#blueprint

402296 messages ยท Page 894 of 403

remote meteor
#

Or that

undone surge
#

whats the diff bw these 2

#

my family uses the same attack all the time

wise tide
#

Can I make a proper loading screen with a bar showing progress with just blueprint or do I need to get involved with C++?

trim matrix
#

worth it for free rent?

#

๐Ÿ˜

undone surge
#

definitely

trim matrix
#

haha

wicked osprey
#

Guys, can I get Key of Input Action? I need this to compare the buttons pressed when opening and closing inventory

lime fulcrum
#

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

woeful timber
#

Found it!

  1. Ctrl+F in the blueprint editor
  2. Click the binoculars
  3. Enter search query
small halo
#

sorry, im not understanding

maiden wadi
#

Issue is your casting. Just use the Character for Target.

icy dragon
#

In other word, the code doesn't wait for Set View Target With Blend node to complete

small halo
#

but for some reason it just doesnt want to do this

maiden wadi
odd ember
undone surge
#

im reporting noise event but its not showing in the debug menu. could there be a reason for this ?

small halo
maiden wadi
#

No amount of latency is going to fix that it's not setting the target.

small halo
#

iv done the same before multiple times and it works

maiden wadi
#

Kay. But this is pointless.

small halo
#

yeah i guess with the cast to and everything after is pointless, ur right there

maiden wadi
#

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.

odd ember
#

||I keed||

cobalt gulch
#

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

odd ember
icy dragon
cobalt gulch
cobalt gulch
#

Like for example say the animation should only effect the head bone

icy dragon
cobalt gulch
#

?

scenic bramble
#

Can someone give me a hand with casting? sorry to interrupt

icy dragon
cobalt gulch
scenic bramble
#

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

mental trellis
#

Is that a light_test blueprint?

scenic bramble
#

yup

mental trellis
#

Then you don't need that specific cast at all

scenic bramble
#

Oh, sorry

mental trellis
#

Just delete the node and connect up the exec pins.

scenic bramble
#

no, that logic is in the collision blueprint

mental trellis
#

"collision blueprint" being?

scenic bramble
#

Here's the setup

#

that little box behind the car is the collision

mental trellis
#

You'd need some link on the collision bp to the light.

#

Like a variable that you set in the world.

scenic bramble
#

Why can't i cast it directly to the light to set the variable within the light to a specific value?

mental trellis
#

How does it know which light?

scenic bramble
#

within the light_test

#

which i'm casting to

scenic bramble
mental trellis
#

How does it know which light_test to use?

scenic bramble
#

Oh!

#

So that's what it does

#

Thank you

#

alright so uh

#

how do i specify which light_test to use?

mental trellis
#

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!

cyan birch
#

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.

mental trellis
#

Add it to a custom game instance class

cyan birch
# mental trellis 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?

mental trellis
#

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.

scenic bramble
#

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

cyan birch
mental trellis
mental trellis
cyan birch
#

Alright, coolio! I'll do my own research on using Game Instance Classes, then, thanks for the nudge!

mental trellis
#

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!

icy dragon
cyan birch
icy dragon
cyan birch
#

Ah okay, excellent, thanks.

dark swift
#

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 ?

flint mulch
#

could someone pls tell me if something is wrogn w this

#

the mesh I have won't move

thin panther
#

not sure about spline based stuff, but that final node aint hooked up

wise tide
#

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++?

tawdry surge
#

Probably, but it'll be easier in c++

icy dragon
#

Also I don't think the loading thread provide any loading progress percentage

wise tide
#

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?

flint mulch
#

Wait

#

Nvm I see

#

LOL

#

Let's see if it works

thin panther
#

ah. a tutorial.

flint mulch
#

still not working

flint mulch
faint pasture
icy dragon
#

So many charlatans on YouTube eh

wise tide
flint mulch
icy dragon
flint mulch
#

sounds like a bad way to learn and improve ๐Ÿค”

tawdry surge
#

Reading documentation also helps

icy dragon
#

But no, really, figuring shit out yourself is the best way to learn and improve.

hearty barn
icy dragon
#

Documentation is often sparse, and only other way is to look through source code

tawdry surge
#

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

flint mulch
icy dragon
#

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

hearty barn
wise tide
#

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.

eager peak
#

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

icy dragon
eager peak
#

tried that, since its an actor placed in the scene it was shooting is not valid when i loaded it

icy dragon
#

Game instance only persist as long as the game's running, but survive level travel

eager peak
#

that was what i had for game instance

#

(on begin paly there)

tawdry surge
#

Think you need a class reference. The instance of the actor your reference is pointing to is probably destroyed between levels

eager peak
#

thats what i was thinking was happening

faint pasture
faint pasture
# wise tide That's fair. I usually watch tutorials to see how different people approach solv...

