#blueprint

402296 messages · Page 882 of 403

dawn gazelle
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You don't. Input axes fire on tick. What you want instead is to make it an ActionMapping instead of an AxisMapping

dawn topaz
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ohhh

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i didnt know there was a difference thank you

earnest tangle
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Mark your getters as const if they don't modify anything and it should work :) You can't const_cast in BP's so don't think there's any way around it

dawn topaz
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also, what does this checkmark being on mean? there's no tooltip that tells me and google doesnt wanna say either

dawn gazelle
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That means the boolean is set true.

dawn topaz
#

does it mean "this condition is tr--

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oh

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well there you go

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thank you sorry again for the stupid questions

trim matrix
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does anyone know how to make like regions in blueprints where u can name it

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example

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like this

fiery glen
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Press c with some nodes selected

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@trim matrix

trim matrix
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oh thanks

gaunt ferry
trim matrix
#

YOOO

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AHAVA

gaunt ferry
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lmfao

trim matrix
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xD

dawn topaz
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How would I "push" the player in a direction based on key input and with a predetermined (ie I set it manually) velocity? Impulse doesn't do anything, so I'm guessing that's not the right way to do it
I looked it up and I'm getting examples on how to automatically walk the player somewhere specific, which isn't what I want

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I got it so it acknowledges a double tap, but idk how to do the actual moving part

odd ember
dawn topaz
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(oh)
i am dumb, sorry
so I'd use Add Movement Input and stuff?

odd ember
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not necessarily

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I have no idea what exactly you're trying to do

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but the input axis event

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will have an input amount value that goes between -1..1

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you can use that as a scale value on whatever it is you need to do

dawn topaz
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but I'm using an InputAction to track the double taps... I'm not sure how I'd bring it back in

odd ember
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I don't know what else you're doing

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but if you want to walk forward

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continuously

earnest tangle
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if your player character uses a character movement component, apply impulse should do it

odd ember
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you'll want to use an axis event

earnest tangle
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the value may need to be fairly large tho

odd ember
#

I would not encourage the use of impulse or any physics based movement

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unless you want unpredictability

earnest tangle
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CMC impulses are not physics based

odd ember
earnest tangle
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It's not physx based at least :P

dawn topaz
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ummmm I'm not sure how to explain this but...
I'm using an InputAction node that checks for A or D
it checks if I hit A or D twice in a row, only once, or I just released it
when I tap twice, I want it to push the player a bit to the left or right (i realize rn i have nothing verifying which way it should make me go but thats okay)

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i just dunno how to shove the player sideways really quick

odd ember
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new location = get player character right vector * distance + player location

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if you want leftside movement it's

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get player character right vector * distance * -1

dawn topaz
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...
another stupid question
how do i... put those down as nodes?
is it "Get Right Vector"? how do i get "Distance"?

trim matrix
#

Guys

odd ember
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distance is a float value

trim matrix
#

What’s better

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Ue4 or ue5?

thin panther
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depends

odd ember
thin panther
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a lot of bugs in ue5 still

trim matrix
#

Hi @thin panther

trim matrix
thin panther
#

ue4 most stable, but if you neeeeeeeeed nanite and stuff then youll have to use ue5

dawn topaz
thin panther
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for learning nanite is unnecessary tho

odd ember
odd ember
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何て

trim matrix
#

رح

thin panther
trim matrix
#

ᱵᱳ

thin panther
#

but again for learning that aint necessary

trim matrix
#

LOD?

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Sorry I’m rly dum

thin panther
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level of detail

dawn topaz
odd ember
thin panther
#

basically means you can set different decreasing complexities of mesh as you get further away

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you ever played a game and noticed how the buildings look doo doo from really far away

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thats LOD

dawn topaz
trim matrix
#

How do I right in the different style here?

odd ember
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by not righting wrong?

trim matrix
#

Like in the channel #cpp ppl are typing thrrr code in a box

odd ember
#

`

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and

trim matrix
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Oh Ty

odd ember
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you're welcome

trim matrix
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‘ that one?

thin panther
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no ` that one

trim matrix
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Huh

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,

thin panther
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if you are ona standard english layout its nnext to the 1 key

trim matrix
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I’m on phone..

odd ember
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game over then

trim matrix
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Godly

odd ember
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almost there

trim matrix
#

I can do anything on phone

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` hi ```

thin panther
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nah false

trim matrix
#

E?

thin panther
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you cant compile ue5 source on phone

trim matrix
#

Wanna bet?

odd ember
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either 1 or 3

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`can you escape ``

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you cannot

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maybe

trim matrix
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`hi ```

odd ember
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`does this escape \``

trim matrix
#

I’m so confused

gentle urchin
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Windows phone, and like 500 hours?

trim matrix
#

`
Hi

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` e ```

gentle urchin
#

The new laptops are basically phones anyway

trim matrix
#

`e ```

odd ember
#

interestingly \ escapes itself

trim matrix
#

HUH

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It no work

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Wait sec

odd ember
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the amount of ` has to be the same

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so either 1 or 3

trim matrix
#

en

thin panther
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i use 3 cause im cool

trim matrix
#

I’m godly

gentle urchin
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If (condition) { Statement for true; }
thin panther
#

can't you also get it do syntax highlighting?

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HOWWWWWW

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hax

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cheater

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prison for you

odd ember
#
void myFunction()```
trim matrix
#

Y’all saw nothing

odd ember
#
if (people.canLearn(syntax))```
thin panther
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please teach me the ways

odd ember
#
can this escape \````
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ALMOST

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@thin panther

thin panther
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thank you 🙏

dawn topaz
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i still dont understand how to get the player's movement vector and add to the X value, please help

odd ember
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try with get actor right vector

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and also

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you can multiply a vector with a float

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that's what yo uwant

thin panther
#
void imCool() {
  if(notcool) {
    delete(this);
  }

  else {
    cout << "I'm cool";
  }
}
odd ember
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Lorash can you use escape characters in discord?

thin panther
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yoo this is great

dawn topaz
odd ember
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I tried to escape ` inside ```

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I'm not sure you can

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magic

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is it just ?

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lmao

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is it just \?

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can you escape ` inside ``?

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this

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`does this escape \``

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it does not

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😔

dawn topaz
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ummm I still don't understand, I'm sorry... won't multiplying the vector make them fly into space, since it's multiplying ALL of the XYZ values?

