#blueprint

402296 messages · Page 880 of 403

thin panther
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im just too good at discord

dark crow
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A true refined gentleman

thin panther
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i refuse to believe they posted a question and then just ran away from discord

potent laurel
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out of curiosity

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is that what he wanted

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i never used soft references before

dark crow
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I'm scared of what I'm witnessing

thin panther
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not exactly

cobalt gulch
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I just don't want to have 500 variables saying whether or not the player has an item for each

potent laurel
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or set by reference

thin panther
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you want the blue pin one iirc

thin panther
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my mind reading wizard skills are lacking

potent laurel
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lol

cobalt gulch
thin panther
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if you cant explain what your trying to do in detail then i cant help you

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you have rephrased the same sentence three times

dark crow
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Use tags instead 🤣

thin panther
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what are these items, why would oyu need to check for 500

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refer to this comment

cobalt gulch
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Say it was needed to know whether the gun had been unlocked or not for every gun in the game

thin panther
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having a player check for items could mean "im doing an inventory in a bad way and manually checking all 3000 item types"

or it could mean "does the player have a key"

potent laurel
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have an inventory list

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with only unlocked gubs

thin panther
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so loop through an array of items, and check if they have been unlocked

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an array of bools

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when gun 1 is unlocked, set the corresponding index to true for instance

cobalt gulch
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Should I do the same with missions ?

thin panther
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yes at the end of the day you want to store a bunch of true or falses, so make an array of bools

dark crow
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I mean, if they're individual, the simplest way is a true or false

thin panther
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and you really dont have to worry about number

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as theyre 1 bit each

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you could have 300 weapons and it would still be less than 10 actors in a world

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in terms of memory

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and variable size

potent laurel
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maybe 3000

thin panther
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3000 is still only 100 actors

cobalt gulch
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3000000000000000000000000000000000000

potent laurel
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lol

thin panther
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there we go

dark crow
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If you have 3000 guns I would be worried for your sanity

thin panther
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now we are being slightly unreasonable

potent laurel
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array of bools is probs the easiest way too

cobalt gulch
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Im literally creating a siege clone because the devs gave up with the game

thin panther
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but likely your gonna have less than 150 guns and missions combined, so

cobalt gulch
thin panther
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oof good luck

cobalt gulch
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I'm going to hire voice actors

thin panther
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thats not why i oofed

cobalt gulch
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I know lol

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Im only going to start with 1 map and a training level

dark crow
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Buy a server farm

thin panther
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you gotta pay for dedicated servers, and you gotta actually get people in game which is hard enough, and then youve gotta write good multiplayer code, and youve gotta learn c++ and youve also gotta not get sued by the publisher

cobalt gulch
thin panther
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i wish you luck in your endeavours tho

potent laurel
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lol

cobalt gulch
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It's probably going to end up being a single player game because of the amount of work but it's really just a side project 🙂

thin panther
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you scared me for a second tho

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although it is an interesting project

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i will give you that

dark crow
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Seems good to have fun and learn

thin panther
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gives you a good chance to learn some good shooter ai too

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genuinely hope you stick with it cause it sounds good

dark crow
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Insert the division AI code

cobalt gulch
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Thank you aha, imagine Siege with characters that are mercenaries paid to fight together lol

thin panther
dark crow
thin panther
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ARGHHHHHH

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the pain.....

dark crow
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the misery

faint pasture
cobalt gulch
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Fuck this im going back to Scratch

thin panther
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well done another project lost to division source code 😔

dark crow
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Just mod Roblox

thin panther
dark crow
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Roblox 6 Siege

faint pasture
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A seige clone would cost at least that with brilliant and cheap programmers and artists

thin panther
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single player siege is more doable at least

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its just a map with an objective and some shooty ai

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way more feasible

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i dont think theyre going for 100% true to form

cobalt gulch
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I already have an objective for singleplayer, not for online tho lol

faint pasture
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Depends on how close you consider to be "close enough", but feature and polish parity is a pipe dream

dark crow
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Really gotta make those animations look hella crisp and clean

cobalt gulch
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This is the kind of thing im going for with the characters

dark crow
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And then say friggin hecc to Chaos for every weird and performance heavy destruction

faint pasture
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I just figured out how electricity works. So anyways I'm gonna make an electric car company like Tesla but better. I have no money btw.

cobalt gulch
dark crow
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Looks nice, you have fun with it

Just don't advertise it as a R6S clone in case :p

cobalt gulch
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Yeah

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Atm it's more like you get 3 different contracts and have to chose one to progress

viscid hinge
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@potent laurel

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i did it like you said and it didnt work

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and again, if i add a do once node, the code doesnt run properly, the mesh hits the ground, detects the collison again for no reason and excustes again

coarse frigate
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Hey guys, very noob question here...

In general, if you have a huge spiderweb of a blueprint, is it important to break it into macros / functions for specific tasks even if you don't intend to use them anywhere else in the BP? Or is it simply preference of readability?

thin panther
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generally really large spiderwebs would be translated to c++ for performance

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but tbh, if it's a one use thing, split it up if you need it for readability, otherwise if you fancy risking pissing off future you you can keep the spiderweb

gentle urchin
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Poor future you

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Always gets the finger

coarse frigate
peak summit
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does UE anim bp have an "any state" transition?

gentle urchin
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Depends on your state i suppose

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You could have anything but

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!=

long whale
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Hi, anybody know what happened to scenecapturecomponent2D with new 5.0? My old render target become like this

coarse frigate
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Another noob question along the same lines as in the answer may be opinionated...

What's the best way, if any, to share blueprints between projects? For example, let's say I came up with an inventory system that I really like and want to share blueprints or functions with any of my projects that will include the same system, is there a good way to share that? Or is it just a bad idea? I know in programming it's generally a good idea, but not sure how it works project to project with UE.

long whale
coarse frigate
long whale
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feels bad. It seems to miss the objects I put in the scene. only capturing background

peak summit
# gentle urchin Depends on your state i suppose

might have been going about it wrong but i have custom montages for enemies who can run some gameplay abilities, so i can't quite figure out how to just "stop" the anim bp from going back to idle. Empty Death state results in T pose after montage.

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ah, there we are.. the magic toggle

long whale
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I feel it has something to do with rendering objects high in the skysphere or fog. Moving the scene down seems to fix the problem

thin panther
gentle urchin
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Sadøy there's no easy way to sync it between projects tho

icy dragon
hushed linden
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hey can anyone help me with a simple shooting system for my fps game?

thin panther
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what probelm are you having

hushed linden
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i just cant figure out the code

thin panther
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I mean it depends on the type of shooting you want

hushed linden
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ohh well im just want to start of with hipscan i think its called

thin panther
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Typically you shoot a line trace forward from the camera, and there are plenty of guides on how to set that up

gentle urchin
icy dragon
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I mean as in bring it to older versions of the engine, there might be a chance for C++ plugins, but not for asset/content only stuff

deep ether
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Anyone know if there is a way to write to volume render targets?

worthy shadow
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I want to create a Widget BP, give it a name and store it within the project by giving a path. I want to do all that within Visual Studio itself. Any suggestions?

mental trellis
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Shrug

cobalt lynx
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Hey, anyone know why my vehicle keeps accelerating even after unpossess?

