#blueprint

402296 messages · Page 875 of 403

odd ember
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you don't have to ping me every time. I don't know why it isn't working

jaunty summit
gentle urchin
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Now just IK to the cursor hit location 😄

civic herald
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Can you make a c++ variable allow edit instance and edit defaults but not readable within blueprint so you can't touch the variables but you can set their initial values and have an overall default if the instance isn't modified. This would be a tmap so setting their defaults would be more ideal in blueprint not c++.

earnest tangle
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Yes

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Just make it EditAnywhere or whatever edit modifier you want, and don't give it a BlueprintReadOnly or BlueprintReadWrite flag

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You can even make it protected or such if you want, doesn't need to be public for Edit to work

fleet cedar
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Thanks Wizard!

manic hamlet
raw orbit
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is it possible to make a client specific event fire that isnt in any blueprint that is directly owned by the client?

namely i have this magical lute player that im trying to stream music through to other players and id like to use the lute BP itself to do all the logic for music playing. so the problem is if a new player enters the collision sphere how can i make a client only event fire only on that particualr client if the said event is inside the lute bp and not the player bp

fluid rover
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When getting a substring, does Length specify the end digit pulled from the SourceString (i.e. if starting at zero, pull 0 & 1), or the overall count of the digits gotten (i.e. if starting at 0, pull 0)?

grand valve
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Most likely the overall count. If it was the other it would say end index. Easiest way is to just try it though

worthy frost
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0, 1 will return 0 as the count is 1 starting at 0

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so 0 is the 1st one

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this should be a quick 30 second test to find out though, just print string with a word, and see what it outputs?

wispy temple
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Any idea why sprint isn’t working ?

grand valve
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That way you can find the check for sprinting that is failing

wispy temple
sly heath
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Hey there! Is anyone having issues with loading and packaging Bluprint templates in ue5?

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loading the FirstPerson Template I get this warning LogUObjectGlobals: Warning: Failed to find object 'Class None.Physics'

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and I'm getting this error when trying to package the template on windows -

thin panther
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Have you tried doing what it says

spark steppe
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it's here btw

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somehow not where it tells you it is

sly heath
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yes I tried and it fails

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let me try again to grab the log

spark steppe
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did it prompt you to restart? and did you click that restart button? if so close the engine and relaunch it again

sly heath
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same results

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will try again to double check but I tried restarting to apply cahnges and still the same issue

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yup, same warning on project launch (#blueprint message) and same error and message when trying to package

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@spark steppe

fluid rover
spark steppe
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i don't know of any solution then

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i just had the same problem yesterday and a whole engine restart fixed it after updating the SDK

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but that was on 5.1 and linux

sly heath
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hum, yeah

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I also don't understand why there's that missing Physics class warning happends everytime the editor loads

spark steppe
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did you migrate some old assets which had used physix?

sly heath
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nope, it happens literally everytime the editor runs

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blank, projects, templates, etc

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will try running a blank project without any starter content to see if the warning pops up still

trim matrix
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hey there
anyone found a way to access Angular Rotation Offset?

sly heath
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yup, just loaded a blank project with no starter content and there is the class non.pyshics warning

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also, this pop up also appears everytime a new project is opened, idk if it's a ue5 thing or just yet another issue -

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I'm uninstalling all the Ue versions I have installed to try with just UE5 installed, IDK if that makes sense, but yeah, the packagin issues just make UE5 completely useless for me 😦

red fossil
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Hi. I need to copy the control rotation to my player, but I'm not sure how.
Control rotation goes like: 90, 0/360, 270. But player rotation is 90, 0, -90?

This setup currently works, but only between a very small range, so if I use my mouse extremely delicately to steer, it works great. But if I pitch up or down all the way, the player freaks out. How can I clamp the controller rotation to match up with the player? my brain is melting

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Here is what it looks like. At the start I'm steering extremely delicately, then I move my mouse up and down to show the weirdness when you go outside that range that actually works

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I just need to clamp/map range clamp it somehow but I dunno how.

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Or limit the rotation of the player

gentle urchin
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Isnt this regular rotation issue ?

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The transition between 0 and 359, picking the wrong way around etc?

red fossil
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Is the range 0-359?

gentle urchin
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For rots its 180 to -180 if im not mistaken

grand valve
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you are adding local rotation

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every frame

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so if your pitch is high

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aka your mouse movements bigger

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you start adding massive rotations per tick

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thats why it works at small values but not at high

red fossil
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Ooooh

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How would I fix this?

grand valve
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well first its worth asking if youve played around with the various settings on the pawn and movement components

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you can use controller pitch and use controller yaw

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that basically copies the pitch rotation of your controller to the pawn and therefore anything parented to the pawn like the capsule

red fossil
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Yep. I was previously using "use controller pitch". It worked perfectly, however it's way too missile-accurate and I want a bit of delay in my controls as the player is supposed to feel heavy. Is there a way to do that with "use controller pitch"?

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That's why I was trying to do it with add local rotation

grand valve
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ah i understand, theres a ton of options in the pawn controllers etc, there might be something built in to handle that, what type of movement component u using here?

red fossil
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Like the movement mode?

grand valve
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like is this a character? or a pawn?

gentle urchin
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You could try using a scale to the inputaxis which lerps

mild crow
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Hey, so I had a BP class that wouldn't show the properties of a FloatingPawnMovement component (inherited) so I created a completely new class, which fixed it, but now editing any of the values doesn't change anything in-game... Ideas would be much appreciated

gentle urchin
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On and off.. would prob feel slow/sluggish

red fossil
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oh i see, yea it's a character

grand valve
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let me pop open unreal

red fossil
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oh I guess I could try to lerp the input axis?

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That might work

grand valve
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use controller desired rotation is probably what you want, and then those xyz settings control how fast it can rotate every second

red fossil
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I tweaked around with those and they didn't seem to do anything, but I'll give it another shot

maiden wadi
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@red fossilMy bad. Wrong function. Normalize was the one I was after.

red fossil
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Ooh, where do I put that exactly?

maiden wadi
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To give background. Most functions process rotations as -180 to 180. Pitch is -90 to 90. But some getters can return in 0-360, specially after replication. These float axis are converted from floats, as 4 bytes to 1 or 2 bytes as uint8 or uint16, and then reconstructed back into a float after replication. This ends up leading to a rotation of -175 being set as 185. The idea is that if you rotate -175 or 185 on a 360 axis, you end up facing the same spot. So just clean the axis by normalizing it. This will convert your 355 into -5 for example.

red fossil
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I'm normalizing the input axis from the pitch controls?

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Or the player controller rotation

maiden wadi
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Rotator itself should have a normalize function. Pretty sure it's BP exposed.

red fossil
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That kind of worked

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It jitters a lot and it's inverted

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Am I supposed to do that while using Use Controller Pitch actually?

maiden wadi
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Oh Just looked at the function. Only read through the text. :D. This is also an issue with the rotation adding itself. Not sure you can do that directly off of control rotation unless you just want to lerp to the control rotation. Otherwise you'd need to delta each frame's control rotation change to get how much it changed this frame to add.

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Deltaing the rotation basically means you would.. Create a Rotator. Delta the current control rotation from the cache value. Use that to add local rotation. Then set the cache value after that.

red fossil
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I might try what we were talking about earlier and just do 'use controller pitch'. I was trying something else because I want there to be input lag and not react instantly

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So I'd need to delay that input somehow

grand valve
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did you try the settings i showed in the screenshot?

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i think youll want to maybe turn off "usecontrollerpitch + yaw" in the pawn

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and make sure you give the xyz values something greater than 0

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or its instant i think

white elbow
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Is there a way to disable motion blur for specific material?

gleaming locust
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Okay i have a weird bug right now...maybe somebody can help me out.
I am making a FPS atm and i can aim and everything.
Now i wanted to try out some stuff and duplicated my Character. Nearly everything works...but i cannot aim up and down while aiming. (right mouse button)
I did not change anything...just duplicated the BP-Class. I can aim up and down when not aiming. But while aiming i can only look left and right.
The Input of my mouse gets recognized and the InputAxis LookUp Event does give the right values.

I restarted the Engine, i copied the class again, but nothing works.

The old Char works as intended...Anybody here with an idea?

odd ember
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you probably need to set the new class up the project settings

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but if I may ask, why duplicate?

gleaming locust
# odd ember but if I may ask, why duplicate?

