#blueprint

402296 messages ยท Page 889 of 403

idle crescent
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Yeah, I got that in another channel

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Also, do object child class blueprints not have constructors and destructors? I may have to derive from actor instead, then.

tawdry surge
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Of course they do.. all classes in c++(and therefore bp) have a constructor an destructor

idle crescent
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Well, I don't see where to override the constructor/destructor in BP for an object child class though, so I was confused.

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Meanwhile though, if I derive from actor for instance you see a constructionScript and destroy functions to override

tawdry surge
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Object type Constructors might not be exposed to BP by default

idle crescent
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They aren't it would seem.

odd ember
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is there any reason you need an object instead of an actor?

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just out of curiosity

idle crescent
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Well. I would figure it would waste data if it isn't rendered and has no location.

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I could just derive from actor instead though, yes.

odd ember
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sure if you don't need it to run any functionality as the game begins it's all good

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UObjects in BP are basically data objects unless they are "special", as in, Game Instance etc.

idle crescent
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Well. Like I said, I'm porting a FDM and it uses constructors and destructors

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So that's why.

odd ember
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I didn't know that, I haven't seen your question. I also don't know what a FDM is?

idle crescent
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Sorry, I didn't mean to assume you knew it all. FDM is Flight Dynamics Model.

clever helm
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help, when i updated my project from 4.27 to unreal engine 5 sprinting stopped to work properly, max walk speed gets changed but wont affect the character's speed

trim matrix
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Hey folks, So i am doing procedural generation at the minute and l looking at the fence BP in content examples. So I wanted to test it out for the 400x300 wall that comes with UE Starter Content. So I did the following:

https://blueprintue.com/blueprint/3_y3xuck/

Variables
Wall Width: 400
WallToSpawn: Wall_400x300

The Starting X location is -1660.0. Went I duplicate and move the wall along, the next starting X location is -1260. I set the wall width variable to 400 then. However the procedural wall spawns at endpoint 600 on x. See screenshot

The endpoint in screenshot is where the wall spawns. I would have though it would wait until I get to an end point then spawn the wall. Unless Im missing something Compltely obvious. It just seems to be all the walls in the architecture of the starter content.

If I don't reply straight away it's because I'm out in a cafe and can't get the problem out of my head!!

odd ember
idle crescent
tawdry surge
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You'll need to give more info than "it stopped working". Screenshots are always nice too

trim matrix
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Any help on my one would be greatly appreciated too. I suppose I could just create an instance of it but I do like using the end point in the editor

clever helm
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really the normal setup

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i tried to actually change the default value to 1200, and whenever i click play it always become 120

trim matrix
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does anyone know how I can specify that spotted actor is the first person character only?
because it keeps detecting AI's and the first person

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in this screenshot

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above

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I want the enemy to detect only the first person character

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not other ennemies

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because they run into each other and stay stuck

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I tried doing this but didnt work

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here's an example of the issue

trim matrix
trim matrix
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I dont think the problem lies there

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I would imagine that there is another spot in your code that is changeing the movement speed value, or this could be a multiplayer project, could be using the wrong character?

blissful grail
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Anyone encounter an issue where their AI is moving faster than what the CMC is supposed to allow them to? I have MaxWalkSpeed set to 10 and they're blazing past my player, who moves at 350. ๐Ÿค” (I don't alter the speed in code at all)

odd ember
trim matrix
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that is one way

clever helm
blissful grail
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I literally just change the value in the CMC in editor. Nothing more, nothing less.

trim matrix
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Could be the wrong character, could be in UI only mode?

blissful grail
clever helm
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i added a breakpoint and the maxwalkspeed does infact get changed

trim matrix
trim matrix
clever helm
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but for some reason when i check the walkspeed its the default one

clever helm
trim matrix
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Id imagine there is some peice of code doing that, if not, i have no idea.

clever helm
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whenever i press shift its supposed to run the new maxwalkspeed but when i check for it nothing is changing

trim matrix
vital osprey
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Hey all! Quick question, I made a Control Rig containing an IK system, but when I'm hooking up the Control Rig Node in the Event Graph for the Animation BP, I get a compile error saying: "Control Rig has no valid instance". Any ideas as to why this happens? ๐Ÿค”

modest monolith
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Hello guys, I'm using a Random Sequence Player for play a random animation between 2 when I land from a jump.. but after I land it keeps playing that landing animation forever instead of just one time.. how can i fix this ?

blissful grail
# odd ember you won't know until you try

Yeah, not the slightest clue. The BP was cursed. I'm going to blame it on reparenting bugs or something like that. I just deleted the BP and recreated it. Now it respects values that I changed in the inspector.

cedar cave
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Hello. Can someone help me code my game?

trim matrix
broken wadi
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For example: How do I make my character do a front flip whenever I press spacebar.

trim matrix
trim matrix
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I'm beginning to think myself that is the easier option

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It is far eaiser

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it also allows you to make the wall to an exact length

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If you try and duplicate the wall, you are limited to wall lengths at 400 U unit intervals

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If you use one wall and scale it, you can make the wall length anything

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TargetWallLength / 400 = Scale

hollow gorge
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How do I open the level blueprint in ue5?

jagged stone
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How can I bind to events from a reference object? For example I have an variable "Spawner", and at BeginPlay I'm finding the spawner object and setting it to this variable. Then i want to bind some things to the event dispatchers for this object...but they don't get fired:

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I'm guessing that this is because the bindings are getting created before the object has been set...how do i solve this?

sage heron
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Hey ppl, can you like "resume" a For Each Loop with Break?

tawdry surge
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No

round moth
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hey yall

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im trying to work on learning unreal and its a lot of fun

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so i was wondering, if i made a blueprint called target, or enemy. then placed them around. then if i put on line trace the on actor then get actor from class

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then i could have something happen every time when a target is hit?

thin panther
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Why the get actor of class

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A line trace will return the object you hit

round moth
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yeah

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but how else do i do stuff for shooting a target

thin panther
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You use a line trace

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And cast to the object usi whatever you hit

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Then call whatever on the object

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A get actor of class is unnecessary there

round moth
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ok

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i will look into it

trim matrix
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Either that or manualy create the bindings via BP functions

jagged stone
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Is that possible? I thought the constructor script gets called before any objects are put into the world?

trim matrix
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Construction script gets called when a object is Spawned or Placed in the world. Or also when an Placed object is updated in the world.

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In your situation, the gamemode will be spawned in the world at the beggining of the game.

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As long as the spawner was pre placed in the world, you should be able to set that reference during construction script

jagged stone
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ok, thanks i think i misunderstood the order that game loads things

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confirmed that setting the object variable in constructor script does work ๐Ÿ‘

trim matrix
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It will also be helpfull for you to learn how to bind events manualy as well

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Using BP functions

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I would reccommend trying to accomplish the same thing by manualy binding the events as well. Just so you know how to do it that way as well.