I tried spawning in an AI Controller, disabled input, manually applied breks and whiped all input. But it still keeps accelerating.
I just want it to roll after unpossess

worthy shadow
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Not really sure which to use because only one of them requests a filepath

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       * @param Actor The actor to use as the template for the blueprint
       * @param bReplaceActor If true, replace the actor in the scene with one based on the created blueprint
       * @param bKeepMobility If true, The mobility of each actor components will be copy
       * @return The blueprint created from the actor
     */

static UBlueprint* CreateBlueprintFromActor(const FString& Path, AActor* Actor, bool bReplaceActor, bool bKeepMobility = false, UClass* ParentClassOverride = nullptr);
spark steppe
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chances are high that those are editor only

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i think the only gui stuff with c++ is slate

mental trellis
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I mean, what about that method says to you that it's about creating a widget blueprint?

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You can use UMG from c++

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It's just, why would you?

worthy shadow
mental trellis
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Yeah. And a widget blueprint isn't an actor.

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So you can't use that?

worthy shadow
# mental trellis It's just, why would you?

Well I'm trying to perform the creation of a WidgetBP via clicking a button in my plugin. Remember I was trying to grab the map names through a combobox? I did that and after I select the map I want to automate the process of creating a minimap for it by clicking a button. So before creating the minimap, i want to first generate the WidgetBP that will contain it

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Hope I made sense

mental trellis
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You did.

worthy shadow
spark steppe
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do you really need a bp for that?

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my minimap grabs the loaded level and picks the correct map on its own

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one widget for all levels

worthy shadow
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I'll be generating the map piece by piece within that widget BP i create

foggy escarp
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So is it just me or is debugging simply not as useful as it should be.
hovering over variables usually doesn't show states, same for watches, and breakpoints.

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but then at certain times it does, so it's unclear why they are shown and why not.

spark steppe
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but still you don't need a separate widget for each level

worthy shadow
spark steppe
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what i do is dividing the world in chunks, rendering the bird view to a render target and writing that chunk with level and chunk location to the save game folder

worthy shadow
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Cz having different widgets means changing which widget is displayed when the key is pressed

spark steppe
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when the level changes the widget just has to grab the correct textures, either from disk or generate them

worthy shadow
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If you don't mind

spark steppe
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xD

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you don't have to spoil your plans here

worthy shadow
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Thanks

worthy shadow
radiant mural
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Please tell me why this is not working.

foggy escarp
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I'm assuming the camera is attached to the camera boom?

spark steppe
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i'm assuming it's not

radiant mural
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Yep, and i can move it an everything.

spark steppe
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or on the wrong socket

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then some inherit rotation option is checked

radiant mural
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Ok, that is true

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That was it, thanks a bunch! I had 'use pawn rotation' set from a previous test

fiery ridge
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How do you call a custom function/interface for each actor in the level via the For Each Loop node?

spark steppe
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the question you shall not ask

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GetAllActorsOfClass => ForEachLoop => Interface Call

fiery ridge
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Does it matter if I'm using Get all actors with TAG instead?

spark steppe
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no, thats most likely better as the list is shorter

fiery ridge
kindred marsh
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Hey guys i have a silly question because i stuck. I want to spawn an actor between my pawn's camera and an other actor. I try something like that (image) but it was mistake. obviously. Any ideas?

spark steppe
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just lerp between both vectors, with alpha 0.5

faint pasture
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Or add them and divide by 2

spark steppe
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lerp is the lazy way 😄

fiery swallow
kindred marsh
spark steppe
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define center point

fiery swallow
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Leaping 2 vectors by 0.5 would get you the center point

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Lerping*

spark steppe
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center of mass or shortest distance between all corners?

fiery swallow
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Center of mass

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Like the middle

faint pasture
fiery swallow
kindred marsh
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this worked fine

spark steppe
kindred marsh
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Wait i made it

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i forgot a BP that i had on my Spawned actor

fiery swallow
faint pasture
spark steppe
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average is the word

kindred marsh
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thanks for your help guys you made the day for a bad on math new developer

fiery swallow
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Awesome, I will definitely utilize that in the future. It came up once in the past and I banged my head trying to figure out a quick way to do it. Thanks

faint pasture
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Turns out the centroid is the average

fiery swallow
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I dont know what I'm looking at. We had to choose which kind of math we wanted to learn in highschool. We couldn't learn them all 👍

spark steppe
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what the heck was the alternative math?

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reading from lounge where they just said that french people say 4x20 for 80, was it french math?

fiery swallow
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We had to choose between, algebra, geometry, calculus, physics, or trigonometry? I can't really remember. There was another one I think

spark steppe
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trigonometry should be part of geometry

fiery swallow
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That's why I put a question mark at the end of that one

spark steppe
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and physics without algebra?

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or math in general without algebra

faint pasture
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Yes but an average is like, before all that

spark steppe
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@fiery swallow which country do you live in?

fiery swallow
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9th grade was pre algebra, 10th grade was geometry or calculus, and then 11th and 12th grade we had to choose a following path. I am in the US

radiant mural
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I have my topdown camera boom set to inherit pawn rotation when i hold down the right mouse button. I turn back off inherit pawn rotation when i release the button. I cannot figure out how to make the camera stay where i put it while holding down the button. Afterwords, i still want it to behave as it did before i ever pressed the button in the sense that based on where i click, the pawn could walk towards the camera. If not an easy answer, no worries, i will keep trying

fiery swallow
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I ended up doing pre algebra, algebra, and then algebra 2

spark steppe
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that should in theory work (haven't tested it)

radiant mural
spark steppe
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and the important part is to store it in a variable before you remove the inherit thing

radiant mural
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Ok. I think i had it right After turning of inherit

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I must still be doing something wrong

trim matrix
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what shall i make?

spark steppe
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do you not want it the other way around?

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inherit when the button is released

radiant mural
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inherit location/rotation when button is released, and set rotation/location then too

spark steppe
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what is your actual goal?