"get player character right vector * distance + player location"
i dont understand what to multiply or how to get the player location

odd ember
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à``a

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okay that works strangely

odd ember
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UE uses unreal units, which are by default set to 1cm

thin panther
dawn topaz
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😭 I still don't understand, I'm sorry
What, I multiply... whatever I am putting into the float part of the Vector * Float box by the player walking speed, and that equals...?

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Where the player ends up?

thin panther
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return this.exists();
dawn topaz
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I don't understand why I have to multiply and add just to go "player move 10 units to the right when i hit this key"

thin panther
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because your right vector is 1 unit long

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so if you multiply it by 10 you make 10 units long

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cause 1 x 10 is 10

icy dragon
dawn topaz
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so this wouldnt work?

icy dragon
dawn topaz
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(I don't understand what "World Direction" means either)

thin panther
odd ember
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world is the direction the world is facing, like cardinal directions. north is always north no matter which way you are facing

dawn topaz
odd ember
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but you can face north or any other direction

icy dragon
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Also isn't Character Movement Controller already take care of this? Creating your own movement component isn't exactly advisable for beginners.

thin panther
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||but i did miss it, but i wont admit that outside of /spoiler||

odd ember
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it's not creating your own movement component lmao

dawn topaz
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I'm trying to make a sidestep/quickstep mechanic :(

trim matrix
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Ima go sleep it’s 1am lol

thin panther
trim matrix
trim matrix
thin panther
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thought so

dawn topaz
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basically

trim matrix
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Too hard

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Lol

dawn topaz
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:(

trim matrix
icy dragon
trim matrix
thin panther
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cause im 1am as well and i dont know any +0 time zones other than GMT

trim matrix
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Ah ✅

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Well gnight yall

dawn topaz
icy dragon
dawn topaz
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i just made it 100000 and nothing happened

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i know its going through correctly because my debug message "2" is appearing

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(2 being the number of taps it noticed in the timeframe it's given)

odd ember
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anyway you were like 1 node away from doing it the other way

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but good luck with the impulse stuff

dawn topaz
odd ember
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it's not rocket surgery

dawn topaz
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but I don't understand what to plug in and type what and where!

odd ember
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well you came pretty far without me telling you that either

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you want the set actor location node at the end

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everything will hook into that

dawn topaz
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how do i make it affect only one axis? it warps me in all axises

dawn topaz
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actually I fixed it but I have another issue, how do I make it based on local (player) rotation and not world

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because when i turn sideways and do it it throws me backward and not sideways still

odd ember
dawn topaz
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i dont know where to connect it

odd ember
dawn topaz
odd ember
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it's like I've already given you all the answers

thin panther
gentle urchin
dawn topaz
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im a fucking dumbass

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i had SetActorLocation in there before and then deleted it

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have no idea if it works though

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nothing's happening still

gentle urchin
thin panther
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(follow the solution given)

dawn topaz
odd ember
dawn topaz
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i forgot to connect the "check for double tap" code to the actual movement section

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please kill me

gentle urchin
thin panther
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in all seriousness

dawn topaz
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why do i multiply the Get Actor Right Vector by a float value anyway
that still makes no sense to me

thin panther
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weve all been there

thin panther
dawn topaz
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like it works but why

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oough

thin panther
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i explained ir several times

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if you didnt read that its on you

dawn topaz
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yeah and it didn't make sense 😔

odd ember
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a direction in vector terms is a vector with a length of 1

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so you multiply it

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and you get a length in that direction

thin panther
dawn topaz
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I just don't understand why X=55 or whatever has a length of 1

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it says 55

gentle urchin
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Its not 55

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Its 1

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If its perfect right

dawn topaz
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going to have to go to khan academy for this 😔

odd ember
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the right vector is like saying "right of yourself"

thin panther
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this is why math and gamedev are two peas in a pod

gentle urchin
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If facing perfect forward (alongnworld X axi your forward vector is (1,0,0) and your right vector is (0,1,0) , up is (0,0,1)

dawn topaz
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I was never good at math, which is why I'm more of an art person when it comes to game dev 😔

thin panther
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can always learn math

odd ember
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now's the time to brush up on math

thin panther
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computers are just complex calculators

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if your tryina program em you need the math

odd ember
#

everything can be abstracted to a number, or a sequence of numbers

dawn topaz
odd ember
#

yeet over to

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the youth of today

dawn topaz
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idk how to phrase it

odd ember
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lmao

thin panther
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everything is numbers, thats why char x = 97 results in a

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in fact, you are probably numbers

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we are all numbers and thats ok

odd ember
dawn topaz
odd ember
#

we have accepted that yeet is now the correct term for this

thin panther
#

who is the official dictionary person

dawn topaz
#

yeet: (verb) to move along a vector

odd ember
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now to get it accepted in academic papers

thin panther
#

can we get moved changed to yeet

dawn topaz
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i will write them an angry letter telling them to change it

thin panther
#

whats the past tense tho

if i moved along a vector

did i yote along it?

dawn topaz
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yes

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yote

thin panther
#

ight

odd ember
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yote or yoted?

dawn topaz
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its like threw and throw

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yote and yeet

odd ember
#

ynoted

blazing scroll
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Hey everyone, I am total beginner still and currently trying to implement a shooting mechanism. The idea is to shoot multiple bullets and then wait x time. So I would need multiple delays but as I discovered that will not work as the delays will be ignored. Any idea how I could solve this?

short pawn
blazing scroll
#

but I want a delay between each shot. I am little bit confused how to do this with a counter

short pawn
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Branch with boolean then set boolean to off. Make that incrementally subtracting integer set to 3. Then make a delay that then sets the boolean back to yes

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With a timer

blazing scroll
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Since I want to constantly shoot bullets shall I attach it to event tick?

odd ember
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if you disable event tick when not in use

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sure

blazing scroll
#

So that is what I currently have but that does not trigger the delay in the loop

odd ember
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you'll have to disable tick

short pawn
#

Why not just make a timer on begin play instead of tick

blazing scroll
#

I tried it with a timer as well but I could not make it work either

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But if the tick is disabled it will not Loop right?