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.

wise tide
#

Yeah, I completely agree

tawdry surge
#

You can't make them learn math and computer science. "It's not convenient"

wise tide
#

One is hand holding, one is guidance. Kinda like the teach a man to fish analogy

tawdry surge
#

Literally what a student of mine told me today when explaining why he didn't like/want to learn coding in c#, or c++

flint mulch
#

You guys have convinced me

#

I will cut out the super detailed tutorials and focus more on how to work bp

viral vortex
#

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

odd ember
viral vortex
#

yeah, but i can also do this:

eager peak
viral vortex
#

so it's the same variable outright even

mild jacinth
#

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

sudden lichen
#

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

tawdry surge
#

@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

icy dragon
eager peak
wise tide
#

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.

mild jacinth
frosty crane
# sudden lichen Hey all I could really use some help with some stuff in Unreal, My teacher's not...

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...

โ–ถ Play video
tribal saddle
#

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!

manic hamlet
#

Hey,Im new to UE.... This here does fire:

#

But "Print Text" in this one...does not...why? ๐Ÿ˜ฆ (This is in the Event-Graph of BP_Ability)

nocturne slate
#

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?

naive stag
#

How do I get a mesh reference from one blueprint to another?

thin panther
#

store it somewhere

#

store a ref to the bp

#

then access the bp

naive stag
#

how do I store it?

zealous moth
#

@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

zealous fog
zealous moth
#

@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.

nocturne slate
#

and how do i do that?

#

i started today, so im rlly new

zealous moth
#

I am not at computer

#

Otherwise I would show

nocturne slate
#

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 moth
#

@zealous fog but how would he get that reference? ๐Ÿค”

zealous fog
zealous moth
#

??

#

Am I missing something? Can you broadcast bpi messages with no refs?

zealous fog
#

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

zealous moth
#

Yeah, so he can either use the find actor of class or use a master class as a reference container

nocturne slate
#

@zealous moth is this what you meant?

zealous moth
#

@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

nocturne slate
zealous moth
#

No

#

The event

#

That's a function see the f?

zealous fog
nocturne slate
#

are the events the one in red?

zealous fog
#

Depending on whats hes trying to do lol

zealous moth
#

@nocturne slate yes red

#

Type input shift

nocturne slate
#

is this it? @zealous moth

zealous moth
#

Yeah exactly

#

Clean and simple

nocturne slate
#

ok thx

zealous moth
#

Np hf

final storm
#

How would i go by making this, draw a spline in run time that the player will be able to follow?

zealous moth
#

Does it have to be a spline?

#

Or you want any type of drawn path?

#

@final storm

final storm
#

well not really just something that the player can follow

#

@zealous moth

zealous moth
#

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?

final storm
#

well yeah the ai would

#

sorry

trim matrix
#

yo how do i fix the UI overlapping

#

like the ammo counter and stuff pretty sure its overlapping with the other character

nocturne slate
#

how do i set a custom variable to a certain value?

#

for example i created x, and i want to set it to 1

frozen dagger
#

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?

scenic bramble
#

Anyone has a clue on the best way to get the distance between a component in an actor and an external actor?

trim matrix
#

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?

empty needle
#

Hi, when I attach an actor to another actor. I want the actor to stay in the exact same world location.

nocturne slate
#

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?

empty needle
#

Do you want to hold the shift key down?

#

Or release it, and have it stop?

nocturne slate
#

when shift is down, it sets a value to true, and when released the value goes back to false

empty needle
#

The best I've found is to use a timer.

nocturne slate
#

a timer?

empty needle
nocturne slate
#

but that's limited no?

empty needle
#

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.

manic hamlet
#

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")

empty needle
#

Is the second BP in the level your running?

nocturne slate
manic hamlet
#

The second screenshot shows the Event Graph of BP_Ability wich is the "Spawned Actor" ๐Ÿ™‚

nocturne slate
#

this is a movement blueprint, when the player presses shift, he sprints instead of walking, and i wanted him to spawn particles while running

empty needle
#

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.

nocturne slate
#

then i only need these?

