#blueprint

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faint pasture
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It'll get bigger and bigger but it'll all be held in this nice little function, then outside the function you can just go

Input -> Choose Actor -> Is Valid? -> Interact

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or whatever

austere aspen
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๐Ÿ‘ thanks

faint pasture
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For instance, we use an interaction component instead of interface, and our setup looks like

Input -> MultiSphereTrace -> Select based on distance and dot product (angle) -> Interact

tranquil gorge
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hey i accidentally posted this question in the wrong chat a bit ago. Im having trouble getting my 2nd player to visually spawn durring the game start. i have set up 2 player starts and have set them both to be auto possesed by their respective player inputs. Any idea why player 2 is not visual at start

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can provide pics if needed

late shuttle
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Hmmm.. my mouse scroll wheel isn't working. Anyone know how to zoom in/out of a Blueprint without a mouse scroll wheel?

main pollen
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press + and -

late shuttle
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Thanks!

wise tide
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Can I still change stuff like the contents of a list or text in a UMG widget switcher if it isnt the active index?

chrome pine
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guys

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why is making an inventory such a complicated process

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I'm currently 3 videos in a 12 part series

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I feel like there has to be a better way or easier way

mental trellis
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L2p and do it yourself.

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I could design one in my head in about 10s. If you don't have the experience to know how to do it, you need to learn from somewhere/someone.

chrome pine
mental trellis
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Unfortunatley video tutorials take ages. ๐Ÿ˜ฆ

chrome pine
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Cause I tried in my own ways before this, but it um.. failed horribly. Mostly caused I'm used to Unity

mental trellis
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What exactly went wrong?

chrome pine
# mental trellis What exactly went wrong?

So my idea was to do it just as how I did it in Unity. In which I would grab the actor/object from the world, store it in the inventory array, then destroy it from the world. This doesn't work because you can store something that is planning to be destroyed, and so the inventory becomes empty.

I thought, "hmm maybe I could do it with classes", but then I realized after trying multiple times that I don't have the skills to do it properly. So I looked online and tutorials, and almost every single one of them incorperated widgets in the beggining, which I wasn't doing.

After like a few weeks of trying and giving up, some advice online said it's easier to do it with widgets and structures as it'll be incredibly complicated with blueprints after you make it without widgets incorperated into the process (like, adding widgets after the fact of making the array and being able to remove stuff).

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I found a really good tutorial series, but I'm just wondering if there's possibly an easier way.

mental trellis
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You should use structs, definitely.

icy dragon
mental trellis
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Indeed.

icy dragon
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Does struct exists in Unity?

mental trellis
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You can also make a UI where you don't need to replace widgets at all.

chrome pine
mental trellis
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Just set the item type/count on a widget and it changes itself to display the correct info.

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So don't design the UI at all. Ignore everything they say about UI.

icy dragon
mental trellis
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You can always dump it to the console ๐Ÿ˜„

chrome pine
chrome pine
mental trellis
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Or do it in c++ like a boss and just use an IDE debugger.

chrome pine
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I have knowledge in Java, C#, and Python. So it's not the coding part that worries me. It's more how it's incorperating parts of UE and how I feel like it'll be much more confusing as a begginer to UE4/5 if I try learning it that way

mental trellis
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Probably is better.

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Just when you create something in BP, try then to create it in c++ as well.

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1:1 relation

chrome pine
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you guys have any starter C++ guides you recommend for UE5?

icy dragon
chrome pine
icy dragon
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Also learning the basics of general C++ could help

covert schooner
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umg appears dead so asking here. how does umg focus/priority work? (using blueprints). I am totally confused by what is going on and have found zero documentation through google. I have a parent widget which I want to accept up/down keys, and child widgets which accept left/right keys. I override onKeyDown in the child widget to take left/right and return Handled, and return Unhandled for anything else. I was expecting the unhandled event to propogate up to the parent, but that is not happening. So focus is clearly not a tree, what is it? What is supposed to happen when you return unhandled, where is the next handler? How do you get the parent to trap certain things?

mental trellis
covert schooner
mental trellis
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Documentation? In UE? Of course ๐Ÿ˜„

covert schooner
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well , I would think there would be at least a broad strokes overview of how its composed, seeing as it clearly deviates from event bubbling in most other engines.

mental trellis
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You would think..!

icy dragon
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Official documentation about UMG is so sparse, don't hold your breath on it

covert schooner
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Has anyone external to epic written something? I mean I have found great resources on multiplayer/networking (Cedric's), I was hoping something similar existed in this area. Guess I was hoping for too much.

icy dragon
woeful timber
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When I set Show Mouse Cursor = true, the mouse shows and I can select widget items as expected. So now why would Set Input Mode UI Only immediately following lock me out from selecting any widget items? ๐Ÿค”

covert schooner
icy dragon
pine trellis
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where does unreal save these settings"? In what folder of the project folder?

woeful timber
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you could try the project file (*.uproject)

pine trellis
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it should be some kind of ini file or something

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some place where you can open it with an editor

mental trellis
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In your Saved folder? Should be some ini files somewhere.

woeful timber
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I knew I saw them somewhere before!

tall estuary
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https://youtu.be/jc7KG5dPjSQ?t=367 How can I achieve a similar effect to this? (this guy does not do a good job of explaining it)

Support me on - https://www.patreon.com/Ashif
Support me on - paypal.me/9953280644
hi guys in this tutorial i will show you how to create a ground portal effect in unreal engine Niagara. i will use my previous 2 tutorials emitters fro this effect you can also follow those videos for better understanding although i will show everything in this v...

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late shuttle
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haha I've seen his channel before. I think the whole purpose of his channel is to be intentionally difficult so that people just hire him >D

icy dragon
late shuttle
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He should really change the name of his channel from CGHOW to CGVAGUE

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Cuz he ain't explaining HOW to do shit.

nimble forum
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Hi folks. I posted my problem / question to Reddit so rather than posting it redundantly here, I hope you won't mind me posting the link. If anyone is able to assist, I'd be super grateful.. It seems like it is probably something super simple... just that I'm not finding what I need: https://www.reddit.com/r/unrealengine/comments/uh3uyj/how_do_i_feather_the_edge_of_my_material_sadly_my/

icy dragon
# tall estuary https://youtu.be/jc7KG5dPjSQ?t=367 How can I achieve a similar effect to this? (...

Honestly this is best asked on #visual-fx but this could be a better lead than CGHOW videos
https://forums.unrealengine.com/t/witcher-3-inspired-portal/92583

nimble forum
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My question has to do with how to remove an edge from my texture, which is applied to a plane. Hoping a Blueprint "feathered edge" or perhaps even repositionining / zooming on the material will work.

icy dragon
tall estuary
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currently I have a semicircle, but I just want to render the front of it while it's inside a wall

nimble forum
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Thanks @icy dragon ... I'd just hoped it would be something I could easily fix with blueprints. You can likely see what I'm thinking here: ... just to get rid of that black line.

nimble forum
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So yeah... fixing a bajillion individual frames is certainly possible... I just feel like it is definitely doable programmatically though, which would save hours of work.

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Oh okay cool, thanks for clarifying. I will post the same there then - don't mind me... just passing through ๐Ÿ˜„

jolly radish
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why these errors :((

late shuttle
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try debugging by getting the name of the actor you're overlapping

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F = get object name

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Print that to a string

jolly radish
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sorry

late shuttle
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Right click on your screen inside the Blueprint and type get object name

jolly radish
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like this?

late shuttle
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From On Component Begin Overlap

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Other Actor > get object name

jolly radish
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nothing printed

late shuttle
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Maybe your collisions on both actors are setup wrong so nothing is overlapping then.

jolly radish
late shuttle
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Check your collisison component properties to make sure there is an Overlap, Collision Enabled, etc

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Do that on both actors.

jolly radish
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ok it works now

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mostly

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just error messages when spawning emmirot

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*emmitor

late shuttle
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^^ Start here

jolly radish
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okok

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it working now

late shuttle
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He's a good chap. Great tuts.

jolly radish
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the first issue

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but now the second past isnt having fdun

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i will bookmark vid and watch soon

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@late shuttle all is working now apart from the spawn emitter

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any idea?

brazen pike
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you don't need to cast. it's already that type

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I mean cast to parkourAI_BP

jolly radish
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this seems to work

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and the explosion plays

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just sometimes not in the right place

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idk wtf get actor array bounds does tho lmao

brazen pike
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What are you trying to do with that?

jolly radish
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im getting the player to race a blob

