#blueprint

402296 messages · Page 881 of 403

vernal grove
#

Hello,
I want to destroy a destructible mesh near a spawned bomb, Can I trigger it through damage or I have to apply force/impulse on it?
For now I am using four projectiles in 4 different side they will destroy any overlapping actor but I want to replace those actors with Destructible Meshes .I want those destructible meshed to remain static.
These white meshes are destructible meshes.

radiant mural
#

I have a TopDownCamera and a ThirdPersonCamera, I switch between these, that works fine.
The ThirdPersonCamera is set to 'Use Pawn Control Rotation'
When I switch to the ThirdPersonCamera, I want it to have the starting location/rotation of the TopDownCamera.
This does not seem to want to work easily. I can kind of get this to work by disabling 'Use Pawn Control Rotation', but i have to re-enable it, and that makes the ThirdPersonCamera jump away from where i told it to be, even though the control is stationary.
How can i get the ThirdPersonCamera to start where the TopDownCamera is when i switch to it, but still have 'Use Pawn Control Rotation' active?

trim matrix
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It isnt moving my character at all..

spark forum
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Quick question about how to fix a blueprint issue I've got. As you can see in the screenshot I have a line trace which spawns a particle effect at the location of the trace hit result.

The problem: If there is nothing hit, it spawns a particle emitter at 0,0,0. Obviously in C++ I'd do a check to see if it even hit something then only play the emitter if there was a hit result, but I don't really know how I'd do that here. Any ideas?

cursive ibex
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I want to update this actor text dammit 😦

spark forum
prime pilot
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I'm following an yt rpg game creation series

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and now i need to cast to my character

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i understand the casting part but why do we need to plug in the try get pawn owner into the object

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like what is (try get owner)/(get player character) doing?

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I knw gendral cpp programming we used to create an object to a class but what is get player character doing ?

icy dragon
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That node is more preferable than using Get Player Character, so that it work without having the player to possess it first.

quasi widget
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Hi everyone. Hoping you can help me out since I've been stuck on this issue for a few days. Hope this is the right place to ask. I'm making a first person game where you can pick up items, attack with them and throw them. I have picking up, moving around, and throwing them set up, but I can't figure out how to attack with them. I guess the best way would be to set the rotation of the picked up item to about 45 degrees and then when I attack rotate the item, maybe? I've tried a few of the set rotation nodes, but nothing has worked so far.

prime pilot
prime pilot
icy dragon
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Note that it returns object reference, not class reference

prime pilot
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I'm actually a beginner. Could someone explain what is the difference b/w object and object reference?😅

brazen pike
prime pilot
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no i mean object reference like the blue pin

prime pilot
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But here what is object reference

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like try get pawn owner returns a reference object of the current skeletal mesh

fiery glen
#

anything that blue colour in bp is effectively a pointer in simple terms

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but it also has to load it into memory as it is a hard reference

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you can use that actor object reference to call functions on it

potent laurel
signal orbit
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what blueprint variable type would i use if im trying to create a slider in my blueprint details panel?

mental trellis
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I don't believe any native types use sliders as their default details panel visualization.

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All numeric variables inputs include a slider, though.

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Just as well as a text input field.

prime pilot
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thnz for info guyzzzzzzzzzz

lusty rune
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Hi guys

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it wont work

potent laurel
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Is it necessary to set this by blueprint?

lusty rune
#

its level bp

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i dont want to show it when the main menu is visible

potent laurel
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Menu is normally a separate map itself

lusty rune
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yes

wicked osprey
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Guys, I wanted to ask you. I have a hierarchy of items: the main class Items and its child weapons, flashlight, key, firstaidkit and so on. I need to implement the R button for reloading in a weapon and for changing batteries in a flashlight. The question is, do you need to create this event (replacement) in Items or create them separately in the Weapons and Flashlight classes and get them in the player on the cast? Just for example, there is no action on the R button for a key or first aid kit

potent laurel
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Anyway I'm not 100% sure why it's not working as I can't see enough info, have you got that gamemodes set in your level settings

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You can use print string to see if that event is firing

potent laurel
signal orbit
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quite new to blueprints, i have a cone mesh attached to my skeletal mesh component and i'd like to be able to toggle the visibility of the cone on/off via the details panel of my blueprint. i've created a variable but for some reason this code isn't working. anyone able to explain why?

mental trellis
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It's entirely up to you how you do it, @wicked osprey. Personally, I might use interfaces for that. Have the reload input trigger on the player character (or controller) and then try to cast the active equipment to a "ReloadableInterface" class, if it works, trigger the reload using the interface.

prime pilot
mental trellis
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Or use some sort of generic base class for all equipment with a "IsReloadable" property

prime pilot
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Here i have 2 classes class A and class B

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I need to access a variable from class A on class B

prime pilot
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So i created a casting on class B for Class A

signal orbit
potent laurel
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It's in the blueprint, it's a tab

prime pilot
lusty rune
#

you should switch to Construction Script

signal orbit
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ah understood, will report back

mental trellis
potent laurel
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Or the object

prime pilot
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No parents just 2 classes A and B

mental trellis
potent laurel
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Do you have that as a variable ?

mental trellis
# prime pilot No

You cannot just cast any random object (including self) to class A - you need an object/variable of that type to use.

signal orbit
mental trellis
potent laurel
#

Just drag the bool bar into construction script hook it up then it will do what you want to to

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Toggle visibility from details panel

wicked osprey
mental trellis
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Put the interface on whatever item needs it.

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...Do you know what interfaces are?!

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Just out of interest. My suggestion won't make any sense if you don't.

potent laurel
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What I find with blueprint is you can do alot of stuff the same in alot of different ways. It takes alot of exploring before you find the better ways and why. I still struggle with that, not afraid to admit

wicked osprey
mental trellis
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In reality, too, there are many different correct answers.

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Just do it the way you want to do it.

trim matrix
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hello guys

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so iam trying to call an actor in thiredperson_BP

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i used cast and in object i added get actor but its not working

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so can i call an actor to 3rdperson bp?

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any idea any one

potent laurel
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What is the function you are trying to call

trim matrix
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for now iam using print strings to success and failed

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iam getting failed

potent laurel
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Can you screenshot

trim matrix
#

ok

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inside c4 there is nothing

potent laurel
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This is from the player blueprint

trim matrix
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yes

potent laurel
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"get parent actor"

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Of player blueprint

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Isn't a bomb

trim matrix
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i tried this also

potent laurel
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Owner of a character blueprint isn't a bomb

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Lol

trim matrix
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then what should i try?

mental trellis
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Where is the bomb coming from? Do you have a reference to it anywhere?

trim matrix
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no reference

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directly calling it

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using cast

mental trellis
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That isn't how cast works.

