#blueprint
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Can I make a proper loading screen with a bar showing progress with just blueprint or do I need to get involved with C++?
I am immune to it at this point really
worth it for free rent?
๐
definitely
haha
Guys, can I get Key of Input Action? I need this to compare the buttons pressed when opening and closing inventory
IS there a way to get overlapping actors while in editor?
I'm trying to make a procedural generating actor but I need to check if the next generated room is overlapping with the previously generated and placed one, but the overlapping seems like it's not calculated
Found it!
- Ctrl+F in the blueprint editor
- Click the binoculars
- Enter search query
https://gyazo.com/96d6c674507661ecb3245c0eabe3f4b6
Can someone help me please. Its printing both strings but not switching the camera to the players camera
sorry, im not understanding
Issue is your casting. Just use the Character for Target.
In other word, the code doesn't wait for Set View Target With Blend node to complete
iv done this before and its always worked
but for some reason it just doesnt want to do this
@small halo
well if it's different now it means that you did something that now causes it to be different. code isn't magic, it's not going to magically do or become something else unless you touch it
im reporting noise event but its not showing in the debug menu. could there be a reason for this ?
so i just add a delay to the end?
No amount of latency is going to fix that it's not setting the target.
changed it to that now as well
iv done the same before multiple times and it works
Kay. But this is pointless.
yeah i guess with the cast to and everything after is pointless, ur right there
You're literally saying
"GetTheCharacter"
"ChangeCharacterAccessToPlayer"
"GetPlayer'sCamera"
"GetPlayer'sCamera'sOwner"
Player's Camera's Owner, is the character you originally got when calling GetPlayerCharacter.
If this does not change camera's target, it's one of two things. Either there is no character currently possessed. Or you are already viewing a camera on that character.
sometimes you just need nodes for the sake of nodes
||I keed||
thanks
With the play anim node, is there a way to make it so the animation played only effects the torso, head and arms?
Because I would like it so the character can still walk with animations
animation blending is much better to handle in the animation state machine
Have you looked into Play Montage node?
Not yet
Is there a way to do this in an anim bp?
Like for example say the animation should only effect the head bone
Yes, use slots and layered blend per bone.
It's because it goes into and from walking and other stuff
I have a PC case (Test_PC), a collision blueprint and a light blueprint (Light_Test)
I'm trying to make it so once the Test_Pc overlaps the collision box, it sets a variable within Light_test to 1
However i have no clue what to plug in the Light_Test BP cast object slot
Is that a light_test blueprint?
yup
Then you don't need that specific cast at all
Oh, sorry
Just delete the node and connect up the exec pins.
no, that logic is in the collision blueprint
"collision blueprint" being?
You'd need some link on the collision bp to the light.
Like a variable that you set in the world.
Why can't i cast it directly to the light to set the variable within the light to a specific value?
How does it know which light?
here
How does it know which light_test to use?
Oh!
So that's what it does
Thank you
alright so uh
how do i specify which light_test to use?
Add a variable to the collision bp of type light_test
Expose it.
When you add the collision bp to the world, click on it and set the variable to the correct light
Then use that variable in your bp script
Then do some blueprint tutorials!
Hey everyone. I'm not super familiar with BP and I feel like I'm attempting something somewhat ambitious, so bear with me. A nudge in the right direction is all I'm looking for.
I am trying to create something like a global variable. It is a number I can add to and subtract from and this value can influence many of the other systems in the game from increasing enemy movement speed to changing the colors of dynamic lights. I think I'd want it to send its information to other BPs using a BPI or similar system.
I am wondering what the best way to create such a thing would be. A data asset, perhaps a state tree? Maybe a data table? Game state?
I'd also love suggestions on how to make this concept/system more robust and expandable.
Add it to a custom game instance class
Wouldn't I lose that variable between different game instances this way?
For more context: I'm working on a story-based linear game. Is there a way to add this variable to a save game and load it on the next time the game in launched and played?
Do you want the variable to persist between game sessions?
Like you play the game one day, close it, play it a week later and the variable is the same?
Yes you can use save game stuff. I don't really know anything about the UE save game system, though.
That worked, thank you
Do you have any blueprint tuts you'd recommend? i'm supposed to take care of the art department but it's a kind of many hats project going on
Yes, I'd like it to persist. Effectively, it is my way of creating dynamic difficulty so it would be sad if it reset and when the player starts up later halfway through the game the lose that variable and it changes their experience suddenly.
Not really. Try the pinned messages?
Yeah, use save game stuff then. I'm sure there are some tutorials around.
Alright, coolio! I'll do my own research on using Game Instance Classes, then, thanks for the nudge!
Don't use game instance for that, I think. Maybe?
Maybe do your game saving on game instance?
Just ignore game instances until the save game tells you to use them!
Personally I treat Game Instance more like a volatile memory. As in it get cleared when you quit the game, but survives through persistent level travel
Would you recommend attempting this in a different way, in that case?
If it persists for the game session, use Game Instance. The moment the player wants to manually save the game, or trigger an autosave, write a save game data based on what GameInstance remembers.
Ah okay, excellent, thanks.
I made a blueprint to initialize my soundmixer volume, it inherit from UObject.
It seems that I can't make a "Set Sound Mix Class Override" in that blueprint, it's not available in the contextual menu, and if I copy it from my audio setting widget I get "one ore more copied nodes could not be copied into this graph". Can someone explain me why ?
not sure about spline based stuff, but that final node aint hooked up
Can I do a good loading screen with a progress bar etc (not just an overlay with a delay) with just BP or would that require C++?
Probably, but it'll be easier in c++
That'd require C++, at least for true persistent level travel
Also I don't think the loading thread provide any loading progress percentage
I see, also for multiplayer I was looking up guides on sessions and apparently you can do seamless transitions where you move players to a transition level before moving them to the final level. If I were to have a loading screen on the multiplayer I assume I would have it on the transition level?
The tutorial didn't have it hooked up
Wait
Nvm I see
LOL
Let's see if it works
ah. a tutorial.
im very new to this stuff I'm using them as a crutch rn
The usual.
So many charlatans on YouTube eh
What's the alternative to tutorials?
that's what im wonderin
- Figure shit out yourself
sounds like a bad way to learn and improve ๐ค
Reading documentation also helps
But no, really, figuring shit out yourself is the best way to learn and improve.
Usually a combination is best start with a tut and work your way from there
Documentation is often sparse, and only other way is to look through source code
If you really want to improve you need to get the fundamentals and move up. Jumping into advanced things without a solid base makes it way harder to move forward
yeah that's what I'm hoping for I just recently started
Tutorials on YT are often made by charlatans who know jack about good Blueprinting, or just terrible about explaining things
Not all of them, but more often than not it is the case
True you do have to make sure you look for good ones but they do exist and for starters with no foundation a tutorial is usually significantly easier than just guess work you just can't only follow tutorials
That's fair. I usually watch tutorials to see how different people approach solving a problem and then either adapt it to my work or if most content creators use the same method then I opt to use that one.
hi guys, im working out how to save some variables across my levels but im a bit stuck on actors that i'm attaching to my player. raw valuables (health, stamina) arent an issue but as soon as I save the variable for my sword actors (which are saved when I pick them up) it cannot load it into my second level with it attached to the player. ive tried using a save slot and a game instance but not having any luck!
my save slot is working for the current level, but the game isn't getting any information about what the actor is in the second level.
heres the level bp for the one im trying to save the weapon onto
Why not store it to game instance first?
tried that, since its an actor placed in the scene it was shooting is not valid when i loaded it
Game instance only persist as long as the game's running, but survive level travel
Think you need a class reference. The instance of the actor your reference is pointing to is probably destroyed between levels
thats what i was thinking was happening
imagine there was a time before tutorials existed
How did we ever survive
That's fine. It's the verbatim following along that gets you lost.
