#blueprint

402296 messages Β· Page 892 of 403

solar bison
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I miss being able to ctrl+shift+f stuff and change something really fast

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no I'm actually well aware of everything. I'm using the gameplay framework correctly to my knowledge. still very spaghetti-ish.

remote meteor
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there is Find in Blueprint

solar bison
remote meteor
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its like a tab itself

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it searches for anything related you type

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also on any nodes you see in the graphs

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you can right click them, find reference and it will seach on the current graph, then there is a binocular icon on the right side that will search the whole project

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kinda more clicks

solar bison
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hahahha yeah I hate clicking on this stuff. very used to a workflow without a mouse

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it's fine though. I can't complain too much. Unreal's APIs are actually solid for the most part

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and I love the gameplay framework

remote meteor
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the only thing about developing in bp that is not mouse dependant is ctrl + p for asset window

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πŸ˜‚

solar bison
gentle urchin
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I cant imagine bp'ing without a mouse

remote meteor
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alt+shift+f while selecting a node to find reference

opaque blade
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I think there were arrow key /wsad navigations through one of the bp workflow Plugins

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But also think it was for exec pins only so when you get to pure nodes you have fun

solar bison
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but all in all, I think we should figure out how to make this work in our favour
I'm very pro on core systems in C++ and BP for asset referencing. super duper fast workflow!!

remote meteor
#

if you ask me for a few handy things in bp

gentle urchin
#

Iteration should be faster in bp ;p

remote meteor
#

ctrl + left click to move existing pins
alt + left click to instantly disconnect pins

opaque blade
#

But if you dislike visual Scripting and plugging tons of nodes cpp might be your other option

Bp is very readable when you don't do array stuff and a lot of event based flows and async stuff

gentle urchin
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If its not, either you got serious c++ speed, or i just suck at it

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Then again, 5 years of bp vs 3 months if c++..

remote meteor
#

both got its perks πŸ˜…

solar bison
gentle urchin
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For sure ^^ but iteration is imo slow in cpp :p

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Livecoding helps tho

solar bison
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every time I have to do an array operation in BP I cringe a little inside

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it's so painfulyl slow

solar bison
remote meteor
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also the more you spent time in bp, the more you will think "why the heck dint epic expose these function in bp"

solar bison
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it should be blazing fast imo

gentle urchin
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Any header change means closing engine, compiling , and opening again

remote meteor
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^

gentle urchin
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While working in bp is just

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Smooooth

solar bison
solar bison
remote meteor
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i dont know if it is a bug

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if the cpp you are editing is a plugin

opaque blade
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Highly depends what you do
Live coding adds a lot to iteration in Cpp
If you change declarative structure you sure are having a bit more fun

But then you may also have in BP because one BP randomly broke because you didn't save all πŸ™ƒ and you have to rewire stuff

gentle urchin
remote meteor
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i have to restart the editor no matter what

solar bison
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question is how much time?

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if it takes 10 secs does it matter?

remote meteor
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even if hot reload says its updated

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depends on your project size

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for mine it takes like 40 secs

opaque blade
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The time I change a BP is mostly equal to a Cpp line if it is code

Asset changes ofcourse are faster in editor

gentle urchin
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15 sec for compile, 15 sec for opening ?

solar bison
#

unity literally takes 10 seconds too when compiling a script without asmdefs. like 5 second freeze when u save script + 5 second to hit start game

gentle urchin
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So 30 sec each time ?

opaque blade
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And if you do you doom yourself

remote meteor
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i understand that

gentle urchin
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Yeah, dont use hotreload πŸ˜„

remote meteor
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πŸ˜…

gentle urchin
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But 30 sec for each variable i add, or each iterative change i make, is 30 sec wasted

solar bison
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but why is compiling c++ taking so long

remote meteor
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i just restart editor when i need to change something

gentle urchin
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Doing it in bp saves me this

solar bison
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why is the editor recompiling the whole engine?

opaque blade
gentle urchin
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Its not recompiling the entire engine afaik

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Just affected stuff

solar bison
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is this a VS problem? I wonder what compile times are in Rider

gentle urchin
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Unless you force rebuild

remote meteor
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compile time is the same

solar bison
opaque blade
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And same applies for ue source
A monolithic module will Link and compile slower

remote meteor
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it depends on the msbuild thinggy

thin panther
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Thats about normal for an editor restart and a c++ compile

gentle urchin
thin panther
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Ive seen way worse

opaque blade
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Yeah seems reasonable

gentle urchin
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It gets worse if its a big change, or affects a lot of files πŸ˜… 15 sec is like best case

solar bison
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is unreal recompiling the entire source?

thin panther
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If you think compiling the source takes 15 secinds thats really funny

solar bison
opaque blade
thin panther
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The source takes like 9000000 years

remote meteor
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if you want to know how long you will need to recompile the whole ue4editor module with a modern 16 core cpu i can help πŸ˜‚

gentle urchin
opaque blade
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I mean don't blame the engine for compile times when you change EngineTypes.h

gentle urchin
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Hehe

remote meteor
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header includes

thin panther
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I think c# is quicker cause like bp, it gets translated to a virtual language

gentle urchin
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Surely im not changing enginetypes or anything alike

solar bison
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30-40 seconds sounds insane. i didn't know compilation takes that long. What project size is this?

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my project is literally like 7-8 small actors

opaque blade
thin panther
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A 15 secomd code compile is normal on even a console project in native c++ when you start making header files

opaque blade
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Windows indexing and security can conflict with compilation
Memory consumption of other stuff can hinder compiler thread boot up

Just some examples

gentle urchin
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But like

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If i reduce it to like 5 sec

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Its still a 20 sec total for a compile + restart

opaque blade
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Restart depends where you restart

gentle urchin
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20 seconds, where i can instead use 2 seconds to make a bp variable

thin panther
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Wlecome to unreal engine where projects take time to load

opaque blade
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Gyms help as well ( minimalistic levels to test a feature )

remote meteor
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source code says hi πŸ˜†

gentle urchin
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Obv one tries to bulk changes, and not restart every single time you make a variable

solar bison
gentle urchin
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Source code hurts my drives !

thin panther
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What did ya think it was gonna look like :P

remote meteor
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huuuuge

opaque blade
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But yeah Cpp takes compile time
But i guess you save that time to not think about very granular BP structure so you are not locking out other team members on BP stuff

remote meteor
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bp is totally faster if you want to do like delays and timers in a chain for gameplay scripting and such

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1 simple node for latent actions

opaque blade
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Yet you can define custom async nodes in Cpp to use in BP to work even faster

solar bison
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Are compile times faster with Rider for unreal?

remote meteor
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its the same i believe

opaque blade
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Both the same fastest is not to have a ide open

thin panther
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You are missing the point of major time being loading back up

remote meteor
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the only thing rider differes is the convenience in typing code and such

solar bison
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i heard hot reloading was a fail though

opaque blade
thin panther
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I mean ye you can leave the editor open, but you also get to risk corrupting everything irreversably

thin panther
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Ye thats what they said

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You can live compile .cpp changes, but header changes need a restart

opaque blade
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Not entirely but most of the time yeah

thin panther
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For peace of mind id still do it outside of editor tho

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your best workflow imo is gonna be to use bp for all of the more simple things, and then make structs, nodes and large subsystems in c++

opaque blade
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Ue5 can Reinstance header changes
But i would just follow the deal:

  • Bugfix / test .cpp code use live coding

Anything else just close the editor

thin panther
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and then use your said structs nodes and large subsystems in needed blueprints