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that is going through a level sequencer

brazen pike
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Could you give a little more detail? What do you want it to do when it overlaps

jolly radish
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destroy actor

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and play explosion

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at blob location

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the player is racing blob to the end

brazen pike
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Right. Well you probably don't need the first overlap, just the player overlap since it doesn't do anything when the AI overlaps

jolly radish
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oh no

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i want it to kill player

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if AI wins

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so i have 2 capsule identical components

brazen pike
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Okay, well it doesn't do that currently. So keep the overlap but disconnect everything from it. What you want to do is after the cast to player, get all actors of class parkourAI_BP, then connect the array output into a 'for each loop'

jolly radish
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gotcha

brazen pike
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then the output from the loop will do a 'get actor location' which is what you'll connect into the location for the next node which is the spawn emitter. Only after that will you then get the output from the for each loop again which connects into a destroy node

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that way, it will get every AI in the scene, play an explosion where it is then destroy it

jolly radish
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lemme give it a run

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thankyou

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it is killing the player

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when the player collides

brazen pike
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I meant you should disconnect everything from the top overlap

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then move it all to the bottom overlap in the order I described

jolly radish
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okok

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ok this works

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oop

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error

brazen pike
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Also, remember that a cast (in this situation) is essentially a check. Something will overlap and no matter what it is, the event will be fired. The cast is simply checking that what collided is what you want

jolly radish
jolly radish
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thats pretty much how i was taught it

brazen pike
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Put the execution on the loop body

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rather than completed

jolly radish
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i have no learnt for loops yet

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i appreciate your help

brazen pike
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A for loop will take every actor in an array (a kind of list of actors) and run code on each of them one-by-one in order

jolly radish
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ok the explosion is happening

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at the beginning of the level sequence

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not at the blobs current location upon death

brazen pike
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yes, so that's probably because there is no cast

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You want to make sure this only happens if the player overlaps, right?

jolly radish
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yup!

brazen pike
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So you want to cast to the player at the beginning. Because a cast is a kind of check. It will take an input and check if that equals whatever you are casting to, and if it is the same it will run the next part of the code

jolly radish
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blob here

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explosion here

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:(

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i added cast

brazen pike
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Can you send another screenshot of the BP

jolly radish
brazen pike
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So the blob doesn't explode, but it does destroy?

jolly radish
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it does explode

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at the original location

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not at its current location

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it has a level sequence

brazen pike
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Hmmm, can't remember how to get the location if its in a sequence (I'm just assuming that actor location doesn't work like that) so maybe try get world location?

jolly radish
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nope that doesnt work either

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i could have it in the blob bp so that it explodes when destroyed??

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at its current location?

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idkl

brazen pike
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Hmmm. I'm sure there is a way to get the current position in the sequence then find the world location of that, but you could try and call an event in the blob bp to explode itself

jolly radish
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nope this gives me the same problem

trim matrix
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my cooldown doesnt work

runic parrot
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Hi! does anyone remember where the sample project is for a girl that cast skills? i think it was ARPG sample, there girl had a flashy dash and a staff

icy dragon
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ARPG sample was brute and goblins

zealous moth
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what is this called when you have a view around a sphere?

runic parrot
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they show how to put them on cooldown and update the ui and etc.

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i just want to take the dash animation from that project, but i can't find it -.-

icy dragon
zealous moth
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Cube? but it's a sphere

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uh lemme google it

icy dragon
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It's a cubemap even though it's equirectangular projection

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Deal with it.

icy dragon
icy dragon
spark steppe
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but it's a sphere!

icy dragon
runic parrot
icy dragon
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Name of the tutorial

runic parrot
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hmm no. it's a girl with a staff and a dash with vfx

wise tide
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I have a selectable listing and I want to run an event if it gets double clicked. It only has a built in event for when its clicked once though.

I figure there is some way to check if its been clicked twice within X amount of time using logic. I managed to get it working using a variable but surely there's a way to do this without using a variable.

paper gate
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i am attaching a actor to character component at specific socket
But if there are two actor placed in level then both attach to socket ,
Any method to only one attach to socket

icy dragon
runic parrot
icy dragon
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bruh

hidden rose
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Alright. So, I got my problem figured out in #gameplay-ai, but now I'm having issues with having my coin (Character class, so it can move) be destroyed upon pickup. I have it with this simple code, but when I run up to the coin, it doesn't destroyactor.

bold shard
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Is there a way to get a list of loaded World Partition cells?

cyan bone
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I have been working with timelines to move a group of soldiers.
There was a problem, i cant predict the time it takes for all soldiers to arrive.
So instead of vinterp to, i used lerp, after suggestions from you yesterday.
So i make an if, and if any soldier arrives closer to the destination Z 1000, i stop the timeline, break the loop, and then do the next thing.
Is this well done?
https://blueprintue.com/blueprint/i9jhtv9n/

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oops the reroutes are bugged there

hidden rose
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I figure out this one step, then I should be mostly good.

unique yoke
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I haven't messed with materials much but I was looking to toggle a fresnel material on top of objects in my world that are interactable in blueprint. Figured out how to make the fresnel material but i'm not certain how to actually have it "layer" on top of the existing materials that objects use? Best I can tell is that I can only swap out the existing material slot.

wise tide
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I have a UMG containing multiple UMGs (server browser containing server listings). I want to be able to call an event in the browser UMG from inside the listing UMG.

I tried using Get Parent and casting to the browser UMG but it doesn't allow me.

unique yoke
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So the listing would be calling an event inside the browser? The way I've done something similar is I'd add an event dispatcher for the listing that is then registered with the browser to listen for when the listings get added

wise tide
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I see, I haven't looked at event dispatchers yet. I will check them out, thanks

unique yoke
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No problem!

mystic spire
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hey i am trying to incorporate my premade animations into my control rig....i assume its done in a blueprint?

torpid mulch
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Hey guys, can I create a function that I can use from all my other blueprints? Like the default ones from Unreal.

runic parrot
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Hi! is it worth it to have 2 different player controllers and swap between them or it's a better practice to just have 1?

undone surge
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is there a way to swap out a set of animations for another set randomly? i want to make zombies but dont want each zombie to have the same animation so was wondering if i could get different anims but swap each zombies anim on random

torpid mulch
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That's awesome, thank you so much for the screenshot :)

teal nexus
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Is it possible to get either transforms or sockets off static meshes in the procedural foliage volume ?

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I need to spawn particles (leaves) at the crown of the trees of the procedural forest

hidden rose
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Alright! I am making a good amount of progress in my project, and I am pumped! Now I just need to have it so that a character (coin) is spawned when the Player Character collects one.

wise tide
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do I need to add a widget to viewport before it runs the widget's construct event?

remote meteor
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however there is OnInitialized event that runs on widget creation

silk cosmos
# runic parrot Hi! is it worth it to have 2 different player controllers and swap between them ...

That depends entirely on the situation. For different player characters you'd ideally have a parent character class with all of the base stuff that'd be used in all characters, then separate child classes with things specific to that character. The only time you'd really need to swap controllers for your player is if your switching to a different player, with a different mesh or sets of abilities

undone surge
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if i play sound at a location shouldnt the sound get lesser and lesser the further awy i am from that location

dawn gazelle
silk cosmos
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Yeah attenuation

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My b

undone surge
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i see

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thanks

undone surge
dawn gazelle
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I think it's normally set up within the component playing the sound.

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Though you can create a sound attenuation object to predefine values and use them in multiple components.

undone surge
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ok thanks

bright flower
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Is it possible to create a text block from blueprint at runtime?

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for a chat

torpid mulch
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Guys, I need a bit of advice, I'm doing this player spring that launches the player up when touching it, but there's this issue where the player is touching the overlap collision more than one tick, so it triggers the spring various times. I though on doing a quick timer so it would only trigger once between the timer cooldown, but then on multiplayer if two players use the spring fast enough, the second one would have to wait the timer cooldown.

Anyone have suggestions?

runic ore
untold fossil
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How can I make a boxtrace from my actor bounds? I can't figure it out. When I do a draw debug box from the actor bounds it works perfectly. But I have no clue whatsoever as to what to input into the boxtrace. The inputs are different from draw debug box where you input the origin, extent and rotation. Why didn't they just ask the same input for the boxtrace??? The input for boxtrade is start, end and half size, what the hell is all that? ๐Ÿ˜…

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The fk is halfsize? xD

runic ore
untold fossil
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Ok, but how does that translate to a box?

runic ore
untold fossil
torpid mulch
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The collision object is invisible, I made it this way because well, I tried many other ways and couldn't get it to work :(

runic ore
runic ore
untold fossil
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So I would have to break the box entent and divide each value of that vector by /2?

prisma tree
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I have 2 box colliders set close to eachother (not overlapping) and when I move from collider 1 to collider 2 the begin overlap of collider 2 fires before the end overlap of collider 1!
Like this:

  1. enter collider 1
  2. enter collider 2
  3. exit collider 1

It is supposed to be like this:

  1. enter collider 1
    2.exit collider 1
  2. enter collider 2

I have a bool set to if player is in collider and in this case it wrongly says player is not in collider 2 when it is!