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Cast works on references.

trim matrix
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ok so i need to create some refences to that bomb actor?

mental trellis
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Yes.

potent laurel
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Yes that would work

mental trellis
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And you need to set it to a valid reference...

potent laurel
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What is the event going to do once all working

trim matrix
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need to play some animation

mental trellis
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On the bomb or the player?

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Also, can't you just pass the bomb location to your explode event?

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Or spawn event whatever.

trim matrix
trim matrix
potent laurel
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What is going to set the animation going

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A button press

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Or player location

trim matrix
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a button press

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i am checking did i pressed a button or not in character and making true in bomb so that bomb can play that animation

potent laurel
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I haven't got enough info on how you are trying to do this to help, is the button working, have you checked it's changing the bool

mental trellis
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Is the bomb spawning because the player did something?

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Player clicks a button in their UI?

trim matrix
trim matrix
trim matrix
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not in ui

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player clicks v button

mental trellis
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And a v button is?

signal orbit
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hey everyone, having a difficult time wrapping my head around this one

i've got a cone parented to the head of one of my skeletal meshes, and i'd like the angle of the cone to dictate the direction of impulse on the head. i'd also like the amount of impulse to be dictated by a simple slider on the details panel of my blueprint. how would i go about doing this? i've gotten this far with my code but i'm unfortunately stumped at the moment.

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(perhaps i'm doing it all wrong 😕)

mental trellis
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Your vector nodes are correct

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Do you have a physics control thing in your animation bp?

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I can't remember exactly what it is, but you need some sort of physics thing to make ragdoll work.

faint pasture
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@signal orbit why are you calling an impulse a force

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What exactly are you trying to do

potent laurel
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2 people asking for sliders in details tab in 30 mins lol

signal orbit
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yeah so my mesh is 100% set up correctly for physics, i've tested impulse on it and it works flawlessly @mental trellis

mental trellis
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Or the same person, supsun?! 🙂

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You need to multiply your force by something, nerf.

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Try like 1000000

potent laurel
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Oh, sorry lol

signal orbit
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would i use a simple float to do that? @mental trellis

faint pasture
mental trellis
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Yes, nerf.

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I would guess he's enabling ragdoll and trying to launch his character

faint pasture
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What's that for to do with a cone being parented to a head?

potent laurel
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I'm curious what that target variable is that's setting bone name

signal orbit
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so, i've got ragdoll enabled on my character, but on top of that i'm trying to make it so i can freely add impulse to any bone i desire and customize the amount of impulse and angle of impulse. the cone i'm just using as a makeshift debug tool, where the angle of the cone determines the angle of impulse. @faint pasture @mental trellis @potent laurel

potent laurel
#

Ok, so can you screenshot the components list from this bp

signal orbit
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yep, one sec

potent laurel
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And what is the target variable set as

trim matrix
potent laurel
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Also you need to multiply the forward vector iirc

faint pasture
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What's the problem?

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You do want impulse right? You're NOT doing this on tick

signal orbit
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yup correct

potent laurel
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Use print strings on stuff everywhere, it helps alot

signal orbit
potent laurel
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Wow

signal orbit
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(not for gameplay purposes, just a film im working on 😄)

potent laurel
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Ok, well for a start you need to attach most of that together

signal orbit
potent laurel
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This is normally done in the skeletal mesh itself

mental trellis
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Float

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Magnitude is just a float.

faint pasture
potent laurel
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Lmao

undone surge
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how would i make a variable that stores audio? what kind of variable would that be

mental trellis
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It'd be an audio asset. SoundWave? Something like that.

undone surge
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@mental trellis would i have to make a blueprint class for sounds and reference that? if i want to customize it? or would i just store the sounds in that variable itself

mental trellis
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As far as I know, UE doesn't have an audio editor.

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You can use pre-recorded sound?

undone surge
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i did this

mental trellis
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You may want to use a subclass of Sound Base

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I doubt it's meant to be used directly unless you're looking to use differnet classes of sound

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(Such as Sound Wave...)

open latch
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whenever I put a Destructible mesh into a BP I get these results. anyone know how to disable that exploding one ...

trim matrix
#

@thin panther

trim matrix
open latch
mental trellis
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The mesh

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The mesh component, that is.

open latch
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since I have tried adding physical material but that didn't help

trim matrix
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Try use mayb like realistic phisics or smithing

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Welp

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My eyes hurt bc I was up till 1am trying to figure out how to add a fly

fossil oxide
trim matrix
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So I think ima go sleep

fossil oxide
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Hi, I would like to make a system which highlights (post-process outline) holdable objects.
The only problem is blueprint interface react fewer times than it’s called. Print String “control one” is showing two times more than Print String “control two”, I hope you can understand me. I attached screenshots above.

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I've already posted this on the forum, but I haven't received any reply since three weeks.

mental trellis
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I would follow a tutorial on post process outlines.

keen schooner
# undone surge i did this

This is also how I've done it in my system, storing a reference to audio files for each item in different use cases (item picked up, moved, dropped, etc). Seems to work fine.

undone surge
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i see

fossil oxide
lunar coyote
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https://i.imgur.com/TU9JpYa.png

Is there any way to forcibly set an object to become nullptr?
I want this to become false in a IsValid check, but once I've set it, I can't seem to un-set it.

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What I'm doing there still results in a true IsValid

solar bison
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How do I do check for multiple elements in array?

const values = ['one', 'two'];

return true```
lunar coyote
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@solar bison , you can loop over values, then in loop body, if arr fails to contain element, break with false, otherwise, it contains them

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Something like that

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But also set a result before breaking

trim matrix
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Ugh I can’t figure out how to add flying

solar bison
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@lunar coyote my values are fixed so I always know what I need. I just do a "contains" 2-3 times and join the pins 🙂 (no loops)

wicked osprey
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Guys, I have a question what to do Create methods in the parent class and override them where necessary. Or create interfaces and add and implement them where needed?
What is the best practice?

mental trellis
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What do the create methods do?

solar bison
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Lol UI bind runs on tick????

dawn gazelle
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Yep

solar bison
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Why????

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Why is it not event based?

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Also, can I not set variables on PlayerController like this in a Widget BP's graph??

dawn gazelle
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For most use cases, it's fine. If you have several thousands of UI elements bound does it really seem to make any difference - mileage also varies if you're doing some complex calculation in your bind returns.

solar bison
thin panther
solar bison
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is that even efficient? I wonder if Unity does their binds this way too

thin panther
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As datura said it really depends on what you do, if your bind is just seeting some text, or displaying an integer, while not maximum efficiency, its really not gonna hurt performace

If it's full of complex calculations that dont need to be done every frame, then it may hurt it a little bit more

vapid edge
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hi, not sure if I'm asking in right place .. but i have this custom input that does an attack in my game ....
but i wanna enable it after the player reaches a certain location and triggers a trigger box ... can someone guide me on how to do this ,.... I'm somewhat new to unreal and blueprints

brazen pike
brazen pike
undone surge
#

is there a way to blend noise into silence? my sound ends abruptly i want it to slowly fade away

maiden wadi
limber jacinth
undone surge
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thnx

undone surge
limber jacinth
undone surge
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thnx

limber jacinth
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😄

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He explains it pretty well from what I can tell.

undone surge
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yes

undone surge
wicked osprey
# maiden wadi Parent class and override. This is the intended way to do things. Don't create u...