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also get used to seeing your new favourite terms

UPROPERTY() and UFUNCTION()

opaque blade
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I think one of the ue streams showcased a good balance between BP and cpp
Think it was something with basic interactions

I mean lyra is also a damn good example

remote meteor
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subsystem is great

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πŸ™

gentle urchin
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Combo of bp and cpp is surely the best

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But initial iteration is ime best done in bp

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Then move functionality to cpp when you wanna optimize etc

thin panther
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id only start porting things over if performance seriously worsens

gentle urchin
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It always does :p

thin panther
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but for really large stuff id say start in c++ so you dont have the pain of rewriting it

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cause i hate rewriting big stuff

gentle urchin
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Well

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I guess

thin panther
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id rather have the editor crashes than to port those things over

gentle urchin
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If you know the big stuff already

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But often you dont

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Or atleast, I dont

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Thats the iteration part

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Sculpting this big system

opaque blade
thin panther
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yeah your stuff like your

MMORPGSubsystem -> DoStuff();

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I would just start in c++ as bp doesnt really have a nice alternative

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without bloating other classes

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plus that stuff would take forever and a day to translate over and im not sure i fancy doing that

opaque blade
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I just ported a BP only project as I followed what squize said till now
But when you switch you basically break everything
And then switch everything over
I would say when you are new to Ue-Cpp this can go hellish wrong as you don't want to lose data
And this gets tricky or you have to write code in BP to fix / move your BP data into new native data

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Like followed the move it later approach
Trust me it is not that easy

thin panther
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ye im also more used to debugging c++

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so for large things i would be more comfortable debugging them in c++

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i dont like the bp debugging tools

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they feel icky

opaque blade
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Just to add
It only took me two days though
But still was a fun experience
"Moving some stuff to cpp"
May work well for single functions but once you want to revamp some BP structs and enums and so on ..

thin panther
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ive heard the horrors of bp structs, although i have never encountered them myslef

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i just make mine in c++ now

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saves the trouble

remote meteor
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i hope you never see it

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πŸ™

opaque blade
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Yeah had some back in 4.16-4.18

remote meteor
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its horrible

opaque blade
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Then started to always define structs in cpp xD but it is better as I experienced in jams where we usually do BP only stuff

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Maybe some cpp plugins

thin panther
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can we just call them what they are: CPPlugins

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extra p is redundant smh

remote meteor
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moarr p's

tame pecan
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CeePlusPlusPlugins

thin panther
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time to make the best programming language P++

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where the start of every word is a p

remote meteor
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pIsLooping

thin panther
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enjoy declaring your
pstatic pint x;

tame pecan
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ΓΆ++

remote meteor
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pint pGetNumberOfPees()

gentle urchin
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Nothing breaks, i get partial progress, and can stop whenever im staisfied

gilded venture
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anyone know if it's possible to convert a string to bools/enums? I'm trying to make a map of various values, so I'm converting them to string and then storing them. Now I need to convert them back πŸ‘€

remote meteor
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oh

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mmh

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you cant

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but you can store enum in byte or int

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instead

gaunt ferry
remote meteor
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why not store them as it?

gaunt ferry
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wym

gentle urchin
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Why store a bool as something != a bool

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You can always make your own parser for it but seems like a lot of extra

gaunt ferry
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wait i have a question is it possible to download a string from a site with no extra plugins or c++?

gilded venture
remote meteor
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you can have 3 different maps i think

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bool
float
string

gilded venture
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you can have multiple maps, yes

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but it overcomplicates something very simple

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I have rooms that have different types of puzzles, and need to store the info for those puzzles as keys and values

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i.e., the elegant solution would be storing them as an array, and parsing them back out when loading

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like a json object

remote meteor
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you can use varest json object if you really want

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but there is no enum

gilded venture
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you also can't store a map with an array of ints

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which is again, wild to me

remote meteor
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hm

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but you can store a map of a struct consist of an array of ints

gilded venture
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I'm going full jank

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I will now go enum -> int -> string

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and string -> int -> enum

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😎

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lmao it works

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this is idiotic but I thank y'all

pseudo pelican
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can I use a for each loop node on event tick

remote meteor
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yes

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but beware to not perform too much heavy task

gentle urchin
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If its heavy (and necessary) move it to native tick

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Seldom is it really necessary tho

thin panther
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Not to be confused with FText

icy dragon
thin panther
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Oh god tick array looping

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What could possibly need frame by frame array access

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Other than a really bad sorting algorithm

gentle urchin
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movement

icy dragon
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Event Tick -> Get All Actors of Class -> For Each Loop

tame pecan
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It literally says don't use on tick, there are better ways

icy dragon
tame pecan
thin panther
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The joke
✈️
πŸ‘¨

summer jetty
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Any tips for condensing stupidly big blueprints? I've put what I can into functions and enums to clear a bit of space. But this blueprint is covering multiple scenarios and values so has thicc chains of branches. Or is it just a case of organising everything into neat comment boxes and waiting 5 hours to scroll from one side to the other every time?

thin panther
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C++

tame pecan
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@icy dragon

thin panther
gentle urchin
summer jetty
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My C++ isn't good enough to save the time it would take to finish this blueprint off.

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Ok, fair enough. I'm trying to mash as many functions in as I can.

thin panther
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Pretty sure you can also collapse graphs

tame pecan
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ah my bad, thought it was @icy dragon asking for the tick thing

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sorry RightGuys

thin panther
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Nah lol

summer jetty
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πŸ˜„

thin panther
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At least i hope not

summer jetty
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Yeah, this entire blueprint is one giant tick. Takes an hour to run.

gentle urchin
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Lol i hope its not πŸ˜„

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but i suppose with proper flow control

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you can get away with it

summer jetty
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I'm a bit OCD about ticks, so don't have many of those. It's the biggest blueprint in the entire game, but once it's up and running I shouldn't have to tweak it that much. Just a pain to work on due to all the scrolling. Can only zoom out so much. Nvm.

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cheers guys

icy dragon
thin panther
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hides event ticks under the desk

icy dragon
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||nah jk lmao; you gotta know BP to make that joke||

icy dragon
gaunt ferry
thin panther
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and just feed it into the string

gaunt ferry
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Yes

thin panther
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i mean if you can make ur own server and send a request for it, there may be nodes for it

mental trellis
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Http request exists in the engine.

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Whether it's BP accessible or not... Who knows. Someone probably wrote a plug in for it.

gaunt ferry
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Bc I make mods for games but I can’t add custom c++ or plugins

thin panther
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if you make game mods, then fetching website data seems a tad unnecessary

mental trellis
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MOTD?

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Totally worth it.

gaunt ferry
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Well it’s public mods and like I want to do checks for versions and other strings such as news or updates

gaunt ferry
mental trellis
#

Message of the day.

gaunt ferry
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Oh ok ok

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But so Is what I’m trying to do possible?

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With default engine stuff

mental trellis
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Search for http. If nothing pops up, then no.

gaunt ferry
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As in ue4 source or internet

mental trellis
#

Search for a BP node, that is.

gaunt ferry
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Ok

magic gate
#

any way to cancel a delay node?

gentle urchin
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by using a timer

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instead

magic gate
#

i have a self destruct delay, but i would like to cancel it if i call the initialize event for example

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hmm

gentle urchin
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or

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you simply let it missfire

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with a branch/bool

magic gate
#

like elapsedSeconds float and maxSeconds float and do it manually?

mental trellis
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You could add a bool and check if that bool is still true when the delay ends.

