#blueprint

402296 messages · Page 888 of 403

trim matrix
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I tried this

cobalt gulch
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How could I make it so if a world static item is hit

trim matrix
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its giving me an error for the branch node

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did you mean this node

grand valve
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yep

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if you are getting an error at branch, its probably an accessed none error which means you havent set the ai controller reference anywhere

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but with that get ai controller node, its already set, you just need to cast to your specific ai controller

trim matrix
cobalt gulch
terse moss
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@cobalt gulch

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I have not used this

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Take it with a grain of salt lol

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Feels right though

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What's the context/goal here?

cobalt gulch
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Ah thanks

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My character shoots a smoke dart when it hits the surface it spawns a smoke entity

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(capitao) lol

terse moss
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I just don't know if I've ever used EventHit

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Anybody have info on reliability?

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Vs linetrace or something

woeful pelican
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The actor it's used on needs to have hit events checked, that's all I'm aware of

primal bluff
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This node is buggy with sometimes ignoring descendants. Is there any other way to get all components from an actor?

trim matrix
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sigh

terse moss
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I've been wondering the same thing Davision

cobalt gulch
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This one doesnt have a hit transform loc?

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oh wait nvm

terse moss
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Transform is a struct

cobalt gulch
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Holy sheet this looks awesome

terse moss
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Nice

cobalt gulch
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Its literally firing smoke grenades lmfao

terse moss
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lol is it spamming when it hits the wall or something

cobalt gulch
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Yeah

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Now all I need to do is a simple ammo system and it should be good

terse moss
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But yeah @primal bluff I've needed this badly for a while

primal bluff
terse moss
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I forget where I was running into issues, but I specifically needed an array to ignore in a line trace

covert schooner
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Is there a node that allows me to split an array into two arrays based on a precondition?

terse moss
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If not, you could probably achieve it through a ForEachLoop that separates them based on index vs length

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Not ideal obviously

covert schooner
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Ive been trying, part of the problem is unfortunately BP seems to not allow you to have DynamicOutputParam, while C++, which supports DynamicOutputParam does not allow you to return more than one value. What I am trying to accomplish is "sort this array into two arrays depending on if its package (Outer->Outer->Outer) matches an input string.

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where the input is a typed class array

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*typed as in subtyped to an actor type

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I was hoping they had a node already implemented that did this, or at least something similar (in which case I could look at the source impl)

terse moss
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What would be determining the split? Like remove the specified inputs into their own?

covert schooner
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its a string match of a passed in string.

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they don't need to be removed necessarally, just filtered into two arrays (can be copy of the actor ref so long as it keeps type)

terse moss
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Yeah that's a tough one I'm not sure

nova cloud
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Has anyone ever had their Content folders move (on their own). Poltergeist jokes aside, I discovered my Content Folder had been moved inside my Config Folder. Not something I remember doing. Any Ideas?

cobalt gulch
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Why can I not set the equiped weapon as a smoke launcher actor?

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Oh

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Should I be changing the mesh gun sound effects etc in the same weapon blueprint or should I be creating a new actor bp for each weapon i make?

thin panther
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You shouldnt run code after destroy

cobalt gulch
thin panther
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Unless thats eestroying something separate

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But also you havent set equipped weapon to anything

cobalt gulch
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Not the smoke grenade launcher i guess

thin panther
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And smoke launcher isnt a child of that?

cobalt gulch
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No

thin panther
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Then whats the point in having a master weapon

cobalt gulch
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But I think if i make it a child it will copy the reload and ammo etc

thin panther
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Read up on object oriented programming then you will understand things a bit better

ornate trail
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how can you make a drag event restricted to the horizontal bar / name of the inventory panel. I don't want it draggable in the actual contents

honest lark
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Oy.

Anyone have any ideas why this isn't working? I'm trying to dynamically offset the UV parameters for a material using "Per instance custom data", but the material won't offset...

faint pasture
cobalt gulch
honest lark
mental trellis
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Use a MasterAmmo class, which you set on your MasterWeapon class, and fill it with the correct ammo class.

surreal shore
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Hey peps, I need some advice. I am trying to make an automated bus in my game.

At the moment, I used it as a platform to give the command to move but it's not good enough since it doesn't turn properly.

I have no real clue what to search for to understand how to do this.

Any advice?

woeful pelican
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Here's what I got. This is assuming your wall is triggering hits from inside the player, or on their feet

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inside is a collision that's just about smaller than the player's actual collision

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What this is doing is counting how many times in short succession a hit is occuring inside that collision, off-screen is a branch checking the current hit count

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Now this is probably a horrible way to do it

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Just realised that 'remove' isn't needed

deep imp
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Yup that is the direction I'm heading in as well. I have data assets that represent the tag requirements and other relationships. I love the flexibility being able to use actors, characters, objects, components, or whatever when it comes to creating abilities.

formal parcel
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@deep imp it really is a clean implementation I just couldn't get them to understand

golden frigate
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hey does someone understand the Then node behavior?

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does it run the then path after the prev path is completed or after the first node in the path is completed?

golden frigate
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in this configuration there r no errors, it calls update and BP player is set

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in this configuration it gives an error saying BP player is not set

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i thought that Then would run everything on Then1 and then run everything on Then2, but maybe the get BP player needs to come from the set?

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i thought it would be like: set-> cast -> set BP
then get BP -> set percent

woeful pelican
# hard sigil ty

Not a problem. This is based on a single collision capsule that's 1 unit shorter in radius than the actual body.

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Oh and I only tested it with WorldStatic geometry

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It will likely trigger if you are pushing something and you don't move, like perfectly running into a wall. You'll probably want extra checks or find a better way of doing this

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It's not a good solution

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But it's something

formal parcel
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@golden frigate i think it fires them all async, you should just chain them together

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no need for then node in ur digram

golden frigate
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i just wanted to use then for organizational purposes

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it lets u run some nodes horizontally

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that way i can organize like things horizontally connected r related to eachother sequentially but vertically are not really that related

sweet silo
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was anyone able to simulate physics on a nanite mesh ?

woeful pelican
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@hard sigil Now that I think about it, what you probably want to actually do is trace the player collision against all directions just slightly. If none of them work, the player is probably stuck

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One minute

trim matrix
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so is anyone gonna help me?

thin panther
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You arent entitled to be given help

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Be patient and if your issue gets drowned out wait a little while and repost it

woeful pelican
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Here's a more sensible solution for detecting if actor, actor, pawn, character, player etc. is stuck or can't move. There can be a few edge cases such as jumping and crouching but generally this is better than my previous one lol

hard sigil
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thank you

swift pewter
golden frigate
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yup

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no errors

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1st one 0 errors second one gives 1 error at thevery start saying no BP_player

swift pewter
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What's the exact error message?

orchid sierra
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Generally no stuck is a bad written variable, usually we write booleans like bStuck

trim matrix
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could anyone help me with AI im having a hard time switching animations
when it roaming its walking normally but I cant get it to run when he sees me

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anim bp ref

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The only issue is getting to activate the boolean in my controller
which I have not succeeded yet
I was thinking maybe I could attach a boolean made in my controller named Detected
then move that boolean in my AI bp
with a ref
and activate the running boolean if Detected is true
havent found a way to do that
if its even possible

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no clue

mystic fable
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What is the best way to keep the player on a path? Our game has pretty quick movement and We want to create a system to help the player stay on a track. Ideally this would feel like the Mario kart driver assist where it is possible to drive off the track but it takes some force to do so. Currently I am using a spline finding the closest point to the player then adding force to the player in the direction. my other idea of how to achieve this is with invisible walls that disappear after a certain amount of force is applied by the players input. Though None of these methods produce the almost auto steer feel.

wraith crane
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Hey, I am creating a multiplayer game and want to encrypt the host player's ip so that it is not visible to others. It does not have to be complicated encryption because the game will not be massively shared, but it wants some encryption. Nice as if it were in blueprints. MD5 encrypt plugin is encrypting string, but you cant decrypt with this.

brazen pike
azure briar
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Question About Structure / Performance

I got 4 Structures with 7-10 Variables each. They're mainly condensed to make the Blueprints not cluttered with Variables, which the Enduser doesn't have to touch anyway.

