correct one..
What's the 'correct' way to implement a GameMode where there's no real 'win condition' such as in a management game?

little trench
# south pier

multiply forward vector value with a float (like 10000) and add to player controller location, becoz it needs to locations, forward vector is not a location it's just a vector, then set that to target

leaden dock
#

is there a bp node to do a modulo?

native terrace
#

i think you'll have to write small macro for modulo

little trench
south pier
leaden dock
#

is this actually modulo?

#

just wrongly named?

little trench
# south pier

i think your particle effect has it's own local rotation, like 90 offset or something.

#

try change this value and find better rotation

south pier
#

Well sometimes it shoots to the left of the line trace and other times it shoots to the right of the line trace

little trench
south pier
#

Negatory

#

Ill come back to this. Thanks for the help though!

rotund marlin
#

ive clearly missed something somewhere, but ain't controller suppose to be able to change its pitch-yaw without it forcing pawn to uhm.. loose its feet of the ground to do so?

analog hazel
#

Hey guys Is there any other options for setting set control rotation with a different node other then the "set Control Rotation" node?

grand valve
#

For yaw, you use UseControllerRotationYaw, but pitch is more suitable for something like an aircraft where the pitch of the entire object actually does change. Instead of UseControllerRotationPitch, you should attach a camera to the Pawns head, and set "UseControlRotation".

#

Sorry for the misreply, @rotund marlin

calm citrus
#

Hey anyone know how to stop my character from being able to Move when aiming. Kind of like old Resident evil games? I want them to still be able to look around obviously I tried using a Disable input or set the max walk speed but then I could just press my sprint button and I can move while aiming?

blissful grail
#

If you're using the cmc - can try just setting the movement mode to none.

calm citrus
blissful grail
#

Character Movement Component.

#

If you created a BP from the Character class, you have it.

calm citrus
#

That actually worked perfectly thanks

pine trellis
#

is it true what everyone is saying, that unreal 4 has died and now all support goes to unreal 5?

analog hazel
#

I know what the problem is guys just cant do the math for it, the Set Control Rotation at the end, I need to do a slow transition to it vs a snap. if this makes since? i dont some research first but i cant find what im looking for.

gentle urchin
#

Lerp

#

Is what you probably want

#

Or RInterp

analog hazel
#

Ill try those, I tried Ease and it didnt do what i liked

#

okay that Rinterp may work way i Like just need to add an turn in place animation for it, Thank you ill let you know how it turns out

analog hazel
#

With that BP i posted, I set that Set Control Rotation to mouse release, which alowes me to still rotate the way I like but soon as I let the mouse on release the character instantly snaps vs finishing the animation

trim matrix
#

hey guys

manic hamlet
#

Hey, I assumed that this would print whatever is in
Content/StreamingAssets/PlayerData.json

But it gives me an emptry string aka {}. What am I missing here? 🙂

trim matrix
#

Im trying to set a condition where If I hold right click for 3 seconds while pointing a flashlight at an enemy it will stun him but now If I right click for 3 seconds without pointing at the enemy and then turn and point at him it stuns him

#

can anyone help me pls

gentle urchin
#

On hit, if føashlight is on, start a timer,

#

If released clear timer

#

Else timer will execute the stun

trim matrix
#

thats the hold time

#

float

gentle urchin
#

Why use a float?

#

Or its prob tick driven

#

Makes sense then

#

I wouldnt use input key down tho

#

That assumes flashlight is only on while aiming at enemy

#

While the flashlight could already be on

red fossil
#

Sorry, quick question: How can I lerp to a rotation? My player copies the rotation of your camera currently, but I would like to add a bit of input lag because it happens too fast. So I want it to lerp from the rotation it's currently at to the new rotation of the camera over x seconds.

steady night
#

so i wont push it around

grave rune
#

how do I convert BP to C code?

grave rune
#

anyone?

vast kindle
thin panther
steady night
#

how can charachter still step up on it ?

red fossil
steady night
#

@red fossili change it to "no collison" at all but then the simulate physics dont work :/ ?

red fossil
#

No you don't want it to be set to no collision, make it "custom" collision mode in your character bp, then change your items to "ignore"

#

one sec

#

He shows how to do it here^

#

Ah it's called Object Channels

#

So make a new object channel, go to your item, set the object type to that new channel, then in your character collision, tell it to ignore that channel

steady night
#

ahh ok thanks!

red fossil
#

yw!

manic hamlet
grave rune
unique marlin
#

Hi guys!

