#blueprint
402296 messages · Page 880 of 403
A true refined gentleman
i refuse to believe they posted a question and then just ran away from discord
I'm scared of what I'm witnessing
not exactly
I just don't want to have 500 variables saying whether or not the player has an item for each
or set by reference
you want the blue pin one iirc
then explain what your trying to do
my mind reading wizard skills are lacking
lol
Have it so I can easily note whether a player has an item
if you cant explain what your trying to do in detail then i cant help you
you have rephrased the same sentence three times
Use tags instead 🤣
Say it was needed to know whether the gun had been unlocked or not for every gun in the game
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"
so loop through an array of items, and check if they have been unlocked
an array of bools
when gun 1 is unlocked, set the corresponding index to true for instance
Should I do the same with missions ?
yes at the end of the day you want to store a bunch of true or falses, so make an array of bools
I mean, if they're individual, the simplest way is a true or false
and you really dont have to worry about number
as theyre 1 bit each
you could have 300 weapons and it would still be less than 10 actors in a world
in terms of memory
and variable size
maybe 3000
3000 is still only 100 actors
3000000000000000000000000000000000000
lol
there we go
If you have 3000 guns I would be worried for your sanity
now we are being slightly unreasonable
array of bools is probs the easiest way too
Im literally creating a siege clone because the devs gave up with the game
but likely your gonna have less than 150 guns and missions combined, so
like r6 siege?
Yeah
oof good luck
I'm going to hire voice actors
thats not why i oofed
Buy a server farm
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
i wish you luck in your endeavours tho
lol
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 🙂
thank god for the single player game bit
you scared me for a second tho
although it is an interesting project
i will give you that
Seems good to have fun and learn
gives you a good chance to learn some good shooter ai too
genuinely hope you stick with it cause it sounds good
Insert the division AI code
Thank you aha, imagine Siege with characters that are mercenaries paid to fight together lol
we dont want to scare off the newbies now
the misery
I hope you have $1M+
Fuck this im going back to Scratch
well done another project lost to division source code 😔
Just mod Roblox
wym fiverr is good enough
Roblox 6 Siege
A seige clone would cost at least that with brilliant and cheap programmers and artists
single player siege is more doable at least
its just a map with an objective and some shooty ai
way more feasible
i dont think theyre going for 100% true to form
I already have an objective for singleplayer, not for online tho lol
Depends on how close you consider to be "close enough", but feature and polish parity is a pipe dream
Really gotta make those animations look hella crisp and clean
This is the kind of thing im going for with the characters
And then say friggin hecc to Chaos for every weird and performance heavy destruction
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.
Looks nice, you have fun with it
Just don't advertise it as a R6S clone in case :p
Yeah
Atm it's more like you get 3 different contracts and have to chose one to progress
@potent laurel
i did it like you said and it didnt work
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
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?
its just to help readability
generally really large spiderwebs would be translated to c++ for performance
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
Lol yeah I am going back and commenting the piss out of one of the spiderwebs now. That's always worked for me in web dev. Thanks for the clarification. Some things make sense to split off, but I was finding myself doing it just to do it and it was actually making things worse in some cases.
does UE anim bp have an "any state" transition?
Hi, anybody know what happened to scenecapturecomponent2D with new 5.0? My old render target become like this
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.
Wish I could help you, all I will say is I have had to re-add little things here and there more than once since converting my project to get them to work as they used to.
feels bad. It seems to miss the objects I put in the scene. only capturing background
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.
ah, there we are.. the magic toggle
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
you could make it in a plugin, or migrate the files between projects
Sadøy there's no easy way to sync it between projects tho
Git submodule
But admittedly it's kinda hacky
hey can anyone help me with a simple shooting system for my fps game?
what probelm are you having
i just cant figure out the code
I mean it depends on the type of shooting you want
ohh well im just want to start of with hipscan i think its called
Typically you shoot a line trace forward from the camera, and there are plenty of guides on how to set that up
And doesnt work cross engine versions does it
Nope.
Forward compatibility rule still applies
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
Anyone know if there is a way to write to volume render targets?
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?