Something like
"hey, try doing your item system with item definitions as structures being held inside of inventory components"
hmm that's a good idea
When it's like
"ok now let's start with the widget, add this and this and this to it, ok now lets make a BP structure, make sure you name your variables this and this, ok now right click and add a node"
That's the shit that results in zero learning.
Yeah, I completely agree
You can't make them learn math and computer science. "It's not convenient"
One is hand holding, one is guidance. Kinda like the teach a man to fish analogy
Literally what a student of mine told me today when explaining why he didn't like/want to learn coding in c#, or c++
You guys have convinced me
I will cut out the super detailed tutorials and focus more on how to work bp
anyone know what's up with this? i'm just trying to do object equality with 2 UObjects, but the node always wants the second object to be a LobbyId, regardless of what the first pin is. assuming this is a bug? i'm on UE5
!= works, but == does not:
i can get around this for now with !! i suppose
if they are references and they are not of the same type then they'd never be equal
yeah, but i can also do this:
Sorry, how would I go about storing it as a class reference? would I have to change the way weapons are saved or can I just add it as an additional variable
so it's the same variable outright even
question, what are the main differences between packaged dev and packaged shipping build besides the console commands being exposed for dev? and if one of them works, but other one crashes, then what would that indicate?
*assuming no compile errors
Hey all I could really use some help with some stuff in Unreal, My teacher's not responding to my emails and he's not the best at explaining stuff in class. Just now I have this door and light switch made but when I interact with the light switch the front door opens as well but when interacting with the light switch the door doesn't open and I'm not sure how to fix this
@eager peak you can just get class and store it as it's own variable. Then when the player loads, it can be used to spawn an actor of class and attach it to the player
The moment you can make a mechanics or working code from a white paper, pat yourself in the back.
White paper is not exactly high level but enough to serve as a clue for someone to work on something
worked it out, thanks very much mate
I am making a beach level and I have palm trees. I was going to make a singular tree actor and I change the mesh it uses in the construction script with a public variable. So I place the tree and in the details panel I can change which mesh/model it uses.
I was concerned though, as I was going to do all my objects this way which means almost every actor in the world would be loading the mesh in the construction script. I didn't know if that could cause performance issues and if I would be better just placing all the objects separately.
does anyone know answer to this? because in my case shipping works but dev/debug builds crash. why would that be?
You may want to look into using a trace channel for interactive objects. Do a periodic line trace in the player character to get the first hit, store the hit or clear it out if there's no hit, then in the press button handler check if the hit object exists and call something on it via interface. Something like this: https://www.youtube.com/watch?v=m90ZkbtPA9s . if you take the periodic line trace approach you can also do things like add/remove key hints on the HUD.
Hey guys, in today's video, I'm going to be showing you how to create and use a blueprint interface. In this example, I will be creating one to interact with different blueprints as my player character.
#Ue4 #UnrealEngine4 #Ue4Tutorial
00:00 - Intro
00:24 - What Is A Bl...
Hi everyone. Just need some help. If I spawn in a character, then click on it I have a widget that shows it's current stats. But It only ever shows the stats of the very first spawn. How can I get it to show the stats of the character I click on? Thanks in advance!
Hey,Im new to UE.... This here does fire:
But "Print Text" in this one...does not...why? ๐ฆ (This is in the Event-Graph of BP_Ability)
hey, i need some help
im a beginner and im trying to familiarize with the blueprints system so i tried to make a character walk/sprint
and i managed to do it, and it kinda works, only when going forwards or backwards
note: this is based on the template that was given (this is running forward or backward)
and this is running sideways
can anyone help me pls?
How do I get a mesh reference from one blueprint to another?
how do I store it?
@naive stag you can either use master classes or create a manager or look for it.
A typical master class would be game mode, game instance, etc
anyone??
You can also use an interface, in which case you only need a reference to the BP you are sending it to
@nocturne slate you are really doing a bad thing here. It checks on tick every frame for a key press.
You should make a separate key input event that changes the sprint speed value and sets it back. The character movement component takes care of the rest.
i have no clue of what im doing, i mean i have, but i have no clue on how to do what u just said
hm, can u tell me the blueprint names?
@zealous fog but how would he get that reference? ๐ค
Depends on what he's doing
No, youre asking me how would he get that reference, but I cant answer that as I dont know what he's trying to accomplish
The context of wanting to send the mesh reference from one to another BP
Yeah, so he can either use the find actor of class or use a master class as a reference container
@zealous moth is this what you meant?
@nocturne slate right click and find input for the shift key
Then on key down attach it to "set mesh walk speed"
And increase it
this?
I was just suggesting another possibility which could be more suited to what hes trying to do
are the events the one in red?
Depending on whats hes trying to do lol
ok thx
Np hf
How would i go by making this, draw a spline in run time that the player will be able to follow?
You can do it through vector points and just link them? Having a hard time understanding why the player would follow it. You mean an ai pawn?
yo how do i fix the UI overlapping
like the ammo counter and stuff pretty sure its overlapping with the other character
how do i set a custom variable to a certain value?
for example i created x, and i want to set it to 1
Hi, I am trying to make a door move up when the player walks within a box collider. Right now the door just disappears when I walk into the box. Does anyone know what's wrong?
Anyone has a clue on the best way to get the distance between a component in an actor and an external actor?
I have a multiplayer game where I want a character to be able to attach to another character, so the person whom the other player is attached to, will be be able to move and the other player will move with them
Here's the problem though, the characters are the same bp, meaning that it sees the other player as "self" so it cannot attach to "self"
Any ideas?
Hi, when I attach an actor to another actor. I want the actor to stay in the exact same world location.
i want to make a condition where the "while loop" will keep going until the loop boolean is set to false
how do i do that?
when shift is down, it sets a value to true, and when released the value goes back to false
The best I've found is to use a timer.
a timer?
but that's limited no?
Like this, while your pressing down, it's firing your event. It keeps hitting the event you want. When you release the key, it clears the timer.
Hey guys, this "Print Text" does fire, but the second screen doesnt,can someone explain to me why? (The second screenshot is in the Event-Graph of BP_Ability wich is the "spawned Actor")
Is the second BP in the level your running?
i can't understand how will i implement that on mine
What do you mean? its part of the "Spawned Actor" from the first BP
The second screenshot shows the Event Graph of BP_Ability wich is the "Spawned Actor" ๐
this is a movement blueprint, when the player presses shift, he sprints instead of walking, and i wanted him to spawn particles while running
Yeah
What I pasted in should work nicely for that.