And what to do in this case if several classes (weapon, flashlight) have the logic of "reloading" It would be better to create the Reload interface and implement it in these classes or create a Reload method in the parent class. Then it turns out that it will be inherited in objects of type Key, FirstAidKit, but will not have an implementation. Which of these solutions would be more correct?

thin panther
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Reload in parent class

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Interfaces are more for where you need it across things

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Only weapons will need to reload

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But interaction can happen on weapons, npcs, items, doors

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Thats where you distinguish the too

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But really a key wouldnt be a weapon

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Nor a firstaidkit

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Id class those as consumables perhaps

wicked osprey
thin panther
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That one makes sense

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But not a key or medkit

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With that you flashlight would be a weapon

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Just have a bool on each that says if they shoot or not

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Flashlight would be no

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Or the shooting logic would be overridden to say just turn it on or off

maiden wadi
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Yeah. I wouldn't use an interface for something that functions identically to something else and can share a base class.

wicked osprey
trim matrix
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hi @thin panther

thin panther
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hi

trim matrix
#

hi

thin panther
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why do you keep randomly @ing me

trim matrix
#

bc im annoying

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😄

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i go now

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cya

thorn ermine
#

@trim matrix Consider the person behind the avatar though, they are giving their time and effort freely to help others, if you would need help this is probably not the best way to go about it, don't you think?

thin panther
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this

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if it just keeps happening im likely to just block ya, it is quite annoying, when i ask people to ping me if they need help with something

trim matrix
thin panther
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i'll pause a game, or pause a video if someone actually needs help, but makign me do this just cause ya fancy messin with me is a bit rude

trim matrix
#

For*

thin panther
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(not to mention it's against the rules)

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its all good

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just please dont do it again

trim matrix
#

Oki sorry

wicked osprey
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Thank you Cuppa

thin panther
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eh for what?

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what did i do

trim matrix
#

O bye

wicked osprey
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For advice)

trim matrix
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K *

thin panther
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ohhh that

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yeah no problem

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also remember that interfaces are generally more expensive than casting to a parent class iirc

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if you can make it work with a parent child relationship then do that

wicked osprey
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It's just that I mostly did small games, and now I decided to take on something more or less serious)

thin panther
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ye, thats a really good way of learning tbf

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you're approaching things in a good way

wicked osprey
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))

prisma island
#

hi guys

I am new to unreal and in desperate need of help!

I am developing a game for my masters thesis , and as a part of its function, I want to be able to read a postgres table (which has geometries stored in it) and render those assets in runtime.

Next I want to be able to select one of the assets and drag and drop it on top of the world (like how we do it in minecraft).

Any help or resources would be highly appreciated

Thanks!

violet tendon
#

Question this should be quick. What would i want to use to find a point on a wall to the left and right of the player so i can pass that vector onto my grapple component

thin panther
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maybe draw a diagram

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theres lots of ways of interpreting that

thin panther
violet tendon
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Green being my player and his view. Red being walls that are in his view. I would like to grab a point on that wall furthest from the player. But im afraid of using linetraces on every frame because if there is no wall there would be wasted resources

thin panther
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i mean linetraces are fairly cheap

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try it and then see

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but what you can do is cast from the right vector and right vector -1

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to a point in front and to the right/left

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always try your idea, then profile it, if it causes noticable performance differences, then change it

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if you do this line trace, and its still cheap on memory, frames, etc. then keep it

violet tendon
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Thanks will try that out! Appreciate the help!

thin panther
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no problem!

true valve
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How can you throw yourself forward as a ragdoll ?

dark crow
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AddForce? Idk what you mean exactly

red fossil
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👋 Anyone know how I can get movement input to always be inherited to where I'm facing?

Explanation: Currently, movement input is determined by the pitch of the player. However, when they change pitch, the momentum in the old direction continues to push them that way instead of being transferred to the new direction. Think of a diving bird that would gain speed when it dives, and keep that speed for a while after it levels out. Right now it behaves more like a spaceship with no dampening. Any way to fix this?

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Here's a video of it. I'm using "flying" mode btw

gentle urchin
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Do you want to null out pitch?

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Or inherit only pitch from view forward?

red fossil
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I think the last one?

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Pitch directly controls the input axis and that part works fine

faint pasture
red fossil
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but that momentum I get from pitching down stays in that direction until it slows down, it doesn't push me forward, because it doesn't actually care what angle I'm at

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basically any momentum I get from diving should be put in the direction I'm facing

rotund marlin
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After changing over to EOS from Steam Now my lobby launch is completely crashing the entire client on Stand-alone test with 0 event begin-plays connected or anything else Starting soon as level is loaded Jikers

earnest tangle
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so you apply it into velocity in the direction of movement, so it would always go into the direction you're facing, assuming you're moving into the direction you face

red fossil
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Into character movement?

earnest tangle
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huh?

red fossil
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like this?

earnest tangle
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Something like that yeah

red fossil
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hmmm

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It did work, but I was having issues with replication so that's why I'm trying the movement input instead.

undone surge
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how do u randomize the pitch and volume with metasounds like the modulator did in sound cues

rotund marlin
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fml.. cant figure out what crashes the game, no matter what map i host or open it goes down

undone surge
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ok

gentle urchin
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Im capping at 300, above that fps drops start to hit

maiden wadi
#

It also depends on how they're used. Short traces are much faster than longer traces. And C++ can optimize a lot with lack of copying so much data.

gentle urchin
lavish totem
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Im running sprint on event tick since i only want to sprint when moving forward. I used event tick so it updates immediately. Is that good or is there another way?

wispy wasp
stuck trench
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@hereanyone know why is there an error in Signature and I'm not able to choose my custom event: "OnVideoEndReached" ?

lavish totem
thin panther
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yes it does?