#

is timer a integer value?

#

@empty needle

empty needle
#

That's right.

#

You only need those pieces.

#

You can hook it up to your shift pressed event.

manic hamlet
nocturne slate
empty needle
#

Something like that.

nocturne slate
#

what variable is the timer? i tried integer and it didn't work

empty needle
#

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.

nocturne slate
#

would this work?

#

i forgot to connect them

empty needle
#

You need to pull the event pin out, and create an event.

nocturne slate
#

or do i need that event thing? (i just strated learning unreal today, sorry if the questions sound dumb)

onyx token
#

you need the thing i'm trying to do

#

only it's not working for me rooMadCry

graceful spruce
#

You don't have this part when creating a "Create Event" node?

onyx token
#

no rooCry1

onyx token
#

lol

#

@nocturne slate You gotta compile with an error

#

and it shows up

graceful spruce
#

So that I'm on the same level to test things out. Are you on a BP or C++ project?

graceful spruce
onyx token
nocturne slate
#

oh

#

u need to connect the events

#

nvm

empty needle
nocturne slate
#

forget what i said

empty needle
#

This is what it should look that.

nocturne slate
onyx token
#

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

nocturne slate
#

got it working thx :), also rip fps

graceful spruce
#

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.

nocturne slate
#

can i add a delay like this?

#

so it doesn't spawn every tick?

#

bcs it got the game lagging like crazy

graceful spruce
#

The spawn node made it laggy?

nocturne slate
#

yeah

#

so i was thinking about adding a delay so it doesn't spawn every tick, but each 40 ticks for example

empty needle
#

so

#

Expand the timer, and in there you can set the delay.

nocturne slate
#

also the task wait delay is in ticks right?

#

oh

#

thx

empty needle
#

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.

oak cape
#

does anyone know of any project/plugin that shows that BPs can be multi-threaded?

manic hamlet
#

Aight ill ask my question tomorrow then.... good night.

nocturne slate
#

a bit of a problem, i set the inicial one, so it just waits 2 sec and then starts the lag

nocturne slate
empty needle
#

That time is way to fast.

#

You need that time to be 0.1 to start

graceful spruce
#

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.

empty needle
#

Your spawning particles or clouds extremely fast.

onyx token
#

i have an event dispatcher on my blueprint-
And i want to call it in my anim blueprint

#

but i can't rooCry1

nocturne slate
#

ohhh ok

onyx token
#

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...

empty needle
#

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".

onyx token
#

i see... thanks!

pine trellis
#

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?

tulip quail
#

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.

cyan bone
#

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.

tight schooner
tight schooner
tulip quail
tight schooner
#

@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.

tulip quail
#

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.

tight schooner
#

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)

tulip quail
#

so fur I am good?

tight schooner
#

Yeah

#

Dunno which axis you want, but start with X

#

And see what happens

#

Something should rotate 90 degrees per second

tulip quail
#

lol its rotating 90 degrees then stuck

tight schooner
#

Huh.

tulip quail
#

maybe on "play" it will work

#

lol nope

tight schooner
#

It works for 1 second then stops in place?

tulip quail
#

ye 1-2 sec

#

wait just to make sure

tight schooner
#

Weird. No idea why it would do that, unless there's some BP script that stops tick or pauses the game

tulip quail
#

thats the way to seperate them to different scenes?

tight schooner
#

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

tulip quail
#

oh shoot ye I also can't attach it to the root hmmm

#

maybe I should try to make it greater than 90?

tight schooner
#

Sorry, I'm stumped.

cyan bone
tight schooner
#

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

tulip quail
#

ye !!
that's working the way I wanted !
(except that it stuck lol)

tight schooner
#

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

tulip quail
#

and you think maybe that will solve the "stuck" issue?

tight schooner
#

Yeah if you use the other axes it should go forever

tulip quail
#

well I have to go, man thank you sm you helped me a lot !! appreciate your time !

cyan bone
tardy seal
#

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?

brazen pike
#

Rather than just like a mug on the ground that blocks movement

tardy seal
#

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

brazen pike
#

Oh so is there only walls between the location and the player? Nothing else that could block?

brazen pike
#

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

tardy seal
#

Thank you! I'll try and find some tutorials about that. I just didn't even know how that could be implemented

undone surge
#

what node do u use to get the character in an animbp event graph?

