#blueprint

402296 messages ยท Page 883 of 403

cobalt gulch
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Attachments that they have chosen to use

cyan kestrel
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let's say you have an instance editable array variable on a blueprint, with the elements being of some other blueprint type (just some simple properties on an object, not an actor) how do you make it so you can define those array elements in place, in the interface of the spawned blueprints, instead of having to refer to instances in the asset browser?

I think I've seen this done before but forgot how it's called. Might be a property flag or c++ only?

maiden wadi
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You don't unless they're things like static meshes, or data assets. Things that are instanced like components, or actors, or UserWidgets, you set them through code after spawning.

primal tangle
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hello guys I have problem I can't figure out. I can easily get OnComponentHit working on a staticMesh but with the same settings on

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OnComponentHit doesn't work on SkeletalMeshes

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is there something extra I need to do for SkeletalMeshes ?

maiden wadi
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Sounds like collision primitives are missing.

faint pasture
primal tangle
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I even tried ue4 mannequin still no luck

radiant mural
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I seem to recall it having something to do with collision channels, Alek

cyan kestrel
maiden wadi
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No.

cyan kestrel
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oh they might not be the same then, but making a struct out of my array item blueprint makes it editable in place, so i found what i was looking for

faint pasture
cobalt gulch
willow cedar
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What is the way to see if a class falls under a parent class?

faint pasture
faint pasture
cobalt gulch
# faint pasture Yes

So I can make each weapon with their attachments and set a specific attachment to true in the data table?

willow cedar
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Oh yeah, I guess I can just cast to a class

faint pasture
faint pasture
willow cedar
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Yeah, I did that and it worked

faint pasture
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You're trying to check if the thing is a door, right?

willow cedar
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Yep

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I have various doors under a door parent

faint pasture
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Yup this is how you'd do it. Later if you wanna get more general you'd use an Interaction interface or an InteractionComponent to make it even more flexible.

willow cedar
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Yeah, I have an interaction Blueprint interface, but I also apply it to pickup items too

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So I just wanted to use that but pick the door specifically

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I guess I could just have 2 interfaces

faint pasture
willow cedar
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OOoh? Really?

faint pasture
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The door itself implements Interact, the character doesn't care what interact does, it just tells the door that it's interacting with it.

willow cedar
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Oh yeah, it adds items to inventory, and the door opens. They both do different things. I just wanted to add another way to interact with the door you cant with anything else

faint pasture
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In fact it doesn't even know it's a door

flat mauve
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Sure man. Thanks!

faint pasture
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The charcter just calls Interact on TheActorIWantToInteractWith

thin panther
flat mauve
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You make a pretty good point!

willow cedar
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Yeah, I just wanted to check and make sure what I was interacting with here was a door. Thanks though. That helped me understand casting more.

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Is there a chart on what inherits from what? Just for Reference.

maiden wadi
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Not really. That's your job as a developer. Engine classes are very shallow as far as gameplay programming goes.

odd ember
cobalt gulch
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huh? you can't edit datatables? what if I want to set a character to have a weapon?

cobalt gulch
odd ember
cobalt gulch
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but I want it so when you select a character you get a specific weapon

thin panther
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so you would have a weapon to reference in the data table

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and then use your selection to retrieve it

cobalt gulch
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but couldn't I just set the variable to be a weapon name? it would be easier?

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set weapon variable ak47

odd ember
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you don't need to set anything on the data table

cyan kestrel
cobalt gulch
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So like each character has a primary and secondary variable

odd ember
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if you're using inheritance

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if you're not using inheritance

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use inheritance

cobalt gulch
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I kind of want it to save each character's primary and secondary weapon

thin panther
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if each character has a set weapon then you would just tell them what weapon to have, if each character could choose, you may have a table of weapons, and filter by whatever each player can use

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100% you are overthinking this

cobalt gulch
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How could I create a weapon select menu for each character?

thin panther
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the way i would do it, is get all of the weapons from a table, filter it for each character

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then maybe display the weapon names and images

waxen flint
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this is probably a very beginner question but
is there a difference between these 2 nodes if I'm hooking the right one up to a branch?

thin panther
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for example

waxen flint
cobalt gulch
thin panther
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could have an enum for each char

cobalt gulch
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Enum? lol

thin panther
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so my table could look like

soft ptr to weapon class
soft ptr to weapon img
weapon name
enum

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and the enum would set which character can use that weapon

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if you wanted to be complex you could set which characters could use it

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if there was some overlap

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enums are basically integers with names

cobalt gulch
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Is there a way to kind of automatically create a list of all the weapons in a widget

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So I don't have to manually create each weapon, attachment, etc in the menus

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Because i'd imagine i would have to create a button for every weapon attachment then show/hide them for each character ๐Ÿ˜ฆ

austere ingot
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i created a blueprint actor named WorldSettings in project root, added a variable called test1, checked 'Config Variable'

where do I set up the config file to set the variable?

fickle lichen
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This is a bit of an odd question, but is it possible to, at runtime, stream in a level that hasn't been added to the persistent level's sub-levels list?

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As a platform for environment practice, I'm trying to make a UE4 version of the popular Gmod map, Elevator: Source

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And I want each of the "floors" to be an individual level that, should it be chosen, is loaded in around the elevator before the doors open

thin panther
faint pasture
fickle lichen
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If there's not a way to do it in Blueprint, there's gotta be a way to do it in C++

trim matrix
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in unreal 5, how do I access a variable in blueprint A from blueprint B?

thin panther
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then load the ones you need

faint pasture
fickle lichen
fickle lichen
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As a platform for environment practice, I'm trying to make a UE4 version of the popular Gmod map, Elevator: Source
And I want each of the "floors" to be an individual level that, should it be chosen, is loaded in around the elevator before the doors open

thin panther
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how?

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you just unload last level and load desired level

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its really not that complicated

faint pasture
fickle lichen
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Because I want the level system to be modular

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This is an ongoing project that I want to return to whenever I want to practice doing environments

faint pasture
thin panther
fickle lichen
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finally, someone who understands good coding practice and doesn't insist on recommending spaghetti workarounds!

trim matrix
thin panther
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your best way to do that would probably to store an array of level names maybe, and load it by that, or an array of level references

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that way when you make a new one just stick it on the end sorta thing

tawdry surge
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I'm trying to get a post process material to change one of it's values based on where it is placed. For some reason I can't seem to get it to assign a dynamic instance of the material. Anyone know what I'm doing wrong?

faint pasture
fickle lichen
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Now I'm trying to read the position of a specific actor from the level before it loads so I can let the user offset the start position.

faint pasture
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@trim matrixAlso if the spawn collision override doesn't fix it, you can GetActorBounds (so you know its size) after it's spawned and adjust its location.

thin panther
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it seems you have dev experience

fickle lichen
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I come from a programming background yeah

thin panther
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ye i thought so :P

fickle lichen
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You'd be surprised how many people in various discord chats will tell you to bend over backwards and make a mess of your code to work with an API's existing functions rather than to write your own core functions.

odd ember
wide thicket
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Hey I'd love some help, I have a python script that generates NPC dialogue, how could i fire it at runtime and get save the output as variable?

thin panther
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you generally wouldnt with a python script

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however if you dumped it into a text file

