#blueprint

402296 messages Β· Page 897 of 403

celest coral
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hmmmm

brazen pike
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You could do a switch on visibility? maybe? So that if it is visible it would make it hidden, and vice versa

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Although it's getting a bit much at that point so there's gonna be a better way to hide it again

opaque acorn
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@brazen pike

brazen pike
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if you hover over the outputs you should be able to see what they are

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although as I said earlier, I think you probably need to break the container first

opaque acorn
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do you mean the tag array?

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then print string to what it has to get if the tag has been added or not?

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I feel like Gameplay tag broken O__O or bugged

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nope Im stil not getting how to break the container first

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any guide video on how to use gametag

brazen pike
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if the tag you're looking for is there, then the check code is broken. If it isn't there then the code that sets the tag isn't working

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maybe connect the success print to it as well

opaque acorn
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I think tag is not added in the static mesh actor

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can you tell me the proper way to add gameplay tag to a actor?

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btw is the "tag" and game play tags are same??

brazen pike
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What are you using them for

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Are you checking for a specific bp

opaque acorn
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to get a general way to trigger change in cubemap only when that big box overlap with character

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tag can give a way to not manually add trigger box

reef marsh
opaque acorn
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bottom line i must convert gameplay tag to normal "tag"

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yes ty for confimation

reef marsh
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There are nodes for both so that shouldn't be hard

brazen pike
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That'll do it

opaque acorn
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ok checking it

brazen pike
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But it seems like you should be casting anyway, this doesn't seem like the right place to use tags

opaque acorn
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gameplay tag>> write on tag>> success

opaque acorn
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any shiny object eg. a glossy wall

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when goes near some particular static mesh

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will cause change in cubemap

brave hatch
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for the 4.27 experimental features, specifically the EQS, how likely is it to be fleshed out completely and not ditched? and how long roughly? anybody got any idea

tawdry surge
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Eqs was built on for the ue5 mass system

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Afaik it's not going anywhere

brave hatch
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good to know, just concerned about building anything on top of it and then having it break in future or not be supported

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on that note, how badly do things break in updates from experimental to finalised?

pastel geyser
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hy everyone ,
im having here a problem with my random ai spawn code :
glad if i cant get some help

pastel geyser
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didnt saw that thx

tawdry surge
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If you're building in 4.27 it is what it is.
For serious projects and indies, you don't generally want to change engine versions once you're in main development.
So if it's working on your version then you'll be fine

brave hatch
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but thanks for the info my guy

glass stump
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What would be the best way to have a system whereby there are multiple levers in a map and when all of them are 'On' it opens a door? I've been looking into this for days and can't seem to figure out the best way to do this.
It feels like something that should be simple but it's not.

remote meteor
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i think it can be entitled under a Puzzle System

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where you need a certain Puzzle State to unlock the puzzle

glass stump
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Ooh, I've never heard of this in UE4 before, but that sounds like it'd exactly be what I need! Thank you! :)

remote meteor
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πŸ˜… well cus you need to make it yourself

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its just an idea

glass stump
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Well yeah but nothing I do seems to work. XD

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I have a lever currently and a door. The lever, when pressed, turns a variable 'IsLeverOn?' to true. But then I apparently need to make a reference to the door.

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Which I think I did, but then I couldn't figure out how to check the variable.

remote meteor
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the way i did it was

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i have a Puzzle Manager Component in game state

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and i will add Puzzle Node Components to the related actors

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to both the "leaver" and "door"

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the "leaver" tells the Puzzle Node Component that the node state has changed

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Puzzle Node tells Puzzle System "i have changed"

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Puzzle System will check if any "desired" state has been achieved and notify the related Puzzle Nodes

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then the Puzzle Node will tell the actor that "x puzzle has unlocked"

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then the "door" with the receiving puzzle node will open

glass stump
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Ahh, I was thinking about looking into doing it in the game state, that makes sense! Thank you, I will try to see if I can make this work. :)

remote meteor
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you can use the "Contains" node on string to check for invalids

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or you can use Regular Expression, although i think there isnt a blueprint Regex (i forgot)

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a regular expression is better for that

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this plugin has it and some other useful tools

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try typing regex in the node search

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πŸ€”

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cant exactly remember which one

glass stump
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Is there not a simple way of just telling a door BP to initiate the 'Open Door' event when a lever BP is 'On'. I don't know why this is so complicated.

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I'd save time just by making a massive BP including the door and the lever.

remote meteor
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you can have direct reference

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door referencing the leavers and vice versa

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but that you have to manually assign them in level designer i guess

blissful grail
# glass stump Is there not a simple way of just telling a door BP to initiate the 'Open Door' ...

It's not complicated in the slightest. It's extremely straightforward. You're just too new to see the solution. Doesn't mean it is complicated; just that you're inexperienced.

As IAsaka said, have the lever reference the door. So add a variable for the door, make it instance editable. Then in your level, select the lever, you'll see that variable can be set. Click on the eye dropper and then select the door that you want it tied too. Now, they are linked together.

From here, you just call OpenDoor on the variable in your lever actor when you interact with the lever.

remote meteor
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well i wont deny the idea i proposed above (the puzzle system) is slightly more complicated πŸ˜… i did that since i want to eliminate direct references

high sapphire
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So I'm trying to check if the player has between 1 and 99 of a given item
How should I do that?

blissful grail
remote meteor
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probably a for loop and check for correct tag

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then check for amount

high sapphire
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Is there also a clean way to iterate through all possible items? For the weapons I was able to get away with just doing a branch for each possible weapon because the player only ever gets 4. But for other equipment types, I can see that getting pretty messy depending on how many armors/etc end up getting added

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(This was what I did for the weapons)

remote meteor
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for each loop the array to check for tags

glass stump
remote meteor
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you can make a function to return all item with certain tags

high sapphire
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... Wait, I'm stupid. The player can't have 99 armors equipped. The absolute maximum of multi-equipped things is accessories, and that's 2, not 99

remote meteor
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gameplay tags allow you to search by the hierarchy

neat prairie
cobalt gulch
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Am I on track with this?

limber wing
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I am trying to simulate draft by any means possible... the trailing car in my game needs a little extra speed due to lack of wind resistance... any ideas as to how to do this with a box collision and on component begin overlap? It would be nice if you could expose Max Torque as a variable

cobalt gulch
limber wing
chilly yarrow
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How do I access a state from a different state machine? For instance the ThirdPerson template has two.

cobalt gulch
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How can I change a material over time to a different material with bp nodes?

paper gate
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What should i do so that widget component always face actor

split ginkgo
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I'm not sure if this should be asked in #cpp or #blueprint but I'm asking here. I have a DataAsset I made in C++ and created a "child" of it in the editor. When I restart the editor, the "child" asset becomes unavailable and when I try to open it I get this error

mental trellis
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Did you create the c++ class with the editor open and compile in the editor?

split ginkgo
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Yeah

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I opened the message log, and theres nothing there

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@mental trellis

mental trellis
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Delete your bp.

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Close the editor.

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Compile in your IDE.

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Load editor.

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Recreate BP

faint pasture
split ginkgo
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I usually would just compile in UE

cobalt gulch
warm sand
gentle urchin
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Set viewtarget with blend

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Context being playercontroller

Nvm seems your question is dishonest in regard to what you wanna achieve. Pawn switching is done by possesion, as you're already doing

cobalt gulch
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How do I cast to my weapon bp

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I have no character or controller to reference

gentle urchin
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What spawns your weapon bp

cobalt gulch
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My player

pulsar path
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i added a metahuman to my project... and this broke? anyone know how to fix this?

gentle urchin
# cobalt gulch My player

So then you should have the weapon reference there. The return value of spawn actor of class (weapon bp)

pulsar path
faint pasture
cobalt gulch
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It's like doing it from something

warm sand
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sorry my question was a bit unclear so I'll reformulate :

how could I swtich between a camera and a character.... I tried that but it doesn't work properly
https://gyazo.com/4392d63e18b4b02143e2836f2d9b4138

The problem is that the player moves as the camera would. The camera works normally. So the camera and the player have a different controller blueprint. How do I say that the character should have now the controller class of the character and not the one from the camera?

pulsar path
tawdry surge
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Close

faint pasture
# cobalt gulch I cant really explain

Casting is used to go from a more basic type to a more specific type.