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shrug

gentle urchin
#

πŸ˜„

magic gate
gentle urchin
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ofcourse,

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but that wouldnt matter

magic gate
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wanted to know if there was any other way πŸ˜„

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sadge

gentle urchin
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when you try to destroy it initially you just set a bool "ToBeDestroyed" to true

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then after the delay you check if its still true

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on init, you set that bool to false

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The other way is as i mentioned a timer

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instead

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Which you can clear on init

magic gate
#

thanks for the help πŸ˜„

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i also just remember that i have to be able to reinitialize during the destroy animation as well, so simply interrupting the delay won't even work

gentle urchin
#

you can also use lifespan

magic gate
#

damn you using shit i haven't seen yet πŸ˜„

gentle urchin
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setting lifespan to 0 resets the kill timer

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lifespan is basically a kill timer

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this will call DestroyActor() tho, so nothing you can react to there, specifically

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so you'd call this

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and instantly call the DestroyWithAnimation

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then if you init, the destroy anim will still play along, but the actor will remain alive (unless you explicitly destroy it)

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how you want to display this (cancelling animation, instantly hiding the mesh etc etc) is up to you πŸ˜›

magic gate
#

i'm still watching πŸ˜„ figuring out what i want to do

#

if you play a new animation, the one that is already playing just gets cancelled right?

icy dragon
magic gate
#

wait shit i said it wrong

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widget animation

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πŸ˜„

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yes this is all a fucking widget haha

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but thanks for the answer πŸ‘€

mild kestrel
#

Does root motion work for characters only or for pawns as well?

gaunt ferry
#

it does not have it

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but i think i might have a work around

fleet cobalt
#

how can i fix this, the ai sould play the sound once it sees me but it just spams the sound instead of playing it once, maybe i can somehow make it that once it plays the sound it deletes or stops it?

gaunt ferry
#

you can do a play with loop to

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nvm ig

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weird

magic gate
magic gate
# gentle urchin

any idea where i can find documentation/explanation of what this timer handle structure can do?

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right now i think this will work (if the clear and invalidate node cancels the timer and makes me able to reuse the set timer node at least)

gentle urchin
#

Clearing it will simply stop it from executing

magic gate
#

i think you can't use the node if the timer is already active?

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so that means invalidate should hopefully make the node recallable πŸ˜„

gentle urchin
#

I believe you can but have not tested this

earnest tangle
#

Set Timer clears any previous timer from the handle you use

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iirc

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So calling it again essentially resets the timer

gentle urchin
earnest tangle
#

Yep

gentle urchin
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You cant simply extend or shorten a timer then ^^ nice to know

earnest tangle
#

You can if you get remaining time from the handle before you change it :)

magic gate
#

so basically i can leave the handle stuff then?

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and go like this

earnest tangle
#

Yeah you don't need the handle unless you need to cancel the timer or do something else with it

gentle urchin
#

Using this for a auto-fire on a gun

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Where you can get upgrades in the level increasing rate of fire

idle trout
#

That's what we do alot but in C++. Shall be fine.

shrewd oar
#

Hello im trying to make my AI while on air (getting K.B) to stop going forword my character. tried to disable movment or set movement mod but all it does it making my AI freeze in air. any other solutions?

valid bolt
#

Hello ive been trying to use a mesh from one of my datatables to attach to a socket. but i cant since its a static mesh and it says it needs to be an actor or component. and i cant change my datatable as that would stop me from pre selecting what mesh should be used. Is there Any way around this?

magic gate
tawdry surge
#

Add a static mesh component and assign the static mesh from the datatable to it

valid bolt
tawdry surge
#

No

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You need a static mesh component to assign the static mesh to. Then you can attach the component to whatever. "Create component"->"set static mesh"-> "attach"

fleet cobalt
trim matrix
#

I'd like a mouse click to start a ray trace but if the player moves the mouse before they release it, then cancel the function. Is there a simple way to check the player hasn't moved the mouse after its been clicked?

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or do I have to get world mouse location and verify

tawdry surge
#

Bool and a branch. Check the axis value for the mouse x/y are 0

trim matrix
#

okay

tawdry surge
#

I'd do between .1 and -.1 so that a slight twitch won't cancel it but that depends on your use case

trim matrix
#

oh okay

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I was going to do near equals

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but that works

gentle urchin
#

On click, save the current location?

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Compare to actual location , and act accordingly?

mental trellis
magic gate
mild valve
#

Has anyone worked with a procedural mesh component? I'm trying to generate n-gon plane, but triangles facing the opposite way, is there any way to flip them?

mental trellis
#

What I did when I did this was pre-check the normal of the first triangle. If it pointed the wrong way, I would flip the index order of every triangle.

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ACB instead of ABC.

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You can check that with AB cross product AC

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Assuming all your triangles use the same winding direction.

mild valve
#

Thank you, will try that

serene crown
#

Hi all! I'm sorry to bother you all... But I need some help πŸ™‚
I started to develop games in unreal about 1Month ago and I'm now making a mini game where you control a ball that breaks cubes for points.
I made most of the things work but now I'm stuck at a mechanic I want to make, I want to create a semi random cube placement... basically I created an invisible object that would act at a set location where the cube could spawn, I duplicated that object and placed it everywhere I want my cubes to spawn, I managed to make the spawn randomly on those spots which is what I want... the problem I have is that on occasions 2 cubes would spawn at the same place and be inside each other... is there a way to prevent this to happen? I just need a name, word or video to put me on the right direction... I don't want or expect you to write the code for me since my goal is to learn... but I'm simply stuck :/

Cheers

faint pasture
serene crown
#

I pull the spawners from an array, how do I make it so that the cubes don't chose the same one?

balmy vessel
#

is there an easy way to find all the children of a widget with a certain class or does it have to go through every child and cast?

stuck folio
#

hello,
Is there any way for BPs to inherit visual components from a parent?
As in, I want to have a button prompt to appear when player gets near an interactable object. I am using Billboard Component for that. I just want to know if I can make this inheritable which I can use in all the BPs which need this Billboard Component.

balmy vessel
#

is doing GetAllChildren > ForEachLoop > Cast To X better than GetAllWidgetsOfClass with top level only disapled?>

balmy vessel
tight schooner
stuck folio
serene crown
tight schooner
#

oh, so after a cube is destroyed, it can re-add its location to the pool of possible spawn locations?