However, I thought about making 1 structure that contains all 4 structures within. So only 1 Variable(struct) will be visible to the enduser.

Does it impact performance in a greater sense to do so?

feral ice
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how do i paint mesh on this? I dont understand why the import is not active

half portal
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How can I impement this into level bluperint instead of being in player character blueprint

trim matrix
faint pasture
half portal
# faint pasture Don't

The issue I'm having is it is running in the background of the main menu, ultimately when timer runs out it pause, the main menu XD

brazen pike
azure briar
faint pasture
trim matrix
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@brazen pike

brazen pike
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You look like you're trying to change it in the anim bp, you can just do something like this if you are:

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You wont need to do anything with the bb if the anim bp is all you want to change

trim matrix
azure briar
faint pasture
trim matrix
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I have the update animation at the bottom

azure briar
brazen pike
faint pasture
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That whole setup sounds like a mess though, you should be linking your AI and animation that tightly. AI is just a controller, and the animation should respond to what the pawn is doing.

trim matrix
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so what should i do

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cause ive been trying to fix this for a day now

trim matrix
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this tutorial I followed he did everything in the controller cause im also using Behavior tree

glass stump
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how do i cast a reference to another BP in order to get a reference form said BP?

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I have a lever and when it is on/off a variable to set to true/false. i have a door that i want to open/close when the lever is on/off. but i can't seem to access the on/off variable even when I cast to the lever.

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i can set it but not get it. XD

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wait maybe i'm going about this the wrong way around....

azure briar
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nvm just stumbled upon it

bright harbor
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in unity, there's a line called Quaternion.Angle and it lets you find the angle between two rotations, is there a way to do this with rotators?

tawdry surge
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Something like look at rotation

bitter fern
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Hi, since the marketplace sale is coming to an end I've been looking for some addons to improve working in Blueprints.
It seems that the Nodegraph Assistant and Blueprint Assist are recommended often but I've been wondering if they complement each other or if they cover more or less the same functionality? Is there one you would prioritize buying?

Let me know if this is the wrong channel for this questions.

trim matrix
brazen pike
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uh yeah just leave it as is, but then add what I said before it in the execution line

trim matrix
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sry im confused

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is vampire the controller or the AI mesh

brazen pike
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It is the pawn

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I had a bool in the pawn which was set in that BP, then I casted to the BP and got the bool, then I took that bool's value and made a new bool variable with it, so I could access it elsewhere in the bp.

trim matrix
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woah

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ok I created chasing in my pawn

brazen pike
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Now you need to set that as true when it is chasing, and set it as being false when it isn't

trim matrix
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ok so running is from my anim bp

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good?

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why cant I set it to true tho

brazen pike
trim matrix
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so now I set chasing to true if the AI sees me

broken wadi
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Do you have a blendspace setup to transition the animation from walking to running?

trim matrix
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and it set running to true in my anim which will in turn activate the animation

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@broken wadi i do altought I think it could be outdated

brazen pike
# trim matrix

It does not know what its setting. I'm willing to bet this will cause an error. You need to specify which pawn it is setting that bool in

wise tide
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whats the equivalent of a try catch in BP?

broken wadi
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Okay so you do have one, good. I'd recommend just adding breakpoints in your code and step through it so you can figure out exactly where the expected behavior differs from the actual simulation.

brazen pike
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It's not that the system isn't working as intended, its that they're having trouble writing it

trim matrix
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would this work

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🤷‍♂️

brazen pike
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use a "get controlled pawn"

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then probably a cast

broken wadi
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Somewhere along the execution chain a bool or float is expected to be something else, but maybe due to how you've set it up the result is actually different. So breakpoints here would be useful in trying to figure out exactly where problem occurs.

faint pasture
trim matrix
broken wadi
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There's too many screenshots, its all so confusing at this point. Breakpoints are your friend. They will help you find out why its not working properly.

brazen pike
gentle urchin
wise tide
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Oh

glass stump
brazen pike
# trim matrix

I have never used that node before.... so I guess check if it works if not use this:

broken wadi
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So it doesn't compile yet?

trim matrix
faint pasture
trim matrix
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this is in my controller

brazen pike
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yes, that's just a regular pawn reference you're getting there. You need to cast to it to check (like adriel said earlier) that it is the specific pawn you are looking for. So cast to mannequin and get that output

faint pasture
# trim matrix

Why would you crop off the one part of that screenshot that someone could use to help you.

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You want to cast your pawn to YourCustomPawnClassThatHasTheChasingVariable.

glass stump
faint pasture
red fossil
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Is anyone here good at understanding rotators, I'm still struggling on my character controls... I want the character to roll depending on my camera yaw, so when I look left or right the character will roll and start to turn that direction. But it only works at specific angles. I need to figure out how to clamp it so that it only looks at my control yaw in relation to where I'm facing currently. Sorry for doubleposting this issue but I went back and tried a bunch of stuff and still no dice.

red fossil
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You can see in this video it partially working

faint pasture
red fossil
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Pretty much, yeah. I'm having it look at my controller yaw so that when I look left or right I start to turn.

glass stump
red fossil
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It also adds a movement input, but that part is easy

brazen pike
# trim matrix

cast to what it is telling you it is. 'Mannequin Master AI 2'

faint pasture
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So you don't roll because you're looking or applying input or anything like that. You roll in response to turning.

red fossil
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Oh good point. I'll try that

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Would I still roll the actor, or just the mesh?

faint pasture
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Just the mesh or even just the root bone

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you can't really roll a Character.

red fossil
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You change speed depending on your pitch

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but I think I can get away with having roll be purely visual

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So yaw --> movement input --> roll the mesh

faint pasture
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No, Yaw -> Movement input

Elsewhere

RotaionalVelocity -> Roll

red fossil
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I'd still like it to be camera based since it feels more smooth that way

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ok 👍

faint pasture
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You can use the camera to drive your inputs no problem

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But do it like
Control interface (Buttons, camera, whatever else) -> Movement

Movement Results -> Animation

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Otherwise when you go to try make an AI dragon or a multiplayer dragon it shits the bed because there's no camera or other player-specific stuff to look at for driving the animation. Make your animation such that it can just be driven by the state of the actor, nothing to do with the controls.

brazen spear
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hey guys, I am following a tutorial on an 'endless runner' game (like temple run) but when I input the nodes to restart the level upon death, unreal crashes and I get this message : Error 'Failed to load package '/Game/ThirdPerson/Maps/ThirdPersonMap''. Exiting.
But I am not using thirdpersonmap, I created a new map and named it Endless Runner Map so I am not sure why it is referring to 'thirdpersonmap' and what I can do to stop the game crashing when I die... any ideas?

faint pasture
red fossil
brazen spear
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thank you for your response!

