#blueprint

402296 messages Β· Page 879 of 403

icy dragon
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Question, how do you compile bespoke C++ class?

faint pasture
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Roll back in version control and see what it was

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or just roll back and merge back in

marsh seal
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[Help] hey everyone, I'm havin trouble with a physics handle.. i can confirm it has a grabbed component and its simulating physics and stuff and i can confirm that my physics handle's SetTargetLocation is going to the right spot.. but i just CANNOT get the cube im trying to pick up to budge.. its simulating physics, obviously.. and it has the collision profile of PhysicsBody

plain pewter
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Woah time out, now it does open without crashing, but my options for reparenting are super limited. The original class was a ACustomCharacter, I can't reparent it to my custom character class or a regular character.

plain pewter
icy dragon
plain pewter
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Nope, I rebuilt from VS then reopened the project.

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Even tried deleting intermediate folders, no luck.

icy dragon
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Hot Reload could be sussed out then.

plain pewter
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Using Live Coding

icy dragon
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Then more likely your BP asset somehow defect/corrupted

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If you have source control rollback/autosave of that file, try reverting to it.

plain pewter
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alas, i suck at using version control when im not at work.

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Guess I'm out of luck

icy dragon
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Are you deleting the Saved folder?

plain pewter
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I can try that

icy dragon
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Don't

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Find the autosave file from within

plain pewter
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there ain't one 😦

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It's not the end of the world, it's mostly the c++ class with some assets assigned. I just didn't want to have to replace references to it.

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serves me right for not committing in the past three weeks πŸ‘‰ 😎 πŸ‘‰

jaunty jolt
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How do i add collision to my instanced static mesh in the construction script?

mellow folio
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Click on the node itself

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And look in the details

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This is assuming that the static mesh file has collision set up within that file, of course

radiant pawn
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I'm building a procedural character system and I have a tail spawning on a character (based on % chance), but I can't figure out how to allow it to have physics. Any ideas? It is rigged and has simulation set on the physics asset. (that's the tail sticking out of his head)

jaunty jolt
mellow folio
jaunty jolt
mellow folio
jaunty jolt
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ok i will try it. thank u

mellow folio
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I suppose but that raises all sorts of other questions. Do you want them to run into each other and stop? Are you really sure you want to be using instant static measures that are moving around, This is not usually advised

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How many of these are going to be rendering at once

jaunty jolt
jaunty jolt
mellow folio
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Maybe, the advantage with instant static meshes Is rendering them. Everything else is a quagmire. Moving them, colliding them, all messy

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You might want to fully explain what you’re trying to do, it sounds like this whole system would be better as a Niagara system

mellow folio
mellow folio
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but I'm not familiar with any efficient method for an ISM to "hit" another instance of that same ISM and interrupt movement logic

radiant pawn
mellow folio
mellow folio
sly forge
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Is there a way to actually spawn a static mesh? not adding static mesh component or things like that

sly forge
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an actual static mesh

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not linked to an actor in anyway

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like the way you drag and drop the mesh in the world

fading oyster
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Hey, I've had this problem recently where I attach a weapon to the player. The weapon has a collider capsule connected to it, when the weapon is dropped I simply set the physics of the weapon to simulate but somehow the child of the weapon which is a capsule collider stays connected to the player?

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Anyone has an idea on why this could be happening? Does simulating physics do something specific thing to its children?

mellow folio
# sly forge an actual static mesh

You're a bit confused, there is no such thing as a static mesh in the world without an actor.

When you drag a static mesh into the world, it automatically creates an actor called "static mesh actor" which is just a default engine actor

sly forge
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Yes the origin is actor, i meant the actor we create in blueprints

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When i "add" static mesh components they stay rendered even if not in view when i do freezerendering

jaunty jolt
mellow folio
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comparing distance to every single other instance?

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so if it's 1000 instances, that would be 1 million comparisons right?

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or maybe 500,000 if you write it well

gentle urchin
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Atleast use the cheaper distance node :p

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Squared one

gentle urchin
jaunty jolt
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Isnt the On Begin Overlap node also checking on a tick?

gentle urchin
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Ye but thousands of ism with collision would be relatively expensive wouldnt it?

jaunty jolt
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maybe i should abandon my silly idea of trying to make it with instances. and just make normal static mesh actors 😦

gentle urchin
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They will be crazy expensive aswell i suspect

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But youncannsurely ease down on the ones far away, simplifying their collisions , movement, animation and so on

lucid lynx
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I'm trying to use SetActorLocation on a timeline to animate an actor going from one location to another over a period of time. It works just fine with static meshes and simple actors like that, but if I use it on a pawn with a collision capsule it breaks if the pawn touches the ground. It's like the second the actor touches something they stop movement instead of sliding along towards the target location.

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Is there something related to the collision capsule that would stop movement? I tried disabling friction, but that didn't seem to affect it.

gentle urchin
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Try changing movement mode

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Custom might be suitable for this ? Or flying

lucid lynx
gentle urchin
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Is it a pawn or a character ?

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I imagine the cmc doing lots of trickery when hitting the ground

lucid lynx
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It's a character.

gentle urchin
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Im not sure if one can simply disable the cmc for a moment ?

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Nor if its advicable, never tried it tbh

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Worth a shot tho !

lucid lynx
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Worth a try. Thanks!

gentle fog
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@faint pasture @maiden wadi It's a node in the Control Rig graph which is used by this official guide: https://www.youtube.com/watch?v=Z8eqaFG7lZQ

The Full Body Inverse Kinematic (FBIK) feature in Unreal Engine 5 allows you to construct IK in Control Rig with a high degree of control and flexibility. In this feature video, we show you how to create a 100% procedural animated character with a highly modular setup.

β–Ά Play video
gentle urchin
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Im not sure official is any quality mark at this point

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Walking through the Content Examples

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Quite weird setups imho

maiden wadi
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@gentle fogIt's basically a math equation to calculate trajectories of something. Given the context in that video. I assume that it gives that slight bouncy effect to the bones on the Z axis

gentle fog
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What does the input target mean / do?

faint pasture
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Yeah verlet is an integration technique that uses 2 positions instead of a position and velocity

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Just google verlet integration

vestal gull
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whats the difference between placing your character model in the world vs placing it inside a blueprint?

gentle fog
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Yes thanks, I did already Google it πŸ™‚

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But normally it does not work like this. Normally you have a particle and the Verlet algorithm changes its position.