Shrug
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
I saw some functions in FKismetEditorUtilities that are associated with creating a blueprint
Not really sure which to use because only one of them requests a filepath
* @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);
chances are high that those are editor only
i think the only gui stuff with c++ is slate
I mean, what about that method says to you that it's about creating a widget blueprint?
You can use UMG from c++
It's just, why would you?
There's no specific method to create a WidgetBlueprint per say I think. This is the generic function to create a BP of a particular actor type from what I can see
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
Hope I made sense
You did.
Phew
do you really need a bp for that?
my minimap grabs the loaded level and picks the correct map on its own
one widget for all levels
This is my final university project
I'll be generating the map piece by piece within that widget BP i create
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.
but then at certain times it does, so it's unclear why they are shown and why not.
but still you don't need a separate widget for each level
Ah right, I think I get what you're saying
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
Cz having different widgets means changing which widget is displayed when the key is pressed
when the level changes the widget just has to grab the correct textures, either from disk or generate them
The entire idea behind by project is kinda big and I want to keep it a little secret, could I PM you with my idea and for some help?
If you don't mind
Thanks
I have sent zee request
Please tell me why this is not working.
I'm assuming the camera is attached to the camera boom?
i'm assuming it's not
Yep, and i can move it an everything.
Ok, that is true
That was it, thanks a bunch! I had 'use pawn rotation' set from a previous test
How do you call a custom function/interface for each actor in the level via the For Each Loop node?
the question you shall not ask
GetAllActorsOfClass => ForEachLoop => Interface Call
Does it matter if I'm using Get all actors with TAG instead?
no, thats most likely better as the list is shorter
Thanks bro, it worked
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?
Your math is totally wrong
just lerp between both vectors, with alpha 0.5
Or add them and divide by 2
lerp is the lazy way 😄
Hold up, adding 3 vectors and dividing by 3 gets the center point of the triangle???
i am sure about that i am terrible on maths. Lerp or (Vector + Vector) / 2 what do you recommend?
define center point
center of mass or shortest distance between all corners?
Depends on your definition of center point
The dot in the center.
this worked fine
https://en.wikipedia.org/wiki/Centroid#Of_a_triangle (I give you the link because i'm really really really bad when something has more than 2 vertices) 😄
Right I was asking if the adding and the dividing method he used works for more then 2 points. Probably not im guessing
It does, it just may or may not actually get the centroid. I'm sure there's some word for what the average of a bunch of vectors is
average is the word
thanks for your help guys you made the day for a bad on math new developer
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
Turns out the centroid is the average
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 👍
what the heck was the alternative math?
reading from lounge where they just said that french people say 4x20 for 80, was it french math?
We had to choose between, algebra, geometry, calculus, physics, or trigonometry? I can't really remember. There was another one I think
trigonometry should be part of geometry
That's why I put a question mark at the end of that one
Yes but an average is like, before all that
@fiery swallow which country do you live in?
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
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
I ended up doing pre algebra, algebra, and then algebra 2
getRelativeRotation and store it in a variable before you disable inherit, then set the relative rotation from the variable after you disabled inherit
that should in theory work (haven't tested it)
Ok, i had it after.. I will try before now
and the important part is to store it in a variable before you remove the inherit thing
Ok. I think i had it right After turning of inherit
I must still be doing something wrong
what shall i make?
inherit location/rotation when button is released, and set rotation/location then too
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
The problem is, to my brain, that should have worked. (I do not think like a programmer)
the moment you turn inherit on again it would probably snap back
Yes, exactly. You know your stuff!
GetAllActorsOfClass doesn't include actors that are child components
how do I get all light actors in the world, including those attached to the player bp ?
Definitely not calculus
@jaunty dome I am not sure, but maybe you can give the lights Tags and search for them by Tags instead of class
Wdym? Calculus was an option
Mostly relevant math in game programming are the usual algebra, vector maths, trigonometry, curve math (inc. logarithm), matrices (though BP alone can't do this), and binary/bit operations
Calculus is barely used for game programing, if not at all
laughs in curve(d) assets
laughs in manually graphing curves for shaders
Oh I thought you meant the options in my school my bad. We were talking about my basic highschool. I got my programming degree from youtube and Google. College free bois
Ah...