As your holding down shift, it'll continue to spawn or run the timer in a loop.
Until you release shift, at which time it'll stop the timer. And stop running any event you have linked to it.
the issue with a key press is, it's a single firing event.
That's right.
You only need those pieces.
You can hook it up to your shift pressed event.
was that even meant for me? ๐
i can't find the "set timer" blueprint
what variable is the timer? i tried integer and it didn't work
Instead of trying to define the variable type.
When you place the "Set Timer by Event", and you drag out the blue pin. Use the "Promote to Variable" option.
yh i just found that out
would this work?
i forgot to connect them
You need to pull the event pin out, and create an event.
why can i not choose my event? 
https://cdn.discordapp.com/attachments/847253861403197471/970141221274157096/UnrealEditor_hlV3rhxmnL.mp4
or do i need that event thing? (i just strated learning unreal today, sorry if the questions sound dumb)
You don't have this part when creating a "Create Event" node?
no 
me neither
So that I'm on the same level to test things out. Are you on a BP or C++ project?
So compiling the BP made that field show up?
ye, compiling made the field show up with an error that it wasn't chosen - then choose it - then compile again
forget what i said
This is what it should look that.
now you need a custom event
and then you choose it
right click - make custom event
and then name it
and choose it in the "create event" node
got it working thx :), also rip fps
Yeah @empty needle 's solution works too, creating a custom event and plugging it in. But the Create Event node makes it a big less messy with sometimes big red lines going through your script. Once you start doing bigger scripts, building that reflex of using Create Event will help you.
can i add a delay like this?
so it doesn't spawn every tick?
bcs it got the game lagging like crazy
The spawn node made it laggy?
yeah
so i was thinking about adding a delay so it doesn't spawn every tick, but each 40 ticks for example
There are a few usefull things with that timer you can now control. How often you want to fire it, how long you want it to wait.
does anyone know of any project/plugin that shows that BPs can be multi-threaded?
Aight ill ask my question tomorrow then.... good night.
a bit of a problem, i set the inicial one, so it just waits 2 sec and then starts the lag
Yeah the variables are only for delaying the timer. It's still going to spawn smoke particles every 0.0005 seconds. That will kill the framerate.
Your spawning particles or clouds extremely fast.
i have an event dispatcher on my blueprint-
And i want to call it in my anim blueprint
but i can't 
ohhh ok
this is on my character blueprint
and i want to use this event to call the event dispatcher
but i can't call any events...
In the same BP where the blueprint is coming from, you can call the dispatcher. In another Blueprint you can bind / listen to it.
Try and see if you can start like that, and then work your way out.
To having other BP's try and "do the shout".
i see... thanks!
does anyone know how to make the animation stop moving when idling?
you know how it like moves from side to side a little bit?
ok I tried so many ways and googled it a lot, but couldn't find a way to make it.
can someone tell if its possible to make those wood spikes to rotate to one way and the black ones to the opposite way on the same BP?
I can and know how to do it on separate BPs but I spawn them randomly and I don't know to tell it to spawn exactly on each other.
Why are my particles almost invisible?
Im trying to make blood, but its only visible if the color is bright. I need it to be opaque.
Not quite picturing what you're asking. But one way to make a group of static mesh components go one way and another group go another way is to parent them to two different Scene Components, and rotate each scene component accordingly.
Or use two Hierarchical Instanced Static Mesh Components and have each spike be an element of one or the other.
Hey,
can you lead me a bit more to how should I rotate the scenes? 'Rotating Movement' cannot be attached to them so I guess there is another way?
@tulip quail there's a component simply called "scene component". It's just a dummy location. You can attach other components to it and animate the scene component to move everything attached to it as a group
You can rotate the components on Event Tick by adding a delta rotation
(The amount to rotate each tick should be Delta Time ร your preferred scaling factor)
Still not sure what you're trying to achieve, so I'm just describing how to rotate a thing.
all the wood spin up, all the black spin down - that way it looks way better than just something spinning.
tho I am still new to this UE so I half understood what you said above, still following YT videos to fully understand what to connect to what.
Put "event tick" on your event graph. Put a component you wish to rotate on your event graph. Connect Event Tick to this node: https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Utilities/Transformation/AddRelativeRotation/
AddRelativeRotation
The "target" should be your component
Drag out the Delta Time pin on Event Tick and multiply it by... For starters, 90
Then connect that to one of the rotation axes on the Add Relative Rotation node. (You can split the rotation pin on that node by right clicking)
so fur I am good?
Yeah
Dunno which axis you want, but start with X
And see what happens
Something should rotate 90 degrees per second
lol its rotating 90 degrees then stuck
Huh.
It works for 1 second then stops in place?
Weird. No idea why it would do that, unless there's some BP script that stops tick or pauses the game
thats the way to seperate them to different scenes?
Scene 2 is attached to scene 1 in your screenshot. Not sure if that's what you want
Probably want to attach scene 2 to the root
Doesn't explain why animation stops though
oh shoot ye I also can't attach it to the root hmmm
maybe I should try to make it greater than 90?
Sorry, I'm stumped.
sorry for being off the place. I tried looking for the transparency, couldnt find it. Also the material, there is no material. Its just particles with a color.
Material should be assigned in the Sprite Renderer module @cyan bone
I'm guessing whatever material the sprites are using are set to additive blend mode
Which is practical for glowy particle effects
ye !!
that's working the way I wanted !
(except that it stuck lol)
Oh, pitch... I think it's getting gimbal locked. Pitch is kind of special
You should try to reorient things so that you use roll or yaw
It's one of the inherent limitations of a 3-axis orientation system
and you think maybe that will solve the "stuck" issue?
Yeah if you use the other axes it should go forever
well I have to go, man thank you sm you helped me a lot !! appreciate your time !
yes thats correct. It was the DefaultSpriteMaterial, and blend mode was additive, i copied it, and set it to opaque. But now instead of circles that look like blood drops i have rectangles
I would like to check if there are any objects between my actor and the location I am making it travel to before I move it there with a SetActorLocation node. What would be the best way to do this?
Are you still doing the inscription movement? If so, maybe try limiting the location of objects to the centre of the spot players could move to. Doing that would make it much easier to check as you could get the target move location and do a sphere trace there to check if there's any objects
Rather than just like a mug on the ground that blocks movement
I am still doing that but I should probably add more context. I am making a vent system the player can travel through that is a large maze. I just want to check if there is a wall between where the player and the location they are going to
I tried using Sweep with the set actor location node but it didn't work or I'm too stupid to make it work
also thats awesome that you remembered what i was doing. Thanks for being super helpful
Oh so is there only walls between the location and the player? Nothing else that could block?
Correct
just walls
Right, well my gut reaction would be a line trace by channel starting from the player's location to the target location. If it is ever blocked then you know that the player can't go in that direction
Should be easy to implement in theory
Thank you! I'll try and find some tutorials about that. I just didn't even know how that could be implemented
๐
what node do u use to get the character in an animbp event graph?
@brazen pike
get owning actor ?
"Try get pawn owner"
tnnx
getting pawn owner will give anim instance as target ? when i hover mouse over get owning actor then it says get owning actor of this animation
i want to check for if my custom event has triggered, and if it is i want to enable physics simulation on my static mesh actor
how do i find if my custom event has been triggered?