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because you can't have both like this

radiant mural
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I want the camera to change modes while i press the right mouse and allow me to rotate like i am in third person mode, with this topdown camera. Then when i release the mouse button, i want the camera to stay where i left it, but return to topdown style control

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The problem is, to my brain, that should have worked. (I do not think like a programmer)

spark steppe
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the moment you turn inherit on again it would probably snap back

radiant mural
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Yes, exactly. You know your stuff!

radiant mural
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Ok, this is essentially working

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Kind of'

jaunty dome
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GetAllActorsOfClass doesn't include actors that are child components

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how do I get all light actors in the world, including those attached to the player bp ?

radiant mural
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@jaunty dome I am not sure, but maybe you can give the lights Tags and search for them by Tags instead of class

fiery swallow
icy dragon
spark steppe
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laughs in curve(d) assets

icy dragon
fiery swallow
icy dragon
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Ah...
My math in high school didn't even reach calculus at all lol.

dusk cave
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can someone tell me why I'm unable to click on my text box with my mouse

icy dragon
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It was just trigonometry, matrices, vectors, and statistical finite relations

fiery swallow
trim matrix
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Maybe that text box is behind your main hud?

dusk cave
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no its not

fiery swallow
dusk cave
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ok

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how do i check that

fiery swallow
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If you are hovering over a button in the UI and it doesn't work. 9/10 there's another UI infront of it

trim matrix
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yep

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99/100

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it may not seem like there is anything in front of it, but most of the time there somehow is

dusk cave
icy dragon
dusk cave
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bottom one is the one im trying to click on

trim matrix
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it can be a diffferent widget as well.

icy dragon
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If you use widget reflector, you can see what widget gets the hit first from the cursor

dusk cave
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ill try that

spark steppe
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also check if you didn't set it to not hit testable

dusk cave
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ok so it says my mouse is over HUD display

trim matrix
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yep

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your HUD Display is above your text box in the heirarchy

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Litterly your text box is the lowest thing in your heiarchy

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move it to the top

dusk cave
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i did but nothing happened

trim matrix
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Just because the HUD_Display looks invisible in some parts, does not mean its not consuming mouse click.

agile coyote
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why are some of my pins coloured in?

icy dragon
trim matrix
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is that UE5 or something?

icy dragon
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Nothing sussy wussy

icy dragon
trim matrix
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oh nice

open latch
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I got a walk speed adjustment event linked to a destructible mesh, how can I prevent the fractured meshes from calling that event ?

icy dragon
open latch
trim matrix
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oh there

agile coyote
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Here you can see the top ones are normal yellow, the bottom one is half yellow though

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I'm thinking it's because this project was an upgraded UE4 one. all new nodes i place have teh half yellow pins. if i delete the top one and recreate it, it'll also be half yellow

trim matrix
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also I would check

ember bluff
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I can't find how to convert static meshes into blueprints, in ue5

trim matrix
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To see if there is some other invisable HUD still on the screen

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Like maybe you created an equipment HUD at some point

ember bluff
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I searched for blueprint in the details, and found nothing

trim matrix
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and you hid it but didnt properly delete it

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something like that

dusk cave
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my game does have a VHS screen effect which might be the problem

agile coyote
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funnily enough, mousing over them gives slightly diff tooltips. i guess the old blueprint nodes were replaced with the updated versions but still exist behind the scenes?

trim matrix
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If the VHS screen effect is a widget that is over the screen then yes, that could of been the issue.

trim matrix
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Do you mean like

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Take a static mesh assest and turn it into an editable blueprint?

ember bluff
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Select 5 static meshes from the world, click a "create blueprint" and create a blueprint with those static meshes

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like I did in ue4

trim matrix
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Oh yes I remember doing that to, I dont know how todo it in UE5 if you still can

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You can just create the blueprint manualy worryShrug

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Can create another blueprint and just attach those static mesh actors to it worryShrug

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good luck xD

ember bluff
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thanks

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I don't know why they took that option out

limber jacinth
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Are you making prefabs?

trim matrix
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to be honest im not sure why the option would of been removed or changed

ember bluff
limber jacinth
trim matrix
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nice

ember bluff
#

thanks!

maiden wadi
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The actual Prefabricator plugin was really good for UE4 at least. Haven't checked it's status on 5 yet.

bronze hill
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Hello Guys i have question about event dispatcher

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I'm studying the plug-in that i bought.

trim matrix
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Well whats the question

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Just ask

bronze hill
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this works

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but it doesn't

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i think of it as a timing problem, but it's strange that it doesn't work after everything is complete

trim matrix
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its not a timing problem

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The code is attempting to loop through each object in the array, and bind an event to each of them

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This is working properly in the first picture

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In the second picture, no binding is happening till after the loop has completed

bronze hill
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ah ha! it should be assign every objects?!

trim matrix
#

yes, the code needs to assign a binding to every object.

bronze hill
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thank you so much!

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have a nice day1

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!

trim matrix
#

you to

undone surge
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how do i assign different sound effect for each child class? what kind of variable would it be to store sounds as a variable

slim grove
#

how can i have the gun on the default FPS be automatically attached to the player i tried stuff but nothing worked.

agile coyote
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is there an easier way to get the top left and bottom right coordinates of an actor than this?

trim matrix
#

I couldn't tell you, this wouldn't be the best channel to ask in.

odd ember
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worth reading the channel descriptions really

undone surge
#

@trim matrix is there a way to customize each sound to make it random ?

trim matrix
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Yes, I only would know how to do it programmatically though

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Depends on what you mean by random as well

open latch
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Left stump is the one I put in the world
right stump is the one called by another other blue print on play

It is a destructible mesh ... Why doesn't it retain its scaling when spawned ?

trim matrix
slim grove
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basicaly the gun by default has a collsion the when collided by the player casts it to the player but i need to get the player actor but i am unable to do it without the collision because i am new to UE5

trim matrix
#

guys u have a big issue

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Hey so i have a problem . i misclicked forcedelete of a file and cannot restore them. I have a backuo file but how to get it to recognise in unreal engine

trim matrix
trim matrix
slim grove
#

yes but i want to to be atached from the start instead of being a pickup

trim matrix
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I see, well there is a couple different approches you could take.

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when i shoot my gun {left click} my ammo goes and and shit but nothing shoots

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here is my bp can yalll tell me if anything is wrong with it?

trim matrix
slim grove
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i can but im a bit young

trim matrix
#

lol well its ok

gentle urchin
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😂

trim matrix
#

?

gentle urchin
#

Is it colliding on spawn?

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Also, whats that ref?

trim matrix
#

eh

gentle urchin
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Bulletref?

trim matrix
#

yh

gentle urchin
#

I hope thats not a bullet ref

trim matrix
#

...it is?...

gentle urchin
#

And more of a scene component for bullet spawnpoint

trim matrix
#

mayb its this?

gentle urchin
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Well part of it

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Player wont have enemy tag

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So bullet will destroy itself

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Check if this is triggered

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By adding a print string on event hit

trim matrix
bronze hill
#

Hello i saw something during studying, isn't it should use ForEachloop for perform array element's function? but it plug array to target pin. how can i do that?

