#blueprint
402296 messages · Page 885 of 403
that is wayyyyyyyyyy more annoying
I've probably completely ruined it by trying so many different combinations and this guy just won't aim
Hi, is it possible to add something like algae on a water plane? If yes how, since tessellation is no longer here I and I think that is how it was done
thanks but i meant actual blueprint compilation errors in the editor
when i take control of a pawn and move it around then take control of player again itll put me in the correct postion but after i leave the pawn then go back into and move around everytime i leave the pawn after that it puts me in the direction of the inputs i cannot figure out why if anyone has any idea what could be happening help would be greatly appreciated
this is currently what i am trying ive tried a few different ways and seems to have same result everytime
I'm really stuck here, does anyone have a clue?
have you tried to pull off of it and say get reference to self? looks like it wants an animation instance, i dont know much about animation but figured id throw the suggestion out ther
That seems to break the get movement component.
Hey, i want to change a setting in a post process material instance(during runtime).. How do i go about that? I do not know how to get access to the material
@neon veldt
is that what your looking for?
cast to your player character and pull off of it
Let me see.
Well it seemed to work, but I need to finish the bp to be sure. Thanks @haughty temple
awesome let me know 😄
Ok, I lied. It hasn't worked. @haughty temple
The error is the same, compatibility issue with Anim Instance Object.
ok. I fixed the weird animation thing... but now I have a weird new problem
for some reason when I'm aiming it just spams the footsteps
here's the aiming state
and the footstep BP
anyone have any idea why?
you dont need to plug it in
just keep it as self like i did
if you promote that to variable im assuming you want to use the variable as i was moving it would give me negative and positive numbers and guessing you would use those for leaning
This node, I cant find. I have been trying to, but I cant find it.
Or is the node im using the same?
I pulled that node from a cast to character_BP, while in the event graph of my anim_BP
If I do that then it gives the error again when trying to use the return value.
yea i just pulled off my character
Oh, i did not follow the whole history, I just saw the wondering where to get that node - question 🙂
Did you try to do that after you Get the Mesh from the Cast?
Ok. Also, i am just guessing based on my limited experience, and a tutorial on a different subject
This may not help at all.
Ok, so it seems to have worked, I think.
Cool
But my character is doing these weird jumps/rotations, which I cant explain so I cant be 100% sure.
I suggest a tutorial on the subject of character movement
I am following a tutorial, but even so I'm failing constantly on the steps even tho following 100%.
Then there may be a missed Cast somewhere.. Perhaps use Is Valid checks
Well, 'that ain't right'
Ah its all coming together.
to me that looks like a networking issue, but you are all local, right?
Yes, of course.
Yeah, all i can suggest is starting the tutorial again
What Ive done so far - Default 3person project, changed thirdperson character mesh to new one (old ue mannequin) and used a skeleton for that mesh.
You changed the skeleton?
I did.
Why?
Because the new Ue5 mannequin skeleton does not match.
So I used the one that came with the animations pack.
Hmm.. why not just bring the whole new mannequin over
Retarget.. changing the skeleton is asking for trouble. I infact filed a bug report about it a couple days ago
But, if done properly, with compatible things, yeah, skeleton changing is not That big of a deal
I made a new animation bp for the mesh too and its just, not working properly.
Obviously i do not know exactly what you've done, or can do, but it sounds like changing the skeleton is something you should figure out how to take out of the mix.
Ok, I will try to get the animations working on the new ue5 mannequin and probably restart everything.
The animation retargeting in ue5 is a lot easier than it seems.. Ikrigs, and transfer rigs.
But you see how in ue4, there is an assignment for each bone? Well in ue5 some tutorials suggest using ik chains. I Highly suggest avoiding that, and just assign each bone to it own ik counterpart. So you end up with a fully propagated rig like in ue4
I will have to see where I get on my own merits, because currently I don't fully understand what you mean.
I am someone who basically opened UE5 yesterday.
Yeah. a tutorial or two will fill in the blanks, i am just saying that when they say, 'ok, start the chain on spine1 and end it on head.', i am saying, instead of a chain, make spine1 have it own ik, spine2 its own, neck its own, etc. you will understand very quickly once you see a few minutes of tutorials and try it
Does anyone know how to change the parameters of a Post Process Material during runtime, by user input?
i guess one easy way is to setup a material parameter collection which you modify
yes
Awesome! thanks
anyone know why Im not able to select actors/assets for things that reside in a certain folder?
like
this one along with several others
whenever I go into a menu like this and try to select an asset
if they happen to be from a certain folder
it just pretends I didnt select anything
and says "none"
BP_Scopes parent is actor?
yeah
it used to work
like in that same child actor class slot
I think I eventually moved the asset to this new folder "Imported(NotOurs)"
that folder name is sus
ok nvm me, apparently you can use parenthesis in folder names
does the BP_Scope blueprint compile without errors?
yeah, it just did
How could i toggle a Switch Param with a Material Parameter?
if statement with constant bool as inputs
you wouldn't toggle the parameter tho, you would replace the parameter
or use the result of the scalar => if and use it with an OR node on the parameter
Geez. I was trying to find Branch :/ Thanks again. Ok, seeing if i can figure that part out
so a value is your scalar, b parameter is constant scalar with value of 1
and bools as "result" for the conditions
a > b = true, a == b = true, a < b = false
I found it
now make 2 static bools one as true one false and plug them in the conditions as explained above
Ok, attempting
Sorry. I simply do not understand.
figured out by now, or should i start up the editor?
Whenver I exit out of my chair, my character goes through the floor and I don't know what to look for. Up until I get out of the chair it treats it like a regular ground
Oh man.. I am trying Dynamic Material instances at this point. For some reason, i am just not wrapping my mind around exactly how to do what you are instructing. But, if you had the time, i would definately appreciate it!
I would much prefer to do it your way, but i am blocked right now, it seems
This is infuriating
Is using animmontages in character blueprint an acceptable idea? I feel like animation blueprint is supposed to be the only thing that controls animations, having some animations controlled by it, and some others by the character blueprint kinda feels weird...
I am following a paid course right now. We are instructed to put the Die 'Play Anim Montage' directly in the characterbp
But i agree, it seems like there shouldbe a better way of doing it.
Another example of animation montages not being in the AnimBP is when using Gameplay Ability/system. the anims get put directly in the abilities
do you guys know a good way of making sure you can't shoot or aim during anim montages
because you can still "ads" as it stands right now and i'm sure that means you'll be able to shoot too while rolling and I don't want that
Shut off all control for the duration of the montage?
like with... disable input?
that is my thought
Set Ignore Move Input or something
you'd have to look up the exact terms/process
I tried that and nah my man just keeps doing whatever he wants
Then it did not really get disabled
but good to hear i'm on the right track i'll keep experimenting
GL
thanks hon!
sorry, one more thing... but what if I still want to turn the camera while rolling and that's it? Wouldn't that mess it up?
Well you can always add a variable that disables ADS and set it to true for the duration of the roll
^
Isn't AnimMontage's Blend Out supposed to be used to allow player to move/walk/run before the montage fully completes? I can't make it so that I can move earlier, before the montage finishes :(
🙂
Thank you, cuties ❤️
hello guys 🙂 Can I create a BlueprintFunctionLibrary function without world context in blueprint? I know you can do it in C++, but haven't figured out how to do it in blueprint
I have a "roll" animation montage, but it always rolls in the direction the player model is looking. I wanted to roll in the direction I'm pressing the buttons, without waiting for the character to turn around. Is this a good way to do it?
