#blueprint

402296 messages ยท Page 899 of 403

trim matrix
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thank you mako

unique harness
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pretty much everything imo

trim matrix
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answer i can understand :d

mental trellis
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Well, you can access bp vars and funcs, it's just not straight forward... or advised at all.

dire frost
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yeah bps was meant for testing something quickly before you make it in c++

unique harness
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Daekesh always coming in with that answer lmao

trim matrix
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retrospection can read all, just not intended ๐Ÿ˜„

mental trellis
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Hey, I'm just a pedantic arsehole.

icy dragon
mental trellis
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Indeed.

trim matrix
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im not asking if its technically possible ๐Ÿ˜„

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technically get some interupts and wehey

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im just lacking alot of info on ue5 ๐Ÿ˜„

unique harness
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go visit the learn page

trim matrix
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half of that is ue4

dire frost
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it's the same stuff really

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only difference is the UI is more modern

trim matrix
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i know, but go to this window, wait that doesnt exist

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im used to ue3

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not 4 or 5 ๐Ÿ˜„

unique harness
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so go learn ue4 then switch to ue5 when it actually works

dire frost
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oh waw you're old lol

mental trellis
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UE3... UDK?

trim matrix
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yep

mental trellis
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Damn.

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Welcome to the future, my friend. We no longer travel by horse and cart, we have the motor engine!

trim matrix
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getting back because of the new features

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indeed

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reason im back ๐Ÿ˜„

dire frost
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i dont think i was alive when UE3 released

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when was that?

trim matrix
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in the long long ago ๐Ÿ˜„

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time when making games ment you knew how to program ๐Ÿ˜„

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memory management and so on

mental trellis
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However, in November 2009, Epic released a free version of UE3's SDK, called the Unreal Development Kit (UDK), that is available to the general public.

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Sometime before that.

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Screenshots of Unreal Engine 3 were presented by July 2004

dire frost
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the year i was born! holy crap

trim matrix
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says something about my age i guess ๐Ÿ˜„

dire frost
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the engine is older than me

trim matrix
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yeah and used to be shitty as well

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pointer hell

mental trellis
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The first games released using Unreal Engine 3 were Gears of War for Xbox 360, and RoboBlitz for Windows, which were both released on November 7, 2006.

dire frost
trim matrix
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admittedly at that time it was the best

dire frost
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couldnt you just somepointer != nullptr?

trim matrix
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i dont even think unity existed at the time

icy dragon
trim matrix
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well yeah, does it error on that now ๐Ÿ˜„

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the old days, when you could just f up your game with a single pointer error ๐Ÿ˜„

dire frost
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well you can still do that...

mental trellis
trim matrix
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well yeah, but in those days that was basically the general problem ๐Ÿ˜„

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memory leaks

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geez

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im old i guess lol

mental trellis
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How old are you?

trim matrix
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37 ๐Ÿ˜‰

dire frost
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how old are you if you dont mind me asking?

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oh yeah your old in internet years

mental trellis
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Younger than me. ๐Ÿ˜›

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(38 :/)

icy dragon
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Dang, I'm 23, just shy of a year after Unreal 1 released

trim matrix
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when i was young ... ๐Ÿ˜„

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i had 5kb internet ๐Ÿ˜„

dire frost
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SAME!

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we were poor

mental trellis
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I remember playing quake on a 14.4. The 4v4v4v4 league was a bitch.

trim matrix
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no wiki and wait 5 minutes to load the api documentation d:D

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for this genereation thats like getting you water at a well ๐Ÿ˜„

dire frost
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honestly i can still relate to it rn

trim matrix
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haha well said

dire frost
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my internet is so slow sometimes

mental trellis
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If only I'd have my fibre back then.

dire frost
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like it sometimes reaches 1000bits/s

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not even joking

trim matrix
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at that time that was alot lol

mental trellis
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Do you feed the carrier pigeons enough?

trim matrix
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i think i averaged at 200

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page of text, well go do something else

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litereally

icy dragon
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Back in ye olde days where downloading a Doom WAD and editors took forever

dire frost
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and when the internet is not slow, visual studio is...

icy dragon
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oh wait, this isn't #nostalgia

dire frost
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it takes 7 mins on avarage for my code to rebuilt

trim matrix
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shader recompilation?

dire frost
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no just my normal cpp stuff

trim matrix
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7 minutes for cpp compilation?

dire frost
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yep

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to be fair i dont have the recommended specs

trim matrix
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tf are ytou compiling

dire frost
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i have like 8 gigs of ram

trim matrix
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not much, but shouldnt matter

dire frost
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so that forces vs to only use one core to compile

trim matrix
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not for compilation

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ah

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yeah that joke

mental trellis
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I have... well 16 times that. Is nice.

dire frost
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?

trim matrix
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16 core it still compiles on the first only

dire frost
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vs needs 1.5 gigs of ram to use one core. so if i hade 9 free gigs it will use all 4 of my cpu cores

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and will make building WAY shorter

trim matrix
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so 64 gig should use more than one core right?

dire frost
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lol yeah

mental trellis
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You want about 10gb + 2-3gb per core.

trim matrix
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64 gig ram, still only using one cpu core

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baffles me

dire frost
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?

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that shouldnt be possible

mental trellis
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Is it building with incredibuild?

trim matrix
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the editor

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game runs fine

mental trellis
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Do you see XGE in your build logs?

trim matrix
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nope

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nope standard build

mental trellis
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I'd suggest you fix your buildconfiguration.xml file

trim matrix
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its standard for all projects

mental trellis
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The build log will also say exactly why it's limiting your cores.

trim matrix
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since ue5 btw

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cou1 runs 100% rest does nothing

mental trellis
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Win11 by chance?

trim matrix
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10-11

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not running new windows no

dire frost
trim matrix
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yeah use deamon thread

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its not the game

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its the editor

mental trellis
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Show us your build log!

trim matrix
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it refuses to run on multi

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game runs fine

dire frost
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you're building from visual studio, right?

trim matrix
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running ue with vs code

unique harness
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bingo

dire frost
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oh vs code

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yeah that makes since lol

unique harness
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vs code isn't a supported IDE

mental trellis
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That won't matter.

trim matrix
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got cs studio as well

mental trellis
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The build system doesn't care what IDE you're using, it's entirely independent.

trim matrix
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same thing

mental trellis
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You could code in notepad for all it cares.

trim matrix
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might as well use notepad

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thats external editor

mental trellis
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Show us some logs if you want help.

trim matrix
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yeah when i get back to it lol

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basically ue uses one gpu core i have 16 and 4 cpu cores i have 16

mental trellis
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Ping me if you posted it, I'm off to bed. Night!

dire frost
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gn

trim matrix
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have a good one

dire frost
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so nomennescio, have you worked on any AAA games?

