#blueprint

402296 messages · Page 878 of 403

dire frost
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from the player controller you can disable the player's input and thus "any key" event wont trigger

stuck trench
maiden wadi
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Also. This is strictly for the movement component. This doesn't cover anything like 3D nav meshes for air movements, or walking on what used to be walls. If only the player can do this, it's an easy task. Once you need AI or Networking. Your work is going to grow pretty fast.

dire frost
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well let me try to replicate the problem on my end and i will get back to you @stuck trench

stuck trench
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if you want I can provide you any screenshots you want

remote belfry
tight pollen
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is it possible to somehow take the time of the animation that is in the State Machine from the level of MyCharacter?

summer jetty
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How do I load multiple level maps at once via blueprints (and how does the spawn transform work in that situation)? For example, if the character is standing on the border of two level maps when they log out of the game and can see both. When they log back in, I want to load both level maps and the location of wherever the player was standing last time (spawn transform).

mellow folio
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Find the LoadLevelInstance node

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Or look up more robust solutions like world composition or World partition or whatever they’re calling it these days

bold sedge
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what's the ideal approach if I want to spawn a lot of projectiles and save on performance?

radiant pawn
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I'm using a Random Stream to make a set of colors that get applied to procedural creatures, each creature gets a new set of colors. The stream gives me different results as expected, but the first one spawned is always exactly the same colors. Any ideas why?

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The seed is different each time too, I check on start

mellow folio
bold sedge
mellow folio
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So there is no optimization

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Unless you can provide more information about your use case

thin panther
vivid sedge
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sorry again a dumb question does this work in ue5? because i cant do it 😄

sour urchin
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How do I get the angle for the arrow, depending on its location? I need the arrow to always look in the direction closest to the edge of the screen?

fiery swallow
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the set position on screen

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the clamped value should be the maximum XY values of the screen. I'm bad at explaining though so you probably didn't quite understand :)

sour urchin
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I have these values, But I still don't understand how to do it right

bold sedge
# mellow folio You’re not really providing a lot of information, but it will basically just boi...

So I have a blueprint that spawns another blueprint which has a projectile component and static mesh of the bullet, the main blueprint spawns each one every projectile at a different angle every second. I have a few of these around the map so it caused an fps dip. I do have the projectiles delete after a second. I thought that maybe I could have it so once you pass a trigger in the area that the previous projectiles should stop spawning or only have them spawn once you enter each area.

surreal peak
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Your best bet is probably to just calc it via dot product

fiery swallow
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I use project world to screen

surreal peak
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What does that have to do with the angle?

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They want to rotate the arrow I assume

fiery swallow
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looked like to me he wanted the arrows to move around without leaving the screen, perhaps I misunderstood

surreal peak
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He asked for the angle of the arrow depending on the location

thin panther
bold sedge
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hmm

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I'll try that

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thank you!

thin panther
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no problem!

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might need to be a custom event actually, not sure if timers work in functions

sour urchin
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@surreal peak Can you give me a little more information on what values I need to specify in the dot product?

bold sedge
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I usually use them on custom events

surreal peak
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Middle point to the arrow is (Arrow location - (Max / 2))

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And then nornalize

sour urchin
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okay, thanks

surreal peak
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The dot product with 0, 1 gives you the info if it's top or bottom of the screen

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And the one with 1,0 will give you left vs right

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You can apply the acosd to the first dot product to get an angle between 0 and 180

dreamy yacht
surreal peak
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It it won't tell you if it's left or right

dreamy yacht
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What the HECK is that thing

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?

surreal peak
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You can then multiply it with the SIGN of the second dot product which should turn it to -180 - 180

dreamy yacht
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Is it LOD related ? Looks like that the engine renders a smaller car inside a bigger one, and the small one moves!

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How to fix that

surreal peak
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float dotOne = Dot(Vector2D(0, 1), directionToArrow)
float angle = acosd(dotOne)
float dotTwo = Dot(Vector2D(1, 0), directionToArrow)
float finalAngle = angle * Sign(dotTwo)
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@sour urchin something like that

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Then you might need to modify the angle to fit to your needed angle for the arrow image

sour urchin
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Thank you, very helpful.

misty tulip
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Hey everyone I have a light switch turning off multiple lights. I assign the lights and the switch an exposed int variable to assign which lights get turned off by the switch but it seems to only turn off one light. Am I missing something with my logic here? Shouldn't it turn off all the lights in the array that have the same int value?

misty tulip
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Nevermind I figured it out. Apparently loops dont work nice in a blueprint interface

vivid sedge
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so im trying to get some things from ue4 to ue5 but i dont find this vaule... does somebody know? and i cant find this value in ue4... but its there

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i am a bit confused

sour fossil
muted sapphire
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Im trying to make a simple trap shooting game, how would I make it so when I press F something spawns my clay pigeon actor with some velocity?

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Im new also

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this was my attempt as someone who doesnt know blueprints

rotund coral
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Is there a way to use Blueprint Search syntax to search for BPs that have a variable set to a certain Default Value? For instance, if I have a bool declared on a parent class and that parent has 20 children, I want to find the children that set that variable's default value to true. I can't quite figure out the syntax.

mellow folio
muted sapphire
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okay

mellow folio
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It’s a common implementation, no point to describe it here. Just put a projectile movement component on the pigeon

mental trellis
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I'm not sure how you'd do that in BP, though.

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It might even be more performant to do it the bad way, actually

rotund coral
mental trellis
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Ah.

long whale
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Hello, is there a good way to get mouse click location in the local coordinate of umg palette?

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The return value of this function seems to have an offset. Not sure if it's the window bar or something

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Need to allow player to click on the map widget and place something in the world.

zealous moth
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@mental trellis you can do reverse get and an interface in-game. For his purposes... no clue

strong shell
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is there a downside for a set of pawns to check a global game state flag in a GameMode object(or somewhere else easily accessible) during Event Tick?

mental trellis
# long whale

Why aren't you connecting "My Geometry" to "Geometry" ?

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I know it's highly likely to be the same, but still.

zealous moth
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@strong shell it is needless. You basically impose a weight on your performance. Best way is to have an event when the flag occurs and do the deed.
Worst case, use a timer on a 0.1s loop instead to save performance

mental trellis
# long whale

And have you tried unchecking "include window position" ?

strong shell
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it'd be for deciding which set of logic to tick, either the "overworld" logic or "in battle" logic

strong shell
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and I'm not exactly planning on swapping out the "overworld" pawn with a "in battle" version

long whale
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maybe the mouse position counts for this bar

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I wonder how to get rid of this

zealous moth
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@long whale account for it in your event with a counter offset

long whale
zealous moth
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Trial and error

mental trellis
zealous moth
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Like the good old days

mental trellis
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Use the overlay running on top of the viewport?

zealous moth
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Or get a 📏 📐

strong shell
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I guess I'll have a broadcast event when the game state changes

analog moat
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So I have a quick question, I'm currently working on a player panel/info sheet, and i want it to display the current information of a character but I'm not sure how to go about that, k was told a data table but I'm not sure how to match that to what the panel looks like

mental trellis
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@strong shell does the model change or just the behaviour?

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A simple state machine sounds like what you want. Implement a state in code. Activate the relevant state depending on situation.

proper vigil
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i miss blueprint navitazation even though i never even touched bp

mental trellis
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I hear it was coming back

proper vigil
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best ending: they imprive regular bp performance

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worst ending: they force us to do cpp

long whale
proper vigil
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without bp nava

mental trellis
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Of what are you getting the local mouse position, HRFleur?

proper vigil
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how am i supposed to make a 72 fps+ oculus quest 2 multiplayer high fidelity gamew

long whale
mental trellis
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Make it really dark, Sprite. Pretend things are there.

long whale
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this sounds like a common functional requirement. isn't there a better way to fix the issue?

zealous moth
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Good old math. Use print string to see the coordinates and the offset. Then do a ratio coefficient adjustment

mental trellis
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There's already a method for that and he's calling it.