Shoot, it doesn't work correctly when there's no directional input (standing still)
Easy fix for the standing still issue though
Hi I need help. I need to make collision only with BP. I get files from BIM to datasmith and need to make a collision to look around the architecture with thirdpersoncharacter. But I need to pass through the doors so they should not be enabled collision.. I want to try with their name like if they have the word 'door' in their name, they should not be enabled collision.(if they don't have, they should be.) Can someone help? or is this impossible?
Can you add a boolean variable/property to every object that says "Is Ignoring Collision" or something, and use that? Instead of checking the name
Is it possible to vinterp in a curved path? Im currently vinterping but the object is moving in a straight line, is it possible to make it go slightly in a curved way towards its destination?
i have almost 4000 objects.. Or is there another way to bring every objects? I'm a beginner beginner so I don't know well
Are you following like a spline?
Youd need to work in another interpolation somehow, if not
Some offset
yup a spline would do it. how can i tell the vinterp to follow a spline?
By not using vinterp at that moment,
Youd use a float lerp, with start and stop point on the spline
Let me know if you get that down
cause i'm trying to do that too
hi! I'm trying to make a door that can open and close when interacted with, but for some reason I can't put my finger on the line trace doesn't even trigger anything. This is the player interact bp https://blueprintue.com/blueprint/5nfiv1gd/ and this is the door bp. https://blueprintue.com/blueprint/lr5ydcoy/ Thank you in advance!
Ah yeah well the input action isn't going to do anything unless you've enabled inputs, but that's not what you'd probably want to do anyway. What do you want it to do? When you walk close to the door, it opens without pushing any buttons? Or only opens when you push a button on it?
opens when I click the interact button. I'm enabling input in the door bp at begin play but forgot to add that in the paste bin.
Yeah. I'm going to assume you are following a weird youtube tutorial since this is a weird way of doing it. Get rid of the box trigger and the component overlap functionality. What you want is a custom event that opens the door and from the cast in the player blueprint, call that event.
The box trigger is there to stop you from opening the door when you are too far away, however the line trace does that for you with a maximum distance of 200
So you can delete all that code
everything in the door bp?
maybe don't delete it yet, but add in what I suggested and see if that works. if it works exactly as you want then delete it all
but if it doesn't, then maybe adjusting your old code would be a better option
it works perfectly, Just need to figure out a proper way to open it, since the tutorial has a weird system where if you rotate the door in any way it won't work.
thanks alot!
Use a timeline and change the static mesh component's relative location/rotation
Cool! Another thing to keep in mind is that youtube tutorials always seem to forget that interfaces exist and always tell you to cast. Casting is not the best idea for multiple reasons. You should look into how to use interfaces if you want to find the best way to do it, but for now this works well.
that's the base I had, just need to tweak some things on it.
I'll make sure to read some documentation on it. thank you!
hello! Is it possible to separate actor contained spline component to segments? I mean that I have a logic inside construction script that add me cable component along spline points. But this way is bad for performance because if any part of owner actor will be rendered Physics of all cables will work
You should definitely not look into interfaces to avoid casting. If you're using interfaces to avoid casting, you don't understand what either of them are used for or how to correctly structure your class hierarchies.
Are you telling me that casting in that situation is better than using an interface? Casting has its place but not that situation, surely
I've seen plenty of tuts swearing to use inteface to everything
I'm not talking about that situation. Your statement implies to avoid casting all together. Cause it's a bad idea for multiple reasons. This is one good use of an interface, but don't dis on casting to make that point, because then you end up with people that write interfaces trying to get their player character from their Player Controller, because it's not casting.
No of course that's not what I meant. I just meant in this situation specifically. You might have a hard time trying to get a specific animation type through interfaces. I just wanted them to avoid this, where they cast to every interactable object in their game:
If you are casting to one specific thing only then fine. Otherwise interface or dispatcher. I remember someone saying interfaces are worse than casts cuz they have a virtual call. (which every built in event/function has)
this looks like something I did long ago. How would I go about doing this with interface? Is there a proper tutorial or document showing this off?
let me see if I can find the project for a good laugh
there it is 😂
Even better lol
I usually decide early on if i can manage this with proper hieriarchy (and cast to master interactable) or if i wanna go for interfaces
when i shoot my line trace to the ai character, it goes through the ai so i cannot give the ai damage
AI is starting to take over world domination
and your AI probably isn't set to blocking on the trace channel that you use for your line trace (which is more likely than the other scenario actually)
https://www.reddit.com/r/unrealengine/comments/8keiuf/storyfollow_fucking_encapsulation_and_stop/
This is a fantastic case of someone who is enlightened on how casting is "bad". They have the basic idea of what went wrong, and they vaguely understand why. But instead of using interfaces, they could have easily fixed a lot of these issues by simply moving a lot of these calls into much smaller base classes with overrides in the boss and stuff the boss was casting to that don't reference assets like meshes and materials.
The reason for that is because some designer can just as easily fuck up by making an interface call that returns a casted pointer to the boss with meshes and materials and still end up referencing that 512mb into memory at all times even with an interface.
SoftObject and SoftClass pointers are major. Basically if you're trying to avoid issues. Consider that if you're casting to a class that has any sort of defaults specified like meshes in a skeletal mesh or static mesh component, or materials, or particles. You probably are actually looking to cast to some parent class that doesn't actually have that stuff specified.
But why? Reorganizing the base classes with overridable functions isn't any more performant and would most likely take significantly longer to do than a simple interface
And you can pass soft references through an interface too
hey so im new to visual scripting and unreal... i try to set up a pickup item which portraits a hovering random letter from an array.
i set up the widget and an ui blueprint. but now i somehow need it to pick a random letter from that array and show it on start
im a bit confused
Hello! Maybe who know, why my save is not working? When i run my game in PC, all is ok, save is working, but after compile, my save variables is empty. I added some coordinate in save variables, but they still empty.
I have an exposed FString variable
UPROPERTY(EditAnywhere)
FString Tag;
I compile and see the variable in the editor. I then enter the valueand everything is fine up to this point. Now if I edit another class and compile, when I return to the editor, the Tag value is reset. If I have an instance of the BP in my level, its Tag does not reset. But the BP class's Tag value resets. What is going on?
wait, it resets even if I just restart the editor. which means unreal isn't saving it. hmm
anyone know a online tool where i can put in two vectors, some rotation and it plots me a line in 3d space?
nvm, guess i'll use blender
That's really not true. Putting functionality in base classes is much faster with overrides in only the ones that need things different. For an interface, you either have to do the same thing with a base class, or do it to every single class that needs that functionality. There is zero gain for using an interface there. And yes, you can pass soft references through an interface. You cannot pass back a casted reference to the boss to use in the same manner as casting without ending up in the same reference problem that the casting created. Any hard pointer to an object(Even a null one), be it a function input, return, or class property cause that object's CDO to load. Putting an interface on a single class to get something is more work and less direct and less scalable than simply placing the same thing on a base class. First you have to create the function in an unrelated class(The interface class), then go to the actual classes you need it in and put it in in each of them or their parents. Using hierarchy, you simply go to their parent class and put it in once, then go to the class you need it changed in and override and define it.