#

@brazen pike

#

get owning actor ?

gentle urchin
#

"Try get pawn owner"

undone surge
#

tnnx

undone surge
dawn sparrow
#

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?

brave robin
#

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 (*๊’ฆเบด๊’ณ๊’ฆเบต)
Thanks to everyone who tried to help me solve this problem :3

(When UE was released and you update it only after a month)

silk cosmos
#

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?

dusk nymph
silk cosmos
#

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

rancid steppe
#

hi guys can't find in blueprint gamepad button name number 5

remote meteor
#

thats a share button

#

i dont think you can override it without modifying the engine

undone surge
#

is there a way to change or set the hearing range in blueprint? or we can only use the slider ?

dusk nymph
# silk cosmos Ugh I feel like there should just be some universal save for levels as I don't c...

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

remote meteor
#

only its position

#

and sound source's attenuation range

undone surge
#

like this value here 1500

#

can i set this manually

#

in blueprints

#

using conditions

remote meteor
#

oh that

undone surge
#

ya

#

like foreaxmple i want the see range to go down if its night

remote meteor
#

trying checking something along in your ai controller

#

set sense something

#

not very sure

undone surge
#

i tried

remote meteor
#

its only enable and disable as far as i recall

undone surge
#

aah

#

crap

#

ok blind zombis at night

remote meteor
#

hm

#

probably needs c++ to modify those values

#

not too sure

undone surge
#

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

remote meteor
#

hm

#

i probably wouldnt go all the way to swap controller just for this purpose

#

since its doable in c++

undone surge
#

can i add c++ if im usng blueprint ?

remote meteor
#

yeah

undone surge
#

how

remote meteor
#

on your main tab File>Add New C++ Class

#

will add a c++ module to your project

undone surge
#

aah

remote meteor
#
undone surge
#

thank you

#

@remote meteor i cant find the option to add c++ class

#

i think i found it its in tools

dusk cliff
#

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?

covert schooner
#

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.

fallen abyss
#

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)

undone surge
remote meteor
#

use a blueprint function library

#

its like making a function library, except with c++

undone surge
#

i see

#

ok

prisma tree
#

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?

ripe tusk
#

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

brazen pike
prisma tree
long schooner
#

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?

remote meteor
#

sprite sheet

#

it has to be individual sprite sheet

#

right click the texture, sprite options

#

extract sprite

long schooner
#

Ok, i will look into it, thanks

#

I didn't know where to start xD

mild jacinth
tawdry surge
#

You gotta explain the problem in detail. "It doesn't work" isn't helpful debug information

mild jacinth
#

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

remote meteor
#

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

odd ember
mild jacinth
odd ember
#

looks like whatever text variable you have there is causing the issue

mild jacinth
#

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?

remote meteor
#

maybe you can try to remove all the widget and see?

#

not creating them

odd ember
mild jacinth
#

i'll test and look further, at some point i did remove the widgets but despite that it still crashes

odd ember
#

use breakpoints

remote meteor
#

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

covert schooner
#

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.

spark steppe
#

could the crash be localization related?

#

i'm not sure if using FText as TMap key is smart in the first place...

naive stag
#

Iโ€™m sorry for asking this question because Iโ€™m sure you heard it thousand of times, but where can I learn blueprint? I watched lots of tutorials on YouTube but I havenโ€™t learned much from that. Any suggestions or ideas?

tawdry surge
#

You know any other coding languages?

undone surge
#

how do i stop ai from registering its own footsteps

gentle urchin
#

Filtering

odd ember
glass stump
#

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

rain lotus
#

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

undone surge
# gentle urchin Filtering

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

glass stump
#

What's the difference between a function and a custom event?

remote meteor
#

functions can have a return value

glass stump
#

I just found out what a function is but it's basically what I've been using custom events for lol.