If you have an Actor, and want to do Character things to it, you don't know if it's a Character until you cast to Character. Then you can make it Jump or whatever.

If you already have a Character reference, you can do Character and Pawn and Actor things to it. But if you want to know if it's your specific subclass of Character, you need to cast to MyCharacter.

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If you have an Animal, and you want it to Bark, you need to cast it to Dog to see if it's a Dog, because only Dog can bark, not all animals.

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If it was a Cat the cast would fail.

glass stump
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@blissful grail @remote meteor Just wanted to say thanks fellas, finally worked it out with your help, after days of trying managed to get it completely working! XD THANK YOU! :D

pulsar path
hot lotus
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Hi everyone,
How can I check if an actor is not a pawn? Do I need to cast to pawn and check the on Cast Failed?

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I have a melee weapon attack with hit result, I would like to have some kind of hit react on walls that cancel my attack

pulsar path
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you could also check the actor class from the collision event and check if its the same class as the wall class

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i think either way would work fine?

hot lotus
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I guess I could have a child wall class also yeah, thanks

trim matrix
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Hi everyone! not sure if any of you already used VA rest, to get some JSON array in unreal..
i have a little issue right now which is i need to get the johnson array to go in the contructionScript (and not in the even script)
any idea how to add into a variable a data?

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like a JSON array

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or a way to get some values from the event graph to the construction graph

dawn gazelle
hot lotus
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Hi everyone, is the notify state function NotifyEnd always called if a NotifyBegin has been called? Like on interrupts for example. Or do I need a safeguard in case?

trim matrix
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oh but i'm using a Get JSON from path.. not url and i can't see any even on it

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Is there something like an Enum that can hold multiple states at the same time instead of only one?

solemn crescent
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Hola! i need button to reposition/scale a 2D to fit/face a cam frustum.
I’m entirely new to the linear algebra side of things.
Anyone have experience with this?

hardy fable
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Make a integer variable and look at the setting for it

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There is a flag for bitmask stuff

wise tide
trim matrix
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my timer is not working

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20 second timer

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it just spams this

faint pasture
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Well yeah, because that's exactly what you told it to do.

trim matrix
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?

faint pasture
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You told it to print frame time - TimeReduction

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which will be like 0.15 - 20

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or 0.34 in your case

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What are you trying to do?

trim matrix
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im pretty 20sec timer is connected to string

faint pasture
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That's not the problem. The problem is you're doing this.

20SecTimer = DeltaSeconds - TimeReduction

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TimeReduction is always 20

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Deltaseconds is always some small number

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It's doing exactly what you told it to do.

trim matrix
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timereduction is = 20

faint pasture
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Yes, so do the math. What's 0.33 - 20?

trim matrix
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ive set to -1 each tick right?

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ah shit

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so what do i do

faint pasture
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What are you trying to do, count down from 20?

trim matrix
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ya

faint pasture
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Just do

20SecTimer = 20SecTimer - DeltaSeconds
trim matrix
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it goes to -800 in less than 3 seconds lol

faint pasture
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Bruh why did you change it to integers now, and why are you subtracting 1 per frame

trim matrix
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its a countdown

faint pasture
trim matrix
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oh thanks

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it works

slender jolt
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Does anyone by chance know why my sphere trace by component isn't working? There is no sphere being traced on my component. I'm getting the correct component. The cast isn't failing. The trace works when I add a trace start/end.

mellow folio
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So what isn’t working

slender jolt
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There is no sphere appearing. Sec I'll get screenshot of how it looks when I setup a start/end

faint pasture
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This is a trace against a single component. What are you trying to do?

slender jolt
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^ Is what I want to see. I this by setting the trace start & end via socket locations

slender jolt
faint pasture
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so its trying to hit the staff

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and tracing a sphere around the world origin

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I don't think that's quite what you're after

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You probably want to do a sphere trace by channel at the socket location

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instead of a sphere trace vs a component at the world origin

slender jolt
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Ok. I did try that earlier but the vector of the sphere was all over the place. I'll try to refine it tho

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I can do start trace from the weapon socket location

fast blaze
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hello!
does anybody know howto calculate axis gamepad key gradual pressure?

slender jolt
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and then manually adjust the end trace

faint pasture
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Yeah just trace from socket location to socket location. You want your hitbox to be a sphere right?

slender jolt
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Well the thing is there's no end socket location

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sec I get screenshot

faint pasture
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What shape do you want your hitbox to be

slender jolt
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I wanted the shape to be the staff itself, but I'm not sure that's possible. Which is why I was trying to do the "Sphere trace component"

faint pasture
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You can trace from tip to tip

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from one end of the staff to the other

slender jolt
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Ok. Tip to tip via a capsule?

faint pasture
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No, a sphere trace

slender jolt
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ah

faint pasture
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a swept sphere is a capsule

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a swept capsule is a IDK if it has a name

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jus sweep a sphere from one end to the other

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you want a multi sphere trace by channel most likely

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unless you want all your hits being blocked by yourself

slender jolt
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Ok I'll try. Thank you for the help

barren sonnet
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Anyone know how I can add a description to my component when I add them to an blueprint?

tight schooner
barren sonnet
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Got it, thank you!

minor wolf
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guys i think im actually losing my mind here. im trying to do a line trace in the direction im looking. GetActorRotation -> GetForwardVector doesnt account for my looking up or down which i guess makes sense? so do i need to use the camera's rotation instead?

desert juniper
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CameraComponent->GetForwardVector

minor wolf
# desert juniper yup

do you happen to know if this is replicated to the server at all for multiplayer games?

violet wagon
desert juniper
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What I've done in the past is to perform a line trace on the client (to get the 'real' hitpoint), and another one on the server, to verify they are 'close enough'

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I may have gone about it the wrong way, but that's what I had to do at least

faint pasture
minor wolf
desert juniper
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yeah, multiplayer is.... HARD lmao

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I've started to convert over some of my actions to GameplayAbilities since they handle lag, replication, prediction, etc

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but that's also a whole nother animal

wise tide
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Can I freeze the game/lower the FPS when tabbed out with just blueprint or do I need to use C++?

high ocean
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I've been struggling with this for awhile... I'm spawning meshes to the right of a spline. Sometimes, the spline has a certain roll rotation, it curls and I'd like the meshes to follow that instead of ignoring the roll of the spline:

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How would I go about that? I just need to spawn those spheres along an imaginary line which respects the roll of the spline - any ideas? 😐

flat coral
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Why can't i put an event dispatch call inside a macro, when I can put it in a function just fine?