How do you give force to a player character ? I am trying to break through a destructible mesh but the character just walks into it without damaging
if i want the delta between two transforms, do i multiply or add the inverse of one to the other?
bizarre, child BP classes save the UPROPERTY value, but the parent BP does not 😕
@maiden wadiThe casting thing only applies if you didn't save the casted reference as a variable in the class that did the casting. Plus the point of interfaces is that it will be overridden. Although you could just make a function in the class that is called by the interface so that re-implementation isn't necessary in child classes. Nothing is fool proof, so you can make bad choices with any communication method, but interfaces work as a nice way to just yell out the window and let the listeners deal with it
That's not how interfaces work. That's how event dispatchers work. Interfaces still require a reference even if a lower level one. And I have no idea what you mean by the casting thing only applying if you didn't save it in a variable? I feel like you're misunderstanding what I was talking about. When you have a hard pointer to something, be it an object or class, that class's CDO has to be loaded. It doesn't matter if it's a saved property or a return value or input on a function the class is using. It doesn't even have to be a part of the class, it can be a function from some other class, but the minute a hard pointer to a class or object type ends up in your blueprint, that object's CDO is required to be loaded whenever that referencing class is. Even if that functionality is literally never used.
Oh yeah. I thought you were saying something else.. Interfaces need a reference to something but I don't have to care what it does after that call is made or if that thing even has an interface
@tawdry surge Here is a good case for you. I have this interface. Returns a pointer to an actor with a chair in it.
This is two class's size maps. top is the one with the chair.
This is just implementing that interface in that class. Zero code.
Right.. Thats the object ref not the interface tho
But the interface refs the object. And designers do this kind of thing all of the time because they "avoid casting".
That's a misunderstanding of why they wanted to avoid it in the first place
designers just want it to work tho. re-factoring should be done on anything a designer made anyway
It is. Because people overuse interfaces and say "casting bad". Interfaces have a very specific niche use of simply being able to try to interact with low level pointers regardless of what they are in similar ways.
how do i make it that this randomized array is only called once on start??? it constantly updates lol
hard object references aren't great. Casting is just bad by association
Move that call to construct and set the text there. UMG bindings run once every frame.
so delete the binding completely you say?
Probably. Honestly, UMG bindings are really bad except for the Tooltip Widget one. If you need something to update every frame, just put it on the widget's tick, same thing and can't break from being unset. If you just want it done once when the widget is added to a parent or screen, put the code on Construct or Preconstruct.
Anyone know why this comes up with 2 copies of a structure I only have 1 instance of?
It does that for some reason
Hi! I can't solve the problem.
I have a player who kicks the opponent. I need to check that there is no ground behind the opponent's back in the direction of the kick.
To do this, I run Trace, where the starting point is the enemy himself, but I can't figure out the end point. I need to somehow take the ForwardVector of the player and based on the opponent's position get the final trace point.
Which actor needs to know if there's a floor there, the Kicker, or the Kickee?
if i push rotate a vector(1, 0, 0) by rotator(0, 0, -90) how do determine that it now points to -Y?
Kickee, but it can be kicker as well. Im kicking opponent, enable ragdoll and then force push it from player forward vector.
In what space? Or why do you need to know if it's facing -y?
hey guys when i create UObject and add outter as some object reference ... when I set variable set from this to null is object will be garbage collected or will live until outer object lives ?
some arbitrary local space 😄 (lets call it my personal space)
is there a bp node for iterating over key value pair of a map?
the underlying problem is that i have bone rotations from another DDC, which are in "Component" Space of my rig now, and i want to determine how to map the axis to my rig's bone space
so i guess i somehow have to find the bones forward/up/right vector in both systems to create some kind of axis mapping
Niet :-/
yes, maybe you can make a macro?! no idea
Yepp
ok 🙂
find is probably always true if you iterate over keys
You know the key exist so no reason to search
yeah ^^
Or perhaps its only find
it is only find
yeah there is only a find
I believe you're trying to do something like this.
Gonna try it now!
i cant post an image 😦
it arrived 4 times by now 😄
5
this would work too right?
no
wow desync ^^
unless you hook up the values node before your foreach loop
There we goo, i knew there was a get method
Since you're converting them to two arrays anyways
Yay! Worked like a charm! Thank you.
Hi, is it possible to add something like algae on a water plane? If yes how, since tessellation is no longer here I and I think that is how it was done
Tessellation for algae? O.o That's an odd one. I'd assume some form of vertex painting or a mask of some sort.
I have no idea that why i was asking
wanted to ask if there is a way to have an array inside another array. I attached an image to give you a better idea of what im trying to achieve. essentially its an array "item composition" inside another array "Item composition list". thanks in advance
Structs
Not sure where this question belongs... I was tidying up my project files and moved my character animations from the general content folder into a character folder I created inside it. I had to relink a few of the animations to get them to work again, but they seem to be fine now. However, now my character isn't 'grounded'. His feet are in line with the terrain, but instead of his chest moving up and down when he breathes, he slides forwards and backwards a bit across the ground. The animation itself looks ok. So I think it's something in the character blueprint that's gone weird. Does anyone know how to fix this? Googling just comes up with a lot of 'my character is two inches above the ground' questions, which isn't the issue.
Hey, so i'm working on some code to have my game show the end credits when the final quest is completed - this is what I have so far which activates after any quest is completed. Does anyone know how I can define the Quest ID variable (within the 'CompleteQuest' function) within my Quest Check - Final Credits blueprint? and then check this Quest ID with an IF statement that if it matches it will play the end credits?
How hard is it to add a Quick Time Event to my game? I'm thinking it's the best way to add something I want.
hm i have a custom uint8 enum in c++ with blueprint type and all but in the blueprint i cant cast from a byte to that enum
is casting to enums not possible or so?
UENUM(BlueprintType)
enum class EMyEnum : uint8
thats how i defined it it also shows up
ah there's a node
"byte to" shows it up
i thought i had to use a cast but doesnt seem so
hm if i define a data asset in c++ with a tmap how do i actually access that tmap if i have the dataasset asset linked in my blueprint?
that doesnt even have an input, weird
aaah i need to get the "variable" for it ^^
hm that only gives me a set function
hm
aaaah thanks
i want to set a text widget to a random value of string array.... and im going nuts here... anybody has a hint for me? like i have no idea what im doing lol
Hi - Is there a way to alter the mass of a vehicle using blueprints? I want to add weight when the vehicle is carrying a load, and deduct when fuel is being used. Thanks!
@dire flame you wanna get the text variable (whatever you named it) from the widget (use the return value from the cast) and set text to the output from your "GET" node in the lower right
how would i check if my object variable here which is weapon is null or not
do i put the parent class of the object variable in that drop down ?
ok i will try thnx
these both are the same right ? only diff is that one gives boolean and other gives execution ?
yes
Yeah
ok thanks
I've been scouring blueprint nodes for something I need. What I want is basically a switch statement that returns one array if true, and one array is false. What node am I looking for or what building blocks could i use? Ie:
return {
if condition return &array1;
else return &array2;
}
This would help minimize the number of switch statements and reduce complexity in this blueprint greatly if I can pick which value to source from based on a precondition.
Branch, switch, select
Ok, I think the select with the two options and the index was what I was missing. I tied up two arrays and see the return value is an array of names (that looks right). Is the index its asking for 0 or 1 I take it?
as in the index position of the "options"
Does this look right?
right compared to what?
