#blueprint

402296 messages · Page 885 of 403

stiff viper
#

honestly the bigger issue i'm having is getting the whole animgraph transitioning from idle poses to aiming and shooting

#

that is wayyyyyyyyyy more annoying

#

I've probably completely ruined it by trying so many different combinations and this guy just won't aim

fathom gull
#

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

minor wolf
#

thanks but i meant actual blueprint compilation errors in the editor

haughty temple
#

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

neon veldt
#

I'm really stuck here, does anyone have a clue?

haughty temple
#

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

neon veldt
#

That seems to break the get movement component.

radiant mural
#

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

haughty temple
#

@neon veldt

#

is that what your looking for?

#

cast to your player character and pull off of it

neon veldt
#

Let me see.

#

Well it seemed to work, but I need to finish the bp to be sure. Thanks @haughty temple

haughty temple
#

awesome let me know 😄

neon veldt
#

Ok, I lied. It hasn't worked. @haughty temple

#

The error is the same, compatibility issue with Anim Instance Object.

stiff viper
#

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?

haughty temple
#

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

neon veldt
#

This node, I cant find. I have been trying to, but I cant find it.

#

Or is the node im using the same?

radiant mural
neon veldt
#

If I do that then it gives the error again when trying to use the return value.

haughty temple
#

yea i just pulled off my character

radiant mural
#

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?

neon veldt
#

I'm not sure what that means.

#

I will try one thing and will update ASAP.

radiant mural
#

Ok. Also, i am just guessing based on my limited experience, and a tutorial on a different subject

#

This may not help at all.

neon veldt
#

Ok, so it seems to have worked, I think.

radiant mural
#

Cool

neon veldt
#

But my character is doing these weird jumps/rotations, which I cant explain so I cant be 100% sure.

radiant mural
#

I suggest a tutorial on the subject of character movement

neon veldt
#

I am following a tutorial, but even so I'm failing constantly on the steps even tho following 100%.

radiant mural
#

Then there may be a missed Cast somewhere.. Perhaps use Is Valid checks

neon veldt
radiant mural
#

Well, 'that ain't right'

neon veldt
#

Ah its all coming together.

radiant mural
#

to me that looks like a networking issue, but you are all local, right?

neon veldt
#

Yes, of course.

radiant mural
#

Yeah, all i can suggest is starting the tutorial again

neon veldt
#

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.

radiant mural
#

You changed the skeleton?

neon veldt
#

I did.

radiant mural
#

Why?

neon veldt
#

Because the new Ue5 mannequin skeleton does not match.

#

So I used the one that came with the animations pack.

radiant mural
#

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

neon veldt
#

I made a new animation bp for the mesh too and its just, not working properly.

radiant mural
#

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.

neon veldt
#

Ok, I will try to get the animations working on the new ue5 mannequin and probably restart everything.

radiant mural
#

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

neon veldt
#

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.

radiant mural
#

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?

spark steppe
#

i guess one easy way is to setup a material parameter collection which you modify

radiant mural
#

Ok, i will give that a shot. Thanks

#

Can i use a Scalar to control a Bool?, 0,1

spark steppe
#

yes

radiant mural
#

Awesome! thanks

grave apex
#

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"

spark steppe
#

BP_Scopes parent is actor?

grave apex
#

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)"

spark steppe
#

that folder name is sus

grave apex
#

it's worked when exporting before

#

does ue not work with parenthesis?

spark steppe
#

ok nvm me, apparently you can use parenthesis in folder names

grave apex
#

like, this is what my export is giving me

spark steppe
#

does the BP_Scope blueprint compile without errors?

grave apex
#

yeah, it just did

radiant mural
#

How could i toggle a Switch Param with a Material Parameter?

stiff viper
#

can someone explain this magic?