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In most cases using event dispatchers, you will need to manualy bind those events using functions.

round moth
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so do i have the line trace return what it hits? then ask whether it is a target or not, then if yes, add point or destroy target?

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just not sure how to get what it hits

fleet cobalt
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is there a block that wokrs like branch except it does two actions on true

trim matrix
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im not sure the question

fleet cobalt
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i want to do two actions on event construct and i do not know how

trim matrix
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by connecting two nodes together?

round moth
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does on component hit, count for linetrace?

trim matrix
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Is that what you need?

fleet cobalt
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oh wait scr

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sry

round moth
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thats what i thought

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thanks

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how do i make a collision box block linetrace

spark steppe
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line trace on a channel that the collision box is set to block

round moth
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what

spark steppe
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let me rephrase it... the collision box must block collision on the channel that you do your line trace on

icy dragon
round moth
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so its tracing on camera and it has block on camera

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but it still doesnt seem to work

spark steppe
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but it should

round moth
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ok ill keep tryom

spark steppe
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is your trace going through the box?

round moth
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yes

spark steppe
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i mean, can you see the trace

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is it going the correct direction?

round moth
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yes

spark steppe
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ok

round moth
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isnt blocking anything lel

trim matrix
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where would I put a fonctionality that stuns an enemy

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I have a behavior tree but not sure if I should try to integrate there?

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the ennemy will get stunned by the player

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and be able to move again after like 5 secondes

spark steppe
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yea sounds like something that could be in the BT

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observer which checks a bool or something

trim matrix
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this is my tree atm

spark steppe
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or do you rather want to disable the whole AI for 5secs?

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that could be done outside of the BT

trim matrix
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ya the AI cant move for 5 seconds

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once the line trace hits him

spark steppe
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can't move and can't do any AI related things are 2 different things

trim matrix
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cant do any AI related things

round moth
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i have it set to block all and my character can walk through it

spark steppe
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then i would put that logic on the stun effect

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let it disable the AI on the character it hit, and set a delay of 5seconds which reenables it

trim matrix
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so create a new sequence on BT

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?

spark steppe
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no

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put the logic on whatever applies the stun

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most likely a projectile?

round moth
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ok it worked, i changed the static mesh and it worked

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very strange

spark steppe
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didn't you say collision box?

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was that a actual mesh the whole time?

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open the other mesh in the mesh editor, click on show => simple collision

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it most likely doesn't have any simple collision set up

round moth
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i dunno to be honest. i had a static mesh, that i put a collision box around, but now this different static mesh is doing the job

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and that is so true

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it was just a mesh that didnt have collision on in the mesh editor

round moth
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trying to get my mouse to show isnt working

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weird

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shouldnt this all work?

spark steppe
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shouldn't you set widget ref to the widget that you created? nvm

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or is that on purpose as it is?

round moth
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i dunno what you mean

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im just wondering why the mouse wont show

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any thoughts on helping with that?

icy dragon
round moth
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ok yes i gotcha. but the show mouse cursor, isnt showing the mouse

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this happens when i do that

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like when i close the game

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and im mostly worried about the mouse tbh

icy dragon
round moth
spark steppe
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you are reading it

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but not setting it there

round moth
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it says set show mouse

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how do i get the mouse to show then

jaunty summit
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But it's not what they are asking you

round moth
jaunty summit
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They are asking you where are you setting the reference variable Widget Ref?

jaunty summit
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And that would be our answer too

round moth
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i dont know how to answer the question

jaunty summit
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You have a variable called Widget Ref. If you create it without setting it to meaningful value(which is a user widget) then it would take the default value which is null.

jaunty summit
# round moth

And that's why you would be seeing this error list

round moth
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widget ref is my w_main, my main widget

icy dragon
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But where in the BP do you set the reference?

round moth
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what? i just made a variable

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i dont understand

thin panther
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you made a variable

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but it needs a value

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you made it of the correct type, but you havent actually put anything in it

round moth
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hmm i see

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how does one do that

thin panther
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well you need to set it when you make the widget

round moth
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HOLY CANOLI

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IT WORKS NOW

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THE MOUSE SHOWS

limpid bronze
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How do you disable Simple Move To Actor?

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Like say if I call a simple move to actor when the player is in range of an enemy, how do I tell it to stop when out of range

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the best I could think of was telling the AI to move to itself.

jaunty summit
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StopMovementImmdediately

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Oh looks like it's C++ only. Try StopActiveMovement or StopMovementKeepPathing

round moth
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is there something to just re load the level?

jaunty summit
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Load the level again

fervent jolt
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Hey, so Im trying to make it so if no save slot is found a new one is made called untitled1, or if unavailable untitled(higher number here).

The way Im trying to do this is by checking all save slots to see if the name untitled27 for example exists, and if so then incrementing it so it can try untitled 28 and so on until it finds a unused name.

It occurs to me however the array would only supply one slot at a time causing issues since one slot is not every slot and could give a false negative. is there a different node I should be using?

fervent jolt
round moth
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nice thanks

last ice
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whats the best way to check if another actor is overlapping on BeginPlay?

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for the running game there are events... but on all that happened before begin play it does not work

jaunty summit
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How would that happen before BeginPlay I wonder...

last ice
trim matrix
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hey guys

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Im trying to stun an ennemy when I hold down a key for 3 seconds while im pointing at him with a flashlight (line trace node)

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the issue is I cant get it to work with a float and a few conditions

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my code is kinda of sloppy ngl

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I've been told to use some kind of timer but im kinda lost rn , any help is appreciated. thanks

trim matrix
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the function to create one is called SetTimerByFunctionName

trim matrix
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?

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by using the SetMyBoolean node?

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I dont know what your asking

broken wadi
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First use that one to check if it was a successful hit or not, then you check for the correct type (you've got that already with the cast) then drag from the blue pin of the cast and search "Set (your boolean)" and check the box.

pine trellis
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I gave my mesh a material instance and I set a timeline to change it after death is this the correct way to get the material instance ? Its not working

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I need to get the MI from my mesh and change it from the timeline

trim matrix
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I have the linetracebychannel there yes

broken wadi
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Check the ouput of Return Value from the Line Trace by Channel by using a true / false branch to determine if the line trace actually hit something.