I want to change some things in the code and try something out (new Inventory System). Creating a child worked, but i cannot remove inherited Components and overriding Functions would be a lot of hassle i guess.
Some weeks ago i could copy the Blueprint without issues to test some changes.

odd ember
gleaming locust
tame moat
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Hey friends, Just posting my question here as well since its a bit more active than #virtual-reality . I am working on a pseudo VR project on iOS devices. I am trying to get an iPad to move my pawn as I physically walk around with the device as if it were a VR headset.
I have tried playing with the acceleration from the gyro to little success. I'm not really sure what my next steps are to try out.

earnest mango
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@tame moat I worked on a project where we wanted to use an accelerometer to determine positional offsets, but was advised that this was basically impossible due to the noise it outputs. Not sure if an iPad is suitable for movement like that. I definitely can't say it's impossible, though

tame moat
torpid mulch
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Why can't I find the delay node on UE5?

calm citrus
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I can find it. What kind of Blueprint are you in?

torpid mulch
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a pawn blueprint

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Okay, just found it, you can't use inside functions

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I was inside a function haha

calm citrus
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oh ok cool

sly heath
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I'm trying to post my issue to the forums (dev community platform), but the form says I need to add the engine version tag. I don't see where to put that can anyone show me a printscreen on where to find the engine version tag to post in the forums questions?

mild pine
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Hey guys, so I'm using a GameInstance method of gathering a set variable from my Main Menu level, and bringing that into the game level itself. For my usecase I'm setting my weapon loadout. I'm just wondering, how can I do this in a more streamlined method, as in I add multiple weapons and wanna quickly bring them in. Can I use an enumerator, and if so how would I use that in this method? I.e the weapons are spawned based on the variable, and I can't set the same variable for all my loadout options, because they override eachother 😅

mild crow
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Hey, so I had a BP class that wouldn't show the properties of a FloatingPawnMovement component (inherited) so I created a completely new class, which fixed it, but now editing any of the values doesn't change anything in-game... Ideas would be much appreciated

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correct, 4.27

sly heath
mild crow
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Initially yes, but since then I've turned it off

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All of them?

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Even new ones I make?

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I've restarted a bunch (not building from source code though)

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I've deleted binaries, intermediate, etc. too

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I was wondering if it was just a quirk of FloatingPawnMovement that BP edits just didn't override the cpp

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But if I delete the file it should be good, right? Or is the project borked?

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Much appreciated...
Separate issue, I have a camera component on a pawn that doesn't follow it until I select it in the world outliner and I don't know remotely why that would happen

calm bear
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Hello there, I think it's a dumb question but.. I have a BP that i want to instance, just like instanced static meshes (controlling the quantities, position etc), what should i use ?

mild crow
mental trellis
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No, I mean, you said you "fixed it" by creating a new class... I'm just wondering what exactly you did.

mild crow
torpid mulch
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Is there a way to return to another node so I can loop some parts of my blueprint? I tried googling it but I only receive things for the "return node" you use inside functions.

mental trellis
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Oh so you literally just create a new BP class from the c++ class?

mental trellis
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Did you try adding your component to a UPROPERY?

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UPROPERTY(VisibleAnywhere, BlueprintReadOnly) Something like that

formal bronze
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Is there a way to check if a Sound Cue is set to Looping in Blueprints?

earnest mango
viscid blaze
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Probably a long-shot, but does anyone here use the Blueprint Assist Plugin? If so, are you also having issues installing it to Unreal Engine 5? It just acts like nothing has happened when I do it. If I Install it to 4.27 it installs it as expected. 😐

pine trellis
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can someone help? I cant seem to open up the console command using my keyboard

sly heath
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also you can go to Project prefs and edit the defaul console command for that project -> it allows you to launch everywhere even in dev builds of packaged projects with that last option

pine trellis
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@sly heath I tried different keys and it wont work

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I am using the source build of 4.27.2

sly heath
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try something different (not num keys)- I have CTRL+~

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or something like CTRL+\

pine trellis
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tried it all it wont work

idle rivet
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anyone knows a way to add custom versions of these "Sections"?

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is that exposed to BPs? just a C++ thing? not doable?

earnest mango
trim matrix
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Can anyone help more?

barren sonnet
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Does anyone know if its possible to paint directly into terrain layers with construction script? Or is that only possible to overlay masks with a virtual texture? I'd like to avoid adding more virtual textures to the terrain material.

sly heath
formal bronze
mild crow
calm citrus
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I have two problems. How do I get the Emitter to properly destroy itself when The character is done aiming? Also How do I get the Emitter to spawn faster instead of that wind up animation. I want it to spawn as soon as the hand is raised

torpid mulch
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This works! Didn't knew you could connect to earlier nodes.

torpid mulch
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That's good to know, I'll search about it

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They work normally with networking?

calm bear
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Yeah i'm trying to use construction script, but it's not clear wich node i should be using. Should i spawn child BP ?

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ok will check

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but i need every "spawn" to have an event graph

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is this the right way around it ?

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@trim matrix thanks for the answer btw 🙂

earnest mango
calm bear
earnest mango
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What do Unreal devs have in common with casting directors?
...
...
...
We both hate child actors

summer jetty
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I have an editable textbox on my start menu where the player enters a name for the character. How do I add restrictions such as letters only and a min/max number of characters?

plain helm
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I changed every icon setting for android. But game icon on android phone shows default icon

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Where is that default icon at?

icy dragon
midnight rampart
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Is it possible to return reference from blueprint macro?

mental trellis
odd ember
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lol discord scroll fail smh

summer jetty
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I have an editable textbox on my start menu where the player enters a name for the character. How do I add restrictions such as letters only and a min/max number of characters? I was trying to add a >= length and then chop it from the left at a certain length, but it doesn't seem to allow that with an editable textbox. Is there another way?

Edit: Ok, I realised changing the textbox type fixed it!

remote quarry
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I'm trying to replace the contents of a text box in a 3d widget in construction script, so I can see it in editor. I tried following this https://forums.unrealengine.com/t/how-to-cast-to-my-wbp-if-get-user-widget-object-is-no-longer-callable-from-construction-script/105738/6 but it doesn't seem to work, am I missing something? It seems to when I make a new blueprint and use the same widget class, but not when I try adding it to an existing blueprint

glossy inlet
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Im looking to Build a login system, right now im without a server im trying to save input string into a Datatable / CVS or file that can be read as json. My issue is that i understand that currently UE4.27 cannot Add rows by itself unless you do it in the editor. i want to be able to "create" by adding user / pass / email - save it for look up on a login pass. Im looking into VaRest. But im wondering if its possible to do inside Unreal?

remote quarry
fickle dune
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Could someone point me out to a better third person walking system tutorial? I'm looking for something that could be more accurate kinda like the old Twinsen games.
My game is a thirdperson game but its ortographic so i need the movement to be very precise.

trim matrix
plain helm
trim matrix
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In the editor, you also select the icon that you've just put in the folder.

rose elbow
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Is there a better way to do a full auto weapon with line tracing instead of using handle event by timer? I'm doing it this way atm but if you just tap to fire nothing comes out due to the delay.

maiden wadi
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Not really. You just need to write a test at the button click. If Timer is Valid, just restart it with the current timer's remaining time. If no timer, then fire and start timer.

rose elbow
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I'll give that a go then cheers

past girder
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Hello, I'm attempting to implement a log sled like in the forest, but I'm having some difficulties attaching the sled to the player. Are there any suggestions?

dusk ember
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sorry that this is so old, but how am i supposed to access things from each character?

grand valve
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If you make a character class, that derives from Character

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And if you add specific variables to that class

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If you want to access them, you need to cast to your specific subclass of character

dusk ember
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so should i make a parent class for my characters?

grand valve
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no im assuming your characters already have their parent as "character"

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need a bit of context, what are you trying to do?

dusk ember
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basically the game allows you to select different characters but there is currently no parent class

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so i basically can't cast anything to the character

grand valve
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have you built character blueprints?

dusk ember
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yes

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there's 2 separate blueprints that when the player presses a button in the UI, it will switch their character

grand valve
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Hmm, yea it is really helpful to have a proper class hierarchy

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its common to have Character>YourCustomCharacter>YourSpecialCharacter1, 2, 3, etc