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Because I want it to excute constantly

round moth
#

guys, i coded a ladder with minimal help

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only watched a tutorial, and set it to a button by myself

devout latch
round moth
#

thanks

dawn topaz
#

oh im blind im so sorry

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</3 ah, i had the section collapsed

tawny hawk
#

I'm having kind of a weird issue, I'm trying to implement a custom movement mode in BP, and I want the character to slide while it's active, but when I enable custom movement and use OnMovementModeChanged in order to enable physics and gravity on my player capsule so it can slide, the UpdateCustomMovement just... stops being called. If I remove the 'Set Simulate Physics' node it goes back to getting called again.

Does simulating physics on a capsule stop the movement component from working or something? I want to be able to continuously check for stuff while sliding, and I'd rather not put it on tick, so I figured I'd let physics handle most of the movement but still be able to use the custommovement for logic.

odd ember
still rampart
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is there a way to give child actor componenets some sort of visual icon in editor?

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/ generally any tips for editor UI programming

prime cave
#

hey guys i am a game development student i just started to learn UR5 but i have gotten stuck on a blueprints problem is there anyone willing to help

i have a variable which triggers a level squence when equal to 3 but after it does that i want it to set the varible back to 0
i tried doing it by set it to 0 but it doesnt work i also tried subtracting it and it also doesnt work

thin panther
prime cave
#

oh really

thin panther
#

yeee

prime cave
#

ma bad

thin panther
#

its good

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but show your code and it may help a bit more

prime cave
#

yes

thin panther
#

sometimes what people say theyre doing isnt what theyre doing

prime cave
#

these are both the ways i tried which i mentioned

thin panther
#

Show whats before it

prime cave
#

this

thin panther
#

Ooh a bit too far out there

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It seems whatever is before your subtraction code isnt working

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Could be a failed cast

prime cave
#

yes i am actually following a tutorial

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let me put a print in there and check

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That Worked there was one connection missing i found it thanks buddy

rough eagle
#

Hello !
how can i check if an item has been added with a "addunique" ? "INDEX_NONE" is not a Integer. is this a constante ?

manic knot
#

Anyone know how I can get the Normal Perpendicular to the Impact Normal? The Z axis in this case

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Would that be Cross product?

leaden niche
#

I'm having an issue where my character is ignoring "use controller desired rotation". My character always defaults to the mouse controlling rotation.

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if anyone has some suggestions please let me know

woven token
#

hi guys i am stuck in creating one of the blueprints. i am creating Editor Utility blueprint. i want to change material blend mode for almost 400 materials so i need a blueprint which can automate the process. what node should i add so that i can change material blend mode? Please help!

tribal finch
#

Is anyone able to shoot me a DM who has a good understanding of variable communications between blueprints? Trying to map out the best plan of action for a scalable multiplayer inventory system, and have went through several approaches with limited success regarding modularity.

radiant mural
#

does something like "Get player controller" cost every time i have the node in the blueprint? Should i save it to a variable and Get the variable each time instead?

round moth
#

what do i put into the blue?

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or what can i

radiant mural
#

I would do a bool variable and check it, or perhaps a flip/flop

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perhaps both

leaden niche
radiant mural
# round moth wut

Then, you can check if shift is down by checking the true/false of the bool variable bIsShiftDown

unreal quail
#

is it normal that when the game is paused I don't get input anymore?

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the true branch is never called

radiant mural
#

I have never used Pause yet, so no idea. Please let us know when you figure it out

unreal quail
#

well it seems it's not the pause that causes issues, I just removed everything about it and the second keypress still never gets registered

radiant mural
#

Maybe try the same bool approach i showed above, instead of calling the function which i do not know exactly what it does (you might)

unreal quail
#

yeah that's what I did and as I said it doesn't help as my input is still not getting taken into consideration by my player controller

radiant mural
#

maybe try a Print String when your Pause key is pressed and just test the function of the press itself

unreal quail
#

it was because I used Set input mode UI only

radiant mural
#

That, of course, was not visible on the BP you posted

unreal quail
#

ah actually it wasn't

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I had already tried fixing it by removing the set input mode UI only

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that alone doesn't fix things because it seems like input doesn't get propagated to the player controller when the game is paused

radiant mural
#

Oh.. That may not be valid anymore

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does something like "Get player controller" cost every time i have the node in the blueprint? Should i save it to a variable and Get the variable each time instead?

round moth
#

I have it doing a branch that if stamina is less than 1, basically empty, then to go to the base run speed. but it doesnt work at all.

unreal quail
#

you just need too enable "runs while paused" in the action event binding

radiant mural
#

Cool deal

dawn gazelle
round moth
#

oh

dawn gazelle
#

It doesn't constantly check to see if your player is out of stamina.

radiant mural
#

Maybe try, If the Stamina is less than 1, set IsShiftDown to False

round moth
#

so do i set it to event tick or something

radiant mural
#

Oh, you are trying to have it do a constant check?

round moth
#

still learning unreal

dawn gazelle
#

You'll probably want to incorporate your movement input, which should probably be on an InputAxis rather than event.

round moth
#

well it is on an input axis, just my sprint is changing the speed of the movemnt

radiant mural
#

Did you all know that if you use Graph Printer add on, we can import your nodes from the PNG directly into a test project on our side and edit your BPs and post a new screenshot for you, that you can then directly import back into your project?

round moth
#

thats cool

radiant mural
mossy mist
#

how do i scale a skeletal mesh

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without breaking everything physics related

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scaling in 3d software does nothing either

torn gale
radiant mural
#

I prefer graph printer, but good for people to know about the different options

radiant mural
torn gale
#

sharing large graph in imge will destroy readability but in this website it will be much better

round moth
#

i figured out my own fix based one what yall said, ill show

radiant mural
round moth
#

basically i just slapped in into the event tick and it worked for me

radiant mural
#

Oh, i prefer not to do that.. I am going to have it check based on the'event tick' that is the input from teh axis

torn gale
#

we usually avoid using tick

it might change from device to device

lucid lynx
#

Is there a way to set an input variable's tooltip in a function? I have a float variable that just says "float" and I can't seem to change anything besides the variable's default value.

round moth
#

very organized, i know

radiant mural
#

🙂

dawn gazelle
#

So now your stamina drain is framerate dependent. If someone gets 30fps, they'll only drain 15 stamina in 1 second. If they're running 60 fps, they drain 30.

