#blueprint

402296 messages · Page 898 of 403

faint pasture
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Every time you hit those nodes you'll re-get run speed

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Do it like this

modest monolith
modest monolith
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value*

faint pasture
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You intend for all 3 speeds to be the same right?

trim matrix
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Store any item identifiers as Name types

modest monolith
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Yes

trim matrix
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defintly dont store them as Text types, or String types

faint pasture
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You're doing

RunSpeed = RunSpeed + 500
WalkSPeed = RunSpeed + 500

Which means that if you start with 1000 for both, you'll end up with RunSpeed = 1500 and WalkSpeed = 2000

modest monolith
# faint pasture

Run speed is the variable, max walk speed is my actual run speed and max walk speed crouched is the speed when I slide down with the body to dodge

faint pasture
summer jetty
modest monolith
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Lol my senpai made this code

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weird that he made a mistake that big

faint pasture
trim matrix
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So the issue lies before that

modest monolith
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I love you! Such a clean coding!

faint pasture
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This is what smells to me

trim matrix
modest monolith
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I was screwing up everything for a speed boost lol

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Thank you!!!

trim matrix
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Also this is completly pointless

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you can just plug the name value directly into GetDataTableRow

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that should be unrelated the error, but just letting you know

summer jetty
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That finds the row name, not the item name though. The item name has spaces, the row name is the same but without them.

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The first bit is just checking if there’s anything in that variable. It changes depending on what the cursor is hovering over (if anything).

trim matrix
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Think of it this way, the item identifer can get the item name

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Item ID -> item name

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it cannot go the other way around

summer jetty
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Ok

trim matrix
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what if the ID is apple_01

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and the name is shiny apple

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well that doesnt work now

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Dont code your system to rely on the Item name being the ID

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those are seperate things

summer jetty
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The row name is always exactly the same as the item name, just without spaces.

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Ok, I can switch them around.

trim matrix
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While there is a good likelyhood that this is causing the error, there is just as much of a chance that this has nothing todo with the error. Either way, you should really switch them around yes. Always store the ID.

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since the ID acts as the key to all other information

summer jetty
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Ok

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But again, if that’s why this variable is failing, shouldn’t the other one also fail for the same reason?

trim matrix
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I dont know

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We are not sure anything about why the error is happening

wise tide
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Making a settings menu and I want it to update live as the user changes some of the settings (such as FOV).

The settings can be accessed from in-game and the main menu, so I cast to the main menu gamemode to change the FOV there.

How can I cast to the player character to update their FOV camera live? This is from a Settings UMG object

trim matrix
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Just that in the picture you sent, if there was an error, that spot would be it

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This code is error prone as well. Even if this is not the error in this specific case, it will cause errors in the future.

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So make sure to fix it

summer jetty
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Ok, well thanks for having a look. I’ll see if changing that fixes things 👍

trim matrix
summer jetty
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Ok, will do. Cheers!

trim matrix
modest monolith
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Do you know a way to make the new animation play over the old one ?

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Like let's say i'm sliding but I interupt the slide and I jum

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Jump

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How can I do jump animation without keep sliding in air?

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is that possible only with anim montages ?

faint pasture
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Sounds like a state machine

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Sliding, falling, running are your states

lusty shard
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why do some BPIs all for an object reference or message input and others do not?

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both are implemented in their classes

elfin inlet
lusty shard
elfin inlet
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oh its just an interface ref... nvm

trim matrix
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The message version takes in any object, checks if the interface in implemented, and attempts to run the interface function on it. The BPI_Abilities interface version directly calls that function on the object.

lusty shard
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I dont have an option with an object reference input, on the Rot Ability.

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How to make it sure the yellow input is blue like the other one?

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dont quite understand it but I do want them to be the same. I implemented them both the same way

trim matrix
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im sorry I got my words mixed up before

lusty shard
trim matrix
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does that make more sense?
The BPI_Abilities interface version directly calls that function on the object.

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oml xD

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but yea

lusty shard
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i have the same option for both

trim matrix
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Yes

lusty shard
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but for some reason, one is an object reference

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which I want

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for both lol

trim matrix
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Lets think of them as the message version, and the direct version ok?

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You will always have the option to call the message version.

lusty shard
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but i dont have the message option here... for the pew abilities

trim matrix
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It doesnt not matter what object you drag off of, the option to call the message version will always be there. This is because the message version will just attempt to run the function on any object you plug into it.

split ginkgo
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How can I add an instance to a instanced static mesh without it colliding with other instances?

trim matrix
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In order to call the direct version you must drag off a reference type that actual implements the function.

lusty shard
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I am and its not giving me a message option

trim matrix
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Then thats better, just call the direct version.

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The direct version is the best option.

lusty shard
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but you said id always have the message option so im confused lol

trim matrix
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well in most all cases you should.

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And im pretty sure you did also?

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yes looking at those screenshots, I see both options

lusty shard
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i dont have the message option for the pew abilities reference

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and i want to know why. I think i may of had a cast to node for the Rot reference which gave me the message option?

trim matrix
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that is the message version

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the top is the direct version

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You do have it

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your not using it, but the option is there

lusty shard
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this is the optiion you circled in green

trim matrix
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And the other option gets the same node?

lusty shard
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yea and thats why im confused lol

trim matrix
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If so, then unreal is smart and automaticly turns that message version into the direct version.

lusty shard
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if i turn context sensitivity off, I do see a (message) option

trim matrix
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Ah i see, thats what was confusing me. They are both in the BPI Abilites interface catagory then

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So unreal doesnt even show you the message version if the reference you are dragging off of implements the function.

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Either way just use the direct version.

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but it still shows the inteface catagory worryThink

lusty shard
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lol ok can you tell me what the difference is? Why is one direct and the other one less direct?

trim matrix
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very good design unreal

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Just to make it clear, these are the same exact thing. Unreal just displays it twice.

lusty shard
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to me, an object reference is more direct.

trim matrix
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Those are the direct version.

lusty shard
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oh perfect lol

trim matrix
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that is confusing

lusty shard
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im glad its not just me lol

lusty shard
trim pollen
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why doesn't this hide my landscape

lusty shard
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because propagate to children might need to be checked

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since maaaybe the landscape is a child of the root component

trim pollen
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yup, good call! thanks

slate orbit
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How to do top down wasd movement?