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if your sprint doesnt work with a keybind then thats the issue

lavish totem
thin panther
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and thats the issue

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you should use an input action

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it doesnt need to be on tick

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if input actions dont work then the player wouldnt be able to move, as movement inputs are handled though input actions

lavish totem
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The thing is, that i only want the character to sprint forward, It could be bypassed if i dont use event tick...

thin panther
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what?

lavish totem
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it sounds complicating ik

thin panther
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why not just check if the w key is pressed when shift is pressed

lavish totem
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you just have to see for your self what i mean

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i did that, but if the play hold shift and w, he can release the w key and can sprint backwards and left and right

thin panther
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the onyl problem with that setup is it won't respond to changing keyubinds

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which is likely something youll want in a settings menu

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but really, only you can tell if its gonna cause issues

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profile it

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with and without

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does it make for frame drops, or other performance decreases

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casue if it doesn't then it's fine

lavish totem
thin panther
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have you profiled it or are just looking for stutters

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have you gone through the performance tools and checked

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or are you just looing at the fps stats

lavish totem
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both

thin panther
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well then

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it works

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so keep it

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its fairly light code

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if you need it so that you can only sprint while holding shift and w

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then you need to check that on tick

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its certainly an unusual sprint system, but if that's what your game needs

cobalt gulch
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Why is this script not showing the variable in the text?

wispy wasp
cobalt gulch
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ah thanks

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you little wizard 😉

wispy wasp
# cobalt gulch ah thanks

i would also recommend against binding text like that, typically u would do the casting once at even construct so u dont cast every time u update the text

cobalt gulch
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What would be the best way to have it so money variables are saved so that if a player leaves they can't cheat and have their money reset

wispy wasp
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If you mean after quitting the game then you should look into making a save game if its just changing levels then game instance, as for preventing cheating i have no idea

cobalt gulch
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Can I make it so if they leave it automatically saves?

thin panther
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ye if you set up an auto save

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theoretically you could hook into the exit game in c++ and save everything

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in bp you can make autosave timers

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but there nothing to just say "hey save everything" unless you make a system to do that

cobalt gulch
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would it be like a script in the game instance which is like "event tick, delay, save game"?

tight schooner
thin panther
cobalt gulch
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Oh I could also just save the variable after updating it i guess

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Lol

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Like make an event for when its updated

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Then save from the event

trim matrix
#

Hey guys I need help

thin panther
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with what

trim matrix
#

So I have this project

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Like an open world hero game

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And I’m so confused on the super powers lol

thin panther
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first off open world project as a beginner is not a good idea

trim matrix
#

Rude

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I’m great

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At open world shit

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Plus

thin panther
#

unfortunately true

trim matrix
#

I aight no beginner

thin panther
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the amount that goes into an open world game is too much

trim matrix
#

I’m an amateur

trim matrix
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And second I don’t give a fuc that it’s too much bc I’m will to put the time and hours Into lol

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Bc am retart

thin panther
#

not knowing when to add variables for stuff is the definition of beginner

trim matrix
#

I’m an amateur 😠

cobalt gulch
#

You're not helping rylan

trim matrix
#

How

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Wait what?

trim matrix
cobalt gulch
#

These people are trying to help you so help them

trim matrix
#

U made me hurt brain

cobalt gulch
#

Be respectful

trim matrix
#

I am

thin panther
#

im trying to demonstrate why this is a bad idea

#

an open world game when you were struggling to know which variables to use is a bad idea

faint pasture
#

You can lead a horse to water but can't make it drink.

thin panther
#

you will likely burn out

trim matrix
#

Ok what is gud for a “beginner”

thin panther
#

do some very simple small projects

#

but often

cobalt gulch
#

Try a mechanic which is simple

thin panther
#

like maybe a platformer where you pick up coins and get score

cobalt gulch
#

For example start with picking up an item

thin panther
#

that will get you used to changing levels, adjusting movement, collisions

#

then maybe a puzzle game, that can introduce manager classes, and combinatorial logic

#

really simple stuff like that

trim matrix
#

👍

thin panther
#

then maybe work on individual systems

#

so maybe try and make an inventory system

trim matrix
#

Inv system?

#

Fun

cobalt gulch
#

Make a sex mod or two

thin panther
#

but inventories are significantly more advanced

trim matrix
#

No sex

thin panther
#

so thats something to do after youve done the basics

#

maybe make a simple game where you shoot targets, but can pick up various weapons

trim matrix
#

Wait wtf

#

I just open a blank project in unreal and it had gave and chairs?

thin panther
#

yeah

#

starter content

#

there is a small collection of assets and materials that you can choose to include

trim matrix
#

Oh Yh

frozen spear
#

Rylan, you say you're not a beginner you say you're an amateur... Okay that would imply that you use the engine for a bit... You know the basics... But you just said right now something that happens every time you create a blank project... You were surprised to see chairs and a table and a little decoration on it... Do you want to be a little more honest about what level you're at with the engine

trim matrix
#

Wait @thin panther what is better projectile gun or linetrace?

thin panther
#

Depends on your needs

trim matrix
frozen spear
#

And in your whole time you've never created a blank project?

trim matrix
#

Nope

frozen spear
#

Is it safe to assume that this is your first year in the engine?

thin panther
#

A hitscan gun may be really good for an fps game but absolutely useless in a bullet hell

trim matrix
#

I didn’t need it

thin panther
#

Third person has starter content too

trim matrix
#

Ik

#

I use it for the character

thin panther
#

But you may also combine the two foundations

#

Like hitscan for your main weapon, but projectile for a grenade launcher

frozen spear
trim matrix
#

Ok

trim matrix
frozen spear
#

Here's why they said open world is too big for a beginner or even one person

trim matrix
#

I have seen a rly gud open world by only 1 person

#

Rly gud it was

frozen spear
#

$$$ = time

trim matrix
#

Time = £££…

thin panther
#

my dream project ticks those boxes

trim matrix
#

18 grand?!

frozen spear
#

Anyways i like your passion... That's a huge part of doing game dev...

thin panther
#

with smaller tarkov-style levels to explore

which are easier to fill cause i focus on lowpoly assets

thin panther
#

yours

trim matrix
#

Oh mine?

thin panther
#

you want to do the stuff which is good, you just need to relaise your skill level

#

whats it called... the dunning-kreuger effect?

trim matrix
#

Eh?

thin panther
frozen spear
#

Yours... But learn to not get defensive... Everything becomes much harder when you solo Dev and have no where to turn for help when you're stuck...

trim matrix
thin panther
#

you starting to look pretty high on the top peak

"The possibilities are endless! im going to make a great open world"

#

when you cross into the average threshold you start to understand scope

frozen spear
#

Scope and scope creep

thin panther
#

yup

trim matrix
#

thin panther
#

i keep thinking, ooh it would be cool to add x to my game

trim matrix
#

Can y’all realise o have 3 brain sells?

odd ember
#

those estimates are way too low

thin panther
#

but then i realise multiplayer is a whole other bag of tricks

trim matrix
thin panther
odd ember
#

3 months for a mmo? you gotta be joshing

thin panther
#

pffft

frozen spear
#

What features tho...

odd ember
#

porting to all platforms taking 1 week 😂

#

if that were the case porting studios would be making BANK

thin panther
#

in 3 months

frozen spear
#

Or one without customization,stats ,or gear

thin panther
#

i mean you just hire a server and get people to join it, and thats it

#

technically an mmo if enough people come

#

if all you have is a bunch of empty world, where players just load in to look at nothing seems feasible in 3 months

#

like literally 0 mechanics

odd ember
#

yeah but you're implying that the setup for that is free or cheap

#

which it isn't

thin panther
#

i never said that

odd ember
thin panther
#

i said you could implement it in 3 months

#

i never said the cost

trim matrix
#

Breh my laptop been loading file explorer for 5min now

frozen spear
#

Whats the stats in your dream game ce?

thin panther
#

3 months is not a price

odd ember
thin panther
#

but not in this specific case

#

im talking about the time to make an empty world is probably possible in 3months

#

as you have to do nothing

odd ember
#

I'm telling you that's not enough time 😂

frozen spear
#

I want to see what kind of MMO what were checked off in the list...