round moth
#

I am pretty happy with myself today. I changed the camera distance on my third person character, coded a ladder, coded some really sketchy wallrunning, made world triggers. put a hat on my robot lady, made double jump with effects

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oh ok

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i dont want that

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how do i fix

dawn gazelle
#

And your stamina will drain even if they're not moving.

round moth
#

no

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it goes up

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only drains if i hold shift

dawn gazelle
#

If you press shift, the stamina will drain while standing still.

round moth
#

oh i see

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good point

radiant mural
#

Still working on it, but i can show you without event tick in a few minutes

radiant mural
#

This is a bit involved

trim matrix
#

Guys

lucid lynx
#

Is there any way to create a compiler warning? Like if a variable is invalid have it spit out a warning when a BP is compiled.

trim matrix
#

How do I make joins infinitely spawn in different areas

radiant mural
karmic fable
#

Hello, Im trying to use a SceneCaptureComponen2D to only show an actor with transparent background, even though im using ShowOnlyComponent , the SceneCaptureComponent keeps rendering the black scene background and volumetric clouds behind the actor.

radiant mural
#

I ended up choosing to use a second camera and a duplicate of the character in another off screen room when i could not get the scene capture to work exactly as i wanted

still delta
#

Hey all, was wondering how difficult in general terms it would be to create a "perpetual save" in blueprints, in one's opinion? You know, like the kind of game you can just turn off n turn on later n things are exactly as you left them (MMO's, for example). Beginner here, just trying to get a handle on random different types of things that pop into my head

trim matrix
#

does this node stop all animations on all widgets? Or just the target widget's animations

icy dragon
still delta
#

tyvm!

trim matrix
radiant mural
twin oxide
#

Hey ! I created a function in a widget, but i cant call it within a cast, am i missing something ?

solemn bramble
twin oxide
#

I admit that I choose "editor utility" because I don't understand the User Widget in UE5

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But it might be the reason, yeah

solemn bramble
twin oxide
#

When i create user widget, and add something in it, it takes all the space

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I'm creating one right now 🙂

solemn bramble
#

Editor Utility Widgets are for editor scripting only, i. e. Helper tools etc.

twin oxide
#

i see

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but how comes that the making process is different ?

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i mean

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there is no canva panel

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i just added one, seems to fix my issue

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but why isn't there one by default ?

solemn bramble
#

If you rigth click in the Content Browser and then attempt to create a widget BP, User Widget type should be default

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Bottom of the context menu

twin oxide
#

yes it does

radiant mural
#

Sometimes widgets are just a button that is called in to another widget. In that case, i do not think you would use the Canvas Panel, but instead,just let the button be the whole thing.

twin oxide
#

but i'm just a bit surprised that there is no ca

#

oh

#

makez sens

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makes sense, thank you both 🙂

solemn bramble
#

Yes, canvas isnt mandatory

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It usually is for huds and menus

twin oxide
#

I was just used to it being there by default in 4.27 if im not mistakin

solemn bramble
#

But isnt for 3d widgets for example

radiant mural
#

4.26 or 4.27, i think so

solemn bramble
#

Health bars

twin oxide
#

i see

solemn bramble
#

Glad it helped :)

hoary phoenix
#

hello all, i didn't understand how disabled to all client arrow 1, arrow 2 not working

hollow rune
#

Howdy all, I'm currently trying to make a profile system for my game. I'm attempting to get these profiles to save and load from local files, but the main issue I'm coming across is that I'm generating the available profiles in a scrollbox, and displaying the information in a widget switcher beside it. But I can't figure out how to get the profiles, which act as buttons, to affect the widget switcher.

I'm still new to all of this so I hope you folks can help 🙂 (Just occurred to me that this might belong in the UMG section as well, it's just here because I'm doing the programming in Blueprints)

trim matrix
#

anyone know why setting keyboard focus only works after using a delay node? I can switch up the order to set the keyboard focus first, but if i lose focus and then try to put it back, it won't work unless there's some sort of delay before calling it.. It's really strange

radiant mural
radiant mural
#

SpringArm is already a Component of my CharacterBP. If i drag it out to the Event Graph and make twenty wires come from one, or if i drag it out twenty times because i do not like spaghetti, does it make any difference? Is it faster to only have one with a bunch of wires, or does it not matter because it is already a component and not a 'cast to' or a 'get player controller' etc.

halcyon nova
#

hey homies - anybody got any idea how to set the airborne linear velocity damping on a first person character?

#

I expected it to be in the movement component - hard to tell what actually has simulated physics

earnest tangle
#

character movement component has all the settings that govern the movement of characters by default

#

if it isn't there then it doesn't exist and you'll have to implement it yourself

half portal
#

YOYO GUYS! I'm using this for starting the game from main menu, however the game input stops working properly if I release left click, if I hold it I can move around freely, once I release the left click it doesn't let me to click to move again (TopDownTemplate) PepoG

#

I tried the Game and UI input but that breaks the functionality of the on click movement in a way that if held the cursor position cannot be adjusted

hasty river
#

Hey, does someone can explain me how the property access system works in anim bp ?

#

Can't find any documentation.

hasty river
radiant mural
half portal
radiant mural
half portal
#

Alrighty let me try!

radiant mural
#

But you may have a completely different issue than i had.. "that if held the cursor position cannot be adjusted" This is not super clear

#

Are you aware of this?

half portal
half portal
#

Will give it a go now

radiant mural
#

Ok, also, make sure than when in topdown mode you are in game and ui mode, not game mode

half portal
#

Tried this and when mouse was held it wouldnt let me adjust its position

radiant mural
#

Why are you hiding mouse cursor during capture?

half portal
#

Switched it to show, but doesn't make the difference

radiant mural
#

set to 'game and ui' mode After you load in to the level?

half portal
#

Trying it now

#

Thx for your help

radiant mural
#

Np, hope it was actually help 🙂

half portal
#

Did I done goofed, should this be on begin play of the level instead?

radiant mural
#

Well, while testing, i would bind it and 'game only' mode to keys so you can toggle everything until you figure out what,why,when,where

half portal
#

Ohh Interesting, will try that

radiant mural
#

even show/hide mouse cursor.. put it on a key bind

half portal
#

I see

#

Thing is that it works properly if its launched on its own and not from the menu

#

Which to be indicated that issue is in the mainmenu bp

maiden wadi
#

OpenLevel doesn't actually process anything until next frame. So the order of that won't matter.

half portal
#

I FIXED IT

#

SHOUT OUT TO @radiant mural for support

#

Had to untick "hide cursor during capture" and all seems smooth sailing now

radiant mural
#

Cool deal! Have fun 🙂

trim matrix
#

Guys

#

Does anyone know how to make something infinitely spawning?