#

it seems like you need a manager actor

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that manages lists of free vs occupied locations, and the cubes talk to the manager as they're created and destroyed

balmy vessel
#

aye

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you want a blueprint that handles the logic behind the spawning

serene crown
balmy vessel
#

it has a list of all the spawn locations, and a seperate list with all the spawn locations that are valid spawn locations

tight schooner
balmy vessel
#

when you want to spawn a cube, you tell the manager to do it, it handles spawning the cube at the location and then removing that specific location from the list of valid locations

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and when you destroy that cube, another call is made to the manager telling it to add that specific location back in

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yeah as seanny said, a manager actor isnt a specific actor you can inherit from in unreal, its just a way to classify an actor with a cetain job of managing other actors

serene crown
#

thanks

balmy vessel
#

no worries, I'm not super experienced with unreal myself but i went to uni and work with the engines still, so a lot of the base theory of how to build systems is still there haha

valid bolt
#

so ive been trying to attach this static mesh to a "Attach Component To Component" node, but cant because its a Static mesh and i cant change the static mesh from the datatable as that wouldnt allow me to preselect what mesh should be used. is there a way to convert the mesh to fit in with "attach component to component"

remote meteor
#

hmm if you only have 1 mesh

#

you can SetStaticMesh() on the mesh component with the mesh asset you have from the data table

tight schooner
#

if that's the case, you can't attach something that doesn't physically exist, so it has to be spawned first. Maybe "Add Component by Class" node with your player character as the target; idk.

wispy coral
#

anyone know where is the config file located ? it says Engine but the project/Config/ folder has no Engine.ini there is a Project/Saved/Config/WindowsEditor/Engine.ini file but that doesnt have any lines that would look like my variable

mossy vessel
#

Is there something different about the animations notifies in UE5? I tried to create on montage and in the animation blueprint it cant find it?

remote meteor
#

hmm yeah that works

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the reference in your data table is an asset reference

#

so you are updating the mesh component on which asset to show

#

by default it will also use the material assigned to the static mesh asset

#

you can also modify that in blueprint if seems fit

cobalt gulch
#

How can i make a copy?

zealous moth
#

In the ue4 launcher clone it

shadow holly
#

Does anyone know if it's bad to have a switch with a lot of cases? Like 20+? I'm making an upgrade system atm and you can pass in a String:Float map with a stat name and an amount to increase the stat by, and I've got about 23 cases so far and that doesn't include if I add more stats later on, it's only called when the player selects an upgrade on the level up screen but I'm just wondering if I'm going about this the complete wrong way haha

faint pasture
#

For loop on array.length/2 or whatever

faint pasture
gentle urchin
#

Generally not much to worry about anyways

shadow holly
faint pasture
#

In the future I'd parametrize it, the stat to modify is just a parameter as much as the amount to modify it by

earnest tangle
#

Anyone happen to know if there's a way to see if any subclass of a particular blueprint have changed a variable's value in their defaults without having to open each individual subclass and looking at it?

faint pasture
earnest tangle
#

Ah good point

#

I can just do ParentClass=Whatever to get them

gentle urchin
hollow inlet
earnest tangle
#

Yep, prop matrix works great :) I can select all of the ones I want, prop matrix them, then pin the value column

faint pasture
earnest tangle
#

it'll then show each individual value as a column even if there are multiple different values across the whole selection

undone surge
#

for the set focus function is there a func that sets stop focus

#

is it clear focus ?

gentle urchin
icy dragon
gentle urchin
#

Could use a select and increment by reference instead i suppose

#

If selects allow string... it probably doesnt

icy dragon
gentle urchin
#

Hehe well 60 stats, id probably toss it in some container at anything above 10

remote meteor
#

hail GAS alex

shadow holly
gentle urchin
icy dragon
#

Haha my own botched ability system go brrrrr

remote meteor
#

basically all things considered for an RPG

#

GAS has you covered

earnest tangle
#

You have to make some decisions about savegame stuff if you use GAS

#

Effects and abilites don't really have anything for that out of the box, so if you want to save... something to think about

gusty shuttle
#

Hey, is there a way to migrate a specific asset instead of it asking to import the whole dang content folder? haha

earnest tangle
#

And at least in 4.27 the blueprint GAS apis are basically a joke for the most part :P

remote meteor
#

pretty much have to use c++ for gas

#

since the attribute set has to be implemented in c++

faint pasture
gusty shuttle
grizzled rain
#

Trying to export a render target and it keeps failing

faint pasture
gentle urchin
#

Especially for things you intend to migrate

#

Decouple it as much as possible

faint pasture
#

You can just export and import if you want it to be busted on the far side

gusty shuttle
#

Example, I want the VR hand imported to my project for example. Why does it want me to migrate audio files that aren't even associated with the hands haha

gentle urchin
#

Because in the vr hands theres a reference to a thing that references the audio files

#

Or a ref to a thing that ref a thing thah ref the audio

#

Along those lines :)

#

Reference viewer will help you out

gusty shuttle
#

I understand the reference thing guys, trust me. However there are things the hands aren't even linked to that it still asks me to migrate is all I'm saying

sharp temple
#

what would be the proper way of keeping the left hand on a weapon because i have used FABRIK and normal IK for the left hand and it does seem to reduce the left hand movement from the weapon but it still moves away from the weapon

sharp temple
grizzled rain
# dark crow Error?

LogScript: Error: Script Msg: Only EXR export is currently supported for PF_FloatRGBA and PF_A32B32G32R32F formats.

#

What's PF_FloatRGBA?

remote meteor
#

hm

#

texture color thing

gentle urchin
gusty shuttle
dark crow
#

RT Texture

#

You are using the wrong one for a PNG

grizzled rain
#

Ok that works for my render. Now I'm trying to draw on that render and export that instead but it's exporting as a blank image

warm sand
#

is there a way to setup buoyancy (or making fake buoyancy) so it would be possible to make a ship move in the water? It don't need to be very precise because the boats will be seen in an top down way... I would really need some help

grizzled rain
#

That's how I'm drawing

icy dragon
grizzled rain
icy dragon
#

What usually happens is that the RGB channel has something, but A channel has nothing but 0 value. It's a problem even when using render target texture in image widget without going through a material

grizzled rain
#

Here's what the material shows

#

and here's the draw on render target

remote meteor
#

turn off deh alpha and check again

grizzled rain
#

I did that in gimp and the exported image doesn't have any color

#

It's just an alpha layer

gentle urchin
earnest tangle
#

Any idea if there's some secret content browser filter for parent class that actually checks the full inheritance tree? Eg. if you have Main->Child->GrandChild, and you do ParentClass=Main, it will not find GrandChild because it has one additional level of inheritance

gentle urchin
#

Well the statement sorta implies it doesnt it

#

"Show me who has parent class = main"

grizzled rain
#

I found a workaround for the rendertarget issue. but there's still a bug

earnest tangle
#

It does, but oftentimes you want to find all the children and not just the immediate ones

gentle urchin
#

Yeah true

#

Is there some childOf filter perhaps?

grizzled rain
#

I stopped scene capture for drawing and exported the scene render with drawings directly on that instead

#

You can see the pixels I drew

#

t he color is off tho...

stuck folio
#

Hey guys, is there any way to make a development only function in Blueprints? I know how to do this inC++ using function specifiers but not sure if and how to do this in BP

gaunt ferry
#

like a function that only gets called if its packaged

stuck folio
#

Yeah, I found an experimental feature which lets me mark a node as development only but in that case, I'll have to mark each instantiation of that function as Development Only.

gaunt ferry
stuck folio
#

See, Second one is where I created the function. Even if I mark it as disabled, when I am calling that method from another BP, it runs.

earnest tangle
gaunt ferry
gentle urchin
stuck folio
# gaunt ferry so it only executes if its packaged?

I haven't packaged it and checked. But see the thing is that I am using the Disabled feature, which is another feature beside, enable always and enable (development only).
So, If I mark the node where I am calling the function as enabled, disabled or enabled on development only, it works perfectly. But I don't want to mark each call of this function explicitly. I want it to work just like how PrintString Function works.

gentle urchin
#

You can see the entire hieriarchy there so... but perhaps its not directly usable in thr content folder like that..

gaunt ferry
stuck folio
#

OOOH

#

This is interesting. I think this is better

gaunt ferry
#

i make mods for games and i have to recreate stuff like C++ or bp thats not the same and it would error in editor but not the game so thats what i do

stuck folio
#

I just want to make a few utility methods to help my team in the development phase but should be disabled in shipping build. I think this function will do the job

#

Thanks a lot. You are a life savior

gaunt ferry
#

mhn

#

dw ab it lol

earnest tangle
#

Has anyone ran into a weird problem where attempting to place actors into your level always puts them at 0,0,0 and you can't move them?