spark steppe
#

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

radiant mural
spark steppe
#

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

radiant mural
#

I have set b to const 1

#

I am trying to switch 0. Cel lighting

stiff viper
#

I found it

spark steppe
#

now make 2 static bools one as true one false and plug them in the conditions as explained above

stiff viper
#

I didn't connect these bad bois

radiant mural
#

Sorry. I simply do not understand.

spark steppe
#

figured out by now, or should i start up the editor?

velvet roost
#

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

radiant mural
#

I would much prefer to do it your way, but i am blocked right now, it seems

radiant mural
#

This is infuriating

exotic hemlock
#

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...

radiant mural
#

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

stiff viper
#

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

radiant mural
#

Shut off all control for the duration of the montage?

stiff viper
#

like with... disable input?

radiant mural
#

that is my thought

exotic hemlock
#

Set Ignore Move Input or something

radiant mural
#

you'd have to look up the exact terms/process

stiff viper
#

I tried that and nah my man just keeps doing whatever he wants

radiant mural
#

Then it did not really get disabled

stiff viper
#

but good to hear i'm on the right track i'll keep experimenting

radiant mural
#

GL

stiff viper
#

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?

exotic hemlock
#

Well you can always add a variable that disables ADS and set it to true for the duration of the roll

radiant mural
#

^

exotic hemlock
#

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 :(

stiff viper
#

HHAHA

#

Got em

#

might not be the most elegant

radiant mural
#

🙂

stiff viper
#

Thank you, cuties ❤️

rustic badge
#

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

exotic hemlock
#

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

prisma idol
#

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?

exotic hemlock
#

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

jaunty jolt
#

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?

prisma idol
gentle urchin
#

Youd need to work in another interpolation somehow, if not

#

Some offset

jaunty jolt
gentle urchin
#

By not using vinterp at that moment,

#

Youd use a float lerp, with start and stop point on the spline

icy dragon
#

Or maybe hacky use of LinearColorCurve

#

(though I recall there is Vector3 Curve type)

stiff viper
#

cause i'm trying to do that too

proper dagger
#

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!

brazen pike
proper dagger
brazen pike
#

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

proper dagger
brazen pike
#

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

proper dagger
#

thanks alot!

tawdry surge
#

Use a timeline and change the static mesh component's relative location/rotation

brazen pike
proper dagger
proper dagger
kind forge
#

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

maiden wadi
brazen pike
gentle urchin
#

I've seen plenty of tuts swearing to use inteface to everything

maiden wadi
#

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.

brazen pike
tawdry surge
#

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)

proper dagger
#

let me see if I can find the project for a good laugh

#

there it is 😂

gentle urchin
#

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

worthy carbon
#

when i shoot my line trace to the ai character, it goes through the ai so i cannot give the ai damage

spark steppe
#

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)

maiden wadi
#

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.

tawdry surge
#

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

dire flame
#

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

ancient topaz
#

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.

light root
#

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

spark steppe
#

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

maiden wadi
# tawdry surge But why? Reorganizing the base classes with overridable functions isn't any more...

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.

open latch
#

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

spark steppe
#

if i want the delta between two transforms, do i multiply or add the inverse of one to the other?

light root
tawdry surge
#

@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

maiden wadi
#

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.

tawdry surge
#

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

maiden wadi
#

@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.

tawdry surge
#

Right.. Thats the object ref not the interface tho

maiden wadi
#

But the interface refs the object. And designers do this kind of thing all of the time because they "avoid casting".

tawdry surge
#

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

maiden wadi
#

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.

dire flame
#

how do i make it that this randomized array is only called once on start??? it constantly updates lol

tawdry surge
#

hard object references aren't great. Casting is just bad by association

maiden wadi
dire flame
#

so delete the binding completely you say?

maiden wadi
#

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.

balmy vessel
#

Anyone know why this comes up with 2 copies of a structure I only have 1 instance of?

thin panther
#

It does that for some reason

magic pecan
#

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.

maiden wadi
spark steppe
#

if i push rotate a vector(1, 0, 0) by rotator(0, 0, -90) how do determine that it now points to -Y?

magic pecan
maiden wadi
tight pumice
#

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 ?

spark steppe
#

some arbitrary local space 😄 (lets call it my personal space)

leaden dock
#

is there a bp node for iterating over key value pair of a map?

spark steppe
#

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

leaden dock
#

so i have to do this!?

