#blueprint

402296 messages · Page 901 of 403

runic urchin
#

I currently can't get my print statements to do anything

gusty axle
# runic urchin

Oof no, separate the nodes, just attach On to overlap and Off to end overlap

spark steppe
#

which blueprint is this? camera or trigger zone?

runic urchin
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Actor blueprint

spark steppe
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of what?

runic urchin
#

It's just an actor blueprint

spark steppe
#

...

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from which actor?

gusty axle
#

If you have a defined actors array
Create a blueprint interface, make a function, add interface to an actor you want to receive input in, create an event from interface, then in player actor make a key event, get actors array, create interface's "message" function and plug the array into it

spark steppe
#

your player?

runic urchin
#

I do not have a player, it is a separate actor blueprint that will go into multiple levels

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the idea is to have a have my camera go inside a trigger zone and turn lights on

spark steppe
#

yea i got that

runic urchin
#

and then while outside the trigger zone shut lights off

spark steppe
#

but that overlap event that you defined there, only triggers if that actor blueprint overlaps with the trigger box

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so you rather want it either on the trigger box, or on your camera

solemn crescent
runic urchin
#

@spark steppe is there not a way to get the camera and tell it when it overlaps the trigger box to turn on and off the lights

spark steppe
#

see, i would make an actor blueprint with the collision box

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which handles the overlap event

runic urchin
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I'm doing that

gusty axle
spark steppe
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you said that your BP is just an actor blueprint, when i asked you if it belongs to the camera or trigger zone

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so the trigger zone is part of that blueprint?

runic urchin
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Yes

spark steppe
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ok

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select the trigger zone component, and in the details panel search for the collision settings

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and post a screenshot of that

runic urchin
gusty axle
#

To make the stuff works you need
2 actors: actor A that is a box fox example, it has begin overlap and End overlap
Actor B is a player or any other actor

If actor B overlaps actor A it will execute overlap begin/end events in actor A

spark steppe
#

there should be more settings

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e.g. generate overlap events

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and a list of checkboxes which tell how it handles collision

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e.g. ignore / block / overlap

runic urchin
spark steppe
#

ok that looks fine

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now the same for the camera please

gusty axle
#

I don't think you can use overlap events with a camera

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Camera have no collision

runic urchin
#

camera is not in the actor blueprint, I'm calling it on eventbeginplay

spark steppe
#

well, if you select it in the world outliner you should be able to find the settings

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or do you spawn the camera from code?

runic urchin
#

Camera is in the persistent level

spark steppe
#

the checkboxes aren't there?

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then shameless ariral was right and cameras don't have collision stuff

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so you may have to wrap it in an actor

runic urchin
#

hmm okay

gusty axle
#

cameras have no collision

spark steppe
#

and give it some collision

gusty axle
#

Use capsule components or smth

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Or sphere component

spark steppe
#

yea, or attach a sphere collision directly in the level, that might work, too

runic urchin
#

I was just about to say attach an empty actor to it?

gusty axle
#

Make a pawn actor, add camera to it and attach the sphere

spark steppe
#

i would make an actor with the camera and sphere collision in it

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that way you can check if it's that specific actor class

gusty axle
#

Doing stuff on the level itself is kinda dirty

runic urchin
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I'll look into adding it into one of my blueprints driving camera mothion

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thanks!!!

spark steppe
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anyways, once you done that, the sphere collision should have overlapping collision too

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then your event should fire on the triggerzone

solemn crescent
gusty axle
#

pls does anyone have any idea why that happens?

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convex collision doesnt work either

proper dagger
#

Hi! How would I go about making a moving platform that uses interptomovement not stop when the player sits in front of it? Thank you!

willow gate
#

@gusty axle @spark steppe Thanks from earlier. I've got a nice little Map based inventory now that pulls data from structs via data table. Shoulda just gone with this from the start. I'll def be using maps from now on instead of arrays so cheers Ben.

gusty axle
#

I just installed ue4.27
I had Render Target and transparency doesnt work anymore for some reason

silent pilot
#

Any tutorials on how to make HUDs in which text can track a variable?

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E.g. a HUD that shows your coordinates

lime moat
#

I'm having a strange issue with using the random float in range node. It works great if I'm using magic numbers, but as soon as I turn it into a variable, it goes outside the min/max values I'm setting as a variable. Anyone have any ideas what might be causing this?