trim matrix
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not much to post btw, its just gpu 3d and repeats that on a single cpre

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yeah

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ue5 btw

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ue4no probs

icy dragon
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Maybe he meant AAA games with UE3

trim matrix
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well aa

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not aaa

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๐Ÿ˜„

dire frost
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oh nice

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what are they?

trim matrix
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well lest just say i got horizon zero dawn for free

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ill leave it at that

dire frost
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ooohhh

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wait let me go to google for a sec

icy dragon
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Well, I get a free copy of HZD from scraps

trim matrix
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i get alot of free games but generally because i test em

icy dragon
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Packaging was so lousy, it felt like a pirated copy, but the disc and Frozen Wild code is legit

trim matrix
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i have a backlog of about 80 games ๐Ÿ˜„

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havent seen frozen wild yet

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tbh busy getting different certificates atm

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great that its free, but does it help me ๐Ÿ˜„

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Ill test a game for a fellow developer

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those guys are a bit known and from the same country

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good to see they ramped up after 20 years

icy dragon
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Did you test for Abandoned? kappa

dire frost
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sorry if i'm being dump, it's 3am here and super tired

trim matrix
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yeah play testing ๐Ÿ˜„

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80 in the backlog, i do have a dayjob besides it ๐Ÿ˜„

dire frost
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oh ok, i thought you like used to be a programmer not a player tester ๐Ÿ™ƒ

trim matrix
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i was lol

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thats where my connections come from

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but these days i have to work for my money ๐Ÿ˜„

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on the fork lift in the day, playtesting at night ๐Ÿ˜„

unique harness
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why give up programming for fork lift?

dire frost
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i guess it pays more?

trim matrix
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financial crisis

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not really, its just steady income

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or guarunateed

unique harness
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You're not in US?

trim matrix
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eu

unique harness
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ah

trim matrix
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or nl ๐Ÿ˜„

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i earn about 1500 net

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32 hours

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not great but its a steady income

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used to earn about 4k a month

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working now to go up in the company

dire frost
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good like!

unique harness
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Move to US and 4x that 4k

trim matrix
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steady income is okay for now

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if i can pay my bills ๐Ÿ˜„

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might actually m,ove to use cause i can earn about 4x thre

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but im not poor so ill see where current employment ends

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basicaly i dont have to work ๐Ÿ˜„

serene bramble
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Why is my packaging failing?

trim matrix
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well start by runnning it as adminstrator

unique harness
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Any other questions?

dark crow
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What's a error!?

unique harness
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Do you have your game running while trying to package?

serene bramble
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No

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It built fine once now it won't build

unique harness
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check processes to see if it's running in background

trim matrix
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also make sure you quit windows explorer when you uild

dark crow
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Easiest would be just restarting the PC

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ยฏ_(ใƒ„)_/ยฏ

trim matrix
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jup

unique harness
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that is definitely not the easiest lmao

dark crow
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If you have a SSD it is

trim matrix
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restart

dire frost
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it's the easiest but most time consuming

trim matrix
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doesnt matter, error is open process

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just restart

serene bramble
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I've already restarted

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Nothing is running

trim matrix
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some process is hanging

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after restart it still hangs?

serene bramble
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Yeah it just says packaging failed then that error

trim matrix
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2 options

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start in safe mode

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make sure everything works

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ie you dont have a virs or such

serene bramble
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I don't

trim matrix
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of cold bomb, ie stop everything yo9u dont need

serene bramble
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I tried running in admin to be sure and that didn't work

dire frost
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sounds fishy to me

trim matrix
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reboot into safemode

serene bramble
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I opened it in the first build

trim matrix
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try booting there

serene bramble
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But I deleted that build

trim matrix
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if that does work you got issues

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ifit doesnt youre pc wont work with it

serene bramble
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Doesn't explain how it built right the first time, and the fact every other single project I've made builds fine

trim matrix
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lots of explanations

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but tbh to late for that

icy dragon
trim matrix
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honoustly make a backup

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put it somewehre lse

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iniate git porject

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project

serene bramble
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I moved it to my 2nd hdd and built it to my 2nd hdd and that worked

rough blade
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Is there a way to optimize impact event generation? I noticed it fires of dozens a second when two items are touching and this seems unnecessarily expensive.

split ginkgo
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What is a box extent?

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Is that the entire length of the box

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or half of it from the origin?

rough blade
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size of the box - so if your box extent is 5,5,5 (x,y,z) - your box will be a cube measuring 5 units on each side.

dire frost
zealous moth
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how can I go into free camera mode when i presss play?

dire frost
dire frost
rough blade
dire frost
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pretty much yeah

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unless you are welling to modify the physics yourself

serene bramble
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Okay another odd thing. In the build of my game my pause menu won't show (the cursor appears and game physically pauses but the UI won't show). But it works in the editor?

zealous moth
zealous moth
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when i do though, it is a random pawn at 0,0,0

dire frost
dire frost
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you might be spawning in an empty level

serene bramble
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It's set to the correct one for sure

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I spawn into a 'main menu' one which then loads the correct level. In the editor it works fine, In build the UI won't show is the issue

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Game itself seems ok, it pauses and the mouse cursor shows but the actual "pause" widget won't

dire frost
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that's odd? i dont have a clue what the problem might be

serene bramble
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Yeah it is

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"set game paused" is being called after I set the pause menu's visibility to visible too

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And toggle mouse is being called ok anyway

dire frost
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the fact that the widget works in editor is throwing me off here

serene bramble
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Yeah, no errors or stuff

dire frost
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try running the game in standalone mode

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see if the problem consists

serene bramble
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Standalone mode?

dire frost
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yeah

serene bramble
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Ohh yeah

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Pause menu works fine in standalone

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It's just the build that won't work which really is whack

wise tide
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I can't store the information for some of my settings in the GameUserSettings instance. For example FoV or FPS Counter.

Is there an easy way to add this to GameUserSettings? Or do I need to make my own separate save stuff?

dire frost
serene bramble
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As in the actual create widget code?

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Would be this code in the game mode

dire frost
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can you show me before that?

serene bramble
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Before would just be this

dire frost
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can you tell me what type of you widget is the widget pause

serene bramble
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"UMG.UserWidget" apparently

dire frost
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this guy right here

serene bramble
dire frost
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oh ok it's widget blueprint not a userwidget blueprint

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apparently userwidget blueprints wont be included in the packaged game

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the more you know

serene bramble
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Interesting

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My HUD also isn't showing in the built game either, but shows in the editor, so

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(the HUD is the same type as the pause menu)

dire frost
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or "get player pawn"

serene bramble
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No difference

dire frost
serene bramble
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Yeah, the "game manager" calls the function

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And that init function is run at the start of a level

dire frost
trim matrix
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So I have an on button clicked event, and when you click it it's meant to run the find sessions event

dire frost
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i think a level begin play gets called before anything is spawned (including the game mode) so the cast is always false

trim matrix
trim matrix
dire frost
serene bramble
trim matrix
dire frost
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that's why it wont take as long to load stuff you begin to test stuff in the editor, because everything is already spawned

serene bramble
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Makes sense

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Is there some kind of beginplay event that triggers once stuff is spawned?

dire frost
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i guess the game mode itself?

dire frost
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if that's the case then your not using your custom game instance the cast will fail

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@serene bramble did it work?

trim matrix
dire frost
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which also casts to the game instance?

trim matrix
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Yea

dire frost
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but the button is pressed, right?

