#blueprint

402296 messages Ā· Page 877 of 403

grand valve
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But if its just a one off animation, it should probably be a montage tbh

elder mango
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it's just one animation

earnest tangle
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Yeah maybe having it as a montage would make more sense if something like that?

elder mango
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ok i'll try it

earnest tangle
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You just need a montage slot in the anim graph and that should allow you to play them :)

elder mango
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how do i do that?

faint pasture
winter kettle
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anyone has issues with UE4 bugging out (I have an nvidia gpu and a 2k display), I can use the editor with my 1080 monitors, but it bugs out when using my 2K monitor, I can work on blueprints like this

faint pasture
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"bug out" doesn't exactly narrow it down.

winter kettle
# faint pasture Show the problem

any context menu in a blueprint doesn't show, I can't even screen share it because the screen share does show the context menu, but if I were to record it with my phone you would see that I cannot see the context menu

icy dragon
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I'd personally avoid doing level bp at all costs in the name of modularity

dusky thicket
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That question is very vague... sorry lol.

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The situation that got me thinking about it is a title menu, where the user can go from screen to screen to screen, and levelsequences animate between them (and within them). I can easily handle it, but I'm curious what the current best practices are.

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Like I learned about subsystems and how to effectively use plugins way too late for it to affect certain projects that they would have very much helped.

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And how do these manager actors link together @trim matrix ? Getting all actors of class/interface?

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Interesting.

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Oh holy crap you can.

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I thought you needed to poke the level blueprint and have it redirect stuff.

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Yes. Ew. lol

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I figured that was the big deal with LevelBlueprints, you could point it to references in the level. Huh.

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Well I wrote a poop ton of unnecessary boiler plate. <shrugs>

earnest tangle
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It seems convenient for level logic like "on button interacted with --> unlock door"

dusky thicket
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Holy crap you can even see it from the dropdown if you click on the instance. Wow how did I not notice that since literally 2014...

earnest tangle
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Yeah, guess you'd need to have some kind of elaborate interface setup for it where a button can have a ref to an actor which implements the buttontarget interface

dusky thicket
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I mean I guess I did most of my stuff in straight C++ but yeah.

earnest tangle
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but it becomes annoying once you get into situations where you want one button to do multiple things, so now you either have to make the button support multiple targets, or have a proxy-target which does this...

dusky thicket
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Wow this makes things a lot more simple.

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Annnnnd that's why I ask questions lol FML.

earnest tangle
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What even is a gameplay event lol

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first time I hear of this

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lol

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I'd love to have a system where I could actually visualize it in the level

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Eg. if you hook up a button to a door, you could see an arrow

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would make it easy to not mix up logic and such for it

faint pasture
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I've been using Unreal since like 2014 and have never once put anything in Level BP

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maybe like a show menu or whatever if I didnt want custom pawn or controller, but that's about it.

earnest tangle
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It's been useful in my fps project since you can stick level logic for all kinds of purposes there

faint pasture
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I could maybe see using it if you had some super level specific stuff but I tend towards systemic game stuff so never needed it.

earnest tangle
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and all you really need to hook things up is just delegates in the actors that send out events, so you don't need to know up front what kind of actions it needs to support, and what actors can receive them

faint pasture
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That just gave me an idea, some sort of panel for visualizing all cross-references in a level

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all actors that reference other actors in the level

rough blade
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why use projectile movement over simulated physics?

faint pasture
rough blade
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@wanton imp Thank you!

short pawn
earnest tangle
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Yeah that's not quite what I was looking for :D

rough blade
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Does projectile movement have any kind of built in variance? An actor spawning the same projectiles at a constant speed is returning these impact results at about 500 yards. Ive noticed that on occasion they can be really off.

jaunty jolt
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How do i run 2 functions at the same time?
I have a group of rabit instances that encounters another group.
Each different rabit in my group has different properties of combat.
So while the rabits are moving they are also fighting.
So i need them to move and at the same time calculate the outcome of the combats.
The problem is that when i move all my instances the function that deals with combat has to wait.
Is there a way i can make these two operations run at the same time?

rough blade
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@faint pasture gravity has not been modified

faint pasture
rough blade
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yes

faint pasture
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You'll get a flight path difference due to slight framerate difference. It's due to using semi-implicit euler integration

rough blade
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@faint pasture do you have any suggestions for someone who is trying to make a ballistics heavy multiplayer?

faint pasture
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You'll want to roll your own projectile movement component using Verlet or something if it must be exact

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Typically in multiplayer everyone sees what's happening on the server.

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How much variance are you getting? That's a group how big at how far a range?

faint pasture
rough blade
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@faint pasture

-I can give that a go! Thank you!
-Im trying a cheeky work around by not having the projectiles replicate (lot of units) and just have "fake" bullets for clients. But these tests have all been done in single player so its a moot point atm.
-Anywhere between a few cm all the way to a few meters. I think your framerate theory is accurate and will chase down making my own. It is always a variance of distance and never left or right.

jaunty jolt
# faint pasture Not really but if it's real time, per frame (tick) they'll fight a little bit, a...

I think its pawn mechanics, if i understood correctly.
The problem is that, some rabits are stronger than others. So i have a loop that moves all the rabits (with vinterp to) in the direction of the pink rabbits (the enemies). Then when they meet each other, the combat begins.
As the combat begins, both the blue and the pink rabits start dying (combat). But each time they die, the rabits need to move to find other rabits.
So you see i cant get my head around this

faint pasture
# rough blade <@127902729677963264> -I can give that a go! Thank you! -Im trying a cheeky wo...

I'm doing something similar. If you want them to be as deterministic as possible given initial conditions (launch velocity, initial position) then I'd recommend making your own system doing line traces every frame and probably using Verlet integration (It'll be perfect if you don't have drag). If you have air drag, you're gonna have a bad time. In that case, I'd use semi-implicit Euler and a fixed time step. You would then lerp the actual bullet on the variable time step, but the simulation steps would be like 15ms or whatever.

faint pasture
rough blade
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@faint pasture that sounds perfect - ive got some learning to do. Thank you!

faint pasture
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I would do movement by, each frame (tick), moving towards TargetPosition, and checking if you can attack a target. If so, do the attack. Next frame, it'll move a bit more towards TargetPosition and check again if it can attack, etc, etc.

jaunty jolt
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but maybe thats the only way to do it

faint pasture
jaunty jolt
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combat halts for the whole group when movement happens

faint pasture
faint pasture
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So can a rabbit move or just a group of rabbits? Like what is "a group"?

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I would set it up such that an individual rabbit has a target position (where it wants to go) etc, and a "group" is just a way to tell a bunch of rabbits at once what you want to do.

jaunty jolt
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instance static meshes

faint pasture
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So is there any logic on the single-rabbit level at all or is a group of rabbits the smallest it gets?

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Like can you say "Rabbit 12, go over there"

jaunty jolt
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no no, they are a group. so they fight as a group

jaunty jolt
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i can by getting the specific instance

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it seems i need something to be synchronous

faint pasture
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I'd start by breaking it out into framewise logic.
Tick -> Move towards TargetPoint -> Attack an enemy if one is in range and attack is cooled down

jaunty jolt
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hmmm, well actually that gave me a light bulb

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yup i can make each instance have 1 point of attack when its close

faint pasture
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So is this like Rabbit Pikmin or something?

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Sounds pretty dope "You came to the wrong briar patch m*********"

jaunty jolt
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but has more rabbits, and can get many many rabbits

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because they keep popping

faint pasture
# jaunty jolt but has more rabbits, and can get many many rabbits

If you're gonna get thousands of them, I'd recommend making a global Rabbit manager (RabbitSubsystem or something) that handles all the logic, it'd go zoom zoom.

FRabbitStruct
enum TeamID
float Strength
float Speed
float HP
vector Position
vector TargetPosition

etc etc.

jaunty jolt
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i think i should make the combat in the event tick so that it goes asynchronous with the vinterp to movement. but i heard event tick is to be avoided

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i either use the event tick. or i just make all rabit combat in all groups halt when they are vinterping to

faint pasture
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You're still vinterping on tick thought right? If you're using a timeline it's still ticking

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The whole reason to use some central manager is so you can bulk move everyone then bulk check for attacks then bulk update ISMs, etc.

jaunty jolt
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i using the delta seconds for the vinterp to only

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so the event tick is updating a float that is delta seconds, and thats what i put in the vinterp to. dont know if this is the right thing to do but it works

jaunty jolt
faint pasture
# jaunty jolt

Yeah that's pretty much what I'm talking about, just with VInterpToConstant so you can enforce a speed limit.