The correct way to perform a proxy selection, which I articulated in psudocode in the above post.
except that you are not setting it, yes
well I am not doing anything with it, will be using the return value later in the blueprint.
just wanted to make sure I understood that fundamental building block
(first time in a visual language)
Is there a way to create a (purely visual, just to make things cleaner with less overlapping lines on the graph) way of referencing an output? I dont want to "store" target beyond the event, but I would really like to take the return value into an NOOP identity so I can feed the targets from the bottom. Its hard to read all the connections with the overlapping.
Redirect node..
Double click on a wire to add one
beautiful! Thank you @tawdry surge
Hey folks,
When I pause my game, I can't unpause it with the same button even if I have the action event set to Execute When Paused. Any tips off the top of your head?
There is another requirement for that, one sec.
Try enabling this in your PlayerController, the bottom setting.
I can't remember if input is processed in the partial tick or not.
Aye, I think I found the solution, I'm using Horror Engine, and inside that they have a function to disable player input
So I just need to jerry rig something in here that if player is in menus, to enable player controller input but keep player character disabled
Thanks for answering @maiden wadi
Got it working, that's what it was. All good now 🙂
hi
how can i change shadows quality only for one actor?
I would like to change the shadow quality for only one specific actor
or how to change shadow quality depending on distance?
Google is giving me bad results. Is there a way to get all actors with a specific blueprint from a loaded streaming level? I see getallactorsfromclass but beyond the performance problems it indicates, it also really needs to be limited logically by the level as this is a recursive process.
Im tryng to switch between weapons . i want to save the ammo progress of the weapon before i switch how would i do that? would i put the value of that into variables and then set it to current ammo when i switch back ?
Im line tracing by using the convert mouse location to world space, the line trace seems to have a distorted source and i cant figure out why its not directly selecting the grid that is under the mouse, TIA
https://gyazo.com/b34c22bbb5bf787f429c1586f2b4f464 why isnt there a 'pressing' output? i want to constantly reduce a variable while this input is held. how can i do that?
i basically want it to trigger every frame. i already have another thing using event tick, and i cant have two of those at once
You don't need two tick events. Use a Sequence.
soo whats the difference between making a chain of nodes or using this?https://gyazo.com/85026b70fc98a2a246ab5aaff0032ada
Nothing really. Just easier to manage.
None, really. It just lets you organize your graph a bit more cleanly
wait wait i get it
you input event tick on sequence
then do everything that would be using that
on each then
Is there a way to check if a vector is below the landscape? (I'm trying to spawn items in a random area around an origin point, but sometimes they're spawning inside other objects/under the landscape)
This is what I'm using currently
yea, but then1 starts when everything in then0 got executed
they don't run parallel
i thought so
so, if i had the stamina regen work in then0,
then the minus (which accounts for the gain that wouldve happened in then0) in then1, itl be all groovy?
the minus which only would happen if sprinting is true
Show your math for determining the trace start and end points
are they supposed to spawn in the air, too?
I was kind of hoping to have them "explode" out from the spawning object, so I turned on 'simulate physics' because I figured that'd back them fall onto the ground after 'exploding' out
This is single player right?
yes
well, if the scene allows it, you may want to do linetrace on your random spawn location, to check where objects are
maybe even a sphere trace, considering the bounds of your object
Show a screenshot of what happens with one click, without moving the mouse. So we can see the cursor and trace
I'm following Matt Aspland's tutorial on enemy chasing. "Then 1" runs when the AI dosen't detect the player anymore but for some reason, it still gets called while the player is in sight range.
Need to see more of the graph, there is probably another event, perhaps even a tick or behavior tree, that is setting the player in range
thats the only node that sets player in range. In event tick, it'll check if its false to have the player move in random locations.
i think im just gonna use a behavior tree
it's better to get these simple events working first, then recreate them in behavior trees
because that's really all they are, IIRC they function like a tick but much more efficient
put a break on the movement result enum and figure out when it fails
not sure but your random radius point might be too small
put it to like 50,000 and see if anything changes
nope still turned away from me
it only loses attention for a second sometimes while chasing which is what im trying to fix. either it'll go back to chasing me which resets the music or it'll go to a random location.
heyoo, i'm trying to have my top-down character walk towards wherever I hold my mouse button. Right now it only walks towards the location I have clicked on. Does someone know some blueprint magic that can make sure that I can just keep holding my mouse button and the character will follow it?
Super simple way.
oeeeh let me try this, thanks!
ayyy that works, thank you so much! Looks like I was only 2 nodes away hahahaha, tried to figure this shit out for the whole day
big relief now, thanks again
Is there any blueprint that helps in making a convex hull out of many points?
So I have this spread working to spawn multiple projectiles on a certain angle, however when I try to apply it to something else it only spawns one. I feel like I plugged something in wrong.
Are you not able to edit default values of an component placed in an actor blueprint?
I have this ActorComponent defined in CPP, and it's placed under a blueprint directly.
I can't see its values in the Class Defaults view, but I can see them when looking at the Details panel when the actor is selected.
The problem is that if I set it this way then it gets reset to 0 elements in the array after I close the editor and reopen it.
Am I doing anything obviously wrong?
Procedural mesh compknent likely... though it seems a lot of this project is more c++ suited lol
its something ive been escaping 😦 its hard. but all its working so far with blueprints. How is procedural mesh component going to help me calculate a convex hull of many points? I dont see how?
I dont know either its just the only way you are going to get
Trying to escape c++is pointless for systems that should use it... you will only end up with poor performance and spaghetti
can a RTS game with about 500 units be made using only blueprints and not lag?
No
or is that unit count going to force me to do C++
Is it multiplayer
no singleplayer
With good blueprints I imagine you would start to feel strain around 400
C++ won’t help much if you use engine pathing and moveto
so custom systems will need to be built?
will nativizing the blueprints to C++ using the unreal tools help?
Yes I recommend you do that
What you’re doing is a tall mountain to climb
C++ Will allow you to climb a little bit higher but carrying twice to load
I think you should just revise down your design for three or 400 units
And get familiar with nativization
I should also mention its a squad based RTS so I think that will bring the load down a bit?
nvm i got it working
You can readily make necessary c++ improvements when you learn it later
If you need to
Squad based control might reduce the cost a tiny bit or More depending on how independent each squad member is in his movement
for now I will just try and get as much done with blueprints as possible as progress is way faster for me using that
C++ is backup plan
thanks for the advice! @mellow folio
How does one RESOLVE a Level Streaming Object Reference? I know its loaded due to a delegate, but can I get the resolved sublevel from it?
Depends on how you were moving it
It's a player character, I want to halt its velocity and freeze it in place when it "dies"
I think you can save it to a variable, I think you can use load level instance to initiate it, But I’m not sure what you’re asking
I think you can disable movement on the character movement component
Yeah, only problem with that is that it carries its momentum with it
and gravity?
(Assuming this was a response to what I said)
I tried using a sphere trace, but now the objects aren't spawning at all
can i somehow make that widget spawn in specific room?
Pretty much any blueprint logic can create a widget, you just need to use the add to viewport node Afterwards
does AIPerception and PawnSensing work together?