My problem is solved
It disappeared as soon as I downloaded the release version of Unreal Engine 5
Before that, I sat on the early access version
I'm so happy that my game stopped crashing (*๊ฆเบด๊ณ๊ฆเบต)
Thanks to everyone who tried to help me solve this problem :3
(When UE was released and you update it only after a month)
Is there an easier way to save a level as is? Or is the only option to use a save game object and individually set up every piece of data you want to save?
I think this is the only way but you may do something smart to make it easier on yourself
Ugh I feel like there should just be some universal save for levels as I don't care about the size of the save file for this project
thats a share button
i dont think you can override it without modifying the engine
is there a way to change or set the hearing range in blueprint? or we can only use the slider ?
yeah I wonder why there is nothing to save the whole level made in already but doing it for every piece is not that much hard you can for example if you want to save the location of the actors you have in your level make an array for theme and for loop at the array get the location save it to load do the same thing for loop at the save array and change the current level actors location to the saved location and you can use Get All Actors with tag if you would spawn things in game but it may not help you if there is big difference between the actors needed things to save
there is technically no ear's range
only its position
and sound source's attenuation range
like this value here 1500
can i set this manually
in blueprints
using conditions
oh that
trying checking something along in your ai controller
set sense something
not very sure
i tried
its only enable and disable as far as i recall
hmm ig
alright thnx
@remote meteor if i have this in my controller. would it be plausible to change the controller of the character based on these vals depending if its night or not
hm
i probably wouldnt go all the way to swap controller just for this purpose
since its doable in c++
can i add c++ if im usng blueprint ?
yeah
how
aah
I have been looking around quite a lot to try and find an answer to this question, but as I am fairly new to using UE4 and still not great at c++ I was hoping someone could point me in the right direction. What I want to be able to do is to modify the range of senses during runtime for my AI. This is to be able to make the range smaller if the ...
thank you
@remote meteor i cant find the option to add c++ class
i think i found it its in tools
hi, i am trying to get the name of a float variable in bp and store it in another string variable. is there any way to do this?
How do you cast from a Widget to a known user widget class? The "Cast To" nodes do not seem to be available for widget.
Hey guys, at the moment this set up allows me to switch between 2 textures but it lerps from 0 to 1 and I would like to make it jump from 0 to 1 without comma values (so black and white only)
what kind of c++ class would i have to make in this case? should i choose actor or ai controller
hm if you want to follow it
use a blueprint function library
its like making a function library, except with c++
When I run my game in viewport I get no errors, but when I ran it as "simulate" i got all these errors! Why is that? what does "simulate" report that run in viewport as player does not?
so i have this simple switch
why is it printing values twice ?
any takers ?
if the int is set to 1 = it prints the execution pin twice
nvm figured it out, brain farting again false alarm folks going to bed now
When you play normally there is a playercharacter every time. But when you simulate there is no playercharacter. You can see with at least a couple of these that it is trying to set a player reference and access it, but since there is no player it will be invalid
Thanks alot thatยดs great news, was getting worried i F*d something up! ๐
not sure where to post it, so I will be asking here, anyone know a faster way to get UI elements from a image like this , without making individual files?
sprite sheet
it has to be individual sprite sheet
right click the texture, sprite options
extract sprite
can someone help me with this? my shipping build works but debug/development doesn't. im in need of help with this thing
You gotta explain the problem in detail. "It doesn't work" isn't helpful debug information
the game crashes. it has a crash error log that doesn't give me any particular helpful information other than saying that it's a nullpointer somewhere, link:
https://pastebin.com/hNKUMZYZ
and the project is in blueprints, everything that needs to be instance-editable is set as instance-editable. added IsValid checks where there should be aswell.. im out of ideas at this point
I can't see any errors in the output log. There are no compiler errors, everything shows as successful(I have VS aswell so that shows nothing either) when debugging all it shows is this error. version is UE5
maybe you can try setting the launch level to an empty level and check if it still crashes
slowly add in back your levels, game mode, game state and such
slowly debug which one is causing the crash i guess
a shipping and development dont have alot of difference, dev package has more debug tools thats it
[2022.04.27-10.55.42:328][ 0]LogWindows: Error:
[2022.04.27-10.55.42:328][ 0]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
[2022.04.27-10.55.42:328][ 0]LogWindows: Error:
[2022.04.27-10.55.42:328][ 0]LogWindows: Error: [Callstack] 0x00007ff7016589b5 UnrealGame.exe!FText::IdenticalTo() []```
that's the weird thing, because in shipping mode it works fine, i don't get any crashes at all, but in dev/debug it simply crashes out of blue
looks like whatever text variable you have there is causing the issue
yea i thought so too, but in widget bp there is only few of them, in both cases they have default values set, FText::IdenticalTo() indicates that it's comparing them to something i think?
just because you think they are fine doesn't mean they are fine
i'll test and look further, at some point i did remove the widgets but despite that it still crashes
use breakpoints
try do a package where it does nothing except an empty level
and see if it crashes
or yeah if you know how to use
build debugging symbols into the package
and attach to the process with your vs project
how do you check if a bitmask enum is contained within a bitmask? I have an bitmask integer which specifies allowed values, and the same enum as a regular variable, and want to check if the regular variable is valid in the mask.
could the crash be localization related?
i'm not sure if using FText as TMap key is smart in the first place...
Iโm sorry for asking this question because Iโm sure you heard it thousand of times, but where can I learn blueprint? I watched lots of tutorials on YouTube but I havenโt learned much from that. Any suggestions or ideas?
You know any other coding languages?
how do i stop ai from registering its own footsteps
Filtering
if you look for guides on how to learn object oriented programming and learn those, you'll be 95% ahead of everyone else
Well, here I go guys, gonna try to make some kind of save system. Any tips?
I've looked into it a couple of times before and it has to be one of the most complicated things in UE4 from what I've seen. XD
what's the difference between submitting content via UE5 source control vs comitting in Github desktop? As far as I can tell they both do the same thing, however when I submitted in the editor, Github desktop doesn't seem to have changed
ahh ok I see it in the history so maybe it did work
will i have to do the logic myself? i remember watching a video in whihc there was a checkbox whihc the guy enabled to ignore its own sound idr what exactly it was but is there an option like that
What's the difference between a function and a custom event?
functions can have a return value
I just found out what a function is but it's basically what I've been using custom events for lol.
Ah.
but functions cannot have any latent actions
like the delay/timeline, etc?
yeah
there are some other technical difference
but hm i guess its fine to omit them for now
ah thank you. :)
Is there a way, given 2 collision channel names, to get the interaction they're supposed to have (Overlap, block or ignore) via a blueprint node? Or CPP code if BP isn't possible?
I have 40 units of instanced static meshes moving at the same time. They are also equiped with a weapon that changes, and its animated on their own.
Sometimes they have a sword, sometimes they have a bow.
So this weapon is also an independent instanced static mesh.
The problem is, everytime i move my 40 units, i also have to move each weapon too.
Is there a way to lock them together? Like each time i move a unit, it also moves the weapon with it?