#

Like for a runner game

half portal
#

What exactly haha

half portal
trim matrix
#

Ping me if you need anything

spark steppe
#

@trim matrix i need love

#

also, you may want to move some stuff with the camera instead of respawning it

trim matrix
#

❤️

spark steppe
#

a man, a word. thanks 😄

spark steppe
#

if it's a siderunner

trim matrix
#

Yh

#

But I do t understand the first msg

spark steppe
#

like the background, or ground, can sometimes be moved with the camera/character instead of spawning it over and over again

#

unless its supposed to change

trim matrix
#

Oh

ruby ice
#

I'm stumped with an issue spawning AIFrom Class ever since making a copy of my project from UE4 to UE5. Picture 1 is the blueprint of the spawning mechanic: generates a point inside NavMesh with a print string to indicate if there is no valid location found. If successful, a debug point is drawn and then the Spawn AIFrom Class is attempted. The debug point always spawns, but no AI spawns. This is the same blueprint from UE4 and nothing has changed so I'm not sure what has happened between versions? Unless I'm just missing something obvious? Pic 2 shows the NavMesh, it's just a flat bit of land for testing. I've tried changing the spawn collision method to "Always Spawn, Ignore Collisions" and that had no effect. I also made a simple trigger box with a hit event to test the spawn and that works fine, so I'm a tad lost 😅

ruby ice
#

Just another attempt to see what was having issues, seems to be the Spawning but there might be something else I'm missing

maiden wadi
#

Does NotValid or Valid print?

ruby ice
#

NotValid, so nothing is spawned at all

maiden wadi
#

And that's even with NoCollisionFail on?

ruby ice
#

Damn it, there was just something basic I missed 😂 Cheers @maiden wadi , I don't suppose there's any reason why this happened between UE4 and UE5 that you would be aware of? I know initially I had issues with my landscape texture being blank, only to find out that the texture node LayerBlend exists but since fixed it

maiden wadi
#

I'm not sure. I don't think the spawning code for that has changed from 4 to 5. I just glanced through it. Only three things can stop the AI pawn from being created, and that's an invalid world, invalid pawn class, and collision errors if that is unchecked.

ruby ice
#

Very strange, but I'm very thankful that's things are back up and running 😄

gusty cypress
#

I'm trying to create a function that checks whether the current level is "map2" and if it does it will turn the product of "axis value" and "amount of torque" to negative. It doesn't seem to be working... Any help?

honest fable
#

Anyone else notice that when you Show the Mouse cursor, and then while playing drag left and right (So turn the camera), that the game becomes really laggy?

Mouse dragging the camera makes my game jitter a lot. Not the same when I turn mouse visiblity off

To recreate this:

Create a new third person example project, add a custom player controller to your game. Inside tha controller go to defaults settings, set 'Show Mouse Cursor' to true. Then start dragging the game camera left and right while playing (Look left and right), if you turn the cam kinda quick the character becomes jittery.

This does not occur when you dont drag the viewport with the 'Set show mouse cursor = true'

tight schooner
charred berry
#

How would I go about un greying physics > simulate phsyics , for my rope BP ? I've looked everywhere and on forums, no idea, no replies, its the only thing left for rope to work as expected.

fallen abyss
#

I have never seen this node before, how can I get it?

tight schooner
dark crow
#

It's just a MF Input

#

That's a Vector2

#

Called UV Scales

fallen abyss
#

I am rather new to ue4 so what exactly would Ihave to type in the search bar? @dark crow

dark crow
#

Are you in a Material Function?

fallen abyss
#

I am here 😆

dark crow
#

Yeah no, you can't do that unless you are in a MF

fallen abyss
#

this one?

dark crow
#

It won't work

#

You can't think as a MF as a repeatable code that can be used in different material graphs

#

You can define shader logic in there and have different inputs based on the MF Inputs

#

Like a normal Function with Inputs

#

So what you're really searching for in that case for the material graph is a Vector2

#

You can get one by keeping 2 pressed and left cliking

fallen abyss
#

I am trying to recreate this

#

Maybe that will help to clear things up

dark crow
fallen abyss
#

I am by no means a programmer (I am an artist)

dark crow
#

Then you gotta create a MF

#

You can right click in the Content Browser -> Materials & Textures -> Material Function

fallen abyss
#

ahhhhhh!

#

That is where the MF is XD

dark crow
#

Where it says None

fallen abyss
#

Awesome

#

This might be a stupid question, but what happens in that particular MF?

#

it says vector 2?

#

so do I just add an vector 2 in that MF

dark crow
#

It's an input so you will provide it from the actual Material

#

But yeah, you will provide a Vector2

#

It's UVs

#

So X and Y

fallen abyss
#

I am gonna give it a try, thank you for the support

trim matrix
#

Hey can i somehow reverse a bool

#

Like input true and out put false

dark crow
#

Not

#

There's a node called Not

trim matrix
#

Ayo im at wales at a mansion

#

Oh ok thanks

stuck trench
#

QUESTION:
How to check if video (MediaPlayer) has reached the end?

dark crow
#

Delegate

#

OnEndReached

stuck trench
dark crow
#

Show

stuck trench
# dark crow Show

Whenever I try to pin create event to it and "create matching event" it comes with an error. But when I try to pin function instead of event it works. But I don't want to use function

dark crow
#

Delegates work with functions tho

#

or Events

#

Try a custom event in case

#

From the Event pin

stuck trench
#

I haven't work with Delegate before

dark crow
#

You gotta bind to an Event / Function for what code to run when OnEndReached is called

still rampart
#

is there a way to pause a timeline?

dark crow
#

Lemme see if i can find a picture online for that Delegate

stuck trench
dark crow
#

This should work ^

#

For the Delegate setup

stuck trench
dark crow
#

Complains about signature?