red fossil
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And my pitch controls actually rotate the actor and it works perfectly so far

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Gonna try to set up what you suggested though, ty

trim matrix
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damn now my AI doesn't have the walking animation....

faint pasture
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OR drive the AI character around with a playercontroller

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to make sure the animBP is working etc.

trim matrix
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how

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not sure what you mean

faint pasture
trim matrix
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mmmh

brazen spear
hot lotus
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Hi everyone,
I would like to know if there is an easy way to block the character from moving but still allowing the rotation. (Something like in elden ring where it lets the character rotate at some frames during an ability).
I though about using "Stop Movement Immediatly", but it resets the acceleration, so during a fall the character stops. If I block the inputs (Add Movement Input) with a bool it does not allow me to rotate the character with the key press.
I would like to be able to use it in animation montages with an anim notify state.

faint pasture
trim matrix
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I dont understand how my anim bp just stopped working

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@faint pasture

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see anything wrong here?

faint pasture
trim matrix
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my basic walking animation stopped working

faint pasture
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What's that got to do with the BP you showed?
First, check that your anim bp is being used on the mesh.

hot lotus
trim matrix
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I set the boolean running to event begin play and it started running

faint pasture
# trim matrix It is

OK then open up the anim bp and look around, you don't need to do anything in the actor.

brazen pike
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Oh you've removed the cast set

trim matrix
brazen pike
trim matrix
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nothing is working

brazen pike
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Mannequin variable is not valid, it can only be valid if you set it

surreal shore
#

Who can help me with making a bp for a bus route?

faint pasture
limpid bronze
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Does anyone know how I would move an enemy towards the player?

faint pasture
faint pasture
surreal shore
faint pasture
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Is a bus a thing that's driving or basically just a mesh on a spline like it was on rails?

trim matrix
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still gotta solve that running problem

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im so mad

surreal shore
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@faint pasture kinda, I have a flying bus(as I want) with a script that follows directions without a stop or opening the doors

faint pasture
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@trim matrixYou are way ahead of yourself IMO. Back up, go over what you got, and make SURE you understand exactly what everything is doing.

trim matrix
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@faint pasture maybe I should take a break?

surreal shore
faint pasture
trim matrix
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do you know a youtube tutorial that tells you how to activate running and walking states using the behavior tree + blackboard?

faint pasture
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stop following tutorials

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painting by numbers does not teach you how to paint

trim matrix
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this one guy was using set value as bool

faint pasture
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yes that would be something the ai cares about. The AI is the brain, the pawn is the body. Animation cares about what the body does, not what the brain is thinking.

broken wadi
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@trim matrix If you play as that character yourself, can you walk and run as expected? In other words, does it run normally without any sort of AI at all. Can the character run?

trim matrix
broken wadi
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Is that the same character?

limpid bronze
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What does the delta time variable mean for Vinterp to?

trim matrix
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what do you mean

broken wadi
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Can you just set the character as your default playable character and make sure the walking and running animations are working in the first place, without any AI.

icy bear
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hey can I have a question anyone knows the difference in usage between get actor location & get world location ....thank you

trim matrix
broken wadi
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Only once you've confirmed the character animation blueprint can actually handle walking and running properly should you move onto an AI implementation.

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I suspect you're doing too many new things at once and its overwhelming.

half portal
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I switched from top down example map to my own level and the interface is now gone, and cannot control player character anymore

faint pasture
tiny frost
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that is happening with un-safe trea calling

faint pasture
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you previously had character on the map and auto possess on, and now you don't. @half portal

tiny frost
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me?

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oh nvrmnd

half portal
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Much appreciated for the help tho

faint pasture
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I mean there's something different.

half portal
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Nope, no pawns, only player is spawned :/

tiny frost
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@faint pasture you have any idea for this

faint pasture
tiny frost
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oh right

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soz

half portal
umbral ginkgo
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Might not be the right channel but why aren't other animations showing up here?

solemn bramble
umbral ginkgo
#

Ah ok

faint pasture
lament ginkgo
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Is there a way to get the world scale of an actor from its' class?

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As in the actor does not exist in the world

half portal
#

New Map

trim matrix
#

wow @faint pasture @brazen pike check this guys

half portal
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the example map

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Might have found the movement issue, think I need the navigation mesh?

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Yea can move now, just the UI missing

faint pasture
faint pasture
trim matrix
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notice how it activates the bool for 2 secs

half portal
# faint pasture What's spawning the UI?

Got it working Adriel!, it was there I just got bamboozled because player one was not setup and I didnt have my enemy in the custom level to use for reference, thanks a lot for the help haha!!

faint pasture
trim matrix
#

maybe this is not the way?

strong topaz
#

Hi, I am a little confused by the Object port of the Cast to BP node, what exactly do you have to put there? This is my Character's BP in which I am trying to add a button press interaction that should cast to another BP's custom event.

faint pasture
#

@trim matrixDude we've told you 3 times this is all fucked up. Just look at how the 3rd person template does its animation.

faint pasture
strong topaz
#

no

faint pasture
#

Casting is a type check. It's a question. It's asking "Is this thing an instance of type X?".
In that case you're asking "Is this thing a BP_Thunderstorm?"

surreal shore
#

@faint pasture what about me, do you have any tips or tricks?

limpid bronze
#

What's the Unreal Engine version of update every frame?

strong topaz
faint pasture
lament ginkgo
#

Can anyone tell me if you can get scale from a class?

faint pasture
#

If you're just doing Get Actor of Class Thunderstorm, then no need to cast. You already know it's a Thunderstorm.

strong topaz
#

I made an actor variable of the BP

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I see

faint pasture
trim matrix
#

@faint pasture

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this is the old version of my projet without the behavior tree

tulip quail
#

Hey,
well I am not sure how its working here but I'll try to ask,

I am trying to make for practice some minigame like the endless runner (similar to Temple run / Subway Surface..)
There are some nice videos in YT so I followed them, tho they are too basics.

I tried to follow 2 videos for this game (for MOBILE)

  1. very basic but aim for mobile:
    https://youtu.be/HFtQ7yix1-U?t=812

  2. above basic but for pc:
    https://www.youtube.com/watch?v=3om6yJiYMcg&list=PLZlv_N0_O1gbY4FN8pZuEPVC9PzQThNn1&index=4

this 2) guy show how to make it possible to turn 90 degrees left / right but I couldn't succeed to translate it to mobile version.

I came up with two possible results, both of them are working but without the 90 degrees turn. just working as if I never tried to enter those kind of turns...

someone have an idea what could have got wrong here?

faint pasture
#

You said it's flying right? Any particular reason? It'd be a lot easier if it could navigate.

trim matrix
#

and the code was in the pawn

faint pasture
# trim matrix <@127902729677963264>

Or you could just do it like how the 3rd person template does it, and play the walk/run when it's actually moving, and only when moving. But anyways, have fun doing it like that.

surreal shore
trim matrix
faint pasture
surreal shore
#

@faint pasture yes

faint pasture
#

How high? You could just do it as a ground-travelling actor with a levitating mesh.