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But in here I have a target and it seems the verlet is somehow following that target with an internal particle? At least that's how it looks like

faint pasture
gentle fog
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ok, here:

faint pasture
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It tells you what it does right there

gentle fog
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Yeah so then what does the target do?

faint pasture
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Target is the position target

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this is for a spring/damper interpolation

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also use the other one like the tooltip says

gentle fog
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The other one has the same level of documentation 😦

faint pasture
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I mean there's nothing to it, it tells you what it does

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picture a spring with a weight on it, and you're holding the other end of the spring and moving it around

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your hand is the target

gentle fog
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Ahhhhh

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ok, thanks a lot! That makes a lot of sense now! πŸ™‚

faint pasture
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I used the other sping/damper system for camera movement inside a car. So if you got in a crash it would be like a whiplash simulator.

vestal gull
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whats the difference between placing your character model in the world vs placing it inside a blueprint?

faint pasture
faint pasture
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Model in world = just a skeletal mesh in the world, no logic to it

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a blueprint can have a skeletal mesh and any other component plus logic

gentle fog
storm vigil
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LEVEL BP
I have a question regarding level blueprints and how much can it handle to add all stuff.
Currently my game is using it all for all the events like when a door is open or close or someone passes by, it has an event dispatcher this then communicates with other events via the level bp, or when a puzzle is solved it informs the lvel bp, same with objectives and all. So is this alright?
I imagine that all that is happening in my game as it is a horror fps will be written down in the level bp as if it is a story book of all events. So it will be a large collection that i need to organize well.
Is this ok or are there better ways? Thanks

gentle urchin
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Well it makes for a single location for all things atleast

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And its unique per level, and has a requried sequence of events

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you could've gone for some overall manager instead, but im not sure you'd benefit much from it really

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each level must be set up manually anyways, so reusability isnt very high on the list

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doors and such could ofc handle their own logic,

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where the level (or another manager) just informs it if it can be opened (assuming it was locked)

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or accepting the correct key

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personally i'd prob do it that way

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So keys have a signature that only fits to that single door

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level bp would mostly just trigger events

storm vigil
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Most probably i will only have one level for the game area using level streaming.

gentle urchin
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doors doing their own logic and animations, and key signatures using tags is prob a cleaner way to go tho

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personally i dont like using level bp at all

storm vigil
gentle urchin
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Sounds like a suitable place for setting up a global event bus with a dispatcher

storm vigil
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Thank you for the information, its a simple fps horror game with quests, puzzles, interactive stuff, so i hope my current setup will suffice πŸ™‚

gentle urchin
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sounds interesting enough (Y)

open latch
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Can anyone see why this doesn't function as intended

After setting the variable to 55 , it doesn't reset back to 10

brazen pike
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put the destroy actor last

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since its destroyed it cant do the rest

open latch
brazen pike
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You could do the rest of the code in another BP which gets called. Probably in the gamemode though not sure how feasible it is. Or you could make it invisible with no collision to make it seem like its destroyed when in reality it's still there for 10 seconds

open latch
brazen pike
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I mean that you would cast to the gamemode first in the sequence, then it will call an event within the gamemode which sets the point multiplier which goes down after 10 seconds. Then after that is called, the actor is destroyed second in the sequence

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You do the destroy actor in the blueprint you sent a screenshot of

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but the other code is done somewhere else, that way it can be destroyed and still do the rest since it exists somewhere else

open latch
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lemme try it πŸ˜„

full mica
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does anyone know the earliest point (or event that fires) at when a widget can be added to a viewport?

odd ember
full mica
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sorry, bad phrasing, earliest point of creating a widget then? there appears to be some game state calls that fire too early to properly add widgets as a slight delay will allow for the widget to spawn and be added correctly

dark crow
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I can help you learn to take a screenshot if you want!

polar pelican
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when I add the ocean it comes out red

odd ember
maiden wadi
trim matrix
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Hey, is there a way to get total GPU memory usage?

odd ember
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possibly with the profilegpu console command

full mica
odd ember
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there is one

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but basically game instance is at the top of the hierarchy for games

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actors don't spawn until there is a world

maiden wadi
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The issue is that it varies based on networking or not. For most UI stuff, the only real things that matter is that GameState is available, and that the local controller is ready. AHUD is spawned by controller, and Beginplay never runs until GameState exists and starts the call to run it.

odd ember
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and beginplay doesn't trigger before the game mode calls it on every other actor

trim matrix
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Hello, I'm trying to dynamically change the lyra character's opacity, I'm doing this...
First picture is the blueprint that's run on game's start after team change color (inside B_Hero_ShooterMannequin)
Second pic is the M_Mannequin material
And I've enabled Opacity in all of M_Mannequin's material instances(third picture)
Idk what I need to do to make this work, i'm pretty confused...

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The character has the opacity I set on the material asset beforehand, but I can't change it dynamically...

odd ember
trim matrix
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What do you mean on the node,

odd ember
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on the node itself, not in the details panel of your material instance

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a dynamic instance means you're spawning an instance at runtime

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it's not the same as having an instance asset

trim matrix
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Yes, how do I create the instance at runtime tho, (The first picture is what I'm trying, but it doesn't work)

low birch
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Anyone have experience with LineTraceByChannel and using Spawn System Attached instead of Spawn Emitter at Location?

odd ember
trim matrix
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this still doesn't work

odd ember
low birch
# maiden wadi What is the goal?

I was interested in seeing if I could use Niagara Effects (NE) with line tracing but NE wont work with the Spawn Emitter At Location node since it takes particles and not NE. So I came across Spawn System Attached which does take NE.

I've come across a few issues with location spawning and it isn't behaving in the way I want. Either if the line trace hits the world the effect spawns as it should but when I get a line on an actor the effect spawns else where or the other way around.

It's a bit funky atm so I'm just wondering if it isn't a convoluted system to work with.

maiden wadi
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Not as familiar with Niagara Effects? Is that a new UE5 thing, or?

brazen spear
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@grand valve Movie Render Queue worked!! Thank you so much for your help!!

low birch
maiden wadi
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Still not sure what effects means in this context. What is the difference between an effect and an emitter?

low birch
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Mmm. Maybe I'm misunderstanding it myself here.

But from what I understand about NE it's a "system" that contains emitters and a few other things. So we are unable to use NE with the Spawn Emitter at Location node because it houses more than an emitter.

So that's where the Spawn System Attached node comes in as it uses a "system" or Niagara Effect.

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I am silly and figured it out. Sometimes typing things out gives you the lightbulb you need. Spawn System at Location is what I was looking for. And then you would use NE as the System Template to get the result you want. Tyty.

open latch
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instead of doing this (first image) is it possible to put all the actors I want to spawn in an array?

brazen pike
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What are you trying to do?

open latch
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so currently I only have 1 obstacle (pumpkin) I want to have other obstacles to be spawned at those lcoations as well

icy dragon
open latch
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hence why I thought an array would make sense but I am unable to make an array of actors to spawn

brazen pike
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Yeah, it seems like it would work. A strange way of doing it to me, but if it works it works

open latch
brazen pike
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Where are you doing this? Because you're adding a child component when I'd assume that wouldnt be necessary

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And how often do you call that ?

open latch
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so this would be the logic for the single obstacle

brazen pike
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I'd have one actor called "obstacle" which then has its mesh be an instance editable variable which is set in the construction script. Then that actor is created and the variable is set randomly from an array of static meshes in whatever BP you have there

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Depending on if you want the randomness to change or not, that would be changed however. If it never changes and is always perfectly random then I'd just have the actor randomly set its mesh on begin play inside "obstacle".