Is there anyone here with experience of working with world composition and how to handle loading screen from a main menu to the world? Currently it just looks really scuffed when loading in unfortunately, as you can see some of the world popping in when it's "finished" loading

karmic shadow
#

I have a huge amount of AIs covering the world but Only certain of them are move, While the rest detect the move they should move to but Don't move, Please help me

gentle urchin
# trim matrix how

Simply start the timer if the timer is not already running, and the target is the same

#

Personally id have this logic in the enemy so it'd be easier to handle

#

Ans you can easily have different reactions on different enemies

#

Longer/shorter duration etc etc

round dock
#

anyone having troubles driving morphs on skeletal meshes in ue5?

#

anyone else*

open crypt
#

I'm running a setText function on the Construct script of a widget (it's a button) - in the parent menu, these widgets are added as part of a loop - but what is confusing to me is, it's setting the text for the button as though I'm passing through an index but I'm not -

So it works, but it's not supposed to - for example, the 2nd item in that enum is Par Check - but when I create the widget, I never pass that info in, so it should read the very first item, which is Rescue in this case -

#

1st image is Construction Script of Widget
2nd is the Parent widget that loops through and creates that widget

sweet birch
#

not sure were the best place to ask this is but i have a question:

imagine a race car with AI that isnt AI but just past recording of me inputting a lap, like you would see with trackmania
if your racing against these AI, all that would matter would be my camera in my car right? chunks for the AI wouldnt need to load as its all pre recorded movement not relying on gravity etc

gentle urchin
#

All that would matter would be the car transform

#

Camera is just relative to it

ancient vine
#

anyone know a tutorial for how to have an object stop at certain points on a spline path?

gentle urchin
#

Perhaps an example

ancient vine
#

the white dots

gentle urchin
#

So spline Points?

ancient vine
#

yeah

gentle urchin
#

Usually you'd probably wanna go end to end

#

Otherwise you need extra config for the moving platforms

ancient vine
#

yeah but for what I want to do I need each platform to move to a point and then wait for the player to jump on it before moving to the next point

#

do you know how to do this?

gentle urchin
#

I can think of a few ways yes

#

A timeline is prob the quickest

#

Timeline lerp from spline point to spline point

#

On complete, update target point. If current point = last point, reverse

ancient vine
#

Thanks gonna try that now

gentle urchin
#

Keep track of the current point outside the timeline loop :)

trim matrix
odd ember
trim matrix
odd ember
#

also that delay on tick does nothing for you

trim matrix
#

okay

trim matrix
odd ember
trim matrix
#

like a list where all the names are listed

odd ember
#

well you can do what you're doing

#

but just cut the execution that goes back into it the loop

trim matrix
#

i optimized it a little bit

#

should i use a list view for this

grave hearth
#

Have I gone* blind, or is there no way to change Datatable row names anymore?

trim matrix
#

Hi everyone! i'm struggling on something.. i want to make the X position of an object to oscilate slowly between -10 to 10... but i can't find a way to control the speed of the oscilation.. how would you do oit?

stray wren
#

hi! so I made a laser for an enemy that does a sweeping type effect but I want to add some sort of damage or burn effect to the ground where it hits, how should I go about that?

trim matrix
odd ember
trim matrix
gentle urchin
grave hearth
#

Tried, but not working, right clicking doesn't work either

frail meadow
#

Am i the only person where the UI colors got reset when upgrading to UE5?