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but what you probably want to do is

grand valve
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switch character classes in this case

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whenever you make a blueprint, you choose the parent. i would recommend making one blueprint from character

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and then your next blueprints are made from that character you just made

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so its like a tree

dusk ember
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yeah i see

grand valve
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sorry for this 😄

dusk ember
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when you say, "from character", do you mean the ThirdPersonBP?

grand valve
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hmm i forget its exact name, its probably ThirdPersonCharacter

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something like that

dusk ember
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mk

grand valve
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but if you want to change classes

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you need to actually reference the class not the object

rotund marlin
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is there any difference with steam subsystem in 5.0 and the older versions or still same old method to get it working?

grand valve
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this is very basic code that would spawn a new character, and posses it

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the purple pins in the spawn actor nodes are where you enter your specific subclass of character

dusk ember
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so i've made 2 children of the parent character blueprint, can i use the method that you provided above?

grand valve
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yup

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in the spawn actor nodes, you can use that purple drop down to find your 2 different blueprints

faint pasture
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Either way the inheritence heirarchy for your final characters should go something like
Actor -> Pawn -> Character -> MyBaseCharacter -> MySniperCharacter
or whatever

silk cosmos
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Im running into an issue with my inputs. Currently I have my sprint bound to left shift and my flashlight toggle bound to F. The input action for flashlight toggle calls perfectly fine while not running (i.e. not holding left shift), but once i start running, the toggle flashlight input is never recieved. But inputs for jump, and crouch will call fine while holding the sprint key. And on further investigation this only happens while toggle flashlight is bound to F. I cant just change it to something else, because I need players to be able to adjust keybinds

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hm must be something built into the engine because it wokrs fine as a standalone game

grand valve
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yea, might be in the same way that Escape doesnt work well because it exits your PIE, might be bound somewhere else

silk cosmos
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it seems to recieve the release part of the flashlight toggle input

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just not the pressed

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very odd

grand valve
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maybe you released shift before you released F

silk cosmos
jovial dirge
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How can I limit the amount the player can look down

grand valve
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Get player camera manager, set max and min view pitch

jovial dirge
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Where would I set it?

grand valve
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i think if you are in the pawn or player controller

real garnet
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begin play?

grand valve
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you can just right click and get player camera manager

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and then from ther

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you pull out and type set max and min view pitch

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but if the question is when, thats up to you

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probably at begin play if you want it to always be like that

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or if you change a view mode

jovial dirge
grand valve
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no its got to be PlayerCameraManager

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its a different class

jovial dirge
grand valve
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yup

jovial dirge
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Hmm

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Maybe my issue isn't how far you can look down but the animation

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for ex:

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When you look down it's fine

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but if you jump

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The head goes further back and you can see below

grand valve
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if you are trying to make a true fps style game, your camera should be parented to your head

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so your blueprint hierarchy should be like> CharacterMesh>Camera (Specify head socket)

jovial dirge
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It is parented to the head

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But it's on a camera boom

grand valve
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are you sure you want a camera boom?

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and camera boom is definitely parented to the head socket?

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not just to the mesh?

jovial dirge
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yes the head socket

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I took off the camera boom still same issue

grand valve
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hmm not sure, it should move with the head so it should raise the camera

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but setting the pitch of the player camera manager should help so you cant look directly into your own neck

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maybe your camera needs a bit of an offset

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like so its put right around where his eyes are

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i cant imagine his eyes are that far back when hes jumping like that

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he shouldnt be able to see behind him 😄

jovial dirge
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Like this?

grand valve
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yea if you just changed it to that I think thats more realistic and will help mitigate that issue

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i still think the set min pitch is helpful so he cant quite look down 90 degrees

torpid mulch
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Hey guys, just so I know about it, why would one create these little things?

dire frost
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makes you bp look more tidy

torpid mulch
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Oh so it is indeed to organize it better?

dire frost
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yeah, it doesnt have any functionality other then rerouting the lines

sly heath
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When programming (and especially in BPs), it's very important to have very tidy, organized and easy to read & understand code. So that a week later, when coming back to the project you can read what it does, or share with others. Those nodes do exactly that -> help organize the nodes flow. I use them to avoid crossing execution flow lines as well as when a single node output is used for multiple (try not to go over a couple) inputs on other nodes.

torpid mulch
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That's awesome to know! I was avoid using it to organize my BP's because I wasn't very sure about what it does. Thank you again, guys :D

sly heath
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no problem!

radiant mural
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Rapidly going insane. Please tell me why am i getting this? But, also, the slider works and changes the morph target
Blueprint Runtime Error: "Accessed None trying to read property cccref2". Node: Apply Morph Target Graph: EventGraph Function: Execute Ubergraph Customize Character Morphs WB Blueprint: CustomizeCharacterMorphs_WB

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Disregard the stray node in the lower corner

sly heath
fluid lagoon
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How would I go about making an enemy hit you, the player loses health, and then repeats itself whilst the player is still in the box collider, sort of like a loop with a delay per hit, this is what I have but it doesnt work

thin panther
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on begin overlap

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set looping timer

sly heath
thin panther
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have event that damages actor in the bounds

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on end overlap, clear and invalidate the timer

fluid lagoon
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Alrighty Ill give it a go

thin panther
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btw you can use the built in damage system

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apply damage for the causer and event any damage for the recipient

radiant mural
radiant mural
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In this case, while testing, i am just calling the widget from a key set in the character BP itself. I was able to assign the variable cccref2 directly from the component that is part of the characterBP, there in the characterBP as i called/created the widget on screen. I am still trying to wrap my mind around how/why, but it works this way. I think this is the way it is intended, i just do not yet understand it.

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@sly heath Thank you

tall estuary
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how do I render to one eye?

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or at least set scene capture 2D to render vr

ancient vine
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I'm trying to follow a tutorial from unreals learn site about ai and the ai isn't working. Anyone know why?

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the get random reachable point in radius doesn't seem to work and it's just spitting out the actors location

flat coral
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Okay I must be misunderstanding something about ChildActorComponents. It says the Trigger component doesn't inherit from TriggerDispatcher, but it's an instance of KillableTrigger which does inherit from TriggerDispatcher!

dawn gazelle
flat coral
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Aw heck, so it does

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Siiiiiick this works great now, thank you!

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Code could still be cleaner but that's a tomorrow problem

analog hazel
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Lol, I cant find my camera setup I want no where it must either be overly complex or not possible

tall estuary
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how do I use ResolvedView.StereoPassIndex

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it keeps only rendering to one eye or not at all

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basically just how do I render a scene capture but VR

rotund marlin
#

Hmm. Does Advanced Session finder in Blueprint Require filters? Keep getting 0 results

vestal acorn
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Is there a way to tell when the player has landed on X aka Planar Surface? I cant use mesh/material detection - I cant use if player has hit sth. because he can potentially fly against obstacles midair. Not sure what do atm

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*im using the launch character node

haughty temple
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trying to add item to stack if the item already exist, the number prints out 2 from print string but when i set the array element it sets it to 3 then works as it should goes to 4 then 5 etc, so in short in the stacking it is skipping 2 any help would be greatly appreciated if you need more info just ask

grand valve
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@vestal acorn there is an OnLanded event

vestal acorn
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yay it works perfectly

keen shard
#

quick question, when making a function library, who do i make a function that automatically passes in a "self" reference?

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like this?

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versus this

grand valve
#

UFUNCTION(meta=(DefaultToSelf)) I think this?

keen shard
#

oh- i meant in blueprints

rotund marlin
#

appid is set to spacewars, and subsystem is setup

gentle urchin
#

Or so unique that nobody has thought about it

rapid bronze
#

hi. what the meaning of this "On" here

chrome nymph
#

is there a blueprint node that allows me to store and find the nearest vector from an array/binary search tree /set of vectors?

#

i'm trying to spawn enemies throughout my map efficiently

#

a brute force approach is super slow

#

or must i drop to C++?

chrome nymph
#

thats awesome oke

#

great

#

i hope they have a binary search implementation

#

trying to spawn enemies in a navigable volume is super inefficient by brute force

undone surge
#

Can i have multiple FABRIK nodes to change my character anim depending on a conditon?

chrome nymph
#

find nearest actor doesnt use a BFS

#

it a for loop through the array.....

ripe turtle
#

im making a multiplayer game and i forgot how to give each player its own health can anyone help?