My math in high school didn't even reach calculus at all lol.
can someone tell me why I'm unable to click on my text box with my mouse
It was just trigonometry, matrices, vectors, and statistical finite relations
Both of our schools were probably low ranked for education :)
There could be alot of reasons, I would first make sure that there is no invisable widget overtop of the textbox
Maybe that text box is behind your main hud?
no its not
When you add it to viewport try giving it a ridiculously high zorder value
If you are hovering over a button in the UI and it doesn't work. 9/10 there's another UI infront of it
yep
99/100
it may not seem like there is anything in front of it, but most of the time there somehow is
Try checking it with Widget Reflector
bottom one is the one im trying to click on
it can be a diffferent widget as well.
If you use widget reflector, you can see what widget gets the hit first from the cursor
ill try that
also check if you didn't set it to not hit testable
ok so it says my mouse is over HUD display
yep
your HUD Display is above your text box in the heirarchy
Litterly your text box is the lowest thing in your heiarchy
move it to the top
i did but nothing happened
Just because the HUD_Display looks invisible in some parts, does not mean its not consuming mouse click.

why are some of my pins coloured in?
Because it's vectors
is that UE5 or something?
Nothing sussy wussy
Yes, UE5 math nodes are universal now
oh nice
I got a walk speed adjustment event linked to a destructible mesh, how can I prevent the fractured meshes from calling that event ?
Though it can backfire with single float and double float vars
Im not sure what your asking.
oh there
Here you can see the top ones are normal yellow, the bottom one is half yellow though
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
that worked thank you
If that worked, I would check to make sure you do not have multiple of your PlayerHUDUis created
also I would check
I can't find how to convert static meshes into blueprints, in ue5
To see if there is some other invisable HUD still on the screen
Like maybe you created an equipment HUD at some point
I searched for blueprint in the details, and found nothing
my game does have a VHS screen effect which might be the problem
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?
If the VHS screen effect is a widget that is over the screen then yes, that could of been the issue.
Convert static meshes into blueprints??
Do you mean like
Take a static mesh assest and turn it into an editable blueprint?
Select 5 static meshes from the world, click a "create blueprint" and create a blueprint with those static meshes
like I did in ue4
Oh yes I remember doing that to, I dont know how todo it in UE5 if you still can
You can just create the blueprint manualy 
Can create another blueprint and just attach those static mesh actors to it 
good luck xD
Are you making prefabs?
to be honest im not sure why the option would of been removed or changed
Yeah
I think the workflow was changed to "Packed Level Instances" iirc, I could be wrong, but here is a video on that process. https://www.youtube.com/watch?v=PtGDgMIbyyg
Streaming every Wednesday at https://twitch.tv/techartaid/
Find more tutorials at https://techartaid.com/
nice
thanks!
The actual Prefabricator plugin was really good for UE4 at least. Haven't checked it's status on 5 yet.
Hello Guys i have question about event dispatcher
I'm studying the plug-in that i bought.
this works
but it doesn't
i think of it as a timing problem, but it's strange that it doesn't work after everything is complete
its not a timing problem
The code is attempting to loop through each object in the array, and bind an event to each of them
This is working properly in the first picture
In the second picture, no binding is happening till after the loop has completed
ah ha! it should be assign every objects?!
yes, the code needs to assign a binding to every object.
how do i assign different sound effect for each child class? what kind of variable would it be to store sounds as a variable
how can i have the gun on the default FPS be automatically attached to the player i tried stuff but nothing worked.
is there an easier way to get the top left and bottom right coordinates of an actor than this?
I couldn't tell you, this wouldn't be the best channel to ask in.
worth reading the channel descriptions really
SoundWave or SoundCue types
@trim matrix is there a way to customize each sound to make it random ?
Yes, I only would know how to do it programmatically though
Depends on what you mean by random as well
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 ?
Its not as simple as Beginplay -> Attach componet to actor? Not sure what the setup in that default FPS template is though. Might have to go into more detail about your problem.