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absolute to local space

long whale
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so I should convert mouse position to absolute

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and plug that in?

mental trellis
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The other way around. It comes as absolute. You're converting it to local. It should work.

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What is the offset your getting?

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Is it static, regardless of the size of the window?

long whale
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no

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it's a y-offset

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getting bigger when the window gets smaller

mental trellis
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Alright.

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So you need to take off the height of the window bar before convertign to local

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Because it's scaling the size of the window bar in its calculation

long whale
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yes

mental trellis
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(absolute pos - (0, window bar height))->convert to local

analog moat
long whale
mental trellis
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Or maybe it's +

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Play around with it.

mental trellis
analog moat
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Oof sorry XD

mental trellis
analog moat
mental trellis
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Right.

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So what's the question? How do get your data into the widget?

analog moat
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Yes

mental trellis
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I would have a function or event on the widget "on opened" (a custom event possibly?) which you trigger and pass your player character to.

agile hound
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I’m making a turn based rpg and I’m struggling with my arrays. I’m able to get the effect started, and i know how to make it stop after a certain amount of turn… but, when the actor (status effect) is added to the character, how do i access the variables in this newly added actor? @sour fossil @faint pasture (tagged these 2 cause they helped me alot about this yesterday)
Maybe my array shouldn’t d be class reference? Should it be object reference?

mental trellis
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Then in that event, examine the character and set the value of the fields based on its stats.

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That won't have them update in real time, though.

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If you want real-time updates, it's easiest to set up a data binding in the text fields

mental trellis
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Unless all instances of that class have exactly the same values.

agile hound
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How do i do that? 😂

mental trellis
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Then you can get the default object and get the values from that.

agile hound
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Actor instance handle?

mental trellis
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No.

strong shell
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hmm, I DID get that Simple State Machine from the marketplace I think, maybe I'll try that

mental trellis
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@agile hound First, answer the question. Let's say you have a status effect - do the values of the variables on that status effect ever change from their defaults?

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I need to implement a custom state machine graph. I may cry.

strong shell
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there's a set of condition variables that will change overworld behaviors and animations played, yeah

mental trellis
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Sorry, I should really @ people.

strong shell
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xD

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or AU_reply

mental trellis
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Effort! 😄

strong shell
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¯_(ツ)_/¯

mental trellis
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It's far easier to just type than to move my hand to teh mouse to reply.

analog moat
agile hound
mental trellis
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@analog moat So initialise your widget with the appropriate constant stats and bind the ones that will change

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You'll have to implement some kind of variable of something which you can use to say "my race is dragon"

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(on your character or whatever)

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Or have a Race object, which has details like name, common ages, skin colours, etc.

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(add that to a data table and select the correct row for your character)

mental trellis
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Or object I think it's called in the BP UI?

strong shell
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oh, I'm a dummy, I could put my logic into an AI blackboard xD

agile hound
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I tried that at first but i didn’t know how to find if the actor was in my array or not lol

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My problem is here then…

mental trellis
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Do all your status effects inherit from a common actor type, dowdow?

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You should use that type for the array, if so.

agile hound
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Checking to see if my array contains………… don’t know what to put there lol

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I have one actor for burning… then one actor for poison etc… the array is then beign populated in my unit parent (characters and enemies)

mental trellis
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What actor is the burning actor based on?

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Just actor?

agile hound
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Awwwwww make a parent status effect then a bunch of childs

mental trellis
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That is something you should do, but it won't make a difference to your current issue.

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You have to answer the question now, what happens if you are already burning and you get set on fire again?

agile hound
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Hahah that’s exactly what i was thinking 😂

mental trellis
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Should that new burning actor replace the old one? Should it update its values for potentially more damage? Should the new one be discarded?

agile hound
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Yeah, i thought of that… i’ll either stack or set the starting int

mental trellis
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Okay, stacking, you need a stack count variable on your status actors

agile hound
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2 turns remaining… i’ll either add or set the starting amount of turn… haven’t decided yet

mental trellis
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So when you find the right one, increase stack size by 1 and reset time back to full?

agile hound
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I’ll just check to see if the character is already burning… if yes, modify the effect duration

mental trellis
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Alright.

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Now convert what you just said into code.

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How would you check if they are already burning?

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Hint: it is not using "Contains"

agile hound
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I want to but i don’t have access to my variables hahahah

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Oh? Hahaha

mental trellis
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You can do it without access to any variables (to check if it exists)

agile hound
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Yeah, but if it exists… i then have to modify the variables so i still need access to it

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No? Haha

mental trellis
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Yeah, but we're not at that point yet.

agile hound
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Haha

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So, from my array, i use find item?

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Was the first thing i tried lol

mental trellis
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I guess that could work. I don't know how that node works specifically.

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I haven't used BP in like 8 years.

agile hound
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Haha 😛

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So you would C++ it… i don’t know C++ :S

mental trellis
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Personally? Absolutely. But it's exactly the same in BP.

agile hound
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Yeah

mental trellis
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Show me what Find Item does!

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OR I could just look it up on the api...

agile hound
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Find was the same thing, just a blue node that i had to enter something lol

mental trellis
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Oh

agile hound
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Filter array might work?

mental trellis
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There's a super useful node for this.

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Yeah

agile hound
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But the output is an array…. ???? Lol

mental trellis
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Because, potentially, there might be more than 1 burning in there.

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The code doesn't know you won't add more than 1.

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Also, you need to hook up the exec pins.

agile hound
mental trellis
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So now if you have 0 elements in your filtered array, add one. If you have 1 or more elements, get the first element and update it. Simple!

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Make sure you add to your status effects array, not the filtered one.

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You could just use a Map for this, btw, and avoid all this array searching.

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A map takes a key and associates it with a value. Let's say your key is "burning", your value would be "burning status actor" or Null

rapid mortar
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True I didn't think about that. I'd definitely still like to try as I think a really cool app can be made using a game engine

agile hound
mental trellis
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What?

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How are you trying to add an actor?

agile hound
mental trellis
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So you need to spawn a new actor?

agile hound
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The spawn actor is not a problem, i want to add it to the array

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The enemy get set on fire, it gets damage etc… the only thing is i want to manipulate the variables in my combat component at the start of the affected players turn.

mental trellis
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So spawn the actor and add it to the array?!

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and connect your exec pins

agile hound
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Ok so now if i burn the enemy the actor is created in the 0 slot

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So it would be simple if burning was always created in the 0 slot… but if the enemy is blind before set on fire… i assume burning would be 1?

mental trellis
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Correct

agile hound
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Ok, so, how do i control that? 😂

mental trellis
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You don't.

agile hound
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Hahaha

mental trellis
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You can, but it's beyond the scope of what I'm prepared to help with.

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😛

agile hound
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Hahaha

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So in my burning status function, i need to determine if the effect_burning Character is in my array or not. If it is, i need access to it’s variables to modify the effect duration.

mental trellis
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This is where you create a parent class

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Which has stack count, duration, etc.

agile hound
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I’m obviously not to experienced with arrays 😦

mental trellis
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Then change the type of your array.

agile hound
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I actually do have one hahahahha

mental trellis
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Use it then!

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Anyway, I'm off to sleep. Good luck.

agile hound
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I made a parent class first thing, just didn’t remember earlier hahahha

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Change the type of my array?