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If you want the randomness to be dynamic, then that wouldn't be viable

open latch
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ok I will see if that works or is even viable for my game

brazen pike
open latch
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to be fair adding an extra pin to the switch on int would work just fine.. don't know why I want to do fancy πŸ˜„

open latch
brazen pike
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Well it would be slightly more efficient to do it this way. If you ever wanted to add more objects, then you'd need to go through and add it manually, rather than just being able to add the new mesh into the array and the BP doing it for you automatically

open latch
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yeah I guess so

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would be like 4 obstacles max so it is not that big of a deal I think

brazen pike
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Whatever makes more sense to you is probably the best way to go

pliant cobalt
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I'm having an issue working out the best logic for this function, if anyone could help that'd be very appreciated. Squares are static meshes and circles are the materials. The numbers are how many should be in each row. All I'm trying to do is create a function that can generate this without me physically going through and creating a database or something with all the variations then to randomly choose one on begin play.

trim matrix
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Hello, Is there any way I can reference the material of the body in blueprints?

teal jasper
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hello i was helping a friend that was having a weird problem in blueprints where each node was way higher that it needed to be, i don't have a screenshot so i did a paint edit to give a reference of how the nodes looked like. do you know what could cause this? An Editor Preferences option?

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i think they were even higher than this

pliant cobalt
past hazel
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generated a grid, tell me how can I draw lines between points?

thin panther
vocal loom
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Hi guys! im just trying to do a simple thing in a blueprint to control a niagara system. Everything compiles and all variables are linked up in niagara, but it doesnt work and i cant figure out why. Any help would be appreciated ❀️

pliant cobalt
thin panther
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You waited 5 minutes, be more patient

vocal loom
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awh guess ill keep on crying then 😦 πŸ˜„

mellow folio
cyan surge
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Possible to assign the bytes of an Enum manually in BP like it is in C++?

enum class Enum_Character_Action_Type : uint8
{
    // Zero placeholder...
    Null = 0                UMETA(DisplayName = "Null"),

    Jump = 246              UMETA(DisplayName = "Jump"),
    Sprint = 247            UMETA(DisplayName = "Sprint"),
    Deactivate = 248        UMETA(DisplayName = "Deactivate"),
    Activate = 249          UMETA(DisplayName = "Activate"),
};```
odd ember
cyan surge
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Yes, is there a way to do it manually?

barren sonnet
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Anyone know of a good way to scale a blueprint actor to the size of another actor ?

last prism
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Would somebody help me troubleshoot why this Set Timer by Function name isn't working? The function is RandomSkybox, and it seems to me that the skybox would be resetting based on the timer, yet it isn't.

odd ember
torpid hound
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Assign values explicitly, rather than having them automatically assigned to 0,1,2,3 etc.

odd ember
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what you can do in move options up and down

torpid hound
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So that's the answer to @cyan surge's question πŸ™‚

cyan surge
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Yep shame really should be possible :')

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but I suppose most people wouldn't have a need for it

thin panther
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Whats the use in having specific enum values rather than 0,1,2,3,4?

Not tryina sound snarky, genuinely curious

cyan surge
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Because the number actually means something :)

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and I have other Enum's with specific values taken you could call it Enum Inheritance haha

#
UENUM(BlueprintType)
enum class Enum_Action_Type : uint8
{
    // Zero placeholder...
    Null = 0                UMETA(DisplayName = "Null"),

    // 0 - 249 Custom actions, specific to the entity type.
    // See,
    // [Enum_Character_Action_Type]
    // [Enum_Titan_Action_Type]

    // [On Entity]    There is no action active on this entity,
    // [As Input]    Request no change to action, don't apply action input,
    No_Action = 250            UMETA(DisplayName = "No_Action"),

    // [On Entity]    DONT set on an entity,
    // [As Input]    Attempt to stop the current action,
    Cancel_Action = 251        UMETA(DisplayName = "Cancel_Action"),

    // [On Entity]    DONT set on an entity,
    // [As Input]    Attempt to continue the current action,
    Continue_Action = 252    UMETA(DisplayName = "Continue_Action"),
};

// Different types of actions prescribed for all characters,
// Effectivly inherits from [Enum_Action_Type] and expands on it...
UENUM(BlueprintType)
enum class Enum_Character_Action_Type : uint8
{
    // Zero placeholder...
    Null = 0                UMETA(DisplayName = "Null"),

    Jump = 246                UMETA(DisplayName = "Jump"),
    Sprint = 247            UMETA(DisplayName = "Sprint"),
    Deactivate = 248        UMETA(DisplayName = "Deactivate"),
    Activate = 249            UMETA(DisplayName = "Activate"),
};```
thin panther
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Ah fair enough, that makes sense

cyan surge
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There's an example of what I'm talking about :D

thin panther
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Ohhhh i get it, thanks :)

last prism
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So much activity here, my question is going to disappear quickly.

thin panther
cyan surge
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that gives you a refrence to the timer, it's the blue "return value"

gentle urchin
odd ember
cyan surge
odd ember
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good luck

cyan surge
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🀣

last prism
inner igloo
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How do I check if all booleans in an array are false?

thin panther
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Then whats the issue

undone surge
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is there a way to pass different values based on conditons to the FABRIK

cyan surge
inner igloo
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Oh nvm got it

last prism
thin panther
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You want the timeline to reset each time the timer ticks?

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Its doing exactly what youve told it to

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Set the timer, rotate the skybox, then every second change the materials of the skybox

last prism
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It isn't changing the materials, thats the problem. πŸ™‚

cyan surge
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Try that :)

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Pull it into, "Play From Start"

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but honestly seems like your timeline is already looped haha

thin panther
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I dint think you understand the issue

cyan surge
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I might not :')

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I'm like 5% focus hehe

thin panther
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Is that randomskybox function inside ofnthe sky sphere bp?

cyan surge
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Okay so you wish to call "Random Sky Box" on the timer?

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Then call it from Reset me on it's own

last prism
cyan surge
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The classic 5% victory haha

last prism
last prism
thin panther
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Well then lol

thin cradle
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hey, if I create an actor class in blueprint or c++ that has some component , can I make child classes of that class that replace that component with another component that inherit from it?
ie I wanna make a "humanoid" actor with an inventory component that does nothing, and then 2 inheriting classes, one with an inventory component made for player characters and another made for AI characters, that replace the original class's inventory component

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if not, what would be the proper way to do something like that?

gentle urchin
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This sounds like a strange design choise

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Would the player vs ai inventory be different? In what way if so

faint pasture
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Yeaj that sounds weird. Why different?

rapid mortar
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Can someone explain to me the process to take a web app designed in unreal engine and be able to use it with a website and application from playstore or Appstore

torpid hound
thin cradle
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somebody in another discord ended up suggesting having a reference to the inventory component in the base class rather than the component itself
then the child classes would have their versions of the component added, and the reference set to that

thin cradle
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think players vs NPCs in dark souls
both human characters with the same base character controller & logic but their inventory work mostly differently

faint pasture
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I prefer just one component though.

barren sonnet
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Does anyone know how you can have a construction script show up in the details panel when its inside a component on a blueprint?

gentle urchin
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Not sure you can

odd ember
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how would you have it show up?

barren sonnet
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Ah dang...