Hi, how to draw a line in realtime that corresponds to a spline
so the problem is that i made a widget which work just fine but i have menu screen and game and it spawns in menu and game so how do i make it so it doesnt spawn in menu
It looks like Load Level Instance is its own thing, and judging by not having the Async marker or firing an event, I suspect its a blocking load.
put down spline > get spline points > for each point draw line
correct
I feel like the "Bind Event To On Level Loaded/Shown" should pass the loaded instance to the event handler bound to the delegate, but I cannot find anything on it.
can you elaborate on whats missing? I can write the C++ binding if that is necessary, but it really seems like most of the pieces are here
thanks
like, I get the levels to load dynamically, I just can't figure out how to properly reference them, which is necessary for recursing through them and processing sub nodes (prodcedural map gen)
rts games bring the load up... theyre incredibly complex and should definitely use c++ in areas
You can't do that in BP
Is there a method in C++ land that would allow me to get the loaded instance by its unique instance name? (I could then connect that to the level loaded event)?
this is the widgets blueprint and i want to make so it spawns in specific room, how do do that?
Is there any way of detecting any controller input that comes from the thumbsticks (up, down, left, right?), instead of having to check for the 4 direction on both thumbsticks?
My skeletal mesh has the same collision setup as my static meshes, but it isn't blocking a projectile. There is a physics body attached, it's set to generate hits, it's enabled, it uses CCD and yet the projectiles keep passing right through it.
What happens to me is I forget doing this stuff for each object you want to have interactions with.
That's already set.
Oh I should learn reading xD
the projectile and mesh have custom object channels. Skeletal mesh is Object A and blocking Object B. Projectile is OBject B blocking A
It's set exactly the same as static meshes in my scene.
the static meshes work fine.
it's something with the skeletal mesh/physics body itself.
but I can't see anything wrong with it.
hmm did you try out just using the capsule component if you have one? could be a problem with your mesh colliders
No. There is no capsule component. This isn't a character.
i think somebody more experienced might help, I'm too new to understand working with "custom" meshes and collisions, always using simple bodies like spheres etc. :/
ohh.. I think i see. I was using a poseable mesh because of an old function which isn't used anylonger and it seems like poseable meshes don't support collisions, I need to switch it back to a regular skeletal mesh.
is there a way to bind event to (event) timer cleared/invalidated
Yes that's exactly it. So just a reminder that collisions don't work on poseable meshes.
sometimes even just asking a question helps :)
Only by making your own dispatcher for it
ok
Hello guys I need help right now and I wonder if someone would be willing to help through a discord call?
I'm trying to make my inventory contents be saved through the game instance so they never disappear when changing levels.
I cannot get that to work and its been months!
If you are willing to help, please add me or dm me thanks!
Just keep the inventory array in game instance
Typically you aint gonna get 1 on 1 guided help, and its best to keep it here
get the inventory array in the game instance, okay so my inventory component has an array already how can i reference that?
For the player just get the component from the game instance
Or pass in an array
Begin play set the array to the game instance one or smthm
ok i'll try
Although you will need to ensure that happens before loading
Cause otherwise you will overwrite the array you load in from save game
I save to the game mode and then load that variable when I start the level
Interesting, okay I'll try
I feel like it took me way too long to understand saving in unreal engine too. Make sure the save file name is always exactly the same. If you at just starting you might want to create a variable for the save file name so it can be easily changed for all your saves and loads I wish I did that when I started
Good advice but not relevant to the problem
Lol he's having trouble saving.. . I've seen meme talk threads in here
I just think maybe if I streamed it to you guys you'd be able to help me more
No i get completely
because this ain't working lol
You want inventory to stay between levels
yes
So have the player inventory in the game instance
but like nothing is working it keeps resetting to nothing upon opening a level
Where are u storing your saved variables
Your game instance wont reset on loading a levek
Save the inventory there
Then when you go into a level
Retrieve from game instance
How do I save the inventory there and retrieve? What nodes to use?
Make sure where you are saving your variables is the same as in the settings
Should I cast to thirdperson then use inventory component then the array?
When you are going to leave a level
Copy it to game instance
When you load a level
Copy from game instance
From there you can figure it out
They arent saving and loading witha save game
They are using the game instwnce
Theyre just persistent
A save game is unnecessary here as there are persistent data sources already
Save game for between play sessions
Again ive told you what to do
When you load a level
Put the inventory array into the array in the game instance
There are nodes. Create game instance, save game to slot, load game to slot etc
They arent saving and loading!!
This is my open level bp
When your new level starts, take the gane instance array and put it into the inv compinent for the char... wheb you are about to open a new level, take the character inv array and put it in the game instance
From there you can figure out the nodes for it
Then try again
Its too late for me to give a full solution, but ive given you the theory there, you just need to apply it to how your game works
Its no problem :)
If youre still stuck after a while feel free to come back and i can go a bit more in depth, but for now i rest so good luck
I will keep trying but will likely come back
Im sure youll crack it!
Hey guys I am getting a wierd issue I am using a companion ai which shoots when he sees enemy ai evrything is fine but he is not giving dame to that ai I have used cast tag and interface but still not working
See it is firing but not moving forward from this point this point is making a problem where it is not moving forward if I use cast or interface anything
This is my fire system of my companion ai
Anyone know where this floor came from? I don't know what I did for it to show up.
Thanks, didn't even know I hit it
They still use old UE4 floor preview lol
Hey man I'm back, still haven't been able to crack it :/
Hi, is there a way to make a timeline track that takes external input values and not hard coded values?
I want to use it to smoothly increase the speed of a material "animation" depending on player health. So its a different effect if it tranisions from say 5 -> 9 than from 32 -> 35
Hey ! I have a question I'm doing an health bar for my character, I'm using a progress bar, I binded my percentage to a function. But It block at the start :
do for each loops with break call completed exec pin after Break exec pin was triggered?
Dont know, are you sure you are the owning player? why not us PlayerPawn? thats the only thing i can think off....
I've been stuck on this for 4 months actually but thank you lol
They should call Completed after broken, yes.
thank you
ho ye it's working with playerpawn
Thank's !
Hey I'm trying to load the contents of all my chests from a save file. (the slot1 variable) (Which I know is working correctly from print string) but its outputting this error even when loading the save and going through an isvalid? node. I also got the same result when pulling the array element from the foreachloop to the set chest contents.
Does anyone know how I could go about this? Loading variables from save files seems to be very fickly...
Tried the same thing in Ue5 and there was no error, but it didn't do anything either
is it possible to make Strataegy game with 50-80 bots on the scene in bps? with a playable fps or it would be better to do it in cpp?
Hey ive been trying to recreate this picture i got from the forum but am unable to create the last one "Break WeaponSettings" can someone tell me how to recreate it?
How do I set the destination path/folder when saving a texture using blueprints?
I mean creating a texture in run time
Keeps saving files in "Engine Content" :\
UV Scaling you mean?
May be xD
anyone has some good BP exercices for someone with intermediate experience on Blueprints ? thanks a lot
Where do you have this menu ?
I have this
select Tex Coord
😄
Is there any benefit to using these instead of the project settings for input management? 🤔
Ok thank's it's working but I have another problem now
xD
I have used this texture on many element but see
On some elements it's doing something ugly
That might be a UV mapping issue.
Do I hook up custom events to the begin event or the every tick?
how make multiplayer work in LYRA please somebody helpppp!
C++ is pretty much mandatory with (realtime) strategy with that high amount of characters
How would i make a piano style physic ? Like the player steps on it, it goes down ?
You're crossposting same vague questions, and you're not helping yourself with that.
<@&213101288538374145>
@icy dragon are you alright?