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like you can press the button

serene bramble
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Uh I haven't tried anything yet, not sure what to do

trim matrix
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Yes

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And it creates a game

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It's just the find sessions thing

dire frost
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or add a delay before the begin play of the level but i wouldnt recommend that

dire frost
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or there's a problem with the join game code

dire frost
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@serene bramble so?

serene bramble
dire frost
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it's cool. just ping me when you test the solution out

plain hull
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Sure. Let me give this a try. Thank you

unique harness
plain hull
desert juniper
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yup

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the same way you'd create any other variable

plain hull
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I have 100 + JSON like this

desert juniper
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jw did you create the structs in CPP?

winter meadow
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Why does this not work with a keypress but works with Event BeginPlay?

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This works

desert juniper
winter meadow
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Ooo

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how do I do that?

desert juniper
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in the class defaults have it auto receive input by player 0

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not sure what that does for multiplayer, but it'll work in singleplayer

winter meadow
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class defaults...

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oh i see

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it works now!

winter meadow
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also how do I make a keystroke toggle?

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like I press it once it does one action and I press it again it does another

trim matrix
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How do I reference an actor that is spawned attached to the player? I made a sword actor spawn attached to the player on begin play and i want to reference that sword with the AnimNotifyState

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i dont think this is right

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It's attached to the player on begin play/by event, not by default

lime moat
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Anyone know how to cast to a save game class from a widget? I'm trying to display data from my savegame on my main menu ui, but i'm getting an accessed none error from the failed cast.

lime moat
# trim matrix

How did you spawn your attached actor? How many will be spawned in your game?

cosmic kelp
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I just found that this exists, so what i was doing was unnecessary. So unchecking this should allow me to change the value when its focused, instead of when i select it.

jade prairie
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Hello everyone, I ran into a problem that such a figure got out that does not allow me to move, I am a beginner and I do not know how to remove it. Is there any way to disable it?

icy dragon
plain hull
remote meteor
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hold on

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if you need json

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why not use varest plugin

torpid mulch
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Hey guys, is there any way to rotate the 'Box Overlap' like the debug box?

warm lava
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Is there a simple way to levitate/hover a player pawn above the ground?

torpid mulch
warm lava
torpid mulch
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If you need any help with it feel free to dm me :)

lime fulcrum
#

Shared my first Blueprint ๐Ÿ˜„

cyan bone
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Im spawning a character. In the construction script i have it building the height of the character (100), as well as other things like Power:300, Health: 250.

When using the Spawn Actor of Class, how can i change or set these values that are in the construction script, so that my actors spawn with different characteristics?

icy dragon
cyan bone
#

And then expose them?

torpid mulch
# icy dragon Yes.

(Out of topic quick message) I got Auto-Rig Pro, and yeah it is awesome, thank you again for recommending it.

hard creek
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How do you limit pitch rotation rate in a first person player? I'm trying to do a stun effect. I can limit yaw rotation rate by unchecking "Pawn: Use Controller Rotation Yaw", checking "Character Movement: Use Controller Desired Rotation", and unchecking "Camera Settings: Use Pawn Control Rotation"

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What results is the yaw rotation rate is limited as expected, but now the camera is locked at 0 for pitch, and doesn't respond to input.

icy dragon
hard creek
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what setting is that called? not finding anything when searching "limit" in Details

dire frost
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It's called max pitch

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Or something like that

hard creek
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I'm not trying to limit the maximum angle, I'm trying to limit the rotation rate

icy dragon
dire frost
#

Just decrease the sensitivity

icy dragon
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On stock FP/TP setup, you have turn rate axis multiplied by a variable.

hard creek
icy dragon
#

I mean, you can just go with motion sickness inducing vision when stunned. Now that's adding up to the meta ๐Ÿ‘Œ

icy dragon
hard creek
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hmm, didn't think of that, let me see if that'll work

gentle urchin
#

If people want to max their dpi for the purpose of messing up rotation speed, why bother stopping them

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Give then what they want ๐Ÿ˜†

hard creek
#

the game is a single player game so it doesn't matter too much, but if it was a multiplayer I don't think players should be allowed to negate stun effects Lol

icy dragon
#

If one isn't used to high DPI, their aiming can be sloppy

icy dragon
#

Don't worry, it's part of game design assembly.

hard creek
#

ok i think just clamping Add Controller Yaw/Pitch Input works perfectly, thanks!

woven pond
#

Is there any documentation or guides on Multiplayer player basics, i get how to cast from the GameMode to the GameState in order to update the PlayerController im more interested in actual examples of wether i should be running an event/function to update say the score in the GM or GS. I'm imaging GS and The Rule that governs scoring is in the GM but id really like some basic info around this and similar best practice. (This could be a confidence thing) but just seen so many different ways of doing it id just like a direction in which and why

hard creek
trim matrix
#

Hi everyone! hope you all having great weekend! i have a big one:
do you know how we can read a JSON file NOT at runtime.. but in the constructionScript?

woven pond
fleet cedar
#

Hey guys. I am trying to do an exploration style game where my character can interact with objects and "leave his body" (i.e. he's third person but will then zoom in to inspect objects, basically Quantic Dream games - Detroit, Beyond Two Souls).

Should I put the interaction trace in another invisible character other than third person or should I do it in the player controller?

Should I move the character's camera off of himself or should I possess other objects? Any advice would be lovely.

tulip canyon
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execute when paused doesn't work, anyone got any suggestions?

tawdry surge
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@woven pond Have you gone through the Lyra project to see how they did it?
Its supposed to be a best practices demo

vagrant flicker
#

Hello Guys, can I get a little help when its okay?

I have a very simple drag & drop system that was working perfectly fine on 5.0EA
I've migrated the system to 5.0 and now something very strange happens.

Every time I want to pick up an item from the ground I have to touch it with the character first. The raycast is activated all the time, but the pickup happens only after my character touches the cube

https://imgur.com/a/CF1PUxM

BP: https://blueprintue.com/blueprint/7ug2u7n2/

I am starting to think that the physics handle is buggy or at least I am missing something.