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Thanks Daekesh 🙂

spark steppe
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it's still hard for my mind to comprehend how people, who want to make software, make "screenshots" with their phone

agile hound
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🤦‍♂️ 😂

late shuttle
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This.

spark steppe
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sus

steady basalt
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Anyone know if there is a way to access a specific piece of a chaos destructible?

late shuttle
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Maybe ask in the physics channel? I'm honestly not sure.

steady basalt
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ok, thanks

icy dragon
late shuttle
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Marry me, Makoto senpai...

thorny marsh
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Guys can you get back ontopic please.

faint pasture
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Look what I saw outside

thin panther
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How long did that take!

sly forge
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Does anyone know the fix for variables breaking when you collapse them to nodes?

civic thistle
thin panther
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Oh i thought it was a photoshop nvm

trim matrix
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hello guys, is it possible to set my character to fall vertically when jumping

icy dragon
crimson geyser
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I want a rolling ball to be out of my game after 15seconds or so, so I used DestroyActor with a delay. But it doesn't work all the time. Does anyone have an idea why?

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It seems like it only works if the ball is laying still.

gilded venture
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it'll only trigger if it overlaps with another actor

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anyone have any ideas on how to make a zelda-styled boomerang that comes back to you Hmm

icy dragon
gilded venture
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yeah

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use like event start or somethin'

crimson geyser
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I unchecked the Hidden in game on my box collision and now I see that the box is dropping through the floor, but the root component stays in place.

eager agate
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anyone know if theres a way to convert text to static mesh? im trying to make it so that when the text box is committed a mesh will be set to whatever object is referenced.

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i suppose this could go in umg but its more of a programming centered question

left niche
eager agate
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thats not really what im asking...

left niche
eager agate
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yup

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well could you elaborate a bit on what you mean

left niche
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Just store the reference to the mesh with the corresponding text as key. You can get the mesh reference from the text. this is exactly what a map is for

eager agate
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well i want to be able to change it to any static mesh asset in my game... but i kind of doubt thats possible

trim matrix
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Hello, I want to completely separate my core code and my maps. Does it make sense if Icreate a plugin for each of my maps and put everything related map in?

minor wolf
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Is there a way to have a blueprint class which does not create a specific actor component which the parent class has? I know you can do it in c++

undone surge
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what would i have to do if i was to take a character mesh from somewhere else and imported it to UE5 but the skeleton did not match

sour fossil
sour fossil
sour fossil
# undone surge ok thnx

https://youtu.be/uwKuOyZLLD8 I'm assuming you're talking about this kinda stuff

In this video we go over how to retarget an animation in ue4. Compatible with both Unreal Engine 4 and Unreal Engine 5.

🎮 Retargeting Animation More Detail 🎮
https://youtu.be/TcAAYek9Ij0

🕺 Come join the Team Beard Discord​​ 🕺
If you're a game developer and looking to join a friendly game dev community which ranges from expert to professional...

▶ Play video
undone surge
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but when i import and open mesh it keeps changing my ue5 base skeleton to the new on

stuck trench
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Does anybody know why can't I use two "Any Key" nodes at once?

still rain
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i cannot find this node with a direct search in blueprint

stuck trench
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Do you have context sensitive unchecked?

still rain
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but if i drag a line from a material instance then i can find it

still rain
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oh... it solved my problems

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so the context sensitive is kind of a AI tool thats trying to detect whats relevant in the current context?

proven plover
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Hi guys! How can I update render target in a for loop iteration and make sure it has been updated?

proven plover
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But straight forward approach doesn’t seem to work, it exports everything black

stuck trench
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Does anybody know why can't I use two "Any Key" nodes at once?

sour fossil
sour fossil
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My only assumption is that the Render Target is not updated until the next frame, and since a loop all happens within a single frame you're getting nothing. Sorry I've not tried that before. Hopefully someone will have a better answer for you.

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does the first or last export come out ok?

wicked osprey
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And I have such a question guys, what should I do if I have the logic of reloading (adding cartridges) or the first aid kit is wasted at the end of the animation? That is, for example, I have two slots with cartridges and I need to use both of them to recharge, then how best to do the logic. First, check that there are at all this type of cartridges in the inventory (at least one piece) to start playing the animation, and at the end to make a full-fledged logic, where I will already check all the slots and get all the necessary cartridges. Or do I immediately check all the slots, save each slot and the number of items I need from it, and just take them away at the end of the recharge?

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Briefly speaking
It turns out that first we do a "reconnaissance cycle", which checks if there is at least one stack with the necessary cartridges, starts the animation, and at the end of it again conducts a cycle, but already a full-fledged one in which all cycles checks and adds cartridges

proven plover
undone surge
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i am making a bullet for a projectile, would i just keep the bullet as the mesh that hits or do i make a box collision ?

sour fossil
undone surge
sour fossil
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yeah exactly

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generally, games mostly have collision boxes that are bigger than the actual meshes

undone surge
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so if i have different types of projectiles with diff sizes i add the box collsion to the parent class and then edit the size of each box for each bullet in each child class

sour fossil
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that's one way of doing it yes

undone surge
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ok thank you

sour fossil
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boxes generally work better for "longer" projectiles.

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so if you're doing like normal bullets. like those out of an assault rifle. the actually collsiion maybe 10x longer than the actual bullets

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because that makes hitting moving targets generally feel better

red fossil
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Hey! Does anyone know why my references aren't pulling anything? I'm casting to my player and getting a reference, then trying to add velocity to the character movement as well as getting the player's forward vector, but I get this error:

Blueprint Runtime Error: "Accessed None". Node:  Set Velocity Graph:  EventGraph Function:  Execute Ubergraph Flight Blueprint:  Flight```
undone surge
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also i making an enemy ai and when i put the mesh in, the capsule is smaller than the mesh by alot but if i increase the capsule size it stretches the mesh. how do i increase the size of the capsule but not the mesh @sour fossil

dense furnace
sour fossil
undone surge
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how would i do that

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would i need to make logic in blueprint?

sour fossil
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no just in the viewport for the blueprint

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select the collision

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then in the details, on the right, you will see Half Radius and Half Height

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they are the sizes of the capsual

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leave SCALE on 1.0 1.0 1.0

stuck trench
undone surge
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or should i remove this and add the box

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where do i find parent events

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like this

odd ember
undone surge
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thank you

odd ember
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it's not super intuitive

undone surge
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does that mean i cant call to parent for this ?

odd ember
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probably means there isn't a parent function for this function

undone surge
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oh

odd ember
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do you have inheritance setup for your actor?

undone surge
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yes

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these ones are here tho

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@odd ember i want to get a variable from another class in my projectile class but cast fails

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what am i doing wrong

viscid hinge
dense furnace
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that is one spot that miight help if you still get the error click on it it will take you to the issue but you might need it before setting the velocity

viscid hinge
red fossil
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Huh! That fixed the error. It's still not working completely right, but I think it's replication stuff I need to fix now so it doesn't jitter.

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Thank you

austere ingot
viscid hinge
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sorry 😦 idk whats with the recording

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but long story short the flipflop isnt working

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my charecter is fine, the collision is being detected twice in one collsion, so the flipflop doesnt work

red fossil
viscid hinge
viscid hinge
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Any idea?

brazen pike
# viscid hinge

If you print after the event call (before the flipflop), try entering the box one time (and staying there) to see how many times it gets called

viscid hinge
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when i enter the box, both a,b get printed

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last thing printed is b

brazen pike
#

I suppose you could add a 'do once' before the flipflop which resets upon completion

viscid hinge
#

i did, the reverse doesnt play nor prints

brazen pike
#

Can you try that again and show what the BP looks like when you do that?

viscid hinge
#

b doesnt print

brazen pike
# viscid hinge

yes, so now you drag out the pin from "finished" and into "reset"

sage wharf
#

Hey folks!
Had a small issue. When I am trying to use the 'Find all actors with interface', the function works fine for everything except when it's the HUD Widget blueprint. The Widget BP has the interface configured in the defaults.

still rain
#

Did i do anything wrong with the 2D rotation

#

when i tried 90 or 3.14159 for the angle param, the material wont rotate to exact 90 degree

#

and 360 or 2*3.14159 wont get expected result as well

brazen pike
# viscid hinge ?