#

my entire UI used to be dark and now its white

grave hearth
#

Composite datatables seem like they work "normally" though

gentle urchin
grave hearth
#

You're right

#

Didn't know there are different ones until now lol, thanks

gentle urchin
#

You never noticed two different panels? 😅

trim matrix
grave hearth
trim matrix
#

How do i add a collision to my bp character AI

grave hearth
trim matrix
odd ember
frail meadow
grave hearth
trim matrix
odd ember
#

it already loops inside the foreach

#

you don't need to loop it

trim matrix
#

okay i will remember that

#

so this will add all actors in a list

odd ember
#

take a look at some tutorials for list view

trim matrix
#

okay

odd ember
#

to see how it works

#

but other than that

#

the logic is correct

trim matrix
#

i looked at the documentary. The compiler says theres no Entry Widget Class Specified on this list.

odd ember
#

take a look at a youtube tutorial

#

I recommend MathewW's channel

crisp badger
#

Hey everyone, just joined because I'm having issues with referencing an actor in another scene. Basically, I have 2 scenes, an interior and exterior - when the character walks from outside to inside there isn't an issue as the spawn place for the character is at the door. But when I move from inside to outside the character spawn sin the default location where the game starts; but I need him to spawn by the door of the building he's just exited - I was thinking of just setting the characterActors location during the loadscreen but I can't figure out how to reference him - any ideas?

#

Here's a little example, so as you can see when the exterior scene starts he's in the center of the road which is fine. But when he exits the interior he is then also in the middle of the road

open crypt
#

Is there any UE4 bug where a break on an event will not fire even though you are watching the event fire (and are making it fire)

#

that break never fires

toxic forge
#

Hello, did they change how BP events work in UE5? when i for example want to create OnTakeAnyDamage it makes me bind it manually

dawn gazelle
open crypt
#

Is there something special about widgets that makes them not have breaks fired?

neat surge
#

Hello, fellow devs, I am facing an issue. So I am trying to push the "Sphere Object" when it hits the "Linetrace" using the Timeline code below everything is working as intended when I have set the framerate to 1000 basically Uncapped.

Footage With 1000 FPS
https://streamable.com/mjexou

But everything breaks when i test the code with low FPS in this case 10 FPS

Footage With 10 FPS
https://streamable.com/o7i29h

How can I make sure that the results are the same for every machine no matter what the frame rate is code is below.

Event Tick Code
https://ibb.co/bJMp7xy

Timeline And Setting Velocity Code
https://ibb.co/YBdbH5f

Image Screenshot-2 hosted in ImgBB

Image Screenshot-1 hosted in ImgBB

icy dragon
gentle urchin
#

This seem like some very odd setup

#

Especially if tick is playing the timeline from start each tick

white elbow
#

I want to make my gun project a ring that indicates the weapon spread, how do I do that? I'm thinking about either some sort of decal or however those quirky modders make your flashlight a shrek face

#

Can you make a spotlight project a custom image, or it's something else entirely?

gentle urchin
#

I think you can apply a light function that defines how the light behaves

open crypt
#

This is why you want to not do event based actions on tick

gentle urchin
#

But for the spread of your gun a circle probably suffice?

icy dragon
#

Though nowadays we usually use IES profiles for flashlights, which admittedly not viable for Shrek

white elbow
#

why not?

#

is it something that doesn't support custom images?

gentle urchin
#

Just go for decal

white elbow
#

actually I guess I'd need something that acts like a projector rather than a flashlight

gentle urchin
#

Decal, there you go

white elbow
#

no idea how to use decals yet tbh, this is gonna be a fun night

gentle urchin
#

It may not even work right tbh

#

Its projected alright,

#

But "flat"-ly so

#

Perhaps some niagara emitter is better

white elbow
#

niagara?

gentle urchin
#

The 'new' particle effect system? Replacing cascade

white elbow
gentle urchin
#

Which means one of the surfaces will display the wrong spread

mild jacinth
#

hi does anyone know why input would get disabled when using 'set view target with blend'. imagine i have 1 bp actor(non-character, just BP Actor) and i enable input for it at beginplay. but when i use 'setviewtargetwithblend' then the input is not recognized anymore. why is that?