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Are you doing that on some Rabbit manager or individually in each rabbit?

jaunty jolt
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individually in each group of rabits

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so a group of rabits has like 50 rabits

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they are instances

faint pasture
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Yeah that'll work. If you get into performance problems move it to C++ and it'll be like 50x faster, move it all to one central manager and it would be a bit faster still. But if its fast enough, it's fast enough.

jaunty jolt
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C++ is so hard 😦 im still trying to become good at blueprints

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i think it will take 1 year for me to work with c++ in unreal

faint pasture
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Took me 6, finally bit the bullet and did it though. I had zero programming experience before Unreal though so BP is sorta my first language.

shy patrol
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Currently working on a 2d unreal project using blueprints. I want when an enemy is damaged to make it flash a lighter color. I currently don't know any way of making the flipbooks and sprites change their hue or brightness but I assume it would have something to do with materials, which I know very little about. If anyone has any info or a solution that could help me that would be greatly appreciated.

sour fossil
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u could just have a parameter on the material instance that you change when taking damage

shy patrol
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That seems like it would work, and I understand it, but, I still dont understand materials too well. I'll send the material blueprint I have rn and maybe someone will be able to point me in the right direction. The material currently changes the entire 2d character and replaces it with a square when Id rather it be almost like a filter over the character that I can make brighter when hit, if possible. Thanks for the help so far.

sour fossil
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like this buddy

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accept you trigger the timeline from when you take damage

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except

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sorry

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and instead of "cube" use whatever the component the material you want to make flash is on

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@shy patrol

shy patrol
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okay, ima try this, thank you

sour fossil
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np

rotund marlin
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Did they remove Camera shake from Blueprints?

indigo flame
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Pls help me in ue5 general chat can't make a duplicate should have posted it here but I did not know XD

rotund marlin
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Yeah, But how do i launch it? i only see StartCameraShake but it does not work it seems

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i got it :p

shy patrol
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okay, the blueprints work great, when it takes damage the texture lights up, just how I wanted, but the same problem from before is that the character flipbook is completely replaced with a rectangle instead of the sprite. Still not sure how to fix this or if its possible with 2d sprites and flipbooks because they are so different from 3d objects.

shy patrol
faint pasture
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@shy patrol you want to tie in emissive with your flipbook material

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Basically hit makes it brighter

shy patrol
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yes

faint pasture
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So do that..... Show your original flipbook material

shy patrol
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the flipbook material is just the maskedunlitspritematerial

faint pasture
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OK so copy that, modify it

sly forge
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Does anyone know how to convert a transform to relative transform? "Convert Transform to Relative" kinda works but it flips the location relative to my actor

shy patrol
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okay yep, I think im on to something now, Ill let you know for sure, thank you

faint pasture
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You need the whole transform or just the location?

sly forge
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Swapping breaks it, spawns far away, i'll try multiplying the input by -1

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location

faint pasture
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Inverse transform location

empty needle
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Hi, is it possible to read an input through a component?

sly forge
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Inverse broke it even more, multiplying the location by -1 before converting it to relative fixed it

agile hound
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Question about casting…
If i am in a component and i want to cast to an actor… what would be the object of that cast? I tried get actor from class but still getting some error messages. Any help?

faint pasture
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Casting is not "get the thing", it's a question.

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You cast Something to SomeClass, and it'll succeed or fail if Something is an instance of SomeClass

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Say you know you have an animal, but you wanna know if it can Bark.

You'd cast TheAnimal to Dog. If it succeeds, you can call Bark on it.

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if TheAnimal was a Cat, it wouldn't succeed.

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You usually only know you have an Actor from a trace or some other way of getting Actors. If you wanna know if TheActorInQuestion is a Character, you'd cast it to Character, and if it succeeds, do Character things with it.

agile hound
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I created a reference and was able to access the variables i needed…

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Yeah

faint pasture
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What exactly are you trying to do?

agile hound
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I’m makinf a turn based rpg and I’m creating a status effect let’s say burning… or poison.

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I have my status component and i also have actor for each effect. But i would need the variables from the effect in my component to communicate with my battle system

faint pasture
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Why do you have a status component and an actor?

agile hound
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Basically when a character gets poison… i want to keep track of the effect duration (with a float). At each start of their turn i apply damage and then -1 to the duration

faint pasture
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I'd either have a statuseffect component with an array of active effects (structs) or just have an array of BuffActor references

agile hound
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Inspired myself from a Ryan Layle tutorial hahaha

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Had to improvise to make it applicable to my game

faint pasture
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K so in your turn
Get all status effects
Do the effects
....?
Profit

sour fossil
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I'd consider maybe being lazy and handling what you're talking about via interfaces DowDow

faint pasture
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You really only need status effects as actors if you have really complex ones IMO

agile hound
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I also have an interface (not too familiar with them tho) but right now it triggers the effect when the spell is casted

faint pasture
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Sounds like you're in pretty deep, back up and get the basics working. I take it your status effects have OnApplied, OnTick, and OnRemoved events/functions?

sour fossil
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once they recieve the status effect though, why does the damaging player need to do anything to them? would you not handle that on the status effected actor?

agile hound
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Right now on my burning actor i set the duration (float) at begin play. And have the particle effect

faint pasture
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OK so what's your question?

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also duration should be int if you are turn based

agile hound
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šŸ¤¦ā€ā™‚ļø yes hahhaahha

faint pasture
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TurnTick -> Get all effects, call Tick on them -> burn effect applies burn damage, poison applies poison damage, etc etc, each of them subtract 1 from their duration -> do rest of turn

agile hound
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Yes it’s pretty much what i have set up and everything works… but when i stop playing i get error messages because i guess my casting isn’t working properly

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Or the communication more like

faint pasture
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wtf do you mean casting, you shouldnt have to be doing any casting

agile hound
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Since i’ve tried just add actor from class

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Same error messages

faint pasture
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Character has Array MyEffectActors. BaseEffectActor has reference of type Character..... what's the problem?

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You want a BaseEffectActor and a BaseCharacter

sour fossil
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Honestly, I'd probs have it setup like... Each "character" (enemies, players) have a "status effect" component. That component contains an array of a special status effect struct. (Actor = DeltByPlayer, Enum = Status Type, Int = Turns...) when you apply a status effect you add a struct to that array. At the end of the turn each "character" loops through that array, apply the damage, decrease turns by 1 and if turns = 0 remove struct from array).

agile hound
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In my character unit i create a variable called StatusEffectsActors and make it an array. I have nothing to do in the event graph to link it in any way, correct? And when you say Base… you mean parent right?
Sorry if I’m frustrating to coach, been teaching myself for almost a year now.

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Yeah Pixel that sounds good. DeltByPlayer… meaning?

sour fossil
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The player "giving" the status effect

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just so we can give credit at some point down the line

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(for instance if the status kills the character)

agile hound
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Awwww gotcha

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So optional

sour fossil
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yeah

agile hound
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(Good option) šŸ˜›

sour fossil
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I always find that the further I get into a project, I always end up wishing I was handing over a reference to something.

agile hound
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Hahahh for sure šŸ™‚

sour fossil
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you're gonna need one anyway, especially if you start doing resistances. This really only works if the status effect happens 100% of the time.

agile hound
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So now the next step would be, when my character gets poisoned, in my status component i need to add a struct to the array. I’m pretty sure i know how to do it but since i’m far from my computer now and can’t test it out… how would you do it if it’s not too much to ask ahhaha

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Yeah

sour fossil
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There's many way of doing anything obviously... I don't actually know how your selecting the effected players

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however, if I'm assuming you're getting a reference to the pawn that you're going to be effecting.

agile hound
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For status resistance i use a boolean to determine if they can or can’t get affected. I want to make a game where you have to calculate your moves and actions and don’t want to leave it too much to chance

sour fossil
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you could either, cast to it and get the array and add the struct from the attacking player. or you could use an interface to simply hand over the struct

agile hound
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I find it very frustrating in a game you try to poison or something and it has a 70% chance of success and it fails… lost a turn and mp lol

faint pasture
sour fossil
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and have the reciving player handle what to do with that info

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yeah Adriel is right, that is something you need to know before going anywhere

faint pasture
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Actors will be more flexible, structs will be more rigorous and easier to save etc

sour fossil
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Structs are (as far as I'm aware) the simplest way to do this kinda stuff. But actors obvious allow you to have many more crazy stutus effects without having to recreate the effects code in every actor that it can effect.

placid cedar
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so im looking for a blueprint for ue5 or a way to do this and wasn't sure where to ask this in this discord. im working on a game where 1 team is in first person and the other team is just 1 person but in a free camera view but invisible and has no collision and plays the game like an RTS sort of. im just having trouble trying to find a blueprint that allows a player to spawn as a free cam is all right now.

agile hound
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Yeah, and i guess for the particule system, i don’t need an actor i could place it on my character unit.

faint pasture
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A poison struct might look like this
Name = Poison
ParticleEffect = FX_Poison
Duration = 4
StatModifiedForDuration = null
StatModifiedForDurationValue = 0
StatModifiedPerTick = HP
StatModifiedPerTickValue = -1

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A sprint effect might look like this.