#

Are vehicles a big thing or is this just a once-off? If it's just a small thing and you don't need a generalized vehicle system just use a spline for the path and call it a day.

surreal shore
#

Not high, could be done i think with an invisible wheel or just simply have it move x, y

faint pasture
#

spline gives you position and orientation.

vast crow
#

Why doesn't it work? It doesn't get formatted, and the text is displayed with {n}

surreal shore
#

I need to look into that more, but the traffic, is a bit important. I don't want drivable cars but automated

trim matrix
#

wowwwwwwwwwwwwwwwww

faint pasture
faint pasture
#

Is it like a Cities Skylines?

trim matrix
#

you know what I realised

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I forgot to refer character movement

surreal shore
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It's just what I sent, it's the first time I attemt to do this

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Yes and no, third person just places to visit

faint pasture
#

Then just have vehicle follow the spline

half portal
#

I have this attack currently in place, but the hitbox wont destroy itself once the key is released, how can I destroy it after a delay?

trim matrix
#

@faint pasture judging from my previous version

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I did this

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in the pawn

limpid bronze
#

Is VInterp to a valid way of moving an enemy to a player?

faint pasture
#

Like do they have rules or are they just like a ghost walking through everything?

surreal shore
limpid bronze
#

Apart from not phasing through walls, I just expect the enemies to move towards the player.

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It's a 2D game.

faint pasture
limpid bronze
#

ah okay

faint pasture
#

Simple Move To to start

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Are they characters?

surreal shore
#

Thanks again Adriel

faint pasture
half portal
trim matrix
#

ok im done fk this shit

limpid bronze
trim matrix
#

cba

faint pasture
limpid bronze
#

yeah, they are paper character

faint pasture
#

Ooh paper, dunno if that changes anything. IF they still have a capsule and a character movement component though they can navigate like any other character.

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Start with just trying to Simple Move To the player character's Location

limpid bronze
#

What do I put in for controller reference?

faint pasture
limpid bronze
faint pasture
#

Just give it self's controller

limpid bronze
#

ah okay

#

do get controller?

faint pasture
#

This isn't what you'd wanna use for production but it'll get you started. You'll eventually want AIControllers and such

#

Any reason EnemyBase and PlayerBase are seperate?

limpid bronze
#

Don't think so, I mean the player controls the playerbase and not the enemy

faint pasture
#

IF they have the same mechanics (health, movement, items, whatever), then make a MyCharacter and then subclass it into MyCharacter_Player and MyCharacter_Enemy1 etc

#

In our case we don't even do that subclassing, it's all in base class. Great side effect is we can spawn as any enemy class and "drive" it around testing the mechanics before doing AI work.

red fossil
faint pasture
limpid bronze
#

Need to fix my enemy class because it's not moving with the Simple Move to Actor.

karmic sonnet
#

How do I spawn an object from an array of objects? I tried casting to actor but that didn't seem to work

red fossil
#

Yea, I've tried both and they have the same result

faint pasture
#

Look at the top down template

faint pasture
#

Why would casting spawn anything?

faint pasture
#

Read up on the Control Rotation. That's the variable that Add Controller Input Yaw etc modify. That typically drives your camera.

red fossil
#

Ok, will do. I want the camera controlled by control rotation, and the pawn to also be controlled by control rotation (yaw).

karmic sonnet
#

the function before this organizes an array of objects (static meshes currently, will need to be blueprints later.) Now I want to spawn those objects from the array.

red fossil
#

So when you move your mouse/camera left and right, you smoothly steer around

#

and I don't want to use inherit yaw or whatever, it's too choppy/instant

faint pasture
red fossil
#

That's how I did my pitch and it works

#

But yaw is not acting the same for some reason

faint pasture
red fossil
#

This is for pitch only

faint pasture
#

You're making WoW Dragonflight, er, dragon flight aren't you.

red fossil
#

hahahhaha

#

I saw that and it brought me great pain.

faint pasture
#

just get the capsule and mesh rotations

#

cmc last update might not touch yaw if you haven't set it to do so

red fossil
#

Oh good to know

faint pasture
#

The CMC is just sliding a capsule through space. Just pitch/roll the mesh (or use animation to do that) and yaw the capsule around

#

Or yaw the mesh instead.

#

depends on what you wanna do really

red fossil
#

If I change it to get capsule rotation it doesn't work anymore, but maybe I did it wrong

#

I guess I could just set a rotation variable at the end and then interp from that to the new one

#

and I just want a cool smooth feeling flight system with fake physics lol

faint pasture
faint pasture
#

I say it does so you can just get actor forward when you need stuff

red fossil
#

Right? That's why it made me so sad. This xpac would have been my favorite

#

The capsule does rotate yes

faint pasture
#

K so on tick, set capsule rotation and set mesh rotation

#

both lag the Control Rotation

wise tide
#

I should only do this once right? I create the main menu when opening the game and I have the settings menu as a separate UMG. If I want to return to the main menu from settings can I just create the UMG widget again or would that technically make 2 of them?

faint pasture
#

either create and save a ref or just create and trash it.

karmic sonnet
#

I'm pretty new to blueprints, and here's what I'm working with. I put my objects into an array, and then I am running them through a function that sorts the Z height from the staticmesh and orders them. Then I'm stuck, I don't know how to bring my objects from that array into the scene. I know they are in the array and organized, I can see them in the details when I play.

karmic sonnet
#

they are currently static meshes

faint pasture
#

Do they exist or are they just static mesh pointers?

#

mesh assets or static mesh component pointers?

karmic sonnet
#

mesh assets

faint pasture
#

K so you need to add a static mesh component and then set its mesh from the asset

wise tide
faint pasture
#

if you got a lot of them look into ISM and HISM

limpid bronze
#

Okay, got the enemy to move.

faint pasture
karmic sonnet
#

awesome @faint pasture thanks so much. I kept searching fo things like "spawn" and "create"

wise tide
#

do I just leave target as self as its targetting its own UMG widget?

#

or should I reference the UMG

faint pasture
faint pasture
#

If it's an exit button or whatever

#

If you got a bunch of menus make it state based

limpid bronze
#

Is part of Nav Mesh's that the actor can't walk off edges?

faint pasture
#

Enum_MenuState

and some update function in HUD or PlayerController

UpdateMenuState(NextMenuState)

And do some switching to hide/show/spawn/remove widgets

faint pasture
#

You can bridge edges so they'll jump or fall off when navigating tho

karmic sonnet
#

@faint pastureI need to learn more about the difference between them, thank you. I tried earlier with actor class references, and those were easy to spawn, but I couldn't get them to compare because the Actor Bounds weren't returning anything 😦

#

*but also I don't know why I was doing it with actor class references, I was just blindly trying everything

karmic sonnet
#

and reading slices of the dev forum

#

End goal: trying to organize a large number of blueprints by volume. Current goal: organize 8 different sized cubes by z height.

#

and then place them on a grid

#

but I'm pretty sure I can do the grid part just fine

#

@faint pasture and if you could point me in the right direction you would be my biggest hero

faint pasture
karmic sonnet
#

have a list I can easily drag and drop assets into, and then upon running those organize themselves. I don't want to already have them in the world.

#

my idea was to put the organized pieces into a level that I can bring in via level streaming

#

end goal is to come up with something like these fortnite asset galleries - but I want to automate the organization

#

@faint pasture I'm sure I'm going about it in maybe not a great way, but I love learn this stuff so I was trying to piece it together

faint pasture
karmic sonnet
#

Gotcha! Guess I'm learning python now 😅

mental trellis
#

Learn c++ instead.

karmic sonnet
#

I was doing a C++ course, it might be easier to do there

mental trellis
#

It'll be more useful for unreal.

karmic sonnet
#

Yeah, I already have a lot of the syntax down I just haven't made anything big yet

#

Just wordle, lol

mental trellis
#

That's something!

karmic sonnet
#

Yes! I have made a few somethings!

cobalt gulch
#

Does anyone wanna use Unreal Engine’s Multi-User Editor with me to create a Rainbow Six Siege map?

karmic sonnet
#

I can't thank you all enough for the help today! Have a good night all

timber cloak
#

Not sure how to explain, but how to make "Branch" node to accept either negative or positive of value 1 without using "OR" node?