#

Ah.

remote meteor
#

but functions cannot have any latent actions

glass stump
#

like the delay/timeline, etc?

remote meteor
#

yeah

#

there are some other technical difference

#

but hm i guess its fine to omit them for now

glass stump
#

ah thank you. :)

dapper iron
#

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?

cyan bone
#

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?

wicked osprey
#

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 variable๐Ÿ˜ž

remote meteor
#

but it is still a copy of the array

#

pass the array by reference too

#

you can tick it on the event input

remote meteor
wicked osprey
remote meteor
#

oh? UE5 did that hmm

cyan bone
wicked osprey
remote meteor
#

oh i tested in ue4.27 you cant do that too

#

๐Ÿ˜…

#

i guess you cant do that in bp

remote meteor
frozen dagger
#

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?

wicked osprey
remote meteor
#

mmh..

thin panther
gentle urchin
eager peak
#

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

zealous moth
#

@eager peak you are setting an actor location and afterwards are loading a level??? Why?

#

And where are you doing this in? Game mode?

eager peak
#

its in my player's load function, its saving the position and moving the player when it loads it

frozen dagger
eager peak
#

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

zealous moth
#

You should load the level first and then move the actor location o spawn

thin panther
eager peak
frozen dagger
#

ok thanks

#

ill try that

frozen dagger
eager peak
#

i dont suppose there's a way to change the default startup level in bps?

remote meteor
#

you kinda wanna an extra level to decide which level to open

thin panther
#

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

eager peak
eager peak
heady saffron
#

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

frozen dagger
thin panther
#

Again thats durle to you doing your z 130 at the start

#

You are instantly teleporting it up

frozen dagger
#

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

thin panther
#

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

frozen dagger
#

ok thanks

sinful creek
#

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.

keen crest
#

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

dawn gazelle
keen crest
#

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

gentle urchin
#

Target shouldnt be self

keen crest
#

I should just promote to variable?

gentle urchin
#

It should be a ref to your inventoryhud widget

#

A valid ref, that is.

keen crest
#

I'll try

#

Not possible

#

The target has to be an interface

#

I don't think this is the solution

dawn gazelle
#

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.

keen crest
#

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

dawn gazelle
#

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)

keen crest
#

Not sure what right type of node means

dawn gazelle
#

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?

keen crest
#

Ahhh gotcha

#

I had context sensitive on couldn't see the node

cobalt gulch
#

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

keen crest
#

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 ๐Ÿ˜„

#

Apprecciate it Datura

marsh oak
forest nimbus
#

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

tight schooner
# forest nimbus

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

forest nimbus
#

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

tight schooner
#

only "executed" nodes remember their outputs (i.e. nodes with execution pins)

tight schooner
#

"pure" functions, i.e. no execution wires, re-do their calculations every time they're needed

rough iris
#

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

forest nimbus
#

Been battling it for a few days :V

tight schooner
#

yeah it's a common BP "gotcha" but it makes sense once you know how it works

frozen dagger
trim matrix
#

how can I make a niagara system VFX appear on an enemy after a specific action?

#

like smoke

tawdry surge
#

Spawn system and play it; play one from a component in the enemy class;

torpid mulch
#

Can I use two โ€œLaunch Characterโ€ one after another so I can better organize the axis strength?

odd ember
#

or are you asking for permission?

dawn gazelle
torpid mulch
# odd ember have you tried it?

Yes, it did not work, the second one broke the first launch movement. Though Iโ€™m asking to have a better understanding on what the function does

torpid mulch
odd ember
trim matrix
#

code + video always helps

torpid mulch
#

Iโ€™m cooking atm sorry ๐Ÿ˜… Will send a screen as soon as iโ€™m back on the pc

rough iris
wise tide
#

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.

odd ember
heady saffron
#

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.

odd ember
heady saffron
#

@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

odd ember
heady saffron
#

@odd ember no, the camera view isn't adjusting. its set inside the pawn

odd ember
heady saffron
#

@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

odd ember
heady saffron
#

@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.

odd ember
heady saffron
#

yeah. let me see if i can SS for u

final storm
#

sorry if this is stupid but how do i check if this has spawned ?

odd ember
odd ember
final storm
heady saffron
#

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

odd ember
heady saffron
#

yeah

odd ember
#

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

heady saffron
#

@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

odd ember
#

I'm not sure what you mean by this. did you use a template for your game?

heady saffron
#

@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

odd ember
heady saffron
#

@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

odd ember
rough iris
#

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

heady saffron
#

@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

heady saffron
#

@odd ember It already was that way

odd ember
#

can you show me

heady saffron
#

@odd ember show u the default modes?