Name = Sprint
ParticleEffect = FX_Sprint
Duration = 3
StatModifiedForDuration = Speed
StatModifiedForDurationValue = 5
StatModifiedPerTick = null
StatModifiedPerTickValue = 0

sour fossil
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maybe a ref to the char giving the effect as well.

faint pasture
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The endgame of a system like this would be GAS but that's at the extremes.

sour fossil
faint pasture
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Honestly tho for a turn based game, especially if you are gonna have any complexity to your buffs at all, I'd just make status effect actors

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BP_Status_Poison
OnApply -> Play sound etc
OnTick -> Duration -= 1 Apply 1 dmg
OnRemove -> nothing fancy

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BP_Status_Bomb
OnApply -> nothing fancy
OnTick -> Timer -= 1
OnRemove -> AOE Damage

sour fossil
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Technically he could do both. just have a actor slot in the struct for "special status effects"

faint pasture
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I would never ever do both, pick one and stick with it

sour fossil
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To be clear @agile hound Adriel's actor idea is the better idea when it comes to both complex effects and long term simplicity.

agile hound
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On tick…. Is it when it’s called upon (once at start of turn) or it’s like event tick?(which wouldn’t work for me) haha

sour fossil
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no he means you fire a "tick" command at the end of each turn

faint pasture
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You presumably have some sort of turn manager that tells things when it's time to do what they do right?

agile hound
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Yes

faint pasture
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K then that thing can tell the status effects when to do their thing

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that all depends on your design, if you want dots to tick at start of turn, whatever

agile hound
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Yeah šŸ™‚

faint pasture
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Like if all status effects tick at beginning of their targets turn.
TurnManager gets CharacterWhosTurnItIs, gets their StatusEffectsArray, tells them all to tick, then the character gets to make an action, etc, etc,

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StatusEffectsArray just being an array of BaseStatusEffectActors

agile hound
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Yes thank you Adriel and Pixel for your help. This helps a ton! You guys are awesome šŸ»

sour fossil
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np, gl+hf

supple bane
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After spawning the pistol bullet, the set parent name event is accessing nothing. Anyone know why that is?

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this is the error specifically /\

jaunty summit
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SpawnActor isn't spawning your actor

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Probably is colliding or something when spawned

faint pasture
jaunty summit
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Hmm yeah prolly

faint pasture
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Why not just set the name on spawn?

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Or use Instigator, it's right there

supple bane
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alright ill try that

faint pasture
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@supple baneShow the stuff before this

jaunty summit
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Yeah the 2 execution paths seem sus

supple bane
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its replicating to server

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forgot to mention its multiplayer

faint pasture
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K so what do you think happens on client when it goes through that execution chain

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It gets to the end

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and tries to set name on a bullet

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that doesn't exist

supple bane
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yea

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So i just set it when it spawns

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?

faint pasture
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yeah, or at least on server only

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both client and server try set it

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bullet only exists for server, client gets a null ref

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and shits the bed

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move the name set to immediatly after the spawn

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or just expose it on spawn

supple bane
wooden sparrow
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[question] are my unfilled nodes here not working? Total newbie

sour fossil
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they are fine

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it's a good question to be fair, they should probs change that

supple bane
mossy mist
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How do i offset this

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rotating my camera does nothing

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or is it this i need to offset

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either way

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how do i offset first person camera

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the rotation

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literally nothing works

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not even adding a component and parenting the camera to it

thin panther
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Yiu also cannot offset a boolean as that's not how they work

mossy mist
thin panther
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Idk

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Idk what you are doing

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Otherwise in your camera control add your offset

mossy mist
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oh ok ty

faint pasture
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@mossy mistWhat exactly are you trying to do?

mossy mist
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to this

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thing is editing in viewport doesnt do anything

cobalt gulch
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how do I get a reference to a static mesh in a blueprint class?

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I would like to reference the trap

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Inside the class

jaunty summit
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Simply drag the trap over to the event graph

cobalt gulch
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Sorry I worked it out anyway lmao

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Can I add another bp class into another bp class?

jaunty summit
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Define add

cobalt gulch
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into the viewport

jaunty summit
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As a component? As a variable?

cobalt gulch
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or defaultsceneroot

jaunty summit
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Yes

cobalt gulch
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How lol

jaunty summit
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Child Actor Component

cobalt gulch
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ah thanks

faint pasture
jaunty summit
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Yes they suck though

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Forgot to mention that

cobalt gulch
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why lol

jaunty summit
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I guess you have to spawn them dynamically

faint pasture
# cobalt gulch why lol

They just do. Whatever you're trying to do with them is usually better spent just spawning the actor dynamically. What are you trying to do?

jaunty summit
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I haven't used them myself but heard a lot of bad stuff here about it

cobalt gulch
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add a trap to the door

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so when i press a button on the door frame i can uninvis the trap

jaunty summit
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Well if you have one trap there that can be done using an interface

cobalt gulch
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I have multiple but I want it to be the same on every trap where if I press a key it goes invisible

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I know how to reference a component but no idea how to make it universal to the point where u reference on thing and it goes for all the other traps

tidal marlin
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Hy. How can i import JPG file at runtime?

tidal marlin
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Thank you)

jaunty summit
jaunty summit
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Ok then use interfaces

cobalt gulch
jaunty summit
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You don't, if you're using an interface

cobalt gulch
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How do i do that

jaunty summit
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You haven't used interfaces before?

cobalt gulch
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nope

jaunty summit
cobalt gulch
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So could I just reference each component?

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I think I did this wrong

wicked raft
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You need to use "Hit Actor" instead.

cobalt gulch
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Now it's working just it doesnt set the visibility

wicked raft
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What are you trying to set the visibility of? The actor?

cobalt gulch
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The trap yeah

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The specific trap that was hit not the others

wicked raft
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Can you not plug "As Trap" into "Set visibility"?

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Or does the root come up?

cobalt gulch
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root comes up

wicked raft
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After the hit successfully casts to "Trap" Promote that to a variable so that you always have a reference to the one that was hit. Also could you not "Destroy actor"? Do you need it invisible, or can it just be gone entirely?

#

If after it's invisible, it won't be used anymore, then just destroy it

cobalt gulch
#

Im just testing so i can do viceversa and set the trap by making it visible

#

it needs to be in a specific place thats why

wicked raft
#

What happens if you drag out of the "As Trap" and from that return you get a "Set Visibility"?

cobalt gulch
wicked raft
#

That might work?

wicked raft
#

Try "Set actor Hidden In Game" Shown in my screenshot.

#

Also, you don't need that branch

#

If the cast is successful then it hit the trap, if it fails then the hit was not the trap

cobalt gulch
#

why is this not working

#

it detects it with the text prompt

gentle urchin
#

Set hidden in game must be set true

#

Confusing question

#

C_base -> bp_base -> bp_child is possible

cobalt gulch
#

Guys I have a side question

gentle urchin
#

With an additional C_Base -> C_child

devout latch
#

I do that all the time.

cobalt gulch
#

I imported this trap bp into the door bp but it's scale is wrong and nothing lines up like the other original bp

gentle urchin
#

No , c doesnt know about bp

cobalt gulch
gentle urchin
#

So not possible

#

What exactly are you trying to do ?