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or I guess that's not exactly what you're after, you can skip that part

trim matrix
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?

broken wadi
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so then drag from the blue pin "As Mannequin Master Ai 2" and set your bool as you normally would

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I don't understand your question, you've got some boolean you made called Hit being set to true. Is that what you wanted? Or are you trying to set a boolean that lives inside of As Mannequn Ai Master 2?

round moth
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can i put names of levels in an array, then have a trigger or a button that loads a level, in the current array position plus one

trim matrix
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that would work yes

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when the line trace hits my AI

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it will activate a bool to true

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when its not on the AI

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the bool will be false

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@broken wadi you get it?

broken wadi
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Then just set your boolean to false when the linetrace's return value is also false

trim matrix
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doesnt work

broken wadi
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what doesn't work, you can't set the boolean?

trim matrix
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idk what to do

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like

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im doing tests and nothing is working

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@broken wadi

broken wadi
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@trim matrix

trim matrix
trim matrix
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I removed that

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you can hit floors and objects too with the trace

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then..........

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nothing states that its the AI specifically

broken wadi
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Your cast attempts to find that out

trim matrix
pine trellis
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can someone help? How can I get the material instance of the mesh and then use the time line to change it? its not working this way, I made a reference on begin play and then tried to call it but its not working

trim matrix
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Im confused because no materials are being updated until the timeline is finished. Is this intended?

trim matrix
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what do you think?

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looks correct to me

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looks sketchy ngl

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it is perfectly fine

pine trellis
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@kindred lark At deatth I am trying to make the mesh fade out

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all the nodes are for create material instance but no get material instance from my mesh

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why does this always have to happen to me

trim matrix
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I am assuming this timeline contains infromation about the fading out part?

pine trellis
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yes it does

trim matrix
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as of now then, your timeline is acting more like a delay rather then a timeline.

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absolutly no logic that changes the material instance happens until after the timeline has fully completed

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Your logic for changing the material instance is coming of the the Finished output of the timeline

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It should instead be coming of the the Update output.

pine trellis
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oh ok let me check

trim matrix
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This way, the code will execute everytime the timeline updates. Which I am assuming is every frame of the game.

pine trellis
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oh ok it works now! @kindred lark your a genius!

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thanks

trim matrix
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I could not tell you why nothing is not working. What is not working?

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How is it not working?

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everything

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Do you want to give any information about what is happening?

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or just say that everything is not working

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the AI wont get stunned

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when I point the light

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Do you have any idea why its not working?

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Do you want to show me the code again?

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Have you done any debugging so far about the problem?

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with print string ya

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Well what did you find out.

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Did you find out that the linetrace was working?

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Was the linetrace not working?

broken wadi
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@trim matrix Try to be more descriptive when you're asking questions. If you take the time to think carefully about your question and provide as much information as possible others will find it easier to help you. Its okay to write a very long and detailed question with a screenshot. But if you keep making rapid fire screenshots while providing very little context and just say stuff like "nothing is working" how can you expect others to help you when they don't know anything about your game.

round moth
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i need help

trim matrix
round moth
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im trying to figure out how to get the stuff from inside the array and just have it be the text

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and yeah lol was typing

trim matrix
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I see my bad

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This doesnt really work

round moth
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all good

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damn

trim matrix
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Use Get

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Get

round moth
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on what

trim matrix
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drag off of the array and type that

round moth
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a copy or ref

trim matrix
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doesnt matter for you right now

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Either or

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@trim matrix im recording a video of my blueprint

round moth
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oh nice

trim matrix
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That function will return a specific element in the array at the provided index.

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so you can see in real time where everything is maybe it will give you a better idea of what im trying to do

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ok

limpid bronze
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This is going to sound confusing but how do you register hits with stuff like walls and surfaces?

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because I've been trying to use onComponentHit with a sphere collider but it doesn't seem to work.

trim matrix
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OnComponetHit does not work with collision volumes

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It only works when you Hit the componet with a linetrace

limpid bronze
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It wouldn't have worked anyway

trim matrix
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Instead use the OnComponetBeginOverlap

limpid bronze
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since turns out the projectile movement was only moving the sprite and not the spherecollider I had attached.

trim matrix
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projectile movement componet should move the entire actor iirc?

limpid bronze
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I think it might be getting caught on the enemy firing it

trim matrix
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maybe yea, I am not sure

round moth
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is load level just loading the level in the same world, instead of opening it like a level?

trim matrix
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though I dont think the fire would fly past it

round moth
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and im not sure what open level does lol

limpid bronze
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had simulate physics enabled.

trim matrix
round moth
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ok

trim matrix
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The other one does exactly what you described, opens it in the same level.

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Open Level opens a completly new level

round moth
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ok

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doesnt seem to work

trim matrix
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The input LevelName is the exact same as the name of the level asset?

round moth
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yeah look

trim matrix
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Are you sure a valid value is being pulled from the array?

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Have you tried to printstring it?

round moth
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yeah lemme try

trim matrix
#

@trim matrix

round moth
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it isnt for some reason

trim matrix
round moth
trim matrix
# trim matrix

I see two issues as of right now. First is just that the print string for "Linetrace is not on the enemy" would not run at the correct time. If this print string does ever run, it would be misleading. Second is that the stun code is incomplete. I would expect that enemys get stunned right now and never come out of being in the stunned state.

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Also does the print string for "Line trace on enemy" ever run in game? Just to make sure.

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When you look at over an enemy, does that run?

trim matrix
round moth
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0

trim matrix
#

Ok

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well there is a couple things, firstly, your printText will never run unless the level is = 3

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Which in this case, will never happen.

round moth
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god damn

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youre right

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i just forgot about my branch lol

trim matrix
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So why dont you put the Print text before the branch

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Secondly, where is this currentLevel value being stored?

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Im assuming this is inside the NextLevelTrigger?

round moth
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yes

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as an integer

trim matrix
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ok well here is one issue as well.

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The value of currentLevel is not being stored in a place that will be saved between levels

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every time you load a new level. The value of currentLevel will be reset to 0 each time.

round moth
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oh

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ok cool

trim matrix
#

More specificly, every NextLevelTrigger actor will always have a default currentLevel value of 0

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so when you load a new level, each NextLevelTrigger will always have 0 for its currentLevel

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So you need to move the value of currentLevel to a location where it will not change. Even after you load a new level.

round moth
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nice

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so the game mode?

trim matrix
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There is only one thing that persists even through level changes

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It is not the gameMode

round moth
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ok

trim matrix
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How it works is that everytime you load a new level, a new gamemode gets loaded

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This also means that every part of the gamemode

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Such as the defaultPawnClass

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player controller

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game state etc

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will also get reloaded

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The only thing that stays is called the GameInstance

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The game instance is created when you launch the game, and does not get deleted until the game closes.

round moth
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ok

trim matrix
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The GameMode(and all parts of it) gets created when you load a level, and deleted when you close a level.

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So you will need to create a custom GameInstance class for your game.