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
guys u have a big issue
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
I see. So this gun is a pickup on the ground? Then you collide with it and it attaches itself to your player? is that what your saying?
Please just ask the question. We are here to help
yes but i want to to be atached from the start instead of being a pickup
oki but its kinda vague bc idek how to describ it
I see, well there is a couple different approches you could take.
when i shoot my gun {left click} my ammo goes and and shit but nothing shoots
here is my bp can yalll tell me if anything is wrong with it?
Do you want to VC real quick? easier to explain over call.
i can but im a bit young
lol well its ok
😂
?
eh
Bulletref?
yh
I hope thats not a bullet ref
...it is?...
And more of a scene component for bullet spawnpoint
Well part of it
Player wont have enemy tag
So bullet will destroy itself
Check if this is triggered
By adding a print string on event hit
how wont it?
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?
i want execute function of element for every elements in array like that
In general, I used ForEachloop for simple things. like set values
Just use regulal foreachloop
but it seems much more simple so i wonder that i can do too
thank you for your advice!
but if you reallly really want to , find the function, and plug the array directly in
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
ah thank you! but when i try this It is said that it does not fit
Old engine version?
"Window" tab up there on the bar
thank you squize!
what do i click in window tab
ill click all of them
wait i want it to show this sorta thinggy
but i cant figure it out
this i s what i want to show
so add those?
i cant find it though..
restart 🙂
Im not sure, if the problem is something specific to destructable meshes I could not help you, if the problem is something wrong with the code I could. Maybe screenshot the code of the stump spawning?
im back with some lunch
how does meta = (Categories = "x.y.z") translate to a blueprint Gameplay Tag variable?
idkgud question
got it solved , an article from 2014 explained it
Hello,
I have query How to make character rotate to side way or backward when moving side ways or backward respectively ?
Can anyone help me with figuring out the players mouse angle in respect to a central player controlled actor?
I want to click and make the player move in its direction by applying a force towards that angle
ATM I literally only have this to detect the cursors position
Try get mouse world position
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 ?
It’s not an exec
doesn't exist, do you mean mouse position on platform?
It needs to originate from a player controller
Yea I have the player controller
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
Type in getmouse and peruse the options
Like I said, it is not an executable so don’t search for Blue nodes
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.
Most games do not use root motion for first person shooters, It locks the players into animations so they don’t have as much freedom as they would normally expect. Using route motion needs to be a conscious choice that you do for a good reason
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
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
You want to research Inverse Kinematics
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
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
this is so weird
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...
so dont do that?
If you don't want an infinite loop :)
Aaaaa you saw me
yh..
I must return to hiding
why?
Idk
this does not return lights that are components in a blueprint actor
omg the ai so f*cking fast
how can I get ALL light sources including those that are components
i need to figure out how to slow the AI down..
but i want to get all lights, whether they're an actor on themselves or a component
GetAllActorsOfClass(Actor), loop over those and call GetAllComponentsOfClass(LightType)
Change its max walk speed in the movement component
All components exist in an actor, they cannot exist without one.
i did
i slowed it down already
the mamx walk sped was 600 😮
now its 200
Ye thats the same speed as the player by default
On each actor
oh crap thats for mine lol
I disabled context sensitive, the node "GetAllComponentsOfClass" doesn't exist in UE
GetComponentsByClass is the correct one
that will be expensive to use on all actors of the world
Expensive is a relative idea.
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 😛
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.
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?
What's the value of 'Ammo' before reloading?
Try using breakpoints to see the temporary values in your reloading function. That'll show you if it's behaving as intended.
then current mag is 31
u make brain hurt i have 3 brain sells can you mayb simpli?
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
I don't understand your last question. Do you need what?
do i need to add a variable for temp ammo?
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
Depends: do you need it outside your function?
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
😄
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?
Could have something to do with using a deprecated type?
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
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
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
And then find it in the array?
yh
Like this?
try it
Doesn't work
I have two-three weeks to do this and I'm barely managing this alongside two other projects...
All for Uni
Is MainGameBase a GameMode?
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
pls someone help meh
can sphere overlap actors cause collision? not sure why this is happening sometimes.. most of the time it's fine
Plug into Object
Get GameMode
There's a node to get the gamemode
I don't follow
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?