It works when the colliders are apart from eachoter by say a meter but I do wish the player to be in a state between colliders in that specific area....

torpid mulch
runic ore
untold fossil
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Ok found it.

runic ore
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looks like its the half size so you can just plug it I think

untold fossil
torpid mulch
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Quick doubt, aren't event triggers only for triggering level/world events?

untold fossil
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start and end is the same as you just want a box, not a box entended to another box (something you can do as well with box trace)

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halfsize IS extent

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confusing AF ngl, but okay whatevz

jade prairie
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Hi everyone, I'm new to UE 4. Please tell me how to choose objects for downloading the map in lvl streaming, and not create them.

runic ore
runic ore
torpid mulch
untold fossil
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Yeah indeed, I understand why the input is a bit different. It does make sense, was just confused.

torpid mulch
round tulip
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Where did the level blueprint go in UE5?

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Found it but why did they remove the events section on trigger volumes' context menu?

round tulip
wild crater
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Is there a relatively easy way to have something like a cable that interacts with the environment? The cable component collision doesn't seem great. I'm setting up my own system with anchor points but with debug lines atm but ideally I'd have something with collision...

jagged stone
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Is that a branch blueprint for allowing values instead of exec? So "If X then use Value A, else Value B"

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like a "pure" if function i guess it would be called

wild crater
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Select?

chrome pine
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And I finally got something!

chrome pine
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And it only took all day ๐Ÿฅฒ

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But thank you guys for the advice!

wild crater
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Provided I have a set of points. What would be the best way to translate them to a ropelike mesh with collision? Are splines an option here? Or do I need to create a procedural mesh completely manually?

summer jetty
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Noob question: Do I need to set all the default values for the savegame slot individually on my character creation blueprint when the savegame blueprint already has those default values? Or do I only need to tell it when the values are NOT the default ones?
๐Ÿค”
Will it just assume the value is the default one in the save game blueprint if I don't do anything else? Or will the variable be treated as if it doesn't exist at all?

icy dragon
summer jetty
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The savegame blueprint just contains a bunch of variables with their default values. Nothing else (not sure what 'pointers' are, so I'm guessing no).

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That's cool. I'll just set the ones that are changing on character creation and leave the others alone then.

true valve
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Hi - So when I set transform to my player, my player jumps a little bit to the sides when lands. Do you know what could cause that?

icy dragon
fickle dune
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Hey guys so I recently followed this tutorial to do a loading screen on my game:
https://www.youtube.com/watch?v=lzGcVDUDU5g

my character no longer creates running sounds, I get "accessed none trying to read property Character Reference in my AnimBP".
Also it spawns in different places on the levels even after deleting Player Start and doing an instance of my character with Player set to 0.
Persistent level loads my levels and lags a lot on the viewport wonder if there's a way to fix that as well.

Any help would be extremely appreciated.

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solar bison
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Given a number n and an array, how do I get n random elements from array in blueprint?

mental trellis
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Did you make it in c++ yet? ๐Ÿ™‚

brazen pike
fiery knoll
solar bison
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I think I found an elegant solution

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Shuffle Array -> Pick first n elements

fiery knoll
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Yes, that's what I would suggest in that case.

teal nexus
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Is it possible to get either transforms or sockets off static meshes in the procedural foliage volume ?

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I need to spawn particles (leaves) at the crown of the trees of the procedural forest

odd ember
jagged stone
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Is there a switch blueprint that would allow you to return a value such as: Input 0 < 1 return 1; input 1<=2 return 10; input 2<=10000 return 20 ?

tawdry surge
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@teal nexus you do not want to spawn individual leaves on trees, especially a forest full..
Imposters are generally how that is handled

teal nexus
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Trees (low poly) already have crowns

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My forest isn't dense

tawdry surge
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Ah then yeah. You can get transform and socket info from the mesh

teal nexus
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How would I do that?

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I can't find a way to get instances in BP

tawdry surge
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All actors of class

teal nexus
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๐Ÿค”

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It's one actor - procedural foliage volume

chilly yarrow
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Can someone help me 1:1 and look over my code briefly. I'm still a newbie and I've been troubleshooting for hours even though it must be something very obvious

tawdry surge
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Get instance transform

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It takes a ism component as the target and will let you iterate through the instances

teal nexus
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I'll try that, thanks

undone surge
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is there an easy way to find where u placed print nodes. i put them for debugging but then cant find them and they keep printing

slow pewter
nimble zenith
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Does anyone know if there's a way to expose different debug information on mouse over? I have a UClass object that's defined in C++ and when it's used in blueprints it just tells me it''s instance name when I'm debugging and using a mouse over. I'd like to have it spit out a string of some better identifying information if that's possible.

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eg when I debug this blueprint and I rollover I'd like to spit out coordinates, type etc

fickle dune
cobalt gulch
#

Does anyone know how to make a weapon selection menu, kinda like this

summer schooner
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@cobalt gulch That would probably be easiest to do with widgets. I'll take a look and see if I can find the tutorial I used for my menu.

summer schooner
# cobalt gulch Ok thx

Can't find the tutorial, but it's quite straight forward. Just create a Widget blueprint, setup how it should look and then....

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you jsut have to render it to make it show up


cobalt gulch
summer schooner
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I do it by pressing my Right mosue button in my Player Controller node

cobalt gulch
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How could I use an arrow to switch to the next weapon in that catagory?

summer schooner
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Maybe have the arrows as tiny buttons that would also trigger their script on Key presses?

odd ember
summer schooner
#

[QUESTION] Does anyone know how I can get access to a blackboard value when I create an EQS Item generation? I haven't been able to get access to the AI controller.

brazen pike
# cobalt gulch How could I use an arrow to switch to the next weapon in that catagory?

You could have each weapon be pre-defined (even if you can't see them on screen). By that I mean you'd have either an array or potentially a map that you could get a weapon from based on whatever integer you are currently on. I.e. if you haven't clicked the arrow yet, you are on integer zero and the widget would show the weapon associated with integer 0. If you click the arrow one time then it would be integer 1 at which point the image would switch to the weapon associated with integer 1, and so on. I assume you're looking for the logic behind it, but you could have been asking what nodes and such

fervent raft
#

Does anyone know if the return value here will be false if there is no intersection?

mental trellis
#

Well, yes. That's what it says.

fervent raft
cobalt gulch
brazen pike
#

Same method

#

You're just increasing/decreasing an integer based on what page you're on, so that integer can tell everything what to display

marble hollow
#

Hi, how can i get an actors location and use the location for an image on a widget?

#

hope someone can help me out

brazen pike
cobalt gulch
#

So I need to have a weapon selection for each operator/hero

#

Would I need to do a widget for every operator?

brazen pike
marble hollow
brazen pike
# cobalt gulch Would I need to do a widget for every operator?

Have the same structure (like the image you sent) but everything is based on values you input. Say you want only 3 pages for one operator but 6 for another: you could have a map of the weapons you want to be shown. The length of the map (the number of weapons) will then be used to decide what to do with the widget. For instance, you could have the map be read on construction which determines the number of lines at the bottom (the page selector things). Also, doing it that way would allow you to decide which weapons in the same way. You read the weapon values on construction and that determines what images are shown on each page. That way you can have a single widget for every operator.

marble hollow
#

I've tried to create a global variable for the location of the object. And wanted to access that variabel with the widget

cobalt gulch
brazen pike
brazen pike
cobalt gulch
brazen pike
#

Unless you want vastly different layouts. I'm just assuming it looks about the same for every operator, only different weapons, equipment, etc

undone surge
#

@brazen pike im working on the homing projectile. i saw another tutorial. my ai contoller here is my friendly ai who i want to have the homing the projectiles bcuz. in the controller which ever enemy the ai senses it stores in the sensed actor but i cant put it in the homing target pin. it says cant bcuz scene component. what do i do from here

brazen pike
#

It'll save you some time and confusion, rather than having a separate variable input for every weapon

cobalt gulch
#

Isn't a map just an array?

brazen pike
#

similar

brazen pike
cobalt gulch
#

If I were to deactivate a weapon with the map variable, would I need to code it to skip over the weapon integer

undone surge
#

its not letting me get the capsule component

brazen pike
cobalt gulch
brazen pike
#

You'll have an empty map on the widget itself, but that map can be set when it gets called. That way you'll create the widget and then, depending on what operator it is, you can set custom weapons in the map

cobalt gulch
#

And then I suppose a variable for if an operator is selected

brazen pike
#

You could actually just use an array. If you only want to store the weapon and nothing about it

brazen pike
undone surge
#

it says it needs scene component weak object

#

@brazen pike

brazen pike
#

Yes, but why. Look at the code which deals with the homing target and see if you can find a reason why it must be a scene component. Otherwise it could easily be changed to an actor from what I remember about your system

marble hollow
undone surge
#

oh wait

mental trellis
#

Why are there testicles in that maze?

undone surge
#

there is a homing target only too

#

which takes actor

cobalt gulch
#

When I open a folder in the unreal editor it crashes the whole editor ...

marble hollow
#

the rotation of the player icon is done with the player icon widget

marble hollow
#

just a placeholder though

#

The next step would be to get that widget on a second viewport / screen.