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Shit, I can even have a function that's literally just the dispatch call and put THAT in a macro. What's the point of this?

tight schooner
high ocean
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@tight schoonerTried all that, rotation from spline doesn't seem to return roll 😐

tight schooner
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Huh.

high ocean
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besides, i'd have to lower the Z of the spheres according to the roll angle of the spline & there has to be some not so complicated way of calculating that

tight schooner
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If the rotator was correct, Get Right Vector would point in the direction you want

high ocean
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yep, but since the roll of the spline is always 0, it always points straight to the right 😦

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@tight schooner

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I'm just using dummy actors now with spheres to see them properly, the point is i'll need the location points to generate procedural mesh

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So i'd only use rotations to get the vectors i need

tight schooner
high ocean
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@tight schooner

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oh? πŸ™‚

tight schooner
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you can Get Roll at [whatever] Along Spline

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there are nodes

high ocean
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ya, tried that - what dodo with it? πŸ˜›

tight schooner
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and then [some sort of math goes here] = a useful roll value

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lol

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sorry I'm not being super helpful, but splines have their own concept of roll

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that you have to convert to a proper rotator or w/e

high ocean
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ya, read about it, stil didn't find an answer since 99.99% of topics are peeps tring to move stuff along a spline

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aaaand, it's probably made at design-time, mine is procedural, so it isn't so easy to just poke around at it and test fast 😐

tight schooner
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good luck lol

stoic zenith
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if there is something happened to physics constraint since 2018 --- i'm trying to copy multiple tutorials using physics constraint from 2018 (like this one https://www.youtube.com/watch?v=irk5NAuFPMc ) but none of them seem to work, is it just me being a dumb ass or there really were some major changes to physics constraint i need to know about?

In this free step by step Unreal Engine 4 tutorial video (UE4 how to) you will learn how to grab an object using a physics constraint. This is also known as a gravity or physics gun.
All my UE4 tutorials: https://www.youtube.com/watch?v=BT0jFArPtGM&list=PLEp7216xGGILh3i2BZe2E0ZEuiIGa-VQT&index=1

00:00 Overview
01:00 Configure Physics Constraint...

β–Ά Play video
faint pasture
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but show your constraint setup and how you're doing your grab anyway

stoic zenith
calm citrus
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Hey guys is there an easier way to make it to where I can only interact with things that the player is looking at? Or would I have to make a "cast to" for every object I want the player to interact with. (Ex. Door, Weapon, food)

remote meteor
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An interface will help here

brazen pike
calm citrus
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this is my interface that I have what would I put in here?

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This is what it looks like in my BP_door

desert juniper
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Simpler method is to just create an actor component, and place it on all items that the player can interact with

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then you can just cast to interactable
this has the benefit over an interface that you can define standard interact actions (Begin Interact, End Interact, Interact, Begin Focus, End Focus) etc, on the component, and the logic is already done for all the objects that have this component

proper wyvern
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Can I send a newly created widget to the background? It seems like new widgets (Create Widget + AddToViewport) always render on top of the rest of the UI, regardless of the ZOrder

calm citrus
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hmm Imma try these methods thanks

proper wyvern
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Or do I have to add it to my other widgets instead?

brazen pike
pulsar path
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you cant put logic in a interface, you can put logic in a parent actor and have the children inherit it

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then the children can change it if need be, or just leave it as defaults

knotty violet
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Anyone know why I can't remove instanced foliage with an editor utility widget? It just comes back after I reload.

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Tried destroying the actor, removing the instances by index, all of those things, always comes back

brazen pike
# pulsar path you cant put logic in a interface, you can put logic in a parent actor and have ...

You'd rarely want logic in an interface anyway, with a lot of these cases each thing that implements them would have different uses (open door is of course going to be different to pickup weapon, for example). And, even though I've never done it that way, a component would probably be very similar in that the specific logic would still be defined in the individual BPs. So it ends up being basically the same, just now they have a component rather than an interface on them

teal nexus
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I am having brainfart here..

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So I have Z min and Z max (let's say -80 and 1600). I need to get Z in the middle, Z at 1/3 and Z at 2/3 between those values. How do I do that ?

tight schooner
desert juniper
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Separate out logic into components, rather then have one monolithic class (player class) that handles everything
it's the first principal of SOLID
Single Responsibility Principal

thin panther
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personally i have seen the opposite with interaction done through interfaces being the more accepted approach

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dont think i have ever heard it be component based

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unless it's unity where it has to be by nature

brazen pike
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okay man I be questioning my entire experience haha

tight schooner
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I'm no industry professional but I've done it. If you need an interface with built in logic, components are the way to go. In BP communication, one BP simply checks if the other has a component, and if it does, calls a function on it or whatever.

desert juniper
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I'm not saying it's the right or wrong way. but the way the engine is designed (as well as unity) is to separate out as much as you can into components.
it's the whole composition vs inheritance thing

tight schooner
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... Then the component does stuff internally and has some event dispatchers.

thorny hornet
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is there an easy way to convert an Array of Bytes into a String?
upd: nvm

tawdry surge
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Unreal is built oop af..
Components make sense in some situations but inheritance/polymorphism is expected to do most of the heavy lifting.
For an interact event where the expectation is that you will be overriding the functionality in every class it's called on, inherited interface makes more sense than a component

thin panther
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thats what i thought

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an interact is gonna be different for everything

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npcs interact may open dialogue or a shop, but tiems may go into an inventory

faint pasture
thin panther
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is there any inherent benefit?

faint pasture
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Component is there so interaction can have a location and also so it's stateful

tawdry surge
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Can you elaborate on that? I'm not following how that's unique to component+dispatcher vs interface/inheritance

thin panther
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me too

tight schooner
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I'll just say that in my use case, I needed an interface with built in logic/data that can be applied across different branches of the actor class family tree. It used to be a BPI, but I found myself copy-pasting the same override code but with different SFX/VFX at the end. So a component made more sense, with some event dispatchers so the host actor can apply its own cosmetic events.

wise tide
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Can I freeze the game or lower the FPS when a player alt-tabs out of my game with just blueprint? I know you can with C++

tight schooner
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Hate to say it but need C++. BP can't tell (last I checked) if the game is "focused"

wise tide
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I see. Do I necessarily need to do this? My game feels pretty unoptimised and trying to do other tasks when tabbed out is slow and laggy.

Maybe I could avoid freezing when tabbed out by just optimising elsewhere

thin panther
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the inevitable task of needing to learn c++

tight schooner
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... You can find some code snippet. Personally I stole a function from "Rama's Victory Plugin" and stuffed it into my own C++ library.

thin panther
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thief!

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insert skyrim reference

tawdry surge
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I feel like you could have just put the repeated code in the base class and simply overridden the vfx/sfx assets

wise tide
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I see. I will probably check it out then.

As for optimisation is there a better channel for it? My game is pretty intensive but it is extremely barebones so it shouldn't be this bad. Not sure why it's like this

golden frigate
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The event begin overlap for things does that apply if players collide with the actor?

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For some reason it wasn’t triggering for me when my door which opens with rotation transform slaps the player

tight schooner
thin panther
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profile ur game, check size maps, and check shader complexity

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you likely have some massive size maps hiding somewhere if you havent used soft ptrs

tight schooner
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Yeah, look into profiling tools. It's a deep art

golden frigate
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I’m basically trying to make it so when I open a door using rotation transforms, it will stop if u bump into the door as it opens

thin panther
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event overlap does nto trigger for collisions

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hence the existence of event hit

golden frigate
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I’ll try a special even hit

thin panther
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you will need to enable simulation generates hit events though

golden frigate
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Just want to prevent players clipping the door

thin panther
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just make it so all moving doors crash the game once bumped into :P

golden frigate
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Ah yes makes sense

desert juniper
golden frigate
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Also I implemented doors with keyholes interestingly idk if it’s the right way to do it XD

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Basically I made a child of the door and added it to the door as another actor

thin panther
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child actor component!?

golden frigate
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Both the door and the child r β€œinterractor” children

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Which r targeted by line traces when u click

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So the line trace will hit the keyhole bounding box and trigger an interaction event to set a flag

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The door constantly looks for the flag of itself or the flag in its child actor

desert juniper
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not saying one way is right or wrong, but generally, i see the trend to shift towards composition, and programing principals like SOLID

golden frigate
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If it finds it it resets the β€œinteracted with” flag

thin panther
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could you just do that as normal components