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Right now my min vertical range var is set to 0, and max is set to 1, you can see in the print string, it is not setting the float in the range I am setting

gusty axle
gusty axle
gentle urchin
#

^

silent pilot
#

I couldn't find any tutorial about that

gusty axle
#

Use Set Text node

gusty axle
#

And you can convert float to text for example

lime moat
trim matrix
#

Hey so i am working on an character spin thing that spins the character when i press right click.
It works perfect but the camera needs to be at the exact point and not rotate with the pawn

obtuse herald
trim matrix
#

Do i need to spawn it seperatly

lime moat
obtuse herald
trim matrix
paper galleon
trim matrix
#

and spins with it

paper galleon
trim matrix
paper galleon
#

You can do what was suggested and use another camera

obtuse herald
trim matrix
obtuse herald
trim matrix
#

its not using the seperate camera

obtuse herald
#

oh yeah, also change auto activate to player 0

trim matrix
obtuse herald
trim matrix
#

ah

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yeah i got it

trim matrix
obtuse herald
trim matrix
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can i get like unlimited turning for that it only goes to the edge and hides the mouse cursor

solemn crescent
obtuse herald
lime moat
#

Anyone know if its possible to set constraints on an actor within BP? I haven't found any nodes, and when I search online, others have the same problem.

gusty axle
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like you added stuff in it

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just plug the array variable into interface "message" function

solemn crescent
#

Sure, do create that array variable in the level_bp or?

I’m not sure where to stage things.

gusty axle
#

and it will "activate" the functions in these actors

silent pilot
gusty axle
#

depends how important these objects are

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if its like 5 objects you can make an array in player, if theres alot of them and need to access from many actors make array in gamemode

solemn crescent
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Ideally they launch at the start and persist across levels.
I’m brand new to unreal and have only worked with the level_bp successfully.

obtuse herald
solemn crescent
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It’s only two objects.

gusty axle
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two objects that always on the level?

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they not getting destroyed or spawned?

solemn crescent
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Yes, a CineCamera and Plane.

The CineCamera is a child of an nDisplay, which prevented me from making it a blueprint_actor and running the code from there.

This could also make no sense, I barely know what I’m doing.

gusty axle
#

Well you can make 2 variables inside the player

trim matrix
gusty axle
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ddefine these 2 variables from the level, and plug these 2 variables into interface message node

solemn crescent
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Ok, didn’t know I could access the player or make variables there. That sounds interesting.

silent pilot
twilit anvil
#

Hi, anyone could help me with issue with AssetGroupCultures? I set my text language and my audio language using setup as below on the screen and the issue is setassetgroupculture almost always is ignored - it only happens to work the both settings are set to the same calture and when i restart editor - but even that sometimes does not work once, need to switch those multiple times.
I am pasting ma code for changing text language, audio language (asset group), my defaultgame confing any my usergamesettings in packaged game (shipping). I tried everything and i feel helpless now with this, i am pretty sure it worked few months ago but now i just question if it ever worked in the first place.
The text only translation settings work flawless and at runtime without need to restart the game - only the assetgroupculture changes do not seem to work most of the time.
I use UE 4.22

silent pilot
gusty axle
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oml cultures i had quite some troubles with it

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i would help you but i have to sleep f

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sry

solemn crescent
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Ahh, 💤

gusty axle
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inside player

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only player with controller can send key events

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make 2 vaiables in player actor and set these variables

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make them public first

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and you can select objects from the scene

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my brain melts i cant speka english i go sleep

solemn crescent
#

Sleep well prince 🤴. Muchas gracias!

silent pilot
#

k so my HUD needs the coordinates of my pawn, how do I do that?

gusty axle
#

getPlayerCharacter > getActorLocation

obtuse herald
# trim matrix

Ok then try this:
On rotate start: GetPlayerController -> SetInputModeGameOnly
On rotate end: GetPlayerController -> SetInputModeUIOnly

trim matrix
#

Works perfect with that thanks a lot

obtuse herald
trim matrix
signal delta
#

Hey guys questions, whats the best way of codding something as a Tell tale game, would it be better to code lets say a whole level in one blueprint with delays and animation sequences and choices with branches, or shold i takkle it differently, as i m having problems with animations playing at start yet when i cast to them they dont play again

twilit anvil
# gusty axle oml cultures i had quite some troubles with it

Understandable, if you would find some time later I would appreciate this a lot. I also am dead today, 12 hours of dealing with issues all day and I am devastated as I run into this dealing with something else, those problems really like to emerge in packs heh

gusty axle
#

doing-stuff-for-12-hours-straight gang

trim matrix
gusty axle
#

🗿

trim matrix
#

🤨

twilit anvil
#

The worst thing for me when some current stuff happens not work and when I debug it I find that some other important older stuff also is broken

gusty axle
#

Same lmao

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esp when i migrate to new engine version and it broke my project

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Render targets have no opacity on ue4.27 fsr

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And background is red asf my eyes are melting

twilit anvil
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I don't even do that xD this project is on 4.22 still for a reason heh

obtuse herald
silent pilot
#

My main character is a sphere, that inherits from a pawn, with some features added, like variables. How do I access the variables from another object?

gusty axle
#

Im on 4.25

trim matrix
gusty axle
#

And procedural mesh component have no collision this component sucs i have so much troubles with it

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It works 50% of a time

obtuse herald
twilit anvil
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I use 4.27 for other project which is fairly new, but I think this is offtopicing here as people need help with issues

trim matrix
gusty axle
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Its supposed to be black