#

You have to create it from Event to match the signature iirc

#

Drag from Bind Event

dawn gazelle
#

Probably trying to do it from within a function.

dark crow
#

That would be an issue too :D

#

Aka show pics!

stuck trench
#

like how do I create event without using this "Create Event" node?

dark crow
#

Are you in a Function?

stuck trench
#

yes

dark crow
#

Then that's the only way

#

You can't have Custom Events in a Function

stuck trench
#

but it doesn't work with the create event node

dark crow
#

I'm not even entirely sure binds work in a function in the first place

#

Since when it Returns, that's it

stuck trench
#

So should I do it out of function?

dark crow
#

Yeah, at max you can make it a Macro

#

¯_(ツ)_/¯

willow cedar
#

Random question about Event Dispatchers, but what purpose do they serve? I've been using Cast To nodes, along with Interfaces for most my code now, and stopped using Dispatchers ages ago. Is there a reason or use case for them?

dark crow
#

I mostly use them for UI stuff and global Events

#

Stuff that I want my actors to listen for

willow cedar
#

Even with UI stuff though, you already get a Widget reference to any events in it

stuck trench
#

I need to do something after video (media player) reaches the end @willow cedar

dark crow
#

You can create a Button Widget with custom presets and styles for example and you can Delegate the OnClicked

#

Widget won't have the OnClicked out of the box only because it has a Button inside it

willow cedar
#

Hm, Never ran into that so I guess I'm not sure what that is adding onto functionality wise.

dark crow
#

And Imagine if I have a global event like a thunderstorm and want something to happen on certain actors

#

I could loop through everyone and see if they implement an interface which sounds inefficient

#

Or just have the actors interested in the event listen for it

stuck trench
#

So what should I do?

dark crow
dark crow
dawn gazelle
#

Or leave it in the function and use the "create event" node.

dark crow
#

He said it doesn't work for some reason, lol

odd ember
dark crow
#

Yeah

stuck trench
dark crow
#

Probs cause you have nothing selected as an Event

#

Function i mean

stuck trench
#

wait I will show you...

dark crow
#

But am puzzled here cause

#

When a function returns, doesn't it just end for good?

#

Will the bind even work at that point?

stuck trench
#

signature error

odd ember
#

right click on the create event node > refresh

#

ah

dark crow
#

I imagine so cause it's related to the variable

#

But still

odd ember
#

then use the create event node to create a new event

#

signature means that you don't have the parameters set correctly on your event

dark crow
#

Probs renamed CustomEvent_0 to VideoReachedEndEvent

#

So doesn't recognize it anymore

odd ember
#

nah

#

if it's signature it means the parameters need to be there

stuck trench
#

still the same

odd ember
#

in that node

#

click the drop down > create new event

stuck trench
odd ember
#

is this a custom delegate that you have made?

#

what happens if you take the red wire down to the event node directly instead?

dark crow
stuck trench
dark crow
#

Works on my side

stuck trench
odd ember
#

let's say

stuck trench
dark crow
#

Omg CE

#

Unreal

#

It creates a Custom Event inside the Function

#

LOL

odd ember
#

lmao

#

well then

#

cut and paste the node into the event graph

#

and you should be gucci

dark crow
#

It has no particular signature parameter wise too so even just creating a normal Custom Event and Assigning it should work

#

But totally take it outside the Function

odd ember
#

yeah generally if it does have a signature, I'd always suggest generating a node through the CreateEvent node

#

much less error prone

dark crow
#

For sure

stuck trench
#

is it ok now?

odd ember
stuck trench
odd ember
stuck trench
odd ember
#

no worries

stuck trench
#

Thank you very much 🙏 @odd ember @dark crow

willow cedar
#

Is there a way to get the center of a collision component on overlap? All I can think of is Actor Location, and that returns the vector of the actor and not the collision sphere vector.

#

I just solved my own question not even 2 seconds into asking it lmfao. You use Other Comp output from Begin Overlap, and just get World Location

trim matrix
#

Does anyone know why it is so hard lagging ingame ?

stuck trench
#

@odd ember Now I know why I wanted it in function. I cannot have it in normal graph, it doesn't work outside of function

stuck trench
#

@odd ember how can I bind event inside the function and use the event node outside? it's not possible?

trim matrix
#

Anyone know why this would make the head tilt in opposite to tilt of camera ??

#

I bassically am wanting where the camera looks the head of player looks

#

I'm also getting this error as well which I can't think why

odd ember
stuck trench
odd ember
trim matrix
#

How do I get rig of this stupid thing it constantly comes up with anoyes hell out of me

stuck trench
#

The Error? CustomEvent01 or something like that

odd ember
#

the event node has to be outside

#

the create event node can be inside

#

dig?

stuck trench
#

so should I choose in Signature: "Create a matching event"

#

ok now what

#

cut the "VideoFinishes" event outside of the function graph?

#

@odd ember ?

icy dragon
stuck trench
#

I don't think it's the right path @icy dragon 🙂

icy dragon
stuck trench
icy dragon
#

Empty custom events shouldn't throw that error when bound to another event AFAIK

stuck trench
#

I should let you know that everything here is inside function

dawn gazelle
#

You can't have events in a function.

stuck trench
dawn gazelle
#

You can still use the event, put it in an event graph.

#

Then use the "Create Event" node in the bind, and select the event.

#

Make sure you hit compile too if you're getting errors.

stuck trench
#

@dawn gazelle how?

#

You want me to go to Event graph and create new event like I did in the function graph?

dawn gazelle
willow cedar
#

Is there a way to pick a different channel instead of just Visibility and Camera?

stuck trench
#

I hope I understand everything now... Thanks a lot brother 🙏

dawn gazelle
willow cedar
#

Ah, Okay. Thanks

stuck trench
#

@dawn gazelle Do you know how to set video playback to the beginning (time 0:00) and play the video? Is it using the "Seek" node and "Play" node afterwardsF?

dawn gazelle
stuck trench
willow cedar
#

What would be the most efficient way to calculate location of closest Overlap component? Need this to update as long as there is something being overlapped.

odd ember
#

or well

#

if you need it per frame you can't get around per frame calculations

mild kestrel
#

Does anyone know how can I Do stuff AFTER every Animation Update but BEFORE rendering?

Is there specified tick group for that?

willow cedar
odd ember
willow cedar
#

I guess I don't need efficiency, I'm just curious if there is a better method than what I'm doing.