#

or maths making/converts any negative to positive node?

tight schooner
timber cloak
#

Thank you. 1st question has any alternative, please (if any)?

tight schooner
#

in one node? A "math expression" node is all that comes to mind.
abs(MyInput) == 1

rough iris
#

How come this suddenly only has a "wildcard" Out Row? Before my changes, it had the proper type of row and I could break the struct and do stuff with it but now I can't...

#

there were a lot of different changes, I'm just wondering why it is this way

covert schooner
#

I am calling the following blueprint sequence, it is unloading/removing the instance, but the attached event never gets called (note I am attaching the delegate to a custom event on a parent script, and confirming what I am saying by setting breakpoints). Does the "Bind Event To Level Unloaded" not actually work with Set Is Requesting Unload and Removal?

Note in this method, Room is a Dyanamic Streaming Reference to a Level Instance.

trim matrix
#

maybe this is not the right way to do it...

earnest tangle
rough iris
earnest tangle
#

What's the type of the table variable?

rough iris
#

the table variable is a ItemDataStruct

#

I recently changed its fields to be private (C++)

earnest tangle
#

well there's your problem

rough iris
#

but I added UPROPERTY(EditAnywhere)

#

the thing is that the struct itself is public

earnest tangle
#

EditAnywhere just means you can edit it in editor details views and such

#

You need to have BlueprintReadOnly or BlueprintReadWrite to allow BP access

rough iris
#

it's fine if I can't access its fields, since I made accessors

earnest tangle
#

and even then it might not let you access them if they're private

rough iris
#

I have this

    UPROPERTY(EditAnywhere, BlueprintReadWrite)
    UDataTable* ItemDataTable;
#

that's the table itself, and I can set it

#

I can access it as well, but it does not allow me to get the rows

earnest tangle
#

Well that's not ItemDataStruct, that's UDataTable

#

try creating a cast node "Cast to ItemDataStruct" assuming this is the actual specific type of the table

rough iris
#

sorry I meant that's the table itself

earnest tangle
#

you can try creating this without pulling from the variable's pin, and then connect it after

rough iris
#

that's not an option

earnest tangle
#

did you try with context sensitive off?

rough iris
#

yep

#
USTRUCT(BlueprintType)
struct RPG_API FItemDataStruct : public FTableRowBase
#

this is the data struct

earnest tangle
#

That's not the type of the data table

#

That's the type of the row

rough iris
#

yep, the data table I can get

#

but I can't access the row

earnest tangle
#

What is the type of the data table?

rough iris
#

UDataTable*

#

and it's hooked up in the editor

earnest tangle
#

Hmm 🤔

rough iris
earnest tangle
#

Yeah with some nodes like spawn actor you can cast the type variable into a more specific one to get more pins so I figured maybe this works the same way

rough iris
#

I restarted the editor that's what it's saying

earnest tangle
#

Yeah I think the issue is that it doesn't know what kind of data table it is you're connecting to it

#

So it doesn't know what type of row comes out of it

rough iris
#

that doesn't make sense to me since it literally sits connected right there wtf...

#

or is it not able to figure it out in some other way?

earnest tangle
#

It's just how these types of wildcard nodes work. It can't use the data that's in the variable to determine its type, it can only determine it from being given a specific value

#

That's why I thought maybe if you cast it to the specific kind of datatable it would work, but yeah that's not an option 🤔

#

You could probably just wrap some C++ functions for this, have a specific function you can use to pull values out of this type of datatable

rough iris
#

alright, I'll try it out later. Thank you for your help 👍

jaunty jolt
#

Im working with structures. And i need to change just one variable of my structure, in this case cute power. The thing is all other will be set to 0. Is there a way to remove the pins of other variables so they are not affected? Its becoming quite overwhelming to have to plug all variables each time i want to change just one variable. pls help.

woeful pelican
#

Trying to figure out what nodes I'm after here. Basically, when my player is inside geometry, I want to find the closest point that is not blocked and continuously highlight it (for example via moving a mesh there or some particle thingy) until player is in bounds again.

#

I know the very basics of traces, but that's basically it.

fair magnet
#

Can I "Re-Route" the scale function to instead set a box extend? this sounds super weird I know but essentially I'd like to be able to use the unreal scaling gizmo to set a box extend instead of the actor scale for that specific actor

#

I thought about some construction script magic but I'm not sure how to exactly pull that off without messing up the scale/extends

woeful pelican
#

Construction script is how I'd imagine it'll go

#

Probably something to do with adding / transforming the components and the box

thin panther
#

or do you want to just scale the box

#

not the rest of the bp

fair magnet
#

I have 2 boxes in there one is (50, 50, 50) and the other is (60, 60, 60) and I need this second box to always only be 10 units larger. not 20,40, 80 and so on

#

and the more I scale it up the worse it gets

thin panther
#

ahj gotcha

#

im not sure then with that sorry :(

fair magnet
#

Oh I've already did it!

#

I'm not sure if the last node is needed but... it works so... no touching

flat coral
#

How the heck am I getting "accessed none" inside of IsValid?

#

"you were the chosen one!! You were supposed to prevent the NPEs, not cause them!"

#

Debugging returns.... no debug data. Love that.

#

Oh this sneaky bitch. So the problem here is an earlier dereference in the chain isn't null-safe, but because those are all PURE functions, the error message gets thrown on the first NON pure function encountered, which just happens to be the IsValid call

#

So IsValid isnt being passed an empty value, it's being passed an error state

#

actually I think technically it's executing all the pure code linked into it, which generates an error state

woeful pelican
#

Okay I got a crazy idea

#

A collision that covers the entire "in-bounds" of the level

#

and use get closest point on collision

#

hmmm, at least I got a keyword for it now. Thanks

fallow barn
#

Hello. BP Interface question.
I have blueprint A, trying to send a vector to blueprint B. I have an interface with a function "get vector", an output of "vector". Blueprint a has the function to just send a simple vector. Blueprint B has the interface function run and outputs nothing

gaunt ferry
#

this might be a dumb question but sooo im setting input to ui only for a widget but when i set it to game and ui is there any way i can make the mouse relock into the game bc its not working for me

tawdry surge
#

@fallow barn you want an input not an output

#

The event you trigger in BP B is in essence the body of the function. Input is what is being passed to BP B, and an output would be a variable returned to BP A

fallow barn
#

If i have it use an input tho, then "get vector" asks for input, not gives an output

#

so when I call it on BP B it doesn't give me anything, which it should be referencing BP A right?

tawdry surge
#

Now you confused me..
You're calling an interface from A on B right?

fallow barn
#

BP A is spawning BP B

#

But when BP B Spawns, I want it to refer to a vector from BP A for it's spawn location

tawdry surge
#

So direct reference it.. no need for an interface

fallow barn
#

How do you direct reference data from another bp without interface?

tawdry surge
#

When you spawn it you save the return value to a variable. That is your direct reference

fallow barn
#

You mean, just do it all on BP A

#

uh

tawdry surge
#

Nah. When A spawns B save the ref and use that to access B

fallow barn
#

Oh. Okay

tawdry surge
#

Interface and casting are if you don't have the right type of a reference for actor B and need to get around that

#

You already have it so just do it directly

fallow barn
#

Tyvm that was quite helpful

austere ingot
#

Is there a way to do something like this and actually have it fill out the array?