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i want execute function of element for every elements in array like that

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In general, I used ForEachloop for simple things. like set values

gentle urchin
#

Just use regulal foreachloop

bronze hill
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but it seems much more simple so i wonder that i can do too

gentle urchin
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Gives you less control

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Usually not desireable

bronze hill
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thank you for your advice!

gentle urchin
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but if you reallly really want to , find the function, and plug the array directly in

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you cant find the function from the array context, but you can work your way backwards, or turn off context sensitive to find the function in question

bronze hill
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ah thank you! but when i try this It is said that it does not fit

gentle urchin
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Old engine version?

bronze hill
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i will try your way and find out

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no it's latest version 5.0

trim matrix
#

guys wtf help me luk what happend

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how do i ffix

gentle urchin
bronze hill
#

thank you squize!

trim matrix
gentle urchin
#

what you want to show

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this is default I think

trim matrix
#

ill click all of them

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wait i want it to show this sorta thinggy

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but i cant figure it out

trim matrix
gentle urchin
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so add those?

trim matrix
#

i cant find it though..

gentle urchin
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restart 🙂

trim matrix
#

bet

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🙂

trim matrix
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im back with some lunch

minor wolf
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how does meta = (Categories = "x.y.z") translate to a blueprint Gameplay Tag variable?

trim matrix
#

idkgud question

open latch
vernal grove
#

Hello,
I have query How to make character rotate to side way or backward when moving side ways or backward respectively ?

lapis inlet
#

Can anyone help me with figuring out the players mouse angle in respect to a central player controlled actor?

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I want to click and make the player move in its direction by applying a force towards that angle

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ATM I literally only have this to detect the cursors position

mellow folio
#

Try get mouse world position

pulsar kraken
#

hi all, regarding patching system, youtube videos show upload and download from local server ( maybe setting in same PC) but how to upload pak files like amazon or google and download from there ? as applying the pak file is all how we code and requirement, but how to download from server ?

mellow folio
#

It’s not an exec

lapis inlet
mellow folio
#

It needs to originate from a player controller

lapis inlet
#

Yea I have the player controller

mellow folio
#

I don’t remember what it’s called I’m not at my computer but it will give you a vector location and a vector direction

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Type in getmouse and peruse the options

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Like I said, it is not an executable so don’t search for Blue nodes

storm vigil
#

Hi. does anyone prefer using rootmotion for FPS with bodyawareness to drive the speed of their character or the locomotion itself? I prefer it as the movement and animations are in sync with the ground, so I am kinda using the blendspace for movement on the x and y axis.

mellow folio
storm vigil
# mellow folio Most games do not use root motion for first person shooters, It locks the player...

I see but the rootmotion is only on the lower legs as the upper body is using a separate animation for the FPS, it just blended by bone on the spine, so they kinda merged when the shadows shows up, but FPS animations is separate and not affected by the rootmotion of the lomoction of the lower leg. I tried doing this as it was kinda cumbersome for me to set the right speed and animation to prevent the sliding of the foot. hehe

#

It kinda looks more natural to me at least I wont go overboard or under on the animation syncing with the ground, IMO hehe

azure jackal
#

how I can make shadow distance
For example, there is option that you can set Render distance for lights and if you are more far away from light it will dissapear
I want to make something simillar but with casting shadows for my lamps

mellow folio
#

Look on the marketplace for the Advanced Locomotion system

#

Most players don’t mind if the feet don’t match the ground perfectly,But if it is important to you, you probably want the advanced Locomotion system

storm vigil
#

You mean foot IK, i do have implemented it. For ALS, i choose not to use it as I might make my lomoction more complex, the animations of leaning and all might not fit my FPS/tactical horror game. hehe But it looks good on TPS though. hehe

open latch
acoustic lava
#

I got a problem at #graphics if anyone knows anything about PHAT, Physical assets

trim matrix
#

ayo lads help meh

#

can yall tell me this error

#

...

#

heres my bp

earnest tangle
#

Look at your exec pins

#

You have connected the top exec pin on MoveTo into ChasePlayer, which means it will immediately call this again, then again, and again...

trim matrix
#

so dont do that?

earnest tangle
#

If you don't want an infinite loop :)

trim matrix
#

ok

#

ayo @thin panther

#

wassup

thin panther
#

Aaaaa you saw me

trim matrix
#

yh..

thin panther
#

I must return to hiding

trim matrix
#

why?

thin panther
#

Idk

jaunty dome
#

this does not return lights that are components in a blueprint actor

trim matrix
#

omg the ai so f*cking fast

jaunty dome
#

how can I get ALL light sources including those that are components

thin panther
#

Get all components of class

#

Is probs what you want

trim matrix
#

i need to figure out how to slow the AI down..

jaunty dome
#

but i want to get all lights, whether they're an actor on themselves or a component

maiden wadi
#

GetAllActorsOfClass(Actor), loop over those and call GetAllComponentsOfClass(LightType)

thin panther
maiden wadi
#

All components exist in an actor, they cannot exist without one.

trim matrix
#

i slowed it down already

#

the mamx walk sped was 600 😮

#

now its 200

jaunty dome
trim matrix
#

no

#

wrong

#

sight

#

sigh

thin panther
#

Ye thats the same speed as the player by default

trim matrix
#

no

#

270 is default

maiden wadi
trim matrix
#

oh crap thats for mine lol

jaunty dome
maiden wadi
jaunty dome
#

GetComponentsByClass is the correct one

#

that will be expensive to use on all actors of the world

maiden wadi
#

Expensive is a relative idea.

mental trellis
#

Why not get all actors of type point light?

#

Unless you're adding point lights to random actors

#

And then it might be better to use child actors so you can still iterate over point light actors 😛

maiden wadi
#

Ew. Child Actors. 😦

#

I wouldn't really worry about the performance cost til you need to. Really depends on what you're trying to do with the lights and if you're spawning new ones. Could cache the array. In C++, there is a delegate for actor creation that would let you keep an updated array very simply in a subsystem.

#

If it's a one time call for like daytime change once every fifteen minutes, performance isn't a huge deal. The minor frame drop fix is polishing. If you're doing something on tick, there's probably a better way to handle it like a child class of lights that register to a manager.

trim matrix
#

thats odd...

#

when i click reload buttern {r} its goes to -30 / 0 then when i shoot it instantly goes to 0 / 0

#

pls help

#

idek but i think this is issue but?

fiery knoll
#

What's the value of 'Ammo' before reloading?

trim matrix
#

let me have a look

#

60

fiery knoll
#

Try using breakpoints to see the temporary values in your reloading function. That'll show you if it's behaving as intended.

trim matrix
#

then current mag is 31

trim matrix
fiery knoll
#

OK, so Current Mag in the end = Ammo - TempAmmo + CurrentMag
which filled in with your values = 0 - 60 + 31 = -29
Next time you shoot Current Mag = Clamped value of (CurrentMag - 1) between 0 and 30
= Clamped value of -30 = 0

trim matrix
#

just realised

#

do i need that?