#

But first things first. I need to find a way to get that translation of the object (endgoal) into my widget. I've tried an actor object reference for the end goal but it cant seem to find. When i print screen for location it says the object reference is x0,y0. while the endgoal model does move around the maze.

brazen pike
#

if its just an empty variable, it's not going to work

marble hollow
#

yes i've set that reference. i've tried to fill it with the actor in the scene

#

and yes it empty

#

but I cant seem to fill it

brazen pike
#

How are you setting it?

marble hollow
#

within the widget i create a variable. as variable type i set it actor -> object reference

brazen pike
#

Ah that's not gonna work. You're telling it what it can be filled with, but its referencing nothing in the scene. The reason the player works while that doesn't is that you're using 'get player camera manager' which is finding it in the scene and then giving you a reference to it. You'll need to find the actor in the scene somehow. A simple solution is 'get actor of class' which will find the first object of that class in the scene, then you set that as the reference and it will work. But that will only work if there is one, since it is only finding one

marble hollow
#

I guess i don't understand whats wrong with it. I'm trying to move the image within the blueprint of the minimap. which works for the player_icon

brazen pike
brazen pike
#

yeah you need to create the widget, like with the player. You can see it creates the player icon widget then sets the variable as a reference to what it just created

#

so its the same problem, you have a reference to the icon. But the icon doesn't exist yet so its referencing nothing

marble hollow
#

the actor of class works though i've checked the locations with a print screen ๐Ÿ™‚

brazen pike
# marble hollow

You do NOT want to get actor of class on tick. That is an easy way to get performance problems. Put it on construction and set a variable as the output. Then you can get that variable on tick rather than the actor

#

You'd only want to put that on tick if it is ever going to change, if it stays the same actor then you can just do it once and have the output as a variable. And even then there are much better ways of doing that

marble hollow
brazen pike
lucid nebula
#

Should still work(or atleast put a delay)

brazen pike
#

then it is still the same actor, so the reference will work

marble hollow
#

reference within the construct, you mean

brazen pike
#

you set the reference on construct, and get it on tick

#

The reference within construct will work unless you delete the original end goal

#

then it isn't referencing anything, so obviously won't work

marble hollow
#

i feel such a newb

#

haha

#

the reference is that get actor of class right?

#

so i should just delete the part of the on tick

brazen pike
#

what do you mean

marble hollow
#

So i've got this on construct, not on tick anymore. And the end icon placeholder is build like this

brazen pike
#

Right click on the return value of get actor of class, then create a variable from that

brazen pike
#

You're creating an actor variable. Thats a reference to something in the scene itself.

#

You'll see it show up on the left side of the screen under "variables"

marble hollow
#

got that variable

brazen pike
#

Now, go to event tick and drag that variable out and into the graph, then choose "get"

#

you're now getting a reference to what you set that variable as. You can then connect the get into "get actor location"

brazen pike
#

that way you aren't looking into the scene, finding the first variable of a specific type and creating a reference to it every frame. Now you are just doing it once and getting the output every frame which is much easier for game performance

marble hollow
#

now i've got only 1 get actor of class

neat prairie
#

hey,

brazen pike
#

You also won't need to do any of this on tick anyway, but one step at a time. I don't wanna confuse you too much haha

neat prairie
#

I'm having an issue with my terrain material.
in blueprint, i can get the landscape and make it a variable, i can alter the landscape variables (ie destroy it), but i can't change the Landscape Material?

in this blueprint, i get the landscape and immmediately set its Landscape Material to M_Rock_Basalt however it does nothing.
if i then immediately get the landcape again, and get the Landscape Material value, it's not M_Rock_Basalt

marble hollow
#

now i just need to get endgoal widget icon on my viewport

#

its still mentioning this

neat prairie
brazen pike
# marble hollow its still mentioning this

Thats because it doesn't exist yet. Remember you are getting a reference. If there is nothing to reference the engine will get confused and you'll get an error. You need to create the widget and then set the output as your reference

#

you already do that but with the player icon earlier in the construct

#

do the same thing but with the end goal widget

brazen pike
marble hollow
cobalt gulch
#

I don't have a "show mouse cursor" variable to change?

brazen pike
cobalt gulch
brazen pike
#

if you untick "context sensitive" any change?

cobalt gulch
#

Oh found it

#

nvm

#

think it was the wrong controller

neat prairie
marble hollow
#

@brazen pike Thanks for helping out. I do not receive errors anymore. The icon is not yet shown on the map. I think this has to do with position of that location of the object. So I need to get those numbers right. Many thanks Lemon!

flint cypress
#

hey guys, so im making objects like dressers, stuff like that with line tracing but when i have the array as WorldDynamic is basically breaks all the interactables i have in the world like my doors wont open, is there any way around this?

#

sorry if its a vague question

#

but if i remove the dresser from the game, anything not on world dynamic works again

brazen pike
flint cypress
#

yeah

#

before and after

#

well like beginning of code

#

and continued code

#

end of code - its duplicated above for the open sequence

brazen pike
#

Are you using line trace for objects for a specific reason?

flint cypress
#

individual drawers

#

the door i have works on an overlay event so if theyre in it they can open the door pressing E

#

but it doesnt work if i put this dresser in the level

brazen pike
#

Oh this is all done in the dresser? Not the player?

flint cypress
#

yeah this is the dresser BP

brazen pike
#

Well... Do you have consume inputs box ticked when you select the input?

flint cypress
#

let me check the door

brazen pike
#

yeah untick all of those

#

and see if it works now

solemn crescent
#

New to BP.

Successfully triggering and stopping โ€œSpawn Sound 2Dโ€ but I canโ€™t find any doc on how to pass Spawn Sound 2D a wav path.

Iโ€™m trying to read from a csv with โ€œRuntime Datatableโ€.

Any tips?

flint cypress
#

thank you so much my man

brazen pike
#

Your system will have basically the same code in every BP you want to be able to interact with, with minor differences

#

What you should probably do is move the linetrace to the player character, and then just have it once where it will fire off an event you make custom in the bp, rather than duplicating the line trace code in everything

flint cypress
#

thanks for the tip, il move it all over

gusty shuttle
#

Question: When I fix my redirectors for animations (that aren't in the level) It asks me to "save level as". Why?

rich jungle
#

I'm having an issue I've run into a couple times now. I have a player component attached to the game mode that has a variable, and I want to read that variable inside a widget to set a text value. When the player component is created, it changes the value of the variable to something new, and prints it so I can verify that.

But inside the widget, when I reference the variable I always get the default variable value. And I check with print lines, the new variable is created before the widget gets the variable value.

This has been driving me nuts, does anyone know what's causing this? Some kind of scope issue somehow?

wise mantle
#

how would i go about starting an animation everytime my player dies?
i currently have a game where i can get jumpscared and teleported to a checkpoint, with the player pawn blueprint used for the jumpscare function. after the jumpscare, i want my character play a camera animation where the character fall down on the ground from mid-air. i have the camera animation already in an fbx, but without any bones. i know that you can import camera animations with the level sequencer, but i want this to be local to the player blueprint, to make it easier in the future. i can see that there's a component called "actor sequence", but i cant import animations with that.

#

there also seems to be very little documentation online about ue4 sequencers, taken in thought how many games use sequences

chrome pine
mental trellis
#

And just so we're clear on this, don't try to do UI in c++ with umg or slate!

vapid comet
#

I'm trying to get the Stamina (and/or) health variable from my actor component but keep running into the "Accessed None" error. Is there some certain way i should try to call the object?

thin panther
#

Wait how do you do non c++ slate

#

I thoght slate was c++ only

thin panther
mental trellis
thin panther
#

It will be of the correct type, hence you can access the information, but it will not have a value

#

You said domt do ui with ung or slate in c++, i took that to mean there was a way to use slate in bp

vapid comet
thin panther
#

Not familiar with slate that much, thats all

thin panther
vapid comet
#

in the third person character bp?

thin panther
#

No there

#

You havejt set your variable in the widget still

vapid comet
#

oh so instead of casting to thirdperson i cast to the widget?