#

Like, why do you need a c_derived from bp_child?

#

That you can do

#

For sure

#

But once you go bp, you never go back šŸ˜„

#

Sorry, im confused, but the order is simple really. Once you go to bp, you cannot go back. But doing different c bases and c childbased and c derived then moving to bp is fully possible

#

If that doesnt answer it then im not sure i can šŸ˜‚

#

Im also not sure what logic you want or try to implement for this hieriarchal setup

#

That you cannot do

devout latch
#

Are trying to achieve multiple inheritance?

gentle urchin
#

It sound like c base should have the functionality needed in your bp derived

#

Even if it doesnt implememt them, declaring the methods and whatnot goes a long way

#

Personally i do bp implememtable cosmetic recievers from the c base šŸ˜„

#

Yepp that is true

#

But i usually set it up so i have a working base at some derived point which i can go off from

devout latch
#

I have a C_BaseBattleUnit. I have a BP_BaseBattleUnit that derives from it. All of my real BP characters derive from BP_BaseBattleUnit.

undone surge
#

what is a conduit and state alias in state machine

devout latch
#

I do this so I can send messages from my C++ code to the BP_BaseBattleUnit, which works for all of my derived BP Characters.

gentle urchin
#

That + tossing debug messages for missing implementations šŸ˜„

devout latch
#

Good Luck!

deft gust
#

So I’ve got a pretty big question. I’m still new to unreal but I wanted to see if anyone could break down the basics for me. I wanted to try and recreate wizard101 (purely for educational purposes), more specifically the combat. How there are up to 4v4 in one combat, friendlies vs ai, friendlies select a card, and each team takes turns using their attacks. It’s almost 2am and I’m still up thinking about how it could be done. Anyone have any ideas?

gentle urchin
#

Is it turn based?

#

It appears to be

#

Whats the struggle? It seem to be regular turn based combat

#

Youd probably use some combat/turn manager who handles the order of action

vapid grotto
#

@gentle urchin How can i turn off shphere collision component of character in animNotifier , my Animnotifier BP looks like this.

#

In CharBp its working fine but I dont know why in AnimNotifier not working

gentle urchin
#

Set collision enabled

vapid grotto
#

not working just print begin and end msg

#

in need to activate pawn to detect collision

gentle urchin
#

You need a proper ref to char

#

You cant just make a variable and expect it to hold a valid reference

vapid grotto
#

than this won't work, should need STRUCT var or any other method ?

gentle urchin
#

Its an empty pointer/reference

#

Null by default

#

I think theres a try get pawn owner or smth?

#

Cant recall, and baby refuse to sleep atm so cant check

vapid grotto
#

ok

gentle urchin
vapid grotto
#

not showing node in animnotifier

gentle urchin
#

It requires anim instance

#

Which you may get from the mesh comp?

#

Not sure

vapid grotto
#

ok i will google

jaunty summit
#

GetOwner from Mesh Comp and cast it to your player character

vapid grotto
#

ok

#

but not working

gentle urchin
#

When is the notify state set up

#

Should be in the attack montage

#

Collision on hands should by default be off

jaunty summit
vapid grotto
#

in montage itself

vapid grotto
#

now

#

Now its not detecting collision on montag

gentle urchin
#

On begin notify -> set collision enabled,

gentle urchin
#

On end, set collision disabled

vapid grotto
vapid grotto
gentle urchin
#

Ye

#

Thats good

#

Now adding some prints will tell you if the concept is working

#

Not hitting enemy can be many things, like the enemy collision settings, hitbox etc etc

vapid grotto
#

msg is print on begin and end state

gentle urchin
#

Goood

vapid grotto
#

i think pawn hit on capsule not detecting

gentle urchin
#

Only you can find out

#

You can set collisions to not hidden in game to see their outlines during play

vapid grotto
#

coll is off

gentle urchin
#

True that, didnt check the video from before

vapid grotto
vapid grotto
pliant salmon
#

is there a way to do profiling/tracing in blueprints? I need to see how long a particular call is taking and it doesn't seem to show up in the profiler as it is

vapid grotto
#

added response channel it works but hit it self not on 0ther

gentle urchin
#

end and begin called at the same time?

#

nvm

#

lasts a bit short tho

#

also

#

why not just enable disable collision?

#

why set collision response?

vapid grotto
#

IF != SET TO sphere collision it detet hit from npc capsule trigger montage on itself instead of npc

gentle urchin
#

what in the...

#

what are you doing xD

vapid grotto
gentle urchin
#

it cant collide with itself

#

plus actor ! = component

broken wadi
#

Try using tags instead, you don’t have to cast to read an actor’s tag.

gentle urchin
#

there's no casting needed

#

all we want to avoid

#

is hitting our own character

vapid grotto
gentle urchin
#

It does not matter that they do

#

The receiving character gets the "Event AnyDamage"

#

the sender handles the hand-overlap

#

your hit reaction should also be in event any damage,

#

not on hit..

vapid grotto
#

what should i have no idea from here what to look for ?

gentle urchin
broken wadi
#

I haven’t been following along with what’s happening here gdr but it seems to me like you could try setting it up like this.
OnBeginOverlap, if (other actor) has tag ā€œpunchableā€, apply damage. The blueprint that Squize shared is similar too but just know that it’s going to try and apply damage to anything it overlaps with except itself, whereas my suggestion only applies damage to actors you’ve tagged as being punchable. So it depends on your game.

gentle urchin
#

It will damage any actor that has an implementation of the damage event*

#

which actors by default has not

#

But a tag is a very valid approach (Y)

#

easier to separate "punchable" and "Explodable" or whatever šŸ˜„ like a brick wall.

broken wadi
#

Yeah it’s important to know that, so later on if you have other actors that should not be punchable but do take other forms of damage it will still damage them.

gentle urchin
#

but then again you'd probably just apply a damage type for this

broken wadi
#

Maybe you have some boxes that should only break when a crowbar damages them.

graceful forum
#

Is it possible to get the WidgetComponent a widget is being shown/set at? So I can reach the owner actor from it?

gentle urchin
#

cant you pass in the owner ref during creation?

#

if you really need it ^^

graceful forum
#

I'll go with it if there is no other way, just wanted to separate that logic from the actor itself

#

Like kind of a debug add on, so I can just add it to any actor and be able to get the required attributes I want, instead of implementing this owner ref set logic on every actor whenever I want to add a new one

gentle urchin
#

there's always this nasty option of get all actors of class

#

but it's not very scalable

#

nor adviced

graceful forum
#

And check if they have WidgetComponent and check if the current widget is this?

#

Yeah I wouldn't like to go with this

gentle urchin
#

but doesnt it make sense for the actor owning the widget to spawn the widget?

#

and thus, you already have to manually set that up everywhere

#

Unless you're using default class,

#

which you also must set up šŸ˜›

graceful forum
#

I mean, I just want to show the actor name and location

#

But yeah I guess there is no other way than setting the owner ref manually

gentle urchin
#

could always try some get owner get owner get owner kinda thing

#

i would think the owner of the widget would be the component, and owner of component the actor?

#

hmm.. Actually Outer is GameInstance

#

would you look at that

rapid mortar
#

Anyone tried to make a online application like Amazon or wish or any kind of e store with unreal. I've only ever really seen games but I'd really like to make apps also I just don't know how I'd go about linking up with the main website or allowing them to work in conjunction with each other

undone surge
#

how do i get an instance of my default set variable value from a class. like my default value is 180 but is edited in a function, how do i get that default value before it was changed

gentle urchin
#

I was considering that myself aswell, but theres a massive amount of bloat with a game engine when all you want to make is a simple store app? šŸ˜‚

#

Felt like a massive overkill

undone surge
#

what node is that

gentle urchin
#

Thats the node

undone surge
#

oh

#

i found it thnx it wasnt showing with the context tick on

vapid grotto
# gentle urchin

after this same hit on npc capsule and montage play on player side

#

@gentle urchin Can you quick test in your ALS v4 project when you have time. its just 5 min tuts with assets in description

gentle urchin
graceful forum
# gentle urchin hmm.. Actually Outer is GameInstance
if ( WidgetClass && Widget == nullptr && World && !World->bIsTearingDown)
{
  Widget = CreateWidget(GetWorld(), WidgetClass);
  SetTickMode(TickMode);
}

Due to this probably, inside WidgetComponent.cpp. The owner is set as the world.. Why wouldn't it be the component itself

undone surge
#

@gentle urchin is there a node or func that allows us to toggle an input like toggle crouch or will i have to do that logic myself

vapid grotto
undone surge
#

aah

#

but its hold to crouch or toggle?

vapid grotto
#

@gentle urchin can point me to why my camera FOV is blob in corner

gentle urchin
#

Well it needs world, but it could be the compoments parent could it not

gentle urchin
#

Input action pressed -> crouch
Released -> uncrouch

Would make it while key down

#

Otherwise a flipflop for crouch/uncrouch on input action pressed would make it toggle

weak widget
#

How do you make those shaded squares in blueprints?