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But its red and its killing me

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And post processing is weird too, it's too bright even on low setting

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Ue4.27 is weird

obtuse herald
trim matrix
obtuse herald
silent pilot
gusty axle
silent pilot
obtuse herald
silent pilot
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MainSphere is the class of my pawn

obtuse herald
#

also game mode is actually not a great place to create widgets

trim matrix
last abyss
# silent pilot I did cast to, but:

if your mainsphere bp inherits from pawn, it doesn't neccessarily inherit from character. so casting to character will always fail because the hierarchy for character is Object -> Actor -> Pawn -> Character

obtuse herald
# trim matrix huh

game mode only exists on servers and widgets only exists on clients. It works for single player, but as soon as you do some multiplayer stuff it will break.

trim matrix
#

ok so how can i start the widget then?

silent pilot
obtuse herald
random plaza
#

how do you save and load ragdoll positions?

obtuse herald
last abyss
# silent pilot Yeah that makes sense, but how do I get some variables from the instance of the ...

that really depends on how your code would be set up, if you're using an overlap (begin overlap / end overlap events) you get an 'other actor' pin which you would cast against a specific class. if that cast succeeds it gives you a reference to the actor and you can use that reference to get the variables you're looking for.
if you don't use an overlap, you'd likely use a linetrace that gives a 'hit result' and right clicking that pin would give u a 'other actor' pin. It also gives a lot more information, including if it actually hit something which is the 'return value' boolean on line/sphere/box trace nodes.
lastly, you can use get all actors of class, which allows you to specify a class and will return a reference to any instances in the world (granted that there are any in the world). however this shouldn't be used all the time, that's more for startup/initialization of levels.

pseudo crystal
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Is there a persistent unique id for each actor that can be used to reference said actor later? I want to be able to export the unique ids of the actors in a level at any point (editor, packaging, runtime) and later get a reference to an actor from this unique id. GetObjectName doesn't seem to have a way to get a reference from the name, and does not seem to be persistent. My best guess is to make an editor utility that will assign a guid as a tag, then search by with GetAllActorsOfClassWithTag or saving a map of guid to reference. But it really seems like something that would already exist.

trim matrix
#

wait

obtuse herald
silent pilot
pseudo crystal
trim matrix
last abyss
obtuse herald
obtuse herald
pseudo crystal
silent pilot
#

Now I'd like to change the text (in a HUD context), the text is the variable here, however I can't seem to change it like I would change a string?

obtuse herald
last abyss
obtuse herald
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oh wait

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I should read

thin cradle
#

hey, is there a charactermovement event or something that triggers when the player leaves the ground, regardless of if it's by jumping or simply walking off an edge? I'd like to avoid just checking if the player's grounded every tick

obtuse herald
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maybe something broke when we moved the widget elsewhere

trim matrix
#

nah i cant

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wtf

obtuse herald
trim matrix
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in the lobby_character

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here is my movement stuff that i dont need xd

obtuse herald
thin cradle
#

nvm found how to do it, on movement mode changed

trim matrix
#

the whole time i coudl walk the character lmao

trim matrix
obtuse herald
# trim matrix

also after adding it to viewport, SetInputModeGameAndUI

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don't forget to set In Widget to Focus

trim matrix
#

ok ill try

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nah

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i think its not the problem with the input modes

trim matrix
obtuse herald
trim matrix
#

but with not

obtuse herald
# trim matrix but with not

Ok, other plan:
On Rotate:
GetPlayerController -> GetMousePosition -> (Save to variable)
GetPlayerController -> bShowMouseCursor = false

On Done:
GetPlayerController -> bShowMouseCursor = true
GetPlayerController -> SetMousePosition = (from variable)

obtuse herald
#

save x and y to a variable

trim matrix
obtuse herald
#

FVector2D should fit

trim matrix
#

yeah

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im doing the mouse cursor btw on the bottom already

obtuse herald
trim matrix
#

wait could it be the problem before

obtuse herald
trim matrix
#

ok ready

obtuse herald
#

yeah that should do the trick ig

trim matrix
#

MOUSE LOCKED

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xd

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i could not move my mouse

trim matrix
obtuse herald
trim matrix
#

yes

obtuse herald
#

I'm only realizing now

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yeah

trim matrix
#

wait

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uff

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never mind

trim matrix
obtuse herald
runic urchin
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anyone have experience forcing LOD's via blueprint?