#

or is there a better way

spark steppe
#

yes, maybe you can make a macro?! no idea

gentle urchin
#

Yepp

leaden dock
#

ok 🙂

gentle urchin
#

I mean

#

Isnt there a get aswell?

spark steppe
#

find is probably always true if you iterate over keys

gentle urchin
#

You know the key exist so no reason to search

leaden dock
#

yeah ^^

gentle urchin
#

Or perhaps its only find

spark steppe
#

it is only find

leaden dock
#

yeah there is only a find

maiden wadi
magic pecan
leaden dock
#

i cant post an image 😦

spark steppe
#

it arrived 4 times by now 😄

leaden dock
#

ah now

spark steppe
#

5

leaden dock
#

this would work too right?

spark steppe
#

no

leaden dock
#

wow desync ^^

spark steppe
#

unless you hook up the values node before your foreach loop

leaden dock
#

weird 😄

gentle urchin
#

There we goo, i knew there was a get method

#

Since you're converting them to two arrays anyways

magic pecan
fathom gull
#

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

maiden wadi
#

Tessellation for algae? O.o That's an odd one. I'd assume some form of vertex painting or a mask of some sort.

fathom gull
unique hollow
twilit orchid
#

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

summer jetty
#

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.

crisp badger
#

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?

modern cove
#

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.

leaden dock
#

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

spark steppe
#

i think that requires some additional definition on the enum

#

ask in c++, they know

leaden dock
#

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

dire flame
#

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

thorn moat
#

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!

tawdry surge
#

@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

trim matrix
#

anybody know what this node is and what to search up so I can put it in my graph
?

undone surge
#

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 ?

spark steppe
#

yes

tawdry surge
#

Yeah

undone surge
#

ok thanks

covert schooner
#

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.

tawdry surge
#

Branch, switch, select

covert schooner
#

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?

odd ember
covert schooner
#

The correct way to perform a proxy selection, which I articulated in psudocode in the above post.

odd ember
covert schooner
#

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.

tawdry surge
#

Redirect node..
Double click on a wire to add one

covert schooner
#

beautiful! Thank you @tawdry surge

gusty shuttle
#

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?

maiden wadi
#

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.

gusty shuttle
#

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 🙂

tight pollen
#

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?

covert schooner
#

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.

undone surge
#

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 ?

trim matrix
#

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

cloud burrow
#

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

maiden wadi
#

You don't need two tick events. Use a Sequence.

cloud burrow
maiden wadi
#

Nothing really. Just easier to manage.

faint badge
cloud burrow
#

wait wait i get it

#

you input event tick on sequence

#

then do everything that would be using that

#

on each then

high sapphire
#

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

spark steppe
#

they don't run parallel

cloud burrow
#

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

faint pasture
spark steppe
high sapphire
faint pasture
trim matrix
spark steppe
#

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

faint pasture
dusk cave
#

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.

open crypt
dusk cave
#

i think im just gonna use a behavior tree

open crypt
#

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

dusk cave
#

On Sight

#

Random Location

open crypt
#

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

dusk cave
#

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.

oblique elm
#

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?

oblique elm
oblique elm
#

big relief now, thanks again

jaunty jolt
#

Is there any blueprint that helps in making a convex hull out of many points?

barren relic
#

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.

dapper iron
#

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?

thin panther
jaunty jolt
thin panther
#

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

trim matrix
#

can a RTS game with about 500 units be made using only blueprints and not lag?

mellow folio
#

No

trim matrix
#

or is that unit count going to force me to do C++

mellow folio
#

Is it multiplayer

trim matrix
#

no singleplayer

mellow folio
#

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

trim matrix
#

so custom systems will need to be built?