#

its probs something easy but im not thinking correctly

lime fox
#

hi anyone have an idea how to solve this? like how do i either stop the character from walking off the edge or make him fall if he does.

mild pine
#

So as a way to prevent the issues I've been having with huge framedrops when the player is restarted, I was thinking that instead of using RestartPlayer I could simply teleport the killed player to a spawning location and reset all his variables. Does that sound like a good workaround to you guys? In this case I guess I would be using the GameMode override to get a random PlayerStart location and use that to teleport the player?

sweet birch
late agate
#

Hi there
I'm pretty new to unreal and I was wondering when I copy blueprints from blueprintue.com, how can I get the variables and components?

echo salmon
#

Is it possible to add meshes icons on Menu widget ?

tame pecan
late agate
tame pecan
#

No there isn’t

fallen abyss
#

I am currently implementing a UI mockup I made but my viewport in ue5 is (obviously) not 1920x1080 (16:9). How can I make it that when I play the game it takes a set dimensions

late agate
#

As a simple example
The pasted blueprint had a CapsuleComponent. But it could be a capsule collider or just a static mesh called CapsuleComponent.
I'm a bit confused how to figure out which component was used in the original file

neat surge
sharp yew
#

how can i make a physics object not interact with another specific object?

frozen rivet
#

how can I see in lyra project how they attaching the weapon to the hands?

#

just curious to understand if the weapon is being attached to the hands or the other way around

calm citrus
# frozen rivet how can I see in lyra project how they attaching the weapon to the hands?

Hey guys, in today's video, I'm going to be showing you how to give the player a weapon socket so that they can spawn in and attach a weapon to their mesh. This allows the weapon (or any object) to travel with the player, including their animations.

Infinity Blade Weapons: https://www.unrealengine.com/marketplace/en-US/product/infinity-blade-we...

▶ Play video
#

this video helped me

#

Its in unreal engine 4 but I followed the code

#

on unreal engine 5

fallen glade
#

how do you get the index of an ENUM?

faint pasture
fallen glade
obtuse dawn
#

so im having a problem where I switch the player mesh from the original and it just goes through everything

#

I have tried changing the collisions and it wont work

fallen glade
#

does it have a collision?

obtuse dawn
#

yes

fallen glade
#

is it set to block all?

obtuse dawn
#

yes

fallen glade
#

how do you move it?

obtuse dawn
#

WASD

#

its on the flying template

fallen glade
#

is it set to collision both

obtuse dawn
#

let me check

#

yes

fallen glade
#

mmm how do you actually move the ship? are all of these set to block? also, are those boxes set to block all to?

obtuse dawn
#

oh I got it working with a work around

#

thanks

faint pasture
fallen glade
#

Well it's working, can't be that bad 😛 (probably is) so I have a stat struct and a struct containing all the stats. I find it's easier to operate on them like this when tweening etc @faint pasture how bad is it ?

open crypt
#

sequences don't take delays into account correct?

rain heath
#

What's better, blueprints or c++ for a game kinda like Forza/GTA

thin panther
#

the answer is both

#

you want to use elements of both

#

complex systems and tick based systems benefit from c++

#

simple gameplay can benefit from bp

dense furnace
#

engine is designed for both to be used really

open crypt
#

You want to use blueprints when you have generalists or artist who don't program but can understand some basic logic, blueprint helps make your systems more modular so other people can work on them

rain heath
#

I understand c++ but I'm also making automatic functions that fire off at a certain time in real life.

mellow folio
# rain heath I understand c++ but I'm also making automatic functions that fire off at a cert...

Blueprints are faster to write, and therefore free up the programmer to spend more time building and potentially even profiling performance problems. C++ code just runs faster, and has some additional flexibility.

If you need to program very big systems that change frequently or in ways that require lots of computation, those systems will need to be written in C++. If you need big tools that the engine does not provide, like a large scale custom pathing solution, you'll need C++. Most everything else is more efficiently built in BP.