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or have a tutorial that they could point me to

obtuse herald
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ever used them before?

trim matrix
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nah i never did

obtuse herald
trim matrix
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iknow

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it would make so much more sense

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the whole stuff

lime moat
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anyone know if you can change constraints via BP?

obtuse herald
#

it's best so use them somewhere where input makes the most sense (Player Controller, Player Pawn)

paper galleon
lime moat
obtuse herald
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they don't exists in widgets tho

trim matrix
#

ye i put it in Lobby_Character

paper galleon
# lime moat yes

I think you need a physics constraint component to change that.

trim matrix
#

so then this sould work

obtuse herald
obtuse herald
lime moat
obtuse herald
paper galleon
trim matrix
real notch
#

Are there any options for blueprint/logic reviews? Like you walk through the logic of the game once it's finished and get feedback?

zealous moth
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what was in the anim bp the node to set a rotation of a bone by alpha?

stuck plaza
#

Is it possible to pass a parameter to a level sequence event from a blueprint?

lime moat
paper galleon
# lime moat Ok, any other ideas? :p

😅 not at the moment besides checking through the functions on the context menu for one that may do what you want.
I'm away from my pc else, I'd have helped.

lime moat
formal parcel
#

how do I make a queue or stack in blueprints?

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lifo or fifo is fine

obtuse herald
formal parcel
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like a stack/queue of ints...

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its looking like that might be what a "set" is

obtuse herald
#

Do you want an array?

formal parcel
#

no

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similar

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stack or queue

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lifo or fifo

obtuse herald
#

pretty sure an array is that what you are looking for

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it's sorted and gets resized dynamically

formal parcel
#

no, not an array

obtuse herald
#

ok then what is the diffrence between a stack and an array

formal parcel
#

how long have you been programming?

obtuse herald
#

long enough that I am worried

paper galleon
#

Lol easy

formal parcel
#

if you've been programming a long time and dont know what a stack vs array is... i'm the one thats worried

paper galleon
formal parcel
#

so anyways

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i guess a set is effectively the blueprint stack/queue implementation?

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it looks more like a map

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without a value

paper galleon
#

There is in C++. I don't know if it's exposed to bp

gentle urchin
#

Its not in bp

formal parcel
#

damn

gentle urchin
#

But doing a custom one with an array takes like 2 sec

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So idk what the fuzz is about

formal parcel
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yea but performance impact is big

gentle urchin
#

Go cpp

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If you worry about perf

formal parcel
#

yea i guess I can do that, been having fun with blueprints

gentle urchin
#

They're great

formal parcel
#

first thing i've ran across that i couldn't really solve with em

gentle urchin
#

For anything not done x1000000

obtuse herald
#

sounds like a limited array to me

formal parcel
#

toyB there are significant differences between an array and a stack and a queue, mostly in the way the data is stored and referenced, and also how it is accessed

gentle urchin
#

How big is your queue anyways

formal parcel
#

doing some 3d map gen stuff

gentle urchin
#

Ah

formal parcel
#

so... could be giant

gentle urchin
#

Gg then

formal parcel
#

making a flood fill algo

gentle urchin
#

Anything not cpp will be horrible

formal parcel
#

yea it feels bad already with small grids

obtuse herald
formal parcel
#

just doing basic stuff on a few iterations

gentle urchin
#

Yepp

paper galleon
#

Look for TQueue and TStack

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In cpp

gentle urchin
#

Yeah the containers exist

formal parcel
#

i guess I'll just write the map gen code in c++ and keep the rest of the game in blueprints

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honestly its easier anyways

gentle urchin
#

Thats the way to do it 😄

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Combo

formal parcel
#

the lines are getting kinda nutty for basic grid navigation

gentle urchin
#

20% bp, 80% cpp

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Or 90/10 :p

formal parcel
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and i'm still unclear on like...

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if i call a function and pull that pin to 3 places... does it do the function 3x or hold a variable behind the scenes for me?

gentle urchin
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If its a 'pure' itll do it 3 times

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If its not, the value is cached

formal parcel
#

makes sense

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in normal programmer words, wtf is a pure function 🙂

obtuse herald
#

usually green

formal parcel
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ahh i see

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so that will execute when "called"

gentle urchin
#

A function that "promises" not to modify the state of the actor

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By the discresion of the programmer..

obtuse herald
#

'random integer from stream' likes to have a talk with you

gentle urchin
#

Yes, executes when 'pulled'by whatever is connected to it

gentle urchin
formal parcel
#

gotcha, thanks a lot for the help, kinda clears up the magic for me

obtuse herald
formal parcel
#

i ran into that bug yesterday oddly enough

gentle urchin
formal parcel
#

in fairness if it didn't it'd be basically useless

gentle urchin
#

So often it can be beneficial to keep a function "not pure" despite not modifying anything

obtuse herald
formal parcel
#

if it wasn't pure tho using it in blueprints would be a mess

formal parcel
#

imagine this without it being pure:

trim matrix
#

is it ue5?

formal parcel
#

yea

trim matrix
#

oh nice

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looks like metro

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the game

formal parcel
#

oh the lines

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i use some paid plugin that changes em

trim matrix
#

oh bruh

formal parcel
#

stops the stuff running all across the way

trim matrix
gentle urchin
#

Id stuff that in a new function

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😄

formal parcel
#

pm'd ya

wicked osprey
#

Guys, why is my subject falling so slowly? I have enabled the Overlap collision for the item, but for some reason it does not fall quickly. But if you disable generate overlal events, then everything is normal. And I just need them☹️

fallen glade
#

I'm finding myself in a pickle, i'm trying to make certain actions (think sounds, camera shakes etc) fade from when distant from the center of the screen. I have it it set up and everything is working. Problem is that on the X axis things fade away much sooner than on the Y axis, not sure what I could do to make this feel more natural?