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Everything I’ve tried so far hasnt worked

tawdry surge
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Take a third person character and move the camera up

slate orbit
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But I want no gravity

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Because its from a side view

lusty shard
# slate orbit But I want no gravity

you can open a thrid person template and paste in those controls to your current project, OR open a third person template and set gravity to 0.

slate orbit
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Then he starts flying

lusty shard
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set gravity to .8

slate orbit
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Then he has gravity again

lusty shard
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then .1

slate orbit
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Still has gravity

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Just falls slower

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I just beed to be able to change the position

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Like rigid movement

lusty shard
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so you want wasd movement, and W is not jumping?

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even though this is a side view game? like a sidescroller?

tawdry surge
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Your goal is unclear
Zero gravity means things can float

slate orbit
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Well

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Theres no jumping

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Its just w moves up and s moves foen

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Like climbing on a wall

lusty shard
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so its top down, and not side view?

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screenshot?

tawdry surge
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Or do you want w to move you on z rather than x like wall climbing

slate orbit
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Side view

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But top down movement

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Because its not like a 2d platformer

lusty shard
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why is there no gravity?

tawdry surge
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Cause wall climbing needs gravity off while climbing or you fall

slate orbit
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Theres just none for what I’m making

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The character doesnt fall

lusty shard
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so this is a wall climbing game?

slate orbit
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Stuff can fall from the ceiling

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But the character itself doesnt fall

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this is the movement I want

tawdry surge
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So turn gravity off for the character

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Not the world

slate orbit
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but then they slide when I press A and D

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like they move but wont stop moving

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and idk how to do W and S for up and down movement

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Im currently modifying the default code for a sidescrolling character

lusty shard
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just get world location and add 10 to the Z and set world location?

slate orbit
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Yes

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Trying to figure that out

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Not sure how to change world position based on button input

lusty shard
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could use other methods instead of Add Actor World Offset

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anything about setting or adding locations

slate orbit
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When I add get eorld location it doesnt have the x y z return values

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Just a sungle one

lusty shard
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right click and split on that 1 value

slate orbit
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I see thanks

lusty shard
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works?

slate orbit
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Still setting it up

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Not quite working

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Its kinda like just teleporting super far up

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Despite being a low number

charred berry
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I have a sequence on trigger , that is firing, at same time as another trigger with a 'similar' name, but definitely not..ue5,,is this a bug ??

slate orbit
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Even .001 teleports it too far

lusty shard
slate orbit
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Doesnt matter what value I put in the + box it teleports the same amount

lusty shard
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try "set world location"?

slate orbit
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What do I replace it with

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Addactor?

lusty shard
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yep

slate orbit
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Really not working well

lusty shard
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whats wrong with that?

slate orbit
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it like teleports back to a previous spot its too weird to even describe

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but its worse than the other one

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Actually

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Its just setting the Z to that number every time I click w

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I think

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Idk exactly but it is making me teleport to the same coordinate

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Nvm

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Its setting x and y to 0

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And does nothing with Z I gues

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Wait na Z works

lusty shard
slate orbit
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That works

lusty shard
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yay

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now you can make an MMO

slate orbit
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How do I make it so it keeps going up as the button is pressed?

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Because it only activates once on a key press

lusty shard
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ah so youll need to go into the input settings and create input Axis

clever helm
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for some reason this doesnt work?? print string gets called but speed doesnt change?

lusty shard
clever helm
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i did

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wait i am going to hook it up to event tick see if anything changes

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so it works with event tick but wont work with left shift

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weird

slate orbit
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I do have these setup

lusty shard
clever helm
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?

lusty shard
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@slate orbit use this to set up held down wasd

slate orbit
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How do I get it to mesh with the other code?

lusty shard
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I dont have time to talk you through that. basically just plug your new W into the event graph and run the green Axis value to into a multiplyer node.

clever helm
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there is absolutely no reason why it should not work

lusty shard
clever helm
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problem suddenly showed up after i ported to ue5

slate orbit
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like this?

lusty shard
clever helm
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nothing

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from scratch

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so if i use initialize blueprints sprinting works but almost non of the animations actually play

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just the character in idle pose

slate orbit
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When I’m not clicking anything

lusty shard
clever helm
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yep i am looking it up

lusty shard
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can barely help you with the first movement issue. Hard to know where there is a disconnect

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input is being received because you are printing the string

clever helm
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its really weird tbh

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just somehow out of the blue it stopped

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btw this was the old sprinting logic

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it stopped working so i switched to the logic in the other picture but that doesnt work too

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super weird

lusty shard
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ah replication stuffs

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only adds to the confusion

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make sure when testing solo that you arent controlling a client

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im off for the day

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cya! good luck

clever helm
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controlling a standalone client

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no reason it shouldnt work

lusty shard
dense badger
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Having an issue where I am spawning a BP at edit time using a Blutility, and then adding components to it. After doing all that, I call a function to return the actor bounds, and it seems to return inconsistent values. If I call that same function in the Construction script it works as expected.

leaden raven
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does anyone know why the landscape/portrait button on the designer is greyed out? im using 4.27.2

slate orbit
# lusty shard

How come the object can pass through collisions with this?

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Everything else is working except that issue

faint pasture
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You're telling it to move. It's moving. Why would it not?

slate orbit
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Idk

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How do I stop it

faint pasture
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Have you tried sweeping?

slate orbit
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No

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Idk what sweeping is

faint pasture
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Read what nodes do

slate orbit
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I see thank you

pliant swan
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I'm trying to figure out if there is a way to output the properties names and current values of a Blueprint to a text file. Trying to take BP data into a spreadsheet for balancing...

faint pasture
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It has some CSV stuff

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Property name might be a little tricky though. Unless you have some sort of structure with name and value

pliant swan
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Hrm. Thanks for the recommendation. I'll see if that can help. Crazy how difficult this seems to be. lol

hollow gorge
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when focusing a widget button, spacebar will act as a click. How can I disable / change the focus key behaviour?

rough eagle
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Hello, on my project (blueprint only) i would like to add the same behaviour for dealing with damage, for my 3rd person character (parent class character) and some statics objects. ( urn, statues...). how would i do that ? is there a way to add a "default behaviour" to an interface? or something

tawdry surge
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Short answer is no. You can make a base class with an interface for all your static things to inherit from, and script your logic in there.
Or for handling damage you can make a component
Or unreal actually has a concept of damage and death by default. You can use those

remote meteor
rough eagle
hollow gorge
long whale
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hello, I'm making a graphics option menu. How to store and load options that are not within the GameUserSettings object like screen percentage?
Should I use save game object or file read/write?

tawdry surge
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Draw rect

sour musk
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How do i get the last input key of a spline?