#

or both

thin panther
#

No

#

You are in the widget

#

Set the variable in the widget to the component from the player

chrome pine
mental trellis
faint pasture
vapid comet
mental trellis
thin panther
#

Yes, didnt you know the M in UMG stands for matrix

faint pasture
#

that looks super weird, typically HP and stamina would be properties on an actor or in a component on an actor.

cobalt gulch
#

Can someone join my stream, I can't understand why a trap is blowing up the character multiple times

vapid comet
faint pasture
#

So if you need to read data off the component you first need to know what component to read from.

So you'd get the pawn in some way (get owning player pawn should work), cast it to your pawn class, get its statscomponent, and set your variable to be that statscomponent.

Then on update you just get the data you need out of the statscomponent

#

I would save a ref to your pawn though and not your pawns statscomponent, so you can get other info later if you wanted.

chilly yarrow
#

Hey Guys. I'm trying to make a player controller mario64 style. My Wallslide code works with Backflip and my Long jump. But it doesn't work with the triple Jump (ExtraJumps) at all. I think it has something to do with their falling states or so. I'm still a newbie so sorry for the mess

leaden dock
#

why cant i pass a map as input for a blueprint function?

#

ah seems like it opens the option when i switch type

placid steppe
#

Anyone know what this FUdpMessagingModule_AutoRepair is and why it is causeing my game to stutter ever two seconds

dusky crane
#

does this need another actor if i just need to return true if the component is overlapping any actor?

rich jungle
#

Has anyone had an issue where referencing an object's variables just gives you default values?

#

I create them, and with the newly created object I get a variable that during creation is changed, but it always gives me the default

cobalt gulch
#

How can I determine if a player is within a meter of a wall with nodes

earnest mango
subtle zodiac
#

Hi all, I was hoping to get some help with an issue.

I am using the Web Browser Plugin in UE4 (4.27.2), however, when I go to use a site like Netflix or Hulu, it says that it is an unsupported browser. Is there anything I can do to enable the browser to play videos from these sites?

Thank you in advance for anyone able to help, or can help point in the right direction :)

earnest mango
cobalt gulch
#

oh wait got it

#

oh

#

nvm

#

Am i doing good so far lol

earnest mango
#

Subtract your locations from each other, then get the Length of the result and check if that length is < 100

cobalt gulch
#

This right?

#

Can I get the world location of the wall face?

blissful grail
#

Could also use the distance to node.

cobalt gulch
#

Because its doing it from the corner of the wall

onyx token
#

what are some reasons NOT to use the cine camera?

mental trellis
#

You don't like the word Cine?

onyx token
#

maybe

earnest mango
summer jetty
#

Is there some trick to saving a level name to the savegame slot? I keep getting an error 'Failed to load '/Game/LevelMaps/Persistent.Persistent:PersistentLevel.Persistent': Can't resolve asset name' and similar for other level maps when I try to play a saved game. I'm checking it saves the correct levelmap name to the savegame variable. So I'm not sure why it's not loading it when I log back in. I also don't need it to save the persistent level, as that will always be loaded. I need it to just save the current sublevel/s that's open.

#

I thought maybe it was the variable type being a string instead of name. So I switched all the levelmap variables to name instead. But that made no difference.

trim matrix
#

hey would anybody have any ideas on how I can make the detection animation smooter and somehow turn towards the player when he moves?

trim matrix
#

Good evening amazing community! i'm back for more question! and this time about data table (JSON)
how would you input a JSON file with 300 items in. and have a selector that loop each items every 10 seconds?

winter kettle
#

I'm getting the CDO of this blueprint, but the BoxCollisionTest component seems to be null

hollow gorge
#

Hello, I've got quite a long chain of custom functions that are supposed to play right after another. Does it matter if they're all chained within the functions in terms of performance or should I connect each function in the main blueprint?

faint pasture
#

I like to have each function seperately though for testing and debugging

narrow veldt
#

Hey, I'm trying to create a Sphere Trace by Channel on my player character when he's inside of the trigger area(in this case close to the Base_NPC), normally the code was checking it all the time but I thought that would hurt the memory, so instead I created an custom event that gets called whenever the player enters the collision box, but sphere trace only gets created once, when the player enters in the collision box and doesnt continue to exist. I want it to exist until player leaves the collision box, any idea how can I do that? pic below is my line of code for sphere trace

faint pasture
#

it doesn't have a duration, you gotta keep tracing. WHat are you trying to implement?

narrow veldt
faint pasture
#

I'd just add an overlap sphere collider to the player character, and on tick, do your interaction hint display etc

narrow veldt
#

currently the NPCs are the only thing that shows the message and lets the player interact with it but I want to add objects players can interact with when being looked at

faint pasture
#

Are the possible interaction things always updating or only when you press the button?

#

that is, do things glow or show a hotkey etc when you CAN interact with them or do you just walk up and press E and the interaction happens?

hollow gorge
#

ups wrong reply, thanks though lol

narrow veldt
faint pasture
#

Either way, on tick, figure out what object is the one you're selecting for interaction and glow it / show E key image etc.

#

Something like
Get overlapping actors, filter for those with Interaction interface, choose closest
Show E on that thing

narrow veldt
quiet basin
#

Hi all, can I ask what is the best solution for getting data from another bp through collision. I want the player to collide with an object and then the player bp to get data off the collided object. I cannot get a straight answer about casting/interface. I would like to use interfaces in this situation obviously, but you cannot return data from an interface as far as I can see. Its easy to get it working with casting but that is not great in the long run for the usual reasons (e.g. if I want to add different types of objects to collide with). Should I pass a reference to the player in the interface and then get the collided object to send back the data (this seems to long winded). Is there something I am missing here? Appreciate any input.

spark steppe
#

interface calls can't have return values?!

#

also i don't see anything wrong with casting

blissful grail
#

I'm more interested in the assertion about not being able to get a straight answer about casting/interface to be honest.

spark steppe
#

theres no straight answer

blissful grail
#

There are a lot of straight answers on BP communication though. Especially surrounding casting/interfaces.

#

Either way - it's completely up to you on how you want to pass information around. There is no "best" answer. In general though, you should operate on exposed API's instead of getting access to an object directly. Let object's manage their own state.

quiet basin
#

yes sorry I didnt mean in that way. I understand using casting for inheritance and interfaces are great for one way. I meant is there a way to return a value from an actor that implements an interface that is called from another object?

blissful grail
#

Add in something on the output

quiet basin
#

Yes I dont want to change anything on the interacted object from the player, I just need the player to read a variable thats stored on the object, and wondered if there is a way without casting

faint pasture
#

Is it some base class that half your game is a subclass of or something specific?

quiet basin
#

no just a standard actor object

blissful grail
#

There ain't nothin' wrong with casting if that is the right answer.

faint pasture
#

You pretty much either need to
Cast to class and get variable
Interface call
Get Component by class

faint pasture
#

Specifically what mechanic are you trying to implement

quiet basin
#

Nothing special, probably over thinking it. Just want to read a variable (eg an integer number) off a box when colliding with it. Just dont like the idea of casting to read the variable

blissful grail
#

Why not? There is nothing wrong with casting.

faint pasture
#

All you know coming into this is that you hit an Actor. You can't just reach into the actor class and pull out MyCustomInteger, without knowing it's MyCustomClass

#

If it's something common on a lot of your actors then just make a component

#

or an interface

#

If it's some one off thing then just cast

#

or do it from the hit actors perspective

quiet basin
#

But when I try to use an interface it would let me return a value

faint pasture
#

we don't know because you won't say wtf you're trying to do

blissful grail
#

They're just trying to read a variable. They've said it like twice now.

quiet basin
#

Okay sorry, no problem, i'm not explaining well enough. Thanks for the feedback.

pine trellis
#

I installed UE to another drive and for some reason the laucnher cant find it anymore how can I tell the launcher where it is?

spark steppe
#

installed or moved?

summer jetty
#

Is there an equivalent to 'get current level name' for saving sub levels? Right now it's only saving my persistent level every time, not the streamed level map names.

spark steppe
#

nope

#

in c++ you can figure out which levels are loaded

summer jetty
#

aaaaaargh. that's annoying

spark steppe
#

in BP you are kind of lost

summer jetty
#

yeah

spark steppe
#

unless you keep track yourself

summer jetty
#

ok, nvm. Cheers

#

I'll make a pretty enum ๐Ÿ˜„

spark steppe
#

nah, good thing to get into c++ ๐Ÿ˜›

#

kinda easy to solve

summer jetty
#

I don't have time. Need this done by the weekend.