#

Tried to restart editor and still keeps doing this...

rough blade
#

Maybe the actor has some code in its construction script that sets its location?

earnest tangle
#

Oh. Nevermind. I somehow had managed to enable a 5000 unit snap for the grid snapping :P

#

I wonder if there's some shortcut for changing the snap number because I definitely didn't click on it to do that lol

#

Might have fat fingered something

mighty cliff
#

does anyone have a good resource or video on why and when i should be replicating and when to use the various switch authority functions?

#

im trying to understand the 'why' behind why i see things done a certain way

thin panther
#

Made by one of the mods here iirc

#

Very good read

wicked magnet
#

Has anyone come across any solutions for automatically re centering a skeletal mesh or animation? I was just handed a large library of animations from different libraries that have very inconsistent center positions to fix, and I was trying to think of if there is a way to correct them via code instead of manually adjusting all of them so they're centered.

faint pasture
civic herald
#

Is there any reason this would only return 0,0,0 in my project not sure what i would of modified to break it but in a blank project i can use this just fine.

faint pasture
#

How do you know it's returning 0?

civic herald
#

because i made it draw a circle around the camera location and it draws it at 0,0,0

#

using the same code in blank project

#

it follows me

faint pasture
civic herald
#

ah okay my bad i was looking for shaders or materials channel.

#

and just gave up and did blueprint.

mighty cliff
#

thats a good tip adriel

#

im thinking i might make like a test/learning project

#

where i have a bunch of actors and have widgets that show their variable info

plush compass
#

I'm trying to spawn a bunch of an actor in a 3d array and I'm using a transform array to do so. Does anyone know why I'm getting this random actor at 0,0,0 at scale 1?

mighty cliff
#

i have been learning by ripping apart various unreal assets i bought off the marketplace and it has been good

plush compass
#

I've tried a branch on the spawning loop and it still comes back

mighty cliff
#

is there a good guide for debugging? i would love to be able to select actors during game play and see their data

gentle urchin
#

Is this an ISM? If so, have you added a default one that you've forgotten about ? :p

still socket
#

quick question but for some reason the posses blueprint doesnt exist when i look for it. Anyone know a solve?

faint pasture
still socket
#

what i would use to make a pawn active

#

this (it doesnt seem to show it at all for me no matter where i go )

plush compass
frozen ledge
#

does anyone know how to reduce the amount of digits on a float?

#

as in the decimal place?

#

i remember on a spin box you can set the amount of fractional digits, i kinda wanna do the same for this float

tawdry surge
#

"Easiest" way to limit precision on a float is to convert it to text and then back to a float.

gentle socket
#

Is there a way to check the struct type of a data table?

mighty cliff
#

anyone have a good tutorial they liked for making multiplayer drivable vehicles of some sort that you can enter and leave?

#

or a good marketplace asset that i could rip apart?

wild jetty
#

Would anyone be able to assist with gaining some info from these logs?

LogPlayLevel:     GI_Buck_Hunt_C /Engine/Transient.GameEngine_2147482624:GI_Buck_Hunt_C_2147482584
LogPlayLevel:     Function /Game/BluePrints/GI_Buck_Hunt.GI_Buck_Hunt_C:HideWidget:000A
LogPlayLevel: Warning: [2022.04.28-20.07.10:873][128]LogScript: Warning: Script call stack:
LogPlayLevel:     Function /Game/Widgets/Settings.Settings_C:BndEvt__Settings_BackSettings_K2Node_ComponentBoundEvent_17_OnButtonClickedEvent__DelegateSignature
LogPlayLevel:     Function /Game/Widgets/Settings.Settings_C:ExecuteUbergraph_Settings
LogPlayLevel:     Function /Game/BluePrints/GI_Buck_Hunt.GI_Buck_Hunt_C:ShowMainMenu
LogPlayLevel:     Function /Game/BluePrints/GI_Buck_Hunt.GI_Buck_Hunt_C:ExecuteUbergraph_GI_Buck_Hunt
LogPlayLevel:     Function /Game/BluePrints/GI_Buck_Hunt.GI_Buck_Hunt_C:HideWidget```

I'm trying to just get my back button to close down my Settings widget and load my Main Menu again, every other button doing this works fine, just not from the Settings menu 😦
tawdry surge
#

Says accessed none. So your "widget in" reference is null when it's called

gentle urchin
wild jetty
#

And surely I'd have thought that if it was a failed 'Widget In' reference then my 'back' buttons would be failing everywhere?

tawdry surge
#

If it's isolated to the settings menu then I'd check and see what's different there

tropic burrow
#

I need to reparent a blueprint to Actor but that option isn't available

#

help?

nimble needle
#

πŸ‘‹ my blueprint logic is very rusty. I have a use case that I'd like to pick your brains on.

In my scene I have some houses, and I'd like to be able to disable the roofs with one button press. My first thought was to add a tag to the roofs, however most of them are children of a house actor, and as such they don't get picked up by GetAllActorsWithTag. How would you approach this feature? (Thought I should ask here rather than general)

tawdry surge
#

Isn't there a get component with tag also

nimble needle
#

Yes but that requires an actor to search on

tawdry surge
#

So get your house classes and search them.
Or use an event dispatcher if you always want all roofs to toggle together

stable birch
#

Is there a node for opening a file-browser (and selecting a file(s))

lusty shard
#

Some reason pause game is also pausing widget animations. Any idea about preventing that?

#

Currently if I pause before playing a widget animation, the widget does not change visually.

#

I can click on the buttons but if the game is paused animations will not play

minor wolf
#

if i have a bp variable with repnotify how do i get the old value?

serene crown
#

Hey, I've got a question, when I try to add and integer to my Integer array it changes the integers to 1, 2, 3, 4, 5...etc instead of storing the 20, 60, 2, 4 ,10... etc

Is that normal?

icy dragon
minor wolf
serene crown
minor wolf
# serene crown

you are adding the index to the array, not the actual value

serene crown
#

How do I add the value then? πŸ˜„

minor wolf
#

depends what you want the value to be?

serene crown
#

a random value between the available number

faint pasture
#

@serene crownWhat are you trying to do here?

#

That looks aweful smelly

serene crown
#

Well I tried make a system that would let me chose a random spawner and then not chose it again until it's free

faint pasture
#

Shuffle Array exists

#

Shuffle the array, use the first X however many of the results

serene crown
serene crown
faint pasture
#

You have like 100 spawners and want to fill a random 10 of them. Shuffle array, spawn cube at the first 10 of them

#

You're trying to spawn things at 10 out of 20 possible locations right?

serene crown
#

and I don't want 2 spawning on one... AND they have to be able to respawn without spawning on the already existing ones

faint pasture
#

Yes exactly,

#

Shuffle the array of all possible places

#

then just iterate through it spawning things

#

you'll never spawn at the same one twice

#

until you run out, then just reshuffle if you want or whatever

serene crown
#

But I will it be random?

faint pasture
#

Say your spawners are 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Shuffle it

now they're 4 7 14 3 10 6 15 5 2 1 12 13 1 8 15 9 11

#

Now just use the first 5 of them

#

and the next thing to spawn is at the 6th index, etc etc

faint pasture
#

randomly reorder an array

serene crown
#

Ohhh, okay

#

and how do I make the cubes pick one spawner after the other?
Also, how do I tell the code to reshuffle once it ran out of spawners?