#

@fiery knoll ^^^

fiery knoll
#

I don't understand your last question. Do you need what?

trim matrix
#

do i need to add a variable for temp ammo?

fiery knoll
#

Looking at your screenshot it seems you already have one:
It probably is a local variable in your reload function.

#

So you'll only see it listed when editing that function

trim matrix
#

yh its a local variable

#

do i promote it to a variable though or leave it?

fiery knoll
#

Depends: do you need it outside your function?

trim matrix
#

probably

#

aweee shit i fixed it

#

wait no when its get to 0 ammo it goes to -1 when i click r

#

ughhh

#

OMG

#

i fixed it

#

😄

trim matrix
#

see

open crypt
#

I'm looping through an enum, using the value to create menus (specifically I'm recreating a structure based on that new enum, and then pulling the data out on the widget to set the text)

The values were all returning the first enum, even though I was looping through - however, when I set a print string, it showed the correct enum values and created the menus perfectly - what is going on?

fiery knoll
#

Could have something to do with using a deprecated type?

celest sphinx
#

hey, so, i think i have setup my animation blueprint wrong as the character does not use the crouch idle animation i added to the blendspace, but instead just uses the normal idle animation when the player is crouching. once the player starts to move the crouching animation is played normally

fiery ridge
#

How can I use the percentage from "text" for a bool gate?

#

I'm trying to extract the number from text but not sure if it's possible

trim matrix
#

@fiery knoll

#

i need help

lapis inlet
#

Alright so

#

I have a gamemode that gathers all actors with a certain tag, compiles their relative weight, and then calculates a consistent, gravitational force for all other actors to be drawn to that specific one

#

Issue is, I cannot delete any actors while the game is still running with the current setup, as the array still thinks the actor is there

#

I am currently trying to figure out how to tell the array to delete the actor from its reference during certain events, IE, when an actor collides with another actor

#

But, I am not smart, so I need massive help with this, cheers

trim matrix
#

other acter >> object?

#

link them mayb?

lapis inlet
#

And then find it in the array?

trim matrix
#

yh

lapis inlet
#

Like this?

trim matrix
#

try it

lapis inlet
#

Doesn't work

trim matrix
#

oh

#

sad

lapis inlet
#

I have two-three weeks to do this and I'm barely managing this alongside two other projects...

#

All for Uni

dark crow
#

Is MainGameBase a GameMode?

trim matrix
#

guys i need help

#

for my gun

#

when i shoot

#

it hits the ai and itkilled it but the bullet doesnt show

#

when it comem outs the gun

lapis inlet
#

I did say

trim matrix
#

pls someone help meh

peak summit
#

can sphere overlap actors cause collision? not sure why this is happening sometimes.. most of the time it's fine

dark crow
#

There's a node to get the gamemode

lapis inlet
dark crow
#

Search Get GameMode

#

Right click and search

lapis inlet
#

ooooooh

#

Now, how do I go get the gamemodes actor array, find the specific actor that is colliding with another, and delete it from not just the game, but the array as well?

trim matrix
#

?please help meh

dark crow
#

You can still keep the cast like you had

trim matrix
#

when i shhoot no bullet comes out

dark crow
#

This looked okay but Remove from the Actors Array instead

lapis inlet
#

Where do I connect the "Get game mode" node?

dark crow
#

Object

lapis inlet
#

kk

peak summit
trim matrix
peak summit
#

everything

#

just prototyping

trim matrix
#

ohhh

#

waaait sec is mixamo anims free?

peak summit
#

you may have to credit them or something

lapis inlet
#

This is what I have, and it still wont remove the cases in the arrays

#

Born to code, forced to debug

dark crow
#

If you Remove stuff from the Array and reference it somewhere for usage, it's gonna return None in that place

#

Cause well, you removed it

#

So gotta check if it's valid in those places before doing anything

lapis inlet
#

I'll admit, im very inexperienced with this and being severely challenged in progression

#

I would love if you could help me with doing this

dawn quarry
# trim matrix

what does your "bullet ref" represents? its hard without knowing the big picture but i'd expect you'd use a socket attached to a gun or something to decide where your bullets come off

cobalt gulch
#

How can I replace an image when I click on a button within a widget

dawn gazelle
lapis inlet
fiery knoll
# lapis inlet I would love if you could help me with doing this

When looping through your arraystore al the indices of the items you want to remove in a secondary array. Then when you're done doing your first loop start a second loop through this new array of indices and remove the items from your original array by index:

lapis inlet
dawn gazelle
#

Doesn't look like it has anything to do with these either. The errors are coming about where you're attempting to Get an array item (not while in a loop)

cobalt gulch
#

How can I replace an image when I click on a button within a widget

lapis inlet
#

Again, inexperienced

dark crow
#

😟

trim matrix
#

yay my favourite thing to do an aim offset

#

guys how do i add another camera for aiming?

open crypt
#

is there like a "super soft" reference that you can pass in as an input to an actor (when spawning) and then cast from that input to the correct actor, from the blueprint itself?

robust kelp
#

ok so probably a dumb newbie question.. casting bad i get it.. blueprint interface ok.. so i have 1 blueprint interface hooked up.. however the game has created 3 copys of actor(interface is on) shopkeeper.. how do i talk to shopkeeper 3 not 2.. looking more procedural.. atm i have actor(actorName_interface), actor2(actor2_interface).. actor 2 and 1 are exact same.. however in game i want them to act seperate of each other? im i going about this wrong?

gentle urchin
smoky robin
#

Hey y'all, I'm a noob with Blueprints. I'm looking to make a very simple Hierarchical Instanced Mesh array. I just gotta repeat this mesh a bunch of times with a consistent offset to make a long aqueduct. All the Google tutorials I found are a bit overly complex. Any one want to point me to how I can just kick out a blueprint of an array with a consistently increasing offset on say the x-axis?

maiden wadi
smoky robin
maiden wadi
#

I'm not as familiar with the inner workings of spline meshes performance wise. They can't be too bad since people use them a ton for stuff like power lines, roads, paths, etc.

trim matrix
#

today i have been working on my project for 7-8 hours ill take a brake til llater

#

cyall

slow pewter
slow pewter
smoky robin
# maiden wadi I'm not as familiar with the inner workings of spline meshes performance wise. T...