gentle urchin
#

Adjust it to aspect ratio?

fallen glade
#

How would you do that? @gentle urchin I thought about it but nothing comes up in my head

wicked osprey
gentle urchin
fallen glade
fallen glade
gentle urchin
#

Not sure it feels better, but worth trying ^^

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Hmm

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Add and average might be wrong

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Multiply might be better ...

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Id need to test some 😂

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Brain doesnt work this late

runic urchin
#

How would you go about sorting and collecting static mesh actors under a specifically named Actor?

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I am at a point where I can find the actor in the outliner via blueprint

paper galleon
#

Why not use components.

runic urchin
#

Kinda constricted to something that is completely proprietary

paper galleon
#

They're all in the editor?

runic urchin
#

yeah

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So for instance I have an exterior and an interior group

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I want to take and select all static meshes only in the exterior group

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and sort those into an array

paper galleon
#

Well you need an array variable in the main actor.

untold fossil
#

Hello. Question. Working on a dynamic day and night system. How can I recapture the skylight without causing huge performance hits? Recapturing reflections tooltip reads: "This is very costly, will definitely cause a hitch"". What is then the proper way to update the skylight for a changing day and night system? Or is a day and night system without hitches not possible in Unreal (<- very had to believe that)

proper dagger
#

Hello! I know this sounds stupid, but how can I make an actor move forward backwards left right like a character if I don't have add movement input?

paper galleon
spark steppe
#

anyways, i think the character movement component gives the necessary functionality

proper dagger
spark steppe
#

i guess so, it's an actor component, so should work on every actor

trim matrix
#

Hi everyone! i'm stuck on this: i need to get the Sphere radius of each Static mesh, and get the value of the higher radius value... should i start like this?

spark steppe
proper dagger
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I can't add it, it's not in the list of available components

paper galleon
spark steppe
#

ok, sorry then

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wasn't aware of that limitation

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well yea, and if you inherit character it's probably already there

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iirc character comes with the component by default

paper galleon
#

Do this in the tick function.

spark steppe
#

or interp move to component

paper galleon
#

Or this

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But you have to set a location for that

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I think they want input movement without a character

proper dagger
#

so I'd end up setting location every tick either way?

paper galleon
#

Not sure how you want to pass in the input though

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Since input is best for pawn and it's children

spark steppe
#

why do you not want to inherit character?

proper dagger
#

I have this submarine and the character interacts with the buttons

trim matrix
paper galleon
paper galleon
proper dagger
#

yeah but I can freely move around in it

paper galleon
#

Yeah, I get.

spark steppe
#

@trim matrix you make a variable, where you store the biggest one in and compare it to the one in the loop

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and do an isvalid check on the variable, and if its not valid also overwrite the variable (which happens on the first iteration)

paper galleon
spark steppe
#

so in pseudo code.... if(!isValid(biggest) || current.size > biggest.size) { biggest = current; }

proper dagger
#

at this point I feel like I should just convert it to a character

spark steppe
#

while you want a branch for the is valid check, and another branch for the size comparsion, otherwise it would throw an error either

paper galleon
gentle urchin
# trim matrix awesome! trying!

Theres a function for a float array to get biggest value, which likely will be faster than a pure bp method, and possibly easier in general

spark steppe
#

also might be easier to setup and explain than my weird approach

gentle urchin
#

Not sure id call it weird but :p

proper dagger
#

thanks for the help!

gentle urchin
# trim matrix Oh hi <@231467939734355969> !

Hi :) So for each loop -> get bounds -> get the sphere radius -> add to a local float array
Then on loop complete grab the float array, get biggest value , grab the index, plug it into a get node for the original actor array, and return that ^^

spark steppe
#

wait, that returns the index?

gentle urchin
#

Horrible explanation

spark steppe
#

i was only aware of the one which sorts the array

#

i would go with a map

#

before he starts to call get all actors of class twice in the same method

gentle urchin
spark steppe
#

iterate over the data, populate a map with the float as index and actor as value

#

grab the key array, and use that method above^^

#

and find the value

gentle urchin
#

Map is unreliable

spark steppe
#

how?

gentle urchin
#

Altho should be fine if you strictly only add

spark steppe
#

sure if two have exactly the same size it gets overriden

gentle urchin
#

And that

trim matrix
#

i don't get how you "add to float array" for each loop

spark steppe
#

what else?

gentle urchin
#

In a map the elements arent in a guaranteed order

spark steppe
gentle urchin
#

Add 1,2,3
Remove 1
Add 4
Now the map consist of 4,2,3

spark steppe
#

you grab the largest key anyways later

gentle urchin
#

Nobody in this scenario

#

Two exact same size probably isnt an issue anyways.