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Then put the currentLevel value on that.

limpid bronze
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How do you tell in blueprints when an animation has ended? Like I want my enemy to shoot a fireball at the end of their fireball shooting animation.

round moth
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ok

trim matrix
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you can change the GameInstance you game uses in the project settings, in Maps&Modes.

round moth
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where do i find the make game instance thing

trim matrix
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Create a new BP

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you must search for it

round moth
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thanks cool

trim matrix
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So does it work? what part does not work?

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bascicly When I turn on the flashlight on the ground

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and then point it at the enemy it stuns the AI

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which is not right because the light needs to be on the enemy for 3 seconds for it to work

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that's why I was trying to set a bool if the line trace hits the AI

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As of right now, the code will instantly stun the enemy when you point over it.

wicked magnet
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same class in both nodes

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tag name is copy/pasted from actor

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It's nothing new I haven't done before.

trim matrix
limpid bronze
trim matrix
pine trellis
#

does anyone know if this code here will speed up me packing time or will it cause nightmares? I just bought a 12 core CPU and it only goes to 28% when packing! my other CPU went to 100%

trim matrix
trim matrix
limpid bronze
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ah okay

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yeah

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because my game is in 2D

trim matrix
#

I need to look at some old code to remember how to tell when a flipbook anim has finished.

trim matrix
#

remove the branch?

round moth
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so now its in the game instance

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but im not sure what to put in object

trim matrix
#

That looks correct to me.

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Anyways, some changes need to be made still.

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wait?

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When you press right mouse button?

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ya

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that opens the flashlight

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The LineTrace comes from eventTick?

trim matrix
#

what calls the linetrace?

trim matrix
round moth
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yo true

trim matrix
#

I didnt do that part of the code

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Well thats important.

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Try and find out where the LineTrace happens

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On EventTick?

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On a mouse button press?

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Im assuming eventtick right?

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what calls that?

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What calls ModeAttaque*

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not sure

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didnt find anything

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its just a custom event I guess

limpid bronze
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How do I make a non-looping flipbook?

trim matrix
#

was just looking at the old code again

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its called SetLooping, the target is PaperFlipbookComponet

round moth
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any idea what this means?

trim matrix
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There was more things to say about the OpenNextLevel code, do you mind ss your current code for it?

round moth
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oh

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yes i will

trim matrix
#

fk man...

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idk what to do anymore

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Do you want to just hop on VC.

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I will help you on call, can share screen

round moth
#

restarting my stuff

trim matrix
#

idk im kinda shy

#

lol

#

ohhh I got an idea

trim matrix
#

how about the bool starts the timer???

#

Im not sure that makes any sense to me.

#

ยธwhen that's true

#

it will start a timer

#

Yes good idea.

#

StartTimerByFunctionName

#

like this

round moth
#

this is my code rn

trim matrix
# trim matrix StartTimerByFunctionName

Here we take a look at how we can use the set timer by function name node within blueprints to continuously fire off a function on a timer.

We also take a look at how it's more efficient than using the standard event tick approach.

Unreal Engine 4 Level Design Series: https://www.youtube.com/watch?v=GNjpkQpN6HE&list=PLL0cLF8gjBpo3EUz0KAwdZrDYr...

โ–ถ Play video
#

ok Im checking this tutorial now

#

yes watch that.

#

I will get back to you on my situation

#

might hop off soon cause its getting late here

trim matrix
round moth
#

i ifxed it

#

yeah

trim matrix
#

yep

round moth
#

thats why i have it go back to 0

#

now it goes in a loop

#

without breaking

trim matrix
round moth
#

yes? when i play, i am in level 1

trim matrix
#

oh i see, since this is running only on the trigger.

#

Sorry my brain is not working the best right now

round moth
#

all good friendo

limpid bronze
round moth
#

im gonna put a widget with a next level button when you hit the trigger to go to the next one

#

and then thatll be my first "game"

#

even if its just a crappy jumping puzzle

trim matrix
trim matrix
#

CustomEvent OnFinishedPlaying ShootGun PaperFlipbookComponet.SetFlipbook(NewFlipbook = IdleAnim) PaperFlipbookComponet.SetLooping(TRUE) EndCustomEvent

trim matrix
limpid bronze
trim matrix
#

yes

limpid bronze
#

It's still freezing on a frame

trim matrix
#

oh yea lol

#

I forgot the most important node

#

PaperFlipbookComponet.Play

#

at the end

trim matrix
limpid bronze
#

Works now

#

Thanks

round moth
#

ive been working on my game on and off for like 6 hours today

#

so much fun

glass crypt
#

What would cause the blueprint viewport to always be zoomed out really far for every blueprint? It takes me like 5 seconds to zoom into the normal view.

worn kernel
#

im trying to get information from the gamemode and it tells me the value is 0 when i have it set to 5

#

in the print string its says 0

#

for each loop is not firing ether

trim matrix
#

Players inventory must be getting reset somehow then

#

Somewhere outside the scope of your screenshot

trim matrix
worn kernel
#

ill see

#

i found it. my gamemode was set wrong. thanks for the help

jaunty jolt
#

I created a structure blueprint. How do i add a function to it?
In c++ when you create a struct you can put functions inside it.
Is this possible in the structure somehow?

round moth
#

how hard is AI in unreal? never done anything on it in any game engine

surreal peak
#

You also can't expose CPP struct functions to BP

#

You'll need to put them into a Function library

surreal peak
round moth
surreal peak
#

I personally hate the way UE AI works. At least BP wise

#

But that's again subjective

#

It might make it easier for you

final stone
#

Hi, can anybody help me? How I can play the level sequence by pressing the button on the widget?

gentle urchin
#

Same way as you would otherwise

gray chasm
#

this is kind of a long shot, but if I'm editing a component in the level (ie. a spline), is there any way to, from the level, bake it back into the blueprint?

marble warren
#

i would try learn AI sometime in learn portal ๐Ÿ™‚

odd ember
distant fable
#

Anyone know how to setup a behaviour with inheritance in child blueprint where I can in the parent make some behavior with delay, and then call that from a child?

tight schooner
odd ember
#

so if that event has a delay the same delay works

boreal socket
#

Migrating our project from 4.21 to 4.25, is there a way to disable "Render in Depth pass" this from Blueprint?

somber abyss
#

Hello! Does anyone know where can I find the "Render Movie" blueprint function? I've looked in 4.27 & 4.26 and it's not there. The unreal website documentation says that it's present in both versions!

grim peak
#

Hi all.. I have created a component and a BP_actor for my static mesh. I want to add some sound when you do a OnMouseHover on my the mesh_BP. Where would you do this? Thanks

open latch
#

Is there a specific way to destroy a static mesh and sphere collision inside a BP

tawdry surge
#

Destroy component

tight schooner
# grim peak Hi all.. I have created a component and a BP_actor for my static mesh. I want to...

idk it kinda depends how you want to systemize it. If the sound is localized to the object rather than a non-spatial UI sound, it makes sense to spawn it on the object. The nodes "Spawn sound at location" and "Spawn sound attached" will create components on the fly. Or you can add a permanent sound component in the BP's component list, which you can send a play command to. The latter might be more useful if you're going to have many types of clickable objects that each have their own customized sound parameters; a sound component is a logical place to house that data and play/replay its custom clicked sound within a family of actor classes. (I'm imagining clicking on units in a classic realtime strategy game, and each type of unit has their own audio response to that.)