I tried this on construction and on begin play and the array 'Record Slots' still has a length of 0

dawn gazelle
austere ingot
#

Figured it out right after this lol

tribal kernel
#

how can i fix this pls i want the light to follow the cameras

dawn gazelle
tribal kernel
mystic fable
#

Hey I am having an issue with the character movement component where the character cant jump when going up a steep slope

#

My max walk speed when this happens is around 800

tribal kernel
tribal kernel
lament ginkgo
#

Can I get the size of an actor without having to spawn teh actor?

#

Like via the class?

limpid bronze
#

How would I randomize between a set of animations?

#

Like say if I had three flipbooks of attack animations

#

and I would want them to be chosen randomly when the player presses the attack button

foggy escarp
#

Or just make the array in runtime by manually adding them in the graph, then choosing random.

limpid bronze
#

Also is it just my poor knowledge of Unreal but does doing flipbook animations in blueprints require a lot of branches

tawdry surge
#

Use a selecte node @limpid bronze

craggy mauve
#

How to have static mesh variables not saved in the blueprint memory but only when it's used/ called

#

I went to add many static mesh variables in my blueprint without them being loaded to the BP or making it expensive

craggy mauve
#

Oh yeah , thanks!

limpid bronze
#

Do you guys have any good tutorials for parallax background?

limpid bronze
#

Anyone know how to check when an animation/flipbook has ended?

lone eagle
#

i created an ingame timer widget by updating text with +1 integer at a delay of 1 second

#

is there a way to pause the timer on an event such as entering a triggerbox

wicked lava
#

Does anybody have experience allowing controller support in UI menus? I’d appreciate some guidance if possible!

icy dragon
surreal peak
#

That can give you the remaining time and allows you to pause and resume it

#

Although if your timer counts upwards then this won't help actually. Then you have to manually make sure you stop it and restart it. But it's still easier with a 1 second looping timer than with a delay

trim matrix
#

why is only "get" available?

icy dragon
hearty barn
#

I feel like I'm missing something this event turns the ship to face the velocity of it's travel so the player can brake but it is slightly off from looking in the correct direction it's looking like a few degrees to the right is there an offset I'm missing?

prisma gulch
#

I am trying to get the socket transform of blueprint actor AR but throws this error

hearty barn
#

you never put the socket name

prisma gulch
#

I did but still shows error

hearty barn
#

has the error changed or still accessing none?

prisma gulch
#

Same error

#

I am trying to do procedural ADS from Sneaky kitty with spawning an weapon actor

trim matrix
#

Hi, what kind of technics do you use for automate game testing process. I planned to record gameplay and play it back in each test

jaunty jolt
#

I have a lot of disconnected nodes all over my event graph that i keep in case i mess up something and need the code as it was before. or i keep it chunks of nodes in case i need them for later. Does this cause any issue with the program or performance? they are not plug to anything

gentle urchin
#

Are you experiencing any issues with it ?

jaunty jolt
#

no. its just full of nodes everywhere

grim peak
#

I'm trying to understand where I can add sound to Hover_state. I have CustomEvent.. OnMouseOver /Onclicked can you add like a Sound in the component? Or do you define this somewhere else ? Now looking at other stuff ... I think I need to add the sound in the BP_actor it self?

sonic crest
#

why isn't this working?

gentle urchin
#

You cant edit a datatablerow at runtime

#

Its static data

jaunty jolt
#

My character changes its form in the middle of the game. I need to adapt the collision into a triangle shape made by 3 points.
Is this possible at run time?

sonic crest
tawdry surge
#

Generating a new simple Collison volume at runtime, idk.
You can definitely just have two in the BP and swap which is active based on the mesh assigned

jaunty jolt
tawdry surge
#

@sonic crest with structs you can break them, and then make a new one. Never tried it with data tables.
Or C++ will probably let you get around it

#

@jaunty jolt maybe with the geometry tools, but I've not played with those yet

jaunty jolt
gritty elm
#

does save game system support saving map(dictionary) type variable?

royal iron
#

Can i set somehow a child actor's active status? For example in my actor theres a few child actor but I only want them active when the player collides with the main actor ._.

formal parcel
#

heh, up early too eh MW?

gentle urchin
#

Isnt half the point of a datatable for the data to be static?

#

If you need to modify data like that you can push it to an array, and modify that.

tawdry surge
#

Every day..

sonic crest
#

well true

#

oh well

formal parcel
#

with ya there, cant sleep with so much to do

gentle urchin
solid delta
#

i want some help guys i made a blueprintwires and its twisting on its self like this

#

also at the end it reapating it slef lke this

red fossil
#

How can I clamp the camera yaw according to where my player is facing? Found this comment suggesting how to do it but I'm not really sure what they mean

solid delta
red fossil
#

I can set a min and max camera yaw, but it doesn't care where you're facing, it only clamps at the exact angles according to the world rotation

jaunty jolt
#

@tawdry surge what if i get a convex hull of my group of rabbits, then add in a little box collision at each corner? that would work as a customizable collision that could be changed at run time? or this is a bad idea for some reason?

tawdry surge
#

I was reading that the dynamic generated static meshes used boolean checks instead of collision in ue4, but idk if that changed for 5
Idk if spawning a bunch of boxes is better than just using the complex collision of the mesh itself

formal parcel
#

theres probably some point where it becomes more efficient but I wouldn't do it as a first pass

#

dont prematurely optimize, you'll be wasting your time in most cases

#

finish it, profile it, then refactor any problem areas

umbral ginkgo
#

I made camera shakes for when the player is walking and idle, but the transition between walk and idle feels too abrupt. Is there a way to make it so the camera transitions from its current position rather than resetting itself, then transitioning?

gentle urchin
#

At thousands of entities, performance usually becomes a concern very quickly

jaunty jolt
tawdry surge
#

If it's using complex it'll use the geometry of the mesh itself for the collision.
I'm fuzzy on what you're goal is. Are you spawning a group of meshes and want to have a collision surround them?
Or just individual meshes with their own collision?

#

And if its thousands of them it might have an impact on performance depending on poly count

indigo basalt
#

Hello I need a bit of help, I'm trying to optimize my BP a bit by creating a separate component but a problem I'm running into is pretty much component management..

left, I created an actor called InteractComponent with 2 components called ObjectSlot and GrabConstraint
right, when adding the InteractComponent to my Character Player blueprint I can see the 2 component slots, but I'm unable to put the character's GrabConstraint in the GrabConstraint of the InteractComponent..

Is it actually possible to do this? I'd like to have all the different components settings on my character, but how they're wired in the InteractComponent..

tawdry surge
#

Components really shouldn't be nested or interdependent since to point is for them to handle a particular peice of functionality in a modular fashion

indigo basalt
#

darnn, I just want to be able to set the default PhysicsConstraint component of the InteractComponent to a component I use on the character :(

#

I'll look for a different way, maybe I'm not thinking correctly with using components, still learning!

jaunty jolt
# tawdry surge If it's using complex it'll use the geometry of the mesh itself for the collisio...

More like i have a group of rabbits (instances) with one collision that envelops them. So at first they all share the same collision, a square. Then when they change formation, i need to readapt their collision. If they remain in square formation, its easy, just scale down or up the square. But if they start moving to random places, it becomes something more like a circle. Thats why this is tricky.

tawdry surge
#

Yeah that's gonna be some research to dynamically rebuild collision to surround a group at runtime

jaunty jolt
mental trellis
#

The sm viewer has the ability to generate collision meshes, maybe you could look at the code there?

formal parcel
#

whats best approach to locally persist data between instances? implementing records...