#

ok thank yoiu

wicked osprey
#

Guys, is it possible to open a pure function in VS? I click on it, and there are only Read C ++ symbols and that's it.

dry monolith
#

Hey all, I'm just wondering about the best way to go about making a wingsuit similar to the one in Just Cause? Do I add a constant force in the forward vector of the camera and somehow add drag to it to increase the velocity? if so what's the best way to implement drag?

#

I think I need the force added to be based off the current velocity of the character, but I'm unsure on what calculations I'll need to do here...

trim matrix
#

I made a basic interface, but I couldn't send the "message" through to the BP that implemented the interface. Out of pure frustration, I deleted the interface from the BP that sent the message, and then it worked. Why is this? Can't two BPs that implement the same interface communicate with each other?

blissful grail
#

Has anyone been able to get function parameter descriptions working? (UE5)

maiden wadi
blissful grail
#

Yeah

#

Wait....

#

Is it parenthesis and not brackets?

maiden wadi
#

They work just fine. KismetSystemLibrary has some good examples.

#
/**
     * Creates a literal integer
     * @param    Value    value to set the integer to
     * @return    The literal integer
     */
    UFUNCTION(BlueprintPure, Category="Math|Integer", meta=(BlueprintThreadSafe))
    static int32 MakeLiteralInt(int32 Value);
blissful grail
#

Not from C++

#

BP only

maiden wadi
#

Oh

blissful grail
#

I tried the @param[in] MyParameter Hey this is it - but it doesn't show up 😭

maiden wadi
#

Try leaving the [in] thing out.

#

I copied the C++ one in a new BP function. Seems to work.

blissful grail
#

Yup - that worked.

#

Thanks. Didn't think to try the C++ style.

faint pasture
chrome nymph
#

wouldve thought there exists a performant solution for spawning enemies in navigable areas

#

without havign to drop to C++

vapid grotto
fiery glen
#

I was searching for collision and fatfingered n in here

vapid grotto
fiery glen
#

my guess is that it penetrates the floor on resize which causes the body to rise up

#

I would try setting the location before resizing it?

vapid grotto
#

you mean i should offset loc. of mesh first before capsule resizing

maiden wadi
#

More likely, you should consider lerping the capsule's halfheight.

mental trellis
#

Or base the height off the height of the root bone

#

Some sort of vertical root motion!

#

Or add a socket to the top of the mesh and use that socket's location to work out the height of the capsule.

wicked osprey
#

If I want to finish a function, is it better to change it inside KismetLibraryFunction or create a new library with my own functions?

mental trellis
#

"finish" ?

wicked osprey
mental trellis
#

I wouldn't needlessly modify engine code.

chrome nymph
#

is there a way to get the navigation mesh to not generate paths on top of meshes?

#

and only within

#

eg i have this map

#

its generating on the roofs

#

in addition to within the map

maiden wadi
#

I would go out of my way not to modify engine code. Messes with project portability to newer engines.

faint pasture
chrome nymph
#

so i have to manually position the mesh

#

and not just a game-wide mesh?

#

:/

wicked osprey
#

I just don't like that this function doesn't take into account max and min. That is, if Value=6, Min=0, Max=5 , then the function will return 1, but I would like it to be 0, since after 5, in fact, 0 should go. I finished it, but I don’t know whether to create a C ++ Function Library or a Blueprint Function Library, it’s just that there are two While loops and it’s possible that this function will work slowly on Blueprint

mental trellis
#

Don't worry about optimisation until you need to.

faint pasture
chrome nymph
#

was using it for spawning enemies within navigable radius

#

heh

#

oh well

faint pasture
mental trellis
#

You could add blocker volumes

wicked osprey
faint pasture
#

C++, you can call it from BP

wicked osprey
faint pasture
#

Isn't that just modulo?

wicked osprey
#

No

mental trellis
#

With value=6, min=0 and max=5, the output of 1 sounds correct.

wicked osprey
#

It return wrapped value between A and B (if value = 6,A = 0,B = 5 it return 1,but but logically they had to add inclusive max and inclusive min so that it would return 0, because element 6 is essentially 0 0 1 2 3 4 5 0

faint pasture
#

That's just a decorated modulo

mental trellis
#

With a bit of extra functionality.

faint pasture
#

I mean it's ass backwards to have 6 map to 0 and not 1 but if that's what you want.

wicked osprey
mental trellis
#
        while (EndVal < Min)
        {
            EndVal += Size;
        }

        while (EndVal > Max)
        {
            EndVal -= Size;
        }
        return EndVal;```
#

This is what it does.

wicked osprey
#

I know

mental trellis
#

It is entirely correct 😦

#

A Value of 6 is outside of the range so why should Min be returned?

faint pasture
#

Like what is the use case for this

mental trellis
#

I would have done it with modulo, tbh.

#

Array index wrapping?

faint pasture
#

yeah modulo

#

a loop would just be dumb

wicked osprey
mental trellis
#

I lazily used the Min one (while < 0 ++array size) once

faint pasture
#

WrappedArrayIndex = RawArrayIndex % ArraySize

#

For an array of size 3,
Inputs 0,1,2,3,4,5,6,7,8
Outputs 0,1,2,0,1,2,0,1,2

mental trellis
#

I don't trust c++ to do that correctly with negative numbers. Even if I tested it.

faint pasture
#

yeah negatives you gotta be more careful

mental trellis
#

That's why I used the while loop for negatives, but modulo for positives!

maiden wadi
#

Presuming you wanted the same functionality. I'd have just bool switched. Abs it. Do math. return bWasNegative ? -ReturnValue : ReturnValue

mental trellis
#

Could probably do like array max - (abs(value) % array max) if negative

#

I couldn't be arsed to work spend 20s to work it out. 😛

wicked osprey
#

Here is a version of this function, as for me it will be wider

faint pasture
#

I would sure as fuck not use a loop but you do you lol

#

(a%b + b)%b

#

That should handle negative a

maiden wadi
#

I mean a lot of math is just loops in the deeper code. But someone already wrote that stuff, I don't want to. 😄

wicked osprey
#

you after all did not consider that the index can go on the private party after all. For example 0 9 8 7

mental trellis
wicked osprey
#

Thanks

mental trellis
#
return Value % Max;``` will do for an array index wrapper.
faint pasture
#

I suppose abs is safer as then you never % a negative

#

which can get weird on certain implementations

mental trellis
faint pasture
#

ye

wicked osprey
#

Thanks Guys

desert field
#

I want to cast to another user widget to change a bool there. If i am correct i need an object but i don't know what object

trim matrix
#

@desert field I think you're mistaken on what casting does. It's a way to make sure that the object you're working with is the correct one, and to get access to its functions

maiden wadi
#

IsGroundVisible sounds like a Gameplay option. Widgets shouldn't be dictating this state, just displaying it and maybe calling functions on the object it should exist in to change it.

rapid bronze
trim matrix
#

Common word to denote events, OnEnter, OnDeath

mental trellis
#

OnDeath, for instance, triggers when something dies.

wary tinsel
#

hey guys how can I lunch as standalone my project directly using a shortcut on the desktop? I used to do this but I completely forget how to

rapid bronze
#

thanks guys

wary tinsel
#

no just to run it you know, a shortcut

jaunty summit
#

You mean the editor?

fallen glade
#

Has any of you gone and updated one of your released projects? How painful is it? anything to keep in mind to future proof your code?

jaunty summit
fair frigate
#

Trying to convert some vehicles to Chaos, getting a null reference for "ChaosWheeledVehicleMovementComponent".

Blueprint parent is "WheeledVehiclePawn", it automatically adds "WheeledMovementComponent" component

#

But this component seems to reference two classes

#

I need to reference "ChaosWheeledVehicleMovementComponent", but it's referencing "VehicleMovementComp", am I missing something obvious?

#

Can't reference from the VehicleMovementComp either

trim matrix
#

Does somebody know how I can work with physics for procedural meshes? I was able to create and display a simply procedural mesh, but when I activate the "Simulate Physics" and set it to Mobility "Moveable" it remains static

fair frigate
icy dragon
#

[question]
So in UE4's built in damage interface, you have Damage Type class. The class seem to not have much functionality and can't have any functions/variables. So what are you supposed to do with it?
I never gave it a thought and just use the base Damage Type class, then kinda hack my way from there. At least in the context of JRPG health system

red fossil
#

Does anyone have a guide for how to make parts of your character movement into components? I'm trying to separate my movement system into a separate bp

jaunty jolt
#

Using Make Literal i can avoid creating extra variables. Its very useful.
Now i'm trying to do the same for Arrays? Like, make literal Array? I tried Make Array but i cant add anything to it using the ADD node. It just comes out with 0. Is this possible?

gentle urchin
#

Make array - make literal vector?