Your timeline has an output called "finished". That will be called when it gets to either the top or the bottom. That way, it will not ever be called twice because then it can only be called once, and it then is allowed to be called a second time only when the animation finishes.

brazen pike
# viscid hinge ?

If you drag from "finished" on the timeline, into the "reset" on the 'do-once' then it might work.

viscid hinge
#

ok ok it works ty, now i gotta figuire out this in cpp

#

thank you

odd ember
sage wharf
maiden wadi
#

Wondering why you're using interfaces here?

gentle urchin
#

Interfaces is life, casting is bad, and tick is not usable

maiden wadi
#

I'ma kee u

maiden wadi
sage wharf
gentle urchin
#

Casting is the way

#

Unless insert link to Authaers blog here

maiden wadi
#

The reason you've heard that is because someone doesn't understand how Unreal's Memory Management and garbage collection work. So they referenced their entire project and had 6 gigs at once in memory when it should have been two. Queue this happening a dozen times, multiple reddit posts about it and lazy designers not caring what they cast to and you have a beautiful reason for why casting is bad. Correct class hierarchy and use of soft refs negate this entirely and don't make code hard to follow like interfaces do. Also point is entirely moot for small projects.

gentle urchin
#

You know you've done wrong when the entire level and all the actors of all levels get loaded during your main menu

sage wharf
maiden wadi
#

That's caching a variable. It's okay to do. I find it pointless in a lot of cases. Global getters are extremely fast. HUD for example can be easily retrieved using GetPlayerController->GetHUD->CastToProjectHUDClass. Drop that in a function library and you have an easy getter for your HUD class.

sage wharf
#

Something like this, but into pure function?

maiden wadi
#

Use Controller. Pawns don't always exist and sometimes aren't always possessed

sage wharf
#

When I do get HUD from a player controller, will it automatically get the Widget class or the HUD class?

gentle urchin
#

Yes

#

But not casted

#

If that makes sense

maiden wadi
#

Oh. HUD is a widget?

gentle urchin
#

Ohh lol

maiden wadi
#

In that case, what you have works. I thought HUD was a reference to your AHUD class

gentle urchin
#

Same

maiden wadi
# sage wharf Aah, thank you for the insight!! Just to clarify, soft reference is like when th...

SoftRefs are easy to understand, but require a bit of other understanding first.

To start, Unreal creates a CDO for everything it needs to instantiate. CDO is Class Default Object. For example, if you have a single HUD in your game. You actually have two of these in memory. There will be the instantiated version you're using, and a default one that was loaded from disk that the one you instantiated was created from. Same for a Pawn. If you have four pawns running around, there are actually five in memory. Four instantiated, and the default object the other four were copied from.

These CDOs are loaded and created anytime they're needed. Unreal deems them needed when another class has a hard reference to them. This can be from a function return or input, from a variable in the class(populated or null). Casting falls under the function category. When you cast you return that class type as a hard pointer. Linking those two CDOs together. Purple class refs also count for this. So like in the case where you have your GameMode. This has class references to the default Pawn, Controller, AHUD, GameState, PlayerState, etc. So when Unreal goes to load your map, it goes to load the game mode, but it needs all of those other classes first, and anything those classes hard ref, etc etc until everything is ready and then GameMode can create it's CDO. And then eventually the GameMode is instantiated and creates it's actual instance.

Soft Refs allow you to load things on demand. For instance, if these classes were all softrefs. Unreal could load the GameMode without having to load those classes. But would then need to load them manually before being able to instantiate them. Having a class loaded means their CDO is active. This means that for classes that are always there, avoiding casting is pointless, as it isn't going to load anything extra.

calm citrus
odd ember
sage wharf
#

@gentle urchin & @maiden wadi , thanks for the insight! It was really helpful. Although, I found a solution to my problem earlier, there is a 'GetAllWidgetsWithInterface' node, used this for now. Since I have already made the whole project with Interfaces so far, and this is just the last leg. Next time I start a new project, I will use your ideas about the Global Getters. Thank you very much!! ^_^

summer jetty
#

When the player enters their character name in the textbox, how do I get it to automatically check if the first letter is a capital (and if not, change it to a capital)?

calm citrus
odd ember
#

or just instantly

#

because you just set the rotation

dark crow
#

Find Look at Rotation is a node that exists

calm citrus
# odd ember or just instantly

Instantly for now. I'm not to fluent with blueprints yet so forgive me if my code is terrible or if I am just completely off. I'm just trying to recreate game mechanics from games to learn. But this is what I got

#

unfortunately didnt work for me

calm citrus
brazen pike
#

Get actor location insted of get actor rotation

gentle urchin
stuck trench
#

PROBLEM:
So basically I am starting with a game. I want my game to play through like this: Intro --> Menu --> Start a game
Currently I am working on Intro. I have created a 5 seconds video loop that I want to be playing until player presses ANY KEY.
There will also appear text: "PRESS ANY KEY TO START"
After player presses some key on the keyboard or mouse, 5 seconds video will stop looping and play one last time.
Right after, text will disappear, everything will disappear and there will start a new video that is 15 seconds long and after this video will end there will appear new scene MENU.
But I cannot get the Intro part to work. I have one level called "Intro" I have two widgets called "VideoWidget" and "ClickToStartWidget". I use "Any Key" node in both widgets, but only "ClickToStartWidget" is working. The "VideoWidget" doesn't work, the looping video doesn't stop. But when I remove "Any Key" node from "ClickToStartWidget" suddenly the "VideoWidget" works fine. There are screenshots of the graphs for Intro (Level), VideoWidget and ClickToStartWidget:

#

Please if you understand Blueprint a little bit help me 🙏 Thank you in advance!

gentle urchin
#

Set input mode problems?

past hazel
#

Is there a way to change the spline at game start?

earnest tangle
#

You can set your actor variables to be saved to config, after that it should automatically hook them up for you

stuck trench
earnest tangle
#

Ah

#

I'm not sure if that's available in BP's, but it seems like it should be possible in C++ 🤔

gentle urchin
stuck trench
#

@gentle urchin ?

last pier
#

Hi, is it possible to disable lighting on 3D widget, just as classic widget ?

gentle urchin
#

That or change it back once the video ends

#

Is the first thing that comes to mind

icy dragon
stuck trench
jaunty dome
#

hey guys, my brain isn't working right now, I have a sanity variable that goes from 1 to 0
I want it that the more it goes down the higher another variable goes

gentle urchin
icy dragon
stuck trench
#

@gentle urchin can you help me fix it please?

icy dragon
stuck trench
#

ok I'll try skip the node first

stuck trench
icy dragon
#

What class is that BP? Actor? Or Pawn?
(see the top right hand corner of the editor)

summer jetty
#

When the player enters their character name in the textbox, how do I get it to automatically check if the first letter is a capital (and if not, change it to a capital)?

jaunty dome
#

thank you

stuck trench
icy dragon
#

Oh shit, I don't know widgets can have input events in UE5 now

dire frost
stuck trench
#

like this?

icy dragon
#

AFAIK in UE4 input events was not possible in UMG BPs

dire frost
#

when you click the drop down menu at "key" pin is there an option for "any key"?

stuck trench
#

like this?

dire frost
#

yeah

stuck trench
#

now there is any key

dire frost
#

nice! well you can go on tick and make a branch node checking if the "is Input Key Down" true

icy dragon
#

If it's in UE4, I'd just let the Pawn handle the key input and call an event on the start screen widget.

stuck trench
dire frost
#

in the widget graph

stuck trench
#

ok

past hazel
dire frost
#

just move all of the nodes that are connected to the anykey event to the branch

dire frost
gentle urchin
#

deforming meshes, adding ISM's along the paths etc etc

stuck trench
#

like this?

dire frost
#

and tick to the branch

stuck trench
#

btw If you want we can voice call

dire frost
gentle urchin
#

I'd suggest as makoto did, and do it in the pawn, or even the controller (if this is a main menu)

stuck trench
dire frost
# stuck trench

just connect the "target" pin with "get player controller" and connect "event tick" with the branch

stuck trench
#

is that it?

icy dragon
#

Event Tick? That's overkill for something done once.

dire frost
# stuck trench

yep now that should work normally across all of the widgets
you can now change the input mode to UI only

dire frost
stuck trench
#

oh nice! it works, thanks, just some details now

dire frost
stuck trench
#

behind the delay in event tick ?

dire frost
#

no after it

gentle urchin
#

If this widget is deleted, you dont need doOnce

#

It'll only ever happen once

#

no reason to gate tick if tick is not existing

dire frost
gentle urchin
#

he deletes it once the button is pressed no?