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like have ur keyhole part of the door

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and a box collision on

golden frigate
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I wanted to make it so my click detection will detect if u click the door or the key

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And do diff things

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The line trace from the FirstPersonBP returns actors it hit

#

So diff actors made it more flexible in my case where there will be things called β€œinteractables”

#

A door is interactables and a key / handle is also

#

But so would be like a remote or a light switch etc

#

The difference being the child actor has its own functions that just do event tick if flag is true

#

Maybe there is a way to do an event when the flag is set to true tho idk

#

Not sure how to go from a parent class custom event to trigger a child class custom event

icy dragon
golden frigate
#

Without saying a very specific name associated with a specific BP

thin panther
#

you trigger it on the parent

golden frigate
#

Ya

thin panther
#

this is why you use interfaces or whatever

golden frigate
#

So the line trace casts to BP interact which is a parent

thin panther
#

trigger the interaction interface on whatever is hit

#

if it has one

#

or that component

golden frigate
#

I like being able to have a blueprint for things that u can interact I feel like a seperate interface would get out of hand

thin panther
golden frigate
#

And I also don’t want to have to edit code somewhere whenever I add a new type of thing u can interact with

#

Which is y I went with the parent system

#

And I don’t want things u interact with to have an interface in game im just going with a screen overlay

#

Stylistic choice

thin panther
#

ye thats not what an interface is btw

#

an interface in code is different

golden frigate
#

Ah yeah is that in blueprints?

thin panther
#

yes you can implement them inn bps

golden frigate
#

I’ll see if that will work

thin panther
#

do some research into them

golden frigate
#

Might make things more efficient than checking flags every tick

thin panther
#

interaction is either done with an interface, or as i have recently learned, component with event dispatcher

remote meteor
#

Will*

golden frigate
#

I’ve used event dispatchers before

thin panther
#

yes it will make things more efficient

tawdry surge
#

@desert juniper it depends how base the functionality is.. components imo are good for encapsulating a particular set of functionality.
Making a component with an event dispatcher for a general interaction mechanic is too broad for a component and is literally the ideal situation for an interface.
Would make sense for a specific type of interaction like the widget interaction component.

desert juniper
golden frigate
tawdry surge
#

Yeah that's a particular type of interaction. You're popping up a 3d widget for the player based on the object selected. It's not opening doors, and turning on lights, and grabbing pick ups, and npc conversations, and 10 other random things

golden frigate
#

how would i do the door knob now tho?

#

ig i need the hit component

tawdry surge
#

You want to animate turning the knob?

slender garnet
#

Named Reroutes are awesome in Material graphs. Is there any similar ability for blueprints?

golden frigate
#

i will eventually animate the knob but for now i just want to know if they press knob vs anywhere else

#

doing it so if u press the knob w/ the right key it toggle lock state basically

tawdry surge
#

Then yeah get hit component

desert juniper
golden frigate
#

ya works great

#

havent used interractors b4 so didnt know they were a thing

#

just went about however i thought it could be done XD

desert juniper
#

The component stays minimal, and the actor that is supposed to handle the interaction picks up the rest of the work

#

so ALL interactable actors have this single component. They can simply choose not to show the 2d widget, or any other affordance (like an outline)

golden frigate
#

how do u do an outline?

#

thats with interactors?

desert juniper
#

post process material

#

and a custom render pass

golden frigate
#

ok its a different thing then

#

this was my approach for getting a screen overlay when looking at something interactable

#

idk if its ideal since there is a cast

desert juniper
#

casts are fine. even on tick. just don't overdue it

golden frigate
#

Draw Interaction just uses a HUD to change the texture

#

same hud as the first person hud blueprint

#

but i could also add to that code a highlight call for the thing u look at

#

to say hit component

desert juniper
#

if you want I can share the code/material for highlighting the actor. I do it in cpp, but don't see why it can't work in BP

tawdry surge
#

If the component is carrying dead code for many of the actors then the only real bonus is you don't have to think ahead about your hierarchy

desert juniper
#

oops wrong reply

tawdry surge
#

@golden frigate unless your hud class is gonna change you can just get that on begin play and skip the cast on tick

desert juniper
golden frigate
#

i think UE5 changed how to do the highlight

#

cause blendables isnt a field for post process volumes

desert juniper
#

Turns out, super easy in BP

#

The outline is pretty ugly in UE5 though. UE5 doesn't like something in my material

golden frigate
#

set render custom depth only works if u have an outline highlight

#

i couldnt find the material or where to plug it in

desert juniper
#

in the post process volume

thin panther
#

you make the material and set it as a post process material

#

then add it to the blendables in ur ppv

golden frigate
#

is there a default material?

#

thats all that comes up for blendables

thin panther
#

yes

desert juniper
#

no you have to make it

thin panther
#

so you make the material and add it to that slot there

brazen pike
#

There are dozens of highlight materials you can find free online

desert juniper
#

I'll need to find one that works better with UE5 than the one I have now

#

looks like it got hit by all the jaggies

golden frigate
#

how would i turn the outline off when not looking at it πŸ€”

#

should i event tick turning it off or is there a better way

#

this will turn on the stencil outline of the thing i look at which is interractable

icy dragon
golden frigate
#

well not in the parameters defined here

#

it shows a highlight if the mesh is hit by a line trace

#

aka if u clicked it would interact

#

how should i go about turning the outline off

#

because when the line trace does not hit something i wont be able to reference that something

icy dragon
#

Just disable custom depth on it if line trace is missed?

golden frigate
#

how tho

#

this event tick is from the First person character

#

it wouldnt be able to disable the depth on the thing it didnt hit

#

:/ i guess i could do like an integer timer?

#

if collide set var to 2, on tick decrement var, if var is 0 turn off outline

#

i just dont know if its bad to event tick turn off outline + set depth

brazen pike
#

Set a reference to the actor you are looking at. Then the next time it fires have it check that the actor being looked at matches the actor being referenced. If it isn't the same, check if the reference is valid and turn off the highlight on the reference, then clear it. If it is the same, then do nothing.

golden frigate
#

thats a pretty good idea

#

basically before setting something to outline check if the last one is same

#

ideas to fix this? it works btw

brazen pike
#

Send a screenshot of the broken code?

golden frigate
#

i could maybe do a validate get?

brazen pike
#

Yeah check if it's valid first.

#

if you aren't looking at something it's going to be invalid

golden frigate
#

yeah the code i wrote there looks organized and clean but i think to avoid the error i need a diff order

#

more messy

brazen pike
#

also, do you need to set custom render depth true/false if you're using stencil? Tbf I haven't used that system in a while but from what I remember you can just set stencil 0 to be nothing but 1 as the highlight material. Then anything you want to be highlighted has render depth on by default and you don't need that extra node

golden frigate
#

i can probably just change the stencil depth

#

but idk if things with custom render depth have extra load

#

i would imagine that even if its values does nothing it needs to pass through the ppv

#

weird i still get the error using this:

brazen pike
golden frigate
#

the logic here is validate, if valid test if same, if not same set last outlined off, and set last outlined to the hit component and turn that new thing on

#

if not valid, just set the thing and turn it on

#

idk how it would read valud of none

#

oh wait

#

i see the issue

brazen pike
#

Yeah, if last outlined isn't valid AND you're looking at nothing then it will try to set it as nothing and then set render depth of nothing to true

golden frigate
#

ill need more states here XD

#

oh im not turning off the prev thing

#

here is the blueprint in working form if anyone wanted to see it

minor lynx
#

is there a way to recover when this happens to a blueprint?