#

But its a manual thing

jaunty jolt
jaunty jolt
gentle urchin
#

For that you need a variable vectir array

#

Cant get around it

#

It can be locally scoped tho, if thats the only place you need it

jaunty jolt
#

yup, im trying to avoid variables i have so many.

gentle urchin
#

Is that a problem:p?

#

Are you perhaps storing way more than you need?

jaunty jolt
#

I have like 20 functions and 20 variables at least

#

nodes cant create local variables

jaunty jolt
#

You mean a function with local variables?

gentle urchin
#

Yeah

gentle urchin
#

Otherwise organization is key (hint : category)

marble tusk
#

You can also do subcategories by using a vertical bar. For example "Category | Subcategory"

jaunty jolt
#

oh wow that is amazing

#

thank you

foggy escarp
#

I think I can get that down a bit at the end though.

gentle urchin
#

No reason to reduce them just for the sake of reducing them, unless its a problem

lunar flower
#

Hi there! Could anyone a bit smarter than me help me out with some math calculations? 😅
I am trying to create a cell tower signal. The actors does a linetrace to the player to check the distance.
I want a "SignalOutput" variable between 100 and 0% based on the players location within the actors range.
If the player is within the first sphere(variable MinimumDistance is radius) the SignalOutput should always be 100%. After this, the SignalOutput should decrease until the player is outside the bounds.
I would greatly appreciate if anyone could spare some time to help me out with this 😄

gentle urchin
#

% =1 - max(1, ((Distance - MinDistance) /(MaxDistance-MinDistance))?

#

% being value from 0 to 1

#

Why trace btw ?

#

Cant you just register overlap, and 'tell' them based on the distance ? No trace needed?

#

using a Cellular Interface 😄

lunar flower
#

There are probably a lot of better ways of doing this 😅
I did it this way because the SignalOutput percentage is a UI variable thats always displayed and updated on the screen. There are also multiple of these actors that communicate their range to the player. I guess the overlap event would only fire when entering and exiting the spheres?

#

These are also very big

gentle urchin
#

You'd start a timer on first overlap

#

Updating it at some regular interval

#

0.5sec prob is fine

#

When the last listener leaves, stop the timer

mental trellis
#

SignalStrength = Distance < MinValue ? 1 : Distance > MaxValue ? 0 : 1.0 - (Distance - MinDistance) / (MaxDistance - MinDistance)

gentle urchin
#

If there's several of these then you might want to aggregate the result

lunar flower
#

@gentle urchin That might be much better. Thanks.

#

@mental trellis @gentle urchin How would these calculations look in blueprint? 😅 🤣

mental trellis
#

Does BP even have an equivalent of the ternary operator?

gentle urchin
#

no

#

but it got max:)

mental trellis
#

Eh. I'd use branches. Max is just going to use a branch anyway.

#

And it should probably use clamp, not max

gentle urchin
#

whats there to clamp

mental trellis
#

Everything

#

😛

gentle urchin
#

Its not going below 0 , then you're out of range

maiden wadi
#

Select

gentle urchin
#

So why double branch it

#

^^

#

I try to avoid selects personally, for things that run often or do a lot of math

mental trellis
#

True enough!

gentle urchin
#

This doesnt qualify as either, but I still prefer not using it

maiden wadi
#

I've given up on giving a shit about performance for the most part. Too many things to get done. If there's really a performance issue, reimplement it in a better way when it's working.

gentle urchin
#

Just optimized a radar setup, going from 1.8ms to 0.6ms for 20 widget/quest checks

#

Solid win

maiden wadi
#

To be fair. 1.8 ms is pretty brutal.

gentle urchin
#

It is indeed

#

I think .6 is to much aswell

#

So reducing the checks to only visible ones

#

0.5ms is distamce checks

maiden wadi
#

Are you on UE5 yet?

gentle urchin
#

No need to distance check what cannot be seen

#

Yeah

lunar flower
#

Btw, this is how I add together all the values from the towers and arrive at a final value

gentle urchin
#

Wouldnt that be more accurate? Dunno how cellular signals work on that level tbh

mental trellis
#

Would signal strength really work like that?

maiden wadi
#

I'm still waiting on them to fix the NiagaraUIPlugin, but once they do I need to reimplement my minimap thing in my personal project. 1800 UVindexed icons, updated every tick. 0.7ms total between tick and paint time. I'm expecting to have like 200 actual icons in game. 😄

mental trellis
#

Or would it just be the one with the largest strength?

#

So instead of Sum(str) it's Max(str)

gentle urchin
#

I felt 20 was a stretch, most likely it'll be around 5-10 at the time

#

To much just becomes noise

maiden wadi
#

At work we have like 450-1000 depending on map and enemy count. I figured 1800 was a good benchmark to start with for worst case scenario for a personal project.

gentle urchin
#

Indeed it is ! Are you not calulating distances then? 😄

gentle urchin
#

Sounds reasonable

lunar flower
#

It wouldn't be a problem to change it to the strongest one instead, that would indeed make more sense

#

But I still need to know how to implement the math 😅

gentle urchin
mental trellis
#

Isn't that slightly wrong?

#

(Distance-MinDistance)

#

Instead of Distance -

gentle urchin
#

Slightly, possibly

maiden wadi
#

Nah. They're projected into the player camera's local space. Rotated and all. Basically the math is constructing an array of points each tick and a UV index array that matches it. And those are fed into a Niaraga system that runs on sprites. Whole system worked incredibly well in UE4. Plugin is still a little broken in 5.

#

I might actually go through it myself even if they fix it. They don't really follow conventions. A lot of int and C style casts everywhere.

gentle urchin
mental trellis
#

In Niagara or that plugin?

maiden wadi
#

Plugin. Not touching engine code. 😄

mental trellis
#

Hehe.

#

I was getting really worried that Niagara was programmed badly then.

#

I mean, the engine is a bit of a mess, but yeah.

maiden wadi
#

Honestly, I respect the person's work. The plugin is fantastic. But their lack of UE code style is annoying.

#

I also wonder if Niagara is going to allow float vectors again.

mental trellis
#

What does it do, exactly?

#

Turns world locations into minimap locations and sprite uv data?

mental trellis
#

You might wanna expand in the internals of that node.

calm citrus
gentle urchin
mental trellis
gentle urchin
#

this is like copy pasteable, but alright

gentle urchin
#

expressions perform better 🙂

lunar flower
gentle urchin
#

The more you know 😄

#

I forget about its existence

mental trellis
#

Did you forget the max?

#

Ah ha.

gentle urchin
#

Sushi > bp foolery

mental trellis
#

This is true.

lunar flower
#

This works!

mental trellis
#

I am definitely ordering sushi now.

chrome nymph
#

is there a way to use GetRandomPointInNavigableRadius to ignore Nav_Obstacle places?

lunar flower
#

Don't tempt me with sushi guys

chrome nymph
#

i have modifier volumes with Nav_Obstacle on the ceilings but they still spawn there

mental trellis
#

I'm pretty sure I single handedly keep my local sushi place in business.

gentle urchin
lunar flower
#

This will do for now, thanks a lot @gentle urchin @mental trellis !

mental trellis
#

No worries.

lunar flower
#

Wizards!

gentle urchin
#

Wizards wear pointy hats !

mental trellis
#

I own a pointy hat.

fallen glade
#

Has any of you gone and updated one of your released projects? How painful is it? anything to keep in mind to future proof your code? What terminology should I look for on google?

mental trellis
#

You can package "dlc" releases if you just want to release an update or new content.