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you could make a parser for it in c++

tawdry surge
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Inkle can be used with unreal and json files to read in branching dialog.
Pretty sure there are similar plugins on the marketplace for reading text files in BP

faint pasture
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I happen to enjoy spaghet.

jaunty crow
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How would I find out when the player has reached a location using the SimpleMoveTo node and then run a function, I'm trying to get the playing to move to a chair rotate and then play a sit animation but I cant find out when the player has reached the chairs location to play the animation

cobalt gulch
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How could I create a loadout system where you press an arrow to switch weapon?

potent salmon
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Have what may be a simple question but how on earth do I have it output a set float when i press the left shift key

cobalt gulch
still rampart
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is there a Event Dispatch for when players are no longer grounded?

broken wadi
keen crest
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Camera never follows the path

still delta
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Looking for some help. Finally got around to setting up some simple sprinting functionality, and it works like a charm with one exception. I'm not too sure (being a beginner) how to create an analogue version of the code (deplete stamina while button is HELD DOWN). As it stands, stamina is only depleted whenever I PRESS the button, which is great, but I'd really like stamina to deplete as I hold the button down as well. I figured Press - Deplete is better off used for something like dashes anyway.

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Copy that. Yea i've tried a number of things but I personally haven't gotten it to work how I want yet. I'll keep looking. I tried using the timer but I think it just delays before running the function as opposed to calling the function to run on a timed tick interval

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? (also i'm not sure WHERE this would go, so I tried using it within and outside of the function proper

gentle urchin
undone surge
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this is my take damage function but my armor was being drained below 0 so i put a clamp. did i put it in the rigth place? its my first time using it

gentle urchin
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No

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You want to clamp the result, not the input

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But then again the brqnch afterwards doesnt make sense

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If clamped to 0, it cant ever be < 0

undone surge
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i see

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thank you

undone surge
# gentle urchin No

also i have layed blend by bone but when i want to play my death anim it doesnt work cuz its blended . how would i work around that

unreal quail
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what's the name of the function that takes two transforms and an alpha and gives you a value between the two according to the alpha?

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I can't find by looking for interp

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lerp

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nevermind ๐Ÿ˜

iron geyser
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I'm trying to make a bike in an unreal engine, but the bike falls to the side or does not move at all, how can I solve this?

iron geyser
trim glacier
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any help ?

ancient topaz
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Help me explain.
There is a GameMode, it starts first and you can specify what to load first. For example, the location of objects on the map or the number of ammo in the character.
I placed in it is this information. This helped me not have to create a special Blueprint that would take over this function.
All worked without problems while the game was on the PC platform.
But after I moved the game to another platform, Game Mode does not load first. I don't even see it loading at all, as the messages left on Tick don't show up, although Level blueprint calls to it go on and on.
Can you explain to me why this might be a problem?

tawdry surge
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@trim glacier that function is the one you made in the player and is looking for a player class as the target. If you want to call a function from the widget, pull off the widget when looking for the function node (context sensitivity helps)

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@ancient topaz Are you printing a message through a hud/widget or are you using print string?
Because level->gamemode->other stuff is how it always loads, regardless of platform. Multi-player vs single player could also cause issues if your not using the game state as a go between

ancient topaz
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@tawdry surge i used printstring. I compiled Develper pak, not Shipping. My game is not multiplayer.

tawdry surge
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I don't remember if print string still works in dev package or not

hollow rune
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Would anyone happen to be able to help? Only bumping because I'm unfortunately still stumped and Google hath failed me

ancient topaz
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Here state my own gamemode

tawdry surge
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You don't have an override in the world settings of the level right?

ancient topaz
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yes

trim glacier
ancient topaz
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ok, maybe printstring is not working, but sound is all playing?

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give me 10 minutes for compile

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Hmmmmm....i used Game Mode, but for my target better used GameInstance?

tawdry surge
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For level switching you could use game instance if you wanted

ancient topaz
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@tawdry surge No sound ๐Ÿ˜ฆ

tawdry surge
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You can leave the sound in gamemode or the level blueprint

sweet silo
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hi everyone how would you get a ref to all the static meshes in the scene ?

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thanks

icy dragon
sweet silo
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maybe there is an easier method of course

icy dragon
sweet silo
icy dragon
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No getting all static mesh, just apply post process material effect on screen and call it a day

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If you don't mind the inaccuracy of the line alignments, it's a much simpler setup.

tawdry surge
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If someone knows how to alter a parameter of a post-processing material at runtime please share cuz I been playing with it since yesterday and I can't seem to get it to change

icy dragon
tawdry surge
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This fires as expected and the values are right, but the effect never happend

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Can't figure out why

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I've printed everything could think of and used breakpoints to step through. I've tested each peice individually (material, volume, trace) and they all work as expected too

sweet silo
tawdry surge
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So it's looking like the assignment of the dynamic material instance isn't really happening. The set of the "settings" struct is by reference so I'm a lil stuck on this

icy dragon
tawdry surge
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Yeah, I prefer to do BP off the bat for quick iterating but I guess I could make my own setter for this

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Actually it might be possible to do it in BP if I make the blendables array with the material ref I want rather than assigning it to an already made one

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I'll have to see

sweet silo
undone surge
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what nodes do i use to set a boolean to true if i am in a certain distance to the enemy actor

leaden dock
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weird when i launch the game it immediately removes the widget again

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i have this in my PlayerController blueprint

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in the log it says "Possess" "Unpossess" in that order

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but i actually have the character possessed and can control the character

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weird

potent laurel
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you may need to "Call to parent" on the event

leaden dock
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?

potent laurel
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right click the "event on possess" there

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and screenshot

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(im not in the editor at the moment)

leaden dock
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hm this also doesnt help

potent laurel
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maybe you are unpossesing somewhere else then

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maybe from another blueprint

leaden dock
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but when i unpossess then how am i controlling my character then!?

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weird

potent laurel
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strange

leaden dock
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i have my character placed in the world and set to auto possess player0

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maybe that is causing issues!?!?

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but why would it ...

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seems legit

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it actually possesses that character cause if i just disconnect the unpossess the UI shows up

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so it seems like it calls the unpossess event although it doesnt even unpossess my character

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wait maybe it unpossesses something else

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hm nah it seems to actually really unpossess my character

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while its still possessed xD

keen crest
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The camera doesnt ever move but it does look at the player

stone wind
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help pls no matter where i place the nodes it doesnt work plz help

thin panther
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It might help if you describe what your trying to do and what it actually does

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@stone wind

late shuttle
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@stone wind your object reference is either being referenced incorrectly or being transferred incorrectly on the Event Hit input.

thin panther
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Not necessarily

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Event hit may not be getting called even

late shuttle
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True.

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Maybe his collisions are setup wrong.

thin panther
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Thats why i say explain your problem and what your tryina do, if you put minimal effort into your request imma put minimal effort into helping

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But also ots impossible to tell whats wrong from that little info

spark steppe
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it's 99,9% that the collision stuff isn't setup properly

tawdry surge
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This works for setting the post process material in BP. You can't alter the existing struct settings, but making a new one and assigning that to the post process works

thin panther
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Huh thats a bit funky

tawdry surge
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something to do with structs only being copies in BP

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In c++ you can just change the struct directly

trim matrix
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I have a map that I have divided into several parts. Should I create a separate asset chunk for each sub map?

gusty cypress
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Is there a way to create a piece of reusable function that I can drag and drop in any blueprint but be able to change each instance of the function?

trim glacier
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mw, i still haven't been able to fix this, any more solutions ? (trying to make that hp bar updates with hp)

dawn gazelle
gusty cypress
tawdry surge
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@trim glacier you look like you are calling update health inside update health

stone wind
trim glacier
tawdry surge
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something like this in the widget.