#

Like these

#

Oh nevermind I found it, just right click and Comment

#

My bad!

surreal peak
#

Or just press c when having nodes selected

weak widget
#

Ohhh thanks for the tip!

undone surge
#

what node would i use to check if a static mesh from the world has despawned

urban haven
#

@undone surge I think IsValid ?

undone surge
drifting fjord
#

when i collide with the sphere and then go out of it it still counts as if i am in it. any help on how to fix that?

undone surge
drifting fjord
#

i only want it to print in range when i touch the collision box aka the sphere

fiery glen
#

afaik

drifting fjord
serene tapir
#

My multiplayer game allows players to select a class in the lobby. When they select a class it is stored in their game instance. When the game starts the new game mode uses the OnPostLogin event to get the selected class of each player controller (by accessing it from their game instance). This works perfectly on the host but not on the clients. After placing about a million breakpoints I found that on the client, one of my blueprint nodes is being called late.
Because the GetCharacterClass event is being called late, my StartingNewPlayer event is being called with the incorrect character class (this event spawns the player).
As a result, the host spawns the the correct character but all of the clients spawn with the default character. Any help/advice would be greatly appreciated! Thanks šŸ™‚

#

The first photo is the execution flow on the host(this works). The second photo is execution flow on the client (this does not work).

mental trellis
#

It's not "called second"

#

It's an asynchronous node.

#

What is that node meant to do?

gentle urchin
#

you must tell the server about the class the player should join with if im not mistaken

serene tapir
#

It sets the chosen class inside the player controller

gentle urchin
#

since the server is doin the spawning anyways

mental trellis
#

The problem you've got it is, you aren't accounting for the delay when sending RPCs

#

Have you ever done asynchronous programming before? Like web ajax stuff or anything?

serene tapir
#

I did some with uni ages ago. Do asynchronous events run in a separate thread? Then you 'await' for completion, then do something else

gentle urchin
#

So the RPC should should call a new RPC

#

GameMode RPC Playercontroller which RPC GameMode again ? šŸ˜„

mental trellis
#

It's nothing to do with threads.

#

It's literally network programming.

gentle urchin
#

then you've taken any delay into account (assuming not spawning the char immediately doesnt cause a crash)

mental trellis
#

@serene tapir the issue is that that RPC node basically seconds out a packet of data from the client to the server which then runs an event on a completely separate program. That's all that node does in a client.

#

That's why it instantly goes to the next node, the print string, without seeming to do anything.

#

Because that's run instantly, whereas the event on the server and the variable replicated back take time to happen. Much like asynchronous ajax requests in web.

#

If you want that client print string to work correct, add an on replicated event to your class variable and print it there.

serene tapir
#

Ahh that makes sense

#

When you say replicated event to class variable, do you mean repnotify?

#

Quite new to this multiplayer stuff, tricky to wrap your head around lmao

mental trellis
#

Yes, a rep notify

#

That's why I try to give an example of async stuff people usually know, web requests!

#

I was a bit more aggressive there than I intended, I apologise.

serene tapir
#

Haha, you're fine. I really appreciate the explanation šŸ™‚

#

See the issue is, I dont actually care about the print node. I just used that to try explain the problem.
The actual issue is this.
I need the GetCharacterClass to assign the playercontroller the 'ChosenClass' before the 'StartingNewPlayer' event is called

#

Should I replace the starting new player event with a function inside a repnotify?

mental trellis
#

Start new player should only be called on the server, surely?

serene tapir
#

I believe so yes

mental trellis
#

I mean, does it matter if the class has replicated at that point? Just spawn them a pawn on the server.

#

At which point are they choosing a class?

serene tapir
#

They choose the class in the lobby, then once all players are ready they are transferred to the new map

mental trellis
#

So what does it matter if this variable is replicated at this point?

#

A player can't be "ready" before they've chosen a class? So at this point (the new map) they must have all already chosen a class

#

That is, the server 100% knows what the chosen classes are.

serene tapir
#

Thats correct yes, but the class is stored inside each players game instance

mental trellis
#

I wouldn't do that.

#

The game instance is... well instance specific. You can't replicate changes from the server to the client on a game instance.

#

So if you had to change a client's class, you'd have to route that through some other object, like their controller.

#

You probably want that info on their player state, that way every client knows what every other client has picked (player states are replicated to all players)

serene tapir
#

Are player states persistent across levels?

#

I'm not using seamless travel

mental trellis
#

Does it matter? Just set the variable on the new player state on the server

#

And the client's player state will have that info before its BeginPlay() is called.

serene tapir
#

Big 🧠

#

Thankyou v much

#

I'm going to try it now šŸ™‚

mental trellis
#

Just a rundown on the mp classes

#

Handle game logic in GameMode (only exists on server). Handle game states in game state (game/team scores, times, etc.) Handle player states (score, name, class, etc.) on player states.

serene tapir
#

Thanks dude, appreciate that šŸ˜„

mental trellis
#

np

pulsar valley
#

Hey guys, I have a question. Suppose I have a BP class with a Map variable, that holds as key a reference to Object objects. If the given object is killed in some way somewhere else, will the key become invalid in the map as well?

#

(that is, do pointers used as keys for Blueprint Map work as C++ weak pointers, or more like shared pointers that will keep the object alive since there's still a reference to it?)

undone surge
#

Can i get a simple example of how these parent begin play and tick etc nodes would help , should i get rid of them if i wana specificy certain meshes to be spawned ?

thin panther
#

Say i have a weapon bp, and in the master i load it's saved stats. To save writing it again, i can just call the parent in the child

#

You would get rid of that if you wanted specifc functionality

Say if master class has begin play change to a random mesh stored in a variable, and that fits my needs for all of my children except a couple, in those couple i could remove the parent call and write my own code

open latch
#

Can you scale Value of the ( movement input) go higher than 1 ?

thin panther
#

No

#

Unless you multiply it as it comes out

fleet rivet
#

Is there a blueprint equivalent to FName::NameToDisplayString?

undone surge
#

overlap

gentle urchin
earnest tangle
thin panther
#

Again it depends on your usecase

#

Do you need the begin play in the parent or not

undone surge
fleet rivet
earnest tangle
#

Ah

fleet rivet
#

FName::NameToDisplayString does that automatically

red fossil
#

How can I call an actor component from my character that needs to happen on tick?
Example: Player hits F --> F calls actor component that adds constant forward velocity, making the player fly forward.
It needs to happen on tick so it applies constant force.

undone surge
earnest tangle
#

@fleet rivet You could probably use Find Usages to see if there's a BP wrapper for it, otherwise it should be a fairly trivial custom function to add :)

open latch
#

Whenever I hook up that "Max" variable to the Max pin ( promoted to variable) my world is blocking my actor , that is the only change.. I have not made the logic behind it

earnest tangle
#

What is that hooked up to?