#

If you've got a system that can patch individual files, just rebuild project and upload it I guess.

fallen glade
mental trellis
#

@fallen glade I haven't done it in a very long time, but I think so?

fallen glade
mental trellis
#

Tbh, I'm not even sure it's an option any more. I haven't done any games in UE since like 4.13.

fallen glade
mental trellis
#

No worries.

fallen glade
#

Aren't all black mages wizards?

gentle urchin
#

I wonder if it's ment to be Vivi or just a generic bm

#

Would be to random if it was Vivi

fallen glade
#

ah good memories, I barely remember anything from it

chrome nymph
#

nvm

gentle urchin
#

Yearly replay

chrome nymph
#

apparently theres a diff between obstacle and null xD

gentle urchin
fallen glade
gentle urchin
#

Well I guess I do

#

Since i got time to hangout here all day long

fallen glade
#

That counts as working

mental trellis
gentle urchin
#

generic then

mental trellis
#

Fiiiiiiiine

gentle urchin
icy dragon
gentle urchin
#

||Got bored after saving Gaia||

kindred remnant
#

I've got a really simple question about blueprints that I can't seem to crack and could do with some help, is this the best place to ask that please?

gentle urchin
#

Possibly

kindred remnant
#

(Also nice pfp, I just finished FFIX again two weeks ago)

#

Basically I'm currently trying to get fog in my level that comes in and out throughout the duration of playing the game. I've got an ExponentialHeightFog in the map and when I adjust the settings in the details tab, it looks good. I just don't know how to adjust the fog via blueprints. Can anyone help please?

It's not actually letting me make a reference to the ExponentialHeightFog in the bp either and i'm not sure why. Any help would be grateful apprechiated please!

fallen glade
#

I think you can drag the fog in the level blueprint and play with it from there no?

kindred remnant
#

I thought you could, but it's not letting me at all. Tried referencing but it doesn't show up, and even just directly dragging it but it still doesn't seem to work for some reason. Is there a way to manually reference something without relying on the context sensitive box?

fallen glade
#

do you have time for a screen share?

kindred remnant
#

Yeah absolutely! which channel should I jump into?

fallen glade
#

just add me and i'll try to help

kindred remnant
#

Thank you so much

maiden wadi
#

Pretty sure you're trying to drag it into the wrong blueprint. Dragging it from the world outliner to the level blueprint will create a reference to it.

#

On a better note though. Systems like this are usually better done in actors that can get a global manager from game framework to run themselves based on values in that manager.

dapper iron
#

Is it possible create a variable that holds an interface's type?
For example here, I can choose the variable's type to be a class reference of an object type, but the interfaces don't have this menu level and only an object reference can be assigned (Red).

I mean, it checks out that I can't get a CLASS reference of it, since it's not a class, it's an interface, but what do I do if I want to use a cast node to an interface type that isn't known at compile time? (Blue)

#

Since interfaces ARE selectable in that class reference field of the cast node.
I just can't save them as a variable to pin into it.

#

Think of it like a generic<T> type. That's what I was going for here.

#

Still pretty new here, I'll look into macros then since I don't yet know what they are.

So there's no concept of generics in blueprints then?
But I take it that I could use CPP in that case, right?

#

Right 😄

undone surge
#

is there a way to see that red debug line thing that goes between nodes but in the state machine

maiden wadi
#

I really feel like anything named Playable Character Interface is leading into a bad territory.

dapper iron
#

Alright, thanks a lot for your help, gives me some directions to think about 🙂

dapper iron
# maiden wadi I really feel like anything named Playable Character Interface is leading into a...

@maiden wadi
Idea was just to interface inputs from the PlayerController to a generic Character that can be replaced at run time using slottable input modules.
So a IPlayableCharacter is an empty interface to indicate a Character that supports input, then different interfaces can be defined like IMovableCharacter that supports movement input or an IJumpableCharacter that supports jump inputs.

The modules just intercept the input based on the interfaces of the spawned Character and then activate the entry point using the interface "OnJumpInputDown"/"OnJumpInputUp"/"OnMoveInput" for instance.

trim matrix
#

which one is for simple translation movement

dapper iron
#

They still need to be plugged from the input into the CharacterMovement component though, that's what this is. Just replacing the input nodes with callable entry points so that the input isn't handled by the Character blueprint, but the CharacterController blueprint.

Yes, I could call the CharacterMovement component's method directly from the CharacterController, but like I said, the intention is to support dynamic replacement of Characters at runtime.
A wolf character that transforms into a bird character, for example. They'd both inherit Character, but I don't want any common base class between them as functionality can differ greatly between forms, I just want to be able to funnel the input to the ControlledPawn of the CharacterController in a generic manner and let them handle it there.

fallen glade
#

simple move to loacation

fallen glade
dapper iron
#

But maybe I'm still overly complicating this.
I just started with Unreal a couple weeks ago coming from Unity, still figuring stuff out 🙂

steady elk
#

How can I fix this error?

PIE: Error: Blueprint Runtime Error: "Attempted to access missing property 'Castle'. If this is a packaged/cooked build, are you attempting to use an editor-only property?". Blueprint:  BTService_SetCastle Function:  Execute Ubergraph BTService Set Castle Graph:  EventGraph Node:  Set Blackboard Value as Object
#

this is my service bp:

trim matrix
steady elk
#

The king and blackboard have an AActor* named "Castle"

fallen glade
trim matrix
fallen glade
#

mmm I'm actually not sure about what's the best way to make a character move through wasd in third person

#

I meant from scratch but the link I posted has a breakdown, it's not too complicated @trim matrix just follow the instructions

icy dragon
icy dragon
#

It was what I did when trying to make Vagrant Story clone a while ago

fallen glade
#

loved the art style

maiden wadi
# dapper iron They still need to be plugged from the input into the CharacterMovement componen...

This is the reason why every actor has a transient InputComponent. You should never handle pawn specific controls in the controller.

To break things down, PlayerControllers have an array that actors can register their InputComponents on.

Unreal has a layer called SlateApplication. This processes inputs from the operating system. In the correct modes these inputs are sent to the PlayerController if no slate function handles the input. Like a widget that can stop all pawn movement when it's focused.

Each tick, the player controller gathers it's list of registered components and processes them in a specific order. This order is any specifically registered actor, then the Controller, then the Level Blueprint, and then the currently Possessed Pawn.

This is important to know for delegating controls to differing things correctly. Specifically in Pawn's cases. You can have a FlyerBase class that handles flying input. Another CharacterBase that handles character like input. Then it won't matter what you spawn or possess. Your controls end up delegated correctly.

trim matrix
#

how do i open class defaults

#

oh nvm

valid hill
#

What's a good way of getting Combat music active with multiple enemies in a scene, and reliably ending when no active enemies are left?

#

I was thinking of adding a count to gamemode or level, and incrementing it when an enemy goes active and reducing it when it dies or goes inactive. And have it play battle music if it's not 0

tight schooner
# valid hill What's a good way of getting Combat music active with multiple enemies in a scen...

Yeah you could create some manager that the enemies talk to. The benefit of that is it could be more event driven; the manager will know the instant the state changes. Another approach is to have enemies tag themselves with an Actor Tag and your music manager checks how many actors with tag there are once per tempo event of choice to queue up a crossfade or stem. The latter is "lazier" but easier/foolproof.

#

Thinking about it some more, enemies could tag themselves and then notify a manager that there's a state change. That'd be a hybrid approach. No manual management of an array, and without the need for periodic checking.

pine aurora
#

Hello, working on my game I noticed that maybe I'm doing something wrong

#

Is it normal to have this much ammount of nodes

#

?

mental trellis
#

Yes

#

You can hide them away in functions or macro or subgraphs.

#

But that's not that many nodes at all.