You can still keep the cast like you had
when i shhoot no bullet comes out
Where do I connect the "Get game mode" node?
nice models
kk
lol its mixamo
the anims?
or models?
you may have to credit them or something
This is what I have, and it still wont remove the cases in the arrays
Born to code, forced to debug
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
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
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
How can I replace an image when I click on a button within a widget
These errors aren't related to the code you've shown.
I'll pull up the gamemode blueprints too
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:
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)
How can I replace an image when I click on a button within a widget
Could be this then
Again, inexperienced
😟
yay my favourite thing to do an aim offset
guys how do i add another camera for aiming?
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?
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?
Casting is ok, and it sounds like you're going about it wrong
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?
Honestly, for an aqueduct, I'd consider going more in the direction of a spline mesh setup.
Nice! I'm leveraging nanite, but I assume that splines are using instances as well?
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.
today i have been working on my project for 7-8 hours ill take a brake til llater
cyall
and what was to Complex?, cant see anything complex out there
Welcome in the World of Gamedev xD
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...
Most of the stuff I found was arrays for like grids with randomized rotation and whatnot
i just realised smthing on how to fix my gun#
nah wont work
might just remake the shoot system
but wheres the Problem? , i only see Straight Geometry on that, so why not an For Loop and than Spawn Instanced Meshes? , on Construction script?
Would be the Basic of something like this
Well, the problem is my own ignorance, as I'm a noob at blueprints and need some real handholding. But I'll look into that, thanks
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.
i fixed my aim offset 😄
u mean from Character to Anim BP?
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.
So i dont see a problem there, because u already can Communicate just , send their Self reference?
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
U can Create an Custom Save Event, and Calls ot on any Important Action
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
Yes, you can. If it isn't working, you're doing something wrong. Show code.
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 
Your destroying the actor before you spawn the emitter
Still dosnt work even if i switch them around or remove the destorying node
Not sure - could check the shortcut keys by going to either project settings or editor settings
Ah your using Spawn emitter attached which means you need to pass in a component for it to attach to. If you just want it to spawn at a location use spawn emitter at location.
ah thank you!
is the node "Ignore Actor When Moving" still exist?
How difficult would it be to setup so mic is sent in-game thru blueprints?
Here is the current setup. I've got a question though as the character reference is used for a "blend poses by bool". Will there be a conflict if multiple actors are using the same animation blueprint?
Pretty easy with a $100 plugin I imagine.
If the multiple actors are not of type TopDownCharacter - yes.
Without plugin i was thinking authaer
Not able to click , i create a actor with in which i add widget
There's some built-in stuff for that, dig around in the Plugins list in engine.
No promises that it'll work, but you can check out what's available
They are all of the topdowncharacter type. So even though two or more characters activate the same animation, they will get the variable from their own character?
Yes
guys how do i make a working shoot i just cant do it lol
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.
linetrace
yh that would be fun if i knew how to use it
Put print statements in the cast failed execution path. Double check to make sure the AI characters are the right type.
it seems to prefill the search bar with whatever you used as shortcut including space... but at least it works
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
Awesome, it works. Thank you!
Was my mistake there yes. Though I made a child character with all, but realized the AI characters were duplicated.
hi im trying to update the movement for my drone enemy and I would like it to tilt when it moves left and right to represent how a drone would move in real life. just wondering how i should go about that. here's the blueprint for the movement so far. https://blueprintue.com/blueprint/hs2dufch/
Anyone got ideas why force isnt being applied
ive tried to search on google but got no results
Is cube the root component? Shrug
Hello! Does an array automcatically "rebuild" itself when an item is removed or do you have to do that manually?
- It's not getting called
- The cast is not correct
If you use Remove At, it will shift down every item above that by 1
Amazing, thanks!
If you don't care about ordering, use Remote At Swap
But will it also change the array size?
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.
I do not get the option "remove at", instead I have "remove index". Is it the same?
Yeah, that'll be it.
im not sure im new to this lol
I don't understand
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
ah ok thank you
Cube is not the root component
is there a way to make it the root?