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And this in the player

trim glacier
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this is my widget

tawdry surge
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Whenever you call update health it will

trim glacier
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so he gets the heatlh widget ref and just node connect it to the update health

onyx token
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if i have a child blueprint and i take an event from a parent blueprint-
But i still want the parent blueprint to run-

How do i get this orange thing on "Secondary Action" ?

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like the orange event

tawdry surge
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@trim glacier So you just need to pull off the widget reference in the player when you call the function to get the right one

trim glacier
tawdry surge
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Is player HP the widget

thin panther
tawdry surge
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if so, you want the 2nd one

trim glacier
tawdry surge
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whats the error if you pick the second one

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not compatible with what

trim glacier
tawdry surge
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you need to cast to get a more specific reference or make the reference of class playerHP

trim glacier
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so in between widget ref and update health i need cast ?

tawdry surge
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I would simply make the variable of the right type

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but you could

trim matrix
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is it possible to copy ik chain from a skeleton to another one?

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obv it has the same bones names

trim glacier
tawdry surge
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Player HP

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thats what type/class of object has that function

trim glacier
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perhaps ?

tawdry surge
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that will work

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once you connect the execution pins anyway

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but I'd suggest just saving the refence as a PlayerHP object reference and then you wont need to cast

icy pilot
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When you disable Start with Tick Enabled on an actor, should you also disable Allow Tick on Dedicated Server or will it not tick due to the first setting ?

keen crest
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Camera doesn't move along the spline

trim glacier
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@tawdry surge i managed to fixed it, and now everything is fully working , i just redid last 10 steps, i made mistake somewhere in the process of creating widget, thanks for help tho , much appriciated !

tawdry surge
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you promoted the return to a variable before you set the class on the create node most likely

thin panther
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I did reply

desert flame
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Im getting a line trace to a wall to determine if i can slide down it (system that works), but how do i make sure im like, move to "10 distance" away from the wall? Of course moving to the impact point just puts me into the wall.

vapid ibex
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I'm trying to make an one-way forcefied blueprint, that gradually slows the player the closer he tries get to the border of it so that the player couldn't get past it (but could freely walk out from the opposite side).
My current BP is as follows. In theory it should work, but in practice player speed never becomes zero and he can inch all the way to the other side, despite the impulse. What can be done?

zealous moth
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@vapid ibex put a threshold and if around it, lower velocity to 0

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That or just block the player altogether

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@desert flame get impact vector. Get character location. Make new vector based on positions. Reduce it in length.

desert flame
ancient topaz
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@clear turtle Maybe You can help me? After packing the project, and then installing it, my own Game Mode, which I specified in the settings does not start. I checked the configuration settings in the project, in the file DefaultEngine.ini There everything is fine. But the game does not have my own Game Mode. There is also no my own Game Instance. I don't understand why, can you help me with advice?

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You are all programming gurus, I apologize for calling you all out. But I'm already desperate.

thin panther
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eesh dont ping all the mods

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wait for help like the rest of us

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to answer the question though, is the game mode overridden in the level? and it looks like that is the default game instance class specified there

ancient topaz
untold anchor
# ancient topaz <@223146019938893825> Maybe You can help me? After packing the project, and then...

we are at the top of the user list for moderation, not as easy to ping people for help, there are 70,000 people here on the server. I understand your desire for assistance, but do not ping the moderators for this. When we get pings, we come to the channel expecting trouble is happening. I advise you remove the pings from your message, this is a verbal warning, but next time, you will be striked.

thin panther
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and is the game mode overriden in the level

ancient topaz
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Yes, I apologize.
I'm just desperate.
But that doesn't excuse me in any way.

untold anchor
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@ancient topaz Ethan's ping as well, unless you have a prior conversation regarding this with him, and you're rehashing the conversation.

ancient topaz
# thin panther ok but that says different

This is old screenshot, i asked about my problem here before. I trying many I've already tried several guesses and rewritten a bunch of code, but I still haven't found a solution. I wrote about it on the forum, searched for similar problems, but none worked for me.

thin panther
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show a current one then

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i cant help off of old info

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is the game mode overridden in the level, and whats the current game instance class set

ancient topaz
thin panther
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ok so onto the next one, is it overridden in the level

ancient topaz
thin panther
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no in the level

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is the game mode overriden in the level

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world settings

ancient topaz
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No, it doesn't start at all. I purposely set the sound to be heard when the game accesses it, but there is no sound.

thin panther
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in the level in the world settings is the game mode overriden

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you gotta be in a level for all of this to happen

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so show me the level

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not code

ancient topaz
thin panther
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hm so it is the correct one in the world

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and that's the first level you spawn in to?

ancient topaz
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Yes

zealous moth
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@desert flame that makes no sense. You can have directional vectors or coordinates. Here you are subtracting a direction from a location. You need to subtract 2 locations to get a direction and them you can either subtract a set amount or a percent.

high fractal
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Does anyone know how to make a Niagara System loop via blueprints?
Just for a showcase Map

thin panther
ancient topaz
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@thin pantherYes

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In PC platform is ok

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But in another platform is not worked

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yes, after package game

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Not in PC

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In PC is ok

thin panther
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what other platforms are you tryina build for

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cause if its consoles it seems you need addons for that

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which you can only get via application + signing an NDA

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macos can be another tricky one sometimes

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@ancient topaz

ancient topaz
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android

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for example

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i think it is glitch

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or i need something to do extra

ancient topaz
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@thin panther

thin panther
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what are you showing me

ancient topaz
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look, my gameinstance and gamemode have a name and way like this

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Content/Zombi/BluePrints

thin panther
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that doesnt look like it matches you ZombieGameMode

ancient topaz
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hmmm... you right

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i close and open this ini and it is right GameMode

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it is very strange

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Ok. I will try to compile

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@thin panther

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no,it is not working

thin panther
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well you've just deleted it from the ini

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try changing it to the actual game mode

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i imagine it might be ZombieGameMode.ZombieGameMode

ancient topaz
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without "_C"?

thin panther
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not sure

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try both

ancient topaz
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@thin panther

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no, this is not help

thin panther
ancient topaz
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Thank you for your help Bro!

velvet roost
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Is there a way to change the target for a blueprint without having to delete it

gentle urchin
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Target? Parent?

maiden wadi
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They moved Ctrl+W to Ctrl+D in UE5. That feels weird.

velvet roost
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This is from a blueprint I downloaded it, but I want to change the target to a different blueprint I have.

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For most just refreshing it after I changed the default worked

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Nevermind I found out how

quiet shuttle
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For some reason my event ActorBeginOverlap is not triggering for cubes that I spawned on runtime. They go through a collison box and nothing happens. Any reasons why that is?

gritty delta
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Setting post process settings for a camera appears to overwrite all parameters including those not exposed as a pin. For example, I do not have saturation exposed here, but it will reset to 0 when this is called. Is there a way around this?

maiden wadi
quiet shuttle
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Sorry I'm still a novice at this stuff, how can I check debug logs?

cobalt gulch
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How could I create a loadout system where you press an arrow to switch weapon?