#

the editor crashed and now i cant open the bp

sage shale
#

I'm a beginner so sorry if this seems silly, but I've got a trigger box in my level and I'm trying to get a random point inside the component bounds from it to get a random point in the bounding box but whenever i try and connect the trigger box to the get component bounds bp it says

#

and I have absolutely no idea what that means ;-;

thin panther
#

So thats a reference to an actor, that wants a component in an actor

sage shale
#

what ado you mean it wants a component in an actor exactly? I'm a tad unclear on that exactly-?

runic parrot
#

Hi! does anyone know if there's a dynamic way to add a static mesh component?
I have a pool of different static meshes, i want to add one of them randomly.

sage shale
#

I assume you mean a component as in it's position, or mesh, or just some part of the object?

thin panther
thin panther
sage shale
thin panther
#

Its gonna get you the bounds of whatever component you put in there

#

If its a static mesh, a box collision etc

sage shale
#

welll- okay how exactly would i get like the bounds of a TriggerBox then? (or is there a better way to do what I'm looking for?)

thin panther
#

Typically i make my own bp for that

#

But i imagine you can get the box collision from trigger box

#

Id typically use my own bp that has a box trigger that spawns x amount of ai in it

sage shale
#

i just looked up "Get Box Collision" and in the way like while looking it up I see "GetActorBounds" that... hmmmm ;-;

#

I wonder if by chance that's exactly what I'm looking for-

thin panther
#

It will be

#

But if you plan on having more than ome of those zones this implementation wont work

sage shale
#

oh? How not?

thin panther
#

Cause you are referencing that specific trigger box

#

You would have to copy pste the code for each kne

sage shale
#

ohhh okay, I heard something like adding a for each loop and adding the specific instances of the zones into an array for the code to be executed on?

thin panther
#

Hence why i use my own bp for it, that handles all the spawning on its own

#

No

#

Thats a terrible way of doing it

#

Just have the spawn logic in your spawn zone

#

Then each spawn zone automatically does it

#

You would benefit from taking lessons on unreal and basic oop principles

sage shale
#

I know OOP principles I've just never had to do this thing in specific- never done much with 3d games like this :,)) I should also say it's late and I think you and I were talking about different things lol i meant for having every zone happening at once-

But yeah I really should take lessons on unreal, right now I'm just learning by doing random sh*t and figuring my way out from there :p

#

by all means though if you've got a good tutorial that you think teaches the proper/best practices then by all means, I'll watch it :]

thin panther
#

The best place i can offer are the official unreal tutorials

sage shale
#

I've seen a few like hours long and some random vids about various blueprints but not ever actually any genuinely comprehensible things that teach them

sage shale
thin panther
#

Yup

sage shale
#

ayeeeee okay where can i find those then???

#

i have somehow not even heard of their existence πŸ’€

gentle urchin
sage shale
#

πŸ˜ƒ I will openly admit I have 0 idea of anything you just said! : D

gentle urchin
#

A manage is just a class that manages other classes. Usefull whenever you want to control many actors in some fashion

#

Like a group of swat AI

sage shale
#

interesting- hmmmm good to know, I'll have to look into them :000

#

is that many actors of the same type or many in general?

gentle urchin
#

Event dispatchers (or delegates) is like a subscription service

#

Whoever has "bound" to the dispatcher will recieve the event call when the dispatcher is called

gentle urchin
sage shale
#

I hate and love how I understand none of what you say, because on one hand it means that I know next to nothing about Unreal, on the other hand I already knew that and it just means there's more for me to learn hehehehe

gentle urchin
#

Dispatchers dont care about who gets the event , so the caller doesnt need a specific target

#

You know how subscription works right?

#

Like you subscribe to a magazine, and you get it every week/month

sage shale
#

uhhhh slightly? oh- i thought with the code it was just whenever the event was triggered not nessicarily just time based

gentle urchin
#

True, it is not time based

#

It was just an analogy for the principle

#

Actors must subscribe to your dispatcher

#

They must put themself on a list that the dispatchers goes through whenever the dispatcher is called

#

So whoever is on the list, gets the event

sage shale
#

So- okay I can understand the manager class to manage all of the zones but how would a dispatcher help?

gentle urchin
#

Dispatcher would be used to tell all the zones to spawn

#

Or despawn

#

If thats what it was about πŸ˜‚ ill admit i didnt read far up

sage shale
#

Wait why wouldn't the manager class do that

gentle urchin
#

It easily could

sage shale
#

I thought you said a dispatcher recieves an event and does stuff with it not gives the event? Lil confused

#

Not like recieves it

#

But on the subscription it gets called because of the event and stuff yada yada

gentle urchin
#

When called, all subscribers recieves a corresponding event

sage shale
#

Right, so all of the zones would spawn the little enemy inside of them. But wouldn't it be the dispatcher that gives that event?

gentle urchin
#

Could be , yes

#

Keep in mind theres always like 57 ways to a goal

#

10 of them is prob alright, the rest is probably not πŸ˜„

sage shale
#

Hah fair point- My goal is just to learn at least one of them though and i currently do not know them 😭😭

gentle urchin
#

Id check out dispatchers early on

#

They are very usefull

sage shale
#

Dispatchers and managers then?

#

I'll add that to the checklist of stuff to check out after i watch an Unreal tutorial :))

icy dragon
#

Dispatchers allows for event binding, e.g. telling other actor to do something

gentle urchin
#

Id prob skip the manager for now , i dont think you really need it for this

sage shale
#

Well not just for this example but i mean it sounds useful for the future so why not learn it :p

#

OH ALSO pls where is the Unreal Tutorials?? Like the official ones 😭😭😭

runic parrot
#

Hi! how would you go about making a 1 to N structure of static meshes?
I want to map one Static mesh to N amount of other static meshes and have multiple Row of this.

#

Oh Dt makes perfect sense.

sage shale
round dock
#

is there any precedent for using livelink "locally"?

#

like, do the face capture and display the driven skeletal mesh on the same phone

#

rather than porting that data from a phone into an editor

#

I figure it's possible, since you can track + display the default arkit tracked face mesh on the same phone

runic parrot
#

Hi! is there any way to call one actor function when the game is running from the editor?

round dock
#

like, only run a function if the game is being played in the editor?

runic parrot
#

One actor has Method X with parameters.
I run the game, i spawn one actor, i select the actor from the editor and i call that actor method X

round dock
#

iirc there is something for that but idk where/what it is

#

one workaround is to have a public bool bFlag in the actor, that you set in the world explorer. have tick check for that to be true

runic parrot
#

Okey so there's a "call in editor" flag on the events, that one does the work.

runic parrot
#

One question! i'm doing a procedurally generated tile map.
Do you think it would be too much to use one Actor (With one Mesh) for each Tile
Or
One Actor with multiple Static Mesh components (The tiles as meshes within the One actor).