odd ember
heady saffron
#

@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

brazen pike
heady saffron
#

This works properly

#

This is what happens with my own controller

odd ember
heady saffron
#

@odd ember It's alright, I don't expect anyone to really have the comprehension through text

odd ember
rough iris
heady saffron
#

@odd ember here you go, It makes no difference if it is here or not, what matters is when I run it

trim matrix
#

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

brazen pike
rough iris
#

that makes sense, thank you

trim matrix
rough iris
#

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

trim matrix
#

I believe you can

#

Iโ€™d need to check exactly how again though

brazen pike
#

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

rough iris
#

yeah that makes sense

brazen pike
rough iris
#

is there a way to make the UI prevent mouse control propagation?

trim matrix
#

That is what I was thinking

#

Mouse control propagation?

rough iris
#

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

trim matrix
#

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.

brazen pike
#

A check is gonna be less logic

#

How I've dealt with that:

rough iris
#

I see

#

thank you ๐Ÿ‘

#

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?

plush swallow
#

how can i get the wave height at location of the water plugin?

trim matrix
#

I made 2 different anim montages how can I connect them both to my output pose

#

It only lets me connect 1

odd ember
trim matrix
#

Anyone know why this ain't working

#

the degrees either say 0 or 180, dosen't show degrees inbetween

odd ember
#

hard to say just from the logic you have there

trim matrix
#

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

sonic crest
#

is it possible to get a scale of a staticmeshactor and do something with it?

odd ember
#

or you can get scale individually as well

sonic crest
#

I'm trying to get a scale of a staticmesh whenever I hit it

odd ember
#

just from that logic

tulip fulcrum
#

Hi guys! Please help me I canโ€™t 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 donโ€™t 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 Iโ€™m desperate.

odd ember
trim matrix
#

I'm getting values which seems static mostly like 180 behind charactor and 0 in front like

odd ember
sonic crest
#

these can be used as "get Hit Actor" ??

trim matrix
odd ember
trim matrix
#

Then 180 behind

odd ember
tulip fulcrum
sonic crest
#

okay thank you

trim matrix
#

the value jumps between the two though not go from one to the other if that makes sence

odd ember
sonic crest
#

quick question

odd ember
# trim matrix so 0 in front

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

sonic crest
#

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

trim matrix
runic parrot
#

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?

odd ember
#

or rotation

sonic crest
#

could be rotation

odd ember
sturdy verge
#

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

odd ember
trim matrix
odd ember
trim matrix
#

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.

gaunt steeple
#

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.

sonic crest
odd ember
#

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

trim matrix
odd ember
#

only the normalized version stays within the -1..1 range

trim matrix
#

well when i do this I get

odd ember
final storm
#

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

trim matrix
#

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

odd ember
#

it's just some arbitrary vector with length 1 at that point

trim matrix
trim matrix
mortal wharf
#

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.

odd ember
trim matrix
#

with this node

odd ember
odd ember
trim matrix
#

so you mean this effectivly then

#

just get forward into Dot, normalise the location of player and send into dot

odd ember
trim matrix
odd ember
trim matrix
#

noo

trim matrix
odd ember
trim matrix
#

right okay fairs, now I have this

#

I literally only get 180 from the degress thing or is that not nessecery

odd ember
#

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

trim matrix
#

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

odd ember
#

so obviously you're going to get something that is not normalized

trim matrix
#

okay well I need to just do actor locations then, instead of forward vector

odd ember
#

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

trim matrix
#

for forward vector player maybe

trim matrix
#

I think I have it working

#

By doing this I get an out of -.99 to .99

odd ember
trim matrix
#

it's offset 90 degrees from enemy rotation for some strange reason but values seem more reasonable for what should be expected

odd ember
trim matrix
#

what i get if I switch the inputs for subtract

odd ember
trim matrix
#

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

odd ember
final storm
odd ember
#

1 if in front, -1 if behind

trim matrix
#

I would say it might be fine I would just map a range now

#

wheres my mesh

odd ember
odd ember
#

the controller is the "mind", the character is the "body"

trim matrix
#

so what do i do

odd ember
trim matrix
#

when the AI detects me

#

I want him to play a short 2 second animation

#

then start running after me

odd ember
# trim matrix

so you need to somehow allow the mind that perceives the player communicate with the body that has access to the animations

trim matrix
#

damnnn

odd ember
#

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.