P.S - I've copied the collision presets as well so they are the same as they were before.

dire frost
#

try spawning in another box?

woven pond
icy dragon
tawdry surge
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Multiplayer tends to dip into C++ from time to time..
Might be a good excuse to learn it

vagrant flicker
dire frost
vagrant flicker
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Yes - before the character hits the cube with his collision the raycast is green, but I cannot lift the cube

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The video shows that moment:(

dire frost
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i meant like can you show us the code lol

vagrant flicker
dire frost
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everything seems fine to me...

vagrant flicker
#

Ye me2

#

That why I am so puzzled

solemn bramble
# vagrant flicker Ye me2

Perhaps the trace is blocked by some collision attached to the Character? That would explain why you have to get very close to the object.

solemn bramble
dire frost
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no the trace works fine as far as i can tell

vagrant flicker
#

Yes, I've tried to increase the length

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Same happens. The trace is fine. :/

gentle urchin
dire frost
#

@vagrant flicker add a breakpoint on the grab component at location and check if the returned component is valid

solemn bramble
tawdry surge
#

Hey what are the drawbacks for child actor components?
I vaguely remember something about them being unreliable but the details are fuzzy

icy dragon
candid sentinel
#

ok so i have actor components for abilities. primaryabilitycomponent, secondaryabilitycomponent, etc. and they both manage their own behaviors like cooldowns and such. problem is, im having issues where if i call a function to start the countdown of another cooldown before the other is finished, it gets softlocked forever, even though they should be separate and i even tried both having it be an event and a function. would anyone whos very familiar with BP be able to help?

vagrant flicker
dire frost
#

yeah i do not have any clue what the problem could be

sacred minnow
#

hi i have a small question, i want to create a trigger box that disables the running feature of the payer (a specific input, in this case is L.Shift), is there anyway that i can disable and enable a specific input? I think i need to use a boolean for this situation but i don't know how

dire frost
trim matrix
sacred minnow
#

i created the box and the boolean

mental trellis
#

Bools are either true or false. What's not to get?

sacred minnow
#

its how to use them with the input

dire frost
#

it's simple. if true do thing. if false do other thing

sacred minnow
#

how do i make to disable a specific input

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i get that part

dire frost
#

you can have a branch that checks for the boolean after the input pressed event

limber jacinth
#
BRY

๐Ÿ‘‹ Welcome to the What Is? Series! This series explores how Unreal Engine implements common programming concepts. We learn how things work from the simplest of variables to the most complex of topics. If you can slap "What Is" in front of it, it'll end up in this series!

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dire frost
#

if it's false then you can sprint

#

if true then dont sprint

limber jacinth
#

Everything you ever wanted to know

solemn bramble
sacred minnow
#

im a bit lost

frank oriole
#

Anyone come across issues with character movement - where the player just keeps running forward as if you're finger is still on the 'W' key after you hide the character?
I've tried everything here - disable movement, I even set the velocity of the character back to 0's and the strange thing is that the log even say the character is velocity 0's when it is running automatically on the screen

maiden wadi
#

If you have C++ access, it's as simple as calling APlayerController::FlushPressedKeys() after changing the input mode.

cyan bone
#

What is cheaper? Simple Move Actor. Or Vinterp to ?

maiden wadi
#

Those are separate things. One is for controlled pawns, the other is more generic.

#

In general though. basic interpolation is probably cheaper.

crimson depot
#

Is it possible to use an editor utility/widget to add rows to a datatable?

jade chasm
#

Hi, is it possible to export the class defaults of blueprint to a file in text format?

mental trellis
maiden wadi
gentle urchin
solid thorn
#

Uhh i have a problem: Im trying do do a day and night cicle with a tutorial (im new with unreal). In the tutorial it says i should drag and drop the Skyspehre to the update sun direction under target but it doesnt work and i dont know why

dire frost
solid thorn
#

Idk ๐Ÿ˜„

#

I just typed in ipdate sun direction

#

the SM_Slyspere was already there

#

ok how can i use the bp? sry im kinda dumb

#

Ok thx c:

crude isle
#

Need help

#

so basically

#

I created an interface blueprint

#

and added it into a different blueprint

#

but for some reason I can't call the event of that interface

#

It only shows call funtion

frank oriole
maiden wadi
#

I have my call in my C++ HUD. Calls Set Input Mode and flushes keys on it's owning player controller.

young frost
#

Hey everyone! My player is using the Character movement component, what mass should I be working with? The CMC mass or capsule collider mass? For interactions with objects in the world, my player should only be able to grab objects twice it's own mass

tawdry surge
#

@crude isle if your interface has an output you can't use it as an event

crude isle
#

weird

#

Now it's showing up

#

well it works now but I didnt fix anything lol

cyan bone
# gentle urchin Its not the VInterp costing you perf.. its everything else

Yes. I understand it is those crazy nested loops. As you said 100x100 = 10000. But now im thinking of an alternative, that is to vinterp all units in a paralel line towards the enemy. Or maybe even better split a batallion into 4 sub-batallions, and each of these subbatallion can then call the separation. Thats 4 separation checks.

So the question now is. Should i split my batallion into groups of instances 25 each (100 total) and use the vinterp to and move all instances and check separation between groups of instances - 4 separation checks but vinterping all units.

Or should i split the main batallion into 4 actors (with 25 soldiers each (total 100), and move each of the 4 actors in the direction of the enemy. 4 actor spawns, simple move actor to location and 4 separation checks.

rough blade
#

What would cause the "Get Physics Linear Velocity" to return the wrong velocity when the actor isnt locally controlled?

royal iron
#

Could someone enlighten me why as soon as I start to sprint my value drops to 0 instead of taking 1 each seconds from the value? (Also this event is in tick, probably thats why?)

#

Yes, I thought so haha! Thanks for the answer! ^^

lime fulcrum
#

How is it that I can't edit properties of components in a placed actors? It's like they are locked and read only

fallen glade
#

is it possible in blueprint to know how much screen space an actor is using?

lime fulcrum
#

Ok, this seems to be a big issue. Some components can't be edited... The skybox has a post process volume as a child component and the skybox placed actor does not let me edit those properties... Keeps resetting them to defaul as I release my mouse button

maiden wadi
frank oriole
# maiden wadi If you have C++ access, it's as simple as calling APlayerController::FlushPresse...