#

will nativizing the blueprints to C++ using the unreal tools help?

mellow folio
#

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

trim matrix
#

I should also mention its a squad based RTS so I think that will bring the load down a bit?

barren relic
#

nvm i got it working

mellow folio
#

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

trim matrix
#

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

barren relic
#

how do you freeze an actor in place

#

location wise

covert schooner
#

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?

mellow folio
barren relic
mellow folio
mellow folio
barren relic
#

Yeah, only problem with that is that it carries its momentum with it

tawdry surge
#

Set velocity to 0

#

On the cmc

barren relic
#

and gravity?

high sapphire
barren relic
#

that worked ty guys

#

...

fleet cobalt
#

can i somehow make that widget spawn in specific room?

mellow folio
#

Pretty much any blueprint logic can create a widget, you just need to use the add to viewport node Afterwards

dusk cave
#

does AIPerception and PawnSensing work together?

slender rune
#

Hi, how to draw a line in realtime that corresponds to a spline

fleet cobalt
covert schooner
odd ember
covert schooner
# odd ember 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.

odd ember
#

level instances aren't really exposed to BP

#

you're meant to handle that in cpp

covert schooner
covert schooner
#

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)

thin panther
covert schooner
# odd ember 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)?

faint pasture
fleet cobalt
#

this is the widgets blueprint and i want to make so it spawns in specific room, how do do that?

proper wyvern
#

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?

stuck hedge
#

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.

deft nimbus
deft nimbus
#

Oh I should learn reading xD

stuck hedge
#

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.

deft nimbus
#

hmm did you try out just using the capsule component if you have one? could be a problem with your mesh colliders

stuck hedge
#

No. There is no capsule component. This isn't a character.

deft nimbus
#

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. :/

stuck hedge
#

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.

night scarab
#

is there a way to bind event to (event) timer cleared/invalidated

stuck hedge
#

Yes that's exactly it. So just a reminder that collisions don't work on poseable meshes.

deft nimbus
gentle urchin
night scarab
#

ok

fickle dune
#

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!

thin panther
#

Typically you aint gonna get 1 on 1 guided help, and its best to keep it here

fickle dune
#

get the inventory array in the game instance, okay so my inventory component has an array already how can i reference that?

thin panther
#

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

fickle dune
#

ok i'll try

thin panther
#

Although you will need to ensure that happens before loading

#

Cause otherwise you will overwrite the array you load in from save game

short pawn
thin panther
#

Both do the same thing

#

Theyre both persistant

fickle dune
#

Interesting, okay I'll try

short pawn
#

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

thin panther
#

Good advice but not relevant to the problem

short pawn
#

Lol he's having trouble saving.. . I've seen meme talk threads in here

fickle dune
#

I just think maybe if I streamed it to you guys you'd be able to help me more

thin panther
#

No i get completely

fickle dune
#

because this ain't working lol

thin panther
#

You want inventory to stay between levels

fickle dune
#

yes

thin panther
#

So have the player inventory in the game instance

fickle dune
#

but like nothing is working it keeps resetting to nothing upon opening a level

short pawn
thin panther
#

Your game instance wont reset on loading a levek

#

Save the inventory there

#

Then when you go into a level

#

Retrieve from game instance

fickle dune
#

How do I save the inventory there and retrieve? What nodes to use?

thin panther
#

You have an inventory

#

Right?