I thought "Get Input Key at Distance along spline" worked with a 0 to 1 range but doesnt seem to be working how i'd like
(Plz tag me if you respond to this 🙏🏻 )

icy dragon
icy dragon
icy dragon
remote meteor
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need create a child to override the FNavigationConfig

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remove the spacebar from the GetNavigationActionForKey function

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then in your GameInstance you need to

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FSlateApplication::Get().SetNavigationConfig(MakeShared<`Your new class`>());

in the init function

teal nexus
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I spawned Niagara system at location from a BP actor. However, it doesn't show in the World Outliner 😦 I can see it on the level, but can't really select it and mess with it 😦

remote meteor
icy dragon
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So for example WASD navigation applies to pause menu but not in commands menu

remote meteor
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dint tried

white field
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opinions/metrics on performance impacts from running multiple objects with independent colliders that sometimes overlap, but no extra objects as all meshes are rendered... Versus.. generating consolidated collision meshes so you are not testing against [many] multiple objects, but instead running fewer collision checks, with the caveat that you are still adding another object into the scene

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more specifically I guess, while this new semi-duplicate object for collision will represent some duplicated vertex data occupying ram, what's the cost for draw calls? or other aspects

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in the extra step with the dedicated collision meshes you'd not necessarily be rendering them.. leaving that to other objects

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?

quiet shuttle
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Whats up yall

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I'm trying to make a host game menu, but I'm not sure how I can make it so I launch a lobby without reloading or changing the level I'm currently in. Any advice?

quiet shuttle
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thank you

solar bison
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Is it a good idea to clear all children and re-create them in UMG whenever a state update happens?

tawdry mural
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state update is every tick i believe?

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if not than its ok

solar bison
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no, on_rep in my case @tawdry mural

tawdry mural
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its a normal practice

solar bison
#

ty

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well, there's no shadow/virtual DOM or anything like in React, so yeah, I do expect to clean everything and add it all back 🤣

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How do I get length of unique items in an array

tawdry mural
#

like only the ones thats not repeating?

dawn gazelle
solar bison
near wolf
#

hello, how can I connect this without getting error ? I wanna rotate an hdri

near wolf
opaque acorn
#

I am keep searching but i cant see get material in landscape section of blueprint . Do we need to expose it via cpp??

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There is get material aginst mesh compo then skeletal mesh then static mesh but no such for landscape , is there anyway to get the material of landscape via bp??

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Im trying to get it via overlapping event

icy dragon
# remote meteor https://github.com/EpicGames/UnrealEngine/blob/46544fa5e0aa9e6740c19b44b0628b72e...
icy dragon
long whale
brazen thicket
#

can any one help me with procedural mesh collision? It's doesn't overlaps.

rapid bronze
#

hi. when we should use safe divide?

obtuse herald
gentle urchin
#

Avoids division by 0

opaque acorn
#

Hello does anyone know how i can get material of landscape via overlapping event??

gentle urchin
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You can return the physical material with a linetrace atleast

opaque acorn
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So atm only physical mat is possible??

icy dragon
opaque acorn
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There is a get landscape material node when i make a variable under landscape category and thwn bring it on bp

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But im unable to work ot with the other actor under overlapping event

icy dragon
opaque acorn
#

Can we search particular letter with parse to array from phycal mate??

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I yet have to check

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Lwt me shw u what i got

icy dragon
opaque acorn
#

I dont want ot generate hit events

icy dragon
opaque acorn
#

yep i guess that could be last option with a custom overlapping event with a CPP

icy dragon
#

But you don't even need C++ing to get physical material...

opaque acorn
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do you anything about it??

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ok I got it the landscape was a ref from level itself O__O sorry to bother

opal iris
#

Hello ! Does anybody know how to access to the signed distance field of a static mesh in a blueprint?

trim matrix
#

Who has inspiration on how to set up a factory system? These are bots who spawn parts and send them to other bots to craft them into products. The products are fetched by bots that move it into the warehouse area, like forklifts. I am thinking a "gun system" and use "auto fire" to empty and refill the "magazines" on each bot.

gentle urchin
#

Just check what factorio has done

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Draw inspiration from that

leaden sun
#

I'm sure this comes up a lot, but how TF can I learn blueprints? I'm an experienced programmer, but the UE BP docs seem sparse and low quality, with blueprint nodes barely explained. Hovering over blueprints in the editor only gives basic explanations of functionality and return types. Any ideas/pointers? Where can I start?

obtuse herald
mental trellis
#

He should be employed by Epic.

tawdry surge
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I'm sure he makes more working independently

leaden sun
opaque acorn
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most of BPs 😄

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i guess my cubemap max proj will complete soon

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feeling happy unreal_dragon

obtuse herald
leaden sun
gentle bronze
#

Hey!
how do i use a post process under a river? im using spline based river if i extend the river the post process volume dosent // how do i fix this

obtuse herald
tawdry surge
#

The source is usually commented decently, but epic loves abstraction

leaden sun
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Ah cool, yeah don't think I wanna download that 40gig

burnt oracle
#

Lyra uses "CreateNewStaticMeshAssetFromMesh" that's found in the Geometry script plugin. I'm using the geometry scripting plugin, but I'm unable to call this function. for some reason it's not found (even tried copy-pasting), but it's in the plugin so i'm not sure what i'm missing

burnt oracle
mental trellis
#

What do you mean "not found"?

burnt oracle
teal nexus
#

I spawned Niagara system at location from a BP actor. However, it doesn't show in the World Outliner. I can see it on the level, but can't really select it and mess with it 😫

mental trellis
burnt oracle
mental trellis
#

Try copy+pasting the node.

burnt oracle
#

doesn't work:

mental trellis
#

Is it a function in the lyra asset?

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Not a global function?

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Hmm, I guess not.