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normally if you check the call in editor box it shows up as a button in the details panel.

odd ember
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... yes?

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the construction script already runs everytime you move an actor or change a value

barren sonnet
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issue is if you make it a component instead of a blueprint and added it into another blueprint the property doesnt show up unless you make another construction script that casts to the component.

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that is the case for most but it seems like the editor apply spline action im using doesns't work like that.

odd ember
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it should

barren sonnet
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It doesn't automatically paint the terrain as I move the object around

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oh interesting. hmmm.

odd ember
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I don't know what you're making but it sounds like you're trying to do something that's not allowed

gentle urchin
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Painting realtime at editortime sorta thing

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You can play in editor,

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Detach,

odd ember
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with splines though?

gentle urchin
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And paint by calling the function

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I painted with splines πŸ˜„

odd ember
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I can understand making a landscape brush

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I just don't know where splines fit into that

gentle urchin
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It was for rts road

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In my case atleast

barren sonnet
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yeah in my case I'm trying to make a component that lets me paint dirt on the terrain around builds using splines.

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I have the spline in the building blueprint so I dont have to make the spline every time.

gentle urchin
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So you only need the building extents, and follow along that^^

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But same idea anyways it sounds like

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Paint along a given path

barren sonnet
gentle urchin
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Be it a spline, a line or something else

spark steppe
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is there a way to predefine the datatype for arguments in the Format Text node?

spark steppe
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e.g. i want ${FOO} to always be an integer node

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well thats one way.... i hoped for a solution like in the math expression node where you can force data types

gentle urchin
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Wrap it in a function

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:) not as nice but nice enough :p

spark steppe
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yea i guess datatypes are not the idea of that node πŸ˜„

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as it seems to be a exposed feature of FText rather than a standalone node

odd ember
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first time I hear someone not liking generics though

spark steppe
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i use it to generate an SQL query, so it would have been nice to define the correct data types :>

odd ember
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why not use build string then?

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text is for formatted text

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string is the type you want to use for cultural invariants

spark steppe
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build string seems like a mess, with the format text node i have the whole query in one line which makes it more readable

odd ember
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normally good practice for SQL queries is divide them up into several lines

spark steppe
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well, i'm not too much of a fan of any of the solutions in BP either

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but also not motivated enough to port it to c++ for now

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as i don't even know if i want to keep it SQL related

odd ember
vocal loom
spark steppe
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and therefor no suitable IDE

odd ember
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sounds like you're hellbent on shooting yourself in the foot πŸ˜… I have no answers to that

floral zenith
#

hi, does anyone know of a way to make a sphere collision able to pick up multiple instances of an actor? I got a character with a working function that reveals hidden objects inside a huge sphere collision. I want it to reveal all the hidden object inside the circle at the same time, but it seems it only picks up one at a time.

floral zenith
#

it works, but it only picks up one object at a time

#

all of those actors have the same function w/the particles

lusty rune
#

How can i make to always check branches?

odd ember
#

is this inside the player character?

floral zenith
#

no, this is inside the actor blueprint

odd ember
floral zenith
#

the sixth sense is just a bp with a sphere collision that attaches itself to the player character

floral zenith
odd ember
#

well you're enabling input on each of them, but realistically it would have to either fire on either all of them, or just the last one. and I think in this case it will only fire on the last one.

#

you kind of have to think about it differently

#

instead of having a separate actor for the collision, I'd just have a collision component directly on the player character

#

any time that collision would overlap with one of your objects, I'd add it to an array

#

inside your character you already have free access to input events. you could then use the array that you have to consider what you want to do with the bulk of the objects

#

do you want to do something for all of them? for just one of them? for a specific subset?

floral zenith
#

I want them all to show the particles whenever the player is pressing F/Y/Triangle to indicate that he can interact with it

odd ember
#

how does the player know which one they are interacting with?

floral zenith
#

there's another collision box for Interaction, he stands beside it and a widget pops up to show what he needs to press and how (press, hold, mash, etc.)

odd ember
#

okay so all you want to do is some activation

#

how does the second interaction work?

#

I'm asking because right now the code that you showed enabled interaction too

floral zenith
#

The activation for the interaction works when the player collides with the interaction collision, a gate opens that enables him to press X, then he presses and the function is called

odd ember
#

yeah but it was on the same event

#

so the same collision

floral zenith
#

they got two

odd ember
#

okay but you only do the logic on one event

#

not two separate events

floral zenith
#

i got two events, top one with the Sixth Sense collision activates the particles when pressing Y. The bottom one with the Interact Collision activates the actor function when pressing X.

#

the problem lies with the top one

odd ember
#

like I said, your approach is flawed

#

I would avoid using enable input

#

and handle input in the player character instead

#

then you also only need one event

#

and none of this spaghetti gating

last abyss
#

disable that

floral zenith
#

Sorry for the spaghetti codes, im kinda new to this

odd ember
#

then you have your input actions, hint and interact

#

also in your player character

#

now you have an array of elements you know are nearby (inside of your sphere), so you can do things with them

#

let's say you want to interact with the one the camera is facing

#

you can now do that for cheap

#

meanwhile, if the hint action is affecting all of them, you loop over the array and activate the hint on each of the objects

floral zenith
#

oh

#

i think I understand

#

I'll do that then, thanks a lot CE πŸ˜„

flat coral
#

I've got a bit of AddForce on a weapon fire and of course most of what I hit isn't movable, because it's just level geometry. What's the cleanest way to check if a hit actor or component is "Movable"? I can't find a method that supports it

odd ember
#

much simpler

#

then from the player character blueprint, all you do is call that function, and the object itself knows what to do

floral zenith
floral zenith
# odd ember much simpler

yeah, i think learning through youtube might've caused me to adopt a complicated way of doing much simpler things :C

#

you're a lifesaver

odd ember
#

it's people who don't understand programming who are the first to put videos out

#

so it's the blind leading the blind

faint pasture
#

Any ideas on how to implement an item system that leverages GUIDs?
That is, an item system where every item is unique, that would enable a lot of gameplay regarding insurance, registration, investigation, linked items (phone contacts) etc.
GUID in the item struct at creation is a given, I'm more wondering about how to implement an ItemActor or Item lookup given GUID, for gameplay purposes (tracking an item, messaging from one phone to another, etc)

flat coral
#

Also what's the difference between "is simulating physics" and "Is any simulating physics"?

odd ember
flat coral
faint pasture
flat coral
#

What you need is like a REST API with a backing datastore of some sort

faint pasture
#

Global as in per server instance, not global as in the entire game across servers.

#

Could just be a map of GUID to.... what? I'd think InventoryComponent or InventoryID but that doesn't cover the "in the world" case

odd ember
flat coral
#

What happens when that disagrees with your world state?

odd ember
#

no trial

faint pasture
odd ember
flat coral
# faint pasture Yes exactly. I moved to #c++ but "This item is in X inventorycomponent or is in...