#

Ultimately there are a lot of ways to do it... you can pick an approach that makes the most sense to you

#

If it's just a generic UI sound that isn't specific to the actor being clicked on, you don't need to put it on every actor.

slender idol
#

hey, I got an issue with the set timer by event node, the remaining timer always shows 0 after setting it, the delegate won't fire either.

formal parcel
#

MW you weren't joking

#

g'mornin

velvet vessel
#

Good morning lads , I wanna ask right if its possible to my the sky sphere change when a certain key (y) is pressed , like when I switch to a character the sky goes black then switching back it goes white again .

gentle urchin
#

Yes, that is something one can achieve

velvet vessel
#

And how does one achieve such an achievement ?

tight schooner
ember berry
#

Hey guys, so I'm having a problem with sprinting system. It fully works, but when i get to 0 stamina with shift still pressed stamina doesn't go up again until i press shift a couple of time... What could be the problem?

gentle urchin
formal parcel
#

@velvet vessel make a bp of it and reference it like any other actor?

velvet vessel
velvet vessel
formal parcel
#

no worries, me too

trim matrix
#

how do u mke flying like goku on unreal?

slender idol
#

Does timer exist by handle returns false

#

everything past the node executes tho

tight schooner
#

never tried UObject as the parent class before... dunno what the limitations are with that; sorry

trim matrix
#

I'm trying to make a shotgun like reload system where it plays an animation / sound for every missing bullet, I figured out how to find the amount of bullets missing but can't figure out how to play the sound that many times?

trim matrix
formal parcel
#

@trim matrix i suggest make a reload function that reloads 1 bullet and plays the sound, then call that function in a while loop: while (not fully reloaded and reload not interrupted) -> ReloadOneBullet

#

then put a timer variable for reload speed

#

@trim matrix oh we know.. we just aren't going to waste time trying to explain it to someone that wont know what to do with the info

tight schooner
#

I think a While Loop is instantaneous... can soft-lock the game with an infinite loop. There needs to be something latent like an animation that completes, and then some logic to check if there are bullets remaining --> play animation again...

trim matrix
#

also my 8 gb ram aint running unreal lol

formal parcel
#

yea seanny it'd be more like a check than a loop on frames, considering the timer

grim peak
formal parcel
#

also polyphia sucks ๐Ÿ™‚

tight schooner
#

I'm pretty sure you don't want it to play the sound on BeginPlay

formal parcel
#

@grim peak you can use these to create event handlers, you dont wire them up in beginplay:

trim matrix
#

lol u just dont know anything poser

#

other than this guy anyone know how to run unreal for a 8 gb ram when i turn on chrome it crashes

tight schooner
formal parcel
#

stop listening to emo prog rock and buy more ram ๐Ÿ™‚

trim matrix
#

i want to fly like a superman type game

formal parcel
#

show me what you have so far on your attempt and we'll tell you where its wrong....

#

holds breath

trim matrix
#

damn this is so cool

formal parcel
#

alright, you got the third person template open, thats a start

#

show me your character bp you're creating for superman, and your player controller stuff

trim matrix
#

im just saying is there like reso i cn decrease or anthing

#

so i cn run a utube video

formal parcel
#

i think you should spend all day on youtube watching beginner tutorials

#

but you want superman game NOW

#

so... good luck ๐Ÿ™‚

trim matrix
#

i did make this as a background for a cartoony game

#

i just want to fly man lol

formal parcel
#

that actually looks pretty cool ngl

trim matrix
#

well u dont know im a blender amateur

formal parcel
#

well anyways polyphia, this is a help channel where people have specific questions - noone is going to handhold you through beginner tutorials

trim matrix
#

heres a little sculpting

formal parcel
#

if you actually wanna make that, start learning

trim matrix
#

nah im just saying wat nodes do i use so i cn fly its a specific q in my opinion if u guys cnt i cn go somewhere too

formal parcel
#

uncanny valley exists on doll renders, who knew

tight schooner
#

You have to break that big problem "how do I fly" into smaller steps. Mapping a new control and making that input event available on the character. Disabling gravity and moving the character upward or whatever.

trim matrix
tight schooner
#

I never made a third person character fly but I know you have to break the problem down

formal parcel
#

or just maintain a velocity vector that you add to, then every tick add an anti-gravity force, y: -980

tight schooner
#

and then when you have specific snags or questions related to blueprint, you can ask here

formal parcel
#

but either way, the point is, you're clearly absolute beginner, which is fine, you just need to watch a few beginner tutorials or you're going to be stuggling with all the basics

trim matrix
minor creek
#

i need a spawner blueprint similar to niagara plane shape location. how can i do that?

formal parcel
#

for meshes?

minor creek
#

rigidbody objects

tight schooner
minor creek
#

i want to spawn objects like niagara does

#

like this

wicked osprey
#

Hello guys. I have a question. I need to call logic in an item on OnDrop and here's the thing, I can use either event dispatcher or interface. Is there a difference what exactly to use, if both suit me? The usual method will not work, since not all items need to implement the OnDrop logic

minor creek
tight schooner
# minor creek

Set Timer By Event node with "looping" checked with the red pin hooked up to a custom event will turn that event into a repeating one

formal parcel
#

@wicked osprey interface is smarter, easier to expand and for the objects that dont need to do anything you can just return void

tight schooner
#

... And then that repeating event can spawn stuff with a random location vector within a range. I guess you can use Random Float in range hooked up to Make Vector, and then add the appropriate offset vector to place it in a desired world location, however you want to determine that.

You'll want to "Set Lifespan" on whatever actors you're repeatedly spawning if you want them to decay like particles.

wicked osprey
tight schooner
#

This might be hell on performance depending on how many of these pseudo-particles you're spawning

minor creek
#

im using kill z

#

i need it for sequencer tho

#

no performance needed

formal parcel
#

@wicked osprey well you'll have to implement it but it can do nothing

#

so just a blank definition

#

but then for the cases where you need complex behavior you have the framework there to do it

tight schooner
#

@minor creek Another idea is to spawn these pseudo particles as components in an actor, and thus the host actor can be something of a "particle system".

#

With the components being spawned in relative-space rather than world-space

#

And thus no need for actor-to-actor communication/management

minor creek
#

am i doing it right?