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Shrug

burnt oracle
rain egret
#

i am using a tick to pass the location for a spheremask in a material to a object. this works well, however if my object starts moving very fast (its an airship) the spheremask lags behind, any idea how to circumvent this?

leaden vapor
obtuse herald
burnt oracle
leaden vapor
burnt oracle
rain egret
burnt oracle
icy dragon
icy dragon
zealous mesa
#

Hi All, I would like to set r.PathTracing.ProgressDisplay 1 permanently in my project. how go about doing this?

icy dragon
leaden vapor
#

you can call the function from a 'generated dynamic mesh actor'

wicked osprey
#

Guys, is there a way to just select the default value of a static mesh variable?

burnt oracle
leaden vapor
opal iris
icy dragon
balmy vessel
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If I have 2 event dispatchers that I call one after the over, will all the bound functions from the 1st event be called and finish operating before the 2nd event is called?

icy dragon
#

For logic, you want to look for the collisions instead.

balmy vessel
#

so will any functions bound to check name unused finish operating before input changed is called?

trim matrix
#

my AI isn't activating his walking/running animation

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he just hovers over to me

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i'm guessing his animations are tied to some other movement input or event?

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if anyone is good at that stuff

opal iris
dense summit
#

Change Level is broken, just takes me back to the start of the same level

woeful pelican
dense summit
#

And I tried /Levels/MyLevel01 too, it did the same

cyan bone
#

When i use timeline, after a c branch i run the Stop >. But that doesnt trigger the Finished >. What should i do to Stop yet execute stuff after? Using Sequence?

burnt oracle
woeful pelican
dense summit
graceful citrus
#

Hi guys, is there any way to take screenshot with path like this? HighResShot filename="../test.png"
i would like to put screenshot one folder before the current path

woeful pelican
# dense summit No, in the build

Okay, so you'll need to check if the level is being included in the build. Something along the lines of ‘list of maps to include in a packaged build’, within project settings

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Other than that I'd suggest doing it by object reference instead of name

haughty tide
#

Hello, can anyone help me with possessing an actor or a pawn(?) on client? Seems like possession works but camera doesnt change.

narrow veldt
#

Hey people, I have run into a problem, I have a system that basically creates text messages over interactable objects and npcs that says "press e to interact", it works with trace sphere and so far it works great, only one problem. I want text to appear around the upper side of the npc, or rather a bit upper side of the screen(or changing size of the text would work as well), but it automatically assigns the location and size so I cant change it, how can I solve this? (second image is an example, I want to text to appear around those three blue boxes)

#

also, text changes location depending on the rotation of the camera like this so moving it a bit side or changing the size could be a better option as well

stuck plaza
#

is it possible to get a random value of enumaration, similarly to how you can get Random Bool?

drifting forge
dark crow
#

I think you can just plug the int directly into the enum

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From the random in range

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Ofc with conversions, lol

tawdry surge
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I've also seen people make an array and pick it from there

drifting forge
#

but, yea, you can convert int into any enum via bp

dark crow
#

Ofc yeah, just a more direct way

drifting forge
#

like this:

dense summit
woeful pelican
#

Level name should have no prefix or suffix, I think.

hollow gorge
dense summit
woeful pelican
#

Do you need to use that node? Could you not use "open level by object reference"?

dense summit
dark crow
#

You just select from drop down

woeful pelican
#

There are two "open level" nodes.

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The one you are currently using takes name. Theres another that has an asset dropdown

dense summit
burnt oracle
dense summit
woeful pelican
#

Also screenshot what your blueprint looks like now

dense summit
south oracle
#

@dense summit Sorry, sort of jumping into the middle of the conversation... if you've packaged the build, did you include the new map in the list of packaged assets? It will include all maps by default, but if you specify at least 1 map, then you need to specify all the maps you want to include. (Packaging->List of maps to include in a packaged build)

dense summit
south oracle
#

Is your map in a subdirectory?

dense summit
undone surge
#

why wont my functions in my main class show up in the child classes?

leaden vapor
undone surge
#

how do i switch a function to public

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it says public

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it only shows when i clikc it on the overideable list

#

itll be there in all child clases if i dont do this right

cyan bone
#

Im vinterping 300 instances moving them in the horizontal. Is it normal that it starts lagging? They are simple planes with a texture. Im using a timeline.
I use the timeline then a for loop, iterate through them as i move them.
It lags a lot. Yet i've done everything to make it simple (instances / planes with textures). I cant imagine if this was actual 3d characters. Or i must be doing something wrong. Please help me.

tawdry surge
#

For loop on 300 things every frame is not a great BP operation. Heavy looping is much more performant in c++

cyan bone
gentle urchin
#

300 things shouldnt be too bad

#

Show some code?

cosmic breach
#

Could someone please help me (a total noob) with some blueprint programming? I’m trying to make a drag & drop operation recognize the name of the object as a string, and find it in an array, and then set a different array element based on the string array index number. I’m running into problems when I try to cast this to my character pawn.

gentle urchin
cosmic breach
cyan bone
# gentle urchin 300 things shouldnt be too bad

Its a big spaghetti al tomato. But i can describe it. Its a blueprint with bacterias. Each blueprint has like 100 bacteria. Each timeline->for loop moves the 100 bacteria with vinterp. So i have 3 actors, with 100 bacteria, moving with 3 timeline -> for loop -> vinterp to.

cosmic breach
#

(Strength, Dex, Con, etc)

gentle urchin
cyan bone
#

3 actors with 100 bacteria

cosmic breach
leaden vapor
#

sorry ive read now, why not do it with niagara?

cosmic breach
cobalt gulch
#

What's a way to keep variables of whether an attachment is activated on a certain weapon?

#

For example AR-4 has a suppressor vertical grip etc

#

And then to check whether its activated by the player with a loadout

gentle urchin
#

I went from 400 to 2k vinterping isms when i went to cpp

#

But 400 was 'fine' in bp

cyan bone
cyan bone
waxen gull
#

Is there a way to ask IN EDITOR for a file Path?

manic hamlet
#

Hey, I am trying to access this variable that is in this HUD-Child-Class:

#

But I can not....