#

So have the same array there

short pawn
fickle dune
#

Should I cast to thirdperson then use inventory component then the array?

thin panther
#

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

thin panther
#

They are using the game instwnce

fickle dune
#

Theyre just persistent

thin panther
#

A save game is unnecessary here as there are persistent data sources already

#

Save game for between play sessions

fickle dune
#

This is my game instance

#

Now how do I reference it?

thin panther
#

Again ive told you what to do

#

When you load a level

#

Put the inventory array into the array in the game instance

short pawn
#

There are nodes. Create game instance, save game to slot, load game to slot etc

thin panther
#

They arent saving and loading!!

fickle dune
#

This is my open level bp

thin panther
# fickle dune Now how do I reference it?

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

fickle dune
#

I did this

#

didn't work so obviously didn't do it right

thin panther
#

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

fickle dune
#

I do appreciate the help

#

thank you

thin panther
#

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

fickle dune
thin panther
#

Im sure youll crack it!

humble flume
#

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

velvet roost
#

Anyone know where this floor came from? I don't know what I did for it to show up.

velvet roost
#

Thanks, didn't even know I hit it

icy dragon
#

They still use old UE4 floor preview lol

fickle dune
spark steppe
#

that was just 3 hours

#

i'm sitting 3 days on the same shit

#

xD

prisma tree
#

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

sinful sleet
#

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 :

stuck plaza
#

do for each loops with break call completed exec pin after Break exec pin was triggered?

prisma tree
# sinful sleet

Dont know, are you sure you are the owning player? why not us PlayerPawn? thats the only thing i can think off....

fickle dune
maiden wadi
stuck plaza
#

thank you

sinful sleet
#

Thank's !

azure bolt
#

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

lilac storm
#

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?

valid bolt
#

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?

lime fulcrum
#

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" :\

sinful sleet
#

How enable texture repetition ?

lime fulcrum
#

UV Scaling you mean?

sinful sleet
#

May be xD

lime fulcrum
#

😛

#

@sinful sleet I mean this

sweet silo
#

anyone has some good BP exercices for someone with intermediate experience on Blueprints ? thanks a lot

sinful sleet
#

I have this

lime fulcrum
#

select Tex Coord

sinful sleet
#

ok

#

hooooo

lime fulcrum
#

😄

dusky topaz
#

Is there any benefit to using these instead of the project settings for input management? 🤔

sinful sleet
#

xD

#

I have used this texture on many element but see

#

On some elements it's doing something ugly

lime fulcrum
#

ok, but let's move the discussion to #graphics

mental trellis
#

That might be a UV mapping issue.

harsh coral
#

Do I hook up custom events to the begin event or the every tick?

waxen steppe
#

how make multiplayer work in LYRA please somebody helpppp!

icy dragon
sweet silo
#

How would i make a piano style physic ? Like the player steps on it, it goes down ?

icy dragon
waxen steppe
#

@icy dragon are you alright?

icy dragon
sweet silo
gentle urchin
#

Wait , isnt lyra already multiplayer

icy dragon
untold anchor
waxen steppe
#

ok i got it.. you are the moderator.. but who is this @icy dragon

gentle urchin
#

A concerned user

untold anchor
worthy carbon
#

hi when i pickup an item in my inventory it doesn't set the item image

waxen steppe
#

but nothing seems to work for me i wanna play with friends and other players

icy dragon
#

I'm the idol from Shizuoka

A user who got confused by crosspost multiple times.

gentle urchin
icy dragon
sweet silo
sweet silo
foggy escarp
#

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.

icy dragon
proper veldt
#

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

icy dragon
icy dragon
sweet silo
tawdry surge
#

@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

proper veldt
foggy escarp
#

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

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..

late cave
#

so, you can't have a variable be instance editable and NOT visible in the details panel?

dire flame
tawdry surge
#

@late cave no.. how would that work?

late cave
tawdry surge
#

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

bold badge
#

@vestal nymph pointed it out to me. Holly hell is the In Engine -> Chaos Field Master BP dense.

late cave
opaque acorn
#

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-...