#

nothing happening when i hit play

tight schooner
# minor creek am i doing it right?

No... It's setting a timer of 0 on itself. The Set Timer node has to be called elsewhere. Idk where you want to do that (BeginPlay works for testing)

#

The time has to be greater than 0

#

It'll set a timer on the event attached to the red line

grim peak
formal parcel
#

no wrong place

#

in the component that you are wanting to hover over

#

add a on mouse over event

#

on begin cursor over

#

that item clickable component should contain the event

grim peak
formal parcel
#

np ๐Ÿ™‚

minor creek
tight schooner
#

Yeah, Niagara exists for a reason lol

#

Spawning dozens of actors is heavy

minor creek
#

so stacking them in scene better?

#

#UE5 ใฎCity Sampleใง็ถšใใ€‚ใ‚ชใƒ–ใ‚ธใ‚งใ‚ฏใƒˆใ‚’ใƒใ‚คใƒใ‚คใƒณใ—ใฆใฟใ‚‹ใจ่ก—ใธใฎ็ ดๅฃŠๅŠ›ใŒใ‚ขใƒƒใƒ—ใ™ใ‚‹ใ‚ˆใ†ใง่‰ฒใ€…้…ทใ„ใ“ใจใซใ€‚
ใจใ„ใ†ใ‚ˆใ‚ŠCityใ‚ตใƒณใƒ—ใƒซใฎ่‡ชๅ‹•่ปŠใ€็ ดๅฃŠๅพŒใฎใƒกใƒƒใ‚ทใƒฅใพใง็”จๆ„ใ•ใ‚Œใฆใ„ใ‚‹ใ‚“ใงใ™ใญใ€ใ™ใ”

โ–ถ Play video
#

https://youtu.be/MQ1kkVBV6hM or more like this

#UE5 ใฎCity Sampleใงๅ‰ๅ›žใฏๅข—ๆฎ–ใ‚ทใƒŸใƒฅใƒฌใƒผใ‚ทใƒงใƒณใ‚’่กŒใ„ใพใ—ใŸใŒใ€NGใƒ†ใ‚คใ‚ฏ้›†ใงใ™ใ€‚่‡ชๅ‹•่ปŠใ‚„ไบบ็‰ฉใฎ็”Ÿๆˆใฏใƒฉใƒณใƒ€ใƒ ใชใฎใงใใฎ้ƒฝๅบฆ้•ใ†็ตๆžœใŒๅพ—ใ‚‰ใ‚Œใพใ™ใ€‚

โ–ถ Play video
wise tide
#

I am transitioning the camera when clicking buttons on the main menu. This works fine however if one of these buttons is pressed when the camera is mid blend it just snaps to the camera.

Is it possible to have the camera instead blend back smoothly? Or would I be better off having a single camera and having it move into the positions I want?

tight schooner
#

I wouldn't know how to recreate that. I'm pretty sure if each of those were blueprint actors or components it would bring realtime performance to its knees @minor creek

#

It's chaos physics or niagara

#

Which have their own channels

minor creek
#

i just want the physics actors to flow through these spaces

open latch
#

do these two work together?

minor creek
#

niagara didn't help me

#

stacking them brings a mass issue that upper actors smash lower ones

#

so they go through static meshes

formal parcel
#

submersed is this for real-time?

minor creek
#

kinda

#

the horizontal one is animated statich mesh

minor creek
tight schooner
#

I hate to say it but you're asking about particle physics in a channel about game logic

minor creek
#

that brings to my first question

#

spawning them instead of stacking(copy-paste) them

tight schooner
#

If you don't mind tanking perf, you can spawn hundreds of physically simulated mesh components, but...

#

If you do mind, you have to use some other system. I suspect a fancy video game production would simulate this animation offline and figure out how to bake the animation data

#

And replay it in UE

#

Or they'd have some clever c++ simulation driving it

#

That isn't physical

wise tide
#

I show the mouse cursor for my main menu and when I click play it loads the level. However I still have my cursor and I need to click on the screen to hide the mouse and control my character.

I tried adding this to the beginplay on my level but it still shows the cursor.

formal parcel
#

thats a UE editor setting

#

i forget where it is though

#

something about requiring a click to get focus

wise tide
#

I right clicked my project and clicked "Launch Game" so shouldn't that not use the editor settings?

formal parcel
#

and theres another setting for passing in that first click

#

not sure

#

but i know the window needing a click to focus is an editor setting

wise tide
#

let me try packaging it as standalone to make sure

foggy escarp
#

I believe setting the game mode to game only will fix this.

grim peak
foggy escarp
#

But there is still a bug similar to this that I've fixed by using hacks to refresh the cursor.

wise tide
#

I am looking at my level gamemode

formal parcel
#

yes decorix

#

@wise tide

#

i use that

#

to clear UIs

wise tide
#

ah, let me try that

foggy escarp
#

It's free so yeah

wise tide
#

yeah that worked, ty

open latch
#

How can I make the player character magnetic? The Magnet BP for items > actor doesn't work

formal parcel
#

np glad it helped

#

@foggy escarp cool plugin but where the hell do I set it to only copy to clipboard?

foggy escarp
#

There's different shortcuts for each way to copy it

#

I think it's like f10 or something

formal parcel
#

yea i found it, i dont like that it copies the whole path tho :

#

will stick to win+shift+s i guess

wise tide
#

I want to change the texture a material is using in the character blueprint. I managed to change the materials opacity by making the opacity value a parameter and using "Set Scalar Parameter Value on Materials".

However I cannot find something similar to use to set the texture used. I have the texture as a parameter, but I do not know how to access it

short pawn
wise tide
wise tide
#

ait I got that working, thanks

#

I figured it would be a lot simpler and I was just missing something xd

formal parcel
#

this engine is kinda weird like that - things you think are going to be hard are like oh lol just connect 2 boxes... and then seemingly simple things are complex af

grim peak
# formal parcel yes decorix

Hi again. Its working. I'm not sure if I did the good/right way, but when I have my object in green colour it plays sell/Purchase sound and when I hover over the object it has a pop sound. Thanks for your kind help. I find it hard to understand when to have it in the BP_actor or in the Item_Clickable_component. Guess the Component is sitting inside the BP and it calls it anyway.

formal parcel
#

glad you got it working man

#

just a note

#

that spawn sound is missing location so you're playing it at 0,0,0

#

if you dont need a location use spawn sound 2d

#

play sound 2d*

#

@grim peak

#

also to answer your question put the event on the object that it actually belongs to

#

makes future refactoring much easier, you dont want a bunch of weird cross dependencies

red grail
#

Hello, I'm trying to create a escape menu during runtime that doesn't pause the game. The menu has a resume button, but when the menu is opened with ESC, I disable character movement and when I press resume, it's still disabled and I'm not sure how to reenable it. Need some help please! ๐Ÿ˜…

#

Here's the rest (in the thirdpersoncharacterbp), still wip

mental trellis
#

Have you tried "Enable movement" ?

main wigeon
#

any way to change customdepth renderpass stencil number on triggerbox? want to change the 255 to 254 on trigger (object overlap)

red grail
mental trellis
#

No idea.

red grail
#

The "Set movement mode" node works fine I think, but I don't know how to get it into the widget

#

Basically how to reference the character movement of my thirdpersoncharacter within a widget

formal parcel
#

pass in a ref to it

red grail
formal parcel
#

actually just get it from the player controller?