#

@trim matrix division picture go go!

pine aurora
#

Oh thanks

#

I'm new to unreal so I had that question

#

Wait

#

That means that games like gears 5 have thousands of nodes?

tight schooner
#

Yeah it's not an alarming no. of nodes... Yet. Organization is a deep subject to look into and constantly experiment with. In addition to functions, macros, collapsed graphs and multiple graphs, you can also put functions into components, utilize class inheritance, etc

pine aurora
#

Nice

#

Thank you

solemn lintel
#

any ideas on how this could possibly always point from the character to what seems to be the world origin (0,0,0)? It's just multiplied by a regular float off-screen

tight schooner
#

Add the actor location to the Line End

#

and that should fix it

solemn lintel
#

ah, thanks, I'll try it

mental trellis
#

forward vector * a lot + actor location

solemn lintel
#

so if I wanted to get a point just in front of a character I'd get their location multiplied by their forward vector?

gentle urchin
#

No

#

Location + forward*distance

mental trellis
#

Location + (forward vector * distance)

solemn lintel
#

ah, right, that makes sense

#

thank you all, it's been a while since I vectored 😅 the 🤔 react was definitely warranted!

marble warren
lucid nebula
#

Hey everyone! im making agame like gta rn and am wondering if i can make a custom cursor for when my phone is being used etc ingame so i dont have to do loads of custom controls

thin panther
#

As well as bp*

reef marsh
dapper iron
#

What could be a reason that input will not be received on ActorComponent added to an Actor at runtime, but WILL work if the same ActorComponent was added to the same Actor at edit time?

fallen glade
#

that can't be real

lucid nebula
fallen glade
#

Any way to read a curve without it being a variable?

odd ember
#

well it's ubisoft so I wouldn't exactly call it classy

fallen glade
#

? que

odd ember
#

incidentally, BP only supports curve assets

#

in cpp you have non asset curves at your disposal

fallen glade
#

thanks!

maiden wadi
valid hill
#

What's a simple way to add knockback on hit?

keen shard
#

hey does anyone know how to make a blueprint function library with a function that automatically passes a "this" reference from the caller?

#

like this:

lucid nebula
keen shard
#

the compiler gave me an error/warning when i tried to abuse it. ignore and... use anyway?

valid hill
#

Oh I meant how to push the PC or enemy away from them in world space. I tried Add Force and Movement Input but nobody is moving from those

#

Yeah they're characters

#

Setting new world location maybe?

elder mango
#

is there a good tutorial that explains how to do a fps game with first person animations and weapon switching?

open crypt
#

Why can't I find the "On Quit" or game exit event in blueprint?

maiden wadi
open crypt
#

I need it to be an event that calls BEFORE the editor actually exit - I'm trying to debug some garbage collection issues that cause the game to hang/crash on exiting in the editor

#

specifically, it is something I'm doing with these nested widgets

idle pelican
#

Hey, can I somehow fire overlap/hit events on instanced static meshes?

maiden wadi
idle pelican
#

I don't think so. I Try to fire overlap event on box collision, and It doesn't work

#

Im updating instances trasnform through "Update Instacne Transform" node

maiden wadi
# open crypt

I don't see a BP available one. There's OnExit, but I don't think it's BP Accessible. Something like GameMode or GameState's Destroyed override should work in BP maybe.

maiden wadi
open crypt
#

Would this break actually if I tried it?

idle pelican
small ridge
#

Hello, I have a question about inputAction events. I have a base class that implements inputAction Jump, and I would like its child class to do some extra stuff (so I don't check "override Parent Binding"). But instead of running the parent behavior and the child one when the button is pressed, it runs the child behavior twice. Am I missing something ? (overriding the parent bidding runs the child behavior once, as intended).
It's also the case with keyboard key events and custom events

maiden wadi
odd ember
#

it's only if you reference something on the actor

open crypt
odd ember
maiden wadi
#

Dunno. Lemme test.

odd ember
#

I mean I would assert that it doesn't break anything

#

otherwise labeling the node as a dev node would do nothing

#

if you still had to remove it for shipping builds

spark steppe
idle pelican
spark steppe
#

rightclick your input event node and check if theres "add call to parent", usually you want to do that to have control over the order of execution

maiden wadi
sage wharf
#

Hey guys, I have a very specific problem.

I want to spawn a blueprint actor using a reference from a CSV file.
I am trying to use the relative path of a BP Class as a class data type in a struct.

Can someone help me figure this out?

#

This is just one issue standing between me & a playable tonight!

odd ember
#

E G G

odd ember
maiden wadi
#

More curiously. Why is RandomEgg being set to itself?

sage wharf
odd ember
#

I would suggest trying that with breakpoints

sage wharf
maiden wadi
#

I would start by putting a class directly into the spawn function. Make sure spawning is working as intended at all.

odd ember
#

also a good point yeah

maiden wadi
#

Start with settings like Always Spawn, etc.

sage wharf
open crypt
maiden wadi
spark steppe
#

i would also highly suggest to add a boolean return value "succeeded"

#

which you only set to true if you found a row with valid class, then you can use the result on a branch node and only spawn on success

sage wharf
maiden wadi
sage wharf
maiden wadi
#

Hmm. I can test in a minute.

small ridge
sage wharf
spark steppe
#

you don't want to use that

#

when you open the datatable asset, does it show the correct class?

sage wharf
#

Is there a way I can make this work?

spark steppe
#

set it to something valid 😛

sage wharf
#

I really want to make a modular system. Yeah, but, how do I do that?

#

The data table is based on a manual excel file.

#

What should I put in the class field?

spark steppe
#

the reference to your blueprint

sage wharf
#

Currently I am using the relative path I got from the BP

spark steppe
#

you can most likely drag and drop it on the field

sage wharf
#

But, won't that be a manual thing then? Is there no way to automate this process?

#

That's the last option of course, what you suggested.

spark steppe
#

i don't know of any automation as data tables are kind of read only on runtime

#

you could use an string tho, and try to find the asset in the asset registry and derive it's class, but that's prone to failure

#

these eggs... do they really need a class for each on its own, or could you just initialize them with different parameters and stick to one class?

gentle urchin
#

They should be pretty unique to not have a common base

sage wharf
#

Figured it out, instead of putting the path, I am just using the BlueprintName_C

#

Added _C at the end, and it worked like a charm

spark steppe
#

ok, but still think about if you really need a class for each egg

#

things can get quite messy if you continue like this

#

as i'm certainly sure that one class would do the job

sage wharf
#

There is 1 parent class since the primary behaviour is the same. I just need to spawn specific eggs.

#

Also, UE4 crashed, now the problem that I had solved became unsolved again for some reason

spark steppe
#

what is specific about them? nothing that you can solve with variables in the base class?

sage wharf
#

I can do it from a base class, I was just experimenting this way. I can do a hacky thing very fast. Wanted to try my hands at csv imports

gentle urchin
#

Mesh spesifier from csv?

#

Nah would still be very prone to error

sage wharf
#

Not mesh, but class instead. I guess I will be setting classes manually then.

spark steppe
#

well, in my experience that works with CSV, you just have to be 100% sure that the asset class path is correct

small ridge
#

It's mostly error prone if you rely on a human to fill it

gentle urchin
#

Make a search folder funcction for meshes/classes 😄

#

Autofill the list with that

sage wharf
#

Finally got it, this is how it ended up looking. If it throws errors again, I am gonna simplify the system completely.

#

Had to throw in _C at the end of the name

spark steppe
small ridge
spark steppe
#

on the other hand data tables aren't exactly what i would call the optimal solution for something like this

#

which makes me wonder if theres some c++ way to write to the asset, so you could fill it with a editor utility widget for example (well there certainly must be a way, the question is how much work it would be to implement it) 😄

odd ember
sage wharf
#

Also, I have a new problem now, Parent Class begin play not firing when child spawns.

odd ember
#

add parent call

sage wharf
sage wharf
odd ember
#

right click on event > add parent call

sage wharf
#

Ohh, wasn't this supped to be default?

odd ember
#

it's not a given no

gentle urchin
#

I think you can also click the beginplay and select a bool not to override parent?

#

Or perhaps i recall incorrectly

odd ember
#

if you dont have the parent call

#

you're not calling the parent functionality

gentle urchin
#

Yeah im prob mixing with the input events

trim matrix
#

how do i modify the animation thats played during this input

gentle urchin
odd ember
#

modifying animations isn't really something you do outside of animations

trim matrix
#

well i dont get it how this template game has a predefined animation

#

i mean i only added inputs, but animations are working on their own

maiden wadi
#

Check the SkeletalMeshComponent on the character. It'll have an AnimClass specified. If you open that up, it'll show you how it all works.

#

In short, it ticks and pulls data like the character's velocity. And it's state machine uses that to blend animations together.

maiden wadi
#

Click the magnifying glass.