trim matrix
#

lol forget it lol

#

fk it

sonic crest
#

lol

dawn gazelle
#

That's the spirit.

trim matrix
#

lol

odd ember
sonic crest
#

no pain no gain

thin panther
#

no no, gain pain

limber rover
#

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

#

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

odd ember
sonic crest
#

yes I figured

final storm
odd ember
final storm
final storm
#

oh

odd ember
# final storm oh

I would also recommend using AIMoveTo as it gives you an execution pin for completion, which simple move to does not

final storm
runic parrot
#

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?

rough iris
#

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?

final storm
#

@odd ember thanks for the pointers , i got it all working

tawdry surge
#

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

pseudo wedge
#

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

torpid mulch
#

Why is the name wrong on the Set node?

#

Will this give any errors?

marsh bramble
#

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

leaden flume
#

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?

fading oyster
#

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

dense furnace
# runic parrot

file/newlevel blank level yuo can then also change your default loading map in project settings

sand bloom
#

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

tawdry surge
#

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

sand bloom
#

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

tawdry surge
#

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

sand bloom
#

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

cyan bone
#

I'm using 2 ways of animating my instances.

  1. 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?
tawdry surge
#

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

cyan bone
torpid mulch
#

Just to be sure, these two input nodes are only called when you press the input, correct?

tawdry surge
#

No. Axis events fire on tick

torpid mulch
#

That's awesome to know, thank you :)

tawdry surge
#

@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

cyan bone
tawdry surge
#

You don't have to but it'll be much easier to reuse and will be more dependable

torpid mulch
#

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? ๐Ÿค”

tawdry surge
#

Action events only happen once when you press or release.
Axis events happen every frame

torpid mulch
#

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

tawdry surge
#

Yeah that's odd

torpid mulch
#

I'm losing my mind over this lol xD

cyan bone
#

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?

placid parcel
#

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

hybrid orbit
#

@placid parcelhttps://www.youtube.com/watch?v=ROMWCMmNBHE

placid parcel
hybrid orbit
#

you mean the character should rotate with the mouse ?

placid parcel
#

correct, that's what I want to figure out

hybrid orbit
#

thats very simple

placid parcel
#

oh no....

hybrid orbit
#

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

placid parcel
#

OMG... midokiFail

#

I was trying to do changes in the camera settings. Thank you so much

hybrid orbit
#

glad it helper

#

helped*

true marsh
#

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)

thorny glen
#

Hey guys,
I just want know is there any way to take screenshot with UI?

runic parrot
#

Hi! does anyone know if there's a built in way to measure the distance a character walked?

icy dragon
runic parrot
#

that looks like a easy workaround, thanks!

floral lake
#

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

runic parrot
#

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?

runic parrot
magic gate
#

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,

runic parrot
#

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

magic gate
#

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)

runic parrot
#

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?

open latch
#

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 ?

gentle urchin
#

Let alone pre construct

magic gate
#

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

gentle urchin
#

So you wanna dynamically set the animation to use ?

magic gate
#

because my animation starts in construct, so i would like to have it pre construct

#

to avoid wonky behaviour

gentle urchin
#

Its not wonky done correctly :p

#

Making sure base layout fits first key frame of the animation

runic parrot
#

Also, how are you handling the movement?

magic gate
#

but then i have to trigger the spawn animation manually after construct right?

open latch
magic gate
#

i mean that's probably the best i can do, blueprints aren't as flexible as C++ would be ๐Ÿ˜„

#

i am sad

gentle urchin
#

Or just a custom event

magic gate
gritty plover
#

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?

magic gate
#

but that doesn't change the fact it's bullsht i can't access it without an instance ๐Ÿ˜„

gentle urchin
#

You can get class defaults i think :p

#

Havnt tried for a widget specifically, but cant imagine it being super different

maiden wadi
#

Technically, Class Defaults are an instance as well. ๐Ÿ˜„

runic parrot
magic gate
open latch
#

It is just the thirdPerson Blueprint

#

exact same movements

open latch
#

Y is correct just the movement forward input changes it back to X

runic parrot
#

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

magic gate
runic parrot
#

try reseting the rotation of the character so it points forward and see if it moves okey after that

spring kayak
#

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

runic parrot
#

check is valid before setting max speed

#

right click the "my spawn" variable and click "change to validate get"

spring kayak
#

Hm, that did fix the errors, but my AI isn't behaving normally