I mean blueprints have full GUID support as far as I can tell. But I'm still curious, you want to make a secondary tracking registry for things which are (in theory) already tracked.
Like if an item is in a level, the game knows that. If a character interacts with it, and it's removed from the level and added to some inventory list, the game knows that. But you want it to know it twice, in two different locations.
Why? What happens when they disagree?

faint pasture
flat coral
flat coral
# faint pasture Moved to <#221799439008923648> since its kinda in that purview.

The cellphone use-case is a great example actually. In theory "activating" a cell phone in my pocket and one lying on my desk does the same thing, it rings and I can answer it right? But in practice, the "hows" of that interaction, how do you display that it's ringing other than the sound, how does the player interact with it, how do you message that interaction potential to the player, those are all completely different on an in-world item and an in-inventory item.

cobalt gulch
#

How could I make it so variables stay the same when switching maps?

earnest tangle
#

You have to store them somewhere between level changes

#

GameInstance is usually the only thing which doesn't get destroyed during that

cobalt gulch
#

oh

#

So I put the variables in gameinstance?

earnest tangle
#

If they need to persist between level loads yeah

#

Level streaming is another option, in which case some actors may not always be destroyed between streamed levels, but it has its own complexities

cobalt gulch
#

The variable im using is to show the cash the player has, would I need to save this to a file somehow?

earnest tangle
#

Well if it's just one variable it's pretty easy to store it into the game instance temporarily during level loading

cobalt gulch
#

Could I make it with a save file?

dark crow
#

You could save it in a save file indeed if you want it to persist after closing the game and coming back

#

Indeed

cobalt gulch
#

Is there an easy way to do this

dark crow
#

Just save? :D

#

There are nodes for it

undone surge
#

how would i make a projectile type for a shotgun in which there are multiple meshes that spawn out in a cone shape?

maiden wadi
cobalt gulch
#

Thank you

#

πŸ˜›

flat coral
#

Why can I set default variables for a child actor in the BP editor, but not in a scene?

faint pasture
undone surge
#

aaah

#

is there a node to repeat it 9 times? @faint pasture

undone surge
#

ok thnx

faint pasture
#

make sure you give them a slight variance each loop or else you'll spawn 9 projectiles in the same place with the exact same direction. Not really what you're going for I think

undone surge
#

yes

#

ill use random

winter kettle
#

is this blueprint node the some as this option in the details panel?

undone surge
#

@faint pasture i managed to get multiple projectiles spawning but now what nodes do i use to tell it to orient them to angles after they spawn from the muzzle ?

dusky topaz
#

I'm at my wit's end here, I'm rebuilding a project, and I can't seem to get the same usage of interfaces working in the new project. First picture is an example from the old project, just a reference to a generic Game Instance, and using an interface message from that. The second picture is what I am currently struggling to figure out why it doesn't work, it's the same type of setup, generic Game Instance and an interface message, but the second one isn't going through. Anyone have an idea of what the issue could be?

brisk sinew
#

Does your game instance implement the interface and know what to do when it receives a save data message?

faint pasture
undone surge
#

how do i specify the angle

#

like rotation node ?

#

set rotation or smth

faint pasture
#

yes, a transform is made up of location, rotation, scale

undone surge
#

ah

faint pasture
#

so combine the rotation of the muzzle with a rotation with small random pitch and yaw values and it'll be MuzzleRotation + SomeSmallOffset.

undone surge
#

ok thank u

dusky topaz
scenic kindle
#

i know this is a somewhat dumb question but... how do you open level blueprint in ue5?

maiden wadi
#

Pretty much the same way you did in 4.

scenic kindle
undone surge
#

@faint pasture i have this one transform pin i think orange do i add a node in between that and the socket transform to specify the angle ?

scenic kindle
# dusky topaz

ooooh that's what that is. mine just has the icon. thanks

thin topaz
#

Can someone kindly tell to a beginner, what is this blue icon here in the blueprint node?
(I'm trying to re-do my schoolwork but I don't remember what I did for this to appear and I did not find any in documentation or by clicking on it)

dusky topaz
#

Ah, of course, I had forgotten to specify which Game Instance class to use for my game mode πŸ€¦β€β™‚οΈ

dusky topaz
thin topaz
brazen pike
undone surge
#

@brazen pike i got to that part , how do i randomize a rotation? im running a for loop i want to set it to spawn at a random rotation evey iteration

#

this stuff is after the loop

#

i just want to know how to tansform the random node to rotation

brazen pike
#

What do you want rotated, just the Z axis?

undone surge
#

like i want it in a cone

brazen pike
#

so it is looking left/right a random amount

undone surge
#

like a spread

undone surge
brazen pike
#

Okay well you can use the "make rotator" or you can split the rotator again. Then you can feed in a random float in range to the values you want randomised

#

So you'd want the Z and Y axis randomised but not the X axis otherwise it will spin

#

you probably want to feed the X axis from the get socket transform into the new X axis

undone surge
#

i see

#

but how do i get it to get a random rotation ?

faint pasture
#

Why would you use integers

brazen pike
#

use "random float in range" rather than "random integer in range"

undone surge
#

ahh

#

i see

#

i think i got it

brazen pike
#

You could use integers, but only if you wanted them to be whole numbers or specifically within 90 degree variations or something

#

And then connect it to both the Y and Z but have the X be taken from the get socket transform

undone surge
#

did i do it right

faint pasture
undone surge
#

oh

faint pasture
#

combine your random rotation with the muzzle rotation to get muzzle + variance

undone surge
#

i see

#

ill try that

gentle urchin
brazen pike
#

Oh this is a gun

faint pasture
undone surge
#

oh ok

maiden wadi
#

I use blenders. Much quicker.

faint pasture
undone surge
#

@faint pasture @brazen pike am i missing anything here. its working but just in case im making any mistake

maiden wadi
#

Logic is very literal. It's unlikely you have a mistake if it's working as intended.

faint pasture
undone surge
#

o i thot i had to do it because i was gonna leave out x

#

if its 0 then it will leave it out regardless right

unreal quail
#

is there any painless way to keep a bunch of variables queued with a delay?

#

all I want is to say call an event 3 times, which has different parameters every time and then keep the parameters while it's going through delays

gentle urchin
#

you can always add it to an array

#

and iterate that manually, in whatever delayed sequence you want

unreal quail
#

I want each to have different delays though

gentle urchin
#

right so thats a parameter

unreal quail
#

I thought delays were linked to the event instance calling them

#

except this gets overriden every time it's called with a new value

gentle urchin
#

Yeah you'd need more sophisticated logic than that πŸ˜›

gentle urchin
#

Array is the que

#

On first entry, start the delayed loop

unreal quail
#

how does that Delay work when it's called multiple times btw?

gentle urchin
#

Ignored while "active"

gentle urchin
#

so keep them in a list,

#

first entry is read directly,

#

next entry is read after a variable delay from the first entry

#

something that says something about the first entry's duration i suppose

undone surge
#

im trying to blend this bone depending on the bool but when i do the animation my character just stays still. is there a way i can get it to stop blending for the duration of that bool being true?

lament geyser
#

is there a way to make programmatic curves in BP? I'm basically trying to make a curve where my keys are variables

bold shard
#

I have a FString var on my character, and I set it to some text in my BP, but when I try to use it I always get an empty string. I don't know how to fix this.