#

so hold a ref to your movement there if needed, idk if it has context

#

but super simple to get a player controller and go from there

red grail
formal parcel
#

so ultimately move any process code to your player controller out of the UI, and have the UI call the functions

red grail
#

Doesn't work

#

Hold on, should I have that within my player BP or the widget?

formal parcel
#

debug it... at least you have the object ref you need

#

i would put it in the player personally

#

code that does things to players dont belong in UI code IMO

red grail
#

Yeah, I tried that, but how does the player BP know if I pressed the resume button from the widget?

#

Dont I have to tell it from the widget?

formal parcel
#

but thats just a architecture thing, it should still work because at least now you have the ref to the player controller instance in your UI

#

no

#

the widget will call a function on the player controller

#

which already is responsible for controlling the player

#

so from the widget its: (cleanup widget)->get player controller->call your new function and let the player controller handle it

#

separation of concerns

red grail
#

Do you mean this with function?

#

I created a function within the PlayerBP that does that

formal parcel
#

player, or player controller

#

?

red grail
#

I have no clue what the difference is

#

It's the thirdpersoncharacter bp

formal parcel
#

yea not that, you also have a player controller

#

the character is just the character

#

the controller is what controls the character

#

"Player Controller" is a top level class

#

you can make a BP and set that as parent and add your custom code

#

its a good way to maintain state on the player because maybe the player actor changes at some point or something

#

and ultimately it dont matter what character you're controlling for this interaction, this is an input kinda thing... hense... player controller

red grail
#

I don't know where that player controller would be

formal parcel
#

if you haven't made one you need to just make one

#

new bp_playercontroller, make parent: player controller

#

then in engine settings set the player controller to your new one

#

same way you override everything else

red grail
#

Oh, so I have multiple player characters, like in one level I'm only flying a drone and in the rest it's this thrid person character. The Player controller that you are talking about is like a global thing that affects all of those?

formal parcel
#

yep

#

its the thing you interact with

#

Player Controller Class

#

inputs -> player controller -> player

#

er, character

red grail
#

I dont have anything there lol

formal parcel
#

lol

#

so first make you a BP_GameMode ๐Ÿ™‚

#

lemme make a quick lil paint

red grail
#

Thats this right?

formal parcel
#

did you make that one?

remote meteor
#

template

red grail
#

I think it comes from the template yeah

#

No clue why it's not selected

formal parcel
#

yea you can set that in the maps and modes screen

#

handy to do

red grail
#

Oh hold on, if I go to world settings it's there

formal parcel
#

ok yea

#

so you just need to make you a playercontroller and set it there

#

then you have the BP to add your function into

#

then in your UI you can just get the player controller, cast to your type, and call functions in it

#

and it has context on everything you need

#

and you can manage the game state in the player controller, and not in the player/UI

#

as in, i'm showing UI's and they are interacting with that, or we're back in the game, etc...

#

or now we're a goldfish but I dont wanna lose all the gamestate I had saved for the other character that still exists

red grail
#

That is so smart

formal parcel
#

i'm good at architecture at least ๐Ÿ™‚

red grail
#

Okay, so I have a Player controller called "GlobalController" now and I've set it in the project settings to be used

#

Now I create the same function from up above within this new controller

formal parcel
#

yep, what I would also do if you're only gonna have one character..i

#

eh nevermind thats getting complicated to explain, but yea you're on the right path now

red grail
#

Should I cast at eventbeginplay to all my characters?

remote meteor
#
GetControlledPawn() -> GetComponentByClass<CharacterMovementComponent>() -> SetMovementMode()
#

do some valid checks inbetween

formal parcel
#

^ what he said

ionic raft
#

hey again, i'm still trying to get controllers that aren't xinput to work with our game using the RawInput plugin.

I've given up on the switch controller as it seems to simply not send its left thumbstick to any axis. Now I'm trying to get a playstation controller working. Everything about it works except the d-pad. I'm a bit confused on how to get the d-pad working, because it's assigned to only one axis, axis 5. Depending on what button on the d-pad I press the value changes, but it's really weird because the values aren't like... good values, if you know what I mean. For example, not pressing anything is 1.14, pressing left is 0.857, etc. Do you guys have any clue on what I can do to get this to work, other than doing some jankness in blueprint and just checking the axis value?

red grail
remote meteor
#

ye add isvalid macro to both of the return values though

#

drag from the return value pins, type isvalid, choose the macro version

red grail
#

The question mark?

remote meteor
#

yesh

formal parcel
#

naw the f

remote meteor
#

f is a pure func

#

you can use both

#

with the f you will need branches

#

the ? does it for you anyway, you can double click it and see

formal parcel
#

yea i guess i generally am handling that case

red grail
remote meteor
#

yash

red grail
#

How do I do the casting properly tho

remote meteor
#

if you want you can put some print string on the invalid

#

to prompt in output log if the are null reference

#

you dont really need your character reference in this way

#

unless you need something else specific from your character

balmy vessel
#

so i've got a variable on a widget which is inside a widget which is inside a widget etc. is there a better way to access it than this? I was thinking I could have a pointer and set it in the widget with the variable but i dont think blueprints support pointers

remote meteor
#

then instead of getting the component, you can cast to your character, then get the stuff you need from where

red grail
#

bruh, widgetception

#

Widgets are the bane of my existence

ionic raft
formal parcel
#

widgets are quite goofy IMO

remote meteor
#

every object reference in blueprint is a pointer

formal parcel
#

TheRedFlash you can hold a ref to an instance in a BP

balmy vessel
faint pasture
remote meteor
#

array are definitely pointers ops wrong info

ionic raft
red grail
ionic raft
balmy vessel
#

so if, in my ID Patient symptoms widget I use a reference to my parent widget and set an array on my parent to the array from my child, will the one on the parent be the exact same as the one on the id patient symptoms?

faint pasture
#

If you have an Animal and you want it to Bark if it can, you have to cast it to Dog because Dogs are the things that bark. Wouldn't make much sense to try to make a Fish bark would it.

formal parcel
#

more specifically casting is attempting to turn your thing you claim is a dog into a dog, and letting you know if it worked, and if so, giving you the dog

faint pasture
#

If the Animal was a Fish, it'd fail, because a Fish is not a Dog.