#

what about like replays

#

larger amounts of data

#

ultimately replays are just arrays of inputs I guess I could have an array of arrays in the gamesave but that feels a bit odd... is there a better mechanism?

tawdry surge
#

Unreal doesn't really support multi dimensional containers due to the reflection system

icy dragon
tawdry surge
#

Yeah it does

terse moss
#

Anybody know of a way to get the screen space coordinates of a UI element?

mental trellis
#

get tickspace geometry?

cursive sequoia
#

Hello i have a blueprint that allows me to do a "collectable" thing, but i'd like my widget to be shown at the start of the scene and whenever i have collected them, to make that same widget disappear

#

Anyone know how i could do that plz

tawdry mural
#

like quest progress countdown?

#

theres many ways to do it

#

depends on how you started

round basin
#

is there any way to allow a widget to tick when paused ?

tawdry mural
#

theres a checkbox somewhere

#

"work when paused" or smth

round basin
#

even this node is only for actors

#

But it's fine, I found a "solution"

tawdry mural
#

widgets tick still works when paused

#

just checked

timid thunder
#

I'm Trying To Make Weapon Switching By Spawning The Weapon Actors But It Never Saves The Ammo Variable Just Wondering If Anyone Has Any Ideas?

tawdry mural
#

ammo variable has to be in an external bp

timid thunder
#

like my player state?

tawdry mural
#

ye

timid thunder
#

would i have to make ammo variables for each weapon?

#

or could i make an array?

tawdry mural
#

hm not an array

#

a struct maybe

timid thunder
#

ok

#

i will try it out

tawdry surge
#

Structs in BP are copies. If you want to modify the value use an array

wispy star
#

Is there a way to make a well organized view of mesh and transform pairs in Struct?

#

mesh+transform assigned to it

tawdry surge
#

Sounds like you want a map

wispy star
#

as if i make 2 elements in struct, they will show one under another and it's hard to relate in Data tables or Data Assets.

prisma tree
#

I´d like to change different things in my Postprocess via Blueprints. Example I´d like to change the temperature, can I access the value directly or do I have to create a new PostProcess for each thing I´d like to change? ie create one which only changes the temperature and then set the blend weight of that Post process?

tawdry mural
#

you can get a reference of postprocess volume in the level blueprint

#

then save it in game instance for example

#

then use it where ever you want

terse moss
#

Is there a more elegant way to push values up an index in an array so that the new value fed in is at index 0?

#

Haven't done a lot with arrays yet, so I might be missing something obvious

prisma tree
# tawdry mural then save it in game instance for example

Yea but is there a way I can use this instance to change different parameters in the post process such as bloom, exposure, dirt mask, lensflare etc? or do i have to create a post process for each value and then change that post process blend weight to fade between/towards that specific value?
Like if id like the screen to be at a colder temperature I create a post process just for that and set the value of the temp to say 5000 and then change the blend weight of that PP?

tawdry mural
#

when you "save" your main post process in game instance

#

you can get it everywhere

#

and change every parameter

bright harbor
#

im currently trying to make a portal system, and i'm doing pretty well, however i need help understanding the math to use to decide how to move the player, and maintain their velocity between portals, i understand this is a big ask, but just a little push in the right direction would help

tawdry mural
#

get game instance> cast to your game instance> get post process > change anything

#

theres no need to override post process with other post processes 😄

prisma tree
#

There is no "set bloom intensity" or "set temperature value"

tawdry mural
#

nono bos youre too far away

#

you have to create your game instance first

#

then set it in project settings

#

create a variable post process volume

#

in game instance

#

and heres where you set it

#

in level blueprint

#

now game instance has a reference of your post process

#

and you can get it in any blueprint

#

with this

#

its like get a player pawn

#

this works just cheked

cursive sequoia
prisma tree
# tawdry mural this works just cheked

Oh boy you are right, I am far off! thanks so much for the help! But where do I cast to new blueprint? I cannot create a "event beginplay" in my game instance?

cursive sequoia
#

I have it set up like that

prisma tree
#

sorry, lvl blueprint, missed it!

cursive sequoia
#

Is there a really simple way to hide widget

tawdry mural
#

well there is 😄 but ur code is not simple as i see

#

so cant rly tell

#

simple way is to promote it as a var

#

then hide it when you want?

#

shrug

modest monolith
prisma tree
# tawdry mural

Thanks so much, I followed your instructions....but it still leads me back to the same question...how do I change the parameters? In my BP below I want it to change temperature from say 5000 to 10000 by pressing "+" and "-"
But when I change the settings in the column to the right I change the settings of the post process directly and does not change it when i press the button?

odd ember
tawdry mural
#

CE is here 😎

prisma tree
pine trellis
#

What helps shaders compile faster a cpu or you?

tawdry mural
#

me

odd ember
modest monolith
# modest monolith

can someone help me? I bet is just a stupid thing to fix for who knows better than me

odd ember
modest monolith
tawdry mural
#

its your state machiene

odd ember
#

then I suggest you wait for an answer there

tawdry mural
#

it has no way to go back to run state

#

so its stuck on roll anim

#

bool problem

#

test it on runtime

modest monolith
#

This is the transiction

tawdry mural
#

it probably dont event get to that state

prisma tree
modest monolith
#

Probably is something in the Random Sequence Player details

tawdry mural
#

most likely no

odd ember
tawdry mural
#

seems okay

#

you know you can see the process in blueprint when youre playing

#

check where it stops

modest monolith
#

how ?

tawdry mural
#

do splitscreen

#

game window and your animbp window

#

you can see how it works

prisma tree
odd ember
prisma tree
#

it only takes a "struct ref" and not a post process?

modest monolith
odd ember
prisma tree
#

struct ref

odd ember
#

try to hook it up and see what happens

odd ember
# prisma tree

I don't know what "Min Post Process" is, but it's not a postprocess

tawdry mural
#

look at which state it stopps

odd ember
#

it's an object reference

#

you can even see that where you set the "settings" it has the same color pin as the struct

#

so you can likely "get" the postprocess settings from whatever "Min Post Process" is

modest monolith
prisma tree
tawdry mural
#

so its in the first state all the time

#

it cant go further

odd ember
#

so it may be a camera or something else

#

but it's not a postprocess

obtuse dawn
#

so say I wanted to have an event from one widget cause another event in another widget how would I do that?

modest monolith
prisma tree
odd ember
#

anyway all you need to do is get the postprocess settings from that object reference (whatever it may be)

modest monolith
odd ember
prisma tree
#

Oh that works!

tawdry mural
#

he jumps , but he doesnt rly land right

#

stays in jump loop?