#

Im new to Unreal engine,so It might be the wrong approach ENIRELY, anyone can help pls? 😄

waxen gull
#

you need to assign the object an object reference to the Cast to node

#

based on that object reference it is going to check if the object is part of the class you want to cast to

manic hamlet
#

u mean the "left side" at Cast To HUD_MainHUD?

waxen gull
#

if thats the case you can acces the variable

#

yea

manic hamlet
#

what would this be in my example? 🙂

waxen gull
#

youre still in the same blueprint ?

manic hamlet
#

the second part, no

waxen gull
#

you assigned a game mode ?

manic hamlet
#

First part is in a HUD-Child Class

And the second screenshot is inside a Widget Blueprint

#

yeah i got a game mode

waxen gull
#

Get you Player Controller

#

and plug it into your Cast to function

manic hamlet
#

Error:

waxen gull
#

then plug a print string into each execute output

manic hamlet
waxen gull
#

ohh my bad

thin panther
#

Why do you need a ref to that widget wheb ur in that widget

#

This makes no sense

waxen gull
#

i always call my player controller HUD

thin panther
#

Surely you would just make functions in your widget then call them from the hud with that reference

manic hamlet
#

@thin panther its not the same 🙂

waxen gull
#

its about understanding how casting works

thin panther
#

Ye im not arguing with that

waxen gull
#

where did you create your HUD_Main_Hud in ?

thin panther
#

They have a ref to the widget in the hud, then are trying to access the hud ref in the widget

manic hamlet
#

Alright, lets back off this is my world settings(u can see the HUD_Main there)

#

inside the HUD_MainHUD I got this:

thin panther
#

Ok

manic hamlet
#

And now I want to get that variable inside a WidgetBlueprint I made

thin panther
#

Different to wb character selection?

manic hamlet
#

AHHH I see what U mean

#

sec

#

Yes, different from Character selection

waxen gull
#

I have never seen HUD Class before ^^

#

always used Player Controller for HUD

thin panther
#

Ah gotcha

#

So gethud > cast to hud

manic hamlet
#

Well, I am new to Unreal Engine, I assumed that all HUD related stuff would be in the HUD class,no?

thin panther
#

Yes it should be

#

Its good practice

manic hamlet
#

good 😄 learning it properly then haha

#

Like this?

thin panther
#

Yes then a get player controller into the get hud

manic hamlet
#

haha, one step ahead of you 😄

#

still cant get the variable yet 😄

thin panther
#

Compile the hud?

manic hamlet
#

done

#

Ive got UE open for a while..lemme restart, ive seen that this "fixes" stuff sometimes 😄

thin panther
#

Ye it does sometimes

waxen gull
#

Why do you get the HUD trough the Player controller when its set in the GameMode

#

should be set in the Player Controller then xD

thin panther
#

Wdym

#

The game mode sets the default class

#

The hud itself is tied to the player controller

waxen gull
#

You set everything here

#

and you get almost every of those references here

#

just not the HUD cause you you get it over the PlayerController

manic hamlet
#

O M F G..i think I found a "bug"......

#

In the HUD i called my variable this: (with an underscore between WB and Character)

#

obviously I would look for WB_CharacterSelection in the Widget then as well....

soft mulch
#

Hey guys! Has anyone faced the issue: when I select "self" in BP, Details panel gets populated with all properties of self AND all components that this blueprint has. I think that's not how it works by default, but I can't find a way to change this... Thanks!

manic hamlet
#

here the underscore IS GONE!

thin panther
#

Ah yeah forgot about that

#

It auto treats underscores as spaces

#

But i thought it would have still shown the cintext tbh

manic hamlet
#

j043ojc039u4q80t9fu3f89043fu8394q XD how can a noob like me know..... 😄

#

So I had it correct from the beginning.... 😄

#

unfortunately copy pasted WB_CharacterSelection into the search bar each time...

#

Okay.. its working now.... thats stupid though 😄 @thin panther @waxen gull Thanks for the help 🙂 Nice to see that after years of "unity quirks" I get to see them in Unreal Engine too 😄

manic hamlet
thin panther
#

No problem lol

crude isle
#

why is the line not going in front of the camera

#

it's shooting at one direction but it isnt in front of the camera

#

Nvm

#

forums fixed it

real notch
#

Which channel is the best channel to ask about project structure? Stuff like levels, saves, key bindings for pause menus etc. I'm trying to make my next game in unreal but I'm having a tough time figuring some stuff out.

manic hamlet
#

Anyone good with Json Files? Basically I would love to get an Integer/text/Whatever from a File into a PrintString onto the screen in runtime.
aka I hit the K key and I want to to show whatever is in Content/JsonFile.json
There doesnt seem to be many tutorials about this 😦 please tag me in responses!

thin panther
remote meteor
waxen gull
#

yea

#

but why is it not in the Controller from the Beginning

remote meteor
#

because

waxen gull
#

idc

remote meteor
#

GameMode

waxen gull
#

it is what it is

remote meteor
#

is the King

#

that only exists in Server

#

not Clients

crude isle
#

Need help

#

Basically

#

I'm shooting a line trace on every tick and I want it to do something when I press a certain key

#

But I dont wanna shoot the line trace when I press the key

#

I want it to always shoot it

#

Rn it's always shooting the line trace

#

But idk how to make it check if I pressed E

plain hull
#

Hello everyone

#

Hope you are doing well

#

How to read json with arrays using structs

magic parcel
#

Created a rotation system for the skybox

faint pasture
magic parcel
#

when it gets to -90, it freezes

#

and doesnt rotate anymore

#

is this a known bug?

#

if I set the sunspeed to faster speeds, it skips -90 and works

#

if i set the sunspeed slower, it hits the -90 and stops

faint pasture
magic parcel
#

lol wtf

#

i just saw that too

#

thanks for letting me know 😛

plain hull
faint pasture
#

use a scene component to offset if you want

magic parcel
#

interesting

#

ill try that out

faint pasture
#

Pitch goes 90 to -90, yaw can make a full 360, idk bout roll

plain hull
#

JSON with array

magic parcel
#

k ill try that

plain hull
#

How can I read this in unreal please help me.out

plain hull
#

Unable to find in blueprints

young frost
#

Hello everyone. I'm having a little trouble with grabbing objects. I'm using a physics handle to grab an object and move it around. My problem is, when I have an object grabbed, if the player gets on top of the grabbed box and move the mouse around while grabbing, the object sends the player flying, exactly like garry's mod prop flying bug. The only way I found to prevent this was using a Set Collision Response Channel node and stop the box from colliding with the player while it is grabbed. But this is not the result I want, what I need is for the object to keep it's collision with the player, I simply do not want for both the object and the player to exert forces on eachother while the object is being grabbed.

faint pasture
#

Google is good at finding stuff

faint pasture
young frost
#

Nothing, seems kinda contraditory

faint pasture
#

The core of the problem is that character movement doesn't use physics.