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It needs to go in a cycle of weapons

maiden wadi
dark crow
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It tells you what the problem is

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If you want it in the actual BP just create the variables in there and replace them

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If you found the solution don't delete the post so others can see it too ๐Ÿ˜’

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@velvet roost

stone wind
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Do u mean event tick I dunno how it works

dark crow
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In the details of it there should be an option called like that

stone wind
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Yes

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I know

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But how do I update collision with it

velvet roost
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This is the problem that is popping up, sorry, deleted ti in an attempt to get a better picture. I broke the nodes and refreshed it and it fixed some, but not all. It isn't letting me change the target

dark crow
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Ofc cause the reference is wrong

stone wind
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U know?

dark crow
# stone wind U know?

Didn't really follow the discussion but it should generate a event on hit if you check that and collisions are setup right

stone wind
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Um

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I casted hit to character then destroyed character but it didnโ€™t work

dark crow
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Does the Event Hit fire?

stone wind
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Yep

#

I dunno what u mean

#

๐Ÿ˜

dark crow
#

Is Event Hit actually called?

#

Have a print to confirm

stone wind
#

I donโ€™t know

#

Ok

#

Yes sir

dark crow
#

Print String before the Cast

stone wind
#

Ok ty

#

Bye

velvet roost
#

I did cast it, but it still shows the error despite having them originally starting now with the new object

icy dragon
elder mango
#

so I'm currently working on an fps game, how would I make it so I can switch weapons. Each weapons has different animations so how would I be able to do it?

thick palm
# elder mango so I'm currently working on an fps game, how would I make it so I can switch wea...

https://www.youtube.com/watch?v=IgR-PtaMloI I suggest following this tutorial series. Covers everything you need including switching weapons.

We will be going through together how to put together a shooter game that has different weapons and eventually getting to randomized loot, alternate fires, and many other staples of shooter games.

Support me on my Patreon and see episodes 2 weeks early: https://www.patreon.com/ryanlaley

โ–ถ Play video
icy dragon
burnt canyon
#

Anyone got a clue why getting forward vector of a capsule or arrow and multiplying it for a Projectile movement component Velocity does not send it in the right direction?

thick palm
burnt canyon
#

some weird offset

thick palm
#

hmm. Is it spawning in the right location?

burnt canyon
#

Feeding it the raw forward vector * float for velocity

#

Yeah

#

nhvm im dumb

#

forgot to reset the rotation

#

its a circle so i did not notice ๐Ÿ˜‚

thick palm
#

lol I was about to ask about setting rotations

#

okay

#

cool

quiet shuttle
#

What's the best way I can check if a specific class of actor overlapped another every tick?

pine trellis
#

running my game I see these red error messages in UE oputput but it doesnt give me an error when I stop it like it does for other errors and tells me what node needs to be fixed

#

what do these error mean if it goes red in the output log but never gives an actual error like it usually does?

cobalt gulch
#

How could I create a loadout system where you press an arrow to switch weapon?
It needs to go in a cycle of weapons

formal bronze
#

Performance question: If I have many moving spherical zones, what would be the most performant way for each zone to check if the player is within it every frame?
I know there's a a handful of methods like IsOverlapping, Spherecast, distance calculation using zone radius. But what would be the most performant?

elder mango
thick palm
#

or set animbp to animbpasset

elder mango
#

what blueprint thing changes the animBP?

#

like how can i change the animBP in the blueprint

maiden wadi
thick palm
#

There is a node for it. You can try searching or if you give me a few I can find the node name

#

but I think its literally 'set anim bp' or something of the sort

elder mango
#

okok

#

ok i think i can figure it out

#

ty

thick palm
#

You bet. Sorry for being a bit vague.

elder mango
#

its fine i was also being a bit vague

formal bronze
elder mango
#

these are called nodes right?

#

like the blueprint block

#

not this one specifically

maiden wadi
formal bronze
#

This is awesome to know thank you again for the detailed response!

radiant mural
cloud oasis
#

yello is there any way to get an actor in the game mode so I can reference it anywhere

#

cause rn i have the main player character connected to my game mode

#

but i need to put the boss in there too

cobalt gulch
#

How can I turn a specific mesh into another mesh

thin panther
#

Set static mesh

#

What are you tryina do

cobalt gulch
#

replace a weapon in the players hand with a button widget

#

Im using the FPS weapon bundle

thin panther
#

So change the mesh

#

Or change actors

cobalt gulch
#

mesh

thin panther
#

Your weapons should be actors

cobalt gulch
#

i dont think i need to though

thin panther
#

You shpuld

#

You need shooting logic

cobalt gulch
#

because they dont need scripts

thin panther
#

They should

cobalt gulch
#

i have a script for this in the character

thin panther
#

Unless you plan to do nothing with them

#

That shouldnt be there

#

It should be in the weapon

cobalt gulch
#

How do I change the actor?

thin panther
#

The only thing the player should do is tell the weapon to fire and reload basically

#

You should get used to separating logic

thin panther
#

Attach actor

cobalt gulch
#

should I just spawn the actor in the hand slot?

gritty delta
cobalt gulch
#

ugh im going to start again

#

is there a good guide for weapons?

plain helm
#

How to update Pak files?

potent salmon
#

Okay how does one shrink the collider capsule and have it shrink towards the characters feet? I am trying to use the Capsule half height but that shrinks it toward the center not the bottom.

thin panther
#

You dont

#

Thats hiw it works

#

Pivots in center

#

Just move the character up when you do it

potent salmon
#

okay thanks

obtuse yoke
#

I've set nav links in my level and am using the Move To task to make my AI move. Apparently since Move To gets called constantly it is causing my links to bug out. At least that's what I read on a couple forums. How can I fix this?

#

my ai character goes over the link but it doesnt trigger a breakpoint for some reason

potent salmon
#

@thin panther how would one do this?

thin panther
#

scale the capsule

#

move character upwards?

potent salmon
#

yes move up

thin panther
#

click the character and move it upwards

potent salmon
#

I need it to only happen when a key is pressed. So any other time the capsule is normal size

#

But i think i got it figured out. Thanks for the info

faint pasture
potent salmon
#

thanks

potent salmon
#

I have a slide!!!! lol thanks all for the info

cobalt gulch
#

How do i cast to this actor

tight schooner
# cobalt gulch

Lazy man's approach is Get Actor of Class node, select your class type, and feed it into the Cast node's object pin

#

Will only work reliably if there's only one of that actor class spawned in the world

cobalt gulch
#

doesnt work

tight schooner
#

rip

cobalt gulch
tight schooner
#

So what does the Note say?

cobalt gulch
#

return value is already bp weapon master

tight schooner
#

Oh yeah, lol

#

Don't need the cast

#

Cast checks the object's class

#

But if you're getting an actor of class, the class is already identified

cobalt gulch
tight schooner
#

Cool screenshot

cobalt gulch
#

?