#

But will have a go for my next project

vital idol
#

Hello. UE noobie (but otherwise fairly seasoned programmer) here. Got a beginner question:
ร am making rudimentary movement in a 2.5d platformer. I am using box trace by channel to obtain collisions along my movement vector (which works). What confuses me is the location in the hit result. Per the docs this seems to be a place where I could place my actor and avoid further collision. However this seems to be placing me in a state of collision anyway. I confirmed this by re-checking the box trace from the resulting location to itself with the same halfsize and it does indeed return a hit.

Im assuming this is due to some sort of float rounding or whatever. Is there a good way to avoid this?

#

hmm, perhaps this is intended behaviour and I am misunderstanding the meaning of "penetrate"

empty quail
#

Location is the position where the trace detected the collision. So you'd have to move just a little further back along the movement vector to avoid it.

#

But if I understand what you are trying to do, I think performing movement using 'Sweep' does all of this for you.

vital idol
#

yeah, I went with adding the impact normal. Maybe that causes some funky behaviour with not perfectly horisontal/vertical surfaces, but Im not planning to have that anyway I think

dawn elk
trim matrix
#

Hey Guys! how can i stop the for each for 1 second ? using a delay?

#

like a pause of 1 second

#

between each loop

vital idol
# empty quail But if I understand what you are trying to do, I think performing movement using...

The full disclosure is that I am doing all the speed handling/friction/gravity/collision through my blueprints (built-in character physics were not customizable like I wanted them to). Out of the box sweep movement does not seem to stop at solid meshes. Perhaps it can generate one of those "on hit" events, but it feels like it's easier to check ahead of time rather than trying to figure out how we were moving after we have hit.

tawdry surge
#

For each happens in 1 frame iicr. You'll have to make your own logic to loop through the list and delay between each iteration @trim matrix

empty quail
#

But there can be advantages to knowing where you'll end up ahead of time, especially with AI and things.

trim matrix
vital idol
empty quail
# trim matrix So going into the forEach and adding a delay here right?
trim matrix
desert juniper
#

Anyone know the reason the impact point is sometimes way off from the 'real' impact point in a line/box trace?

#

the trace visually still registers as a hit at the correct location, however the output from HitPoint is completely off

tawdry surge
#

Those values may be garbage. If you want to make sure it's actually giving wrong values, you need to print them, or display them on the hud

faint pasture
#

Parts of it are, but the slicing of the copy of the level to fit the frame of the photo would be tough

dawn elk
faint pasture
#

I'd start by just being able to do it without the cuts

#

You'll need to know your vectors and projection math

#

Start with being able to take a photo of an object and spawn a copy in the world at the moved/rotated transform

#

That'll be hard enough

sonic crest
#

is it possible to search for a variable in a whole project?

#

rather than going into every file

desert juniper
#

then click the binoculars

#

that will search the entire project

#

alternatively, I think ctrl + shift + f will do the same thing

sonic crest
#

thank you

obtuse herald
#

Note that everything is in world space

desert juniper
#

The trace limit is only 1500 units, and I'm right near 0,0,0. It's just a matter of being a couple pixels off whether impact point is giving the real actual impact point, and where it's not

#

Impact point recording correct value:

#

vs not

#

the difference is I moved my mouse down a few pixels or so

obtuse herald
#

Can you show me your line trace code?

cobalt gulch
#

Guys

desert juniper
#

and this is what I mean by visually, the debug looks correct

cobalt gulch
#

Why can I only place 1 image in the widget?

#

It doesnt let me place anything else

desert juniper
#

MaxBuildDistance is set to 1500

desert juniper
desert juniper
#

๐Ÿคทโ€โ™‚๏ธ

#

wondered that too lol

cobalt gulch
#

hm

#

oh maybe its because of optimization

#

like if you have a health ui you would only need the health and put that into the in game hud widget

obtuse herald
desert juniper
obtuse herald
obtuse herald
desert juniper
#

yeah, super odd. Willing to write it off as a UE bug, since nothing in my trace code seems wonky.
Will transntion soon to cpp. will be interesting to see if it same problem will persist there if I keep box trace

tawdry surge
#

Point of the canvas is to lay things out and anchor them.
Your main widgets need one, but individual sub-widgets may not, and if you're procedurally placing ui elements you don't need one either.
@cobalt gulch

obtuse herald
bold phoenix
#

Hey ! Is it possible to export a mp4 or avi video from an array of texture 2D ?

desert juniper
obtuse herald
desert juniper
#

so just a box trace ๐Ÿคทโ€โ™‚๏ธ

bold phoenix
#

I'd like to record a video in gameplay. So I fell like it's possible to record an image every 1/25 second. And from this to obtain a mp4 video somehow

obtuse herald
earnest mango
obtuse herald
earnest mango
obtuse herald
tawdry surge
#

At best it's a minor growing pain for people used to it being there. In general tho in advanced ui systems you'll often have more widgets without a canvas then with. Probably figured it's more convenient to add to the minority than to remove from the majority

earnest tangle
#

Shadowplay or such might also be an option depending on what kind of integration you're looking for

#

Eg. in PUBG it can automatically capture moments of your gameplay

#

Not really sure what kind of licensing terms/apis they offer for it though

still gust
#

How would you go about frame timing windows for animations be it for the player or another actor's animation?

#

By that I mean, say an animation that is 60 frames long is playing, and I want frames 15~35 where you can input a button press to do X

earnest tangle
#

at least with montages you could perhaps do montage states

#

where you use a montage state to enable/disable some flag which allows the input

still gust
#

Would that still allow it if it wasnt the player's animation and another actor's? I have no idea how I would execute that if it was another actor

#

But at least for the player character i can see that working

obtuse herald
#

The animation notify works for every animation regardless of actor. You just need to get a reference somehow to the players pawn inside the animation blueprints to call the corresponding event there

split ginkgo
#

I'm looking at designing an equipment system and discovered that Data Assets (DA) would be a good way to handle the data of the items. I found a reddit post that said:

Data Assets allows for function calls implementable per weapon/item type
I'm confused on how it would allow for function calls implementable per weapon and item since in the editor, you can't add functions via blueprint to a DA.

desert juniper
faint pasture
#

So what would a bunch of guns as data assets look like?

#

A gun actor with a data asset it uses for Fire functions and to pull its mesh and animations and sounds etc?

split ginkgo
#

@faint pasture This video shows Data assets pretty in a good way: https://www.youtube.com/watch?v=gLWXZ3FXhO8

What is a Data Asset in Unreal Engine 4.

Followup video showing how use Blueprints Only for Data Assets using the Primary Data Asset type: https://youtu.be/hcwo5m8E_1o

Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/CPP-Examples

Note: You will need to be logged into your Epic approved GitHub account to access these exampl...

โ–ถ Play video
#

Your guess with

A gun actor with a data asset it uses for Fire functions and to pull its mesh and animations and sounds etc?
is pretty much spot on

split ginkgo
faint pasture
split ginkgo
#

Lets say you have this "inheirtance tree" (not sure what to call it)

- DA_Weapon
  |
  |- DA_Bow
  |- DA_Gun
#

A gun and a bow are going to have different actions related to something like holstering/putting the weapon away

#

A bow, you might put it on your back, a small gun you would put it a leg holster or something

#

Both of those assets will have to run different logic to show the change of where the weapon is stored on the player

split ginkgo
#

If I were to store everything in a blueprint, I would have to instantiate that BP

#

If I use a data asset, I don't have to create reference to another class or create an actor and get data from it

#

DAs are somewhat like structs

#

in the sense that they store data

#

I think that video I linked above also talks about why use DAs

plain pewter
#

I have a SphereComponent on my character and a SphereComponent on MyBPItemDrop. Both have their collision channels set like this: ignore everything but a specific channel with both set to overlap for that. I cannot get any Overlap events from them. What's going on? I can see both colliders when I turn on the visualizer, they're visible overlapping

bold phoenix
#

if anyone else has a potential solution or idea on how to allow the user to record a mp4 video in game though; I'm still interested. But i might have to ask this in the cpp server.

#

A better way to say it is : how to encode a video and export it on the computer as a video file from the unreal engine camera during gameplay. Or from a sequence of 2D images.

small halo
#

why is this opening up like this and not in the normal texture window

icy dragon
bold phoenix
#

does UE allows bink recording ?

icy dragon
bold phoenix
#

It's to create some kind of camera simulator in unreal engine

icy dragon
#

Though if you have FFmpeg working on Windows, then you can pretty much stop there.

pseudo wedge
#

how do i disable a key for a period of time after it is pressed then enable it again?

bold phoenix
#

It seems to work on macOS also

#

I guess you're right, i don't have to allow any device to create a video file

icy dragon
#

Also you have to specifically sideload it as .exe, because FFmpeg is under GPL licence, and Unreal licence despise GPL and its variant

bold phoenix
#

Oh okay

icy dragon
#

So including the source code of FFmpeg as your plugin is a no-go.

bold phoenix
#

t's not my level of knowledge yet

#

Thanks !