#

It'll open your last touched content browser to that asset.

trim matrix
#

cant click anything inside

maiden wadi
#

Are you currently playing in editor?

trim matrix
#

nope

odd ember
#

looks like you have some overlay going on

#

maybe you'll need to restart the editor

trim matrix
gentle urchin
#

Its from dragging a panel

trim matrix
#

let me try again

gentle urchin
#

Drag again and cancel to remove i

#

It

trim matrix
#

i was dragging the details panel and it somehow disappeared, cant bring it back

#

okay i loaded default from window.

gentle urchin
zenith abyss
#

hi, why am i not taking damage from the enemy AI, is there a problem here?

maiden wadi
#

I can't even fathom what the rest of that logic is. But uh. You're never actually setting the health.

zenith abyss
#

im new to unreal btw

maiden wadi
#

Follow the SetHealth backwards.

pine trellis
#

is there anyway to get this to show back up to NONE? I think its focing all my game modes to TDM

maiden wadi
#

Nothing is calling the cast, so the cast can never succeed to call SetHealth.

maiden wadi
zenith abyss
#

not sure what you meant by that

maiden wadi
# zenith abyss not sure what you meant by that

Execution goes left to right. To call a node, you have to have a white execution line coming from some event into the left side of the node. It does stuff, then executes the white line(s) on the right side. You have no execution going into the left side of your cast, which is going into the left side of your SetHealth. This means that the cast is never called, which means that SetHealth is never called.

zenith abyss
#

i got it, but i just die immediately when i press play

#

the AI was meant to do 1 damage, instead of full damage

maiden wadi
#

What did you plug into it? What is the current logic flow?

zenith abyss
#

plugged in the true branch from isoverlapping zombiehand

maiden wadi
#

Likely the math function then. Currently you're setting Health = 1 - Health. So if health 1 or more, you'll have zero or negative health.

#

I think you're trying to set Health - DamageAmount = Health

pine trellis
#

interesting @maiden wadi how come when I use this node in my gamemode event handle starting new player it always starts my game in TDM? I was told I need this node for seamless travel and map changes

maiden wadi
#

I don't think that node has anything to do with your game starting in TDM.

zenith abyss
maiden wadi
#

Is your default health value 125?

zenith abyss
#

lemme check

maiden wadi
#

Asking because normally you create a percent like that out of CurrentHealth / MaxHealth
So 80 CurrentHealth and 125 MaxHealth is 0.64 or 64%

zenith abyss
#

weird, im only seeing the health set for death animation

maiden wadi
#

What is Health's default value?

zenith abyss
#

100

maiden wadi
#

Divide by that then instead of 125 for the HUD function.

maiden wadi
# maiden wadi

In your other function here. Do SetHealth = Health - 5

#

Since you said you want to take 5 damage per hit.

dapper iron
#

Any ideas why an ActorComponent with just a simple Input node will not have that node receive input if the component is added during runtime?
The component is added to the PlayerController actor. That one is receiving input. It also receives the input if I add this same component at edit time, just not if I add it with the Add Component by Class node.

Is there something I need to do to register ActorComponents to receive input? There's the Enable Input node, but the PlayerController already has input enabled.
It also doesn't need to be possessed, because it IS the PlayerController.
Any ideas?

maiden wadi
#

Input on components is odd. Most likely this event is bound in the owner actor's inputcomponent. It may not automatically register at runtime creation as there is different code there. Does calling EnableInput in the component's beginplay work? It may reregister it's component's events.

zenith abyss
#

i did 5 second delay and it just kills the character immediately after 5 seconds

#

is there a tutorial on youtube for taking damage from AI i can follow?

dapper iron
zenith abyss
#

2d sidescroller if that helps

unreal quail
#

idk why when I run the game with spawned Characters it prints on screen "Client 1 : Sandshark not using AIC_Sandshark!" even though that branch should never be even run on the client

#

ah unless the client is spawning enemies locally too so it has authority on them

brazen spear
#

Hey guys, I am really struggling to work this out and am hoping someone can help! I created a scene where I have a planet and asteroids around it. I have followed a tutorial to do it and have created blueprints for both the planet and the asteroids to constantly rotate. When I press 'play' they do in fact rotate. However I cannot workout how to create a level sequence and still have the asteroids and planet rotate.... does anyone know how I can achieve this? Thank you so much in advance! (attached is my event graph)

undone surge
#

what node gets the character current movement speed

plain pewter
#

When I use "Does Socket Exist" on my skeletal mesh it returns true, but calling "Find Socket" returns null (same socket name, same skeletal mesh, and I can see that socket name in the mesh asset)???

brazen spear
undone surge
#

no im just asking :p

brazen spear
#

Oh hahah sorry!

gentle urchin
undone surge
#

current speed

gentle urchin
#

so get velocity -> lenght

undone surge
#

ok thankyou

gentle urchin
undone surge
#

thankyou

undone surge
#

it would be the same right

gentle urchin
#

Not sure really

#

could be a frame late

#

if that would matter

undone surge
#

hmm

#

@gentle urchin so basically one of my jogging animations keeps playing even tho im still. i think it is happeneing because unless i stop holding shift the speed stays at 275 and my animation keeps going because of the blend space

#

how would i get around that

gentle urchin
#

Sounds like you're not updating the velocity value ?

#

Or miss a transition for the animation state

#

if its a blendspace then my guess is the first one

tall estuary
#

how do I render to one eye? or at least set scene capture 2D to render vr

undone surge
#

but i need to hold shit to keep jogging

tiny vale
#

what is the best way to keep information like this stored? i tried Map Variables but thats just confusing

gentle urchin
undone surge
#

i see

tiny vale
#

is there a better option than this ?

grand valve
thin panther
#

Otherwuse you could have an array of structs

tiny vale
zenith abyss
#

@maiden wadi thanks for your help, i somehow fixed it, just had to redo everything

icy dragon
strong topaz
#

Hi, I am a beginner in blueprint so sorry if this is a dumb question :p

I made a double door blueprint and I got both doors to rotate using a timeline, but my question is how do I make my custom node trigger the animation of both doors at the same time? Right now I can only plug the custom event to one flip flop:

dapper iron
#

You can use a Sequence node to have 2 actions performed in order as a result of one execution pin.

#

@strong topaz

strong topaz
#

Nice, it works! Thanks alot!

brazen spear
trim matrix
#

I just wanna move an actor forward. should I just use moveactor on tick? or use a timeline on loop?

storm dove
#

how big an array must be (of structs) until it becomes a problem?

#

i never go for each loop in it

grand valve
desert quarry
#

Where should I as for UI help?

brazen spear
desert quarry
#

I don't see a UI channel.

grand valve
#

Have you tried a recording yet? because if you record a sequence using Movie Render Queue, to the best of my memory it should spin up a game instance which starts ticking "game" logic like anything that runs on tick

trim matrix
grand valve
#

the best way to preview it is to put your level sequence into the world, which will create a level sequence actor, which has options like "auto play" and stuff. And if you hit play in editor, it should auto play that sequence. That should be doing more or less the same thing that the Movie Render Queue does

thick zenith
#

Hey, just getting started with UE4. hoping anyone can help me in the right direction here. I am trying to acces my enemy blueprint from the controller which the enemy uses.

gentle urchin
#

get controlled pawn perhaps?

thick zenith
#

get controlled pawn uses a invalid target (none in my case) what should i use as target ?

#

the controller blueprint is not a pawnActionsComponent

royal trellis
thick zenith
#

trying to call a function from my enemy controller that is in my enemy blueprint

royal trellis
#

anyone knows how i can reset my spring arm rotation to be the one as when i begin play? the idea is to when my character starts walking, having a smooth transition of "
use controller rotation yaw" (so the camera would smoothly move to the back of the character as it starts moving) - i cant find set target rotation on the spring arm, so im probably doing something wrong

thick zenith
#

think ive tried them all by now. seems like simple thing to accomplish, i tried following a youtube tutorial, but off cause he skipped the part where he created the reference to the enemy.

royal trellis
#

in the first place im unsure why ur using the enemy controller in the first place

#

if you just want it to attack the player, wouldnt be easier to just have that logic inside the enemy bp?

#

(which i guess it is, but the logic to tell it needs to attack, for instance)

maiden wadi
#

Under normal circumstances, you rarely touch the AI controller classes. Most times AI logic like this is handled in behavior trees through BTTasks

earnest mango
thick zenith
#

yea idk, followed the UE4 toturial on behavior trees. and they uses a controller. dont know what the alternative is

royal trellis
#

BT's and BB's are probably not the easiest thing to get started with inside ue4

#

if u just need simple behaviours, id stick with blueprints

brazen spear
trim matrix
#

totally forgot that existed @earnest mango lol

maiden wadi
#

What are tutorial's obsessions with controllers?