#

Sorry for asking so much :/

trim matrix
#

I'm unable to change the emissive value of a dynamic instance material at runtime.

pine trellis
#

is the spring arm the only way to stop camera clipping in walls and stuff?

trim matrix
#

@faint pasture

#

The functions Event Start Glow and Event Stop Glow are getting called,

#

I did a draw debug string at the end of it

#

And the name parameter name is correct too.

#

I'm creating the dynamic instance at beginplay

faint pasture
#

You're making it and talking to it but it's not being used anywhere

#

Just a material off on its own with no mesh to apply to

trim matrix
#

Isn't Set Parameter Scaler value

#

Setting it?

faint pasture
#

Where are you saying what mesh uses the material?

trim matrix
faint pasture
#

You're making a material

#

and you're not telling anything to USE the material

trim matrix
#

Oh

#

oooh

#

How do I assign it to use that material?

faint pasture
#

Try it

trim matrix
#

What's the function for it? Set Material Instance?

late shuttle
#

Set it in a mesh usually

trim matrix
#

Like so?

#

Ah yes

#

That works

#

Thank you @faint pasture

pine trellis
#

how come if I set my collision to block the camera for a mesh it still clips through the mesh unless I use a spring arm, is there anyway to block the camera clipping in walls without using a spring arm?

hollow gorge
#

Does anyone know of a smart way to link a keyboard key (enter) to a widget button's on clicked event? I'm trying to implement keyboard navigation in a main menu.

crystal prairie
#

Hello, looking for someone who can help with character mouvements/run please

glass stump
#

How do I change the movement speed of another BP actor when the player presses a (keyboard) button?

#

But in a way that's gradual. So like, as long as the F key is pressed, increase the Actor's speed by 10, or so.

hollow gorge
crystal prairie
hollow gorge
crystal prairie
cyan sedge
glass stump
#

notetoself

crystal prairie
cyan sedge
#

Or survival?

#

Animal?

crystal prairie
cyan sedge
crystal prairie
formal parcel
#

How would I know if something is in the red area pictured here, I know how to get the distance but i dont know how to do the area thing

earnest tangle
#

Check distance

#

That's it :)

spark steppe
#

nah, he only wants the 180Β° covered

dark crow
#

Sphere Collision + Dot Product?

spark steppe
#

so cross or dot product, forgot which one does the job xD

earnest tangle
#

Yeah dot product for determining whether it's within that "sector"

#

and by distance just to see if it's outside the desired radius

dark crow
#

If it's 3D you could just use the overlap as a is in radius factor

earnest tangle
#

Sphere overlap would be super easy too tho. For that you could just compare if you have overlap, and if the point's Z is higher than the center point Z :P

spark steppe
formal parcel
#

oh wow, no answer for 5 mins i look away for a couple and lots

#

lemme see here

crystal relic
#

hello! apologies i need a little help with a project currently

#

nothing big

dark crow
#

Me too, I need moral support and pats on the back

crystal relic
#

you see i have this UI right? i need it to disable inputs when the UI is up, so i disabled inputs when the UI is up, problem is i need to input left click to close the UI and start the game

#

is there a "disable specific inputs"?

formal parcel
#

it cant be a collision sphere as these objects move

#

and mroe reasons than that but yea

formal parcel
#

dot product makes sense i think, i just need to find the right ranges

dark crow
formal parcel
#

then distance check

spark steppe
#

so even when moving, that works

formal parcel
#

its not that they move, i prolly shouldn't have even said that

#

and its not all actors

#

can be meshes, events, etc

#

i need to be able to check on the fly

#

2 points and radius

spark steppe
#

are you trying to implement AI vision?

formal parcel
#

no

earnest tangle
#

if you get dot(up vector, direction to point) it should mean it's always in the above 180 sector if the value is >0

formal parcel
#

ty zomg

#

ty all

spark steppe
#

actor location + other actor location nvm

dark crow
#

Well, you need to query the data somehow if the other point is an actor

#

Not sure what you mean check on the fly, what's the second point basically

spark steppe
#

more like forward vector and direction to other point (normalized)

hollow gorge
#

is this blue rectangle considered keyboard focus on a key or if not what is it called?

formal parcel
#

i think i might have been overthinking

#

if its z axis is higher and its within the range....

#

its gotta be within the semi-sphere above right?

#

or did i smoek too much

earnest tangle
#

That would be correct yeah

dark crow
#

Yeap

formal parcel
#

lol

#

making simple things hard

crystal relic
#

hello sorry

#

ive tried a couple of methods and i still havent figured this out

#

i have an overlayed UI on my game im doing, but because i dont disable any inputs the player can move before a race starts

#

disable inputs is a bit broad, is there a way to disable a specific input?

remote meteor
#

you cant really disable specific inputs

#

but you can make sure the inputs doesnt reach the movement nodes by having condition checkings

crystal relic
#

i see

#

i apologise would it be too much to ask for a small example? should i show what i have so far?

#

i found a solution! its slightly scuffed but this will do for now

royal iron
#

Hey guys, fairly new to UE, question, if my character controller has a camera, and I want to position the mesh, can I get somehow the Camera's view in the blueprint editor?

tawdry surge
#

No. Camera preview is only in the level.
You can use orthographic view in the BP editor to line it up pretty well tho.

forest nimbus
#

After removing an index from previous frame, any reason this doesn't work (if it's actually hooked into the get)?

#

Removal part:

royal iron
#

Also, in the First Person template, if I replicated the player, and the client picks up a rifle, it wont shoot. I tried to search in the blueprint why, but couldnt figure it out :c Any idea?

#

Also when I crouch the client becomes choppy in movement and the speed isnt set to crouch speed :c

blissful grail
blissful grail
#

Alright - I solved it - you can read the forum post to see the answer.

drowsy ridge
#

Hey all,
I've been dealing with this nasty bug that's been causing a huge ruckus for my team. I've been working on a boss health bar, and it's functional in the editor. It goes down to 0, it uses a widget blueprint with a progress bar and functions the same way a normal health system would. (all values are floats)
However, when packaging the project, the health bar doesn't go down and it literally doesn't work at all, it only works in the editor. It's such a weird issue.
Do you guys have any suggestions or tips on how I could go about this?

gentle urchin
#

How is it set up?

#

Using binding for percent ?

prisma tree
#

Why the hell is the function not being called?

gentle urchin
#

On tick

#

You clear it every frame

#

Add it to beginplay instead

#

When you call set timer you clear it if it already exist, and start over

#

Doing this every ~15ms will surely make the timer ignore the 1 sec delay

prisma tree
#

Oh thanks, but why isnt this working?

gentle urchin
#

0.0?