So on implementing FlushKeys - it does appear to work... BUT... only if you give it enough time to flush... I found that it appears to take around 2 seconds to completely perform the flush which is kinda crappy really. I not sure where to go from here. I can understand why there is a stack for inputs, but surely there must be a way to limit the size of the stack? Just feels like a dirty way to solve a problem that shouldnt be a problem to begin with?

lime fulcrum
#

Look like I can't edit the exposure settings in the post process volume :\

maiden wadi
gentle urchin
cyan bone
ivory bison
#

hey guys im trying to show the Ammo variable in the BP of a rifle in the widget. i made this bind function in the UI widget but im having trouble fetching the Ammo variable from BP of rifle to bind function in UI can any1 help me pls..

unique harness
unique harness
plain hull
unique harness
plain hull
unique harness
#

no problem ๐Ÿ˜›

light parrot
#

Hello guys, how can i delete level streaming instances?

humble flume
#

Hey my 1 ai is shooting the another ai anybody no how to ignore self i try to use when target =self don't shoot but not working

unique harness
#

if you don't want AI to attack each other, you can check the Pawn's controller

unique harness
#

Yea, doesn't look like you can from BPs

#

you could make a BlueprintFunctionLibrary in C++ and expose it

humble flume
#

Okay

#

Hey can u tell me one thing

#

If I use all actor of class and promote it to a variable it consists of all actor of that class including child actor or not

desert juniper
#

someone good at math here can lend a hand?
I'm trying to create a grapple + swing mechanism
I'd like to add an initial impulse towards the grapple point, and then apply a swinging force
I'm able to apply the two seperately, however when trying to apply the swinging force, it cancels any velocity the player already had

unique harness
#

Better to manage an array yourself when actor's are created/destroyed

unique harness
#

Maybe AddImpulse

light parrot
unique harness
light parrot
desert juniper
mental trellis
#

Use AddForce

#

That's what intended for each frame.

desert juniper
#

(with the add force)

bold phoenix
#

Any idea why i can't 'set post process settings' for a scene capture component ? I basically input the same 'make post process settings' in my camera and in the 2D scene component. But it only modifies the camera post process volume

mental trellis
#

Is it because you're adding a stupidly large force?

desert juniper
#

If i remove the initial force it still behaves exactly the same

nimble talon
#

Hi Guys, im new to Unreal
How to Send Signal From One object to another (i want to trigger something in player pawn from triggerBox)

gentle urchin
#

GetPlayerPawn in the triggerbox

#

Cast to your pawn and call the event

#

Or use the on overlap event -> grab other actor -> cast to your pawn -> call the event

nimble talon
#

thx

rich jungle
#

I saw someone in a tutorial with "sharp" reference lines

#

the corners they turned were sharper

#

is there a way to set that?

#

I tried searching editor preferences and couldn't find it

mental trellis
#

Reference lines?

rich jungle
#

whatever this is called lol

#

maybe why I can't find it

thin panther
#

Double click the line if you want a reroute node

rich jungle
#

no, I want the corners sharper

mental trellis
#

Good question. What are they called?

tight schooner
mental trellis
#

Connectors?

rich jungle
#

yeah I thought it might be

desert juniper
#

electric nodes

rich jungle
#

this is how his look

mental trellis
#

The fuck is up with that line on the left?

rich jungle
#

probably too close to the entry

desert juniper
#

one of the many problems with the plugin

#

I ended up removing it due to too many inconsistencies

mental trellis
#

They don't like non-grid-aligned lines, apparently.

desert juniper
#

felt i always spent more time lining it up and fixing the nodes

rich jungle
#

well whatever too lazy for a plugin

#

thanks though :)

crude isle
#

breh why is there no list to debug

#

im tryna debug something

#

and the only option is no debug object selected

verbal bobcat
#

Hi, is it possible to run a ue4 program as a background process in windows?

solemn crescent
#

Working with โ€œRuntime Datatableโ€
Is there a way to fill a Curve table via csv, or is there another approach? Bvh?

haughty axle
#

Question people of internet. I am doing the thingy which would automatically rotate player by 90 degrees. Basically it's collision cube, I am getting player forward vector and trying to compare to collision box forward vector. Collision box have two arrows on x and y. And I am trying to compare player Fvector to arrows Fvector on collision box overlap, but i am getting false results if even after double checking what data I am getting from both Fvectors. Basically goes like this Getting world rotation-> getting Forward vector-> then comparing if those two numbers on branch if they are equal or not. But still getting false results.

jolly radish
#

anyone know how to make this widget double sided?

gentle urchin
#

Huh

#

Double sided like a material?

jolly radish
#

yeah essentially

#

because when i go behind the blueprint that the widget is attached to, it is invisible

icy dragon
#

Also consider using screen space widgets for something like health bar above characters

jolly radish
jolly radish
icy dragon
tawdry bone
#

Is there a way to have multiple execution output pins in a blueprint function? or will I have to construct it from cpp?

#

I'm trying to make an adapter function from the old input system to the enhanced input system because I want to use the echo asset but I dont want to use the enhanced input system

jolly radish
#

cheers

#

its just black on the back

#

its ok

#

i found a workaround

#

just duplicating it

#

and rotating 180 degrees lol

icy dragon
jolly radish
#

its already on screen but tankyou!

tawdry bone
#

alright nevermind again I found the wealth of flow control macros haha, sorry cpp user still new to bp land

#

ok now I'm stuck for real sorry about all of the messages, I've tried to figure this one out on my own, how do I connect an execution output to multiple nodes?

tawdry surge
#

Sequence

#

Or switch
Depending on your need

tawdry bone
#

ok perfect thank you

elder mango
#

is there a good tutorial for a multiplayer fps game?

#

i can't find anything good

tawdry bone
#

I'm trying to send a single execution pulse at the end of receiving execution

#

so my plan was to just have a do once that started close that would be executed by the inverse of the input

icy dragon
jolly radish
#

is there a way to attatch pawn sensing to a component

#

so that it follows the rotation of it ect

#

if false

#

delay 0.5s

#

then link the end of the delay back into the branch

#

oooh im retarded

#

maybe delay 0.1s at the end

#

and then after the delay plug that straight into the branch again

thin panther
#

Look into ai perception and behaviour trees it makes this easier

jolly radish
#

@thin panther any idea how to make it repeat itself?

#

it only does this once and i want it to do it multiple times

#

like on repeat as long as the AI can sense the player

thin panther
#

Use behaviour trees for ai, i find them much better to work with

jolly radish
#

okay

bold phoenix
#

Any idea why the 'Export start' string is displayed only when the loop is completed in this event ?

ancient sparrow
#

I want to make a game where you can walk on walls and I have a question

#

Is it possible to make enemy pathfinding work on walls as well?

modest monolith
#

Hello guys, do you know a way to make an animation cancel? Like if I am sliding and decide to jump i'll start the jump animation and cancel the sliding animation without sliding in the air ? Pleasee

bold phoenix
modest monolith
trim matrix
#

I will assume that the jumping is apart of the anim graph?