Perhaps you can use overlap events to shift the platform down and up
thanks i'll look into that, i thought about playing with a springboard physic constraint
Wait , isnt lyra already multiplayer
I'm not inclined to think using physics for that would be reliable
you cross posted this same question in 4 different channels in a few minutes worth of time. Do not do this, please read the #rules
ok i got it.. you are the moderator.. but who is this @icy dragon
A concerned user
a user of this community that was reminding you of the rules
hi when i pickup an item in my inventory it doesn't set the item image
yeah but i dont see any other players i even tried to create product and set all the ids in EOS
but nothing seems to work for me i wanna play with friends and other players
I'm the idol from Shizuoka
A user who got confused by crosspost multiple times.
Sounds like you're not updating the inventory widget
How's your BP setup on item picked?
Because it would be too random?
Nice idea but im afraid of the lag
I really wanted the print node from UE5 in UE4, so I made a function to do the same thing. Almost.
The only difference is you have to manually create a map variable on the blueprint you are using it on and it works slightly differently. Instead, of overwriting other prints, it just maintains a one print per key method. This is extraordinarily useful in my book because it allows for a much easier-to-read set of debug strings especially when required to be used with an event tick or timer.
Also, the key can be dynamically created allowing it to be used as another filtration layer if a more complex situation requires it.
The lag would be far less with overlap events
heyho,
is there a widget interface class, similar to blueprint interface? i'm trying to call the same event on different widgets and try to avoid casting to the actual widget all the time i change the widget. instead i could cast to the interface and simply call the event without differentiation...
any suggestions?
many thanks
PhysX on its own is not that replicable, and if you're in 5.0, Chaos is still reportedly slow
Also help preventing edge cases where your player flung away due to collision jank
The same as normal UObject interfaces.
yeah i think you are right, so a simple component move to would do tthe trick ?
@foggy escarp you know since umg, thats basically what the hud class is for at this point. Displaying real-time debug info to the screen
ah thanx, found the mistake...
How is this done best? If kept to the ease of dragging and dropping a node, could you just make a print widget that gets the same data and destroys itself after some time?
And calling a function to add to viewport.
@tawdry surge
Mathew Wadstein has videos on it if you're interested, but yeah basically.
Print node is quicker. Hud let's you organize and keep track of things that you'll likely want to know more than one time. Like player speed, position, distance between two characters, etc..
so, you can't have a variable be instance editable and NOT visible in the details panel?
thanks dude. that was the solution that got me on the right track
@late cave no.. how would that work?
eh... I just feel I should be able to write to a variable in a blueprint without exposing it in the UI
You can.. instance editable is talking about the default values
You can write to variables inside instances at runtime as long as they aren't marked read only
@vestal nymph pointed it out to me. Holly hell is the In Engine -> Chaos Field Master BP dense.
Not according to my testing... but perhaps constructors are a special case?
Hello guys im having trouble finding a way to control and expose the " time " axis in the timeline node
Long story short i want to use skylight with some pre rendered cube map. I followed this video
https://youtu.be/cHzt73Tn0L4
Now in my case i have 4 cube maps but as seen in video at 27:17 the time of the key frame is only accessible by opening the blueprint.
The person setting the time in advance not in runtime. I tried to hover my mouse on the time space of the curve but i was not able to relate with any variable. Is there any other way to control in blend fraction over time dynamic/runtime way??
This video discusses a simple Blueprint scripting technique that allows you to blend through a series of cubemaps within a Skylight. This is useful for helping to simulate various lighting environments, such as for different times of day, especially if you've already captured a series of HDR images. Please note that for this example, we've over-...
@late cave construction script is different from the event graph. Printing from there is spotty
It should still show in the output log though.
Not sure why marking it instance editable would matter either way
does casting also check if something is valid?
thanks
is it possible to set the same trigger for each level > meaning whenever someone gets to the goal they get the option to load the next level and so on
Make a BP class and have that trigger the level switch. You can then place it in any level you want
what is a level switch
?
Yeah. Or load the next streaming level and unload the old one
However you are switching levels
I want them to "unlock" levels when they complete the current one
-_- any1 knws abt my issue?? Any help is appreciated. .
Ok, so should they have to be at the goal location to switch or just anytime after they unlock it
when they reach that point they unlock it anytime after
no need to stay there
@opaque acorn you can get length or playback position from the timeline component reference in your variable section of the BP
Length?
A short eg will be useful if you know
I got get how i can connect it to thw time line as my issue is the able the time axis of the curve key frame
@open latch alright, so have the goal add the level name to an array of available levels and then pick and call it however you like
That is the playback position. Length is how long it is in total
Ok im testing
There is no input node of time line nood i guess i didnt get it at all
There are play, play from start, stop, rev rev from end start new frame and new time node
In the my blueprint tab to the lower left, in the component section, drag the timeline reference on to the graph and use that
From the reference you can "get" or "set" a bunch of stuff not available on the node
Where is the timeline reference located? It might be dumb to ask but i dont find it
Are you looking to set how long the timeline plays for?
It should be located in your variables in the blueprint.
Ok thank you very much i guwss set play rate going to do the job
I felt like super dumb not able to get it thank you for help
I have a niagara effect I want to spawn - is there any way to spawn the effect and destroy the actor once the VFX is completed?
FWIW it can be more helpful to screenshot on pc
G> I have a niagara effect I want to spawn - is there any way to spawn the effect and destroy the actor once the VFX is completed?
@sage plank
Simplest is to use a projectile
And using overlapping event
I can dm/ send here my bp if u want
You move it to 0,0,0 over a time of 0 seconds it seems
Screenshot is a little low res so can tell
Usually you just spawn the emitter attached or at a location. And set it to die when completed.
Ah damn !! i thought it was relative to the object
Oh mb it is
Yea I was about to say, that seems like relative?
Print world location
Print out location afterwards
sorry what do you mean like print string ?
Yep
Might be helpful to check where the box mesh moved afterwards.
Could also use F8 to unpossess your character in runtime
Then you can directly inspect where the static mesh ended up
nice i didn't know this comma,nd very uselfu
yeah it's somewhere far from it's supposed relative location
Any in here good with data tables? Is there a way to search a table without knowing the Row Name? I have an Item Name stored in a variable and want to find out which row of my table it's in (I know the column name) and return the Row Name into another variable. Is this possible?
Yes, when in F8 mode, you can then use the world outliner to find the actors in your world
Then click on the actor in the world outliner, then you can click on each componet of the actor
There is a node called GetDataTableRows, something like that. You can then for loop through each row in the DT, check the contents of each row on the DT for a match.
I would not advise relying on that though, compared to just saving the DT row in the item structure.
hmm ok
I think it’s GetDataTableRowNames?
Hard to remember when not at pc
yeah, I've been playing around with that this morning
Ok
it's cool, just wondered if it was even doable or if I was trying to do the impossible. I'll keep plugging away at it! 😄 Cheers
Hi, if i create a loading screen widget in the pre lobby level's player controller, how do i tear it down when the map has loaded since all the GM/PC ect.. have all changed to new ones? i cant seem to remove it, no matter where I call remove from parent it just doesn't do anything and keeps the loading screen in the viewport
Where are you adding the menu, and how are you loading the level? When you load a new map, it generally resets almost everything except the game instance
yes, if you can do a loading screen in BP, I would assume that you need to handle that on the game instance.
Level loading is setup so that when all players are ready the host presses the start button which sets a GameStarted bool stored in the Game State and it then uses seamless travel to load the actual map from the Game Mode, the loading screen gets added to viewport from the player controller once the GameStarted variable is set to true
but i never thought to use the Game Instance for showing/removing widgets
You mean this setting? Because this isnt killing the emitter after the animation is done
Tru loading screens are c++ territory
wdym use a projectile?