However, there is a huge difference in performance between bad BP and good BP, so either way you're going to have to git gud.

#

I personally recommend that general learners should master BP first, unless you want to get into C++ right away to reap its rewards.

rotund marlin
#

Question, If Clients fail to see where server playercontroller is aiming with linetrace, is it a replication issue in BP or is it configs somewhere?

mellow folio
#

If your game is going to be small, or programatically simple using existing tools, C++ will probably just slow you down.

rotund marlin
#

Server/Client 0

mellow folio
#

Is it his own controller?

rotund marlin
#

server can see clients aim, Clients can see server shot

#

but client cant see server aim point

#

client just see straight shots.

mellow folio
#

Oh, well clients never have any copies of anybody elses player controller

#

that is never replicated

#

only the server has copies of everyone elses controllers

rotund marlin
#

Ment Camera line-trace

mellow folio
#

So that player controller doesn't even exist (on the client who is interested)

thick palm
#

Sorry to interrupt, completely different question.

Does anyone know how I can get gamepad input to manipulate a mouse cursor?

Essentially all I am trying to do is have a simple solution to navigate menus with a gamepad by building an artificial cursor sort of thing. Any insight is appreciated :)

rotund marlin
#

Well panther thing is, its The camera of a pawn, that is controlled by controller, Which fires direction of the line-trace that client fails to see

#

and its client > auth check > multi casted in start

trim matrix
#

hey guys

#

Does anyone know why my AI is always stuck at the corners of the nav mesh

#

like in the video

mellow folio
rotund marlin
#

imma get bullied for how messy it is tho q_q

flint wharf
#

So.. I have a custom camera I made that I can rotate/zoom/etc with my mouse. If I want 100 characters in my level and want to use that camera on a springarm for any of the characters do I have 100 characters with cameras and springarms? Or do I need to look at dynamically attaching them when the user switches characters? I'm new to UE.

rotund marlin
#

im guessing i can't use Camera as the aim for multiplayer linetracing just

icy dragon
flint wharf
#

@icy dragon Thanks good to know there isn't a big performance cost I guess that was my main concern. That and I don't know the 'best practices' for anything yet. Not a lot of tutorials talk about big picture stuff.

trim matrix
#

hey guys
Does anyone know why my AI is always stuck at the corners of the nav mesh
like in the video

#

this is my AI bp

faint pasture
#

Singleplayer you could maybe make a prototype with walking dude and getting in a car and driving but nothing as complex as those

thin panther
#

thats a fair point

#

even though there is a way to go about it, that project will be dead before it starts

#

and definitely not hosting it on your own server's or someone else's

gentle urchin
#

Forza/gta? isnt that very different games?

#

Or is there a gran turismo A* something? :p

trim matrix
#

can somebody pls help me?....

shut hinge
#

how do we convert blender's f-curve baked sound into animation keyframes so Unreal Engine can be able to import it in as animation data?

hollow briar
#

Hey small Inventory drop question, how do you spawn an actor removed from the inventory? I use this, but what ever item I will drop it will be the same item

#

So I need to tell it to spawn the object removed from the inventory but I don't know how

#

this is the drop sequence

bold shard
#

I have a BlueprintNativeEvent, but my BP implementation doesn't get called. My C++ implementation is empty. Any ideas on what I am doing wrong?

obsidian coral
#

in the animation viewer, if you adjust an animations global playrate, is there anywhere in the ui that tells you the new length of the animation in seconds?

trim matrix
#

Guys how to refer a blueprint class in c++

faint pasture
#

not as the BP class anyway

trim matrix
#

Got it.Can you plz answer my question in multiplayer section as well

undone surge
#

which character is this a ref to in the new ue5 anim bp eventgraph?

maiden wadi
undone surge
maiden wadi
#

You're mixing instances with classes.

undone surge
#

oh

maiden wadi
#

Any Actor, be it an Actor base, Pawn, Character, etc can all have SkeletalMeshComponents. A SkeletalMeshComponent houses the AnimBP. This also means you can have multiple AnimBPs per actor, one per skeletal mesh. This node just gets you a reference to the actor that owns the skeletal mesh that is running the instance. If you're running the instance on BP_ThirdPersonCharacter, you can cast that OwningActor to that and it should succeed.