#

how is the sliding handled?

modest monolith
#

jump is anim graph since i need jump start jump loop and jump end

#

since when I jump I can cancel the animation because my slide is an anim montage

#

I can't cancel the slide because the anim graph seems to be weaker than montages

trim matrix
#

AnimMontages play inside what is called a slot

modest monolith
#

default slot ?

trim matrix
#

In your animation blueprint

#

Yes, im sure you are playing the montage in the defualt slot

#

In your animation blueprint, you can setup if the blueprint uses that slot based on different conditions.

modest monolith
#

atm is here

trim matrix
#

yes, do you see how the DefaultSlot will ALWAYS be applied

modest monolith
#

Yes

trim matrix
#

if you make it so that the default slot is only apllied under certian conditions, you can stop the montage from showing

modest monolith
#

How? I tried to put it before the locomotion

#

but it won't do the sliding animation anymore

#

I really have no idea.. I have a lot of problems with animations they seem so uncollaborative

trim matrix
#

You would need to cache the final pose.

#

then use a blend by bool

#

If jumping is true, use the cached final pose

#

if jumping is false, use the cached final pose + the default slot

#

plug the result of this blend by bool into the OutputPose

modest monolith
#

what's the cache ?

trim matrix
#

If you dont know how to cache poses in the anim graph, I would go learn up on the basics of the anim blueprint

#

Im sure there is a live training by epic games that will explain it.

trim matrix
modest monolith
#

Also my random sequence player doesn't work

#

I put my serie of animations

#

but they just loop infinitely

#

instead of picking one jump between the many

trim matrix
#

I couldnt tell you why

modest monolith
#

btw this pose cache seems to exist in ue 5

#

not 4

trim matrix
#

it has existed in ue4 for years

modest monolith
#

Boh .. honestly I didn't understand what's your plan

#

Done... lol

trim matrix
#

Yes that is the other way

modest monolith
#

way better i'd say

trim matrix
#

Yes it is, I was under the impression you had some issue doing it that way.

modest monolith
#

XD

#

I notice that when I press space to jump

#

it first uncrouch then when I press Spacebar again it jumps

#

Why is that?

#

Can't he uncrouch and jump at the same time with only one input ?

trim matrix
#

Provide a screenshot or something of the space bar code. If not then again, I have no idea.

#

To me that would seem like the result of intentional design.

solemn crescent
#

I need to reposition a 2D plane in front of the cam like a background card.

What nodes would I use for that?

modest monolith
trim matrix
trim matrix
# modest monolith

I see, I have never used the build in crouch functionality for the Character class. I do not know.

solemn crescent
#

Iโ€™m a few days into BP but most has been DataTable and Audio features so far.

trim matrix
solemn crescent
#

Ideally I could keep it scaled to the cam frustum so: further=bigger
Where I could freely adjust the depth.
I get that is more complex tho.

modest monolith
#

Do you know how to stop any animation is playing during an action?

#

I tried "Stop"

#

but doesn't work

#

I need my player to reset to it's idle state immediately after he enters one zone

#

also t-pose whatever

#

since he will play other stuff right after

tiny frost
#

how do i move components out side of blueprint ue4

#

like you can with splines

#

nevermind ive igured it out

trim matrix
# solemn crescent Ideally I could keep it scaled to the cam frustum so: further=bigger Where I cou...

Sorry for late reply, you seem to have an good idea of the math required so you should be able to figure it out very quickly.
For location, you should be able to do something like PlaneLocation = CameraComponet.GetWorldLocation + (CameraComponet.GetForwardVector * TargetDistanceFloatVariable).
For Rot you should be able to simply have PlaneRot = CameraComponet.GetWorldRotation. Just make sure that the relative rotation of the plane component is (90.0, 0.0, 90.0).
I'm not sure how you want to handle scale. Either way it should be simple. Your just doing a variation of PlaneScale = DefaultScale * TargetDistanceFloatVariable with some extra steps in the end.

solemn crescent
trim matrix
tiny frost
#

i looked down for 3 seconds

solemn crescent
#

Diving in to it now. Thank you again.

pine trellis
#

how come I cant set the name variable as blank with nothing written?

#

it always returns NONE

trim matrix
icy dragon
#

If you want blank text variable, either use FString or FText

#

(btw F prefixes for stock typenames are omitted in BP)

pine trellis
#

Oh ok

modest monolith
pine trellis
#

how come its not setting the variable name, is it because NONE is there?

#

because NONE shows up on the server list

trim matrix
#

If LevelName is not getting set, it is either because the code is broken and SetLevelName is not getting called.

#

Or becuase SetLevelName is geting called, but you are plugging a value of "None" into it.

#

Look into how AnimationMontages work.

#

Its as simple as:
PlayMontange()

midnight wedge
#

So I've set up a roll system using launch character (I prefer it this way vs having it be animation driven), but it gets wonky when rolling off of a ledge as there is no ground friction to stop the player. I havent been able to find an air resistance modifier as I also am trying to make the character's be more vertical than horizontal as well, rather than the current 45 degree arc. I could fix the jumping issue via launching the character rather than using the regular jump (so I can make the majority of the force launch up), but that doesnt fix my current rolling issue and I want to see if modifying horizontal air movement solves both of those issues.

solemn crescent
cosmic breach
#

Random question: is it possible to set an entire array or do I have to set each individual element?

Meaning, when I take array A, and "Set" Array B to A it does not work or translate. Only way I can do it is setting each elem

trim matrix
solemn crescent
#

Woof, Iโ€™m glad I took that screen shot - the level blueprint doesnโ€™t save on its own.

Rebuilding and will attempt.

trim matrix
#

no need to turn the world location into a rotator first.

trim matrix
#

You can set an entire array at once yes.

#

This does not work for you? If it does not there is another issue.

warm lava
#

Any clue why this won't levitate my player (works for everything else)

trim matrix
faint pasture
solemn crescent
trim matrix
#

the code of E should go before the SetActorLocationAndRotaion

glass magnet
#

heres just a question that im not gonna focus on rn i just want some ideas, how can i achieve 2019 God of War's combat? where the player sort of attaches to the enemy when attackng

#

i probably shouldve asked in general but hi pot_wave

solemn crescent
trim matrix
#

help my event hit isnt working

#

i made a dummy sphere actor (static mesh bp) and had when hit to print a message if it worked and no string was printed

solemn crescent
#

The position looks right, rotation prints out as (0,0,0) and looks flat/invisible

Do I need to pre rotate the plane?

languid quail
#

is there a way to "shrinkwrap" a spline via blueprint to a static mesh / heightfield so its even everywhere ?

trim matrix
# trim matrix help my event hit isnt working

Nobody but you knows a single line of code in your project. Nobody but you knows how any of your components are configured. If you want help, please come prepared with as detailed of an explanation as you can provide. Along with screenshots of the code you believe is problematic. Until then, nobody has any idea what the cause of your problem is.

warm lava
trim matrix
solemn crescent
warm lava
solemn crescent
pine trellis
#

how can I find the get map name node?

trim matrix
#

It does not work for you?

solemn crescent
trim matrix
#

Yes, the setRelativeRotation should be fixing that

#

You are using the default UE4 plane mesh?