#

Or idk. Not sure what the usecase is really 😅

#

Get all static mesh actors... hmm.

#

I guess thats one way of doing it

trim matrix
#

think i got it!

zealous moth
#

alright time for some math magic!
I got a ball with 2 bones: a root and a central bone.
when I press W or S, forward vector, I make the central bone rotate a certain amount on the X axis (since it is rotated towards the Y)
So far so good!

problem: when i move sideways using A or D, the rotation doesn't work nor follow.
When you press A and W, you get wonky rotations.

spark steppe
#

the result isn't predictable either with two same sized biggest ones

gentle urchin
spark steppe
#

as even if you iterate over them, you have no idea what order the get all actors of class spits out next call

gentle urchin
#

I assume its the same order, every time

spark steppe
#

guess so, too. but you don't have much influence on it

gentle urchin
#

Given its the same set of actors

spark steppe
#

unless maybe one gets streamed out and streamed back in

gentle urchin
#

True

#

Risk involved

trim matrix
spark steppe
#

and somehow ends up later on the list, idk how unreal keeps track of those objects and where it pulls the data from

#

but i think, end of day it doesn't matter for that scenario 😄

gentle urchin
spark steppe
trim matrix
#

working ! thank you @gentle urchin and @spark steppe !

gentle urchin
#

Sry for the typos, i suffer from saffs

zealous moth
spark steppe
#

well, then take the applied rotation into account

gentle urchin
#

First time i've heard something is the only way

trim matrix
#

one last question, is there an alternative for "Get all actor by class" but for component?

#

Get Component by class seems different

gentle urchin
#

Target actor, singular. Return value singular

#

Soo youd need to get the component in the get all actors loop

paper galleon
gentle urchin
#

Check if its valid etc etc

#

Also first component sounds like it could go wrong

zealous moth
#

hahaha lemme explain
I tried using the ball method from the template, with the torque, absolute garbage in terms of reliability, physics and feel
it was way too unintuitive to tweak, so i threw it away
this method, uses normal movement component (since I don't want ball physics anyways) and just emulates the rotation.
The issue is the sideways rotation while following the direction of movement. If I press A or D, I expect it to rotate and start turning but instead it rotates all wonky

paper galleon
fallen glade
#

❤️ 🙏 @gentle urchin 🙏 ❤️ *it works

gentle urchin
spark steppe
#

guess at some point his yaw flips

gentle urchin
#

Damn yaw flips

#

You're prob right

spark steppe
#

how about a separate bone for Yaw? which doesn't inherit your forward rotation

gentle urchin
#

What about just faking it completely

#

With a material?

#

Surely no yaw flips there

spark steppe
#

you still have to move it somehow

#

unless the ball is a lie

gentle urchin
#

Its always a lie ;p

zealous moth
paper galleon
#

It seems like a complicated solution to a simple problem.

gentle urchin
#

True

paper galleon
#

If the skeleton serves no other purpose but for rotation, there are easier ways to rotate the ball

zealous moth
#

such as?

paper galleon
#

Add world rotation and the like.
You don't have to manipulate bones.

#

I don't know your exact set-up but you should try to reconsider your design

zealous moth
#

yup

#

best character

trim matrix
#

Does anyone see an error in here? I dont know why my widget doesnt want to close when i press the button i made

paper galleon
zealous moth
paper galleon
#

I thought it was a prop or something.

zealous moth
paper galleon
#

Lol.

zealous moth
#

it's a morphball

paper galleon
zealous moth
#

considering it is tightly linked to input, yeah 😛

spark steppe
#

tick or what?

trim matrix
#

yes

paper galleon
trim matrix
spark steppe
#

and that blueprint graph is where? on the widget?

spark steppe
#

is the settings menu relevant?

#

is that the main menu graph?

trim matrix
#

yeah pretty

spark steppe
#

so self is the correct target?

trim matrix
spark steppe
#

because you add the settings to the viewport

trim matrix
spark steppe
#

not to the main menu

trim matrix
spark steppe
#

you only remove the main menu

#

not the settings menu

trim matrix
#

i dont want to remove it

#

just lay it over

spark steppe
#

huh

#

i'm talking about what happens when you press ESC

warm lava
#

Any clue why when I use "set material" I'm getting this:

spark steppe
#

esc removes ONLY the main menu with that code

trim matrix
#

it does perfectly everything

spark steppe
#

is that intended?

trim matrix
#

i mean widget

spark steppe
#

i highly doubt that

#

if thats the main menu graph and you call remove from parent on self

trim matrix
trim matrix
faint pasture
#

Working directly in rotations is all quaternions on the back end right?