barren sonnet
#

Anyone know of a way to trigger a construction script on any actor in the current level that has a specific tag ? Tried this but its giving a warning and isn't working

bold shard
#

According to your warning, your spline comp is not an actor, so the cast will always fail. You probably have to do GetAllActorsWithTag->GetComponent->CastComponent

#

My data seems to be disappearing between getting and using it. Anyone have any ideas?

faint pasture
#

When that print is hit it'll get again

bold shard
#

I think I am doing something wrong, but I am not sure what. I tried setting the value right before calling this print string, it still comes up as empty.

barren sonnet
#

That worked, thanks @bold shard !

potent laurel
trim matrix
#

hi guys

#

i have a question

potent laurel
#

πŸ˜„

trim matrix
#

guys how do i create an ai i have been strugling to figure it out

thin panther
#

Theres an ai quick start guide on the docs

#

But it all depends what ai youre tryina male

#

Make*

trim matrix
#

just one that walks around for now

thin panther
#

Then look on the docs for the ai quick start guide

trim matrix
#

and i dont wanna use a tut bc i wont learn from it

#

tutoirals = for morons who want to copy ppl

trim matrix
#

whweere do i find the docs?

thin panther
#

Just google ue documentation

trim matrix
#

ok

remote belfry
#

Does UE5 still have a level BP? Google is garbage lately, and I can't seem to find it. As well it's probably right in front of my face and I'm just blind, stupid, or both. lol

#

NM

trim matrix
#

brother-1 is it under ---- Samples and Tutorials
Links to various example scenes, sample games, and tutorials.

remote belfry
#

I am both blind and stupid. It's the new BP icon

trim matrix
#

im blind

thin panther
#

Just google ai quick start guide and youll find it

trim matrix
#

ok

bold shard
trim matrix
#

i think i found

potent laurel
bold shard
#

PortraitName is configured on my character BP

potent laurel
#

are you sure the return value from the spawn function is going to the set name function? it looks like its passing through under to something else

bold shard
#

The value of PortraitName is set on the BP, the Name I am setting there is just for the UI in my gym.

potent laurel
#

also you could set the "name" function in your character class to "expose on spawn" that way you will have an input node on the spawn actor function

#

also it looks like there should only be an a and b node

#

(should have crossed out c)

bold shard
#

I was just using that " | " as a way to separate a couple of inputs

#

And sure, I will try exposing it on spawn, but doesn't that defeat the purpose of configuring my blueprint?

potent laurel
#

its the same thing no?

bold shard
#

Not really.

Configuring my BP lets me use the same data package everywhere I have my spawners.

If I need to give my var the ExposeOnSpawn tag, then I will need to configure my spawners to handle my different character types, and pass different PortraitName vars in each case.

potent laurel
#

does the logic on the pawn have functions for that?

potent laurel
#

what class are you spawning the character from?

bold shard
#

My spawner class

trim matrix
#

wait a sec guys i have a question

#

how do i make a better aiming then my current one?

#

let me load it up rq

#

ill send a ss

potent laurel
#

ok, i see you set the playerchar as a variable omn the TEMP_addchar event, could you set that variable straight after spawning it instead

bold shard
#

Its like none of my character's data is persisting after spawn

thin panther
#

define better

trim matrix
#

wait just a sec ok

#

breh my map makin skills are just πŸ‘ πŸ˜‰

bold shard
trim matrix
#

by magik

potent laurel
#

then you set it from the player char variable you made

#

"get"

bold shard
#

The data is being defaulted when I spawn the character, so that won't work

trim matrix
bold shard
#

Any data I try to access off the return is whatever the default value for the variable's type is. String and names are empty, data tables are null, etc etc

trim matrix
#

instead of just set fov to - interger like how do i get it so it aims down sight?

thin panther
#

can either be done with animations or an ik setup

bold shard
#

You probably want to set that bool to true on press

thin panther
#

ads either requires you to make an animation that brings the gun and arms to the center of the screen

#

or you ccan use an ik setup and do it programatically

trim matrix
#

ik?

thin panther
#

inverse kinematics

bold shard
#

Inverse Kinematics

trim matrix
#

oh

#

i have 3 brain sells

#

would it work with this model sort of

thin panther
#

well ye

trim matrix
#

thats what im workin with lol

thin panther
#

but youd have to set it up

trim matrix
#

bc ik how to do that πŸ˜‰

thin panther
#

you need to either animate it, or set it up for the ik process

trim matrix
#

f*ck animations

#

too hard for meh

thin panther
#

if you wanna make games you better get used to em πŸ˜‰

trim matrix
#

well

#

not when i am have 3 brain sells

#

also one last thing

#

oh no 2

#

1: when i shoot the front of the guns goes to the left slightly

#

do ya know why?

thin panther
#

probably an animation thing

#

looks like you're following underscore's tutorial

trim matrix
#

who da f*ck underscore?

#

who?

thin panther
#

youtube tutorial guy

#

uses a similar looking set up for his fps tutorial series

trim matrix
#

e?

#

he uses an ak?

thin panther
#

ye

trim matrix
#

with to arms

thin panther
#

ye

trim matrix
#

and no body?

thin panther
#

ye

trim matrix
#

f*ck me

thin panther
#

most fps tutorials do

trim matrix
#

true

thin panther
#

but anyway

trim matrix
#

i can legit change the gun to my own one i made in blender

#

rn

#

brb

thin panther
#

better aiming is either gonna require you to learn how to animate, or do some not-so-easy math with ik

trim matrix
#

im rly gud at mmath 100%

#

how do i stop my bullet bouncing?

thin panther
#

uncheck bounce in the projectile

trim matrix
#

ok

#

nothin there

elder mango
#

how can I make it so the fps template uses my own mesh instead of the default one?

trim matrix
#

ez

elder mango
#

and the animation still works

trim matrix
#

click on the thingy

thin panther
#

ther will be something in projectile movement for bounce amount

trim matrix
#

then the otherone

elder mango
#

bc when i change the mesh the animations stop working

bold shard
#

Your mesh probably has a different skeleton than what the anims target

elder mango
#

so do i need to add the default mesh skeleton on my mesh?

bold shard
#

That idk, I don't work with animations. I've just had the same problem before, so I know what a potential cause is

trim matrix
#

holy i just made my reload so much beter

flat coral
#

Uh so is there no BP function to filter an array by any condition OTHER than class?

dark crow
elder mango
#

how do i retarget the anim

#

i have the same skeleton

trim matrix
#

wait

#

so guys

#

iv added a grenade to my game

#

tbut could i

#

use the same code kinda to make a max grenade?