#

Try setting the max value to 0.8 without hooking it up, it'll probably do the same. So there's really no issue with hooking that up specifically, it's just the values that you're using

open latch
earnest tangle
#

It's a bit unclear as to why it would be causing you to stop altogether if it's just a speed multiplier

open latch
#

but I have only promoted the max value to a variable

earnest tangle
#

I would try printing out the values you get from it when it works

#

and then try printing out the values when it doesn't work, and compare the two

short pawn
earnest tangle
#

Do note that your max variable is set to 0.8, and your default value on max is 1.0 which could affect it

#

(it being a variable will not have any effect on the behavior, but the value could)

red fossil
#

Right now when you jump, it calls a double jump actor, and on the third jump I need it to then call the flight actor and enable flight

open latch
red fossil
#

the double jump part works perfectly, just dunno how to get flight worked in now

earnest tangle
short pawn
red fossil
#

nah

#

It's different player movement abilities that the character calls

#

but this one is a little more complicated, because it needs to be called from another component, and then it needs to keep playing on tick...

earnest tangle
#

It sounds like you'd just need to call it during overlap, no?

open latch
red fossil
#

During overlap?

earnest tangle
earnest tangle
# red fossil During overlap?

Ah I reread your question, so basically you need something happen for X duration on tick when a hit even occurs for example?

red fossil
#

These components have movement logic in them, and I call them from within the character. Sorry if I was unclear

red fossil
#

basically the player can jump three times, on jump 3 I want flight to turn on

earnest tangle
#

Have you considered just using the on jumped event from CMC, and then changing movement mode to flying?

red fossil
#

Oh crap lol. Yeah, I was using the flying movement mode for this, but I think I totally forgot to tell it to enable. let me go fix that real quick

grave relic
#

Anyone able to help me? I sphere trace out from the middle, wanting to see if i hit one of the planes that are on the outside surrounding of the block. This is so i can check if the box rolls over on a long or a short side. Currently i dont get a hit on my planes tho. Think this is cause its a component under a component

red fossil
#

I've been redoing all of my code

#

I'm looking into Event Dispatchers, I think with those I can make it so it doesn't need to ask every tick if you can fly or not and only turns it on when needed

open latch
red fossil
#

It also seems like I can only change the movement mode from within the character itself and not in the components

earnest tangle
earnest tangle
#

And did it behave any differently?

open latch
#

Nope

earnest tangle
#

That definitely makes no sense lol

#

There should be no difference between variable or the value being set directly in the node

open latch
#

On all the child blueprints spawns it stops the actor at the collision box

#

that doesn't make sense

earnest tangle
#

If the value in both cases is the same, then the result should be the same

open latch
#

since they inherit everything from the main

earnest tangle
#

Now that you mention child blueprints... that could be a factor

#

If the variable has a different value on them that could cause it

#

Say... if it was 0

open latch
#

But I have my child blueprint inherit everything from the main

earnest tangle
#

Check it anyway just in case, at least on the one where you get stuck

#

Because I can't think of any other reason for it :) As far as blueprints are concerned, a variable with value 1 in it and the input field in the node having the value 1 in it are exactly the same in this case

open latch
#

this should suffice for a child BP right ?

#

or do I need to enable overlap event as well ?

since spawning of other actors is working fine with it disabled

earnest tangle
#

Yeah that should be fine

#

It'll use the parent stuff if you don't do anything with it in the child

undone surge
#

how do i get an a material to retain its color but emit a specific light

open latch
earnest tangle
#

If it's only with the variable, check the child BP's value for that variable

#

there's really nothing else that could affect it, if it works when the variable is not connected

open latch
earnest tangle
#

Details panel

weak widget
#

Any idea how to fix this?

#

It's a CPP project

solemn lintel
undone surge
#

yes

earnest tangle
#

@weak widget did you try doing what it suggests?

weak widget
#

I did

#

I added BlueprintReadWrite

#

To the property of the FP Gun

#

But I still get the same warning

earnest tangle
#

Did you hot reload

weak widget
#

Yep

#

Compiled

earnest tangle
#

Yeah close editor, recompile, open editor

#

Hot reload tends to not really work so great

weak widget
#

Ah I haven't tried re opening the editor

#

I just clicked compile in the editor

#

Alright I'll try that then

gentle socket
#

Quick question - When do you choose to create an object as an Actor Component instead of giving the Actor an Object as a variable?

open latch
# earnest tangle Details panel

how odd is that.. .it is 0

So everytime I create a child BP I should change that.. ? or is it just that existing BP's don't inherit it automatically ?

gentle socket
#

You probably can, but it will be rather slow and very hard to manage

gentle urchin
#

Didnt you get an answer yesterday?

torn kettleBOT
#

:triangular_flag_on_post: NeroxCrafter#6348 received strike 1. As a result, they were muted for 10 minutes.

earnest tangle
#

@open latch it's possible that the value of the variable was 0 in the start, sometimes child BPs don't correctly receive the changes that were applied to the parent

timber cloak
#

Yeah. Almost anything you can make with just BP.

earnest tangle
#

but if you were to set it to 1 in the parent and inherit a new child, it should get all the ones from the parent bp

#

but existing ones sometimes can bug out like this which is a bit annoying

solemn lintel
undone surge
#

aaah

#

so i cant basically do this in the material editor right

gentle socket
solemn lintel
#

I don't think so, no, as using an emissive will sort of take over the base colour as well

undone surge
#

alrigh thanks

worthy carbon
worthy carbon
dawn gazelle
# worthy carbon Please Help

Your "Camera" value hasn't been set here when you're trying to use it. Is this a component in the "WeaponBase" or a variable?

worthy carbon
#

the camera in the weaponbase is a variable

undone surge
#

is there a way to get player current velocity without using event tick

dawn gazelle
gentle urchin
#

If not just get its value when you need it

undone surge
gentle urchin
#

At the very least intermitedly during acc/deacc

undone surge
#

im in bp third person . my anim graph has conditons but i dont to use tick beacause i hjave a condition infront of the one i need for movement which keeps getting set to true bcuz event tick

#

so i need to find a way to get last velocitu wihout tick

gentle urchin
#

Why do you branch of tick and subsequent required get'ers if you need them?

#

Sounds backwards doesnt it?

undone surge
#

idk man im stupid

#

thats why i asked xD

gentle urchin
#

Pro tip

undone surge
#

I used get velocity

gentle urchin
#

Dont be stupid šŸ˜†

undone surge
#

YEEEE

#

its gonna take me some time to get used to all the nodes xD

gentle urchin
#

You should update the speed value on tick

#

Because its animation and speed related, which should and could update on tick

#

Otherwise issues arise

undone surge
#

alright ill do that

#

thanks

gentle urchin
#

Like jittering anims etc

undone surge
#

this is ma first game i can afford jittering anims xD

gentle urchin
#

True

#

Leta get it out first

#

Thats an achivememt in itself

maiden wadi
undone surge
#

thats fair

#

thanks

onyx violet
#

is there a way for me to know/set the action/axis mappings of a shipping packaged build? it seems they are not the same as they are in project settings for users who download my project.

maiden wadi
#

Are you using project set inputs? If so, they're usually able to be edited in an ini file if memory serves. Can't remember which one off hand.

undone surge
#

@gentle urchin @maiden wadi ive been trying to make a sprint condition but the only thing i need is that i need to check speed and then use that to set a variable but with tick it keeps going into that set branch again and again. how do i get it to keep checking constantly but only go into the set variable once

gentle urchin
#

Sprint just increases speed

#

Which your blendspace should be set up to handle

undone surge
#

ywa but for some reason it wasnt going into the animation

#

even if i was above a certain speed

trim matrix
#

Is it possible to open .uasset.Class files? I can open .uasset but the ones that end in .Class I can't seem to get to open

undone surge
#

i managed to fix it though using tick , hopefully ill find a better way later on

gentle urchin
#

You must first update your blendspace to handle it with a sprint animation at the desired sprint speed

#

Then the rest is handled internally , in walking state

undone surge
#

i see

gentle urchin
#

Since the default walk state already reads the speed on tick

undone surge
#

i think the prob is that i put walk speed anim, jogging and sprinitng in the same blendspace

#

so its causing probs with updating anims

gentle urchin
#

Nah thats what you're ment to do

#

Atleast, thats an optional way of doing it

#

Unless yoi have a good reason to separate out sprint

high fractal
#

I have a modular player mesh split into components that uses set master pose. Everything works fine on UE5 except my male head master meshes. For some reason only these male heads cause rubberbanding when my player runs. The female heads work just fine. Any ideas?

ember mortar
#

Hey guys, I just need a little hint. How to make it so the AI“s dont bump into each other when getting to a certain location? I want to keep it as simple as possible. I was thinking of something that when the AI hits other AI and is already in a radius that is close enough to the target point it will stop moving towards it and the sequence in BT continues. IDK if it is something that you can simply do. Any suggestions?

gritty elm
#

After package game, there is blank screen. When press ~ button it show console

#

But the maps are already set in project settings, then why screen still black?

maiden wadi
#

Sounds like a bad default map.

gritty elm
#

I tried to make a new map

#

and set that map in maps and mode settings. still black screen. I have to type ~ and open map manually

ember mortar
maiden wadi
#

What is the project's default map?

gritty elm
#

UE5. Maps and modes

#

map is already set

maiden wadi
#

Transition map sounds like a blank map?

gritty elm
#

tried to packaged with development and debug config, still same issue

#

did you mean that transition map should be blank?

maiden wadi
#

I'm asking if it is blank.

gritty elm
#

No. It is not blank

#

It is single player application.

unborn turret
#

Is there a way to get values from an animation sequence in bp?

maiden wadi
# gritty elm No. It is not blank

Hmm. Odd. I don't use a transition map. Mine are hard loaded. MainMenu map as the default. Worked fine in UE4 and works fine in UE5

undone surge
#

i have a point light attached to my mesh but i cant change the size of it. what do i do

grand valve
#

Does your level have sublevels? Is it possible the lights are not being loaded or something?