Guys, such a question. Why when I pass an array to an Event and try to remove something from it, nothing changes? It is passed by default by pointer. He should take a reference to this array and already work with it, and not with a local variable๐
the items are passed by reference
but it is still a copy of the array
pass the array by reference too
you can tick it on the event input
hm im not sure if you can attach the respective weapon to the instance mesh
It passed by reference by default
Looks like GetCollisionResponseToChannel was what I was looking for.
https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Collision/GetCollisionResponsetoChannel/
Get Collision Response to Channel
oh? UE5 did that hmm
the problem is, if i make the weapon part of the instanced static mesh, it will not allow me to animate it separately from the unit itself. So i need to make them separate. But now everytime i move or do something with the unit, i must also move the weapon.
How I can pass the array by reference, if it already passed? ๐
or rather, i tried it with a function instead of an event, and it works ๐ค
Hi, I am trying to make a door move up when the player walks within a box collider. Right now the door just disappears when I walk into the box. Does anyone know what's wrong?
If I do it by function I cant pass parametrs into Timer Funct
mmh..
So at the start its relative location will be 0,0,0 but the first thing yoi do there is boost it up 130 units, then another 370
You cant easily get around that
in my load function, the open level by name is repeating constantly, nothing else like setting the actors location is looping and im not sure why
@eager peak you are setting an actor location and afterwards are loading a level??? Why?
And where are you doing this in? Game mode?
its in my player's load function, its saving the position and moving the player when it loads it
at the start I want the z to be 130, and at the end I want it to be 500
ive realised why its repeating, because when I load the player checks if theres a save state and if there is it loads, part of my loading is to open the level
You should load the level first and then move the actor location o spawn
Then use world location instead of relative
yeah itll still repeat, im trying to make it so the game loads back up in the level you left off
This worked, tysm
i dont suppose there's a way to change the default startup level in bps?
you kinda wanna an extra level to decide which level to open
Load stuff in ur main menu level, like level name, etc. Then load that leveland once ur in that level movw ur chars around n stufd
You dknt wanna skip your main menu
didnt really think of that, I think ive got it sorted now thanks mate
yea ive put it off as it wasnt a requirement for my assignment but i suppose ill need it for levels lol
Hey, Does anyone know how I can "combine" player controllers? I'm using the vehicle content item from the ue4 launcher to work in my world, but it doesn't work with my personal player controller
Sorry I have another problem. When I leave the collider the door doesn't go all the way back down but only part of the way.
Again thats durle to you doing your z 130 at the start
You are instantly teleporting it up
no i changed that. it starts at 0 now and goes to 50
I tried the same thing with world location starting at 130 and it did the same thing
For doors ypu are better doing actor location + whatever then lerping between that
Store the current location
Store the current location + whatever
Lerp between those 2 values
ok thanks
Iam using ue 4.27.2.My unreal is not detecting vs 2019.I tried changing source code option in editor preferences,but there's no option for it.
My Blueprint interface isn't working the way I was expecting. I set up an inventory system, when the player pickups an item, it casts this function out, shown in this picture
and the function goes out here
Unfortunately this function is never activated upon pickup
You could also just use the "Play" and "Reverse" inputs instead - just incase the player moves in and out of the colliders quickly, it'll resume whichever direction it needs to from the correct spot.
Does anyone know why my Interface isn't working
Do I have to do something with the target node?
I think these pictures are more high quality
Target shouldnt be self
I should just promote to variable?
I'll try
Not possible
The target has to be an interface
I don't think this is the solution
Try recreating the "Update Slot Information" node by calling it as "Update Slot Information (Message)"
But again, the way an interface works is you need a reference to the thing you're trying to pass information to, so you'd still need to input a ref to your inventoryhud widget.
Ah, I see
I'll try that
Not sure what I'd put here though?
I got a reference to the widget from my player character which already as the variable stored.
Do I need to hook it up to the output node of the function?
This is what the function looks like
The "Update Slot Information" node you're using right now is not the right type of node.
And you don't need to add a target to the interface.
(in this instance anyway)
Do I have to make it with no outputs?
Not sure what right type of node means
You want to create the node using "Update Slot Information (Message)"
The one you're using right now I think is called "Update Slot Information (Interface Call)"
See the difference?
I created a leaning system but it doesn't work for when you want to lean from left to right or right to left
it only goes from middle to left and back etc
Could not find a pin for the parameter Target of UpdateSlotInformation on Update Slot Information
Getting this error when using the message node
Fixed the error, I'll see if this works now
Finally works ๐
Apprecciate it Datura
Can anyone help pls
we can't help unless you show us a blueprint or something
I'm trying to find actors in an array randomly for an attack sequence and when they die i remove them from the array. Ignore that remove index 0 is there as it would typically be the random one chosen. However when doing this its extremely buggy and actors don't get destroyed properly and I get plenty of runtime errors of indexes not existing etc
Not really sure whats going on. Tried to rebuild it a few times but same issue
It's probably getting two different randoms for a function call and then a remove index. If you're not caching the result of the random node into a variable (e.g. a local variable), it'll produce a new random number every time a node needs it
Very interesting theory. I'll cache and see if that fixes it!
I figured return value would always be the same
But it is called multiple times i guess, it makes logical sense now that you mention it
only "executed" nodes remember their outputs (i.e. nodes with execution pins)
"pure" functions, i.e. no execution wires, re-do their calculations every time they're needed
Is there something wrong with this blueprint?
I am trying to add a player widget for the spawning player, and assign its Inventory value to the widget so that it keeps track of the inventory and created bindings.
The problem is this: when I try to run multiplayer, and add an item on Player 1, Player 2 has that item instead. And when Player 2 picks up an item, it shows up on Player 1's inventory
Thanks a ton, this fixed it. Great to know!
Been battling it for a few days :V
yeah it's a common BP "gotcha" but it makes sense once you know how it works
Thank you. I was trying to fix this too and this is a much easier solution than what I was trying lol
how can I make a niagara system VFX appear on an enemy after a specific action?
like smoke
Spawn system and play it; play one from a component in the enemy class;
Can I use two โLaunch Characterโ one after another so I can better organize the axis strength?
have you tried it?
or are you asking for permission?
Is this on your character blueprint?
Yes, it did not work, the second one broke the first launch movement. Though Iโm asking to have a better understanding on what the function does
? What ๐คจ
you can use two to organize axis strength, that's not a bad idea. I'm not sure why it's not working for you because you're not showing code
code + video always helps
Iโm cooking atm sorry ๐ Will send a screen as soon as iโm back on the pc
yep, I think I managed to resolve it by doing the following:
I have a slider that steps by 1 with a minimum value of 2 and a maximum value of 12. I have a progress bar to show how full the bar is, and progress bars range from 0 to 1.
So if my slider is 7, my progress bar needs to be 0.5.
This is the math I have which gives me the correct value, I was wondering if anybody knew a cleaner way to do this because its a bit messy.
I think the cleaner way is to use percentages for steps
Hey guys, I have 2 controllers, one for the character, and one for the vehicles.