▶ Play video
tawdry surge
#

@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

tiny prairie
#

does casting also check if something is valid?

gentle urchin
#

Yes

#

If its not valid, it cant possibly be of the right type

tiny prairie
#

thanks

open latch
#

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

tawdry surge
#

Make a BP class and have that trigger the level switch. You can then place it in any level you want

tawdry surge
#

Yeah. Or load the next streaming level and unload the old one

#

However you are switching levels

open latch
#

I want them to "unlock" levels when they complete the current one

opaque acorn
#

-_- any1 knws abt my issue?? Any help is appreciated. .

tawdry surge
#

Ok, so should they have to be at the goal location to switch or just anytime after they unlock it

open latch
#

no need to stay there

tawdry surge
#

@opaque acorn you can get length or playback position from the timeline component reference in your variable section of the BP

opaque acorn
#

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

tawdry surge
#

@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

opaque acorn
#

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

tawdry surge
#

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

opaque acorn
#

Where is the timeline reference located? It might be dumb to ask but i dont find it

dawn gazelle
#

Are you looking to set how long the timeline plays for?

dawn gazelle
opaque acorn
#

Ok that ty

#

But surprisingly there are not many options

dawn gazelle
opaque acorn
#

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

sage plank
#

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?

thin panther
#

FWIW it can be more helpful to screenshot on pc

opaque acorn
#

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

sweet silo
#

why is my cube disapearing when stepped on ?

#

i just want it to move

thin panther
#

You move it to 0,0,0 over a time of 0 seconds it seems

#

Screenshot is a little low res so can tell

sweet silo
#

sorry here you go

#

when i type in 2 for Z for example it still disappears

thin panther
#

Well ye think about it

#

You are moving t9bthe coordinates 0,0,2 in 0.2 seconds

maiden wadi
sweet silo
#

Ah damn !! i thought it was relative to the object

thin panther
#

Oh mb it is

trim matrix
#

Yea I was about to say, that seems like relative?

thin panther
#

Print out the location afterwards

#

Yeah im tired ignore me haha

trim matrix
#

Print world location

thin panther
#

Print out location afterwards

sweet silo
#

sorry what do you mean like print string ?

trim matrix
#

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

thin panther
#

^

#

is there any other code that could affect the box at all?

sweet silo
#

yeah it's somewhere far from it's supposed relative location

thin panther
#

Ah

#

Ive figured it

summer jetty
#

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?

trim matrix
#

Yes, when in F8 mode, you can then use the world outliner to find the actors in your world

thin panther
#

Its calling multiple times probably

#

Did you say its when you step on the cube

trim matrix
#

Then click on the actor in the world outliner, then you can click on each componet of the actor

trim matrix
#

I would not advise relying on that though, compared to just saving the DT row in the item structure.

summer jetty
#

hmm ok

trim matrix
#

Hard to remember when not at pc

summer jetty
#

yeah, I've been playing around with that this morning

trim matrix
#

Ok

summer jetty
#

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

prime stump
#

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

grand valve
#

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

trim matrix
#

yes, if you can do a loading screen in BP, I would assume that you need to handle that on the game instance.

prime stump
#

but i never thought to use the Game Instance for showing/removing widgets

sage plank
thin panther
grand valve
#

@prime stump hmm im assuming you store the reference to the loading screen somwhere when you add it to viewport?

trim matrix
thin panther
tawdry surge
#

Since we're on particles, anyone know how to get collision info from Niagara particles

#

Like if the player was hit, etc..

vestal nymph
sweet silo
trim matrix
#

So you figured out that it sends it to world space? and not relative to the object?

#

is that what your saying?

trim matrix
#

well that is strange, but at least you know how it works now.

sweet silo
#

I just need it to lower itself -2 on Z

trim matrix
#

xD nice

#

well just convert realative to world then

sweet silo
trim matrix
#

You actualy dont have to convert anything since there is a GetWorldLocation node that componets have

#

Use GetWorldLocation - (0,0,2)

sweet silo
#

On the move component to node?