tight schooner
#

Get rid of the cast node

#

Use get actor of class

#

If it doesn't work then maybe the actor isn't spawned into your world

cobalt gulch
#

that doesnt work

#

what?

tight schooner
#

Idk jack about your project. Is there a BP Weapon Master actor spawned into your world somewhere?

cobalt gulch
#

no

wraith violet
#

Not a lot of experiance doing 3rd person, how tf do i get the springarm to collide with a wall and not just clip through. I'm not understanding how some of these settings work

tight schooner
#

Well, you can't work on something that doesn't exist

cobalt gulch
#

im trying to change the mesh of a weapon bp

#

but its in a different bp entirely

#

idk if that helps

tight schooner
#

Is this weapon actor spawned at runtime?

cobalt gulch
#

no

#

only with this script

#

its esentially adding a weapon to the players hand

tight schooner
#

So are you trying to spawn the weapon into the world at runtime?

cobalt gulch
#

yes

tight schooner
#

Then you have to spawn actor of class

#

And then possibly attach it to your character's hand

#

There should be a node for attachment

cobalt gulch
#

But i want to change the mesh of the weapon with a keypress

tight schooner
#

The output of the "spawn actor" node is what's called an object reference. You can use that output to manipulate the spawned actor.

cobalt gulch
#

but i cant f ing do that because of the stupid object input lol

tight schooner
#
  1. Spawn actor
  2. Attach if needed
  3. Set skeletal mesh etc.
cobalt gulch
#

spawned it

#

but it doesnt let me change the mesh from the player

#

wtf

wraith violet
#

So the mesh is in the player BP?

tight schooner
#

Get "current weapon" and from that, get skeletal mesh, and then set skeletal mesh

#

You saved the output of the Spawn Actor node into a variable, which is good practice

#

By putting that variable on the graph, you can manipulate the spawned actor anywhere in your BP

cobalt gulch
#

so wait so

#

why does this work

tight schooner
#

The cast node is unnecessary in your screenshot

cobalt gulch
#

i suppose it just needed a reference on what to change?

tight schooner
#

Cast checks the class, but the class of Current Weapon is already known cuz you spawned it with "spawn actor from class"

cobalt gulch
#

oh i see now

tight schooner
#

Yeah

cobalt gulch
#

oh right so before i was trying to edit the bp not the actual thing i just spawned

#

got it lol

tight schooner
#

In the long term, you should learn about class hierarchies. Usually you have some weapon master class that has all the code common to all weapons, and then derived child classes that have customizations for each weapon type

#

Rather than one mega BP that represents every possible weapon

#

But for now yeah, if it works, it works

wraith violet
#

^^ Fundamental of OOP, definetly something thats a must know

thin panther
#

different weapons behave differently

#

you should be making and destroying different waepons

#

like BP_AK or BP_AR15

#

cause they function differently

tight schooner
#

Yeah, class hierarchies like I said. Look em up

thin panther
#

^

#

alternatively you could just have a master class

so rather than

weapons_master

  • weapons_rifle
    • ak47
#

you could differentiate those diffs with data assets

#

kinda like how lyra does it

#

but the whole reason ths doesnt work the other way, is cause the fundamentals of firing a shotgun and reloading it are very different to a rifle

radiant mural
#

Can anyone tell me the directory ~size of a Lyra install?

#

Ok, i will ask in the general room

cobalt gulch
#

ok

#

when moving left or right my character seems to jolt even though it's smooth when moving forwards

graceful geode
#

Im working with ALSv4 and i was trying to retarget the Skeleton to smthn else to try something, but it messed up all animations and now they dont work anymore. When I imported an anamition, it wortked fine, but all the other animations that were working in the playable character before, don't anymore. What can I do to try to get back all the animations?

manic knot
#

Is there something obvious I'm missing? The regular Input works (below) in this Character but the Enhanced Input Action only works on the Controller?? Am I doing something wrong or forgetting something?

tawdry surge
#

@thin panther any reason you wouldn't just change the anim BP in use, when you change the skeleton mesh?

manic knot
#

this was what I was missing btw

prime cave
#

guys i have having a problem while trying to make a main menu for my game

#

but the ingame hud i have is overlapping the main menu as well and i cant make it go

#

can anyone help me out here i am sitting in Support VC

onyx token
#

is it possible to scale these handles in a timeline?

#

please say yes

grand valve
#

cant remember if in a timeline, but if you right click the keyframe, do you have the option for Weighted Tangents? I think if you check that, you can pull them shorter or wider...

onyx token
#

nope got nothing

#

unreal forums say it can't be done

#

was on the feature list in 2016

tulip vale
#

Is there a way to have a generic enum type as a input for a function? or bitmask integer?

#

like with the make bitmask function, where you can choose the enum type and than on the input select the according value ๐Ÿ™‚

worn zodiac
#

Hi everyone, Can someone tell me if "Find collision UV" works on "Geometry Collection" Actors? ive been at it for day's and found nothing. Any help would be appreciated, thank you. BTW: im on UE 5.0 official release not preview

trim matrix
#

Hey i wanted to ask if someoneknows a efficient way to calculate the closest pawn from my position.
I had something but it would just get ur fps down to like 20 for a second where the calculation started

trim pollen
#

I am trying to take my camera control logic out of my level blueprint and put it into a pawn blueprint. It all basically works except getting the forward/up/right vectors aren't updating based on camera rotation

#

in my level blueprint, this works except I'm using "GetActorRotation"

#

and "AddActorWorldOffset" instead of "AddWorldOffset"

#

so seems like I'm not getting my camera rotation properly in my Pawn BP

thin panther
#

which is why you would separate them out more

#

either into individual weapon classes, or master calsses for each weapon subclass that differentiates based on a data asset or smthn

tawdry surge
#

If they did fundamentally different things maybe. Grenade launcher vs ray gun should be different classes. Shotgun vs rifle is a stretch. Recoil, fire rate, etc isn't unique enough to really require a new class imo

thin panther
#

shotgun vs rifle defo is unique enough

#

one fires many shots

#

the other doesnt

#

its all about separating funcionality for readability too

#

less spaghetti

#

you could just do all of this in the player character

#

but why

#

now if it was maybe the difference between a sniper rifle, and an ar15 i would agree

#

but otherwise if they function different, treat em different

tawdry surge
#

That's an extreme example.
But an enum for singe, semi auto, auto, and spread shot encapsulated in a function handles the spaghetti

thin panther
#

the reload on a shotgun is much different to a rifle too, well depending on the shotgun

tawdry surge
#

Thats a montage. Easy swap

thin panther
#

but also its just easier imo, say i have a data table of weapons, i would say its much cleaner and easier to have a soft ptr to a weapon, than otherwise

thin panther
#

not just animation

#

rifles reload all of their ammo in a magazine, shotguns quite often have reload cancels so you only put one in a chamber

#

in a pvp game, which i think this is that is very importnat

formal parcel
#

@trim pollen i did similar with this but my camera is on a boom which is on a mesh

fathom gull
#

Hey, how do I change the color of the water? (like one of the 2 colors in the blueprint) , without changing the color of the foam, now when i try to combine them either the foam disappears or the foam color changes to the same color as the water itself, how do I keep the foam white but change the water color?