#

@undone surge A point light is usually just a point. You can adjust the Source Radius of the point light, which will make it appear to get bigger, but only in reflections and with regards to the softness of the shadow it casts. You can also just pair your point light with a sphere mesh that you can scale, and give that an emissive material.

#

Theres also attenuation radius which controls how far the light reaches

undone surge
#

how do i decreae the radius ?

#

i put in a value but it doesnt change

grand valve
#

what are you expecting to change. If you increase source radius, you will just see a yellow sphere grow or shrink

#

if you want to see it as an object, you need a sphere mesh with emissive

undone surge
#

i want to change this

#

but its neither increasing or decreasng

grand valve
#

thats the attenuation radius setting

undone surge
#

aah

#

and if i attach the point light to a mesh it will attach right in the centre of the mesh ?

grand valve
#

at 0,0,0 it will be attached to wherever the meshes 0,0,0 is yes

#

it might not necessarily be the center

undone surge
#

i see

#

thank you

gritty elm
#

How to open map directly from .exe file parameter? @maiden wadi

#

So I packaged game. But map doesn't show. The alternative solution i found is to make a shortcut and open map directly from there

fathom gull
#

How do i increase the distance the player capsule goes when space is pressed?

peak summit
#

Is it standard to create a montage for every skill animation with a notifier of when the action should occur and also to accurately track when to transition out back to walk/idle?

gritty elm
fathom gull
gritty elm
#

you mean you want to increase space jump Z velocity?

fathom gull
#

well i want to increase the distance it goes up but not the speed

gritty elm
red fossil
#

Anyone know why I can't do this?

#

I can only connect it to events that I create if I drag off that pin for some reason

rough blade
#

I could be wrong here but that is because event tick is fired on tick and never by a players input.

red fossil
#

Hmmm

#

Thing is, I need this event to start playing which has to run on tick

#

Not really sure how to do it

fathom gull
red fossil
#

Does your animation move away from the root?

rough blade
#

@red fossil if you have tick enabled it will fire the moment the actor runs its first tick. You can also enable "Allow Tick Before Begin Play" to tick once before the actor is active

spark steppe
#

e.g. your dispatcher needs to be setup with one float parameter

red fossil
#

Oh? Where do I put parameters? Sorry never used them before (dispatchers)

spark steppe
#

in the details panel when you select the dispatcher wherever it is defined

#

theres a small + button on the top right in the details panel, they couldn't hide it better

red fossil
#

Lol there it is, why's it so teeny

#

thanks

#

Another question, when I cast to my double jump component, what do I plug into "object"?

spark steppe
#

a reference to the component

red fossil
#

That's what I'm kinda confused on how to get šŸ˜…

#

I know if it's your character you just do get player pawn but this isn't a player

thin panther
#

Youll need to store a reference when it's made

odd ember
#

I don't know what you're doing

#

that you need a double jump reference

thin panther
#

This is typically why you use manager classes

#

Also that why is double jump in a separate class

#

Rather than some nodes in the character

odd ember
#

I'm reminded of:

thin panther
#

My favourite fact of em all

red fossil
#

hahahahaha

#

yea it's separate so it's easier to make new characters later on

#

So it's not all just crammed into the one character

thin panther
#

Then make a base blank character and create children

thin panther
#

Thats what OOP is for

red fossil
#

yup, that's what I've done

thin panther
#

Then i dint see your issue

red fossil
#

the char is a child

odd ember
#

okay but what is the double_jump class?

#

or rather, why is the double jump a class?

thin panther
#

All characters will need movement, some will double junp, so implement double jump in the parent, and then the double jump gets copied to the children

red fossil
#

My double jump is working

thin panther
#

Doesnt matter

red fossil
#

My issue is trying to get flight, which needs to happen on tick, to turn on on the third jump

thin panther
#

Your issue was casting!l?

#

Which you avoid by doing it properly

#

But for that, track the number of times you jump, and reset it on landing

#

This also sounds like something better done in cpp tbh

#

Extending CMC or smthn

red fossil
#

That's how it works rn

coral lance
#

I was wondering how I could make it so that I could place an interactable object in my game

#

I have a database and an inventory system and my goal was to implement a level in my game that the character could then place at a specific area to open a drawbridge but I don't know where to start i regards to placing the interactable object

earnest tangle
#

Perhaps look at how to spawn an actor in a location? It sounds like "placing interactable object" would mostly just be spawning it at the location the player wants :)

celest pilot
#

I'm creating a mod for a game and for some reason the game crashes when doing something specific but I can't get a good crashlog, is there a way through console to make a better crashlog , somewhat like the developer log?

meager spade
#

Once more I look with disappointment at the removed game design channel, tips for cheap ways to add snow in a "logical way" etc only on horizontal surfaces. I'm well aware that some snow usually gets stuck on vertical stuff like walls and trees when it's snowing and windy at the same time. How is this usually done? Because the only way I can come up with is to replace all the surface's textures with a snow version of the same texture

#

I'm not looking for dynamic snow that can create trails/footsteps, just a simple texture change of some sort

odd ember
#

I don't know of any game that does it, but probably through materials if anything

#

volume is much harder to do

zealous moth
#

is there a built in method to save all game state for all objects?
In emulators, you can save a state and reload it. I was wondering if this is also possible

meager spade
#

I know of games that do, but the one I have in mind was built by a single person who used to work on engines and made his own engine for his game. AKA he has a lot more knowledge about the stuff than I do

odd ember
odd ember
zealous moth
odd ember
zealous moth
#

ouch alright

meager spade
#

Latter option sounds more expensive but I have no idea how expensive it would be, the world isn't super big

odd ember
#

I thought you just wanted to paint the ground, which admittedly would be hard enough

maiden wadi
#

This sounds a lot like basic material parameters altered globally from a parameter set for season settings.

odd ember
#

I mean if you know how to work the material to add depth of size by all means

maiden wadi
#

Global Material Parameters are a good place to start.

meager spade
#

So it should be possible for me to do this based on just a parameter or two like temperature + season or something?

odd ember
#

(whatever it may be)

maiden wadi
#

You do. But the Global Material Parameters will keep you from pulling hair out by trying to keep refs to a ton of dynamic materials.

meager spade
#

I'll look into global material parameters

#

Thanks

maiden wadi
#

For snow. It's mostly just a matter of using the material's normal direction. You can blend snow onto anything facing "upwards" rather easily. Some vertex offset and texturing can go a long way.

meager spade
#

Yeah I have the logic for applying it on anything facing upwards in my landscape material. What would be best way be to implement that logic for all materials that needs it besides copy pasting the logic?

odd ember
#

yeah I'm not gonna claim that I know anything about the logic itself. 0,0,1 as normal sounds reasonable, but to accumulate, especially based on particles though? sounds like hair pulling

maiden wadi
#

Could be fun. Not sure how game worthy it would be in the end, but Niagara does have collision events. I wonder how hard it would be to paint a vertex shader with that.

odd ember
#

you'd have to go through UV

gentle urchin
#

Isnt it just offsets + a heatmap for trails?