#

and just chanhe the interger

#

or no?

bold shard
flat coral
elder mango
#

lmao i pressed control z too much and ue crashed

trim matrix
flat coral
#

What do you mean by "max grenade"

trim matrix
#

like

#

so you can only throw like 3

#

and you cant use anymore

#

bc rn u can just spam c and crash my laptop

bronze hill
#

hello can i ask something about blueprint in here?

dark crow
#

Yes

faint pasture
flat coral
bronze hill
#

ah thank you! i wonder why event dispatcher Custom Event binding node has Execution pin?

trim matrix
bronze hill
#

i know that when it called it fire custom event but why node itself has pin?

flat coral
faint pasture
dark crow
bleak swift
#

Easy Way

bronze hill
dark crow
#

Oh no no

#

That's to continue the flow of the code

#

Imagine if you wanna have 3 listeners for example

faint pasture
# bronze hill here!

That just binds the event to the dispatcher then goes on to do something else.

#

In your case, you're binding the event then setting percent. If that's what you want to do, then great.

#

so, in your case, Set Percent will fire when the widget is constructed and whenever the UpdateHealth dispatcher is fired.

flat coral
bronze hill
#

Thank you for your kind explanation. So the order doesn't matter?

flat coral
#

Well, it can, but to answer a slightly different question the order of binding does not influence the order in which the bound functions are executed.

trim matrix
#

how do i make explosion bigger?

bronze hill
#

ok i understand

dark crow
#

I think it's a blocking thread when setting the bind, so should be fine in any order

faint pasture
trim matrix
#

e

flat coral
#

That SetupInputBinding function I linked is called on BeginPlay and happens instantly, and then the actual code is executed whenever the player presses the associated keys

bronze hill
#

As long as the event works, can it be placed anywhere?

#

as i understand?

thin panther
faint pasture
dark crow
#

Usually binds are set on beginplay / construct / init unless you doing something special

trim matrix
dark crow
#

Really depends on what the bind does

bronze hill
rare star
#

Hi, just a bit stuck, how can i get the location of an object i just spawned? i don't know how to reference it

dark crow
#

I would personally place the binds at the start if you need them to listen asap

flat coral
bronze hill
#

ah ok thank you guys

faint pasture
bronze hill
#

all of you have nice day!

bronze hill
flat coral
#

Yeah creating a binding is kind of like you're making a road from one thing to another. And then later on, someone can drive down that road, one or multiple times.

#

The idea is to mentally separate building the road from driving down it. They happen at different times

trim matrix
#

ahh i need help

thin panther
#

with what

flat coral
# trim matrix ahh i need help

The questions you're asking so far have been a little too general for what people can contribute to, without like teaching you how all of UE works. It'll help if you can link some specific code you're having trouble making work

thin panther
#

^

flat coral
#

and being specific about what problems you're running into

thin panther
#

your issues so far come with a lack of understanding of the engine, and the tools that go with it

#

i highly suggest picking up a beginner course

reef marsh
#

has anyone run into issues with UE5 not using your PlayerState class?

trim matrix
#

i think i got this now

reef marsh
#

I'm using a subclass of PlayerState but it isn't being used, even though it's set in GameMode

#

I'm not sure what teh deal is

dark crow
#

Who knows with UE5

But how do you know it's not actually being used?

reef marsh
#

ok, so it's the game mode not being used

#

which means the rest isn't either

#

maybe the level is overriding it

dark crow
#

Did you override the GM in the World Settings or set in the Project Settings?

reef marsh
#

project settings

#

ok, that did it

#

geez

#

don't nkow why I didn't think to check that

#

I thought my PS was messed up

dark crow
#

We've all been there, dw

reef marsh
#

haha, thanks

trim matrix
#

i sleep now gnihgt

faint pasture
#

OK can someone tell me why I'd choose using DataAssets over DataTables?

#

I'm pretty firmly in the DataTable camp but I'm sure theres something im missing about data assets.

mellow folio
#

People are worried about memory

#

You basically never want to have hard references in any data tables

#

Because if you reference any part of the data table you have to load all of it

faint pasture
#

So what would the equivelent of AllItemsInTheGameDataTable be in DataAsset terms?

#

Can it just cruise to a folder?

mellow folio
#

So people like to use data assets instead so they Can load up some hard references that they want

#

Not totally sure, I’m also a table guy

faint pasture
#

I've seen a lot of stuff about data assets having functions but ew, OOP is gross.

mellow folio
#

I’ll take a look when I get back to my computer

manic knot
#

Any idea how I could get Trace 2 to Begin trace at the Impact Point from Trace 1 + x units With respect to the Walls Orientation instead of the player?

rare star
manic knot
faint pasture
#

draw a debug point there and look

thin panther
#

whats the difference there between impact normal and normal

faint pasture
#

I think they're equal for line traces

thin panther
#

ah fair enough, just not in ue right now

faint pasture
#

but ones the normal away from the surface, and the other is in relation to the shape that was swept

thin panther
#

that makes sense

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thanks :)

scenic kindle
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hey i have a problem
I'm trying to make a system where you can select a perk to use in-game using this gui.
However, when I try to save this specific perk, it sets the "has perk" value back to false.
It only happens for this 1 button. It doesn't happen for the first one even though the blueprint is the same, only the values are different.
is this a bug or something cuz i can't figure out why.
The issue happens after pressing the green button.
number 1: the value in the player blueprint before pressing the button
number 2: the value in the save game before pressing the button

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number 1: the value in the player blueprint after pressing the button
number 2: the value in the save game after pressing the button

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the blueprint for pressing the blue and green button (blue on top, green on bottom)

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any ideas?

potent laurel
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try promoting the created save to variable

scenic kindle
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so i wouldn't have to create a new save game object?

dark crow
#

Seems like a lot could be wrong, be sure the values out of Player Data are correct in the first place

scenic kindle
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they are, in the first picture, the value for player data is true, when i press the button, it sets it to false for some reason

dark crow
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Show that logic of true and false

manic knot
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Thank you!

scenic kindle
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here's for number 1

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and here's for number 2

potent laurel
#

it could be how your loading the save maybe

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(after)

scenic kindle
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the save is loaded at the beginning of the level. it's perfectly fine except pressing the button somehow sets the variable to false and i have no idea why

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and it's only that button even though the blueprint is the exact same for the blue button also

dark crow
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Cause PlayerData is false

scenic kindle
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but is shows true in the first picture before i press the button

potent laurel
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your exiting function after 1 loop

dark crow
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But if you press the button and in text 1 it says false, means it's false from Player Data in the first place

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So it's gonna store in the save false too

scenic kindle
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from player data, it says true

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when i press the button, it changes player data to false even though i didn't tell it to

mental trellis
#

You might be getting the CDO of the class, not your instance, where the value is false

faint pasture
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Why is player data an actor?

dark crow
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So it's something in Player Data then if it returns false in the first place

mental trellis
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Doing "Get All Actors of Class" is very bad. You really shouldn't do it.

potent laurel
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how many playerdata actors do you have

dark crow
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I hope only 1 lol

faint pasture
scenic kindle
potent laurel
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using for each loop is causing your problem maybe

dark crow
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There's Get Actor of Class too for just 1 Actor in case

scenic kindle
faint pasture
mental trellis
dark crow
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It's not my code :D

faint pasture
mental trellis
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Heh.

mental trellis
faint pasture
#

if the thing you need is all actors of a class in the world for some setup, it's fine. If they're from the level loaded from disk, it's like, the only way to do it.

scenic kindle
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another interesting thing is why only this one button is broken. why does the other one work fine? it's an exact copy

potent laurel
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in the function i screenshotted

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theres alot that could be causing this lol

willow cedar
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Is there a way to change variables of Character movement component through another actor component?

faint pasture
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Just get the component, change the variables.

mental trellis
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@willow cedar yes

potent laurel
mental trellis
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Is too slow today

scenic kindle
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i'll try saving it a game instance and see what happens

dark crow
willow cedar
willow cedar
willow cedar
potent laurel
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πŸ˜„

mental trellis
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And my axe!