trim pollen
# formal parcel

yeah I have this too just not in the screenshot since it's working correctly... the rotation is being set, but it's not being gotten correctly i.e. moveforward always grabs the same value

formal parcel
#

oh sorry read too quickly

tawdry surge
#

Right. They are usually anim notifies in the montage.
I just wasn't sure if there was a reason to avoid mesh swaps that I was un-aware of.
I do agree that having a data table of all the relevant information for each weapon is the best way to group the info and keep the swaps clean

thin panther
#

oh no there is no reason

#

it is a valid way to do things

#

its just preference

#

my preferred way is to subclass into diffferent types, and then go either classes for each gun, or data assets

#

and i also think it's the least confusing way to do things

#

which is why i encourage it

#

i either like to go Handguns, Rifles, Shotguns, Launchers as separate, or even things like Semi Auto, Full Auto, and Spread and projectile weapons

#

although i think the former is better

#

if i wanna find a specific handgun it will be a lot easier for example

#

just neater imo

#

not actually a dont do this its not performant thing

formal parcel
#

is there a smoother option for drawing a non-colliding beam between a static object and a fast moving actor? currently using a cable but it looks terrible at speed as it is jerky

thin panther
#

if not you could just use splines

formal parcel
#

no physics needed

#

will check them out, thanks

thin panther
#

but with anything fast moving it may look a bit jerky

eager agate
#

hi guys i have a slightly very confusing question about splines. im working on a little nightmares style 2d platformer and im wondering how to find the closest spline location on the y axis. in the graph below the black dot would be my player, and the red line would be the typical result of "FindLocationClosestToWorldLocation", but my blue line is what i need as it would get the closest location on the y axis. is there any way i can get this?

#

sorry if i phrased badly this is very confusing

thin panther
#

which ever pline point has the shortest distance would be your closest one

eager agate
#

well its not actually the points, its really just the location on the spline

thin panther
#

ohh you wanna filter out the height

tawdry surge
#

Ok. I don't see much of a functional difference in pistols, rifles, and shotguns. Launchers, trigger able,etc.. I make into there own classes because they're code is different enough.
I like modular but not extreme encapsulation like Lyra. I find that project so confusing

thin panther
#

yeah there definitely isnt much of a functional difference between pistols and rifles

eager agate
#

i dont believe ue can do that

formal parcel
#

you'd be better off asking a mathmatician heh

thin panther
#

again its really just preference

thin panther
formal parcel
#

yea thats just a math algorithm that is above my head

thin panther
#

its gonna be some custom math function that i cannot think of off the top of my head

formal parcel
#

theres probably not a framework call for it

eager agate
#

yeah

#

which is odd

thin panther
#

well not really

#

the whole point of a spline is that you dont want that thing

formal parcel
#

just search google its prolly not to hard to implement once you learn the fancy name for it

thin panther
#

otherwise you just draw a line

#

is there anything actually on the spline

#

or is it just a line

#

cause you could always just trace downwards

#

actually ye

eager agate
#

its a camera system basically

#

camera track

thin panther
#

trace downwards until your line intersects the spline

#

then you have your point

eager agate
#

but i want it to keep the y position of my player

thin panther
#

ye

#

so trace downards until you intersect

#

the intersecting point is where the camera should move

eager agate
#

i dont really see how that would work

#

ill make an example

#

so this is a top down view. i basically want the camera to keep the y axis of the player while also staying on the x and y axes of the spline

thin panther
#

traceing downwards

#

that gives you the position under the player

eager agate
thin panther
#

you said it was a 2d game!"

#

??

#

2d games dont use a 3rd axis

eager agate
#

i apologize it is not

thin panther
#

well they do but its always 0

#

then i havent a clue

eager agate
#

yeah its very confusing

#

if anyone else has any possible ideas on how i could do this ive been trying to figure this out for hours ๐Ÿ˜”

tawdry surge
#

Pretty sure you can "get point along spline" and just loop through them all to find the closest one. Then use the return data to drive the camera

thin panther
#

Thats what i suggested intially

muted sapphire
#

how do I make a actor launch a projectile when i press a button, I already have it to when I press a button I launch a projectile

eager agate
eager agate
#

ok seriously does anyone know a solution to this im about to lose my mind

undone surge
#

how would i change the olor of this effect ? can i do it here or do i have to do it in the texture/material

tight schooner
undone surge
tight schooner
#

You just... Use it? I'm not sure what you're asking

#

Probably spawn Niagara system or something like that

#

Or spawn system attached

#

Probably a way to spawn it as a component as well

undone surge
#

oooh so its spawn system and not spawn emitter. ok sorry most of the tutorials iwas watching had spawn emitter

#

ok thanks

haughty axle
#

Question: is there any documentation about WFC (wave function collapse) experimental plugin in UE4/UE5? or some sort of sample? trying to figure out how it works.

mental trellis
#

Is that a quantum physics plugin?!

haughty axle
#

yeagh ๐Ÿ˜„

gentle urchin
eager agate
#

i found a way. it was very weird but i found a way

mental trellis
radiant mural
#

๐Ÿ˜›

haughty axle
#

@mental trellis yeagh you correct, there is like some stuff, but just about functions

mental trellis
gentle urchin
radiant mural
#

I think he was making more of a quantum physics joke than a reference to docs

gentle urchin
#

Schrodingers cat kinda joke

haughty axle
radiant mural
#

๐Ÿ™‚

mental trellis
#

๐Ÿ™‚

radiant mural
#

Since i see people correcting their spelling.. Schrรถdinger's cat

eager agate
jaunty jolt
#

How do i get the angle at which another actor is relative to my actor?
So i have an actor turned to the west and another actor presents itself from his right side. How can i know that he is coming from the right side?

gentle urchin
eager agate
radiant mural
#

๐Ÿ™‚

fiery glen
mental trellis
#

Or do you want a complete 3d orientation difference?

fiery glen
haughty axle
jaunty jolt
jaunty jolt
haughty axle
fiery glen
#

wow, sweet!

eager agate
haughty axle
jaunty jolt
gentle urchin
gentle urchin
#

Just the start portion, nulling out pitch and roll,

#

Input being this

#

Sorry for the messy pics, from a different project with a different purpose (radar)

jaunty jolt
#

thank you. i see now. this is complex

gentle urchin
#

Let me know if you get it working

#

Had a lot of iterations on this (untill i found deltaRotator)

jaunty jolt
# gentle urchin

@gentle urchin its working. its giving me a number that i think its the angle. there is only one issue. is that the if the actor presents itself counterclockwise like at 11 oclock. Then it gives me a negative number like -15ยบ. But the other side is +15ยบ

#

wasnt it supposed to be from 0ยบ to 360ยบ ?

gentle urchin
#

Sweet, well done!

#

Well, no not really ๐Ÿ˜…

#

Do you need it to be ?

#

could always add 180 to the result, if that helps

jaunty jolt
#

thats exactly what i was doing ๐Ÿ™‚

gentle urchin
#

And did that work, or are you getting weird results?^^

#

0 would show as 180 then, which prob is not what you want

jaunty jolt
#

im getting weird results. its not giving 360ยบ at 11 oclock

gentle urchin
#

11 would be 360/12 *11

jaunty jolt
#

thats to give 11? but its not giving 360

gentle urchin
#

No its prob giving a little less than 180, correct?