undone surge
#

i see

#

thank you

icy dragon
trim matrix
#

Got it thanks

icy dragon
#

<@&213101288538374145> crosspost across multiple channels

torn kettleBOT
#

:triangular_flag_on_post: Near#2921 received strike 1. As a result, they were muted for 10 minutes.

raven hollow
lucid lynx
#

Is there a way to detect collisions on a camera when the camera moves around with mouse input? I have a collision sphere on it, but it only seems to trigger overlap events on player movement and not just moving the camera around with the player capsule stationary.

fleet cedar
#

Hiya. I would like to have my character enter a puzzle, such as a door combination.

How would I handle this transition? Would I just move the player controller? Possess something different?

white elbow
#

how would I make a spotlight be less affected by distance? It's too bright up close and too dim far away

white elbow
#

exactly what I need, thanks!

gray lantern
#

How do I get the on clicked function from my widget into my blueprint? im doing this atm but it's so dirty

mellow folio
gray lantern
#

so like when my onclicked happens in the widget it fires in here

mellow folio
#

When the widget is clicked, have it call its own ClickDispatch event

#

When the widget is created, have the BP creating it BINDEVENT to ClickDispatch

gray lantern
#

sorry very newbie programmer

mellow folio
#

that is a BINDEVENT node

#

you want to CALL the dispatch

open latch
#

How would you go around creating a roar ability

what it should do is let out a "yell" and it should destroy meshes infront of the character ( specific range)

gray lantern
#

Sorry then how do I get this into the BP

mellow folio
#

yeah that's right

#

now when the Widget is created, BINDEVENT to WidgetClicked

#

drag off of this

gray lantern
#

yup

mellow folio
#

now drag off that little red pin

#

and create the event you want to fire

#

the dispatch should not exist on your BP....

gray lantern
#

This works

#

thanks so much

#

just creating a little controller for my Niagara system

undone surge
#

guys one of my animations is moving my character. how do i get character to stay in that location after animation is over? what would i use to set the location to the current location of the mesh

summer schooner
#

@open latch I'd recommend a Multi sphere trace set to the width you want the shout to affect, starting at the source of the shout and then doing the check for X units.
Or if you want to have it move over time(wave like): Multiple sphere traces that grow in radius. Like: Multi sphere trace at location X,y,z with a radius of 10 -> delay 0.5 sec -> multi sphere trace at x+1,y,z+1 with a radius of 20..... for example.

But there's probably a better way 😄

white elbow
#

I want to project an octagon shape, but it projects just a circle of red light, what did I miss?

gray lantern
#

building state machine in naigara

mellow folio
#

very fancy

red fossil
#

Is there an equivalent to the "add torque" node that doesn't require physics simulation? I want to apply left and right roll velocity to my character, but I can't use this.

scenic magnet
#

Is there a built-in or preferred way to use config variables such as player-set control mappings, render options, etc?

red fossil
#

I've been trying to straight up add character velocity using my right vector, but it hasn't really worked the way I intended

open latch
#

Where is chaoseditor in 4.27 ?

red fossil
#

Well it did work, but it pushed my character left and right instead of rolling it

scenic magnet
#

I'm sure I could figure out how to manually code what's needed to read/write from disk and populate global vars, but I'm guessing there's already something that does it. Anyone?

white elbow
undone surge
#

what do i have to change to connect this

undone surge
#

thanks

scenic magnet
#

I hope it's the right one, there's only about 1000 rotation things in there. 😉

undone surge
scenic magnet
#

No, the one up top set relative rotation, sorry it's got the wrong one highlighted.