#

Assuming your regular rogue lite map size, i'm not sure how hard it would hit the performance using actors, but i'm tempted to do it in this way to gain functionality on each Tile.

trim matrix
#

Id imagine the greater percentage of tiles are just static anyways.

plain helm
#

Why Enemy HP Widget showing too above head?

gentle urchin
#

Show the widget

gentle urchin
icy dragon
icy dragon
runic parrot
runic parrot
opaque acorn
#

Is this statement valid? If so then a custom function made in a function library and then put in a macro will be complied every time? Or it will for once

undone surge
#

if i am setting a varaiable in my level blue print like day or night, how would i be able to reference those variables in ohter blueprints

opaque acorn
#

Actually i have a big function

#

And I don want to complie it multi times per actor like the statemnt in post. But i have to put it inside a macro as function dont support multiple execution pin

#

Otherwise one have to put branch node manually after the function which may look a bit hassle

#

To straight my question if i put a custom fun made in fun library then put it in macro , will it complied once or for each macro

icy dragon
#

In C++ multiple execs are just UFUNCTIONS with enums as exec pins

But I digress

opaque acorn
#

I hvae just started cpp so i will not understand

#

But ofc final goal is cpp

#

But for prototyping im using blueprint

plain helm
plain helm
icy dragon
plain helm
opaque acorn
#

@icy dragon can you put light on the issue i mentioned above

icy dragon
icy dragon
plain helm
icy dragon
# plain helm

Consider wrapping / replacing the overlay with a Size Box.

twilit lion
#

Hi. I have a string variable, and have multi lines. How can I get a specific line?
Like, Variable.GetString[5] or something like that to get the line at index 5 , but with blueprint.
Thanks

gentle urchin
dull kraken
#

Hello, i have made a simple system for head and rear lights it works fine but the thing is when i click play the light is already on when it should be off. however when i use the lights they turn off and then i can turn it back on and off. here is the blueprint

brazen pike
dull kraken
#

sure. there u go

#

oh never mind, such a stupid but simple mistake, i just turned the visibility off hahaaa

keen saddle
#

Heylo Folks. when drawing a debug sphere, is there a way to draw it as an xray or on top of geometry(meaning rendered last)? Maybe i'm missing something. In most case it's fine as is. Though if i have a complex scene, large geometry can occlude the debug sphere and visualizing it is a bit tricky. Making the debug extra large is not desirable. Any input is appreciated.

serene bramble
#

How would I write some kind of knockback? I want to have an obstacle where if you walk into it, you'll be pushed back

icy dragon
serene bramble
#

I don't really understand what you mean by that

plain helm
#

Is it possible to use Anim notify state blueprint in actor blueprint?

#

Is it even a good practice?

#

I use GAS and it should send weapon hit tag when hit enemy.

#

I want to implement damaging the enemy when I throw the weapon

#

How can I achieve this?

gentle urchin
#

A throwable actor with a mesh representation ?

#

With a projectile component?

fluid reef
#

Has anyone had a problem using the new IK Retargeter and getting your IK bones from the UE4 skeleton to transfer to the UE5 skeleton properly?

plain helm
glass stump
#

How do I prevent my player from pulling a lever while the lever has already been pulled and is currently animating?
I've tried delays, disable input, etc, but the player is still able to interrupt the animation to restart it.

thin panther
glass stump
pastel rivet
#

So is load stream level broken in 4.27?

#

The node

#

Because when I use it to load a level, it's all hidden in game? I can see the loaded assets in the outlined, but when selecting them they have hidden in game checked?

#

Level has to be visible under "levels" tab to be able to be visible by load without hidden in game.. Wow

tawdry surge
#

Yeah. You may want to start loading it into memory before you want it visible to the player

native falcon
#

Hi everyone! I deeply need some help with rotation logic. I'm trying to get this piece of blueprint from Lyra work in arbitrary gravity. Meaning I want to get the same yaw values whether I'm standing on the floor or a wall, ceiling etc. Any help would be greatly appreciated!

glass stump
hollow gorge
#

what's the difference? Is the first one the window resolution?

glass stump
#

I realised why it wasn't working though, and I can get disable input to work, but I just wonder if there's a better way.

teal nexus
#

I need to spawn bunch of particle systems (once), in the Editor. I made construction script that does what it needs to do, except for spawning. Is there a way I can spawn things in the Editor and not in runtime, using construction script?

fallen glade
#

Every step my character make I spawn a simple bp with a sphere collision (for npc hearing) that destroy itself as soon as the footstep sound is over. I feel like this is bad, is it bad?

teal nexus
#

I am not sure it's a component

#

Isn't Niagara system an actor ?

fallen glade
#

can be both

brazen pike
thin panther
glass stump
brazen pike
#

branch?

thin panther
glass stump
#

i'm using a branch, but it doesn't prevent the player from interacting with the lever again.

teal nexus
# fallen glade ?

It will add particles to my actor-manager as components. I need to place standalone actors to the level.

thin panther
#

it does if you do it in the right place

glass stump
#

i mean it's pretty tight, tbf, they have to repeatedly press the interact button for it to interrupt and interact again so maybe that's just the best i can get.

fallen glade
glass stump
#

yeah, i'll move things around, i guess it should work.

brazen pike
hollow gorge
#

How would I get an event to play for when the user made changes the games window size manually by resizing the window?

thin panther
#

like in a settings menu

#

or by stretching the window

hollow gorge
#

by stretching the window manually

thin panther
#

likely in C++

hollow gorge
#

guess I can do a work around with viewport size

brazen pike
#

Is viewport size not what you wanted?

hollow gorge
#

I was initially wondering if such a function even existed, I somehow missed it.

golden frigate
#

Hmmm so the player has keys for doors, different keys

#

I was thinking it would be cool if there was a more difficult way to pick what key you would use but some methods i thought of have issues because currently when I turn my@head my 3rd person model just spins (I’ll need to change my animation later)

#

I think it would be cool if u kept the keys in ur pocket and u had to pull all out and click the one you wanted to use from ur palm, but that interaction would probably require like I lock Model movement or something

gentle urchin
#

Picking a key could be an ik target transform ?

golden frigate
#

not sure exactly what u mean by that but i wanted it to be like

press "button" -> reach left hand in pocket and pull out all ur keys in ur hand and hold it out

use mouse to select key u want -> grab key with right hand and put the rest back in pocket

#

and maybe have a loose IK for the right hand as u move around to pick one

#

(loose so ur hand doesnt cover the keys)

gentle urchin
#

So whats the problem^^

golden frigate
#

It’s first person

#

And moving the mouse moves the whole character

gentle urchin
#

Fixed when you make the cursor visible is it not

golden frigate
#

U mean make the player not able to move when doing this?

#

Or I guess make the mouse not turn the character model when ur doing this

#

But then u run into the issue of now u spin ur head 360 like an owl

gentle urchin
#

Lol does owls do that

#

Yes exactly, block movement while picking key

golden frigate
gentle urchin
#

Why would the head go 360 ..

#

Thats 180^^

#

Still scary lol

golden frigate
#

If I block movement but allow mouse the logic is the mouse still relates to ur head XD

#

So if they just try to turn around that’s what it’s implying ur doing

gentle urchin
#

Youd need to block that aswell

golden frigate
#

I’ll try to add some rotation limits on the camera

gentle urchin
#

So the viewport is fixed on the keys

golden frigate
#

Maybe like they press key and now they can still move with wasd

#

But u r limited in head rotation and head rotation doesn’t affect body

gentle urchin
#

Design choise , sure

#

Yepp

golden frigate
#

Ppl may be trying to get a key while running from something

gentle urchin
#

True

#

If its a horror game

#

They may want to stop looking at the keys and run lol

golden frigate
#

It’s mostly puzzle thriller with some horror

gentle urchin
#

Fun

golden frigate
#

Did lockable doors yesterday now I need the key inventory

#

how should i go about putting key meshes in random location on the hand?

#

i was thinking having a finite amount of fixed locations the keys can be on the hand and then randomizing what is where

#

basically like X sockets or mesh locations and changing the mesh when u pull it out

gentle urchin
#

Sounds fine

#

Prob wont have 50 keys at one time anyways

golden frigate
#

for some reason the anim montage isnt playing :/

#

i did this before but for some reason this one just aint right

gusty shuttle
#

Hey, is it possible to import a level into a level that has world partition enabled?? @ me if you know

golden frigate
#

disregard my message i had the wrong BP

#

might have to play around with FOV or something but its a start

desert storm
#

How do I control material opacity in a blueprint?

tawdry surge
#

You want to look up dynamic material instances

lusty rune
#

Hi i have a question

#

Why does it not work?

desert storm
golden frigate
#

any ideas on making the freelooking stuff for fps

lusty rune
#

Maybe because an AI shoots it out?

tawdry surge
#

Probably because it's hitting the capsule before it reaches "player"

lusty rune
tawdry surge
#

If I'm doing something with an actual projectile I usually use overlap events as I find them more reliable.