Drag it on top of the "default scene root." This may not be required. Make sure physics is on first.
You can drag it onto the top object in the hierarchy
can you apply replication graph settings to strictly blueprint actors?
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?
https://gyazo.com/e3879a231ca26410df0e52e4cbb67714
hey guys i have a basic "sprinting" system but im having some issues with the annimation relating to it
isent there a "current speed" and a "maximum speed" that i should be referensing to instead ?
That is technically correct as a way to make it sprint. The animationthat match are controlled elsewhere
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
guys i need help
i was makin my animation and
when i go to click key and then apply it wont work
Which part?
That might be because those buttons are disabled.
hoow do i enable them?
https://www.youtube.com/watch?v=-u-KQ5kLauk Unreal Engine 4 Tutorial - Animation Pt.4 Sprinting Maybe that will help
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.
breh been doing animations for nrly 2 hours lol
@shy patrol have you seen my dad recently?
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.
https://gyazo.com/2aee6271fd7f608b4acb9112e52048d3
when casting to a Animation Blueprint what would be the object then :/ ?
im just setting a variable in the animation bp thats what im after
IDK, but there is a specific room about Animation. Not sure if that room may provide more answers or not
try get anim instance node from your skeletal mesh
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
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
ah right ty ill look into that!
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
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.
Anyone know how to make like a flying thing?
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
Yes it’s possible
Can’t you add like a pain volume to it?
To deal a certain amount of damage
?
I was trying to see particles themselves can apply the damage
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?
your code is assuming that GetActorOfClass always returns a valid result, which isn't true
put an isValid check in there and only do stuff on the character reference if it is valid
yep, that was it, totally forgot about the "is valid" thing, thank you!
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
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.
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)
Should be interesting to see.
specially the MassAI stuff seems to be heavily worked on
I can't see PS4 section in ActionMapping menu, I want to use Share button. Any idea?
That's all sorts of fucked up. Why not just have 12stringcharacter trigger whatever you're triggering?
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
is it possible for an single input pin to be connected to multiple output pins (execution pins excluded)?
depends on the node
do you have an example of node that allows multiple inputs in the same pin?
usually you can have multiple target connections for example (thinking about it, it may only work on the target pin)
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
with the multiple targets it would just run the node several times, once for each target
Do node to all inputs.
IDK what the order would be, don't rely on it prolly
If.. https://i.gyazo.com/ef65a3920e570c253b8345d29a0d3cba.png Makes host see clients aiming at 266 angle rather then the minus value.. where did i go wrong ? 😮
Yo you can have Try Get Pawn Owner in your graph more than once.
No need to drag the blue spaghetti all over the place
Rotators are converted to uint8 or uint16 values for each axis for networking and reconstructed as floats after. 190 degrees is the same as -170. 355 is the same as -5. This applies for Yaw and Roll as they're 360 degrees. Pitch is only 180 degrees from 0-180 or -90 to 90.
Is it possible to use the ReplicationGraph in blueprints?
You cannot. It's one of the many networking tools you'll need C++ for.
thanks
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
Disable world bounds in world settings
Hmm.. so now ive spent about 1-2 hours working on voice, found a guide to follow to setup vo-ip but zero luck still,
and got https://i.gyazo.com/f13a4a2fbd1bd14a3960d2339546bca4.png Setup in character BP not using a PushToTalk, and Volume when listening to voice still remains as 0.0
it works but now the meshes are shaking
is there a way to fix it in ue4?
until you use up them other 32 bits heh
not unless you use world composition, or expand the engine
Rebasing
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
infinite is big
where is the Wheeled vehicle Class in unreal engine 5 i cant find it
UE5 has true 64-bit double floating points, but it's kind of in a weird conondrum right now, as it coexists with single floating point
thats weird
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
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?