(PlayerController)
(BasePlayerController)
How do i combine these controllers so the character is able to use the vehicles from the Vehicle Controller, while only using the Player Controller? The camera angle and everything is off when using BasePlayerController but it needs to be the main controller used.
why would you not have one player controller and two pawns instead?
@odd ember cause the camera view is messing up when using the main controller. It only works properly on PlayerController which ofc you can't open since it is the ue4 default
I mean... you can change the camera view without having to switch controller
@odd ember no, the camera view isn't adjusting. its set inside the pawn
it isn't right now, because you haven't told it to. but you could tell it to
@odd ember ? wdym... I have the camera adjusted in the viewport and everytime I move it there it doesn't adjust, but when I use the default player controller then the camera works with that
if you're possessing a new pawn it's up to you to set up the camera on the new pawn? I mean it's not magically going to appear
@odd ember yeah of course. Like I said, it isn't adjusting when I adjust it unless I use the default controller which I cannot use for my game to work.
I don't understand what you mean by default controller. the one in the project settings?
Meaning that I have a camera attached, but it is still stuck within the pawn on beginplay
yeah. let me see if i can SS for u
sorry if this is stupid but how do i check if this has spawned ?
there is an OnPossessed event you can override
check if ReturnValue is valid
thanks
It only works with that specific player controller which you don't have access to open/view on ue4
@odd ember Compared to my personal player controller
you mean, the one called PlayerController
yeah
right so if it works with that, why not just transfer you logic to that, make it the default controller and use it to possess pawns?
I can't imagine a scenario where you would ever use two (player) controllers
@odd ember because you don't have access to open/view/see it anywhere in ue4
if I was to hit the magnifying glass next to it, it takes you nowhere
I'm not sure what you mean by this. did you use a template for your game?
@odd ember the flying ship was imported from the content browser, I don't have access to some of the contents for example the player controller
okay but can you answer the question?
@odd ember I thought I did. That part was a template and the original base of my game was also a template. Regardless in my projects from scratch I didn't have access to the default player controller either
I mean it sounds strange if you've made it from template, but I still can't tell if you have. go to maps&modes in project settings and set the Default Player Controller to be whatever your player controller is
I want to achieve the following behaviour:
Player Presses TAB: Widget is Visible, and the mouse cursor is shown and they can do stuff on the UI
Player Releases TAB: Widget is Hidden, the mouse cursor is hidden and they go back to the game
How do I achieve this? I tried Set Input Mode UI Only on the toggle but that prevents the reset from happening on release
@odd ember When I say default, I mean ue4's default controller if you were to import the base 3rd person character. I already have all of that set up. I just mean I have no access to ue4's default controller
have you done what I asked
@odd ember It already was that way
can you show me
@odd ember show u the default modes?
I'm asking you to confirm that you have done what I asked so we can get a move on your issue
@odd ember This is the easiest way for me to explain to u my issue. Make sure and watch the corresponding modes on the right
You can do game and UI, then have a check to stop any unwanted game inputs from ocurring
look if you don't want help and you're just trolling then find somewhere else to do it please
@odd ember It's alright, I don't expect anyone to really have the comprehension through text
which is exactly why I'm asking you to confirm through screenshots what I am asking about
so basically I have to write everything custom? What would be the difference between this solution and just hijacking the mouse cursor and disabling the player controller inputs in the meantime?
@odd ember here you go, It makes no difference if it is here or not, what matters is when I run it
Anyone know how I would reverse this, my laser is pointing in direction away from player not toward
I get world location of the actor and then location of player
When you do UI only, obviously game inputs will not work. So if you want to close the menu with a game input, then you can't just use UI only. You're asking for specific game inputs to work while others dont, and I'm not sure how you think you could accomplish that otherwise
I see, it's because the toggle button is a game input
that makes sense, thank you
Widgets have a function that you can override to detect key presses
does it support key releases?
my intended behavior is not to press a key and open inventory, then press again and close it
but rather to keep it open while a key is being held
Remember that you'll have to make that override every time for any other widgets you may have open. If its just the one, then that could be a good solution. If it just allows regular presses than you can get whatever widget is open and close it in one place rather than making a new override every time
yeah that makes sense
The override is called "On key up"
is there a way to make the UI prevent mouse control propagation?
that is, when I open the UI, the mouse does not make the character look around, but if I press and hold the mouse down, it allows looking around
I can still allow the player to move, just not look around since the cursor should hijack the looking around
You need to put some login on your player character that does that.
You can either manualy do this using boolean logic. irrc you can also get the camera boom and disable using controller rotation.
I see
thank you ๐
ugh... my inputs are bound in C++ classes and my UI stuff is in blueprints... I guess there isn't an easy way around this
I either have to convert my UI to C++ or inputs to BP?
how can i get the wave height at location of the water plugin?
I made 2 different anim montages how can I connect them both to my output pose
It only lets me connect 1
how do you intend to play them
Anyone know why this ain't working
the degrees either say 0 or 180, dosen't show degrees inbetween
hard to say just from the logic you have there
so i'm taking enemy location, then player location
- them both, then normalise.
what I though was Dot would give me something to then feed the ACOSd thing to get degress but it seems to not
is it possible to get a scale of a staticmeshactor and do something with it?
yes it's under transform if you have a reference to it
or you can get scale individually as well
I'm trying to get a scale of a staticmesh whenever I hit it
I can read the logic fine from the image, but I can't tell you why there's an error
just from that logic
Hi guys! Please help me I canโt do it anymore. I have tried to change materials in my project in three different ways following youtube videos because I have to do this foi my architecture school project and all of them failed and I donโt know why. I will be sending some photos of my blueprints, but my problem is that when I click on the material button that is supposed to make the change on the material of the floor, nothing happens, it does not even click. You can see in the last image, the OK button clicks normal but the three squares with the materials do not click and/or change the material. Thank you so much for anyone who might be able to help me Iโm desperate.
hit > get actor > set scale
for me I'm not getting the 1 and -1 you should get
I'm getting values which seems static mostly like 180 behind charactor and 0 in front like
what values are you getting
these can be used as "get Hit Actor" ??
so 0 in front
have you used breakpoints before? because if not, now is a good time to get to know them
Then 180 behind
any actor can be used
Hi, no I haven't, you think that's the problem?
okay thank you
the value jumps between the two though not go from one to the other if that makes sence
breakpoints aren't the problem, they're the process that you'll have to go through to find the solution
quick question
I can't tell what this is supposed to be, but if your trace is a shape instead of a line, you may get an arbitrary collision on either side of what you're doing
what are the values that are set as 100 ?? (the 1;5;1 is the scale) but the 100 appears as well
no idea what it's referring
ignore the trace thats for pawn sensing stuff.
Hi! one question, i'm doing a map made of hexagones. Is it okey to make them each one actor with a mesh or just one actor for all with one big mesh of multiple hexagones? would there be any diff on performance?
is there any measurable way to tell wich one is more efficient?
location, most likely
or rotation
could be rotation
more actors would be heavier performance for sure
Hi, I try to figure out if EnhancedInput has some Options to get ANY_Input or calls a delagate whenever a Input is triggered.