#

To estimate 3 months

faint pasture
trim matrix
#

Hehe

odd ember
frozen spear
#

I have more money than time

trim matrix
trim matrix
frozen spear
#

And you want to do an open world game lol

thin panther
#

then an open world project defo isnt the thng 😆

odd ember
#

actually

#

time = liquidity * currency * communication

trim matrix
odd ember
#

people assuming you can just hire people and it's a done deal

#

but you need to manage those people 😂

thin panther
#

yup

#

business aint just "do work"

faint pasture
frozen spear
#

Really though just out of curiosity can you post a screeny on what you checked off that gave you three month estimate on an MMO

odd ember
thin panther
#

cause most people given the chance are gonna do as little as possible for their money

thin panther
frozen spear
#

Cuz if you make one with even the most basic features it seems to throw it into years right away

odd ember
#

I promise you

thin panther
#

then hire a manager manager mediator

trim matrix
thin panther
#

i have all day and nothing to do dont tempt me with this pettiness

faint pasture
#

I can make an MMO in one day. Just email me your character name and I'll email you a description of what you see.

thin panther
odd ember
thin panther
#

youve found a niche in the market

thin panther
#

checkmate

trim matrix
#

No

odd ember
thin panther
#

well thats easy

trim matrix
faint pasture
#

Anyway this is getting very reddit and cringe

thin panther
#

i might even hire a shrine constrctor manager

faint pasture
#

Just have your org tree be a wreath and it's solved.

trim matrix
#

BRB

thin panther
odd ember
#

I'm sure that will end well 😂

thin panther
#

but then you get overthrown, so you just overthrow them back as you are now the bottom of the food chain again

#

the beauty of the wreath

odd ember
#

you'll have to wait until the culture gets too decadent 😂

faint pasture
frozen spear
#

Dude, you can't say it's not accurate and then all you selected was MMO meaning no features

#

If in 3 months you can't make it where people can load into a big empty map with no features on their characters at all you need to just quit kind of

odd ember
#

even without features

frozen spear
#

Just take the L dude you selected one box

odd ember
#

but by all means

#

go try 😂

zealous moth
#

HahahHahahaa the mmo meme

#

Where is your customer care?

odd ember
thin panther
#

who cares about customers... it's 2022

odd ember
#

server stress testing? done in 3 months 😂

faint pasture
#

Nobody here is gonna make a traditional MMO so let's just move on.

zealous moth
#

Yeah exactly. No Cc, no new content. I forget who it was but they made a successful Diablo clone. People plowed through content in weeks and they couldn't keep up

faint pasture
#

Disregard content, acquire emergent gameplay.

odd ember
zealous moth
#

I jest but you should look at at least a 100k budget if not more and hire a dedicated artist, programmer and server guy and then customer care. Afterwards figure out a way to advertise.
Remember candy crush spends 1 mill daily on ads and makes back their money

odd ember
#

devops alone is going to cost you

#

not even counting content

dapper iron
#

So I'm running into this issue where On Component Hit event is not fired on my BP if the Simulation Generates Hit Events flag is set at runtime.
If I set it on the BP at edit time, the event will be raised when the component is hit, but not if it was disabled at edit time and later enabled at runtime.
Funnily enough, even at that state, if I disable and re-enable it in the details panel while the game is running, the event will suddenly start being raised again, but not if I have BP nodes to do the same thing...

Any ideas?

zealous moth
#

@odd ember

thin panther
#

easy

odd ember
thin panther
#

ill just ask for a dollar outside mcdonalds and keep doubling it with epic crypto things

#

i'll have the entire us debt within a year

trim matrix
#

@thin panther

#

I have a question

thin panther
#

then ask it

trim matrix
#

Ok

#

For the game idea u suggested

#

Should I start with picking up guns?

thin panther
#

i wouldnt start with the gun one personally

#

i would start with the platformer

#

its easiest based off the side scroller project

trim matrix
#

What was the platformer*

thin panther
#

just something very simple

#

pick up coins

#

get to the goal

#

avoid the spikes sorta thing

trim matrix
#

Ohhh

#

Like subway surfers?

#

But better

thin panther
#

ye ig

#

but very simplistic

trim matrix
#

K

thin panther
#

all greybox

#

just pick up coins, dodge the traps, finish level

odd ember
#

pick something that you can do within the template level that the game gives you

thin panther
#

that will cover most of the absolute basics

#

also very fair

#

the side scroller template is the perfect setup for that

trim matrix
#

Ok

#

Ty

#

I start as soon as I get back from walking my dogs

gentle urchin
#

Super mario platformer ?

#

Go from a to b in a fixed panspeed, jump a little

#

Gotta be some of the easiest one can do ?

flat coral
#
  1. What's the difference between these?
  2. Why isn't Get Physics Linear Velocity a pure function? This thing have side effects?
unique smelt
#

Is it possible to access a parent levels blueprint and events from a sub level while level streaming?

maiden wadi
# flat coral

Generally things with Physics in the name relate specifically to objects simulating physics. Component Velocity can be updated through Physics or via some form of movement component like a FloatingPawnMovement or the CMC.

maiden wadi
earnest tangle
#

I wonder if you could build a game entirely ad hoc with no blueprints and everything built in a level 🤔

thin panther
#

i mean ye probably but it would be really stinky

#

although a lot of newbies do seem to use the level bp for everything

#

idk why

#

can someone tell me where it comes from

earnest tangle
#

it makes it super easy to reference to objects that you have in the level

#

that's most likely why

#

you don't have to figure out how to get a reference to something

reef topaz
#

Have a combo box that has a base selection set through the set option node but doing so makes the selection noise as you enter the UI page. Tried doing this to set the selection noise after I already selected the initial option. Now selecting things in the combo box drop down doesn't trigger the newly set sound effect.
I know I'm missing something but I'm not sure what.

thin panther
flat coral
#

Is there a way to get a vector that represents a line from Location A to Location B?