Haven't check the source code on that, but inclined to think that's the case
seems like the most sensible way to do it
still susceptible to the whoel floating point imprecision tho
At least large enough that you don't have to worry about it practically
does this mean ue5 supports larger map sizes by default or is it still the 20km max by default?
float do double is kind of a mess rn and all that
Large World Coordinate is enforced, I think
Saw on the github that they are docing explicit casts even on the Fortnite branch
ohhh that's kinda nice
ye i imagine
Though IIRC the limit right now was around 80M km
yeah I don't think there's any standard being implemented by default in cpp20
it's just 8 bytes
Theoretically it should go up to billions of kilometers if LWC fully covers 2FP
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.
What's the scoreboard in this case, just an actor?
Yeah, it's an actor
i would suggest storing the collision scores in playerstate class
then using the scoreboard to read from that
If it's a team global score then GameState
yeah
That seems beyond my abilities lol Let me try looking it up
is it team score?
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
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...
If they're always present
I don't need it to save. Just increment on each hit.
can you show me how you see the collision works fine
like umm do you have an event triggered for that
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
ok so you have a class setup for the arrow thats good
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?
I'm sorry to have made this harder by not having my files to show 😐
I can't help but this looks cool 🙂
I cast to the other object (my arrow projectile BP)
thx been workin on for over a year and a half lol >.< just lots of irritating bugs to work through at this point
which had a sphere collider at its tip
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?
ohhhhhh
then it will increase the score variable in player state by 1 each hit
The other actor goes to the target
the other actor is the arrow
I had all of this except that I couldn't figure out how to update the UI actor
ok then in the UI
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
2 secs
No worries, take your time
at a lan festival and someone started asking questions lol
so yeah is your UI done with widgets?
Everyone's lost
I'm trying to recreate the situation in the FPS demo template
have you figured the correct wisget you want the score to update to?
In my original files, I had made an actor that just had a text component to it
How the updated score would reflect on that actor is something I have no clue about
ok so like an in world score board
exactly
ok for that actor, open it as a blueprint
then there is a few ways to update it
is the game multiplayer or offline?
offline. It's for a research paper experiment so highly controlled offline game
There are very few variables
what are the variables?
Just some audio in the background that will be changing from the control group
Yeah, there's going to be a timer that counts down from 60 seconds
I just assumed that once I have the scoreboard ready, I'd get that done faster but not meant to be
Am I doing something wrong here? Why won't it print?
do you get a hello print
nope
ok so its the ceiling lamp
Yeah
Where do I get the staticmeshcomponent
Alright
alright
It wasn't compiling with the displayName part
oh nvm I was idiotic. I was writing the node out
lol
ok so that means the static mesh doesnt have the right collision settings, or the arrow either
does either object have simulation generates hit events?
thats a tickbox thats needed
for event hit
The arrow was printing. I'm failing at this now lol
Checking
your not man trust me, we all gone through this lol
xD
Checked this on both now
try now
Although I remember not doing and the print logging my hellos on each hit.
Tried, no go
drag off cast failed and pritn a different string
lol
so the collision is 100% not working
sec
Weird part is I can see the collision happening
I set the collision box to be way bigger and the ball is clearly hitting it
lol
I thought collision boxes were meant for collision stuff
What if I wanted only a certain area hit to count as a hit? Then a box?
Yeah, maybe I should've done hit with the box for it work?
yup
it wont if the collision settings dont allow the arrow to overlap, iirc
like it gets hit
not overlapped
yeah but the arrow isnt allowed to overlap (go through) the box with the current collision preset
Damn, thats right. I'll check in my lab tomorrow if removing the box collider changes anything
I still don't understand how to reflect the score onto the actor
One step at a time bro
how do i make my actor ignore only player collisions? but still detect overlap events.
(physics enabled)
Collision channels.
but what specifically. I just want my character to be able to move through it but the actor doesn't fall through the floor.
yes but which channels specifically
you make one
look into custom collision channels
that way you can set your player to one, and have the objects ignore the player only
with some googling and looking at documentation you should have that done fairly quick
ok thanks for pointing me in the right direction
no problem
i dont like just giving the exact answers cause that doesnt help ya in the long run
feel free to ping me if you still dont get it tho
nah it's fine. if there's one thing a game dev can do it's figure it out
thats an attitude i like to see :)
YES i got it working. thanks a lot. now i actually know how to work with collisions.
no problem :)