But both are Animals, so they can do Animal things (eat, move, etc)

red grail
#

I think I kinda understand lmao

faint pasture
#

We need a sticky or something, every damn day I see cast being used like it is a get or some sort of message.

formal parcel
#

a small programming 101

faint pasture
#

Probably because it sounds like an action verb. I vote we rename it pigeonhole.

red grail
#

I get what your words mean, but I dont know how to put it into practice

formal parcel
#

explaining scope, events, reference vs value

balmy vessel
#

@red grail do you know what inheritance is?

formal parcel
#

I vote we name is Smash

balmy vessel
#

like class inheritance

red grail
balmy vessel
#

yeah

red grail
#

Player controller in this case would be the parent and all my characters are the children

formal parcel
#

turning into a jr dev interview: "whats diff between interface and abstract class?"

remote meteor
#

nnono

balmy vessel
#

not really

red grail
#

I'm so lost ๐Ÿ˜„

remote meteor
#

player controller and ur characters are 2 different objects

formal parcel
#

no its a strict class definition thing

#

every class can "inherit" from another

#

so you can make a heirarchy

#

generally used to share behavior

#

and the whole reason casting exists

#

well, main

#

then we get into interfaces but idk where this topic is going ๐Ÿ™‚

red grail
#

This might be a weird way to explain it, but let me know if I'm on the right track. The player controller is kind of like a random dude that all my characters share their phone number with and the player controller allows us to share stuff between characters from a central point. Does any of this make sense? lmao

balmy vessel
#

if I have a class Animal, that contains a name and a size, I can have children of that, e.g. Dog and Fish. The Dog and Fish classes will both have the variables name and size but I can add more variables, so I can add FurColour to Dog and ScaleColour to Fish.

Then, when i write a function I can have it take in an animal, but inside I can use Cast to try and see if the Animal class i suplied fits into either a dog or a Fish.

A super simple visualisation is shapes, a cube, sphere and pyramid are all shapes but they arent the same as each other, the Cast function acts as the hole, if the Shape can fit through the Cube hole, its a cube, if it cant, its not

balmy vessel
#

the player controller shouldnt be used to control all players, It should be used by 1 player to control 1 character

#

you're thinking of a player manager i think

formal parcel
#

the player controller is the (not technical) interface between inputs and actions

remote meteor
#

Player controller is as its name suggest, a Controller. A controller can control a pawn (a character is a child of pawn) at a time

#

user inputs action will go through player controller by default

#

so you can do input based handling at player controller

red grail
#

So its like a "soul" that possesses the playable characters?

remote meteor
#

yes

formal parcel
#

exactly

last walrus
#

Is there any event that triggers every time when new minute/hour/day/etc begins?
I dont want to use timer because i need this event to be bound to system time

formal parcel
#

and you can move that "soul" around

#

if needed

red grail
#

Yeah like I could possess a car and then drive around right?

formal parcel
#

exactly

#

this is why we moved your input stuff into the PC

remote meteor
formal parcel
#

in this case you're using it like an overall input manager

#

more complex games you'd get more complex control mechanisms

red grail
#

So this function within the player controller is kind of like a memory that I can carry around?

#

Between possessable characters

formal parcel
#

well thats just a function that exists in your "soul"

remote meteor
#

kinda but there is a better place for memory stuff (PlayerState)

formal parcel
#

so you can call it at any time and it has nothing to do with the character

remote meteor
#

๐Ÿ˜…

balmy vessel
#

will this only set the symptoms added once? I want the dashboard ref symptoms added to be a pointer to the ID_PatientSymptoms symptoms added

#

so that whenever the ID is changed, the change is reflected in the dashboard version

remote meteor
#

essentially, copying it over

balmy vessel
#

but it won't keep updating, so when i make a change to the bottom one it will update automatically, is there a way to do that?

remote meteor
#

do you need temporal copy of the values? (like used for reverting and such)

balmy vessel
#

not sure wym by temporal. basically, i was doing this before

#

which looks horible

#

ik for functions, I can subscribe to an event instead of doing this kinda pyrimad thing, but idk how to do it for variables

trim matrix
remote meteor
#

hm your children can broadcast the updated values whenever its updated with an event dispatcher, but to bind it its also the same problem i believe

trim matrix
#

not sure what im doing honestly

red grail
formal parcel
#

in the press of the resume button, get player controller, cast to your new type, call function

ionic raft
remote meteor
#

looks tidier

#

since you already have reference to everything in hierarchy, not much reason to "skip" them

red grail
remote meteor
#

i believe so, you can try

formal parcel
#

yep

red grail
#

Damn, that's sick

#

I think it works

formal parcel
#

that last part is a bit goofy

red grail
#

Now, should the whole pressing Esc to open/close the menu be in the controller as well or is it fine in the player?

formal parcel
#

cuz ur getting the player controller from within your player controller

#

controller

#

all input goes through controller

remote meteor
blissful grail
#

Pawn specific controls should be in the pawn. Pawn-agnostic controls should be in the controller.

formal parcel
#

@red grail

red grail
red grail
formal parcel
#

yea, cuz self in this instance is the player controller

remote meteor
#

self ref for the input mode because its a function library

#

you can straight away set the mouse cursor variable from within player controller

ionic raft
# remote meteor really not sure about rawinput, have you checked the raw input mapping in proje...

Yes, the problem is that the d-pad only sends to one axis value. It doesn't matter what I set the mapping to, whether its generic usb controller axis one or gamepad right trigger axis, the value is the same. This is a problem because I want to be able to map the playstation d-pad to the d-pad up, down, right, and left gamepad buttons. But I can't do this if the entire d-pad is one axis. So I was wondering if there was some magic checkbox or something I guess.

formal parcel
#

if the dpad values are always the same you "could" just map them with an ENUM?

#

so a quick math, then cast to enum that is setup with saem values

trim matrix
# trim matrix

Please do not ping a day later. I am not here to help right now.

red grail
ionic raft
trim matrix
#

I went to sleep bro

formal parcel
#

no i mean when you get the input axis you know defined values = certain buttons

#

its a straight forward map in the beginning of the input event

ionic raft
trim matrix
# trim matrix why

This is not my job, I only help people on this chat when I decide I want to sit at my computer and help people. Ask another question entirely. If I am around and I feel like I can answer, I will. Do not ping people, we are not here to help on your timelines.

#

didnโ€™t need to write a paragraph

formal parcel
#

@ionic raft

#

adjust values as needed

#

handleInputEvent(Enum direction)

#

this dont work?

ionic raft
formal parcel
#

"how input works"

ionic raft
#

Mostly it's the widgets that are inconvenient.