I think the spline mesh is a good call, I'll try this direction. Thanks!
https://youtu.be/ulb4escy8Yw?t=333

Source code: https://github.com/PendingKill/Tutorial_SplineMesh

TABLE OF CONTENTS
00:00 Introduction
00:52 Spline Mesh Components
05:33 HISM using Splines
07:55 ISM using Splines
09:08 Performance Profiling
10:57 Creating a Corridor in 3 Clicks

Today we're looking at how you can speed up your level design and save tons of time using spline me...

▶ Play video
smoky robin
trim matrix
#

i just realised smthing on how to fix my gun#

#

nah wont work

#

might just remake the shoot system

slow pewter
#

Would be the Basic of something like this

smoky robin
hexed glade
#

Can you cast to a character from the animation blueprint? Been trying for a while now, but no matter what object reference I've put into the "cast to" so far, it always fails.

trim matrix
#

i fixed my aim offset 😄

slow pewter
hexed glade
#

nope, that works just fine. Though the other way around seems to be a bit trickier.
Actually on looking through my blueprint, I can do it with an anim notify event in front.

slow pewter
cobalt gulch
#

When using the save game variables, is there a way to save the game every time an action is made, I would like this because for example if the player lost money during a mission, i wouldnt want them to quit the game and get their money back by cheating

slow pewter
trim matrix
#

Hello, where would you recommend defining actions in the new enhanced input system? I don't want to put every action implementation into single file

blissful grail
slender garnet
#

Anybody know if there's a way to add a new node with Spacebar instead of Right Click? I want to match other graph software, I keep hitting Space SadHunter

hearty sequoia
#

Anyone know why this code dosnt spawn an emitter

swift kestrel
hearty sequoia
#

Still dosnt work even if i switch them around or remove the destorying node

blissful grail
swift kestrel
hearty sequoia
#

ah thank you!

trim matrix
#

is the node "Ignore Actor When Moving" still exist?

rotund marlin
#

How difficult would it be to setup so mic is sent in-game thru blueprints?

hexed glade
maiden wadi
paper gate
blissful grail
rotund marlin
#

Without plugin i was thinking authaer

paper gate
# paper gate

Not able to click , i create a actor with in which i add widget

faint pasture
#

No promises that it'll work, but you can check out what's available

hexed glade
blissful grail
#

Yes

trim matrix
#

guys how do i make a working shoot i just cant do it lol

hexed glade
# blissful grail Yes

Okay then as far as I can tell, the casting works just fine for the character controlled by the player, but not for any character controlled by the AI.

trim matrix
#

yh that would be fun if i knew how to use it

blissful grail
dawn quarry
brazen pike
# trim matrix yh that would be fun if i knew how to use it

The start point is the player character's camera (if it's first person). Then for the end point you want to get a forward vector of the camera, multiplied by (distance you want the bullet to travel, probably 99999) + the start location.

#

like this

#

its very simple. There are hundreds of youtube tutorials

slender garnet
hexed glade
stray wren
hearty sequoia
#

Anyone got ideas why force isnt being applied

#

ive tried to search on google but got no results

mental trellis
#

Is cube the root component? Shrug

cobalt gulch
#

Why does this script not show anything in the text?

barren belfry
#

Hello! Does an array automcatically "rebuild" itself when an item is removed or do you have to do that manually?

blissful grail
#
  1. It's not getting called
  2. The cast is not correct
mental trellis
barren belfry
#

Amazing, thanks!

mental trellis
#

If you don't care about ordering, use Remote At Swap

barren belfry
#

But will it also change the array size?

mental trellis
#

Instead of shfiting them all down by one, it will just move the one in last place to the one you removed and delete the last element.

#

It will.

barren belfry
#

I do not get the option "remove at", instead I have "remove index". Is it the same?

mental trellis
#

Yeah, that'll be it.

barren belfry
#

I care about the ordering, so Ill stick to that one then

#

Great, thanks!

hearty sequoia
#

im not sure im new to this lol

cobalt gulch
barren belfry
# hearty sequoia

As a side note, you can just multiply a Vector with a float (in your case 100). As for why it doesnt work, make sure "Simulate Physics" is enalbed

hearty sequoia
#

ah ok thank you

mental trellis
#

Cube is not the root component

hearty sequoia
#

is there a way to make it the root?

mental trellis
#

Drag it on top of the "default scene root." This may not be required. Make sure physics is on first.

barren belfry
#

You can drag it onto the top object in the hierarchy

austere ingot
#

can you apply replication graph settings to strictly blueprint actors?

radiant mural
#

I have: a fully functional TopDown point and click control system, including WASD TopDown control.
I want: To be able to hold the right mouse button and move the camera as if it is in 3rd person (style)
But, while in TopDown click, also WASD TopDown control, mode I have the camera Lag to follow from behind. So, When i release the Right Mouse button, I want the camera to hold the Pitch, but allow the Yaw to lag back to behind the player. I have been trying the route of when i press the right mouse button 'inherit pawn control rotation', But this is not really working. Does anyone know of a reference for this type of control?

steady night
#

isent there a "current speed" and a "maximum speed" that i should be referensing to instead ?

radiant mural
#

That is technically correct as a way to make it sprint. The animationthat match are controlled elsewhere

steady night
#

well yeah but im chaning thje "max" value and im my blendsace ive got a max value already so it cant determan what the value is correctly :/ ?

#

like in my blendspace ive got "speed" variable

trim matrix
#

guys i need help

#

i was makin my animation and

#

when i go to click key and then apply it wont work

blissful grail
trim matrix
mental trellis
#

That might be because those buttons are disabled.

trim matrix
#

hoow do i enable them?

radiant mural
solid nexus
#

Hey ya'll - I have tracking data coming in from a Kinect but the numbers are very erratic and 'jittery'. I'm looking for a way to smooth the data, or average it out I suppose. Could anyone recommend a method? It seems like 'Weighted Moving Average Float' might be the right node but I'm unsure how to use it properly.

trim matrix
#

breh been doing animations for nrly 2 hours lol

#

@shy patrol have you seen my dad recently?

shy patrol
#

Trying to make a blueprint that finds a character once they are spawned into the world and checks to find a Boolean that then activates something on a separate blueprint. It works right now, but gives me error notifications. If anyone knows a way to fix it or a better way to go about this, it would help a ton. Images attached.

steady night
#

im just setting a variable in the animation bp thats what im after

radiant mural
dawn quarry
steady night
#

aye it worked @dawn quarry ty

#

hm how would i make the animation only go from the waist up

#

i mean so i can still "run" while attacking in this case

dawn quarry
#

you'll have to use additive animation, it's been long time since I used it but I remember doing it in the anim blueprint via weight or something

#

there should be a lot of documentation about it

#

I think that's what I used as bootstrap

steady night
#

ah right ty ill look into that!

charred berry
#

anyone know why the cable ( with weird end instead of 'sphere') was changed in ue5 ? No info at docs for ue5 other than simplistic functions,,trying to make cable but its very different it seems in ue5 release

keen nymph
#

I'm having a weird issue in ue4.26

Door blueprint

I'm foreachloop attaching an array of actors to a static mesh component I use as axis location then rotate/move that axis mesh component to move the attached actors.