#

If you are not, that could explain the problem.

solemn crescent
#

Ue5, yes

#

I dragged it in and rotated it to an odd angle

trim matrix
#

oh in UE5. I wonder if it is different.

#

Well then, play around with the values of SetRelativeRotaion until it is rotated properly.

solemn crescent
#

Makes sense. Iโ€™ll do that.

trim matrix
languid quail
frosty bay
#

Is Lan-Play multiplayer possible via blueprints on UE4?

jolly radish
#

I'm creating a coin system, where can i store the coint count other than the first person character BP

#

because when the player dies and the actor is destroyed the variable gets destroyed with it

jolly radish
#

this hurts my head man

trim matrix
jolly radish
#

thankyou

trim matrix
#

Look into the unreal engine GameplayFramework when you get a chance

#

Hi I made an actor that detects when hit, i had my player character running into this actor to test it and I added a print string that will print string of the hit component, it's only detecting the collision cylinder of the character, not the skeletal mesh which is what I need

#

Since Im attaching a decal to the skeletal mesh and not the collision cylinder that comes with the character

#

Or do hit events not work on Skeletal meshes?

trim matrix
#

Either way, you should not need to hit your skeletal mesh in order to apply a decal to it.

trim matrix
#

I see

#

When you say, you made an actor?

#

What componet of this actor detects collision with your player?

trim matrix
#

its a static mesh actor/bp

#

You need to check the collision presets of this static mesh then.

onyx token
#

i want my NPC character to look at me while he's bonking.
Is this the best way to achieve this? A timeline?
Or is there a better way?

trim matrix
onyx token
#

maybe i could do it on event tick? I'm not sure rooThink1

#

but i might aswell use a timeline then...

trim matrix
#

And the skeletal mesh of the player is also set to BlockAllDynamic

#

Is SimulationGeneratesHitEvents ticked?

trim matrix
#

And also how would I get the static mesh actor to ignore the collision box then?

#

You would need to create a custom preset for that.

jolly radish
#

why this error?

#

to do with this?

trim matrix
#

The static mesh actor still only says its hitting the collision cylinder even if part of the skeletal mesh goes through it with an anim

jolly radish
#

(specifically the end part of he BP)

vapid edge
#

guys my character blueprint has 2 int variables that stores a kind of points ... lets say dark and light points ....
and based on which point is higher i wanna make my character have a status like : more light points = Hero, more dark points = villain , if both points balanced = Nutral ... how would i track this any ideas ? im very new to unreal blue prints

jolly radish
#

dont worry i found a workaround!

trim matrix
#

Programaticly.

#

During the HitEvent.

#

You could also give the mesh a specific tag. And check for that tag.

#

There is alot of ways.

icy dragon
#

Of course you would also going to have another branch on false/else to check if light point is larger than dark point, and vice versa

#

Though doing else if in BP can turn into spaghetti rather quickly

solemn crescent
icy dragon
vapid edge
solemn crescent
warm lava
#

need to freeze thirdperson character/template in place ... stop movement doesn't seem to work any ideas?

icy dragon
icy dragon
# vapid edge something along these lines ?

Though personally I'd rather swap those three set of bool into an enumerator considering one moral side shouldn't be the other simultaneously (e.g. Villain AND Hero AND Neutral won't make sense)

solemn crescent
#

Add Actor Local Rotation seems to do it.
Hopefully not to kludgey?

icy dragon
#

Stop Movement (I think) only sets the movement mode to none

warm lava
trim matrix
#

If you want something cleaner.

solemn crescent
west gyro
#

hey boys I'm a noob animator building a player controller who could need some help with a i guess for your guys simple topic ๐Ÿ™‚
I know I can delay something by 1 frame if u set duration to 0 on a delay node but why cant I pick the node with Frames input? is this coming from a plugin? I can only pick the duration node and don't have the delay node with the Frame Pin as O can see on various guides.
Cheers

#

this i would like ;D

#

this i get ๐Ÿ˜ญ

trim matrix
#

I am not sure. Try turning off context sensitivity?

#

The Delay (Frames) node maybe only exist within certian blueprints?

onyx token
#

you would have to set an Integer variable and increase it with an event tick - the event tick runs on frames

trim matrix
trim matrix
#

or wait no xD

west gyro
#

no im asking if there is one ;D

trim matrix
#

He says, is this coming from a plugin?

onyx token
#

i thought the first one was photoshopped 9452_lul

trim matrix
#

I would assume so then. I have never seen a Delay (Frames) before.

west gyro
#

i m using omega frame work and rebuilding genshin whit this guide ;D

onyx token
#

i'd guess a delay on frames would just include an integer anyways tho and a branch shrug

rich jungle
#

I'm rebuilding my test experiment and I've hit this really weird issue. My custom created and player controller possessed pawn just refuses to do controller input. This just does nothing silently. I've double checked and the event is firing as well as having an axis value

#

has anyone run into this issue before?

west gyro
#

and the guy (Caius) is using this node all the time to delay stuff

#

like this for the jump

trim matrix
#

Unless the "frames" he is speaking of is different.

onyx token
west gyro
#

no frames are frames for everybody ;D

onyx token
#

but the frames aren't consistent tho

#

if i have a crappy pc, i wait longer

#

if you have a good pc, you wait shorter

#

frames are not frames for everybody

#

some have more frames some have less

west gyro
#

oh so you think he just made a macro?

onyx token
#

well this would be a function, but sure

west gyro
#

oh yeah sry im mixing them up all the time heheh

#

so can i make one that is over all usable?

onyx token
#

also this symbol doesn't make a whole lot of sense

#

if it's frames

trim matrix
#

It does.

onyx token
#

does it? I thought this meant stuff was frame independent

unique harness
trim matrix
onyx token
#

they do be smelly indeed nodders

west gyro
#

hehe ok i trust u guys on that part ;D

#

thanks a lot ๐Ÿ˜

trim matrix
west gyro
#

and will further investigate this topic

#

oh soo its writen in c++?

onyx token
#

but if someone is using it "all the time" for animation stuff-
I'm not sure if it's such a good tutorial to follow...

trim matrix
onyx token
#

usually you're not really supposed to use any delays for animations...

#

especially not frames...