#

150~

jaunty jolt
#

yup

#

it doesnt seem very accurate

#

i got 195 now

radiant mural
#

YOu have run into my worst nightmare.. 360 degree math in Unreal

#

I just hope you two continue talking in the public room, so others can learn something

jaunty jolt
#

i think i will go with the 0, 180 and 0, -180

#

that will work too

gentle urchin
#

Its the best way to go about it if you can :p

#

Otherwise you could check if the result was less than 0 and if so add 360 to it

jaunty jolt
#

nice. but im already working with the 0 -180. its working well. its just i was a bit ocd with the 360 ๐Ÿ™‚

mental trellis
gentle urchin
#

FromX, no?

mental trellis
#

In reply to me? No.

gentle urchin
#

Hmm doubt its just into make rotator atleast

mental trellis
#

It is. That will give you the rotation from your current actor to the target actor (converts direction vector to rotation)

#

I mean, it may be called "make from x" in BP, I honestly have no idea.

gentle urchin
#

Make rotator just constructs a rotator

mental trellis
#

I was doing more pseudo code than actual node names. Sorry for the confusion.

gentle urchin
#

No worries

marble tusk
#

Is it possible to programmatically edit a curve? Either a curve asset or a curve variable if it's even possible to have a curve as a variable

mental trellis
#

Everything is possible. How do you think the engine does it? ๐Ÿ˜›

#

Diving into the curve code will be tricky, though.

marble tusk
#

Well I mean from a blueprint only non-code user

#

This seems like something which should easily be possible since you can already do it with splines, but I don't need full 3d with splines. More importantly though I need to be able to get a specific value at a given time along the curve which Splines can't do being completely 3d and being able to loop over themselves and all that

#

A curve is exactly what I need so I can ask it what the Y value is at any given X, but it seems the only way to do that is with a curve asset which can only be edited manually as a separate asset

mental trellis
#

I highly doubt BPs can do it.

strong halo
#

what could possibly make my onCursorOver events trigger only on collisions with UI preset?

mental trellis
#

Edit a curve, that is.

undone surge
#

anyone experience metahuman imports without hair ?

gentle urchin
#

Guess you could get into a curve and how its done on the backend

#

Just seem to be a sorted array of keys

#

And interpolation rules

mental trellis
#

It's entirely possible to get the value

#

The "Get float value" is exposed to BPs for float curves

gentle urchin
#

Yeah but for editing

mental trellis
#

Not for editing.

gentle urchin
#

Which is why if you made it from scratch in bp youd be able to edit it

mental trellis
#

The keyframe data isn't exposed to BP

gentle urchin
#

Requiring no cpp knowledge

#

Make your own struct for it then

marble tusk
#

You can make a variable which has all the data required for a curve, but there's no way to actually use it to make a curve or use any of the functions like that get float value from it

gentle urchin
#

Define "make a curve"

radiant mural
gentle urchin
#

In editor details panel?

marble tusk
#

It only needs to be in-editor

gentle urchin
#

Guess i misunderstood what you were after then

#

Programmaticly edit a curve, without going into cpp, would mean recreating the curve class in bp, making the functionality yourself

#

Creating helper functions for adding, removing, adjusting keys

mental trellis
#

And that curve would not be compatible with the curve editor

gentle urchin
#

No, it would not

#

Youd need your own editor widget for that

#

๐Ÿ˜„

#

Quite a lot of work for limited use i would guess

marble tusk
#

I've looked into that, but even after the ton of work required there's still no way to actually use it as I need

#

I guess I don't fully understand why curves are only assets and can't be instance editable variables themselves

#

Like how you can have a spline in a blueprint and edit it to be different in every instance of that blueprint. I've done a lot with splines, but I need a curve in this case

#

I could probably even go as far as creating a curve asset for every single instance of a blueprint, but then I hit the issue again of not being able to have the blueprint edit the curve. I'd need to manually open and edit each individual curve asset separately which is not a viable workflow

sturdy garnet
#

hi i have made a niagara ribbon (purple) come out of my gun when i shoot it but it does not go far at all, i was wondering why this could be because i have its end point be where the line trace ends, the line trace hits the wall, this purple line does not. ty ๐Ÿ™‚

gentle urchin
strong halo
marble tusk
radiant mural
#

I am not sure a 'mouseouver' event work that way.. perhaps you could use the.. i forget what it is called, but it Gets what is Under the Mouse Cursor

marble tusk
#

I'm doing geometry scripting stuff basically

radiant mural
#

Ok, i was thinking of "Get Hit Result Under Cursor by Channel"

strong halo
radiant mural
#

@strong halo Oh. That's not good.

strong halo
#

switched to blockAllDynamic - started working

radiant mural
#

Nice

#

I'm out. have fun all

marble tusk
#

Maybe I can take a different approach. I could probably do fine with splines, but then I'd need a function to get the Y of the spline at a given X. I imagine that's possible with some math wizardry beyond my level of understanding

devout forge
#

Hello,

I am new in ue5/4, I have never dived deep into it but now I would like.
Do you know good video/playlist/channel about blueprints programing?
I found this one, I think is long enogh, start from the beginning, and fresh:
https://youtu.be/W0brCeJNMqk

I know it is not enough to watch only one video (I've been watching videos like this, for a long time).
I have a strong programing fundamentals, I have an msc degree, in computer science, and used unity for a couple of projects.

Is there any breaking changes in the UE5 blueprint API compared to UE4?

So if I found an older video, does it help to me to learn, or just give me confusion, because then I cant find those methods.

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gentle urchin
#

I followed a lot of different content creators to learn, to diversify the input i was getting

#

There are many ways to do many things, and i often found that a combination of what i learned was what i deemed the best way

#

Then trial is error to fill the gaps, and much help from this place๐Ÿ™

devout forge
gentle urchin
#

The only one i do remember is UnrealGaimeDev, they're starting to get pretty dated

tawdry surge
#

Dev addict does a good job. His multi-player rpg tutorial is pretty well rounded

rapid sonnet
#

I'm trying to rotate multiple cubes at once with a single mouse movement but instead of moving multiple it just moves the last one i made any help?

gentle urchin
#

Show some code

#

Sounds like you're not iterating an array of cubes for rotating them

rapid sonnet
#

There isnt any code

#

this is all it is

humble flume
#

Hey I am using simple pawn sensing in which when my 1 ai see to another he chase him but not doing so can anybody tell me how can I fix this

rapid sonnet
#

I fixed it i just turned consume input off

gentle urchin
#

Like... 360/0.02 = 18 000

#

Thats 18 000 seconds for one rotation

rapid sonnet
#

what?

#

seconds?

gentle urchin
#

My bad

#

0.2*

#

So 1800

#

Lol nvm

#

Ignore me

#

Its axis.

#

Not event tick !

#

Sorry ๐Ÿ˜…

remote radish
#

I have this AI MoveTo, but i cant add reference to self but it is done in the tutorial im watching

Any ideas?

gentle urchin
#

Sounds like the bp you're in is not derived from the pawn type?