#

What in the world are you trying to do

#

It must be called once

prisma tree
#

It has to have a value?

dawn gazelle
prisma tree
#

what i want to do is to call a random function repeatably

gentle urchin
#

Then check looping

#

And call the set timer by function name once

#

On beginplay

prisma tree
#

Like this:

#

Or maybe there is a better way?

gentle urchin
#

This wont work.

prisma tree
#

Yea im finding that out πŸ˜‰

prisma tree
gentle urchin
#

Have your function call a new random function

dawn gazelle
gentle urchin
#

If you want random intervals you add a random bool in front of the switch

#

Or a random bool condition, a float with some percentage

prisma tree
#

Thanks that looks much easier....but I donΒ΄t really understand how a bool can make it execute at random intervals? such as each 2-7 seconds....

dawn gazelle
gentle urchin
#

Or that i guess

#

Cleaner in many ways 😁

obtuse herald
# dawn gazelle

Pretty sure the timer node has already a random float included

tacit lark
#

Hi everyone, could anyone please point me in the direction of undersating sweep and sweep results in Overlap events? I don't understand why the only one that fires from sweep is the root of a BP, and I don't know if this is something that can be set up in the engine in any place or way, I have a problem with arrows, due to I have a general sphere collision as a root, and I want to get the impact point of the arrow using its static mesh, but from sweep is always false, so sweep result data is always "null", and the only way I found a sweep was true was making the collision with the root, thanks

prisma tree
# gentle urchin Or that i guess

But what is the "start random timer" function? like this the functions are not called at random intervals but at the interval first choosen at begin play:

gentle urchin
dawn gazelle
obtuse herald
dawn gazelle
# gentle urchin Extend the node

The start delay variance still doesn't make the timer fire at random intervals, unless you repeatedly call the set timer node.

obtuse herald
gentle urchin
#

So in which case would that work?

prisma tree
# dawn gazelle

So hence my question: what is the "startRandom timer" function? what does it contain?

gentle urchin
gentle urchin
#

Litteraly shown in the screenshot

prisma tree
#

Oh sorry yes offcourse!

obtuse herald
gentle urchin
obtuse herald
#

iirc

gentle urchin
#

Is it ment like a variance between multiple instances ?

dawn gazelle
#

No, it's to change how the timer behaves initially...

gentle urchin
#

Basically time slicing

obtuse herald
#

You are basically offsetting the calls by initial start delay

gentle urchin
#

Or frame spreading or whatever term fits

#

Spreading the workload across multiple frames basically

#

For multiple instances

dawn gazelle
#

So if you have your timer set to 5 seconds, then add an initial start delay of 10, it should fire after 15 seconds for the first tick, and if looping, it'll keep ticking every 5 seconds after that.
If you then include a start variance of 2, then it should fire between 8 and 12 seconds for the first tick, and if looping, it'll still keep ticking every 5 seconds after that.

prisma tree
#

@dawn gazelle @gentle urchin Thanks so much for your polite answers to such a noob as myself, I finally got it to work πŸ™‚ You are the best ❀️

covert schooner
#

So I started refactoring some of my blueprints out into a blueprint macro library to simplify some code, but I cannot find any of my macros. Do I need to do something to attach the macros to the blueprint that needs to use them?

gentle urchin
#

Parent of the macro lib defines where you can use then sorta

#

Iirc

keen schooner
# gentle urchin Parent of the macro lib defines where you can use then sorta

So if you were to write a function within a blueprint, and then a macro within that function, all functions contained within the parent function within that blueprint could also call that macro?

Edit: A quick read of the link below, and a few other google searches, show my above statement to not be how Macros work. Just didn't want to spread any sort of disinformation in the form of a question.

gentle urchin
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Øhh πŸ˜‚ not sure if that'd work

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wicked osprey
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Guys, where is the best place to store the Equip animation of an item? If you store it in the weapon itself, then in order to get access to the animation, I will have to spawn the actor, but the thing is. What the actor should spawn in his hand only after some time after the animation starts, for example, when he brings his hand back. You can create an item under the map and when you need to attach it, but I have an option that when I receive damage, the timer should stop and if at that moment I have already buried the item underground, but have not yet had time to attach it, then how will I remove it?

undone surge
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i made a homing projectile to go towardsa and enemy but its going towards the feet of the actor . is there a way i can change where on the actor is homes to ?

high ocean
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Any way to change the collision channel this event fires off of?

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I want to use a custom channel since sometimes the interractible object wil be partially obstructed by foliage so visibility won't do.

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if I change it in player controller I need to further change other stuff

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nvm, something else is broken... I have this forest and top-down camera. I have a material function implemented in all foliage materials that hides anything between the player pawn and camera. So far so good. The problem is that results under mouse cursor don't work properly & invisible vegetation is preventing me from clicking on actors under it. Not sure exactly where the problem lies πŸ€” Any thoughts?

tight schooner
undone surge
high ocean
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@undone surge omfg that's such a bad implementation, just find another tutorial from someone that actually knows how to use the engine

undone surge
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ok ill see another video

high ocean
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@undone surgeAs for your question/problem. There's many ways to do it, but a more flexible way would be to have a base class actor that is "targettable" by the homing missile. Then add any scene component to it (collision sphere/target point/empty static mesh/whatever you like). Parent it to the mesh & move it wherever you want each actor to be hit by the homing (head/torso/wheels etc). Derrive all your targettable actors from that class and you have a flexible system regardless of what/who the target is. Oh, and when getting a target, get the world location of that socket/scene component and aim for that instead.

undone surge
last pond
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Hey all, i think this is an easy one but i'm just having a brain fart. I have two nodes set up to randomize the colour of a character's shirt and pants however i also want to do one for skin and hair colour. obviously i don't want bright blue skin for a human. I was wondering if anyone knows how i could swap the random unit vector to pick from a list of specific colours.

brittle garnet
high ocean
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@undone surgewhat do you mean by specific homing logic?

undone surge
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like what would i look for in a tutorial that shows the thing homing towars the scene component

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or are there bullt in funtctions for it

high ocean
brazen pike
# undone surge like what would i look for in a tutorial that shows the thing homing towars the ...

You're doing the homing in generally the right way, just that you are checking for actors with tags which is not a great idea in this situation. So you want to be much more specific about what to check. It is going for the feet, like duke said, because you are choosing specifically the scene component (probably). Try checking where the scene component is on the actor you're shooting at and see if its at the feet.

undone surge
high ocean
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Yea, I said it's a clumsy implementation because of the actors checking, the extra useless vector math instead of using built-in *distance to * function which is faster since it does all that in cpp etc. Hence I said "someone that knows how to use the engine". So many tuts out there from ppl that have little idea of what the engine knows on its own

undone surge
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ok ill try to change this to check dsitance using the function and the tags thing

brazen pike
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yeah, also (unless you're doing it somewhere else) it would be a good idea to set 'closest distance' to 9999999 or something at the very start of the function otherwise it might not consistently work

undone surge
brazen pike
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you set it every time? or you set the default value to be huge?

undone surge
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default

brazen pike
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I'm pretty sure that the closest distance from the last time the function was fired would be used the next time then. So it would only actually work if the second projectile's target was slightly closer. Unless this is done on the projectile or something which gets destroyed afterwards

undone surge
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yea i set it to destroy after 1 sec

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cuz it came back after a long time xD

high ocean
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Well, as soon as the particle effect ends and all that, you can just have an event called to destroy it, no need to hang on to fixed delays and stuff, unless you want - idk, a net homing missile that holds the enemy in place for "X" seconds etc. Aaanyway πŸ™‚

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Any ideas on how to get a trace to go through masked materials? πŸ˜›

brazen pike
high ocean
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this works because there are no leaves in between

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if I move around (or the forest is dense) then it won't pick it up 😐

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I'm using boxes for checks:

brazen pike
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What code are you using to detect clickable things? If its similar to my project then I can help

high ocean
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just simple component hovered

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Tried changing from visibility to a custom channel but it still won't ignore the masked part of a material πŸ€·β€β™‚οΈ

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Using render target is out of the question because it would utterly destroy performance, got some expensive shaders there

brazen pike
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I've never done it this way, but ignoring visibility collision on foliage you dont want to select doesn't work?

high ocean
brazen pike
tawdry surge
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Did you set the new custom channel to ignore everything by default? Cuz that should definitely work

late dragon
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Any idea why the begin play event isnt called in my animator?