#

But if i want to set the world location that would be different right?

trim matrix
sweet silo
#

Sorry fotr the confusion

trim matrix
#

Seems a little overkill to me

open latch
#

Is it possible to have bools in an array?

grand valve
#

yes

trim matrix
open latch
#

how odd

#

didn't have that option lol :d

#

restart helped

trim matrix
#

oh nvm MorganaLaugh

sage plank
# maiden wadi

Omg, this is EXACTLY what I needed, thank you so much 💖

sinful sleet
#

How can I use this character as player character ?

trim matrix
#

that is alot more complicated of a question then your probably expecting.

#

Altough

grand valve
#

you need to edit your GameMode, If you dont have a custom game Mode yet, youll need to make one.

sinful sleet
#

😐

#

xD

#

ok

trim matrix
#

If the character is already properly setup

sinful sleet
trim matrix
#

Is PhasePlayerCharacter a BP?

#

or a mesh?

#

If its a BP its very simple yea, edit the gamemode

sinful sleet
#

PhasePlayerCharacter

sinful sleet
grand valve
#
  1. NewBlueprint > GameMode
  2. Open Game Mode > Set Default Pawn to your Character class
  3. In project settings, Change default game mode to your new game mode
trim matrix
#

oh there is already an anim BP to xD

#

your golden

sinful sleet
#

xD

#

Humm

#

I think I did all but ...

grand valve
#

looks normal, did you have a gamemode override specified in the WorldSettings for this level already?

sinful sleet
#

where can I enable this 😂?

grand valve
#

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

sinful sleet
#

hummm

open latch
sinful sleet
#

When I click on world setting nothing happen

grand valve
#

check near your details panel?

#

it shows up as a new tab usually

sinful sleet
#

Ho yeah !!

#

Thx

trim matrix
grand valve
#

@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?

sinful sleet
#

I'll try to patch this if I don't sucess I come back soon xD !

prime stump
prime stump
grand valve
#

ah, multiplayer is a whole different beast

trim matrix
grand valve
#

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..

open latch
grand valve
#

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

open latch
#

hmm

#

ok

#

will see If I can find some docs

trim matrix
#

Can then remake them

#

If it doesnt work on server I would assume the logic just isnt getting ran on server.

prime stump
grand valve
robust condor
#

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

sweet silo
trim matrix
#

Ah i see

#

yes that seems like a good spot to interp the movement yes.

sweet silo
#

I thought about a springboard but thats too unrealiable

#

Because it would be more realistic to have only the nose of the key plunge

trim matrix
#

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

sweet silo
#

Ok thanks a lot :)

trim matrix
#

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.

robust condor
#

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

trim matrix
#

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.

robust condor
#

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

trim matrix
#

I dont understand the totality of what your trying to accomplish

gentle urchin
#

same

wise tide
#

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)

gentle urchin
#

I'd have a separate one but oh thats just me

#

easier to differentiate behavior

trim matrix
#

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.

worthy carbon
gentle urchin
#

Try execute does nothing tho

#

Increments the int

#

but for what purpose ?

trim matrix
icy dragon
robust condor
icy dragon
# worthy carbon

Oh right, image not appearing in inventory
What goes beyond that last remove from world node?

gentle urchin
wise tide
trim matrix
gentle urchin
#

I'm not seeing anything updating the UI

icy dragon
#

I don't see any sign of interfaces either

worthy carbon
gentle urchin
#

So how do you expect it to update

wise tide
#

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

icy dragon
fiery knoll
wise tide
wise tide
odd ember
fiery knoll
worthy carbon
wise tide
worthy carbon
covert schooner
icy dragon
# worthy carbon

Uh huh, you didn't show that node earlier in your screenshots...

covert schooner
#

@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.

worthy carbon
covert schooner
#

The package name allows me to see which instance spawned the actor.