#

I'd also just let the projectile worry about telling the player they got hit. Player just needs an event or function to handle the damage

lusty rune
#

If i turn on cast failed, it does well

#

So i think the problem is with the casting

#

maybe the FirstPersonProjectile what the player shoots and the FirstPersonProjectile what the AI shoots aren't the same

cobalt gulch
#

How do I play an animation but only for selected bones, im trying to allow the player to still walk with animations because when i play an animation through nodes it makes the feet stay still because of the anim

tawdry surge
#

Id check, and rename them if not

#

@cobalt gulch animation layers

cobalt gulch
tawdry surge
#

@lusty rune But that type of thing is why I wouldn't have the player handle it. If you have 4 or 5 projectile types then it'll turn into an issue with casting

#

@cobalt gulch montages can be played through BP if you're against the animBP/state machine route

#

Both allow layering

lusty rune
#

I have only one type

tawdry surge
#

Player and ai using the same one?

lusty rune
#

I think

#

yes

tawdry surge
#

Well if the cast is failing but works otherwise it seems like the class you're casting to is wrong

golden frigate
#

using a camera manager but for some reason my yaw is locked?

cobalt gulch
tawdry surge
solemn crescent
#

Thinking I can add a blueprint to a 2D card actor: on event, reposition card, facing and in front of the camera.

How can I query the cam position and project the card depth and scale?

#

Two days into Blueprints; only barely know what I’m doing.

golden frigate
#

for some reason the pitch is just always 0 using a camera manager

#

saw some posts on the forums but they go unanswered

onyx token
#

is there a trick to make a toggle from a signal without using a boolean? rooThink1

spark steppe
#

flipflop

onyx token
coral sand
#

i added this to the current level blueprint but when i press F4 in game it doesn't trigger it??

onyx token
#

oooh OhIPanda

#

thank you! @spark steppe

remote meteor
#

breakpoint doesn't work on level blueprint

coral sand
#

no but i also had a breakpoint on the cpp function it calls

#

and it still didnt trigger

#

but it did whe n i changed it to debug key input

viscid python
#

Alright, I have a working pause menu but now I want it to appear as an "ingame" widget in the world (like a floating health bar if you will). How to go about this? I can show the widget in the world but it won't "work" or show any updates when I browse the menu.

icy dragon
onyx token
#

da noodle

golden frigate
#

just tested it even on a plane old First Person BP starter, using a camera manager locks the pitch

#

found it its a use controller rotation pitch setting in the character that isnt set by default

#

but now the body model is gone ._.

#

oh because if u use pitch the mesh will rotate too

#

then how do i decouple those?

#

maybe i can lock the mesh's rotation somehow?

solar bison
#

Does remove Child remove ALL the children of that class in horizontal box? in BP?

maiden wadi
solar bison
#

i'm looking for 1 node

maiden wadi
#

ClearChildren

thin panther
#

also please don't crosspost

golden frigate
#

any reason using a camera manager would make it so u cant adjust the pitch without making the whole Character change pitch?

solar bison
rich jungle
#

Is there a way to set the default comment box colour?

#

I want it to be darker, without having to manually change it each time

tawdry surge
icy dragon
#

Please see #rules and don't crosspost unless redirected.

slate orbit
#

I didnt mean to crosspost

#

I realized there was a channel for blueprints afterwards

#

I can delete

runic parrot
#

Hi! I want to measure the distance from any point within this collision Box to the bounds of the box.
I have thinked on using a raytrace to check the distance, but i can't find how to make it collide only with the bounds of the box.
Any suggestion?

golden frigate
#

tiny question, if i make a UMG radial menu can I put it like hovering over my hand in 3d space, instead of just a screen overlay?

#

(if its possible)

gentle urchin
#

Like.. a widget component ?

brazen thicket
#

Folks, my procedural mesh compnent's collision is broken. It doesn't overlaps

formal wren
#

Hi everyone. Do you guys have an idea how I could bake out PBR textures from a material? The only way I can come up with is unwrapping using world position offset, set material unlit, color to current pbr channel and use a rendertarget to capture

#

This needs to happen runtime

golden frigate
#

like pick the nearest key u r looking at?

#

cause it looks like this when u are picking the key

#

the flashlight + ambient character bobbing may make it hard to pick if there is > 3 keys XD

runic parrot
#

Is LineTrace supposed to show on editor or only during play?

blissful grail
#

Depends if it is debug or not.

runic parrot
#

How do i specify it so it shows during editor?

blissful grail
#

Just turn on draw debug type

runic parrot
#

it's on, but i can't see the line on editor mode, only while play on editor.

maiden wadi
#

Exiting play flushes debug draws. To see it in the editor, you need to call it from an editor event.

manic vessel
#

Hi I am trying to set custom relative transforms for attached actors , So I created a map variable that picks the correct transform for the actor. But its not working 😦 not sure why .

runic parrot
zinc willow
#

Am I missing something? Other 2 widgets were found

rich jungle
golden frigate
#

can u swap a static mesh out?

#

like i have a blueprint for a key can i swap what mesh the key uses?

#

@gentle urchin like for the keys in the hand i want to set the mesh based on what enum it is

#

but id prefer to just make 1 blueprint for a key since interactions will be pretty much all the same

trim matrix
icy dragon
#

That being said, with some C++ work, it's possible to do things in Editor tick without having to play into runtime.

#

But I'd say only do it if it's absolutely necessary to preview things in editor over time.

trim matrix
#

"On see pawn" event, is this available in UE5? i can't find it

#

my Enemy AI is a pawn itself, should it be a Character instead?

golden frigate
#

eyyyy

#

i just made an event to change the mesh on the actor

torpid mulch
#

Guys, was researching something and wanted to confirm here. The ecquivalent of scriptable objects on Unreal are Data Assets? You create a Data Asset and then you can create instances of it to change the variables and configurations of it just like a scriptable object?

earnest mango
golden frigate
#

yeah i got it working i just had to figure out how to get a reference to the thing

tight schooner
earnest mango
golden frigate
#

now for some reason when i use my wasd it just freaks out XD

#

idk wtf happened in between

#

my editor did crash for some random reason and i didnt restore the changes

#

maybe that impacted it

trim pollen
#

I have a blueprint that needs to reference a bunch of other blueprints. on my event beginplay, i have a long series of "get all actors of class" -> get -> create variable. Is there a better way of doing this?

golden frigate
#

it just goes wacko when i press wasd now

#

ok so for some reason putting a child actor caused this weird behavior

icy dragon
golden frigate
#

yeah

#

cause i wanted to put a blueprint in the hand XD

icy dragon
#

BAD

golden frigate
#

but i want to put a blueprint in the hand

#

so my interaction blueprint logic still applies

#

aka it highlights it when u look at it, and does things on click

icy dragon
#

Much better that way

#

Avoid Child Actor component at all costs.

golden frigate
#

ok so spawn the actor and attach to socket is there a node for that?

runic parrot
#

Hi! does anyone know if there's a way to spawn one actor near another actor and clip it's location to "top, bottom, left, right"?
One should be beside the other, but not touching.

icy dragon
empty needle
#

Hi, is there a way to listen to a "Left Mouse" button event?

icy dragon
#

Then execute AttachActorToComponent (I think Spawn Actor itself don't do the attaching on its own)

golden frigate
#

yeah ill try that it just makes it hard to adjust rotation

#

if its off a little

#

can u preview a mesh in a socket?

torpid mulch
tight schooner
#

Search Mathew Wadstein Blueprint data asset on YT

earnest mango
# trim pollen I have a blueprint that needs to reference a bunch of other blueprints. on my ev...