#

calling Remove From Parent

stuck trench
#

error after stopping the game:

dire frost
gentle urchin
#

I think inputs are bugged/not functioning normally while UI Mode only is on

#

Moved over to the focus stack or whatever, isnt it.. ?

dire frost
worthy carbon
#

i created a aimoffset but when i shoot my gun and look up the line trace is going straight forward

stuck trench
icy dragon
# stuck trench

I think this is better setup than that. Also this is done in a possessed Pawn (of course it creates and stores the reference to the widget), but I think you can side load this to an Actor to save one branch.

dire frost
stuck trench
dire frost
#

what's the problem?

stuck trench
swift kestrel
dire frost
stuck trench
#

like we didnt even programmed anything, thats how it acts

gentle urchin
#

Did I skip out on an important lesson some time ago or is it weird to use an Event Dispatcher internally in a class hierarchy?

e.g. declare dispatcher in parent, bind to it in child class.....

#

Seem super odd.

dire frost
stuck trench
#

yes

#

done

dire frost
#

now start the game and it should instantly pause your game

#

right?

stuck trench
#

yes

#

it shows red arrow pointing to branch

dire frost
#

nice can you hover over the red pin for the "is input key down"

stuck trench
#

yeah

dire frost
#

and see if it says true or false

stuck trench
#

"Returns true if...."

dire frost
#

huh? did you hover over the red pin or the node itself?

stuck trench
#

I hovered over this:

dire frost
#

give me a sec...

stuck trench
#

ok

dire frost
#

something like should apear

#

and as you can see it tells here if the boolean is true or false

stuck trench
#

current value = false

dire frost
#

omg i'm dump

#

of course it's false

#

hmmm.. idk what's the fix here

icy dragon
#

I don't know how UE5's input events in widget BP is handled, but I think at this point sideloading it to Pawn/Actor might worth the less hassle.

stuck trench
#

nvm

stuck trench
icy dragon
stuck trench
#

ok

#

what, how did you do that "is start screen" node?

icy dragon
#

Typically you create the widget in BeginPlay, then store the reference to the object.
The "IsStartScreen" is just a bool variable.

stuck trench
#

do I have to do this graph in widget or level?

icy dragon
#

In your Pawn that you possess for the main menu level.

stuck trench
#

like the Level Blueprint?

summer jetty
#

Anyone know why this isn't working? It's validation for when the player enters a character name. It should be a) minimum 3 letters, b) maximum 21 letters, c) have an uppercase first letter. It does a) and c), but lets me type as many letters as I want still.

icy dragon
#

Pawns are possessable Actors, and has easier time receiving inputs.

stuck trench
#

where to I find the Pawn

icy dragon
#

Make a new one if you haven't already

stuck trench
#

how the hell did you got into this window? bruh ... why is it so complicated

surreal peak
#

You should probably watch some beginner tutorials before asking questions (:

stuck trench
#

And Pawn and Actors werent mentioned

icy dragon
#

Doesn't matter, general tutorials can be applied to many specific things

stuck trench
#

Question out of topic: What's the best engine for Interactive Story Game with AAA graphics?

#

Maybe I had chosen bad engine...

icy dragon
mental trellis
icy dragon
#

Yeah, something something GameMode.

tight pollen
#

how can i block camera rotation?

#

i use timeline to rotate Camera and when Timeline is running then i don't want rotate from mouse

#

how can i do it

#

i think i need only block camera rotation

#

from mouse somehow 😄

#

or disable Mouse 🤔

icy dragon
real garnet
#

I don't want the shadow to be invisible

#

how can I do that

mental trellis
#

Good question.

trim matrix
#

Hey so i got the y vector value of both my pawn and player pawn. when im looking to someone it should give me a yes back. Does anyone know the logik behind it?

icy dragon
real garnet
#

Activate this and the shadow is back

undone surge
#

how do i see my functions that are in my parent class in my child class /

#

?

icy dragon
real garnet
#

Very good feature, I just found out.

gentle urchin
undone surge
#

here ?

#

@gentle urchin

gentle urchin
#

The kog

#

Didnt realize you were in ue5

undone surge
#

it has show inherited variables

gentle urchin
#

To the right of search

#

Yes

#

That one

undone surge
#

but it doesnt show functions

gentle urchin
#

Aw shiet

#

Then I dont know :-/

undone surge
#

there is this override button

#

if i click it

#

it shows my funcs

#

but will it break anything

gentle urchin
#

Yeah that one shows the overridable ones

#

Depends

undone surge
#

how do i just normally see functions

gentle urchin
#

Why do you want to see it ?

undone surge
#

i want to make a function in my child class

#

whihc i declared in parent

gentle urchin
#

Right so override

undone surge
#

or do i just make it in parent

#

oh ok

#

thnx

gentle urchin
#

Depemds if the functionalitynis shared across several children

undone surge
#

basically it does the same thing but like in my case i want each child class to spawn a different object

#

so im making func

gentle urchin
#

The function could still be in the parent

#

If they all spawn something

#

Then in the child you just change the variable defining what to spawn

undone surge
#

i see

#

but then i will need to open the function in child right

#

to define it

#

for each

gentle urchin
#

Nah, you just have a variable for it in the parent

#

Which you change in the child

undone surge
#

im sitll a bit unsure can i DM u abt this

#

i dont wana mess anything up xD

thin panther
#

When you male a variable in the parent you can change it in the details of the child

#

And messing things up is oart of the process

#

You cant learn if you dont mess up

undone surge
#

thats tru

#

ok

#

i will go mess up

undone surge
thin panther
#

Why would you edit a function

#

You have made a variable

#

Not a function

undone surge
#

so bascially for each child blue print class i want a different mesh to spawn

thin panther
#

Yeah?

#

That still doesnt tell me why you are editing a function

#

You want to change yhr value of the variable in the details panel... nothing about a function

undone surge
#

so like i want each child class to spawn a different projectile depending on the child class which is the weapon

#

or am i doing it the wrong way

thin panther
#

Is it a local variable or a normal one

undone surge
#

normal

thin panther
#

Then do what i said

undone surge
#

alright

gentle urchin
#

As long as the only difference is what to spawn, altering the variable alone is enough

undone surge
#

i see

gentle urchin
#

To see or not to see, that is the question

undone surge
#

😦

gentle urchin
#

You got this !

sacred canyon
#

does anyone know anything about procedural mesh component? I dont even know what the right channel for that would be

thin panther
#

I imagine some people do

#

Whats the question

#

I can say ye i know a bit

#

Like, it makes a procedural mesh

mental trellis
#

I know quite a bit about it. What's up?

summer jetty
#

Does anyone know why this isn't working? It's driving me nuts! Got the min 3 characters and upper/lowercase bits to work, but it still lets me keep adding as many letters as I want in there.

barren sonnet
#

Anyone know of a way to dynamically generate a spline around a mesh ? I'd like to use it to paint the terrain around the base of buildings using the "Editor Apply Spline" action.

thin panther
#

@sacred canyon

sacred canyon
#

I just clicked into the channel again lol

thin panther
#

Lol that timing tho

sacred canyon
#

Im hoping to make some kinda 2d waves, but with thickness, like this

#

cant even work out the actual wave logic but I assume visually procedural mesh is needed

thin panther
#

You can use a material with vertex displacement iirc

gentle urchin
#

I would think this was just a matetial

#

Matetials are the best

thin panther
#

Thats typically how waves are done

sacred canyon
#

thats what I wanted to do, but that seems even more impossible

thin panther
#

Just shift some vertices by some noise

sacred canyon
#

I dont even know how to connect the sides with the top when that happens, wpo is so confusing and there doesnt seem to be any help online for this specific thing

icy dragon
icy dragon
#

As in tilting to be poured out?

sacred canyon
#

Id like to but is that even possible?