#

(Up by the tooltip)

undone surge
#

i see

#

thank you

#

it works

analog moat
#

sooo i have a question, i started to make blueprints for my game however i came to a wall, the new widget i started to make a health bar requires the begin play but thats already in use how do i go about this without messing up the first blueprint (can provide screenshots)

mental trellis
#

You can chain together more nodes to your original begin play event?

analog moat
mental trellis
#

No

#

Paint magic.

analog moat
mental trellis
#

I mean, you could use a sequence.

drifting merlin
#

Hi all. I have a quick question. Is it possible to make Scripted Actor Action with editor utility blueprint and then also bind this action to some keyboard shortcut? So I can for example select some actors in the editor viewport, then press CTRL+SHIFT+Q to execute some custom script on those actors?

brave bolt
#

how to achieve this option left right?

#

is this combo box

#

im new in unreal engine. 🥲

gentle urchin
#

Horizontalbox

  • vertical box
  • scrollbox x2
  • verticalbox

Perhaps

mental trellis
#

Or maybe some gridpanels

brave bolt
#

i mean that medium slider left and right

#

if left is click turn into easy

#

if right is click turn into hard

#

how to set that

gentle urchin
#

Huh

#

A value representing difficulty?

red fossil
fleet cedar
#

Hiya. I would like to have my character enter a puzzle, such as a door combination.

How would I handle this transition? Would I just move the player controller? Possess something different?

fleet cedar
#

I have a third person character, I want to have him do a puzzle, like jigsaw for example

#

I've created the interaction events for it, but I just am not sure how to go between him and the puzzle mode

odd ember
#

right but what do you mean by that?

#

well what is "puzzle mode"?

fleet cedar
#

So the camera would go into First Person, He would hide, but what am I controlling? Do I possess the puzzle? Do I just hide him?

#

The controller input would change, he no longer walks, just moves a '2d' cursor

odd ember
#

probably a separate puzzle actor pawn

#

that you can then defer input to

fleet cedar
#

Okay, that makes sense

odd ember
#

you could have it own the puzzle pieces as well

#

so all the inputs are in the pawn even when you move the pieces around

#

and you could enable specific inputs only for the puzzle mode

fleet cedar
#

I essentially want to swap into this from third person char

odd ember
#

right so does the above approach not work?

fleet cedar
#

I will try! Thanks

#

I didn't know whether to put it in a pawn or what... It makes sense to me to move the functionality out of the main character BP since it's going to just get confusing if it's all in one

#

And I'd have to disable so much of it while in that mode

odd ember
fiery glen
#

think of the pawn as what you currently CAN do and the controller as what you want to do

trim matrix
#

Hi all, I have a problem with Max RPM vehicle movement, I cant set or get Max RPM in the blueprint. I want to upgrade the performance of our car while in a garage. Does anyone know a solution?

fleet cedar
#

The player character is an elaborate pawn right?

#

With movement and physics in it

odd ember
#

characters are defined by having the character movement component

#

whereas pawns have no movement component by default

fleet cedar
#

Thanks guys

lapis inlet
#

Alrightyyyyyyy

#

So

#

Hmmmm

#

I'm trying to make a custom gravity simulation for my game, issue is that the simulation cannot handle more than abt 50 or so objects (getting slower and slower the more they are added). I'm fairly certain its because the process is not optimised at all, so I would like to try out two body gravity simulation which is that all objects only interact with the gravity of whatever dominant gravitational influence they are in.

#

IE. Planets would only interact with the gravity of the sun, and moons with their parent planets. Edge-cases are allowed however, like when two planets get close enough for their SOI (Sphere of Infleunce) to overlap and therefore shift the gravitational infleunce from the sun, towards the planets.

#

Albiet, probably make it so everything still interacts with the Sun's gravity

#

So erm, anyone willing to help me out with this?

#

I will admit, I think I gave myself a super difficult task for this lmao

odd ember
fleet cedar
#

Doing that now 🙂

#

I actually want her visible, but just in the right position

odd ember
#

you can move the camera as well

fleet cedar
fleet cedar
#

@odd ember

#

Any idea why this isn't working

#

The player isn't moving to the location I asked it to

plain helm
#

Why icon of the game in the phone doesn't change? I did change it in android project settings