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Or something

willow cedar
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I had the idea right, I just didn't have the name to look up correct

dark crow
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You have an axe? Cool!

viscid hinge
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its getting detected twice any idea?

potent laurel
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could be the event your firing it from

dark crow
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Are you updating from a tick?

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The Do Once makes me think that

viscid hinge
potent laurel
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can you trigger the entire thing from a different event

dark crow
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Make it Event Driven instead

Like a Overlap to trigger it

viscid hinge
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il show you

dark crow
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I know

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Move it from a Event Tick

potent laurel
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^

viscid hinge
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idk why the collision is detected more than once

dark crow
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Use OnComponentBeginOverlap

potent laurel
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its not using a collision

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^

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or Event on hit

viscid hinge
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even before i had the same problem

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i sent here it

dark crow
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Check if it overlaps the Pawn only

viscid hinge
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what pawn, im using a charecter

dark crow
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That works too, lol

viscid hinge
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well it does overlap, it prints, its just doing it many times

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watch the video

mental trellis
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A Character is a Pawn.

viscid hinge
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after one hit

dark crow
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Are you still on tick?

viscid hinge
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yes, thats what i have it on, thats the only way i can do it in c++ or generaly, how else will i do it

dark crow
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Overlap

viscid hinge
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yes

dark crow
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Indeedo

viscid hinge
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so whats the problem

dark crow
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That you're using a tick

signal orbit
#

does anyone know how i could find the "physics" node when i right click and search?

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(image was sent to me by a colleague, i'm trying to copy the code but i can't find the physics node 😦)

dark crow
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Looks like an Actor

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Just called Physics

potent laurel
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@viscid hinge

dark crow
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I always used the dispatcher button for it :D

potent laurel
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wheres that lol

dark crow
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Details

potent laurel
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then search physics

potent laurel
dark crow
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I think what's happening there is just a class that was saved named as Physics that contains a Skeletal Mesh Component that gets accessed from it and the Physics set on the Component

signal orbit
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thanks you two, that actually makes sense. i'm creating a cinematic and one of my characters gets shot. i don't have any "death" animations to work with so i'm just trying to make the character ragdoll and add some impulse from the bullet.

signal orbit
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i've never worked with physics before so i'm crossing my fingers this works.

dark crow
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Physics is the Character then

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Char ref

potent laurel
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yeah, someone has made it confusing for you lol

signal orbit
#

πŸ˜•

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i'll probably find a way to call the event using sequencer's event track

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🀞

viscid hinge
potent laurel
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ok

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this is from ut4 lift

eager agate
#

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.

thin panther
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you could maybe set the text attribute in a 3d text actor

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but you cannot linearly ocmapre the two

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one is words, the other is a group of vertices and a material

eager agate
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i just wish there was a way, if the written text was the name of a valid static mesh

thin panther
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can you not just make a list of valid actors to change it to instead

dark crow
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DataTable / Map

Would work

restive token
dark crow
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Automate with a DT where Row Name is the Static Mesh name and have the Row hold the reference to the SM to spawn

eager agate
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alr alr ill try that

dark crow
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Text = Cube
Row Name = Cube

Row holds returning SM to Set

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So you can make entries and in it and never touch the code for every addition

scenic kindle
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Thanks to everyone who helped with my issue. I have concluded that it was in fact a bug because it worked as soon as I remade the entire blueprint. And thanks for the suggestion to use a game instance it is a lot better than storing the variables in a "dummy" actor

eager agate
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wdym?

thin panther
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dw thats not how soft refs work

eager agate
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kk

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hmm is there a way to create a data table to switch blueprints πŸ€”

thin panther
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a soft ref is like a normal ref, but instead of being a pointer, its a location on disk where the asset is, so to use them you have to manually load them, which reduces a bit of overhead sometimes

eager agate
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nvm

thin panther
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all you need to do is use that text to get a row name

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and then get the static mesh from the row

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and use that in the add static mesh

potent laurel
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you could just use a structure too

thin panther
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nah basically it's a way to prevent loading lots of things

say if i have a data table, with 100 static meshes,
if i use hard refs, it loads all of them when i access the table which is big memory chunk.

soft refs mean you can just load the specific one you need and use it

eager agate
thin panther
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soft refs would actually be really good in the case of what you are doing

eager agate
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how could i do that

potent laurel
dark crow
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When you decide the class of the SM there's gonna be Soft Ref

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Cyan color

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Object is Hard ref

thin panther
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if you make all of the data table refs soft refs, and then when you get the soft ref in the bp, plug it into a load asset node

then that gives you a hard ref to plug into add static mesh

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basically prevents you loading every single mesh in that table into memory when you just want 1 row

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first time ive seen someone here that can benefit from soft refs ngl

dark crow
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Be sure to use the Completed exec pin tho when you Set

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Node is called Async Load Asset

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It's Async so doesn't block the game thread

eager agate
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this is all very confusing to me but ill search on how to do it more... i think i under stand what youre saying

dark crow
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It's really the normal workflow, but you put the Async Load in between Getting and Setting

eager agate
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okay

thin panther
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yeah its 1 extra node really

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and it will help you a ton

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say if you decide to expand that to 200 possible meshes

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the without soft refs, whenever you access the data table, all of those meshes, materials and textures get loaded into memory

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which could be hundreds of megabytes of ram

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instead soft refs just store the location on disk, which you manually load, meaning you only ever use 1 at a time

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which would be only kilobytes

dark crow
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Just don't use if it something is already always loaded no matter what

thin panther
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yeah

cobalt gulch
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How can I create items which players can have but without using many variables

thin panther
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its mainly useful for data tables

cobalt gulch
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Is there a list of some sort?

thin panther
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why dont you want to use many variables

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early optimisation is a no no

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you gotta remember that most of these variables are like 32 bits, so its no biggie

dark crow
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32 bits is like double of 16, that's a lot!

thin panther
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obviously if your item needs 200 texture 2ds then there is a problem

dark crow
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But yeah, depends on what you mean by your statement

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Vague

thin panther
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but you need to be specific, what items, do they go in an inventory, do they not, what do you mean by the player can have them, why are you avoiding variables

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cause spoiler without variables you cant make things

dark crow
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I already see the 100 variables manually added to an Array with Make Array...

thin panther
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thats just good coding tho

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youre just jealous smh

dark crow
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I am, cause I don't have that level of patience :c

thin panther
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(this was a joke for legal reasons)

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(if i see you do that i will scream)

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wow accidentally the same character number