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its called on my character

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but not on the animator

tough barn
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I need to understand how to use blueprints

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They're really confusing, I'm new to ue4

high ocean
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It has no coliision

brazen pike
tawdry surge
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Is the animation BP assigned to the player in the level?
It should fire otherwise

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@tough barn do you know how to program in any language?

tough barn
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I can only code Lua which isn't really anything.

slow pewter
tough barn
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I'm not used to writing code in blocks or a map sort of

tawdry surge
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If you know what variables, functions, and classes are you'll be fine

tough barn
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I know there is an actor and other things but I don't really get it

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Isn't everything basically an actor

tawdry surge
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Object. And those are classes

brazen pike
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Well I didn't really understand basic logic when I started. I just looked up tutorials for very basic things (like movement, doors, shooting guns, etc) and tried to understand why certain things were used as I went along. I know there are better ways, but youtube tutorials (while often not giving the best techniques) can be useful to start with

tough barn
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I don't know if it's the best place to start

tawdry surge
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Epic has the learning portal on unrealengine.com
They have several beginner BP courses id start with

tough barn
brazen pike
tawdry surge
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I wouldn't worry about accounting for multi-player until you're comfortable enough to make a small simple single player game on your own.
But dev addict does a great job teaching multi-player concepts

terse moss
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Also not in the same vein, but the "WTF Is?" series is great for learning what random nodes do that you aren't familiar with

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Forget who the guy is

tight schooner
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Mathew Wadstein πŸ…

terse moss
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Yep that's the guy!

tight schooner
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He's in this discord though on other channels last I saw

terse moss
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Makes sense

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He's been such a huge help through learning BP stuff for me

tight schooner
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Yeah, same. Epic's own BP node documentation can be too vague sometimes

terse moss
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Gotta love when it just reiterates what the pins tell you already

gentle urchin
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Isnt that just auto generated documentation anyways?

boreal mesa
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i'm making an entirely single player game, do i need to use GameMode and GameState cleanly or can I just don't really care and put everything in GameMode?

undone surge
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im trying to get the distance between my player and an enemy character in this blueprint of my friendly AI . how wouldi get a ref to that spawned enemy

brazen pike
undone surge
tawdry surge
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@boreal mesa single player you can just use game mode directly

undone surge
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i will fix the homing after thsi

brazen pike
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Although you may not be using a blackboard if you're following youtube tutorials

undone surge
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tree and bb for friendly ai*

brazen pike
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Oh so you do have a BB?

undone surge
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yes

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this

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right

brazen pike
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Cool right well when the player is seen, then you should set the seen player as a value to be stored in the blackboard. That is when the BT would realise it should move towards the player which you could then start checking the distance to the player and when it is within a certain value it is then allowed to aim

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Or maybe everytime you try to aim it does a distance check

brazen pike
undone surge
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i see

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also

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the BB does not HAVE to go with a BT right

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or when i make one for each character then each char wil have its own BB and BT?

brazen pike
brazen pike
undone surge
brazen pike
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I'm not an expert on AI, so I'm only giving you what I believe with my limited experience. Take most of what I say with a grain of salt

undone surge
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ok thanks, i will try to follow wat u said to see if i can make it work

brazen pike
undone surge
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ok

brazen pike
undone surge
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i see

glass stump
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Can you use blueprints to edit specific properties of the mesh's materials?

earnest tangle
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Depends on what properties you're referring to

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I think there might be some, but more advanced stuff will be in C++

tawdry surge
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Materials you can usually just make a dynamic material instance and play with the exposed parameters in BP

glass stump
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Ahh I see. I just wanted to use a timeline to edit the emission level of a material. I'll see if I can do it with the instance.

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ty.

tawdry surge
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You 100% can

glass stump
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Ah, nice thank you. :)

tawdry surge
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Btw if you're in ue5 don't crank material emissions and use it as a light source. It can cause artifacts at anything above a slight glow

lapis inlet
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Need help, is there a "scroll" input?

tawdry surge
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You mean the mouse wheel?

lapis inlet
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yea

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Ah

tawdry surge
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It's mouse wheel

lapis inlet
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Mouse wheel up

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and down

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cheers!

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I'm trying to make it so a camera connected to the player object can be moved up or down

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So to get a wider view

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Wow that was easy

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Done that

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Alright

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Now

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Click to move

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Also

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How do you create groups?

tawdry surge
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In the editor or during gameplay

lapis inlet
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Editor

tawdry surge
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I think ctrl g is the hotkey but right click on a an asset in the world outliner to find it in the action menu

lapis inlet
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Oh I meant blueprint groups

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Like the white box

jagged stone
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I'm trying to understand how to listen to events on another blueprint object....For example see above. I have a custom GameState BP with a custom event dispatcher (Current State Updated). And I want to listen to this event....I can do it as above by casting after the Event BeginPlay and then binding to the event dispatcher and routing through a custom event...but to me this just looks messy as hell. I would like to be able to just use the event node (show at the bottom of the image) to listen...can I do it?

lapis inlet
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Alright now

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I want every object in my game to "orbit" the central sun - I already have a gravity simulation implemented, now I just need to calculate the orbital velocity of the objects and then apply it

tawdry surge
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Idk what you mean by "the white box" but you can set tags for the actors you want to get and save them in an array or a map

lapis inlet
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I found out it was "comment"

tawdry surge
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Oh, lol

lapis inlet
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Anyways I'm currently trying to calculate orbital velocity and then apply it to the player - the formula is actually relatively simple from what i've found, but I'm still finding it difficult.

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The Gravitational constant has been set in a gamemode, while I'm trying to set an orbit using the central "star" at the levels centre as the base.

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This is currently what I have, but it's being finicky

tawdry surge
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Have you tried ticking accel change on add force?

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Since you already did the mass calculations yourself

lapis inlet
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Oh no its the gamemode doing errors

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Saying "type of object is undetermined" when its a gamemode blueprint

tawdry surge
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Your not getting the game mode

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Or really casting to sun

lapis inlet
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Ah

tawdry surge
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Casting requires an object that you want to cast

lapis inlet
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Aaaaah

mystic hinge
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is this an appropriate place to ask question in regards to niagara scratch pad modules?

lapis inlet
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Well for Sun that should work (and looks like it does), but how do I extract a variable from a gamemode to use in an actor blueprint?

tawdry surge
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Do get gamemode

lapis inlet
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Ooooooooh

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Thanks! I'll see if I can hotch-potch a solution now

tawdry surge
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The sun cast isn't connected to the execution pins so it isn't happening

lapis inlet
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Oh it

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wont tell me that it can get Constant G

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Constant G being the variable

tawdry surge
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What do you mean?

lapis inlet
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My game generates gravity using a gamemode

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And in that gamemode it determines the gravity using the Gravity equation, the main component is a variable called "constant G"

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It just tells how strong gravity is

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In RL its like, 0.0000000 (lots of zeroes) 00098 something

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Naturally its a lot bigger, around 30000000 for the game

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And its a variable inside the gamemode blueprint

tawdry surge
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And that game mode is main gamemode base?

lapis inlet
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I want to tell my player actor to take that variable for use in calculating the orbital velocity they have in relation to the central "sun" in the game, so they don't immediatelly go into freefall and get eaten

lapis inlet
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Cus I'm lazy

tawdry surge
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Ok. It looks like it's giving it to you