#

since maybe the clock doesn't mean frame independent, but i'm fairly sure the animation thread is pretty frame independent

#

or is it?

unique harness
#

everything has a frame time

onyx token
#

no escape

west gyro
#

hehe

atomic lake
#

hello, with Enhanced Input's InputMappingContext how can you get the absolute position of the mouse?

onyx token
#

can't you get that anyways?

unique harness
#

You just get it from the PlayerController

trim matrix
#

Aka, that the function takes time to complete.

onyx token
#

OhIPanda oh i see

unique harness
#

"Will probably not be completed this frame"

onyx token
#

maan why must making a combat system be such a pain rooMadCry

frosty bay
rich jungle
#

has anyone had issues where a possessed pawn ignores controller input?

trim matrix
frosty bay
trim matrix
#

I do not have a link no.

#

Good luck.

frosty bay
#

thanks

frank oriole
# maiden wadi I haven't experienced that. Flush for me is instant. If your stack is massive, i...

Yeah I get what you're saying, but this is only in a bare bones thirdperson project with a single character etc. I took another look this morning and instead of calling flushkeys at the start of the process to bring the character back into view and modify its transform, I put the flushkeys call right at the end - and hey presto, it's all working like gold ๐Ÿ˜‰ Thanks @maiden wadi for talking me through this, and I certainly didn't know about the flush keys call - really appreciated it.

west gyro
#

same guy other question ;D
I have this HUD issue where I'm trying to keep the stamina bar over my player and not just on a relative potion on the screen. In full screen its fine but when i play in in a window with weird ratios its messed up. Any ideas how I could fix that?

warm lava
#

anyone know how to fix the problem with dual screens when right clicking and all the text items are black (in the event graphs)

desert juniper
#

If you're going for a very specific placement, like above the player's head, then it's better to use a WidgetComponet, as it's a worldspace UI element

west gyro
west gyro
desert juniper
west gyro
#

what the bar it self you mean?

desert juniper
#

no

#

a widget component displays whatever Widget you've already created

west gyro
#

let me reopen the engine i was about to quit for today ;D

desert juniper
#

when you make it, just select the healthbar widget you already made

#

then just add it to the player

desert juniper
#

here we go, just made it

#

Steps:
I made a BPW_Healthbar with a Size Box set to 300x30, and set to screen size & Desired

#

the component is just set to Space:Screen, WidgetClass: WCP_Healthbar

#

and lastly, just add the component to your playerBP

#

ezpz

warm lava
#

i'd like to set location of an object but have it move slowly to that point from it's current one. any ideas?

desert juniper
sly forge
#

When i create an ed with pass by reference i get this "no value will be returned by reference"

runic parrot
#

Hi everybody! This TileMap is generated procedurally with a X,Y matrix. The cells are either On/Off.

I want to achieve 2 more things after the map is done, but the workarounds that i find are extremelly inefficient.

  1. Smoth the Borders
  2. Identify all the Empty cells that are not in the border (all the ones inside the map)

How would you go about doing those 2?

#

p.d.: the script is really simple and can get you 150x150 TileSet really quickly, i didn't see any on the store for free. I'm gonna update it later there for free just in case it's usefull for anyone

opaque acorn
#

when i try get all components by class and target is self I get this error why?

torpid mulch
#

Guys, I'm a bit lost about multiple code interactions, my project is blueprint only and I'm trying to understand how can I have two separate systems interacting on a single player character. Coming from Unity, I could just add the script to my object, but as my character on Unreal has its own blueprint, how can I make a separate component that lives inside this character but has a different blueprint?

spark steppe
#

you would create an actor component

trim matrix
#

I don't really know if this is classified as a Blueprint issue but I can't find anything better, so I'm running 2 players (server and client) and when I move forwards it's fine, but when I move to the left and right and backwards the screen jitters back and forth.

#

I'll try and record a quick vid hold on

solemn crescent
#

Canโ€™t load any Key events in the blueprint actor event graph.

Converted a CineCamActor to BP.

Are there instances where the Key events are not available?
Is there a way to pipe them in?

torpid mulch
obtuse dawn
#

so im having a problem where when a death animation is played on another players screen but is does not happen on the main player base and the code does not work

solemn crescent
obtuse dawn
#

the main player should not be able to move

formal parcel
#

hey peeps, trying to set the seed for random generator but the bottom always returns same value

#

top works fine but i cant set the seed, any ideas?

dawn gazelle
# formal parcel top works fine but i cant set the seed, any ideas?

It's because you're creating the stream over and over again whenever you're calling from the "Random Integer in Range from Stream". Promote the return value from the "Make Random Stream" to a variable and set it, then you can use the stream variable to feed into the "From Stream" nodes.

formal parcel
#

thanks datura, you are correct found the same

#

its a bug if i create it within a function it recreates it every iteration in the loo

#

fixed by creating outside and passing in reference

#

thanks!

#

well, not passing in reference but using it

sturdy flicker
#

nvm

cyan bone
#

I dont know exactly the channel where to post this, so i posted here.
I'm creating many types of units. Some are spearmen, others are swordsmen, archer etc...
Each one of these units have their own stats, bonus types, attack, defense, special ability.
When i spawn a new unit, i need these to be loaded for the corresponding unit.
So if i load a Spearmen, it needs a spear, and it has bonus vs cavalry, etc etc...
So should i have a struct for each type of unit? Or is there something like data, where i can store all of this and access it? Or is this done by a parent unit, then child of different types with different atributes?

wise tide
#

if I use cast to thirdperson_bp and I create a child of thirdperson_bp to use for the player, will the cast to thirdperson_bp target the child when playing?

wise tide
#

good to know, ty

rotund marlin
#

Anyone know a good way to handle team management after seamless transfer in bp?

#

or a guide showing it well <.<

valid juniper
#

About interface and inheritance.
If BP B inherits BP A; and BP A implements interface Interface1; and Interface1 has method GetXXX()
Is that normal that in BP B, I can se method GetXXX() in interface section "as if it was not implemented" ? (default setup input/output)
The interface is well marked as "inherited" in BP B class setup.

#

As if I had to re-implement GetXXX in BP B

opaque acorn
#

Is there any node to get volume of an actor by bound box?

#

Or the box extend itself tells

remote meteor
opaque acorn
#

I have an actor eg A when it will overlapping with other actor eg B will show red if the B actor bounding volume is more than A

torpid mulch
#

How can I see the line trace while playing? I see they have color and draw time but I don't see them ๐Ÿค”

fiery glen
#

0 is intended for something you do every frame

#

it only exists for one frame that way

#

also make draw debug type not None

somber panther
#

Can anyone get in VC with me that has experience with blueprints, blendspaces, and animation blueprints

torpid mulch
languid quail
#

i have a BP with which i can animate a car along a path, my only last problem so far is that i want an automatic solution so that the spline is always on exactly on the road
is there a good solution for that? i tried casting rays from the controll points but that doesn't solve the "rotation" of each controll point when ascending or descending

torpid mulch
somber panther
#

Can anyone help me with debugging animations since the problem is that when I press some buttons at once the chracter stays in the same animation instead of changing