Lyra uses Gametags, and while I found the table, where the GameTag is bound to the Input, I didn't find the code, where it is triggered --> So if I press the key bound to the EnhancedInput I trigger the GameTag
I mean if it's not related to the traces it may be that you have a sign node somewhere. but I doubt it's the code you posted just purely from looking at it
ty
not sure what a sign node is but could it be something to do with I'm not getting forward vector of the enemy maybe
what are you trying to measure with the dot, exactly
so whether the player is in front of the enemy. I have a laser thing that tracks player thats all.
so if player get behind enemy I obvs don't want laser to still follow player as it would be out of range in terms of it's movement.
Hi. I'm looking for a way to make my character appear on a random location. Can someone help me with this?
Sorry for the interruption. I wanted to make a thread, but the option is not available.
the fixed 100s was my landscape (was using a multilinetrace)
okay, so (player.location - enemy.location).normalized makes sense. but you're then comparing it with the location? the location isn't normalized
the dot product in that case may be in the thousands on either side of 0
if you want it to work with an angle, you need to use the forward vector
I did think of that. Just trying that now, not perfect still. It seems to be doing something though just not the range you would think in terms of dot product
the dot product range goes to infinity on either side of 0
only the normalized version stays within the -1..1 range
well when i do this I get
normalizing a position isn't the same as a forward vector
each ball is its own actor, sign with a number going from 1 to 12, how would i get the AI to run to each ball in order
around 105 it'll go to so far then back as if it's going to 0 then into the minus if thats make sense
it's just some arbitrary vector with length 1 at that point
AIMoveTo?
array and do move to until array is empty
so what would you suggest here, obvs I need to normalise some where etc, obvs where I'm doing it isn't really working out
Can I have an array of scene components in a blueprint and add some of the blueprints scene components to it?
I want to have some "Corner" positions in my Room blueprint but I'm unsure how to add them in an efficient to Get way.
just get the forward vector? why do you need the location to do that?
you can, but the bigger question is if it's going to benefit you
I mean in what sequence. not by which node
so you mean this effectivly then
just get forward into Dot, normalise the location of player and send into dot
- forward vector is already normalized
- you're still normalizing a location for the second input
not sure what you mean
the two animations aren't going to be playing at the same time, are they
noo
would i not need to normalise the actor location the player in this case ?
soo, which sequence
right okay fairs, now I have this
I literally only get 180 from the degress thing or is that not nessecery
well if you are comparing the same values to each other you're only going to get one result
you need the direction towards the player FROM the enemy
okay so if I remove the ASOCd I get
-540 roughly to -1249
obvs not the -1 to 1 that would be expect or -1 to 0 which ever it is
well no you're still comparing location to forward vector
so obviously you're going to get something that is not normalized
okay well I need to just do actor locations then, instead of forward vector
no
you need two directions, that is two directional unit vectors
one of them will be the forward vector of the enemy
the other will be
for forward vector player maybe
the question is now whether the direction is pointing towards the player or towards the enemy
it's offset 90 degrees from enemy rotation for some strange reason but values seem more reasonable for what should be expected
try switching the input for the vector subtraction
what i get if I switch the inputs for subtract
I mean you tell me if that's correct or not
well left and right of the bot it 0
.9 is in front of the bot
so I cant play a montage from my AI controller?
-.9 if behind
so that's correct then
sorry but i don't know how i would go about doing it, do you think you could help me abit ?
1 if in front, -1 if behind
essentially what you need is a queue. do you know how to make an array?
a controller is separate to the body/character of an AI
the controller is the "mind", the character is the "body"
so what do i do
step back a bit: what are you trying to do?
when the AI detects me
I want him to play a short 2 second animation
then start running after me
so you need to somehow allow the mind that perceives the player communicate with the body that has access to the animations
damnnn
ideally you do this through the animation blueprint and event dispatchers
but if you want something quick and dirty you can use GetControlledPawn in you AI controller and cast to your pawn type, play the montage etc. etc.
lol
That's the spirit.
lol
no gain, no pain ๐
no pain no gain
no no, gain pain
I'm having some trouble with Un-possessing actors for a death and respawn system, when my character becomes un possessed the camera bugs out, it seems to be in the correct location as it was when the character was unpossessed but the rotation gets reset, and things don't look correct
My current behavior, the camera switches over to facing the wrong way, when it should continue pointing where it was before
Source code: https://github.com/xuelongmu/HealthDamageRespawnTutorial
More info on Apply Point Damage: https://www.youtube.com/watch?v=B-2NvegyrcQ
More info on Apply Radial Damage: https://www.youtube.com/watch?v=asZZ6awygtc
In this video we're going to cover a basic health, damage, and respawn system written in Blueprints that you can use in ...
I've been using this guide to create a respawn system. I've had this problem before now though, if I were to destroy the player actor
In the guide, the camera stays locked in place once the player is unpossessed
the joke was that it was in reverse
yes I figured
I got a array of all the locations of the actors in order so how can i make the AI run to it one by one instead of it running to the last one in the array
so use AIMoveTo (or some such), add the first location. on completion repeat the same function with the next location unless the array has no next location
I got this but I can't seem to figure it out, I tried using a delay but idk lol
you can't use a loop
oh
I would also recommend using AIMoveTo as it gives you an execution pin for completion, which simple move to does not
The array list can be Infinite, so how would i get the ai to follow the array list in order if I can't use loop? ( I'm sorry I just go back into ue4 )
Hi! i'm starting a blank project on UE5 and i'm getting this landscape that i can't get ride of, i want a full blank scene. does anyone know how to?
look for the AIMoveTo node
this is a #blueprint question how?
is it a common practice to pass in a Player Character reference into a Widget for purposes of binding values to a certain player or how is it typically done?
@odd ember thanks for the pointers , i got it all working
Personally I avoid bindings. They fire every frame, and I rarely need my ui updated that frequently.
Generally I make a custom event for updating ui elements and call it from the player/controller when needed
im trying to set gravity after a certain period of seconds, and it works, except the second key press sets the gravity unless i press it a second time
fixed by setting gravity scale 1 on false
After possision i cannot control mount all movement inputs are disabled unless i add new ones and repap to dirrernt keyboard letter
also like to mention it was working before i got inventory working
Im having issues where the AI character doesnt repeat the "Attacking" animation and it wont do any damage. Is there a fix that anyone has for this or can someone point out an error in my blueprint?
Does anyone know how I can get a bool from a percentage check?
I have a float variable that can be assigned to a function, and if the percentage is valid then this should return true.
As an example, weapon jams %50 of the time or .115% of the time.
I am either really bad at math or my brain won't function rn lol
file/newlevel blank level yuo can then also change your default loading map in project settings
So uh weird question but since casting is "bad" (generally since it stays in memory) So i'm using tags and interfaces to help performance but I just want to make sure I keep doing things the right way
Are these things also bad performance wise?
I'm just wondering if a trace is bad performance wise and keeps it in memory
Like why wouldn't a trace or a public variable of a actor also be bad
Am I doing things the wrong way?
Should I keep the public variable a general actor instead of a specific one
You don't need to check if it implements the interface. If it doesn't then nothing happens
Only use interfaces if you're overriding functionality in multiple blueprints.