#

I guess I'm thinking of something kind of like Get Look-At Rotation

thin panther
#

thats what a vector is

#

it describes a direction between 2 points

earnest tangle
#

DestinationPoint - SourcePoint

#

This gives you a line from source to destination

#

If you want to use it as a direction vector, you can just normalize it

crimson hornet
#

Hey guys I got an quick question. Does someone know why my max walk speed isn't getting +1500

#

Event is getting called

maiden wadi
maiden wadi
# thin panther idk why

Colleges use them a ton from what I've seen. There isn't a lot of correct class usage taught early on I suppose. Possibly more designer oriented courses than programming.

thin panther
#

really? my course was designer oriented and we were taught to use the proper things

charred berry
#

Why did ue5 remove the 'sphere' as part of new bp , is there an easier of getting that back or do we just have to put a sphere around the new, default, odd looking thing ? ;))

thin panther
#

we used level bp in like the first day just to get used to stuff

#

but we soon moved into classes

stuck plaza
#

Is there any workaround to Dynamic delegates not taking payload? I have this delegate with signature void() that I'm binding function to. I want to pass some arguments to that function during binding because otherwise I'd have to make multiple functions that are almost the same except 2 variables. I know in c++ you can pass payload data, however this is not possible in blueprint according to the docs, is there any way to avoid flooding my bp with dozen of almost identical functions?

brazen pike
#

You guys got taught this stuff? Damn maybe I should look into that

maiden wadi
#

I dunno. Have been in this Discord a while and there's been quite a few college students in here who have had to use level blueprints for their college projects.

#

Stuff like their professors give them a project all in a level BP and they have to alter it in some way.

thin panther
#

i mean we only got taught basics

#

i self learned mostly

#

unfortunately most of the course was drawing

#

which is odd for gamedesign

#

didnt actually cover any principles of game design

#

just drawing, and modelling mainly. basic comp sci, and a little bit of bp

reef topaz
#

Relating to my previous question does anyone know if there is a way to "refresh" a combo box that isn't just refreshing the strings? I get the feeling that my problem is coming from it not looking at the style struct after the combo box is initially made so me setting something new in the style struct is just being ignored.

maiden wadi
#

Haven't set foot in college. 😄 Probably over 90% of my learning is from this discord, personal experimenting, and tech blogs.

maiden wadi
reef topaz
#

Well damn, so aside from just leaving the combo box blank there's no way in BP to mute an initial combo box selection?

maiden wadi
trim matrix
#

@thin panther 2d or 3d sidescorller?

maiden wadi
reef topaz
#

I appreciate the insight. My understanding of C++ is minimal coming over from unity and while I have poked my head into the underlying code for unreal the syntax compared to c# is just not something I have my head completely around.

Will try your suggestion.

trim matrix
stuck plaza
# maiden wadi Not fully sure I understand the question? Dynamic multicast delegates don't work...

I have a UButton variable and I want to bind it's OnClicked to my custom function.
The function signature is required to be void() so I can't pass additional arguments. In c++ I could pass additional payload arguments.
e.g.
In c++ I could bind a function void(int32) like this
MyButton.OnClicked.BindUObject( &MyFunction, 20);
even though OnClicked signature is void()

edit, actually I couldn't because OnClicked is dynamic delegate and they can't take payload

trim matrix
#

Thought 2d would be too hard

thin panther
#

nah 2d is actually easier, its just your aims seem to align with 3d more

trim matrix
#

Oki

#

Hi, SetPlayerCameraManager is missing from PlayerController

#

How can I assign?

reef topaz
maiden wadi
shrewd oar
#

General question, I'm trying to do (for now) basic single melee attack, I was wondering if should I put the "Damaging stuff" inside the weapon bp itself (Sword/Hammer) or should it be on the player itself?

trim matrix
#

Ehm I rly need help

#

So I made a launch pad

#

And

#

I can’t figure out how to turn the boost down?

#

When it’s float * float instead of 3 should I turn it down ?

#

Dw it was

#

I got it now

maiden wadi
# shrewd oar General question, I'm trying to do (for now) basic single melee attack, I was wo...

Really depends on the use case. A character that could swap weapons, it should probably go in the weapons. On the other hand, if you have a bunch of different enemy types and their weapon is mostly just visual, it could be okay to put it in the enemy.

Normal use is to put it in the weapon, if the weapon is an actor. Reasons being that multiple different character types could use it or it could be moved to another character and still function if you need to swap weapons. They can be discarded on the ground etc. Again, all just comes down to what you need and what is simple for your game style.

mental trellis
#

Google abstraction and normalisation.

shrewd oar
#

Im trying to deal the damage sometimes its register sometimes is not, even made the collider bigger, nothing

maiden wadi
#

Which event are you using for damage?

shrewd oar
#

after the last set there is a print

#

I didnt use the Applying damage system thingy.

#

its does do the damage but i think only like after im spamming the mouse , and sometimes it does count

#

even if I make the collider big

#

its that big

charred berry
#

Not finding simulate physics for static mesh in ue5 ( tick for static mesh as in ue4), is that gone, only to be set now in Bp's ?

mental trellis
#

Static meshes don't simulate physics. Static mesh components might...

thin panther
#

what would be the best way to do melee damage? constant checking via trigger on the blade, or something like an anim notify with a short linetrace

blissful grail
#

Eh - depends imo.

#

I prefer the anim notify approach personally.

mental trellis
#

Can you not just use an overlap event?

blissful grail
#

It can be a bit annoying to actually get it right however.

#

And yeah, just using an overlap event is sufficient.

charred berry
thin panther
maiden wadi
#

It's important to check for overlap at the beginning of the swing animation though too.

thin panther
#

i just wondered if it was something best kept true to form, or to hack it slightly

mental trellis
mental trellis
charred berry
#

np, actually I'm wrong sorta, he didn't use a static mesh, but a sphere,,odd, mazybe thats why I'm having trouble,,or or they interchangable ;l0-0

mental trellis
#

A sphere is a static mesh.

charred berry
#

yup thats what I meant

mental trellis
#

Well, if it's a mesh..

charred berry
#

ok ;0-0

#

he just added it in bps via 'add' > sphere

mental trellis
#

Was it a wireframe thing or an actual sphere?

#

With a texture.

charred berry
#

sphere, white

#

ue4

mental trellis
#

That'd be a static mesh component rendering a sphere static mesh.

charred berry
#

ok

trim matrix
#

i did it 😄

#

I did obstacles and shit

charred berry
#

can you verify, doing that, there is still no physics> simulate physics option in ue5, I can do in BPs I guess, or maybe I need to find a ue5 rope tut LOL,,gezzzz

trim matrix
#

No tut

charred berry
#

I was asking daekesh, but ty just the same

#

😉

thin panther
mental trellis
#

It's not exactly costly, though.

thin panther
#

no im wondering which is best done

#

never said costly

#

i wondered what would be the best way

blissful grail
#

There is hardly ever a "best" approach.