#

Well something should happen.

young frost
#

cause Im still able to move the box while on top

faint pasture
#

Do they rise, float there, or fall

young frost
faint pasture
#

The player is holding the box so both

young frost
#

the box pushes the player continuously, as if riding a sled

faint pasture
#

what do you want to have happen

young frost
#

Not send the player to the moon when I'm on top

#

Ahahah

faint pasture
#

I'd guess it should just fall

#

dig into the CMC physics settings but this might be super tough to solve with kinematic movement

young frost
#

Was thinking of just stop the player from grabbing the box when he gets on top

faint pasture
#

Eh that'll have edge cases galore

#

It's a tough problem for sure

young frost
#

This is tricky indeed

faint pasture
#

Dig into the cmc physics settings and also the base and Can Step Up On settings etc

zealous moth
#

I need some math help with trying to get a value between 0 and 1 using regular math.
At an angle between 0 and 45, I expect the value to be 1
Between 45 and 50, the value linearly goes from 1 to 0
Any value between 50 and 180 should be 0.

I got a function to figure out the angle value, I just need a hand with getting it to stay within those bounds and interpolate between 45 and 50

faint pasture
#

That's the problem with physics and CMC, they don't really get along. If you used physics for movement then the grab would just be a constraint between the character and the object, and they'd fall together no problem.

faint pasture
#

RemapRangeClamped(Input, 45, 50, 1, 0)
done

#

Best math node ever IMO

young frost
faint pasture
zealous moth
#

I'm using this in anim BP

faint pasture
zealous moth
#

I'm trying to make it so that the model looks at a target when the target is within 45 degrees vision

faint pasture
#

Print HeadAlpha, if the numbers make sense then your error is elsewhere

zealous moth
#

i did, numbers are there but the effect doesn't seem to want to lerp

faint pasture
#

Does the effect work with a static 1?

#

if it's always on?

zealous moth
#

yes

faint pasture
#

Show how you're setting HeadAlpha

zealous moth
#

glorious trigonometry

faint pasture
#

Why are you doing trig, just use dot product

#

Anyway, start from the basics. Make sure your angle output is correct, then your remap, etc etc

zealous moth
#

yeah it is all there

#

at this point, the head alpha is near 1 but not 1

#

doesn't work

#

here is at 1

faint pasture
#

Test static 0.5

zealous moth
#

works

faint pasture
#

Are you testing by just typing the number in the node or setting HeadAlpha to 0.5?

zealous moth
#

maybe i used the map range clamped wrong?

#

oh

#

i re-organized it

#

it does jump from 0 to 1

#

it's always 0 and then 1

#

hmmm did the map range clamped fail?

faint pasture
#

Show what you have right now

#

all the math going into HeadAlpha

zealous moth
faint pasture
#

Make sure nothing else is setting HeadAlpha

zealous moth
#

maybe that boolean is killing it

#

nothing else is

faint pasture
#

You're probably overwritting it yeah

#

you might be setting it, printing, then setting it again to 0 or 1

#

disconnect all sets but the math one

#

If you want booleans, bake them into that math (select node0

zealous moth
#

i think i might be misusing the map range clamped function

#

sec

digital lantern
#

Hello, when I shoot my bullets too close to an enemy, or while looking at my feet, this happens = The bullet "pushes" the enemy, or pushes me. How can I do this please? Ping me if you want to help

faint pasture
#

That looks right assuming your trig is correct, just lose the other sets of HeadAlpha

zealous moth
#

well the false statement in boolean is always false. It's just a switch to follow or not. It has no consequence here

#

this part here

#

is the angle

#

between 0 and 180

faint pasture
#

This stuff

zealous moth
#

i work better in degrees :/

faint pasture
#

lose all that stuff

zealous moth
#

yeah, it is always true, but sec, i'll do it

faint pasture
#

Show the whole BP then

zealous moth
#

ah it's working but the angle is still too steep

#

going to try to make it a bit looser

faint pasture
#

You can use a power node to change the ramp too

zealous moth
#

argh, still to quick

#

power?

faint pasture
#

RemapRange -> Power

#

to make it nonlinear

#

but I'd ramp over 45-90 tho

zealous moth
#

wouldnt that make it go even faster?

plain hull
#

This is JSON. I have 100 JSON like this. What method should I follow for reading these 100 JSON separate files data and how can I make user defined struct. Please anyone can elaborate

zealous moth
#

oh wow

#

that 90 was nice

#

very smooth

faint pasture
zealous moth
#

VERY NICE

#

ty @faint pasture

#

good olde math

faint pasture
#

So now bake a boolean into it with a select node

magic parcel
#

@faint pasture that worked, thanks!!! xoxox ❤️

faint pasture
#

if you want head turning to be able to switch on or off

zealous moth
#

and yeah i know i can use the 0-1 dot product but working in degrees is way more meaningful 😉

plain hull
#

Unable to find import using data table

faint pasture
plain hull
#

Can you have my anydesk access for a while

magic parcel
#

Yeah, im just hacking something in while I work on the rest of the stuff

plain hull
#

I will be really thankful to you

magic parcel
#

so this works for now :P, but yeah, we will move to a BP actor so I can control everything when we add in weather and all that jazz

#

😛

#

Zombies first

#

😛 then skybox

faint pasture
plain hull
#

Can't import JSON because I have to create struct first. But unable to make struct there

faint pasture
#

Why can't you make the struct?

plain hull
#

I have an array of attributes with string values

#

Should I make enum

#

Or unable to import

faint pasture
#

Just read up on data tables, you're totally lost right now.

plain hull
#

Okay

#

Thank you

#

Can you do me a favour please

#

While accessing anydesk

#

Just make a struct while seeing my JSON. I will be really thankful to you

#

Yes I am lost from last 8 hours and no progress

plain hull
#

And do a little stuff for me

#

I just want to send an updated

#

And have nothing to show

obtuse herald
faint pasture
#

Lemme just get my rootkit updated

obtuse herald
#

You need to learn it at some point

slender maple
#

Can someone verify that "Create Event" is working in the latest UE5 release? I am not getting and Drop Down Menu (Function Signature should be correct)

plain hull
#

Thank you everyone

slender maple
desert juniper
slender maple
#

tried already

wise tide
#

dumb question but how do I make a string array variable? I want an instance editable list (custom combobox) but when I search array I don't find one for the string data type.

slender maple
#

refreshing everything restarting engine

#

I am using a c++ enum in the signature without TEnumAsByte

#

could that be a problem?

#

will check that, thanks!