fiery knoll
icy dragon
wise tide
odd ember
#

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

covert schooner
#

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:

odd ember
#

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

covert schooner
#

Cast-to makes sure its loaded.

trim matrix
#

Is each room its own level?

covert schooner
#

"Note: this will cause the blueprint to always be loaded"

odd ember
#

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

covert schooner
#

correct, well instances of a level.

trim matrix
odd ember
#

and I don't see a cast after get all actors

covert schooner
#

see the end of the long (wide) pic

trim matrix
covert schooner
#

also that is attached to a delegate, which is attached to the streaminglevel loaded event

odd ember
#

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

trim matrix
covert schooner
#

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.

odd ember
#

it's much less about optimizing and much more about having a stable approach that gives you the correct results of every time

ember berry
#

Guys anyone knows where to create clothes for metaHumans?

trim matrix
#

Do they come with clothes

ember berry
covert schooner
ember berry
covert schooner
#

You can buy them at metaWallmart

ember berry
odd ember
#

generally they'll tell you what channels are about

trim matrix
odd ember
#

If you're still in doubt after that, I suppose #ue5-general is the place

dawn gazelle
ember berry
#

thatnks

odd ember
covert schooner
#

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.

trim matrix
#

That is what I was imagining yea.

ember berry
trim matrix
#

Or one map

grand valve
#

no this is why im saying a map is the best

trim matrix
#

yea xD

open latch
#

😄

grand valve
#

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

icy dragon
open latch
odd ember
grand valve
#

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...

viscid eagle
#

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

open latch
#

not doing what I want it to. will experiment some more later

viscid eagle
#

So that the target has a directional sound cue

sacred canyon
#

@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

trim matrix
#

No, I only vaguely remember what you were asking the other day.

#

Please just ask another entirely separate question. Dont ping.

sacred canyon
trim matrix
sacred canyon
#

yeah thats fine

trim matrix
#

Ask a question, and if im there and I think I can provide something, I will answer.

#

Dont ping people specificly.

gentle urchin
#

Imagine if every guy i helped pinged me for more help

#

Id have a full time job here

trim matrix
#

Yes

gentle urchin
#

Like many others

sacred canyon
#

yeah just what I meant is since it was your solution idk if anyone else could help with that

trim matrix
#

Other people can understand it and help

sacred canyon
#

I always seem to have the most specific problems that cant even find anything online for

trim matrix
#

Either way, I dont know anything about ragdolls or anything of the like

#

I cannot help you

sacred canyon
#

yeah it was specifically for getting the bones in the overlap but I dont see anything about that

trim matrix
#

I have no idea, good luck with it though.

thin panther
#

When destroyed audio compnent goes too

wise tide
#

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

thin panther
#

Just dont call them if it isnt true

#

You dont need to check it in the event

#

Just check it before its called

wise tide
#

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

thin panther
#

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

wise tide
#

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

thin panther
#

The way i would do that is with timers tbh, whenever you speed up it sets your speed and then resets it upon completion

wise tide
#

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

viscid eagle
worthy carbon
#

how do you set a variable?

thin panther
#

The set node

#

Take a basic course on blueprints

#

They have some at unreal online learning

#

They will be very useful

tiny frost
#

anyone know how to get the speed of which a camera is looking around

#

rotation speed

gusty shuttle
#

@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

severe whale
#

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

astral fiber
#

Any idea why The "DetachFromComponent" does not work?
Everything else works fine

trim pollen
#

is it possible to do something like this (updating dynamic material instance parameter) without EventTick?

grand valve
#

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

trim pollen
#

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

grand valve
#

if you end up having a lot of stuff on tick, you can break it into functions that tick calls

#

like TickMaterial - TickXYZ, etc

trim pollen
#

ok yes that sounds like what I need to do

grand valve
#

I guess you could make a timer with a very small value if you wanted

#

like divide 1 by your target framerate

trim pollen
#

yeah maybe

#

thank you