#

It just depends on your needs

thin panther
#

well ok best was poor wording

#

what i mean is how would others approach it

blissful grail
#

I prefer using anim notifies because it gives me more precise control on when the damage window for a swing actually is.

mental trellis
#

It depends on the weapon too.

#

A big arse hammer you're swinging is gonna damage everything all the time.

#

A knife might not.

blissful grail
#

It really just depends on your game. As long as you know how to do both approaches - just do the one that makes the most sense for your game.

thin panther
#

yeah i can do both, i was just wondering if there were issues with either way

#

more of a general consensus

mental trellis
#

One based on anim notifies that only triggers at the end of a stab or swing animation is gonna feel bad, though.

thin panther
#

yeah definitely

blissful grail
#

Well yeah - that can be said for anything though.

#

I could just as well argue that it would feel bad if you do the damage when you raise your sword instead of on the downward strike or a straight thrust.

mental trellis
#

You might do a little bit 😛

#

You could base the damage off the angular momentum of the end of the sword.

#

Or maybe just the straight speed of the centre of the blade, as a balance

blissful grail
#

Could also just do damage every second that they're overlapped.

shrewd oar
#

How can I do Tapping in left mouse event ? and not holding

blissful grail
#

It all comes down to your game

shrewd oar
#

the pressed & released very annoying

trim matrix
#

Wait guys how do I make a Home Screen?

short pawn
trim matrix
#

Oh Oki

#

Do you need to add bp for it to like start the game?

thin panther
trim matrix
#

And shit like that

thin panther
#

insta kill baseball bat

short pawn
short pawn
# trim matrix And shit like that

Hey guys, in today's video I'm going to be showing you how to create a main menu for you games in Unreal Engine 4, we will be going through designing it and the functionality behind it, for example going between different widgets/menus, and starting and quitting the game.

Unreal Engine 4 Tutorials Playlist: https://www.youtube.com/playlist?list...

▶ Play video
trim matrix
#

E?

short pawn
# trim matrix E?

goodluck, google helps alot. lots of people have figured the basic stuff out for you

trim matrix
#

Welp brb I’m watch this see what I can learn

shrewd oar
#

How can I do Tapping in left mouse event ? and not holding?

maiden wadi
#

Using a float is a good method for that.

#

To elaborate. You can get RealTimeSeconds globally. This isn't affected by pause or dilation. So you save this into a float property on mouse down, and on mouse up, check if that property minus RealTimeSeconds is less than your tap difference.

broken lichen
#

Does anyone know how to make a cast from one widget to another successfully?

shrewd oar
mossy mist
#

is there an on overlap event(or a way to create one)?

On Begin Overlap does not get called when actors are spawned inside it.
I also cant use get overlapping components/actors at tick because i want to detect instanced static meshes and those do not return the other body index like On Begin Overlap does.
I need a overlap function that always gets called, not just on begin overlap.

maiden wadi
thin panther
#

Yeah it can basically turn a general actor into a specific one

trim matrix
#

(unreal 5) im trying to get the player's world position here, but I dont know what to connect to "In Element Handle"

trim matrix
odd ember
trim matrix
#

ok Ill try that instead

#

lol

thin panther
broken lichen
#

So how would you play a widget animation when interacting with another widget

thin panther
#

For getting an actors location, is the target of actor or typed element world interface more likely

thin panther
#

It helps if your ui stuff is all contained in the same place

mental trellis
#

I think that's kinda the intended pattern. Lyra does it, doesn't it?

thin panther
#

Not sure with lyra but it is a standard practice

#

Just not many places mentioj that

#

A lot of unreal content just makes widgets whereever

#

Which sounds like this issue

#

Whereas if all widgets were made in the same place its very easy pointer management

dark crow
#

I remember before knowing the HUD class existed and what it was used for, I would store all my Widgets in the GameInstance for a easy global accessor
But yeah, HUD makes more sense for organization sake

mental trellis
#

A lot of unreal content/tutorials/games/professional devs are horrendous

maiden wadi
#

There's also no easy way to answer that question. Making one widget do something when something in another one happens has a lot of considerations about how those two widgets are connected. If they're even connected. Why that animation needs to be played, etc.

#

EG:

  1. Put a binding in one widget and bind it in the one with the animation. Call it when needed.
  2. Reference one widget in HUD. GetHUD in the other widget when doing something and hae HUD call the other widget to play the animation.
  3. Bind a delegate in HUD. Call that from the widget doing something, bind it in the widget with the animation and play it when that delegate fires.
  4. Don't actually have another widget ready. Make a HUD call to spawn a new widget for the animation that kills itself when finished.
trim matrix
#

@thin panther sorry to bother you AGAIN but I’ve got a lot done like obsticals and shit but no score or coins yet but the basics are done 😄

thin panther
#

Thats great!

faint pasture
thin panther
#

Coins are quite easy

trim matrix
trim matrix
thin panther
thin panther
faint pasture
trim matrix
#

K

thin panther
#

Color em yellow with a mat

trim matrix
#

Oki

trim matrix
#

Ima see a thing Hol up

#

@thin panther here is what I got so far

#

Map b shit ain’t done but

#

The gray and the cylinder kill you

thin cradle
#

might wanna use shareX or something to directly record the screen

pulsar path
#

is this something i should worry about? the UI just says its a note, but i want to be sure blob_sweat ive never gotten one of these notes before
the system im making isnt completed yet, so maybe thats the problem? it just doesnt have full context so it thinks i dont need to do what im doing?

#

idk what expanding start buff is

trim matrix
#

so i used my phonr

faint pasture
#

That's like asking "Is MyDog an Animal?" You already know that.

#

You'd need casting if you were asking "Is MyAnimal a Dog?"

pulsar path
#

i know what casting is

faint pasture
#

You don't need to cast TestBuff to Actor since you already know it is an Actor since Testbuff is a subclass of Actor.

pulsar path
#

ah

faint pasture
#

Doesn't hurt but is unnecessary

pulsar path
#

so i wont have anything to worry about then, it'll prob go away once it realizes there will be multiple children classes to cast to

faint pasture
#

So why do it

timber cloak
#

This happens to be an issue to me often. If i don't cast it, it forces me to cast it too.

pulsar path
#

im casting to the class called Test Buff, which at the moment is hard coded to Test Buff for testing purposes, but will be actually casting to different Child Classes of Test Buff soon enough

faint pasture
#

@pulsar pathShow the StartBuff logic

pulsar path
#

im not gonna explain everythin, its not even finished i just wanted to know if the note was important since i didnt fully understand it

thin panther
#

just screenshot it

faint pasture
#

Let us see what you're doing, maybe it is, maybe it isn't

thin panther
#

the actual cast

#

it might be important but its impossible to know without context

#

i wasnt replying to you

pulsar path
#

do with that as you will

faint pasture
#

The function parameter

#

If it's Testbuff then the cast is totally redundant. Only a TestBuff can be passed in

pulsar path
#

just Actor

faint pasture
#

dafuq

#

oh ok yeah

pulsar path
#

it makes sense in my head, i dont think it will be a problem

faint pasture
#

so thats not a function, thats a macro?