#

This takes care of it, and runs on a timer event at .01. I'd like it to invalidate the timer if the amount of overlapping components is 0

odd ember
#

might as well set it to delta time

willow cedar
#

Oh?

#

Out of curiosity, why is that?

odd ember
#

because timers aren't truly frame independent

willow cedar
#

Ah

#

That's what I thought

odd ember
#

they will loop multiple times per frame if you set the time lower than delta time

#

but

#

they will only ever update on the next frame

#

so you get all of the calculations but none of the results

gentle urchin
#

I wonder, does a timer average out over time, with overflow of time since last exec?

willow cedar
#

Where should I get Delta Time from?

odd ember
#

as in, the green node

gentle urchin
#

Lets say you set 0.034 (delta) as the timer value

#

And the frame delta is 0.038

#

Does it then carry over 0.004?

odd ember
#

carry over doesn't make sense

#

the timer runs independently

#

it updates per delta time

#

so the calculations run

#

but the result only gets updated whenever the frame updates

#

so 34 ms, (frame update), 34 ms, (frame update), 34 ms, (frame update) etc. until at some point it runs 34 ms, 34 ms, (frame update)

#

at which point it updates twice on that frame

willow cedar
#

What's the best way to track blueprint code performance?

odd ember
#

FPS

#

if your FPS is fine

#

you're gucci

willow cedar
#

lmao, true. I guess I would like to learn what nodes are more costly than others

odd ember
#

it doesn't matter

#

code efficiency only matters if you have problems

#

and you won't know what code will give you problems

#

even expensive code is fine if it's not called often

gentle urchin
#

And doesnt cause framedrops at important times*

#

Like in a fight

flat mauve
#

Hey guys! I have a question. Who knows how to create code that can generate a human skeleton within a static humanoid mesh? Is this possible? Thanks

odd ember
#

is it possible? probably

#

is it possible in BP? unlikely

flat mauve
#

I see

#

Any idea on how to achieve it in c++?

#

Any leads?

odd ember
#

do you even know how skeletons work

flat mauve
#

Yeah

#

Skeletal meshes is what I'm talking about

odd ember
#

so you understand that they have a rig

#

so you understand you'd have to build that rig

#

it's not really even a thing you'd do in engine really, it's something you'd want to handle in your DCC of choice

#

and I'm sure there are tools or plugins that exist for that

willow cedar
#

Would any of you have any useful Unreal Plugins that you'd say add some quality of life features to Blueprint or the Engine in general?

odd ember
#

nah I'm pretty vanilla

flat mauve
#

through code sorry hehe

#

But God also works 🙂

odd ember
#

well you'd have a better chance of executing it through god 😂

#

really I'd look for plugins for your DCC

odd ember
#

it's going to be much harder to build it in engine

flat mauve
#

DCC? What's that? Sorry for the noob question.

odd ember
#

digital content creator

#

your 3d package

#

like maya

#

or max

#

or blender

flat mauve
#

Oh i see

odd ember
#

those are the tools equipped to handle these kinds of things

flat mauve
#

Yes i know it's possible through those. This is a new feature i'm trying to develop. It's not about doing the rig. It's about the feature

odd ember
#

and to be clear, even if you do end up being able to automate a lot of it, the generation of them will likely be buggy and will require a bunch of manual work

#

you might be able to do something through control rig, but that's #animation

#

certainly in BP it's not possible

flat mauve
#

Yeah. Blueprints may be a tough one. But thought maybe someone here may have had a C++ solution

odd ember
#

you're barking up the wrong tree

flat mauve
#

I cast my nets wide 😄

odd ember
#

if you want cpp you'll find that there's a channel for that too

flat mauve
#

Okay no prob. Thought it may have been possible through blueprints though. No harm trying 🙂

icy dragon
#

Some were very low level.

hasty river
#

Hey, doesn anyone know why I can't play anim montage inside an Object bp ?

icy dragon
odd ember
hasty river
icy dragon
hasty river
#

Ok, thanks

cobalt gulch
#

Hi this is a long one.

#

Basically I started coding in a starter project but the character has a few issues, the camera doesn't line up with where the player is looking, and I would like to use the code in a different character with the unreal engine 4 animations from the marketplace

#

How could I do this?

#

Would I need to replace the animations?

#

I'm willing to stream my project if it helps

thin panther
#

Theres a reason rigging is its own job title

open latch
#

How can I make an Indian Jones type of trap?

A pressure plate that is linked to spear in the wall.
I am thinking of having a collision box on the group once triggered to sets a boolean to true which fires off the spear.

But how do I set of that specific trap without setting off the spear traps.

thin panther
#

you would store an actor reference in the pressure pad

#

click the eye so its public

#

then use set that to be the spear you wanna activate in editor

#

then you just call the activate on your pressure pad when needs be

undone surge
#

whats the diff between get relative location and get absolute location

mental trellis
#

Relative is relative to its parent

odd ember
#

absolute is world position

undone surge
#

so like if i want to get the location of my char in the map i do absolute right

mental trellis
#

Yes.

radiant mural
#

How come if i change the name of the ReturnValue the stamina bar stops responding to changes in stamina? (I cannot find where the name of that variable matters)

#

It is just a binding within the Widget

maiden wadi
#

Why does it matter what the return parameter is named?

#

Most likely it's a problem with the binding code. The added UPARAM may break it.

radiant mural
#

The name of it is less important than why to me

#

Ok, thank you

maiden wadi
#

To rename a return variable in C++ at least, you have to mark it a UPARAM if memory serves.

radiant mural
#

Checking the c++ code of Progress Bar

maiden wadi
#

As far as general advice, I would avoid UMG bindings like a plague. Literally using EventTick is better. Bindings can be broken when set manually from anywhere else.

#

The one and only real useful UMG binding is the TooltipWidget

radiant mural
#

Ok, I will see if that works with what i am doing. Thanks

undone surge
#

im trying to despawn an emmiter after picking up a mesh based object , if i destroy it before the emmiter then the emmiter stays forever bcuz the actor destroyed but if i do it after then the pickup mesh also stays till the emitter is destroyed

odd ember
#

nothing should ever go after "destroy actor"

#

on self

undone surge
#

hmmm

odd ember
#

why not set the particles to auto destroy

undone surge
#

they play for a v long time

#

can i edit their play time ?

odd ember
#

are you asking me for permission?

undone surge
#

no xD

#

like

#

in the niagra thing

#

is there a way to edit

odd ember
#

I'm sure you can answer that question yourself

undone surge
#

ok thanks ill try it

marsh seal
#

[Help] Hey everyone, I'm on a project that's for some job training kinda stuff.. I need to recreate like a ratchet strap and I'm not exactly sure what to use for the strap.. a spline mesh with physics on it? orr... idk.. I don't have any 3D modelling experience so I know I won't be using a skeletal mesh with animations

odd ember
#

what's a ratchet strap

#

and what kind of job training requires you to do stuff outside of your experience level

faint pasture
jaunty jolt
#

isnt this supposed to create a loop everytime i press H ?