Problem is it doesn't seem to work with static meshes. aren't static meshes supposed to be actors?

I tried putting the static mesh inside a blueprint and it attaches, if I move the axis component in the editor, the attached mesh moves with it but at run time it's acting as though nothing is attached. really weird.

trim matrix
#

Anyone know how to make like a flying thing?

fierce birch
#

Is it possible for a particle to deal damage? The way that I see a lot of people do it is attaching a mesh and scaling it to fit the dimensions of the particle system but is there a way to get the same result without doing that. I know how I can add collisions in Niagara but not sure how to deal damage

trim matrix
#

Yes it’s possible

#

Can’t you add like a pain volume to it?

#

To deal a certain amount of damage

#

?

fierce birch
#

I was trying to see particles themselves can apply the damage

trim matrix
#

Oh

#

Hm

#

Maybe

#

Test for a hit and apply damage by using a line trace and spawn te particsal affect while firing the beam will just be visual

#

Read that of Reddit

#

Does that help?

#

How do I add a flying thing guys?

spark steppe
#

put an isValid check in there and only do stuff on the character reference if it is valid

shy patrol
graceful trench
#

I have a question. I have a UE4 asset for AI traffic that uses a non-nav-mesh method, and uses AI Behavior Trees instead. Works great. But I am curious if UE5 has a new and more useful way of controlling cars via AI. Without needing Nav Mesh. Basically, what is the best way to use the new Chaos Vehicle system and AI controlling the cars? Thanks!
This is the asset I've created - https://www.unrealengine.com/marketplace/en-US/product/arch-vis-ai-traffic-system

Unreal Engine

AI Vechicle Traffic system with various features. Spline follow, Waypoint follow, Spawn vehicles, remove vehicles, Parking, traffic lights, and more.

#

Perhaps Behavior Trees would still be my best choice?

#

Does it now? I'll have a look at that. Thanks for mentioning it.

#

Yes, I've seen the Matrix example being used, but I assumed the vehicles were all scripted for the game. Not dynamic with AI Logic. Downloading now to test it out.

spark steppe
#

they are dynamic

#

but prepare to get into some complex stuff, which for the c++ part is subject to change (at least there was quite some patching involved to get citysample compile on 5.1)

graceful trench
spark steppe
#

specially the MassAI stuff seems to be heavily worked on

trim matrix
#

I can't see PS4 section in ActionMapping menu, I want to use Share button. Any idea?

faint pasture
#

But anyway, first of all, you don't need tick to do what you're doing. Trigger it on begin play

#

2nd, you need a case for when 12stringchracter doesn't exist, that's what's causing your errors

cyan swan
#

is it possible for an single input pin to be connected to multiple output pins (execution pins excluded)?

spark steppe
#

depends on the node

cyan swan
#

do you have an example of node that allows multiple inputs in the same pin?

spark steppe
#

usually you can have multiple target connections for example (thinking about it, it may only work on the target pin)

cyan swan
#

yes, for output pins it makes sense the result can be used in multiple places - but for inputs, I wonder what would be the expected behavior, theoretically

spark steppe
#

with the multiple targets it would just run the node several times, once for each target

faint pasture
#

IDK what the order would be, don't rely on it prolly

rotund marlin
faint pasture
#

No need to drag the blue spaghetti all over the place

maiden wadi
boreal sigil
#

Is it possible to use the ReplicationGraph in blueprints?

maiden wadi
#

You cannot. It's one of the many networking tools you'll need C++ for.

obtuse dawn
#

so im trying to make a space game and I want to map to be infinite but when I got past a point all the code stops working and I dont know how to fix it

rotund marlin
#

Authaer, so.. how do i solve it 😮

#

ah fixed it - 360 xd

dark crow
rotund marlin
obtuse dawn
dark crow
#

That's called float precision

#

""""""fixed"""""" with UE5 by using doubles

obtuse dawn
#

is there a way to fix it in ue4?

thin panther
thin panther
dark crow
thin panther
#

unfortunately you can't just magically add 32 bits to a float

#

ah yeah rebasing too

dark crow
#

Works only singleplayer tho

#

Broken in multi iirc

obtuse dawn
#

im making a single player so it works

#

so how do I do it?

dark crow
#

There was a project around showcasing it iirc

#

But it was merged into the Engine

#

I think you gotta manually call the origin or have a logic to move it each time

potent laurel
#

infinite is big

dark crow
#

This was the post

viscid hinge
#

where is the Wheeled vehicle Class in unreal engine 5 i cant find it

icy dragon
thin panther
#

thats weird

icy dragon
#

I think I see one having issues doing arithmetic with both single and double floating points in BP, and the confusing naming didn't help either

thin panther
#

bit of a computer science thing that i don't know if you'll know,

is ue5's true doubles just like IEEE 754 standard but larger exponent and mantissa?

icy dragon
thin panther
#

seems like the most sensible way to do it

#

still susceptible to the whoel floating point imprecision tho

icy dragon
#

At least large enough that you don't have to worry about it practically

thin panther
#

does this mean ue5 supports larger map sizes by default or is it still the 20km max by default?

dark crow
#

float do double is kind of a mess rn and all that

icy dragon
dark crow
#

Saw on the github that they are docing explicit casts even on the Fortnite branch

thin panther
#

ohhh that's kinda nice

thin panther
icy dragon
#

Though IIRC the limit right now was around 80M km

dark crow
#

Basically FVector(Fvector3f variabletype)

#

Saw them do that :'D

odd ember
#

it's just 8 bytes

icy dragon
#

Theoretically it should go up to billions of kilometers if LWC fully covers 2FP

cursive ibex
#

Hello folks, need some help. Might seem too easy for the experts here but I'm trying to create an in-world scoreboard. It's for a VR project and I keep failing unfortunately. I need the score to update on collision. The collisions work just fine and I can see my log messages stating that it registers the collision.

dark crow
#

What's the scoreboard in this case, just an actor?

cursive ibex
#

Yeah, it's an actor

potent laurel
#

i would suggest storing the collision scores in playerstate class

#

then using the scoreboard to read from that

dark crow
#

If it's a team global score then GameState

potent laurel
#

yeah

cursive ibex
potent laurel
#

is it team score?

cursive ibex
#

No, just an updating score of player's hits

#

It's a VR archery game

dark crow
#

Well, it can technically be done multiple ways, depends on what exactly you trying to achieve

#

If it needs to save too

#

etc etc

#

Cause you could even have a hard link between scoreboard and goals and have the scoreboard as a manager

cursive ibex
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https://www.youtube.com/watch?v=GrycMDKPRVs
I was using this tutorial until it completely failed because he's colliding the bowling pins with the floor and the floor has the UI actor in it

Tutorial on how to make simple VR game in Unreal Engine.
You can make VR bowling in just a few minutes.
*
*
(Unreal VR) (UE4 VR)
*
You can download all assets here:
https://drive.google.com/open?id=1MgtL675QmHJvI-b0KpmARLYApXqrJhWp

VR Bowling is one of the easiest games you can make.
Most things will Unreal Engine do for you.