#

what I really wanted is proper fluid physics but theres nothing online about that either

#

so Id be happy with a nice dynamic waves effect

thin panther
#

Yeah basically no games use proper fluid sims... too expensive really

#

Unless you have a faked version that isnt entirely accurate

gentle urchin
#

Fake it a lot

#

Place a fake waterstream on overflow

icy dragon
gentle urchin
#

Calculate flowrate by amount of overflow

icy dragon
#

If not, then fake it till you make it.

sacred canyon
#

well what I mean is that I could do a lot more with fluid physics but if I cant have it then I still want the wave effect

thin panther
#

9 times out of 10 they will just use a plane with vertex offsets, and a post process mat underneath

If you need simulation sometimes they use simulated spheres that have a material that blend then together into one object

Otherwise its 2d particle sims

sacred canyon
#

I could still have a simple pouring mechanic that could fill bodies of water

icy dragon
#

Buoyancy is kind of a different matter
But the deciding factor here if the gameplay/levels are actually going to depend on it or not.

sacred canyon
#

yeah Ill have actual buoyancy but I mainly mean for the visuals

fallen glade
#

Is it possible to smoothly change camera shaking patterns on the fly?

sacred canyon
#

obviously itd be a lot easier to just have a cube that makes objects float around in it but I want it to look like water

fallen glade
# sacred canyon obviously itd be a lot easier to just have a cube that makes objects float aroun...

In this week's Unreal Engine Material Editor Tutorial, we're using World Space Vertex Displacement to create Gerstner Waves. We calculate both the vertex offset and the vertex normal in the shader, and then combine them with the rest of the water shader that we made in previous episodes. Finally, we create a Material Function with our Gerstner...

▶ Play video
#

?

sacred canyon
#

like this

thin panther
#

But also if its 2d it could be faked with layers of paralax sprites no?

sacred canyon
#

the game is actually 3d

#

but obviously an ordinary water effect wouldnt work for that

thin panther
#

Ah understood

fallen glade
#

I don't get it why would an ordinary water not work?

gentle urchin
#

Probably from a very unpresise definition of "normal water "

#

Normal water would definetly work, even if stylized and 2d

sacred canyon
#

because this is how 3d water looks from a side view

gentle urchin
#

Remove its depth

#

Make it a 1/20

summer jetty
#

Is there a node to prevent any more characters being typed into an editable textbox?

thin panther
#

I think they mean they wants the water to look slanted from the side, but still give the impression of a body of water that's been sliced in half, which woukdnt work with normal water

jaunty jolt
#

I created a function that spawns 3d Text actor.
it creates a text that slowly disappears by scaling itself to 0, then destroys itself.
This is useful to display messages in the level.
it displays a message on top of my pink rabbit in certain situations.
Like "Pink Rabit Strikes" (then disappears). Or others like, "You have too many rabbits" in the corner. Now im confused where i should put this function.
Because it should be a function that can be used by most blueprints.
So i put it in the TopDownExampleMap blueprint.
Is this the right thing to do? I also cant call the function or cast to it from other blueprints?
So im doing something wrong. This shouldnt be in the level blueprint right?

gentle urchin
#

But thats additively

thin panther
#

Fair enough

summer jetty
#

The maximum bit on here isn't working. It checks there are at least 3 letters and sets the upper/lower case letters. But I can type as many letters as I want, which shouldn't work.

gentle urchin
#

In a sense it could make sense to have it in the players hud class because its always and only relevant to the player And its part of the hud experience

jaunty jolt
#

sometimes the messages need to be seen by all players. like when "Pink Rabbit Strikes". Others like "You have too many rabbits", its just for the player.
What if i put it in the controller?

gentle urchin
#

Didnt realize it was multiplayer

jaunty jolt
#

I already have an actor BP_Text3D. I spawn this actor and it shows the text. Then destroys itself

empty quail
#

So, I discovered that if you put an Actor Component with Input Events on a PlayerController in blueprints, PlayerController will route input to that component. This is pretty helpful, but I'd like to be able to choose which component receives the input in order to implement input modes using objects instead of a switch statement.

Is there a way to do this?

trim matrix
#

does anyone know how to get a pawn player rotation?

dawn quarry
#

why cant you subclass gameplay_task in blueprints? looked like what I needed 🤔

thin panther
#

Also what are you doing with that get all actors of class

#

And how often are you using it

trim matrix
#

im sorting it after that

#

i only needed that one function thanks

thin panther
#

Ah ok

#

Be careful with get all actors of class, it can be expensive to use

earnest mango
trim matrix
thin panther
#

Okey doke

gentle urchin
#

So last enabled is first in line

empty quail
#

Hmm. Components don't seem to have those nodes. If that works though, I think I can do it with Actor subclasses. Not as tidy as components, but workable!

#

Thanks!

fathom gull
#

Hey, I have set up a stamina system but it also drains when I press left shift without moving, how do I make it so that it only drains stamina based on the player velocity? (so it only drains when the player moves faster than a particular speed)

empty quail
#

Get Velocity on Tick, that'll get you a vector. The Length of the Vector is the speed your actor is actually moving. Just check if that's over your threshold, and drain one tick worth of stamina if so.

sacred canyon
fallen glade
#

The water you posted seemed fine to me (broken but fine if refined)

#

Anyone know if it's possible to loop a sequence shake pattern? Best way I found for now is to hack play one after another, looping forever

#

I bought like £40 of camera motions should have waited :/

real tree
#

So I'm working on a plugin which has it's own Input system, and I'm wondering how I'd go about making a function similar to this, Event BeginPlay, or Event Tick that doesn't need to be hooked into anything prior to being used.

visual dune
#

I don't know where to ask this question, but I'm trying to make a vehicle automatically decelerate and stop at a fixed point. I'm trying to make it so that the vehicle follows a user-defined curve, but because I have it so that the time is equal to the distance from the vehicle to the fixed point, the time vehicle never truly reaches a speed of 0 because the slower the vehicle gets the slow it takes to reach the end of the graph. I hope that makes sense. Does anyone have any ideas of how I could fix this?

faint pasture
#

@visual duneWhat is that curve showing?

visual dune
#

the speed at a given time/distance

faint pasture
#

What is your normal interface with the vehicle, is it physics driven, some movement component, etc?

visual dune
#

its moving along a spline

#

no physics

faint pasture
#

Instead of making a curve of speed, try making a curve of distance

faint pasture
#

Time on X, distance on Y

visual dune
#

I will look into that, cheers!

faint pasture
#

So then you can KNOW the time to arrive and distance to start using the curve.

sacred canyon
#

I showed an image of how I need it

faint pasture
#

You can make the motion completely identical, but this way your variables will be independent.

sacred canyon
#

wave effects on a 3d object but 2d waves

plain helm
#

Migrated animations from other project. But when I try to open it Editor crashes.