#

ok so the cast is unnecessary because it's ONLY ever gonna get the output of spawnActor Test Buff Child

pulsar path
#

yeah its a macro, i need the delay and the code will be repeated a bunch later

trim matrix
#

E I’m doing the coins rn

barren sonnet
#

Anyone have any good ideas of how I can fill a spline shape with paint an area in the terrain ?

trim matrix
#

What should the coins be used for?

faint pasture
#

Collect them

#

shoot them

#

eat them

#

stick them places

trim matrix
#

Upgrades?

#

Hm

#

Maybe later

faint pasture
#

It's your project bb, just do whatever you want.

faint pasture
trim matrix
#

Idk what that means?

#

I’m dum with 3 brain sells

odd ember
#

not sure if that's true

trim matrix
#

Omg

#

Coin pickup work

#

:ooo

#

That took me about an arour lol

scenic kindle
#

does random unit vector also give negative values or just positive values between 0 and 1?

royal trellis
#

QUESTION: Is there any way to drive trucks in Matrix City project? I Tried to figure it out but not able to solve it.

faint pasture
#

It's a sphere of vectors of length 1

#

not sure if the distribution is correct but it'll work

scenic kindle
#

ok thanks just wondering

trim matrix
#

uh oh guys

#

...

#

i fixed it

deft nimbus
#

Did anyone ever have the problem that a hit event doesn't get triggered? Hit events are enabled on both components

trim matrix
#

No

#

I never have

earnest tangle
spark steppe
#

both have to be blocking on the other actors channel^^

deft nimbus
#

I'll have another look but I'm sure I checked that

#

It's weird because they physically interact with each other

cobalt gulch
#

What do i put in object for my in game hud

thin panther
#

that is if that is a hud class and not a widget

cobalt gulch
#

Its a widget

thin panther
#

then you need a reference to the widget

#

casting isnt magic

#

it doesnt find an object

#

it just changes a type

#

like changing and integer to a string, the stuff inside doesnt change

#

just means you can do different thing

cobalt gulch
#

I referenced the widget

thin panther
#

then plug it in

#

look at the link i posted

#

it explains what a cast is

cobalt gulch
#

hm

#

how can i find the specific object?

thin panther
#

you should have saved it when creating the widget

#

it is reasons like this why widgets are all generally created in the same place

#

like subclass of hud bp

#

put everything in there

#

pause menu, all of it

#

hell put it in some functions and save the reference

cobalt gulch
#

im just trying to reference the part of the widget

thin panther
#

that way to access all of your widget logic you can just do get hud > cast to hud > whatever widget func you need

cobalt gulch
#

through the player character

thin panther
#

yes this is your issue

#

you cant do that without it's pointer

#

and you havent saved it's pointer

#

so you cant get it

cobalt gulch
#

wat

thin panther
#

right no object instantly knows where the other is

#

it has to have something tell it

cobalt gulch
#

oh wait i see now

#

i need to create a variable for the widget so i can reference

thin panther
#

when you make widgets in any ol place, other bp's dont know about em

thin panther
#

normally so we can get a central store of things, we group things together, like putting all ui stuff in the hud, which makes it easy to get later

#

its kind of like

#

imagine in your kitchen you have various drawers and cupboards

cobalt gulch
#

I see

thin panther
#

when you buy things they have their own place

#

like the bread gets but with the other bread

#

the frozen food gets put in the freezer

#

the cans get grouped together

#

that way you know where they are...

the method that is quite commonly (wrongly) used and taught in tutorials is to stick things anywhere, so it's like having some frozen food with the bread, a couple of tins in the freezer, storing the soda in a bag

#

anf then everythings confusing

#

you have to go hunting for it < represents get all actors of class

or if you organize it, you can go straight there < represents get hud > cast to hud

#

it also helps why get all actors of class can be expensive

cobalt gulch
#

Where should i put it

thin panther
#

in large levels, thats a lot of stuff to go through

cobalt gulch
#

I have put the code in the visibility of the element

thin panther
#

thats a binding on a widget?

cobalt gulch
#

But it wont trigger

#

Yeah

thin panther
#

...did you read any of what i just wrote

cobalt gulch
#

yeah

thin panther
#

have another read through it

cobalt gulch
#

but i put the bread in the bread bin?

#

where it should be

thin panther
#

you didnt

cobalt gulch
#

is this talking about the main events page with the construct event

thin panther
#

putting the bread in the bread bin, would be grouping all widgets into one easily to reach place

#

no this is talking about bp's in general

#

this is a bit more work for now, but will be smooth sailing down the line trust me

#

better to get the good practices now rather than later

cobalt gulch
#

True

thin panther
#

i'll draw ya a little diagram

#

ya see how that works nicely

#

you have all your widget creation and stuff in the hud bp, as well as saving the references there

#

then wherever else you need them you can just do > get hud > cast to hud > get widget ref/do function for something

dawn topaz
#

what is the name of this node? I'm trying to follow a tutorial for a double tap action, but "Inputs" doesn't pull up anything

earnest tangle
#

Looks like a custom macro to me

molten musk
#

Anyone ever seen this error before? It is a Blueprint instance of ModMagnitudeCalc. I can't get the tags from spec because "self" is a read only target in this case. Same error with the GetCapturedAttributeMagnitude Node

dawn topaz
# earnest tangle Looks like a custom macro to me

Sorry, that was a stupid question
I looked at the image example again, and they have Inputs/Outputs just like a Macro (I'm pretty much a day one user, so I've never hit "New Macro" before)
Thank you

earnest tangle
#

@molten musk The function you're working on is const, and the nodes you're trying to call are non-const, therefore it won't let you

dawn topaz
#

I'm sorry, I'm confused again
I assume this is what it looks like outside of the macro, but I don't understand how to make the InputAction plug into the Inputs for the macro

earnest tangle
#

Those are collapsed graphs in the screenshot and not macros, but either way with macros you need to add Exec pins as parameters for it

dawn topaz
#

oh, then I guess I don't need to make a macro

earnest tangle
#

Yeah if you have a graph you can just select the nodes you want to collapse, and right click and choose collapse from the menu

#

(you can also do that to create macros from sets of nodes)

dawn topaz
#

how do I make this have a Pressed/Released Exec(?) output?

molten musk
#

@earnest tangle Agreed here is an example of the function being implemented in c++ and you can see it is a const function. I was hoping there might be some blueprint trickery to have those nodes treated as const. They are "getters" after all. lol Thank you for your response!

dawn topaz
#

I want to be able to double tap A or D to sidestep

#

or should i use the keyboard events instead

earnest tangle