#

Yeah exporting video doesn't seems easy

#

it's weird that it is so easy to export a png on the compter but not compile few png together

icy dragon
#

Definitely watch out for the licence before using a third party plugin.
GPL require source code of whatever it included to be open source, which is against Unreal's closed source nature.

bold phoenix
#

I'll be careful about that

long whale
#

hello, I have a question about OnLogout event in gamemode. I can still get player state from exiting controller by dragging directly from the pin. But as long as I tried to pass the exiting controller to another event, get PS will return null

true marsh
#

In UE5, is the Convert to Static Mesh removed completely? I had a system that utilized it. I see there is the Merge Actor tool now but it operates it a bit differently and I'm curious if the old way is still around?

Update: Found it - Actor Menu -> Convert To Static Mesh

icy dragon
bold phoenix
runic parrot
#

Hi! i'm having some troubles with navigation.
I'm trying to spawn one actor that has a Plane, i want this plane to be user for navigation.
I have a nav mesh volume that cover the actor after it's spawned, but movement doesn't work.
Is this posible?

faint pasture
arctic cradle
#

Hello all, hope you are doing fine. So, one of the major disadvantages of sucking at coding and still trying to get good, is you may have access to tons of blueprints others have made, but you can't really combine much.

So, I'm breaking down and asking-- how does one package a blueprint in a way that it can be made into a component you can add to a character? Say you have a player controller that can run jump yadda yadda, but without going into state machines and the like, add in a cover mechanic from a blueprint with stealth? Just as a rough example.

runic parrot
# faint pasture Have you updated the nav mesh?

I just did a 'Build Paths'. is there any other update that needs to be done?
I change the setup so the actor is already placed and it works okey, but if the actor is dynamic and works for nav, that's way better.
Edit- got it working, needed to allow runtime navmesh update

zealous moth
#

@arctic cradle actor components

cobalt gulch
#

How can I gradually make the player character go invisible

faint pasture
cobalt gulch
#

But how?

#

Using a timeline?

#

Can I blend into a material over time

faint pasture
opaque acorn
#

uh hello its off topic bu Im kinda pressed with time today can anyone here give me some light on the subject I asked on the #graphics ?

cobalt gulch
#

How can I do a circular progress bar?

torpid mulch
icy dragon
opaque acorn
#

the material channel got merged with the graphic and also most of WS to LS on google is about BluePrint so I bet my problem could be related with both "material" and "blueprint"

reef marsh
# cobalt gulch How can I do a circular progress bar?

Matthew Wadstein has a great tutorial on this. Download his stuff on GitHub to make one
https://youtu.be/9NtSfPq95fQ

We will be showing a concept of Dynamic Circular Progress Bars where we can make a circular progress bar without using a texture. We will also be allowing the end user to define a portion of the circle to use as well so we can have half or quarter circles for our bars.

Previous Project Video: https://youtu.be/0Q53V-KreDg
Source Files: https://...

โ–ถ Play video
trim matrix
#

Hi everyone! how would you "switch" the string input node? i can't get it with a switch node

#

i need to have a boolean on/off that switch the filename input from MakeLiteralString 1 /2

trim matrix
trim matrix
# brazen pike "select"

working great! thank you! Another question.. i have this variable integer that select the text input. it's working, but when i simulate/play, and i change the variable number, it does not print the text updated... how can i make it print the text on variable change?

gentle urchin
#

The event is only called once, so you must change it in editor before play

#

If thats what you're doing then weird

#

Theres no dispatchers for a variable change

trim matrix
#

oh hi @gentle urchin !

gentle urchin
#

You'd need to set it up yourself

trim matrix
#

oh i see..

gentle urchin
#

Like an event called for changing the var, and a dispatcher to inform whoever cares that it has updated

trim matrix
#

okay! let me see if i can manage that!

mortal cradle
#

Is it a common issue in UE5 that on start it doesn't open previously closed blueprints? I've never encountered that in UE4 but I did check "Never ask again" or something similar so BP's would open immediately in the same state as they were before closing the engine, unfortunately they often don't open at all.

trim matrix
summer jetty
#

When I save/load player transform, is this always specifically within the persistent level? Or does it take into account sublevels that are currently streamed?

brazen pike
trim matrix
#

it's setup as "none" as for now

#

but can put it on rep notify and see!

brazen pike
#

Well it depends on what you want to use it for though, since now you'll be heading into multiplayer territory. Rep-notify variables create a function which is fired whenever the variable changes. but remember if you only want it to change for one person and stay the same for others, this isn't a good idea. I just assumed that variable was already replicated or on rep-notify because of the icon

trim matrix
#

no you right, i don't need multiplayer thing, just for personal display purpose ๐Ÿ™‚

trim matrix
brazen pike
#

If you have made the variable 'rep-notify' then the function will appear on the left side of the screen automatically

trim matrix
brazen pike
#

Yes you don't need to call it in the graph

#

When the variable changes it will be called automatically

trim matrix
#

oh i see

#

so i guess then i need to go in this functions and add some stuff to make UE update the all thing isnt it?

#

cause right now this is the main tree

brazen pike
#

Yeah you'd put all that in the new function if you want it to be fired whenever the variable changes. But also remember that it will print for 1000 seconds and you aren't editing the original print, just making a new one with the adjusted variable

#

If you want it to be on screen the whole time and change dynamically without making a new one: you might as well put it on tick (with delta seconds going into duration on print)

#

This is just for print btw. if this is just to learn in preparation for making some kind of widget then dont use tick

trim matrix
#

awesome! trying it now

marble hollow
#

hi Lemon, thanks for the help from yesterday. the maze works. the end goal moves around

trim matrix
#

do i need to adjust the replication condition too?

chilly yarrow
#

Hey Guys. I'm trying to make a player controller mario64 style. My Wallslide code works with Backflip and my Long jump. But it doesn't work with the triple Jump (ExtraJumps) at all. I think it has something to do with their falling states or so. I'm still a newbie so sorry for the mess

quiet basin
#

Is there an elegant way to return a value from an interface call? I.e. if BP A sends and interface message which BP B receives, what's the best way of BP A getting data back from BP B? Issue I see with interfaces is that I cannot have an output if the object implements the interface as an event. In general terms I want the player to hit an object and get data back from the object. Obviously I could use a cast but I prefer interfaces so I'm not restricted to a certain class.

#

Should I send a reference to the player in the interface message, which the object can use as a call back?

summer jetty
#

Is there a quick way to copy all the variables from the save game slot back to the game instance when the player logs back into the game? Or does it have to be done manually (i.e. get/set every single variable on log in)?

native falcon
#

Hi folks! I'm trying to get the Yaw of Actor Rotation work in arbitrary gravity.. Essentially I need to get a float value from the Yaw of the Actor Rotation that would be consistent when standing on for example the wall or the ceiling. Any suggestions on how to get that through blueprints?

In the picture you see how it would work in normal gravity directions.. So I need that code to work in arbitrary gravity to feed into animations.

tame pecan
#

Anyone knows how to use "Random Sobol Cell 2D"? There's literally nothing about it

#

Got it. This works

serene bramble
#

Hey, I'm using the third person character and looking to try add some sort of "roll" function
Where the player will drop down and slide forward for about a second
How would I go about adding something like this? Already have keybind set up and ready

#

^ I'm currently using the built in "Crouch" to crouch (but there's no animation as such) but want to then apply forward movement for x amount of time

tawdry surge
#

Usually you'd just let root motion handle things like roll or dive

chilly yarrow
#

@serene bramble Aren't there tutorials for specifically that?

serene bramble
#

I don't know but it's part of my assessment for school and I have to code a movement type myself

#

Basically I have crouching, but want to add on a bit where the character will slide forward for a second or so

tawdry surge
#

@quiet basin You're over complicating it. The player is always loaded anyway so casting to them doesn't cost you anything.
You can always make a second interface function to handle the return info tho if you really want to use interfaces

#

@serene bramble You can use a timeline and a vector track to program the root motion yourself if that's the assignment

serene bramble
#

Keeping it simple: can I somehow just apply movement in the direction the character is facing for 1s?

#

My idea is: crouch, apply movement forward/backward (rotation depending) for 1s, un crouch. Very basic but this is really all I need.

tawdry surge
#

Apply movement input. Add the forward vector of the actor to the direction pin.
Still need a timeline to drive it tho

serene bramble
#

Something like this?