#

I found this in crash report file

#

What could possibly cause this problem?

fallen glade
#

also #graphics is probably a better place for this

faint pasture
icy dragon
mellow folio
#

Is WPO detected by BP line trace?

gentle urchin
#

No

#

But does it really matter?

trim matrix
#

How do I open the blueprint in the full editor

#

just blank rn

thin panther
#

reset your layout in the windows tab

trim matrix
#

cheers brother

sacred igloo
#

Anyone experience an issue with Get Location At Spline Point before? No matter if I try world or local space, the result is the same, and there is an offset from the actual point for some reason. Any help would be greatly appreciated, I couldn't find a solution online.

fathom gull
#

Hey, I have set up a stamina system but it also drains when I press left shift without moving, how do I make it so that it only drains stamina based on the player velocity? (so it only drains when the player moves faster than a particular speed)

maiden wadi
thin panther
sacred canyon
sacred canyon
icy dragon
#

Though using canvas RT can be slow

sacred canyon
#

shouldnt be a problem, 90% of materials will be just solid colours

icy dragon
#

Render target is still a texture to drive the WPO, and the way it's updated can be slow

sacred canyon
#

if I could find out how to access specific axis for wpo that would be a good start I guess

#

wouldnt it just be a normal vector? one of the colour nodes representing xyz?

#

but then how would I make it different on different sides of the cube, materials are flat

#

idk anything about wpo actually

maiden wadi
#

Render targets aren't as slow as people complain about. There used to be an issue with UCanvas regarding them. Drawing them through a UImage really isn't noticeable.

gentle urchin
#

I remember it stealing litteraly half my frametime

#

Back in 4.12 or smth

sacred canyon
sacred canyon
maiden wadi
#

We just implemented a new system at work. Uses a Render Target. 2048x2048. I don't even notice it. Might profile it later out of curiosity.

#

I think my 297 lines of code to display three lines of text is taking more frame time. 😄

gentle urchin
#

297!?

#

What in the world 😂

fathom gull
thin panther
maiden wadi
# gentle urchin 297!?

Not including sub functions. Probably another 200 total. Formatting text in C++ is fun. 😄

gentle urchin
#

If velocity.length > 600, then stamina = stamina - tick * staminadecreaserate

gentle urchin
fathom gull
gentle urchin
#

Comparator

#

More than

#

Treshold for running

autumn vector
#

I see FindPathToLocationSynchronously and it works fine. But it hits the FPS for a bit. Is there anyway to do this async?

fathom gull
#

I Dont understand, what nodes in blueprint ?

maiden wadi
#
int32 SomeNumberValue = 1454;
int32 SomeOtherNumberValue = 435345;
    
FFormatNamedArguments MyNamedArguments;
MyNamedArguments.Add("SomeNumber", SomeNumberValue);
MyNamedArguments.Add("SomeOtherNumber", SomeOtherNumberValue);

FTextFormat TextFormat = FTextFormat::FromString("{SomeNumber} x {SomeOtherNumber}");

FText MyNewText = FText::Format(TextFormat, MyNamedArguments);```
jaunty summit
#

I never done it, though a quick search pointed me there

fathom gull
faint pasture
#

just right click or drag off a node pin and start typing shit and you'll find them

gentle urchin
unborn compass
#

So I designed this system but i was hoping someone could help me make it better. It essentially is for draining a resource based on the movement of a pawn

#

so as it moves it drains the resource slowly

worthy carbon
#

HELP... i retargeted my skeleton with a mixamo skeleton and now this is what happend to my animation

fathom gull
faint pasture
#

We aren't here to show you node by node how to do the simplest stuff.

gentle urchin
fathom gull
#

Well thanks for trying to help both but i dont understand, dont even see a if node

faint pasture
maiden wadi
#

I very strongly recommend finding a youtube series to follow. There are some that are 20+ videos long. They'll give a decent introduction to the engine.

flint wharf
#

Is there some way I can get the current camera from my player controller?

flint wharf
# maiden wadi Depends on the reason.

I have a custom camera I made and I want to be able to map user inputs to the functions in the controller. (I'm new to UE but not programming so I might be doing this wrong)

maiden wadi
#

Normally inputs go in Pawns when related to a camera. Your "Camera" would be a Pawn actor with a Camera Component in it. And you'd program your inputs into the pawn instead of the controller.

gentle fog
#

Is there a way to find out what the Verlet (Vector) node does or how it works?

maiden wadi
#

General reasoning for this is to avoid control routing. Placing same controls bindings in a Character, Car, Plane, and Boat, that all can do very different things would lead to some long if statements in a controller. Handling them in the pawn class avoids that and they just simply work when that pawn is possessed.

maiden wadi
gentle fog
flint wharf
jaunty summit
thin panther
maiden wadi
# flint wharf Thanks for the info.. I originally had the inputs map to the custom camera class...

It is for that. But it isn't for that directly. The Controller itself actually handles all gameplay input. Without going into a crazy amount of depth. UE has two layers of input.

Unreal's UI framework processes all input from the OS. Depending on control modes(UIOnly, GameOnly, GameAndUI), this gets routed through certain systems. When in GameAndUI, it goes through all. First through UI. If nothing blocks it, it goes to the local PlayerController. Once in the controller, the controller ticks inputs.

The most important note on this is the input stack function. It will build an input stack. First is any Actor that has directly had input enabled. Next is the controller itself, third is the Level Blueprint, and last is the currently possessed pawn.

So if pawn and controller have same input bindings, controller will try to run it first, if it consumes it, pawn never gets it.

So in the end, you can bind inputs into your pawns, and have them do pawn related things directly without ever actually involving the controller in your code, thanks to the framework set up around it.

thin panther
#

but i do agree with Authaer, it sounds like you need to learn the engine at a basic level, or learn some of the more basic programming principles, as this will teach you how to think for yourself and solve more simple problems

gentle urchin
flint wharf
maiden wadi
flint wharf
jaunty summit
fathom gull
thin panther
#

and using a basic course/guide would teach you these simple things as well

#

if we tell you every individual step and just provide a solution, that does no benefit for your learning

flint wharf
maiden wadi
# fathom gull Yes ofcourse i did, but i didnt know that branch was the same as if, and why wou...

I know how frustrating it feels to start from basics with no programming background. That's why I recommended one of those long tutorial series. They won't teach you best practice right away, but they will at least get you comfortable with the editor. You won't really learn well until you are comfortable with it. I spent my first couple weeks learning by following a city builder. Didn't have a clue what I was doing, I just hooked stuff up the same way that the video did. I went back through it after I finished and paused to look up the data types, and such to understand them. Literally spent three weeks doing something that would take me a couple of hours now. Time well spent though.

thin panther
#

That's also a fair point, I first learned unreal through a college course where i just made things by following tutorial sheets. Things were confusing, I didn't remember anything, or learn much from it. Hell the whole idea of parent-child classes was completely foreign to me, until i went away and i learned a programming language. Not saying you have to do that, there's different ways for everyone, but after doing that, and learning the engine, i can do things that I couldnt even conceptualize without a tutorial, like inventories and such

fathom gull
thin panther
#

no

#

what you asked was for a screenshot of how to do it, that isnt learning, that's giving the answers. compare it to revising for an exam vs being given the answer sheet. theyre totally different things.

#

we gave you the underlying logic, so the way you would learn, is by figuring out how to represent it, and where to put it

midnight ravine
#

Is there a way for me to get the currently set value for the Input Settings --> Axis Config --> Dead Zone?