@prime stump hmm im assuming you store the reference to the loading screen somwhere when you add it to viewport?
Ive never used seemless travel myself so im not sure how it works exactly. Either way, for anything regarding switching the level, the game instance is a good place to handle it.
A projectile may not work for you, a lot od assumptions werr made there
Since we're on particles, anyone know how to get collision info from Niagara particles
Like if the player was hit, etc..
🤣 and a hell of a lot of components. Spawning an actor for this every time you shoot doesn't -seem- like it would be the most performant, I think this logic should be built into the base weapon class in actual use i guess? I wonder if Lyra has anything to dig into in that regard
Thanks what i dont understand is that if the node is relative to the object why would it be sent somewhere relative to the world?
So you figured out that it sends it to world space? and not relative to the object?
is that what your saying?
Yes :)
Really weird
well that is strange, but at least you know how it works now.
I just need it to lower itself -2 on Z
How :)
You actualy dont have to convert anything since there is a GetWorldLocation node that componets have
Use GetWorldLocation - (0,0,2)
On the move component to node?
But if i want to set the world location that would be different right?
Sorry fotr the confusion
Im not sure why you would even need to use a MoveTo node if you are just moving to 2 Z down tbh
Seems a little overkill to me
Is it possible to have bools in an array?
yes
yea?
oh nvm 
Omg, this is EXACTLY what I needed, thank you so much 💖
you need to edit your GameMode, If you dont have a custom game Mode yet, youll need to make one.
If the character is already properly setup
he is
Is PhasePlayerCharacter a BP?
or a mesh?
If its a BP its very simple yea, edit the gamemode
PhasePlayerCharacter
How Can I edit the game mode ?
- NewBlueprint > GameMode
- Open Game Mode > Set Default Pawn to your Character class
- In project settings, Change default game mode to your new game mode
looks normal, did you have a gamemode override specified in the WorldSettings for this level already?
where can I enable this 😂?
ui for 5 has got me all tripped up but it used to be in like Window>World Settings
then it shows up near your details panel
I have a bool array how can I feed data into it to check whether someone triggered one of them ?
When I click on world setting nothing happen
I dont even understand what your asking
@open latch not sure what you are trying to do but, you generally loop through arrays and use Set element node, to set bools to true or false, and use get element node, to check something specific..
@sinful sleet did you get your character to spawn?
Yup I need to add input now
I'll try to patch this if I don't sucess I come back soon xD !
I had it in the pre lobby PC before but ive moved it to the Game Instance now
Ive moved it to the Game Instance now, it displays fine but for some reason i cant remove it from the server's viewport, works for the client tho
ah, multiplayer is a whole different beast
If it was on the pre lobbys PC before... and the PC changes to a new lobby PC after level change... then yea you would not be able to remove it
im still not sure how you are using seamless travel if you are using a lobby player controller, because yea, you wouldnt be able to switch to them mid map AFAIK..
I have a blueprint ( End/goal) that is spawned on every level
You cannot proceed without unlocking the level.
Is it possible to have that variable in an array where it checks what the current level is and unlocking the next level when you reach the collision?
not too familiar with level streaming tho
@open latch, you might want to look into a map here
map is a special type of array that has a key and a value, the Key would be a string like Level2 and the value would be a bool, specifying if it is true or false
so whenever you want to check is level(x) unlocked, you would just go , find the key for level(x) and check if its true or false
If you cant figure it out, there is always the option of RemoveAllWidgets.
Can then remake them
If it doesnt work on server I would assume the logic just isnt getting ran on server.
Its actually RemoveAllWidgets im trying to avoid lol its causing me a different issue with other widgets, if i can figure out how to get this way working then i dont have to use RemoveAllWidgets and all widgets will work as expected, ill keep digging lol thanks for your help
Good luck
@open latch https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Blueprints/UserGuide/Maps/
Hi guys, I was wondering if there is a way of executing an event in a kind of isolated environment so its not affected with weather it is already running. Im trying to execute an event with a delay multiple times at the same time but it will only run once when the delay has finished
How would u do it otherwise? Im trying to make a piano key go down when player jumps on it
I thought about a springboard but thats too unrealiable
Because it would be more realistic to have only the nose of the key plunge
I was thinking if its only 2 z down, why not just SetRelativeLocation. But since piano keys definitly need that small interp, thats seems like a good spot for it
your fine
Ok thanks a lot :)
You will need to create a new object to house that event
Look into UObjects
If the event has its own visuals specificly for that event, spawn a new actor and use that to house the event.
Lol I want to try and avoid spawning and destroying actors all the time
But I only need a maximum of 2 instances of the same event running at the same time so I guess I can just have the event running on certain already existing actors
But I was hoping there was another solution incase I find the same issue in the future
Either way, if you are not spawning a new actor for the event, you will have to construct a new object for the event.
There is nothing wrong with that.
I was partly successful with using a setup with a macro but I have the issue of having to also save any input information my event has
I dont understand the totality of what your trying to accomplish
same
I want players to turn into a ghost on death with similar functionality to a player. Should I have a separate character BP for this and swap them on death, or should I use the same BP and just change how it works on "death" (set isGhost to true for example and then movement changes etc)
It could call for a simple solution, like the one in the picture. Alternativly it could call for a more complicated solution like creating aditional objects.

It really doesnt matter.
What was the question again?
Basically I have an event with a delay and that works fine when being called once but if I call it multiple times while the delay is running once the delay is finished it will only run once
Oh right, image not appearing in inventory
What goes beyond that last remove from world node?
UI not updating
I see, I think keeping the same character would be much easier as the "ghost" will play very similarly, but I didn't know if it could cause any issues
It would be easier and simpler yes. It would not inheritnly cause any issues. Any issues that may arrise would have to be specific to your exact game and exact setup. So i wouldnt be sure. I dont think it would cause any issues down the line although.
I'm not seeing anything updating the UI
No function for updating any widgets there?
I don't see any sign of interfaces either
nope
So how do you expect it to update
Also another simple question, I want to have buffs/debuffs to my character (like stunned where they cant perform actions, slow where their move speed is half, fast where their move speed is doubled).
I was planning on making each of these status effects a boolean variable to check if debuffs are true. So for example when the player moves using WASD it will branch if the player has the confused debuff or not. If they have the debuff then their inputs are swapped, and if they dont it will play as normal.
I was just concerned this could be unoptimized as it would check if the player is confused every time they input, even if they obviously wouldn't have the debuff (i.e the map doesn't have any forms of confusion)
Didnt know if there was a better way to handle this kind of feature
You could either use bools or enums
(I personally go for the latter)
Is that what your trying todo?
You can also take a look at the Gameplay Ability System. The possibilities with it are near endless, however the learning curve is quite steep
yeah I saw that but my game is extremely simple so I figured it would be overkill. These debuffs are basically the most complicated thing I plan on adding
Looking at a page on them and they seem pretty useful, I will watch some tutorials ty
nope you would have to handle it all in cpp. you have more options in cop for getting levels though and you could potentially wrap it in a subsystem. But UObject support in BP is limited, and especially for assets like levels it's going to be a problem to expose anything on them because of when level loading occurs. So really your best bet is to handle it entirely in cpp
In that case I would use booleans if there are only 2 states. Otherwise enums.
i did this in the character
Yeah im seeing that now. I am not too sure if it would apply as there are a lot of states however you can have multiple states at once. For example you can be slowed and confused at the same time. I dont know if enum allows this or not
Surprisingly, I got it working using just blueprints.