#

As long as you aren't doing anything with axis values

spark steppe
#

but what's the actual problem then?

warm lava
trim matrix
spark steppe
#

in the video^

trim matrix
#

and that worked

spark steppe
#

dude

#

add an event to your button in the UMG designer

#

scroll through the details of the esc button to the bottom, on clicked event and add one

#

then hook that up to your remove from parent

trim matrix
spark steppe
#

the whole description sounded like the escape key on your keyboard wouldn't work (at least to me)

#

yea

#

so that was there before?

trim matrix
#

i added it

#

still

#

doesnt work

spark steppe
#

did you recompile that blueprint?

trim matrix
#

jeah

spark steppe
#

you added it like i told you?

trim matrix
#

yes

spark steppe
#

that should work tho

trim matrix
spark steppe
#

yea that looks fine

#

the button isn't disabled or anything?

trim matrix
#

nah it should not

spark steppe
#

i would delete it and make a new one

trim matrix
#

on the right it doesnt say anything with disabled

trim matrix
spark steppe
#

and add a new event then, the old one is probably screwed

silk cosmos
#

Put a print string on clicked and see if it prints

#

If not, then something is blocking your mouse press or your button isn't enabled

trim matrix
#

wtf

#

im confused

spark steppe
#

so am i

#

you probably added the mainscreen several times

#

click the button a few times

trim matrix
spark steppe
#

a few hundred times

silk cosmos
#

How are you creating the widget can you show that?

spark steppe
#

if you do stuff on tick 😄

paper galleon
#

Remove from parent only works for panel widgets. You might have to wire back to the PC to remove from viewport

spark steppe
#

no, it works fine when he presses ESC key on keyboard

trim matrix
spark steppe
#

but that would also work fine with a ton of widgets

trim matrix
#

thats where i call the widget

#

and its in a character

#

thats my character

paper galleon
spark steppe
#

so the screen that you showed is the lobby widget?

#

your main menu

trim matrix
#

yeah

spark steppe
#

can you add a print string at the method which works for the keyboard key?

#

and see how often it prints once you press esc to close the widget

#

should only print once

trim matrix
#

ignore last 5 seconda

#

seconds

#

me beiing dumb

trim matrix
#

one escape keypress on keyboard

silk cosmos
#

On clicked for the button use a print string and plug in self to the target. Idk why it isn't working

trim matrix
#

@gentle urchin working great!! thank you!

spark steppe
#

because that still looks like the widget exists more than once

silk cosmos
#

That would be my guess but it's only created on begin play

trim matrix
#

gn

spark steppe
#

move that create widget stuff to your begin play of the level blueprint or something

#

just to test if thats the issue

#

but most likely it is

trim matrix
#

bc then i loose a function of the lobby

warm lava
#

need to store multiple objects and their assigned materials together in some sort of array/variable to return them to their state after doing some work... anyone point me in the right direction (node)?

spark steppe
#

no you dont

#

you have to refactor it tho

trim matrix
#

im gonna do it tomorrow

#

thanks anyways i will come back tomorrow

whole mural
#

hi all, i'm currently trying to learn to code (im an artist) and im having an issue with my AI and i would love some help. My enemies spawn through spawner blueprints (not target points) and i was wondering how i would go about getting them to run towards a target point (in this case my base). The only way i have found is if the enemies have been placed in the world, i can then assign the target point to run to, but because my code spawns them on a delay, they are not in the world, so i want to predetermine the target point before hand.

spark steppe
spark steppe
#

you would make an AI task which gets the target location, and updates the blackboard value

#

that way they would/could also follow moving targets

whole mural
spark steppe
#

do you even use a behavior tree at the moment?

whole mural
#

no sir

spark steppe
#

well, you most likely should

#

spent a few days to learn about them, they gonna save you a bunch of time and headaches

whole mural
#

okay, i'll look into them, thankyou

spark steppe
#

as a starting point, you could look into tutorials like "how to make ai follow character"

#

even if you have a static target, the workflow is kinda the same (just that you don't have to update the target periodically for a static goal)

trim matrix
spark steppe
#

that could work, too

trim matrix
#

Bc if i press escape it spams the console

#

I mean print

#

Ill try it tomorro

spark steppe
#

try it now, pretty sure it might work

#

then get resting sleep 😄

trim matrix
#

Nothing is working

thin panther
#

gonna have to give a litttle more info than that

silk cosmos
#

That's asking for too much

spark steppe
#

i still can relate to it

trim matrix
#

lol

trim matrix
warm lava
#

I'm changing objects materials at runtime, any ideas how I can change them back to default?

trim matrix
spark steppe
#

or try to get the material from the static mesh, maybe that returns the default

spark steppe
#

i would try the later first

#

as it's likely that the override gets only stored on the static mesh component, not on the static mesh

#

and report back please

#

as i want to know now, too 😄

warm lava
#

thanks! will let you know where i land

glass stump
#

why doesn't 'event begin play' - > 'world camera shake' work?

silk cosmos
onyx token
#

i wanna check

#

if my animation

#

is a block animation

#

is this node really expensive?

glass stump
silk cosmos
#

Might need a slight delay before it gets called. Not sure

mellow folio
#

What actor is this on

glass stump
#

But thank you, it works. :)

warm lava
spark steppe
#

if you use a soft reference you have to load it back to memory if you want to change it back

#

did you do that?

faint pasture
raw orbit
#

anyone got a nifty method to rearrange an array of integers so that lower numbers come first and higher numbers come last? i hope im explaining this right.