#

Up in the right corner you can see the parent class

remote radish
gentle urchin
#

Theres the problem

#

Should be pawn

remote radish
#

so this needs to be pawn

#

alright thx

gentle urchin
#

You can reparent it

ancient topaz
#

@thin pantherHi, if you want to know, this is was realy engine glitch, after restart PC all be ok. I talk about Game mode and Game instance.

thin panther
#

Oh thats good then :)

undone surge
#

i want to attach a camera to the muzzle socket of my weapon mesh

#

how would i do that

sturdy garnet
#

hi i have made a niagara ribbon (purple) come out of my gun when i shoot it but it does not go far at all, i was wondering why this could be because i have its end point be where the line trace ends, the line trace hits the wall, this purple line does not. ty ๐Ÿ™‚

modest monolith
modest monolith
#

Do you know how to bind event to on hit?

#

For testing purposes they were bound on destroyed so was easier to do

#

now since they can ragdoll

#

I would like to end the jump when all enemies are moved or touched

#

but doesn't seem to work

#

anything wrong ?

quasi wigeon
#

Hey, i'm trying to implement guns to my game with third person character and i'm wondering, if i should "fire" bullets from a center of the screen or from a barrel of a gun that i should somehow move to center. What's the best practise for this?

sturdy garnet
#

@quasi wigeon you have the bullet fire from the socket (place a sphere in the barrel or just after) and have it spawn from that and you can do line trace bullet as camera im a noob but it works for now and ima keep it for a while

maiden wadi
#

Depends on the game style. Personally. I project the player's screen center point to a plane just in front of the actual character and line trace from that outwards. Works for both first and third person. Bullets are reasonably aimed towards whatever was hit but still spawned from muzzle of weapon. Animations interpolate towards aiming direction. Looks fairly nice except for a few rare moments that are mostly never seen except for middle of hectic times anyhow.

quasi wigeon
#

oh, yea, that's what i wanted to hear. Thanks guys ๐Ÿ™‚

fleet cedar
#

Is this a bad way to approach this? A BP full of child blueprints as the pieces?

cobalt gulch
#

Hi

#

I have an issue with my fps character animations, when moving forward the character animations are fine, when moving left, right and backwards it seems to jump to the position and jitter about when moving

#

Idle is fine too

thin panther
#

If theyre all child actor components then ye it can be an issue

fleet cedar
#

Can you elaborate, @thin panther ? I'm not very experienced

#

What's the manager exactly?

thin panther
#

Well the way i would do puzzles like that is have a class, that holds references to puzzle pieces and monitors if theyre all correct

#

That way it would be easy to make new puzzles

#

I could have a 5 piece puzzle or a 500 piece puzzle ajd they could all work with the same code, just tweaking the variables

fleet cedar
#

And where do the pieces live? Are they just added as public variables?

sweet silo
thin panther
#

You just assemble your puzzle from pieces

fleet cedar
#

In the level?

thin panther
#

And then set the references in your manager

#

Yes

fleet cedar
#

Okay I see, thank you

thin panther
#

No problem

sacred canyon
#

if I have two collision boxes for overlapping the player, for example a water hitbox, if the player moves from one to the other, how would you work out when to tell the player its not in water anymore? because obviously end overlap will apply when you leave the first one even if youre in another

#

Im sure I thought of a solution to this once I just cant quite think how

white wigeon
#

how do you make a multiplayer compatible picture in picture

#

where more than one scene component can be active at any given time

modest monolith
# modest monolith

How do I make this event happen whenever an enemy gets hit by an impulse or whatever ?

modest monolith
faint pasture
modest monolith
modest monolith
modest monolith
#

I've put Destroy actor for test purposes and the bind on destroyed event

#

but since they have ragdoll I wanna change that they get counted when hit

#

Do you see the screenshots ?

warm quail
#

How do you add this to a blueprint class? I am watching a tutorial but I cannot find an option to add such a thing...

faint pasture
#

That is a scene component named Target

warm quail
#

But this is what shows up when I look for target

#

Nothing...

faint pasture
warm quail
#

Ohhh I found it, thanks! It has a different icon than in the video lol...

faint pasture
#

Make sure you understand exactly what you're doing and aren't just following along verbatim.

warm quail
#

Yeah, I'm very new to Unreal and the weird concepts, I'm coming from using Unity which is very different

warm quail
#

Wow I've actually been looking for something like that! Thanks a lot mate!! ๐Ÿ˜…

dull sequoia
#

Accessing variables and sharing data between different BPs is a nightmare, is there a plugin that makes thing easier?

trim matrix
#

@odd ember Hi do u know an efficient way to calculate the closest pawn

odd ember
hasty river
#

Hey, have some looked into LyraStarterGame AnimBP sample and know how GetMovementComponent is called from PropertyAccess ?

blissful grail
#

The docs for UE5 cover this

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About halfway down

hasty river
#

Thanks, I will take a look.

stray wren
hasty river
#

Still don't know, how the function it's called inside this Propert Access from the function. Tried to replicate this but it does not show my GetMovementComponent function that I created.

blissful grail
#

Click on the function and check to see if it is a binding.

lost schooner
#

Anyone know what this node is really called, hate how material nodes sometimes have a different name then what is shown in the actual blueprint....

#

nevermind i found it, always happens when i ask lol.

hasty river
unreal wing
#

Hey all! i had a problem where i get all of my collectables nothing happens. any ideas? (i made my own system so im not sure what I did wrong)

fleet cedar
#

I'm trying to spin and move these on their relative up axis. How can I determine their up access so that this works no matter how I rotate the board?

#

Add actor local rotation works but it doesn't lerp it nicely since it's just adding 90

maiden wadi
silk cosmos
unreal wing
maiden wadi
#

And is the -- code actually running?

#

If yes, what event checks the <= code?

silk cosmos
unreal wing
cosmic nymph
#

Hey would someone be able to help me with an issue I am having with the vehicle movement component please? The issue is when turning and having not throttle the car wonโ€™t turn at all but when you add throttle the car starts to turn

maiden wadi
unreal wing
#

just tried to make a custom event, that didnt work either

blissful grail
maiden wadi
unreal wing
#

oh shit

#

i put it on an event tick and it worked

#

but i dont wanna use an event tick because well, its not good on performence

maiden wadi
#

Depends. If you just want a quick prototype. Check on tick. If you want it more correct and event driven. Make a function in GameMode that decrements the integer instead of doing it in other classes. After decrementing the integer, run the check code. Call that function from other classes to decrement the integer.

sacred canyon
late cave
warm quail
#

Got a slightly more complicated question. I'm using this simple blueprint I found to make a character (just a cube with pawn sensing) follow the player. It works fine, I added a Nav Mesh Bounds Volume and the cube follows the player.

The problem is that I want the player to be able to spawn in the cube by pressing Q and make the cube disappear by pressing Q again. I also made a blueprint for this, but when I combine the 2, the cube ends up not following the player at all. Does anyone know why this is and what I should change in the blueprint?

#

The first one is from the Cube and the second one is from the Third Person Character

sacred canyon
late cave
faint pasture
late shuttle
#

Hmmm... when I press "Browse to asset" inside of a Blueprint it does not bring up the Content Browser??? Anyone had this bug before?

earnest tangle
#

It never brought it "up" for me, it just put the content browser into that asset's location and if it was in a different window from the one I had active, I had to manually just activate that particular window

late shuttle
#

Yeah, not doing that either. I wonder if I have to reinstall UE4... :\