#

'Just'

#

It usually looks rather .. clunky.. anyways

#

Actually deformable terrain, who would've guessed

odd ember
# gentle urchin

I think the tech we were speaking about was snow falling, not this

meager spade
#

Playing around with it atm trying to find something that works

gentle urchin
#

Ohh, my bad !

#

Vhm?

#

Heightmap?

#

Virtual?

odd ember
#

actually

#

well no

#

that wouldn't work

undone surge
#

Are the AI options that are included with UE good enough or is it always better to make your own AI logic

maiden wadi
#

UE has AI logic? šŸ˜„

#

Jokes aside. Unreal doesn't really have AI logic besides move to location and face this target/spot. And the movement is questionably good without real EQS.

gentle urchin
#

Extremely limited logic indeed

undone surge
#

I see

maiden wadi
#

Yeah. Understanding behavior trees, and the controller can make creating somewhat decent AI pretty easy. It's just not there by default because AI differs greatly by game.

undone surge
#

If its my first time doing this what would be an example of something in AI that I shouldn't try rn

cobalt gulch
#

Hi, im trying to add a blueprint class for a trap into my blueprint class for a door. When I do this the blueprint class for the trap is completely disordered and all the objects are scattered. Is this an issue with parenting or something?

maiden wadi
#

Really. If you want to give yourself a good crash course. Make Deathmath AI. They're super simple. Find player, focus player, shoot player. Clear and simple linear goals. They'll get you acquainted with Blackboards and Behavior trees.

#

Can even add in some EQS for taking cover afterwards.

undone surge
#

Is there specific resource or utube channel that you could recommend

#

Like a Playlist

#

Or smt

maiden wadi
#

I routinely go out of my way to insult and avoid Youtube.

gentle urchin
#

Watch a ton, forget what they told you, and keep what you learned

maiden wadi
#

Don't really know any resources. I just mess with stuff and read docs or random forum posts til I understand it. BTs for instance are made up of four parts.
Logic switching as Selectors and Sequences.
Tasks
Services
Decorators

Tasks are just that, they're blocks of logic that you use to do things. Usually these are your "Fire" or "MoveToLocation" functions.

Services are usually used to set state. They can be used for other stuff too.

Decorators are like branches or gates. "Don't do this logic if this value is not set/correct".

thin panther
#

There is a simple guide on the ai quickstart that covers a simple melee ai i think

#

Involves the basic tools and tasks iirc

fervent jolt
#

Hey, I was wondering if theres a more universal way to make a event so rather than casting to each thing I want to eventize and triggering a custom event, I can just grab the event from BP A to BP B.

thin panther
#

Casting is necessary and not bad, but you can also use interfaces... however 99% of the time casting will be better as long as you have a good heirarchy setup

#

Interfaces are better suited to things like interaction, where you need to ibteract with multiple different master classes

#

However say you had food, it would be better to cast to the same base class as all food behaves in similar ways

fervent jolt
#

ah ok, Thanks!

golden frigate
#

anyone got any resources on making a spline path given a start and end point and X midpoints?

trim matrix
#

Hi, im trying to make a detection system that gives me a true back when my pawn is directly looking to another pawn.
I informed my self about player rotator but i didnt know what to do with that values

gentle urchin
#

True back?

maiden wadi
#

They want a function that == true if pawn rotation == lookat rotation from pawn to another pawn.

#

Implementation depends on how complex it needs to be.

vivid sedge
#

hey guys, does anybody know how this is called in ue5?

maiden wadi
vivid sedge
#

Huh i dont find it

maiden wadi
vivid sedge
#

šŸ˜… thx

undone surge
#

Any way to remove fps cap?

gentle urchin
#

T.maxfps 1000

maiden wadi
#

Not in editor. At least UE4 was clamped to 120. Standalone and build games were unclamped.

#

It would seem that UE5 has removed that limit though.

#

I think I'll just leave that clamped to 75. šŸ˜„

blissful grail
# undone surge Is there specific resource or utube channel that you could recommend

Probably the best video out there about the topic in regards to Unreal. @maiden wadi Also tagging for your knowledge. So you can just reference it if it comes up again.
https://www.youtube.com/watch?v=iY1jnFvHgbE

In this presentation, Epic's Paulo Souza uses Unreal Engine's built-in AI features to build smart enemy behaviors for a game with stealth-like mechanics.

By relying on the Gameplay Framework in Unreal, we're able to quickly create convincing AI using Behavior Trees. Behavior Trees are great for creating complex AI that can be presented in a way...

ā–¶ Play video
golden frigate
#

trying to make a spline take a path something like this but for a random end point input.
any ideas on how this can be most easily accomplished? I did not get good results trying to set rotation and tangent but i may have done the math wrong

#

this is what it does in game

#

like this doesnt make any sense to me in this case it should not curve so much

#

i am certain i did the math wrong

past hazel
#

how can you draw straight lines on a terrain or mesh, regardless of the roughness of the surface? Decal spline? and snap to the bottom?

summer jetty
#

I'm building an open world game, so have a persistent level map and then various levels streamed in/out as the player crosses different trigger boxes. How does saving location work with this? Do I need a unique boolean variable for each level map (there are 50+) and then have these variables set to yes/no whenever a trigger box is crossed and a level is loaded in (then just save these values as the player moves around the world)? Then do I save a separate variable for SpawnTransform to get the exact location of the thirdpersonactor? Or will that not work with multiple level maps loaded at once?

echo salmon
#

Any idea why ALT+Drag doesnt duplicate the actor inside a blueprint viewport?

lusty elbow
#

Sorry I didn't reply, but I'm grateful for the answer. However, I will posit it again, as I hope to get additional answers.

remote belfry
#

Does anyone have any good info or links for dealing with directional gravity? I've been trying to use " set physics linear velocity" on a player character with no luck. All my searches lead to plugins which are not an option. I kind of want to do it myself... and I'm broke lol. As well all the free stuff is not compatible with UE5.

lusty elbow
#

Are there any good guides, or guidelines, on how to integrate projects? Imagine I got two different projects that form the base of my would-be-game.

maiden wadi
stuck trench
#

Problem:
I'm making intro for a game.
I made a video that is for about 5 seconds long and I want it to loop over and over until player does: Any Key (just until he clicks any key), then Menu will show up.
Can you please help me how to do that?

remote belfry
#

However you raise a very good point

stuck trench
#

Does anybody know what's wrong with that?

#

Why is there an error?

maiden wadi
# stuck trench Problem: I'm making intro for a game. I made a video that is for about 5 seconds...

I would use the Movieplayer. But I don't think that's easily BP accessible. For an entirely BP approach. You are likely looking at basically having a starter map. Have the map's LevelBlueprint put a widget up on screen. This widget has a MediaPlayer image in it. You can play your movie through that. Widget has focus set to it. Widget can handle OnKeyDown or OnMousePressed. If either of those are ran, remove from parent and show your actual main menu screen.

dire frost
stuck trench
dire frost
stuck trench
#

I cannot connect it

#

It doesn't let me

dire frost
#

oh i'm dump

#

it wants an animation i think

#

you can see the "target is anime single node instance"

maiden wadi
stuck trench
dire frost
stuck trench
#

I want to loop the video but when player press any key the video will stop looping

dire frost
#

if so then drag from the media player reference and search for loop

#

or you can copy paste the same nodes above

stuck trench
#

like this: ?

dire frost
#

yep

stuck trench
#

hmm, the video is still looping.... 😦

summer jetty
#

I'm building an open world game, so have a persistent level map and then various levels streamed in/out as the player crosses different trigger boxes. How does saving location work with this? Do I need a unique boolean variable for each level map (there are 50+) and then have these variables set to yes/no whenever a trigger box is crossed and a level is loaded in (then just save these values as the player moves around the world)? Then do I save a separate variable for SpawnTransform to get the exact location of the thirdpersonactor? Or will that not work with multiple level maps loaded at once?

dire frost
dire frost
#

the game should pause and the graph editor should open and a red arrow should be pointing at the node

#

yeah

stuck trench
#

"add breakpoint" ?

dire frost
#

yeah

stuck trench
#

ok I'll try

#

now looking like this:

dire frost
remote belfry
stuck trench
dire frost
#

so when you clicked any key nothing happened? you did not disable input, right?

stuck trench
maiden wadi