#

I'm not experienced in timelines or anything, we haven't been taught it

tawdry surge
#

It's works the same as plotting a line graph. You create keys(points) they are connected by a line. Every frame while running it checks the value of the line at the current time and returns the value.
Update pin fires every frame, finished fires at the end

serene bramble
#

Hm, ok...

quiet basin
tawdry surge
#

That would be the simplest way.
You could also make a custom event; call another interface function; or change the variables directly from the cast. Personally, I generally don't set variables from outside their class tho. I use one of the above mentioned methods to pass the info and manipulate it inside the owning BP

quiet basin
#

Yeh, I dont want to change the data on the target object, I just want to read the data and use the data on the player blueprint

brazen pike
#

Well... you could do that but if you already have an interface system up and running... just give the interface an output

quiet basin
#

But I cant seem to get the interface working with an output. If it has an output it won't let me create the interface event on the target object.

#

I think I am missing how to implement output on interfaces properly

brazen pike
#

Yeah you wont be able to make it an event, instead its like a kind of function. You'd replace the interface event with a custom event that is called within the function

#

then you can return any values from that event in the interface and now it will give BP A back any value it needs

tawdry surge
#

Or just make a return function on the interface and let that handle sending the info back

brazen pike
#

yeah but I don't see any reason to split it up into two if one would work fine

tawdry surge
#

It's 3 clicks so it's not like its a task. And personally I don't like having to dig through wrapper functions. Feels cleaner/more readable to me to call one event and have that call the return

brazen pike
#

You mean like two different interface functions? It seems a little unecessary. Would be like having one function "check if X" and another "return value of check if X". Why not just have the check also give the return?

quiet basin
#

So its possible for the player to call an interface that an object implements, and that same interface message could return a value?

tawdry surge
#

Because you still need to make a custom function to call the interface function to get the return value. Why not just have "ask for" and "answered"
It doesn't amount to any more work, nor will it effect performance

brazen pike
#

Would look something like this. Then when you call it in your player bp it will have the output node you specify. In this screenshot it would give a boolean

quiet basin
#

Thanks very much for the feedback. Will give it a try!

serene bramble
#

Is there some kind of "repeat for duration"?

#

Like, repeat/continuously run a function or blueprint for say, 5 seconds

icy dragon
remote meteor
#

2 timer, to be exact

#

๐Ÿ˜Ž

serene bramble
#

How do I use that? I just want to repeat this function for about 5 seconds at the moment

tawdry surge
#

Timeline

#

Set the length to 5 seconds, string that off update

#

It's 5 seconds by default

fickle dune
serene bramble
#

How do I do this timeline and stuff then?

icy dragon
tawdry surge
#

Why? Timeline is self contained node that'll update on tick and end at a given time..

serene bramble
#

I want a while loop maybe? For that 5s I want the movement value constantly changed

tawdry surge
#

@serene bramble add timeline, update pin -> add movement

serene bramble
#

I did this and it moves me forward a bit (yay!) but the un crouch is never called

tawdry surge
#

Set to play from start if you want it to be recalled later

#

Yeah

serene bramble
#

Do I need to add something additional?

tawdry surge
#

Shouldn't have to. Finished pin fires as soon as the timeline stops

serene bramble
#

It seems to never finish and then I slide off my platform and it breaks

#

Actually it seems to finish after a couple gos if I teleport myself back, but it seems my character gets stuck falling

#

(pressing Ctrl to start that move code)

#

Changing the timeline length to 1 fixes it

#

Okay yeah, think that works actually

#

Seems pretty good

mental trellis
#

Why does it get smaller when it starts moving?

serene bramble
#

I'm using the crouch function and to visibly show the player is crouching I'm changing the scale

#

As there isn't a built in animation for crouching so I need something to show it's different

mental trellis
#

Ah ha.

serene bramble
#

It's not perfect but that's okay

tawdry surge
#

You can get a crouching animation from the marketplace for free if you want one.
Or the ant man effect works too

serene bramble
#

I've never used marketplace in a project, is that a link or something?

fickle dune
#

Anyone wanna help me tackle my issue?

maiden wadi
fickle dune
icy dragon
maiden wadi
#

Ah. There's no reply on your message for me.

fickle dune
#

I did a few posts before the one

#

but anyway its that issue, basically video says no pawn on project settings thus Player doesn't read my character reference variable, also footstep sounds aren't working and I spawn in random spaces when switching levels

serene bramble
#

Can I work out when my player's landed on a surface ie. after jumping or falling?

#

Would like to play a thump sound on landing

pale anchor
serene bramble
#

You've lost me at line trace ๐Ÿ™ƒ
Where would I run that?

fickle dune
maiden wadi
#

Character class has a Landed event you can override.

serene bramble
#

On landed is perfect

#

My sounds are cringey but they work lol, best I can do with the "record them yourself" requirement. Wonder if footsteps are doable too?

#

Oh also, can I work out if my character is rotated backwards? Regardless of rotation, my dash code moves me forward as the scale value is hard set to 1.0 (when it should be -1.0 if my character is backwards)

pale anchor
serene bramble
#

The movement function gets sent the axis because it's an InputAxis (from wasd basically)

#

I can't get that is all I think

#

If I pass it in I have to hold the movement key which isn't what I want

tawdry surge
#

Easiest way (lil hacky) is to get the key from the action event and use that to set *1 or *-1 for the scale

#

You'd need an extra branch to make sure the player can't change mid-roll or spam it tho

serene bramble
#

I just tried that but it doesn't trigger right and stuff

tawdry surge
#

What do you mean it doesn't trigger right?

serene bramble
#

You have to hold the key in for it to keep the correct axis

#

Otherwise it's like it's setting the axis back to 0

tawdry surge
#

For an axis input event, yes..
If you make an action input event it just fires once and you can get the key that was pressed from it rather than an axis value

serene bramble
#

Oh, good point

#

Though I have 2 keys mapped per direction (forward is D and right arrow, backward is A and left arrow)

#

So, I make 2 new input actions?

tawdry surge
#

Check both for one direction using an OR node. If it was fired and isn't D or right then it must be the A or left keys that fired it

serene bramble
#

Okay, sounds cool

#

Awesome. People will laugh probably but it's perfect for me

#

Lets me pass my assessment anyway ๐Ÿ˜…

pale anchor
#

I also seek the wisdom of the #blueprint Channel. I'm stuck and can't find any hints.
I try to move a component via a timeline from an array of components
As i can't use Macro/Function I can't find a solution.
Any advice?

#

Currently only the first component of that array is used... And I see the error but can't work around it... :-/

mellow folio
#

The order is wrong, the for loop needs to happen after the timeline

mental trellis
#

Swap the order ofr the for each and the timeline?

pale anchor
#

oohhh

novel cradle
#

Hi who know any trick for using timeline in actor components?So I know timeline is component but who used anyway to use it

pale anchor
#

@mellow folio @mental trellis That worked flawless... got it... thank you

novel cradle
#

But not macro library

serene bramble
#

If I play a sound, can I get a 'finished' event from it?

#

I want to use Set Game Paused on winning the level but it cuts out playing any sound effects

pale anchor
brazen pike
serene bramble
#

I'm using play sound at location

pale anchor
#

Tooltip gives you the hint what you need.

serene bramble
#

Uh...?

opaque acorn
#

so I have added a gameplay tag to a static mesh actor (the cube, right one). I have attatched a sphere collision to my third p character and when these two overlap I want to display the print string "has tag" . but this set up kept showing me "nothing" which is when there is no gameplay tag to the static mesh actor What im doing wrong

pale anchor
brazen pike
opaque acorn
#

ok wait

brazen pike
#

But also you don't need the sequence, just connect it up in order

opaque acorn
#

?

pale anchor
#

@serene bramble I'll send you a PM.

opaque acorn
#

hmm ok checking

opaque acorn
#

๐Ÿ˜ฆ

brazen pike
opaque acorn
#

yes

brazen pike
#

Could you send a screenshot?

opaque acorn
#

its my first time using a GP tag based logic

#

so I don;t know if Im missing something

brazen pike
#

try to get the gtag and put a breakpoint on it to see what it is

opaque acorn
#

can u shw me?

brazen pike
#

You'll connect this up after the failed print

#

then click it, and press f9 to put a breakpoint on it

#

a breakpoint will pause the game whenever it is fired, so you can go in and see what each variable is

#

you'd be able to hover over the tag container output and check it

serene bramble
#

One last thing: I have code set to open my pause menu when I hit Esc. Where would I add code to make Esc then hide it again for example?

brazen pike
brazen pike
serene bramble
#

Uh, it's a little all over the place. Basically I have an overall "game manager" that manages the game's current state. I call set state which sets the visibility of the Pause UI widget to visible and pause the game

opaque acorn
#

@brazen pike I typed "actor has tag" and for some reason it showing me yes" So i guesss the problem is happening with gameplay tags only

serene bramble
#

So to pause I call that set state function with the 'pause' state