Yeah, but the approach is gonna depend on how the BPs relate to each other. If they relate hierarchically, like a Player BP that needs to reference the player's weapon, you could have the Player BP spawn the weapon and bank the ref that way (i.e. the Player "owns" the weapon). Interfaces are a good way for one BP to talk to a variety of other ones without direct referencing them (e.g. if you want different BPs to do different things when hit by the weapon, you could have the weapon send a HitByWeapon interface call to actors it hits, and then have your BPs implement that function to handle how it wants to respond to that)

icy dragon
golden frigate
#

i found it

#

fixed it

wise tide
#

More of a math problem but I am trying to set a progress bar overlay to match my slider. The progress bar ranges from 0 to 1 (0.75 is 3/4 for example).

The following BP works when my slider ranges from 2 to 12, and I tried copying it for a slider ranging from 10 to 200 but it doesn't work.

The math doesn't work for this though, and I am not sure how to make it work.

faint pasture
faint pasture
#

You could just plug in 10 200 0 1 and it'd just work.

wise tide
#

damn, unreal has some 5head nodes. ty

gentle urchin
#

Normalize : (Value-minrange)/(maxrange-minrange)
MapToRange : ((value-inMin)/(inMax-inMin))*(outMax-outMin)+outMin

#

Assuming value is clamped between minrange and maxrange

wise tide
#

yes, that's pretty simple compared to the mess I made. Makes me wish I paid more attention in maths lol

gentle urchin
#

Sadly school maths didnt teach me this

#

Remapping to new range is a tad extra but nothing crazy

trim pollen
runic parrot
modest monolith
#

I have a power up that makes my character run faster for 2 seconds. but sometimes it doesn't respect the delay and has speed buff for longer or sometimes when he returns to normal speed he goes soo slower. Why ?

onyx token
#

is this the correct way to use "Get all actors of class" if there's only 1 of them?

trim matrix
onyx token
#

oooh that ones better, thanks!

trim matrix
#

Clip its location?

#

For example, do you mean you want to spawn an actor X units left of another actor?

#

That should just be a matter of getting the actors world location and adding X units to it?

#

are these actors all different sizes?

#

Maybe your trying to find the leftmost point of an actor then add X units to that?

#

You could get the bounds of an actor to find that.

trim matrix
modest monolith
onyx token
#

thank you vvAww

faint pasture
#

I wouldn't do buffs like that

#

just have the collectable add a buff (whatever form that takes) to the character and then its job is done

modest monolith
trim matrix
#

maybe the pickup should call a function on the player that handles super speed

faint pasture
#

Depending on how general you want to get with it, you can approach it a million different ways

#

Simplest method would be to make a buff actor that adds 1 to SuperSpeed when spawned and removes 1 at expiration

#

Whenever SuperSpeed > 0, speed is one number. Otherwise it's another

summer jetty
#

Anyone in here good with datatables/enums? I’m trying to pull data about items from the table to show info in a bag slot. It seems to work with some items and not others. But there doesn’t seem to be any logic to why some fail. The data in the table all looks fine. The blueprints for the working vs non-working items are copy pasted with only the bag slot changed. The bit that fails is getting item type from an enum. But it finds and returns one entry on the enum as a string β€˜Weapon’ and refuses to find and return the other one as a string: β€˜Misc’. I don’t understand why? Shouldn’t both fail if anything?

faint pasture
#

What other buffs are you considering? Or is the speed boost it?

faint pasture
modest monolith
#

Which kind of buff?

faint pasture
modest monolith
#

for now the problem is that it slows me down

#

when it ends

#

or sometimes it doesn't end at all

faint pasture
#

Yeah because your logic is all fucked. I'd start by making a buff actor or a buff struct

#

if you do the actor approach, you just spawn the actor and it handles the logic and stacking etc.

trim matrix
modest monolith
#

It's an endless runner

#

So tiles behind me get destroyed

faint pasture
#

Yeah we get that. don't have the pickup handle anything beyond the application of a buff

modest monolith
#

Well.. the pickup applies a buff indeed

#

and nothing else

#

but doesn't work

faint pasture
#

No, your pickup is acting AS the buff

#

make a seperate Buff actor

trim matrix
#

Your pickup is acting as the buff yes, the BP that handles the buffing logic needs to be stable

#

your pickup is not stable as its getting destroyed

modest monolith
#

Oooh

crude isle
faint pasture
#

BuffActor

BeginPlay -> ApplyBuff -> Delay(float duration) -> UnApplyBuff -> Destroy(self)
ApplyBuff -> Do shit
UnapplyBuff -> Undo shit

modest monolith
#

And then If I pick up the powerup i have to cast to buff and call the functions ?

faint pasture
#

In your pickup it'd be like

runic parrot
# trim matrix are these actors all different sizes?

Yeah, let's say i want to place one actor on top of the other one.
I want the new actor base to the The higher point of the first actor.
So there's one in top of each other. Like when you place 2 cubes in editor, but i only have the 2 objects mesh reference.

faint pasture
#

Event Pickup -> SpawnActorFromClass(SpeedBoost)

The end.

modest monolith
#

Aaaaaaaaaaahhhh

#

Well yeah that's the expert way to do it

faint pasture
#

the speed boost can handle all the logic that speed boosting entails

modest monolith
#

I would have do a spaghetti crap

#

ahahahaha

faint pasture
#

The expert way would be to use structs or wahtever but actors is the simplest and most flexible

modest monolith
#

This is a well optimized solution

cobalt gulch
#

How can I sort weapons and gadgets in a widget

modest monolith
#

buffs

#

wow

modest monolith
#

Now i'll do it !

#

Lemme try

runic parrot
trim matrix
#

how else would you?

faint pasture
# modest monolith Now i'll do it !

For your first draft don't bother with handling stacking, just have it add 500 to speed on apply and remove 500 on unapply. Later you can do stacking logic.

trim matrix
#

There is nothing wrong with that way.

runic parrot
#

maybe there's a node like "clip to upper bound" that i don't know.
It sounds so common to me that i think there must be a node for that already

modest monolith
#

what's stacking logic ? you mean that I can stack mov speed ?

faint pasture
trim matrix
#

sadly not

modest monolith
#

I don't think i'll put it

faint pasture
runic parrot
modest monolith
#

so ApplyBuff and unapply i'll make them functions or custom events?

faint pasture
modest monolith
#

Okay

tired chasm
#

Sup yall, got a small question. I need to get the velocity that my character is moving at any given point. There's obviously this node, but this doesn't account for when the player is on top of a moving object. I was just wondering if there was an easy node that has this done before I start making my own solution.

#

I know it's an easy problem to solve, but I feel like Epic might already have a node for it, but I'm not finding it

cobalt gulch
#

How can I sort weapons and gadgets in a widget

modest monolith
urban zodiac
faint pasture
modest monolith
#

from the character

#

as in the previous

#

bp

#

it works by the way πŸ˜„

#

and I can also stack them apparently

faint pasture
#

Ya that looks good

modest monolith
#

but still.. if the buff finishes I lose movement speed

faint pasture
#

Later you'll want to split it between a BaseBuff that does all the character getting etc and specific buff subclasses that do their own thing but that'll work

faint pasture
summer jetty
faint pasture
#

like if you start at 1000, it adds 500, then it removes 500, and you're under 1000?

summer jetty
#

And that’s the table

faint pasture
modest monolith
#

but I go slower

#

like half

#

slower

faint pasture
modest monolith
summer jetty
summer jetty
tired chasm
#

oh well

urban zodiac