#

or slide loop

modest monolith
#

randomizing between the two jump lands that i've out

#

put

odd ember
# prisma tree Oh that works!

so now if you click the SetStruct node, in the details panel, you'll see some options with tickboxes that you can expose as pins

#

expose the ones you want to expose, and leave the rest

tawdry mural
#

interesting 😄

prisma tree
modest monolith
#

lol

tawdry mural
#

i still dont think its the random node

#

i used it b4

#

its fine

prisma tree
#

Thats amazing thanks so much! 🙂 @tawdry mural and @odd ember

obtuse dawn
#

so say I wanted to have an event from one widget cause another event in another widget how would I do that?

odd ember
#

describe your scenario

#

be concrete

obtuse dawn
#

So I want to hit a button in one widget that sets a variable in another to true but in order to do that I have to cast to said widget the problem is I dont know what I would use as the object

modest monolith
odd ember
#

what is the first widget

#

what is the second widget

#

what is the variable

tawdry mural
#

what is the object

obtuse dawn
#

The first widget is a menu for a level the other one is the main menu

obtuse dawn
odd ember
obtuse dawn
odd ember
#

in that case you can have the main menu create the level menu widget, and pass a reference to it

#

if you need the main menu to take into account something that the level menu does

obtuse dawn
#

how would I do that

odd ember
#

how did you create your level menu widget before?

obtuse dawn
#

I dont have much done right now but it will open a level and then create the widget

strong topaz
#

Hi, on my character's BP, what node should I use after the key press node in order to trigger an actor blueprint's custom event?

odd ember
tawdry mural
#

and actually that is not that bad of practice as everyone says

tawdry mural
#

having hard references all over will fk ur loading times unimaginably

#

get all actors and store it in just an "actor reference"

odd ember
#

it's not magically not going to be there

#

it's also silly to think of optimization before architecture, and get all actors of class breaks architecture and sets you up for fail further down the line

tawdry mural
#

optimization comes b4 everything

odd ember
#

nah

tawdry mural
#

yes

odd ember
#

it really doesn't, premature optimization is the root of all evil

#

the creed goes: make it work, make it neat, make it fast -- in that order

tawdry mural
#

well not premature but its the main thing overall

odd ember
#

it is premature

#

you optimize when you have something to optimize

#

not before

tawdry mural
#

yes and now i have to redo my whole game

#

thanks gabe

odd ember
#

if you have to redo your entire game it means you architecture wasn't setup correctly

#

not that you didn't optimize in time

lament ginkgo
#

Hey all, I asked this yesterday but it was busy and didn't get a response, hoping someone might know.

So I have an actor, the actor doesn't get spawned in game until I need it, but when I spawn it, I need to know its' world scale (In order to place it properly). Is there a way to get scale from a class? As far as I can tell you can only get it from the actor itself.

#

My hacky work-around was to spawn the actor on game start, record the info I need and then kill it lol.

odd ember
#

I mean when you spawn an actor you supply a transform, and that transform has scale built in

#

failing that you can see if there are static parameters accessible on the class itself

strong topaz
tawdry mural
#

easiest way, maybe just for learning purposes

#

probably shouldnt use this further.. CE is probably right 😄

strong topaz
#

Ok thanks

shadow holly
#

How can I handle lots of collisions? I have a lot of simple ai's that chase the player but my performance takes a big hit when using collision even if theyre set to ignore each other

odd ember
shadow holly
#

Okay thanks I'll try there

whole storm
#

Is there a way to respect step size when moving an actor with sweep enabled?
I'm moving using "MoveUpdatedComponent" (as a movement controller is involved), without sweep it sometimes gets into meshes, but with sweep enabled it will get stuck even on small ledges

gentle urchin
#

You can always react to the sweep, and figure out what it hit etc , and force it anyways

trim matrix
#

Someone said this is bad idea and I should use Timer for this but I couldn't get a clear answer.
Why I should not use this? Can I tell me why? Thanks 🙂

tawdry mural
#

its an infinite loop

zealous moth
#

It's an eyesore. And if you want to reorganize later it is painful

odd ember
#

no looping necessary

trim matrix
#

Thank you for the answers 🙂

terse moss
#

Also correct me if I'm wrong, but delay isn't consistent with timing. I've had sync issues that occur only with delays and not with timelines

trim matrix
#

Oh delay has sync issues? It's good to know, thanks

odd ember
terse moss
#

Multiple blueprints running the same code and ending up out of sync

idle crescent
#

Don't I create an object derived blueprint somehow? A la spawn, but named different?

terse moss
#

If I substituted a timeline in place of the delay, they would stay in sync

odd ember
terse moss
#

Multiple of the same actor dropped into a level. I can't remember the exact circumstances surrounding this, but I just deemed delay as iffy due to having issues with it early on

odd ember
#

yeah that's multiple instances

#

but that can depend on so many things. a delay isn't going to inherently make anything go out of sync

#

but if the code leading up to that is, then you have a problem

terse moss
#

But I remember substituting a delay with a timeline of the same length and the problem vanished

#

That said this was like a year ago, so I forget

odd ember
#

I don't know your code, but technically it makes no difference

terse moss
#

Strange

odd ember
#

the one thing to note is that all latent events update on the next frame from when they complete

#

so Delay(0.0) updates exactly on the next frame

terse moss
#

Also I ran into similar issues depending on whether I told a timeline to reverse after finishing, or instead doubling the length of the timeline and having the curve reverse manually, and playing from start

odd ember
#

like I said I don't know what your code is, but it sounds like the issue is with your code, not with the latent functions

terse moss
#

Nah, these were super simple instructions. Literally just after completing the timeline, it'd reverse without doing anything else. This was resolved by doubling the timeline and just doing the reversal manually. It wasn't like I was running 8 functions after completion

odd ember
#

because if this happened for everyone it'd be a much bigger issue

terse moss
#

Given that I fixed it without altering anything other than the reversal call, idk how that could be a code issue

#

It was just play from start vs reverse from end

odd ember
#

I don't want to keep repeating myself really

still socket
#

i have a question whenever u guys get done :)

odd ember
still socket
#

is there anyway to make a object follow the camera fov at a designated position? hard to elaborate really but a visual example would prob be how jetts bladestorm from valorant always follows cam and stays on screen despite where she turns and aims.

#

idk if that makes sense. hopefully it does (or how would i go about it)

#

i can post a vid of it to show what it looks like*

odd ember
#

"follow the camera FOV" doesn't really make sense. like would you want the FOV angle to get bigger to ensure some object is in view?

still socket
#

ill show a example. im kinda bad at explaining 😅

#

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▶ Play video
#

how the knives follow and stay on screen

faint pasture
#

Nothing special, it's done the same way as weapons just with a little bit of lag and bounce

still socket
#

same as snapping a weapon to pawns hand except the location would be different?

#

never thought of it like that. im gonna try something and see if it works. Thanks :P

idle crescent
#

So. Is it bad to derive from Object instead of Actor in a blueprint then? I don't know how to create a UE5 object in BP

#

So they don't need to be created at runtime?

#

I thought they didn't. I had a crash before when I tried to use it with a plugin, but I do think that might be for other reasons

#

Thank you though. I'm wondering if this thing I'm working with wouldn't be better to port in C++, since it's written in that to begin with though it will need changes

lament ginkgo
#

Getting a weird error when my project autosaves:
Error saving '../../../../../Unreal Projects/RoguePawn/Saved/Autosaves/Game/StarterContent/Maps/Minimal_Default_Auto1.umap' Any idea what this might be? Saving manually seems fine.

warm sand
#

hey guys I want to change multiple parameters to test them for performance and have them in a file (a csv file would be best) for example actual value of a shader instance and min and max fps after I closed my build. would that be possible ?

odd ember
#

you'll have to manually adjust it

#

to be where you want it

#

and you change your FOV you'll have to consider that as well

idle crescent
#

Is there no double value in BP? Will there be in a future update?

still socket
tawdry surge
#

@idle crescent float will decide if it should be a single or double precision float itself

#

But if you use a float in a math operation the return will be a double