We can start by...

▶ Play video
dark crow
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If they're always present

cursive ibex
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I don't need it to save. Just increment on each hit.

potent laurel
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can you show me how you see the collision works fine

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like umm do you have an event triggered for that

cursive ibex
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Okay, so I'm not in my lab right now (where my project and files are) but Its basically on component hit (of the target) casting to the arrow and I put in a simple print to log if the collision works

potent laurel
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ok so you have a class setup for the arrow thats good

wild laurel
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hey guys need a little help with projectile logic. Im doing a simple line trace using this code but the video shows the issue of the linetrace (black line) going all over the place when im moving. The odd part is the decal spawn (sparks) are correct even while moving, just the important line trace which is what causes the actual damage is wrong. Very odd because I have them coded as the same location. Any ideas?

cursive ibex
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I'm sorry to have made this harder by not having my files to show 😐

wild laurel
cursive ibex
potent laurel
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@cursive ibex then

cursive ibex
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I cast to the other object (my arrow projectile BP)

potent laurel
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yeah

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then

wild laurel
cursive ibex
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which had a sphere collider at its tip

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And just a small question on top of this, I should be able to replicate this on any FPS game too right? The same logic?

potent laurel
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something like that

cursive ibex
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ohhhhhh

potent laurel
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then it will increase the score variable in player state by 1 each hit

cursive ibex
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The other actor goes to the target

potent laurel
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the other actor is the arrow

cursive ibex
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I had all of this except that I couldn't figure out how to update the UI actor

potent laurel
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ok then in the UI

wild laurel
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OMG IT WORKS

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i dont even kno wat i changed

cursive ibex
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I mean obviously didn't have it exactly like this. I had the update logic from the tutorial but it failed because of different collision logic. Let me try this out on generic FPS game

potent laurel
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2 secs

cursive ibex
potent laurel
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at a lan festival and someone started asking questions lol

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so yeah is your UI done with widgets?

cursive ibex
cursive ibex
potent laurel
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have you figured the correct wisget you want the score to update to?

cursive ibex
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How the updated score would reflect on that actor is something I have no clue about

potent laurel
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ok so like an in world score board

cursive ibex
potent laurel
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ok for that actor, open it as a blueprint

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then there is a few ways to update it

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is the game multiplayer or offline?

cursive ibex
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There are very few variables

potent laurel
cursive ibex
potent laurel
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ok, anything else?

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e.g time related

cursive ibex
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Yeah, there's going to be a timer that counts down from 60 seconds

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I just assumed that once I have the scoreboard ready, I'd get that done faster but not meant to be

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Am I doing something wrong here? Why won't it print?

potent laurel
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do you get a hello print

cursive ibex
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nope

potent laurel
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ok so its the ceiling lamp

cursive ibex
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Yeah

potent laurel
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do this

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and check what it prints

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and if it prints

cursive ibex
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Where do I get the staticmeshcomponent

potent laurel
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ignore that part

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do it from the one you screenshotted

cursive ibex
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Alright

potent laurel
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the get display name part will auto do

cursive ibex
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alright

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It wasn't compiling with the displayName part

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oh nvm I was idiotic. I was writing the node out

potent laurel
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lol

cursive ibex
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Doesn't print anything

potent laurel
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ok so that means the static mesh doesnt have the right collision settings, or the arrow either

thin panther
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does either object have simulation generates hit events?

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thats a tickbox thats needed

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for event hit

cursive ibex
potent laurel
cursive ibex
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xD

cursive ibex
thin panther
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try now

cursive ibex
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Although I remember not doing and the print logging my hellos on each hit.

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Tried, no go

thin panther
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drag off cast failed and pritn a different string

potent laurel
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^ should have done that to start with

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i seem to always take the long route lol

thin panther
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lol

cursive ibex
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Hmm, alright. Putting the cast projectile thing back on

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nothing printing at all

potent laurel
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so the collision is 100% not working

cursive ibex
potent laurel
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can you screenshot this

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with the lamp mesh highlighted in components

cursive ibex
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sec

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Weird part is I can see the collision happening

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I set the collision box to be way bigger and the ball is clearly hitting it

potent laurel
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oh

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you have a collision box

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can you screenshot your component list

cursive ibex
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works now

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after removing box

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wtf -_-

potent laurel
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lol

cursive ibex
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I thought collision boxes were meant for collision stuff

potent laurel
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they are

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but the mesh can also register a hit

cursive ibex
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What if I wanted only a certain area hit to count as a hit? Then a box?

potent laurel
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i think your box was getting in the way

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then you would do this instead

cursive ibex
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Yeah, maybe I should've done hit with the box for it work?

potent laurel
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yup

cursive ibex
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yeah

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I did try with overlap

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begin overlap of the box

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didn't work

potent laurel
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it wont if the collision settings dont allow the arrow to overlap, iirc

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like it gets hit

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not overlapped

cursive ibex
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But my collision settings say generate overlap events

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even then?

potent laurel
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yeah but the arrow isnt allowed to overlap (go through) the box with the current collision preset

cursive ibex
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I still don't understand how to reflect the score onto the actor

potent laurel
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One step at a time bro

scenic kindle
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how do i make my actor ignore only player collisions? but still detect overlap events.

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(physics enabled)

scenic kindle
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but what specifically. I just want my character to be able to move through it but the actor doesn't fall through the floor.

thin panther
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yeah

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custom collision channels

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make one for your player

scenic kindle
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yes but which channels specifically

thin panther
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you make one

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look into custom collision channels

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that way you can set your player to one, and have the objects ignore the player only

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with some googling and looking at documentation you should have that done fairly quick

scenic kindle
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ok thanks for pointing me in the right direction

thin panther
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no problem

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i dont like just giving the exact answers cause that doesnt help ya in the long run

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feel free to ping me if you still dont get it tho

scenic kindle
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nah it's fine. if there's one thing a game dev can do it's figure it out

thin panther
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thats an attitude i like to see :)

scenic kindle
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YES i got it working. thanks a lot. now i actually know how to work with collisions.

thin panther
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no problem :)

cursive ibex
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Can someone help me out with my scoreboard thing? Still struggling

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The top part works fine, but I need to update the UI actor here to increment score

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On each successful collision (Lamp ceiling and projectile)