#

Removed the Enum completely. Inputs are now only bool and one structs and output is a bool as well. Still not working

#

I have checked with an example that should work (LE Extended Standard Library Sort Array) Not working either

#

So either I am really doing something very wrong or the current engine has a bug

wise tide
#

Better way to word it, can I recreate this as an instance editable variable in blueprint only?

wise tide
#

I don't think so, but maybe I have it setup wrong

slender maple
#

you will have to regenerate based on your array / set

wise tide
#

Yes, but I don't know how to create an instance editable array like the one shown in the screenshot where I can add/remove indexes and change the value of them

slender maple
#

just add a string variable and make it an array

wise tide
#

im blind af. I was typing array into the searchbar 🤦

#

tyvm

slender maple
#

So no one can verify that Create Event works in UE5.0.1

#

?

cyan bone
#

@gentle urchin As we talked, i tried to isolate the section of my blueprint as best as possible to show the problem.
Im having issues with performance when vinterping instance static meshes.
Since vinterping and instance static meshes are supposed to be cheaper, i dont understand why this is happening.
Im moving around 100 instance static mesh copies, and they check if there are others too close to them. If there are they will spread out.
This is based on javascript flocking tutorial of codingtrain - separation.
Pls help me solve this issue.
https://blueprintue.com/blueprint/ptfdsr2f/
https://blueprintue.com/blueprint/bnzlqyfm/

chilly yarrow
#

Hey friends, quick question. How do I combine My input axis move right/left with input axis forward/back to get this

tight schooner
#

Each input axis mapping has its own getter function

#

So you don't have to use the input axis events per se. You could check the inputs on tick e.g.

wise tide
#

Can I get the index of an enum? I want to convert the fullscreen mode enum to my string combobox by setting the index of fullscreen mode to the index of my combobox.

chilly yarrow
#

Oh. And how would i just get the InputAction Movement?

tight schooner
#

Uhh. Input actions are different than input axes

#

You define them in the project settings

#

Input section, IIRC

#

An axis is analog, and an action is digital (a button)

#

Actions fire pressed/released events and the axes provide a new value every frame

#

So the screenshot depicts a button mapping that someone called "movement"

chilly yarrow
#

Oh that makes sense. Well sort of. Atleast I understand how he did it then

#

True. I'm trying to make him change state on direction change. That's why I needed it as an action

faint pasture
#

or
State = SomeFunction(ForwardVector, InputVector)

#

InputVector = (InputAxisForward, InputAxisRight)

chilly yarrow
#

Looks good. Well.. i was following a tutorial you see....

#

I'll try for sure

#

Thanks guys ❤️

gentle urchin
chilly yarrow
cyan bone
gentle urchin
#

no wonder it goes slow

cyan bone
#

so what can i do to keep them separated.

#

i thought this would be cheaper

#

better i mean

gentle urchin
#

you can easily do 300 ism instances without any trouble (no reason as i see it to divide it in 3),

#

but you're doing a Loop for each actor with a nested loop per instance with yet another nested loop per instance

#

30k distance checks

cyan bone
#

so each instance will loop 100

gentle urchin
#

cheap in singular, but at these numbers its quite expensive

#

if you do "stat uobjests" in the console

#

you may get some info about the cost of them

cyan bone
#

ok so what do i do instead? do i just allow them to overlap? it looks ugly 😦

#

i need to make them keep a distance between each other

gentle urchin
#

Moving it to cpp will save you some performance

#

there are cheaper methods of checking distance, altho less accurate (so prob ugly still)

#

cpp!

#

but they all move relative to each other do they not?

#

like a pack

cyan bone
#

can you see the video?

gentle urchin
#

yeah

cyan bone
#

they move independently

gentle urchin
#

wasnt sure if that was on purpose

#

Move it to c++ and you'll see ~10x performance

#

assuming you stick to the same logic

#

10x prob is not enough tho

cyan bone
#

i understand. but i dont think it will fix it. because i intend to have many many units. thats the main challenge

#

so i will maybe let them overlap

gentle urchin
#

then you need better ways to control them

#

faster, cheaper

cyan bone
#

yup. do you have any other alternative suggestions?

gentle urchin
#

Not really. What you're trying to do, assuming you're intending to have 'thousands' of units, is very hard to do

cyan bone
#

i have an alternative that is, just checking if a certain ammount of units is overlapping. and if they are, i spread them out from the center to the outside

#

its very cheap, but not the most accurate

#

and i had a ton of work converting that javascript tutorial into blueprint

gentle urchin
#

if you can use distanceSquared instead, you can prob shave off some perf aswell

cyan bone
#

ok will try that. thanks a lot

drowsy pumice
#

Is it possible to override variables (not functions) inherited from parent class? I just want a child class to have a different default value

#

Set what exactly?

#

I can't make a variable with the same name, and there is no 'override' button like with functions

bold phoenix
#

Anyone knows why I can't find this node in my blueprint actor ?

rich jungle
#

trying to make multiplayer widgets work

#

this causes two widgets to appear on the main client, instead of one on each

#

anything else, or blank

#

gives me "that's not a local controller"

#

I'm trying to find out what I'm supposed to use instead

#

when I put in "get local player controller from ID"

#

id 0 because not splitscreen

#

I get no widgets at all

#

and an error saying that calling viewport returned none

#

thanks

drowsy crater
#

I'm trying to attach the Spring Arm of the camera to my Character's mesh, so that it follows the body while being in a ragdoll. I've been given this answer, but I have no idea how to make the blueprint itself (still learning the basics of blueprint, despite having done a handful of tutorials). Any tips would be appreciated

sage shale
#

i found it nvm I'm stoopid

trim matrix
#

The Target is your Camera componet
The Parent is the mesh componet

sage shale
#

Nevermind I didn't find it 😭 I thought "Cast to ---" would help but it infact did not :,]

literally just wanna access the score in the FirstPersonHUD file and increment it when an enemy is killed 😂

I don't know how to get a variable from one file in another*

trim matrix
obtuse herald
sage shale
#

uhhh okay, 1) Thank you guys for answering and 2) What do you mean when i create the widget? what widget- I'm trying to use a "Cast to FirstPersonHUD" currently but all i can do is set it not read it ;-;

trim matrix
#

Yes, when you create a widget using the CreateWidget node. That node returns a reference to the constructed widget.

obtuse herald
sage shale
#

first i should probably ask what you mean by what a widget is

#

what exactly is a widget? I'll look it up if you don't wanna explain but i figure it might be faster to ask

trim matrix
#

Widgets are the name for user interfaces in unreal.

sage shale
trim matrix
#

You might want to look into that entire system.