#

So if i press H 10 times, it should start printing Hello 10x per second ?

thin panther
#

I mean that would print once a second theoretically

#

But thats a terrible way to do it

jaunty jolt
#

it is printing once per second. but i press it again, it doesnt print twice per second.

thin panther
#

No thats not how that works

#

You just retrigger it

#

It doesnt dublicate the code

#

If you wanna do stuff with time, look up the proper ways. You are probably looking for a timer

#

Set the timer to loop

jaunty jolt
#

this is causing a problem because i have a big function that moves many rabits around. And sometimes i need two groups of rabbits to move around. So basically i need to use the same function twice. In c++ this would call the function separetely. But in blueprints it just retriggers, right?

thin panther
#

You havent made a function

#

But anyway

#

What your doing seems incredibly complex for bp

#

Mass unit movement systems are prime c++ territory

tight pollen
#

hi, i don't know how can i do it: i have timeline and i want change camera rotation, i get current camera rotation and i don't know how connect it :/ someone can help?

#

or Timeline + FInterp?

#

some suggestions?

tight schooner
tight pollen
#

without using an event tick

thin panther
#

What tou are describing is tick based behaviour

#

(And a timeline is a fancier event tick)

#

You cannot smoothly transition between things without doing it frame by frame

#

Its impossible

tight pollen
#

yea

#

but i mean doesn't use Event Tick

#

only Timeline + FInterp

thin panther
#

Again why

tight pollen
#

something like this

thin panther
#

Why do you need those soecific nodes

#

Interp to is commonly paired with event tick

tight pollen
#

I saw someone on YT linking Finterp to Timeline somewhere, but i can't find it

tight schooner
#

If tick, then use InterpTo nodes. If timeline, save start & end locations to variables and then use a float timeline to drive the alpha value on an interpolate node.

thin panther
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^

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Still unsure of the ovidance of tick

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Tick is not bad

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A lot of people think it is

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But it aint

tight schooner
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Yeah, in this case, ticking is appropriate

thin panther
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In fact its probably cheaper than a timeline

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Cause a timeline will have a bunch if wrapper code

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If computers can calculate all this amazing lighting at runtime

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They can do a camera on tick

boreal sapphire
#

Hey guys I'm creating a tower defense game and in terms of upgrades, would anybody have suggestions for how I make the towers on this plate be able to be individually selected,

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The tower currently functions as click it, and spawn actor above it through widget

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Is there perhaps some way to link them if you don't mind my asking?

faint pasture
# tight pollen without using an event tick

Protip, anything smooth (updates per frame) is using tick somewhere. Usually the answer is to use tick if it needs to happen all the time, or timelines for short sequences.

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That's what tick is. It is the event that happens every frame. If the thing updates or happens every frame, it is being triggered by a tick somewhere

tight pollen
thin panther
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well then ye timeline is good, but its just a cause of establishing tick aint bad, as a lot of new people seem to think that

sorry for misinterpreting :)

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you wanna use a lerp it seems

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lerp between two rotation variables

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with the alpha being based off a timeline

tight pollen
#

thanks

thin panther
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no problem

thin panther
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(the timeline should go from 0 to 1 btw)

tight pollen
thin panther
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turn it into a curve if you want it nice acceleration and deceleration

thin panther
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no problem

still rampart
#

ive got a child actor that disappears when i hit play. any idea what might be causing this?

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nowhere in script im i calling for it to disappear / destroy self

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prelaunch

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on play

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placing the child actors independently (no parent) they do not disappear.

tight pollen
#

in timeline is from 0 to 1

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if i add print string after update and look at this rotation

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can see that it is changing

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but in game nothing happen

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camera have still same rotation

thin panther
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your camera is likely using your control rotation instead

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try adding control rotation instead of setting the actor rotation

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setting*

gritty elm
#

I want to get 5 random index from array. but index should be unique ( not same )

thin panther
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pick index, if it is the same as one gotten pcik again

faint pasture
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Then get first five items

gritty elm
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Yes this is what I already thinking. Thanks!

summer jetty
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Anyone have any idea why this isn't working? It should return the value of 100/110 as a percentage and update the healthbar. But it doesn't.

faint pasture
summer jetty
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It will be. I'm just trying to get the basics to work first.

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Either way, the value of 'Health' should be 100.

faint pasture
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@summer jetty that function needs to return a value. Read your errors

summer jetty
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I don't understand the error. It should return a value.

faint pasture
#

Just return that float

faint pasture
summer jetty
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Doesn't it need the max health too? Otherwise, how does it know what the Health value is a percentage of?

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100 out of 'what'?

faint pasture
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Yes, that function should return the float. You shouldn't be updating the bar inside the function. That's the whole point of a binding.

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It either expects you to return a float in the range of 0 to 1 or 0 to 100, I'm not sure. But right now you are returning nothing and just setting the widget parameter.

summer jetty
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ok, I had the percentage in a separate function and the value stored in another variable (which I plugged into it) but that didn't work either. Hence me trying it this way.

faint pasture
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Your shit is all fucked up. Have MaxHP and CurrentHP in the same place (pawn or GameInstance like you have now), and in this function, just return CurrentHP/MaxHP

summer jetty
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ok, I'll experiement with it

faint pasture
#

Your formula for calculating maxhp from level should not live inside a widget, it should be handled wherever level and hp live (Pawn, Playerstate, Gameinstance, wherever)

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BTW you'll want another return for the case where the cast to YourGameInstance fails, just return a 0 or whatever.

summer jetty
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ok

cobalt gulch
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How should I go about doing variables for attachments on weapons? I have so many weapons that everything would be too much to put in one place

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For example saving what attachments a player has

faint pasture