Uh huh, you didn't show that node earlier in your screenshots...
@odd ember Surprisingly, I got it working using just blueprints. The kicker was I did not quite understand Instancing was a different thing than loading. And I wanted to instance. So I needed that UniqueName component. Once I had that, I could get all classes of the type of my connector, and then call up a few times. I wrote this macro to simplify it.
because i did this after i showed the screenshots
The package name allows me to see which instance spawned the actor.
You should ask yourself where and when you want to apply your modifications. It could be on application of the effect and removal (and modify your stat accordingly). Or you could set some flags and then evaluate them all the moment you need to calculate your current stat. It will get complex quite fast, beware 😉
Okay, larger context is needed. How you're setting that Hudwidget variable?
Yeah I have been theorizing how to do it for a couple hours now. There are just infinite ways to approach the problem and they would all probably work, just trying to think of the most modular and optimised approach. Changing the stats seems like a very clean and optimised approach, and I could probably use it for a lot of my status effects
right but for instance you still have no way of getting a list of actors in level or populating the levels in any way. Right now you're just going from the innermost object outward, which is error prone and inelegant. I highly doubt that your code will work for all cases, even if it may for just a few
If it's just loading you're after it's fine, but if you want to load nested levels from a level manager (which seems to be the case) you'll have to dig into cpp to cover your bases. the alternative is to let every level know its sublevels and go from there. You'll need custom level script actors but that should be doable in BP
No, top down then bottom up.
im using getallactorsofclass to get them, and then able to filter those based on what streaming instance unique name they used coming in. this allows me to get specific actors from a streaming level.
Its running:
I mean yeah that's not ideal because you could still run into issues where the level has been loaded but actors haven't been for instance
Cast-to makes sure its loaded.
Is each room its own level?
"Note: this will cause the blueprint to always be loaded"
like I said I don't doubt it will run for some cars, but I highly doubt it's an error or bug free approach
correct, well instances of a level.

only if it exists
and I don't see a cast after get all actors
see the end of the long (wide) pic
That is talking about something else
also that is attached to a delegate, which is attached to the streaminglevel loaded event
anyway I'm just saying what is ideal todo so you don't run into bugs. feel free to ignore me if you know better

no, I am sure you are right, and I am going to have to optimize this at some point. just saying it was in fact possible, albeit complex.
it's much less about optimizing and much more about having a stable approach that gives you the correct results of every time
Guys anyone knows where to create clothes for metaHumans?
Do they come with clothes
i mean u can create custom ones, right?
I agree. however this should be stable (I got to this through reading the UE source code on github)
Not in #blueprint
where should i ask about it?
You can buy them at metaWallmart
Wha-
a good start is reading channel description s
generally they'll tell you what channels are about
Wait this is actualy a question, I never even looked at metahuman before. Is there clothes editor or something? 
If you're still in doubt after that, I suppose #ue5-general is the place
There is also a channel called #metahumans
thatnks
ah I thought that had been archived
you have to build clothes seperately if you don't want what is included. Clothes meshes are seperate. you download them as pg-13 nudes.
That is what I was imagining yea.
ok thanks, i'll try it, mostly nudes
need 50 of these 😄
Or one map
no this is why im saying a map is the best
yea xD
😄
basically reduces your code to this
for infinite amount of levels
the super nice thing about maps is if you use the ADD command, it will either, replace the value if it already exists at that key, or it will create the key with that new value
an array, if you used add, it would just tack another element onto the end
No, the built in ones are lacklustre.
Custom ones would have to be modelled separately
going to try to make one for these 2 😄
why not just use gameplay tags instead 🤔
admittedly not familiar with them, something on my list to check out
ive probably relied on maps a lot in my own work too much at this point...
Hey does anyone know how I would attach a sound cue to a spawning target and then the sound stops after the target is destroyed?
Its an aim trainer level
not doing what I want it to. will experiment some more later
So that the target has a directional sound cue
@trim matrix do you know how I would do that water overlap system but with every single body part of a ragdoll? it can be dismembered too which is gonna make it even more annoying
No, I only vaguely remember what you were asking the other day.
Please just ask another entirely separate question. Dont ping.
what? you were the one that helped me with that, so I thought maybe youd know how to expand on it. not sure I can really ask anyone else since its a pretty specific mechanic in this case
I also helped a lot of others since then, I don't remember everything.
yeah thats fine
Ask a question, and if im there and I think I can provide something, I will answer.
Dont ping people specificly.
Imagine if every guy i helped pinged me for more help
Id have a full time job here
Yes
Like many others
yeah just what I meant is since it was your solution idk if anyone else could help with that
Other people can understand it and help
I always seem to have the most specific problems that cant even find anything online for
Either way, I dont know anything about ragdolls or anything of the like
I cannot help you
yeah it was specifically for getting the bones in the overlap but I dont see anything about that
I have no idea, good luck with it though.
Audio component with looping soundd
When destroyed audio compnent goes too
Is it possible to disable custom events within my player blueprint? I want to disable half my events when a boolean variable is set to true and I feel like there is an easier way than adding a check for that boolean within every single event manually
Just dont call them if it isnt true
You dont need to check it in the event
Just check it before its called
I see, so in one example its a speed pad that gives the player speed if they touch it. I would just put that variable as public and check for it within the speed pad actor before calling the event
Yeah
Like you may have a general increase speed event
And in that case you can spcify what speed to increase to in the pad for example
Interesting, the speed is always the same in my case but I would really like to set the duration of that speed boost depending on the actor. Whats a clean way to do that? I was thinking creating a public duration var on the player that gets set in the actor and reset after the boost ends but it seems messy
The way i would do that is with timers tbh, whenever you speed up it sets your speed and then resets it upon completion
I see, so you would have it set your speed up and back down in the actor. Right now I have it set and reset the speed in the custom event in my player and the actor just calls it
which is good if its always the same speed and duration, but I should probably change it if I plan on changing the duration depending on what caused the speed change
Thank you sm I got it working
how do you set a variable?
The set node
Take a basic course on blueprints
They have some at unreal online learning
They will be very useful
@tiny frost It depends on how you set it at the end of the day. IF you want to speed it up or slow it down
In the ControllerSensPlayer, you can name that just mouse or controller sensitivity and add a number in there that suits your speed desires
yo im super new but im trying to make a double jump that also launches the player in the direction they're moving, so if you were holding d it would throw you to your right aswell as jumping again
like scouts double jump from tf2 or hanzos lunge ability from overwatch, dont really know the nodes and stuff very well yet so i cant figure it out, the goal is for the double jump to allow you to instantly change the direction you're moving mid air
Any idea why The "DetachFromComponent" does not work?
Everything else works fine
is it possible to do something like this (updating dynamic material instance parameter) without EventTick?
kinda depends, you can use Time node in materials to do things
but if you want something to update every frame thats tied to something else, sometimes theres no other option
parameter needs to be set from outside the material so don't think that would work
i don't care about the performance hit or whatever i just need to use eventtick somewhere else in my blueprint, so it's gonna get messy
if you end up having a lot of stuff on tick, you can break it into functions that tick calls
like TickMaterial - TickXYZ, etc
ok yes that sounds like what I need to do