#

Unreal has a whole system for building UI

#

but before that.

#

You need to learn the fundimentals on how blueprint communication works.

trim matrix
sage shale
#

ughhh okayyyy thank youuuuuuuuuuuuuuuu both of you 🙂

split ginkgo
#

How could I create a Box Structure from component bounds?

tight schooner
#

if you need it to be world-space rather than relative, add the "origin" to the vectors before feeding it to the Make Box node

#

the origin is the world-space location of the box's center

cosmic kelp
#

I have a slider control in a widget that has focus and when I press left I want it to navigate to a custom function. This works fine, but I am trying to figure out how to get the slider control object from within that custom function. I feel like I'm missing something obvious. I was going to try to use an input parameter for the custom function and pass in "self", but didn't see any object like that.

bold phoenix
cosmic kelp
bold phoenix
#

Can you send a screen shot ?

#

i'm not sure i understand your goal

#

there is only one slider in the widget ?

cosmic kelp
#

3 sliders in the widget. Taking screenshots now

#

So that is specifically using the Sound Effects Slider variable like you first suggested. But I instead want to have that just reference the current slider that was pressed Left or Right

bold phoenix
# cosmic kelp

Maybe you can do 'on mouse capture begin' set SoundEffectSlider to slider1 or slider2

cosmic kelp
#

I may just end up using 3 branches in there and check which slider has focus to increment or decrement with specific variables. Was just looking to simplify it a bit.

#

I know it appears like I'm just replicating what the slider already does, but with a slider you have to select it to change its value. I am ultimately trying to change its value when it has focus. Thus removing the extra selection action. (I'm using keyboard and not a mouse)

bold phoenix
#

but i don't know if it would apply to a slider

trim matrix
#

How can I cycle through an array when I press a key?

tight schooner
faint pasture
tight schooner
#

yeah, using modulo (% node) would be smart

#

last index = Array Length - 1

plain hull
# faint pasture Just read up on data tables, you're totally lost right now.

Just need clarification, the below is my JSON. I have created struct for entering this JSON file into data table. Name will be integer. And how we will define attributes array in struct?

{
"name": 1,
"attributes": [
{
"trait_type": "topColor",
"value": "Brushed_Aluminum_Top"
},
{
"trait_type": "baseColor",
"value": "White_Glossy_Base"
},
{
"trait_type": "furnitureAccentColor",
"value": "Tan_Furniture_Accent"
},
{
"trait_type": "trimColor",
"value": "Green_Trim"
},
{
"trait_type": "logoColor",
"value": "Tan_Logo"
},
{
"trait_type": "Flag",
"value": "Checkered_Flag"
}
]
}

unique harness
trim matrix
#

if anyone knows, how much can you link bp's with actual c++, are they interchangeable?

unique harness
#

What does that mean exactly?

trim matrix
#

me or the json 😄

unique harness
#

you

trim matrix
#

how much can you access bp's in c++ and vice versa

#

i understood its basically api

unique harness
#

You cannot access BPs from C++. You can access most things in C++ from BPs

icy dragon
trim matrix
#

so you cant alter bp's on the fly at runtime from cpp?

unique harness
#

You can "fake" it with Getters or BlueprintImplementable/BlueprintNative events

trim matrix
#

thats the template thing than i guess?

unique harness
#

but you can't direct access methods or fields

trim matrix
#

whats it called macros?

unique harness
#

no

dire frost
#

it's a one way communication between cpp and bps

trim matrix
#

so you create a bp, template it so to speak but theres no runtime alteration of it?

#

prebaked 😄

unique harness
#

of course you can alter it at run time

#

just not BP methods/fields from C++

icy dragon
#

Think of C++ and BP relationship as you programming a microchip in a circuit.

If anything BP is kind of like electrical engineering.

trim matrix
#

well no, those are precompiled

#

no restrospection at runtime 😄

#

but you can communicate between?

unique harness
#

BPs are just a layer on top of C++

trim matrix
#

as i understand bp is bsaically api

#

basically

unique harness
#

You can communicate back and forth but only in a specific way

#

You can call C++ methods from BP

#

You can "call" BP methods from C++ but only if they're already declared in C++

icy dragon
#

The way you communicate "back and forth" is modifying C++ variables that BP can read, and having implementable events. But that's pretty much it.

trim matrix
#

well yeah thats logical, cant call what hasnt compiled

unique harness
#

well you asked if it was possible lmao

trim matrix
#

are these systems generally used seperately then?

unique harness
#

no, they're used together

trim matrix
#

well yeah 😄 can you communicate 😄

icy dragon
unique harness
#

what do you mean "communicate"

trim matrix
#

wait no theyre used together or no you cant communicate

#

can i use c++ to communicate with bps

#

simply put

unique harness
#

define communicate

trim matrix
#

can you send variables/state changes

dire frost
#

yeah you can do that

icy dragon
unique harness
#

If it is declared in C++

#

You can't just make a BP with a variable/method and access it from C++

trim matrix
#

okay let me ask this a bit more directly

#

are they closed systems

#

no i get that

icy dragon
#

tbh I felt like this is borderline trolling action

unique harness
#

ikr?

trim matrix
#

but can one alter the other

unique harness
#

stop using random terms

#

ask what you want to do

#

and don't say "alter"

#

or "communicate"

dire frost
trim matrix
#

i think i asked quite clearly can c++ communicate with bps and vice versa

unique harness
#

yes

#

any other questions?

trim matrix
#

well that whas simple lol, thank you 😄

#

no all i wanted to know for now

icy dragon
#

The level of abstraction was too much, more than that given by UE4's codebase

unique harness
#

👍

dire frost
trim matrix
#

i get that

#

all i wanted to know is if there was a way to communicate between the two

#

limitations obvious

#

no use making a game with bp's only not to be able to extend it beyond bp capability

unique harness
#

well yea, that's a given

trim matrix
#

...well you;d say that...

#

😄

#

let me ask a simpler question perhaps

#

what not to use bp's for?

icy dragon
#

In short:
✅ BP can read C++ variables that are marked BlueprintReadOnly/BlueprintReadWrite, and BP can override C++ functions that are marked BlueprintImplementableEvent
❎ C++ accessing BP made variables and functions