I've only found the Get Input Settings node but don't know what to use next.

trim matrix
#

there's a bool in my main game mode that I would like to set from my menu game mode
I am a silly noob, could somebody point me in the right direction? thank you

#

@ Zenahr_ you could remove the deadzones and put them in your movement logic directly

midnight ravine
trim matrix
#

check the input.ini

faint pasture
willow cedar
#

Is there a way to get who is interacting with an object through a Blueprint Interface?

faint pasture
willow cedar
#

Sweet. Thank you.

maiden wadi
#

Huh. I can't even find the render target in my insights profile... I am assuming it's one of these 600 or 800 nanosecond paint calls. I know what the rest of this is.

faint pasture
maiden wadi
#

I dunno. I didn't do anything fancy. It's just a RenderTarget asset. 2048x2048. Use that in a material, use the material in a UImage.

#

Checking Render thread profile to. Just not seeing anything.

faint pasture
#

I've found that to be fast but I've been trying to figure out how to speed up my polygon drawing to RT (just a bunch of triangles)

maiden wadi
#

The SceneCaptureComponent renders it to the RenderTarget asset we just feed the actor/components needed to display to it. And then the material handles the opacity.

#

I mean it's like 10 components max. But given how bad people complain about render targets, I'd have expected at LEAST at 600microsecond timing here.

faint pasture
#

Ah yeah I'm talking about just rendering abstract triangles (bigass array of structs with 3 2d vectors)

maiden wadi
#

Heh.. Amused that my 2000+ line tick in a tooltip setting 34 textblock's text is faster than four callable, and 10 pure blueprint nodes changing four textblock's text. 😄

#

Formatting code might not be free. But man is it fast.

hard kettle
#

In blueprints is there a way to add location references say using like cubes and then reference them in c++? I have a dirt field and I am trying to add some standing locations on it to use in my c++ class

faint pasture
#

A socket is just a named offset in a mesh

mental trellis
#

Perhaps add a TArray<FVector> in c++ and make it a uproperty

#

Include the uproperty metadata specifier that lets you move the fvectors about in the viewport

hard kettle
#

aye thats what I was thinking but I was actually thinking more of so I could see the locations in the blueprint editor physically as well so I could arrange them/edit them later without having to find where each of the vectors was in the list

granite stratus
#

does anyone else know why data assets just seem to always explode whenever i reopen my project

unborn compass
#

silly question kinda cause theres other ways to do it but i want number to match, so anyone know if i make an array like this does it leave the 0 and 1 as null or does it move everything up?

maiden wadi
granite stratus
#

it just breaks any blueprint that references a data asset

#

i only have 2

#

the references go null and it crashes the editor when scripts try to compile

earnest mango
maiden wadi
granite stratus
#

ive had it happen in a bunch of projects before

#

just wondering if anyone actually knew how to resolve it

dense badger
unborn compass
pseudo crystal
#

Does anyone know if it is possible to fracture a mesh / geometry collection at runtime? I cannot find a function to do this.

keen crest
#

Why is there a severe lack of documentation or tutorials on getting variables from other actors?
I have a widget that pops up at the start of the game before anything happens that constrains the aspect ratio to 16:9 or 4:6. I have a Boolean in the actor, true goes to 4:3 and false goes to 16:9. I want to change that boolean in the widget, but I can't. The camera actor doesn't exist when the widget is created so I can't get it from the level. The camera isn't attached to the player so I can't get player character. I create an object variable with my Camera Actor, I get a accessed none error, I create a Variable that is specifically for my Camera Actor, I get accessed none error. Why is in so unnecessarily difficult to pull variables from other blueprints? No other engine has this problem, not even beginner engines or advanced engines.

#

Widget Cast

#

My Camera Actor

willow cedar
keen crest
#

Like an array?

willow cedar
#

More like save data I think. I'm not sure, but this sounds like Save Game stuff, because you want the values kept each time you load I'm gonna assume.

#

Probably a good place to research if you want things like settings. I haven't ventured into settings myself, but that's where I'd search for something like this.

#

First time trying to provide info here too, so sorry if that isn't too helpful

keen crest
keen crest
#

Sure someone else will wander in, or not, also knowing this discord server.

willow cedar
#

Wish I could help ya more

dawn gazelle
# keen crest Why is there a severe lack of documentation or tutorials on getting variables fr...

When you create an integer variable, its default value is 0. It's not until you change the default value or set the variable that you end up changing the number.
When you create an "object" or "actor" variable, it's default value is "None". You cannot change the default value as objects and actors don't exist until the game is running, so you need to get a reference to the object or actor and set it in the variable at run time.

#

A very quick and dirty way of getting that reference, is by doing "Get Actor of Class".

keen crest
minor wolf
keen crest
dawn gazelle
#

Once the variable has the value, you won't get "Accessed None" errors.

keen crest
dawn gazelle
#

If you're dealing with an actor, unless it has been spawned in (using a Spawn Actor node) or placed in the level, then there would be no way to access it.

keen crest
#

So when I load in a new level the variable will go back to default?

#

Which destroys the purpose of the option?

#

Is there really no way to have a universal variable?

broken wadi
#

Are Gameplay Tags the same thing as the purple Tags for an actor?

#

I'm not sure if my EQS test condition using Gameplay Tags will work with actor's tags.

dawn gazelle
keen crest
#

Will seeee if that works

dawn gazelle
#

If you need something that should persist between each execution of the game, then you probably want to use a save game object.

sly forge
#

Does anyone know the math to fill these 2 squares with 1x1x1 cubes given red dots coords?

dawn gazelle
broken wadi
#

ahh crap

devout latch
dawn gazelle
# broken wadi ahh crap

Game Instance only persists while the game is running. Once you stop the game, Game Instance is destroyed.

#

Save Game is exactly that - it's saving variables to disk.

broken wadi
#

Ohh I can just add GamePlay tags directly onto my actor. It should still work then.

dawn gazelle
#

(and sorry that reply was meant for @devout latch

broken wadi
#

Kind of confusing how there's two tagging systems lol, I'm sure there's probably a good reason for that.

dawn gazelle
#

GameplayTags were added later I believe. They're a bit easier to work with imo - it prevents you from making typos, they use hierarchy when trying to see if something has a certain tag, and they're a bit more network efficient.

broken wadi
#

My use case for checking tags is within an AI's EQS test condition, I noticed that you can run a check for tags, but I guess its only for Gameplay tags and not actor tags.

faint pasture
#

What's the input data, 2 sets of 4 points, or just 7 points, or any amount of points in any orientation, or what?

sly forge
#

Red dot locations and their order

#

I only got red dots transforms and their order in array

#

Im trying to make a procedural building, i start with pillars then roof, atm i got the pillars working

faint pasture
#

why 1cm cubes?

sly forge
#

its 100cm, i meant the scale with 1

faint pasture
#

Ah yeah, anyway, per room, just place room width x room height

sly forge
#

1cm would be great but i dont think the engine can handle many cubes

faint pasture
#

Start with making a function that can place a rectangle full of cubes given the dimensions of the room and coordinates of top left or bottom left corner.

#

Then you just have a nested loop spawning cubes

sly forge
#

with rectangle function you mean like making a wall?

#

oh u mean according to the image

#

but it will fill the space between 5 and 7 if its rectangle

thin panther
#

split it into 2 smaller ones then

#

rectangle 1273 and rectangle 3456

#

remove overlapping

#

bingo

sly forge
#

yea but when you have a larger structure with more pillars(Red dots) you'll need math to split them, add then remove overlapping

plain pewter
#

My cpp-derived blueprint suddenly has a parent class of "None" and breaks the editor. I don't know how it got unassigned but the original parent class is present and compiles fine. How do I reparent the blueprint?

sly forge
#

open blueprint - file - reparent blueprint

plain pewter
#

I can't open the blueprint, that crashes the editor

faint pasture
plain pewter
#

This pops up, and it does indeed crash

sly forge
#

Clicking yes crashes the editor?

plain pewter
#

yep

faint pasture
plain pewter
#

It looks like this scenario happens sometimes and isn't possible to fix, I didn't know if someone here had hidden knowledge

sly forge
plain pewter