Casting is only "bad" in certain situations
And line trace is fine for performance just don't go crazy
Ah right i suppose I don't lol
Yeah it's not like i'm running it constantly just once on click to check for interactables
I just want to do things the right way now haha
relied too much on casting in the past
If you don't know how soft references work yet, I'd look into that next but, basically if you can get a direct reference and pass it around that's usually best. Casting is fine as long as you don't cast to things that you aren't sure are loaded into memory. Interfaces and dispatchers are good for making event calls independent from the execution, but can still pass hard object references which makes them like casts performantly speaking
They don't have to, just saying they aren't automatically better
I was more worried about having copies of something in my memory, like say I have a enemy ai that could be loaded into memory but if multiple actors would cast to that I heard it will be terrible for performance because you'd be essentially storing copies of that big blueprint
But yeah I appreciate it
I did some quick reading about soft references and will have to read some more when I have time in the future seems interesting for performance
Thank you
I'm using 2 ways of animating my instances.
- Using the vinterp. 2. Or using a loop with a delay.
The loop with the delay seems a bit more intuitive to me, and i can control how fast it goes by just changing the delay.
Is there any problem in using a loop with delay to animate the instances for example in terms of performance?
Should i use the vinterp instead?
Delay is tick dependant so if your frame rate fluctuates is can change how long you're really pausing for.
You should probably just use a vector track on a timeline for animations since that's basically what an animation is
so that means the delay will complete break a multiplayer game?
I just find the timelines a bit confusing.
Just to be sure, these two input nodes are only called when you press the input, correct?
No. Axis events fire on tick
That's awesome to know, thank you :)
@cyan bone it's just plotting a line graph. Every frame it checks what is the value of the line at the current time and returns the value
so i have to change all my loops with delays to timeline. thank you for saving me from disaster
You don't have to but it'll be much easier to reuse and will be more dependable
So, the reason I asked that about input. On my movement code, I'm setting the input amount on a vector variable, and then when pressing another input, this same vector is returning zero, which I'm not sure why, there is nothing setting the vector to zero, so when I'm holding forward and then pressing the "Dive" input as shown, it should return the same amount, shouldn't it?
I know that if I release the movement input, the vector will become zero, but I'm holding forward movement while pressing Dive, then why doesn't the prints show the same amount? ๐ค
Action events only happen once when you press or release.
Axis events happen every frame
Yeah but then shouldn't it print the same amount? The axis event is happening all the time and while I hold the button, so the amount would be always 1, but then I press the dive button at the same time to print and returns 0
Yeah that's odd
I'm losing my mind over this lol xD
When updating a transform do i have to always connect the current transform for the values i dont want to change? Or there is a way to tell to just remain as the current value?
Sometimes i just want to change the x of the location, and i have to get the full transform and plug them all. Is there a smarter way around this?
I am fairly new to UE5, anyone know of a good BP tutorial on 3d top down shooter that the character/weapon follow the mouse? I am so lost
@placid parcelhttps://www.youtube.com/watch?v=ROMWCMmNBHE
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That's a good one but he doesnt show how to follow the mouse with the character. For instance I want to stand still and move the mouse and aim anywhere, his vid is just moving with w and the mouse to aim.
you mean the character should rotate with the mouse ?
correct, that's what I want to figure out
thats very simple
oh no....
its 1 of the first 3 options
found its the Use Controller Rotation Yaw
just enable it and the player will rotate when you move your mouse in X axis
Is there anyway to change the order public variables are shown in the viewport when clicking on an actor? (Outside of making alphabetical letter categories)
Hey guys,
I just want know is there any way to take screenshot with UI?
Hi! does anyone know if there's a built in way to measure the distance a character walked?
No.
Though setting one up is rather easy, you can keep adding a float var by distance on tick,
that looks like a easy workaround, thanks!
hi all, I'm trying to get correct UVs on a capsule that was appended in a geometry script. Top & bottom looks fine, but the body uvs are stretched. How would I solve this? https://forums.unrealengine.com/t/geometry-script-append-capsule-stretched-uvs-on-body-how-to-solve/546360
Hi Iโd like to use a capsule and subtract it from a cylinder. But when I create the capsule, the UVโs of the body are stretched. top and bottom are normal. Then, of course, this problem gets copied onto the final booleanโd cylinder mesh. So Iโd like to fix the UVs of the capsule before doing the subtraction. How do I solve this problem? โRecom...
Another question, i'm thinking on have two main "game modes". Does it make sense to have 2 player controllers and change them when needed or it's a better practice to just put all on one and handle it there?
You probably will get a better answer on the graphics ad vfx channels
any way for me to access a widget animation without having a widget instance?
i have nothing to put into 'self' since i have no widget to extract the animation from,
so what widget are you trying to get the animation from if there's no widget?
you should get a reference to the widget you are trying to get the animation from
aren't animations 'static' variables in any way?
i'm trying to expose an animation variable on spawn
so basically i need access to the widget animations before i have an instance of the widget
which should be possible in my mind since widget animations could be static?
(i come from a C++ background)
i'm trying to add one animation to a widget, but i see no way to make it as a variable
can you show me on the widget where you are defining the animation as a variabe?
I have created a respawn system
but when my character spawns ( it does face the way it is supposed to), but the forward input still lets it walk its original direction. Anything I am missing ?
what exactly do you mean?
Why do you need access to an animation outside its widget?
Let alone pre construct
i just expose a variable on spawn in an actor, then i pass it to a widget that also has expose on spawn on a variable
So you wanna dynamically set the animation to use ?
because my animation starts in construct, so i would like to have it pre construct
to avoid wonky behaviour
Its not wonky done correctly :p
Making sure base layout fits first key frame of the animation
Check the forward vector before and after, just in case.
Also, how are you handling the movement?
but then i have to trigger the spawn animation manually after construct right?
for testing purposes forwardmovement input (third person character) but on live it will be event tick
i mean that's probably the best i can do, blueprints aren't as flexible as C++ would be ๐
i am sad
Well yes, on construct usually is a nice play to trigger it
Or just a custom event
i think i just best do 'construct' -> 'event set and play anim' then
Hey, I'm trying to get the world location of the exact point where 2 actors begin to overlap.
Only problem is... It's just giving me (0, 0, 0) like... Most of the time. What am I doing wrong?
but that doesn't change the fact it's bullsht i can't access it without an instance ๐
You can get class defaults i think :p
Havnt tried for a widget specifically, but cant imagine it being super different
Technically, Class Defaults are an instance as well. ๐
Can you show me the BP where you move the character?
ooh that's what that node is for ๐ it doesn't show the animations sadly
It is just the thirdPerson Blueprint
exact same movements
Crap ๐
Y is correct just the movement forward input changes it back to X
i don't remember exactly how it's handled on the third person template, but probably you are messing up your character rotation when using your respawn transform.
while the movemen may be handled by the camera forward vector
thanks anyway ๐
try reseting the rotation of the character so it points forward and see if it moves okey after that
I'm having an issue trying to spawn in AI. When I place them in the level they work fine, but when I spawn them in I get this error. Any ideas? I'm stumped
I don't know why it was greyed out
check is valid before setting max speed
right click the "my spawn" variable and click "change to validate get"
Hm, that did fix the errors, but my AI isn't behaving normally