For example if i have an array of 9,7,8 I'd want it to be 7,8,9... at index 0,1,2 accordingly

#

maybe theres some node i dont know that can help with this

runic parrot
#

Hi! one question, how would you go about creating a 2D matrix of X,Y that references to one Object Each?
So that you can access each Object with the coords (X,Y).

#

I'm just adding this objects to one array and than using the H/W of the (X,Y) cords to calculate what should be the position on the array, but there has to be a better way

west gyro
#

any ideas why my montage gothit is still getting triggered even if the first branch is true and death condition is true?
i can hit the target till the delay is over and the actor is destroyed

wicked osprey
#

Guys, which solution is more correct. I need to bind the dispatcher of one component in another component and they all belong to my Player. Which method is better in your opinion. To bind the dispatcher inside the second inventory or to bind it inside the character.

pine trellis
#

what is the correct way to get a command line into the engine to load a map? I am using -Level=Mobile2 -Mode=FFA -ServerName=PORT_KNOX_SERVER
but its not working on my dedicated server is there some other kind of way to load the map? I tried this code everywhere it could work but it only returns the name of the server

spark steppe
runic parrot
#

Is there any way to edit a DataTable on Runtime? If not, what structure would you use to get some functionality like that?
I want a list of things that i can edit at runtime and that they remain after leaving

zealous cedar
#

Hi all, why is the Hidden Actors array not available in a SceneCaptureComponent2D?

faint pasture
#

Write savegame at runtime, copy it to data table at editor time with a utility

faint pasture
runic parrot
runic parrot
#

the EditorUtilityBluePrints should do the work, i can see some cvs/json files to update the datatables, ty!

faint pasture
#

Might have an off by one or two in there but that's the idea

meager latch
#

Urgent!!🔥 Can anyone point me in the right direction to build a landscape interaction system that will allow for a plots of land system. For example your in game and you purchase a chunk of land on the landscape system. My question is then how do i get that chunk of landscape land to highlight and well get the player to be able to purchase it, any ideas welcomed pls.

#

i found something with tracing but that requires a volume

runic parrot
#

In this part of the series we add Mouse Input to our controls and allow ourselves to click on objects in the game world. I also show you how to make a material that will highlight certain objects before you click on them

Here is the tutorial video that I used for the highlight material - https://www.youtube.com/watch?v=MYtmcZeWUFQ&ab_channel=BB...

▶ Play video
meager latch
#

will watch

#

i suppose that helps but i want to interact with the landscape if i could just figure out how to make one square of landscape and interact with it

runic parrot
#

As for the user buying it, if you don't have a collision on your plot of land, you can have an array of cords that point to info of each plot of land, when you go into buymode, you Snap the position under cursor and get a (X,Y) from there and retrieve the plot info with that.

spark steppe
#

how is this more urgent than any other question here?

runic parrot
#

Maybe be wonky if your plots are not all the same shape

meager latch
runic parrot
meager latch
#

i like that this can help for sure

spark steppe
#

i rather dont, and neither should you

meager latch
#

this isnt a crazy question but i just need to be pointed n

runic parrot
#

i did exactly what you are asking for the other day, but i'm not sure how are you going to do your plots of lands

meager latch
#

nice, not sure either im thinking a spline system to contain it

#

if they are wonky shapes then i just need to have one point to reference to its middle point

#

really appreciate this

runic parrot
meager latch
#

sometimes just talking it out helps

#

nice

#

its not the same shape for sure

runic parrot
#

Maybe just let the land be as it is and don't worry about it.
When going into Purchase Mode, you can have a set of collision boxes (or other shapes) with different extens. You place them all on the map when going into purchase mode and you check collision under cursor to "select" one.

meager latch
#

thats alot more simple

#

that will do really

#

I do want to build a mini map that can see what land is bought too

#

but i like these apporaches

#

thanks dont want to drown out anyone will look into this thanks again @runic parrot

solemn crescent
#

I have a pawn with two variables.
How do I set them from the scene.

I need to control and cam and plane in the scene.

runic parrot
solemn crescent
#

Very new so I’m struggling along… likely doing things wrong.

runic parrot
#

hmm maybe go into your controller and check for the input you want "INPUT x Key" (you can customise input types on the editor if you don't want to use default keys).
Trigger one event or method when the input is received and there, check the camera position or whatever you want to do and do it there.

solemn crescent
#

That’s way over my head.

I made a pawn to collect the key event with variables connecting to the cam and plane in the level.

Ideally the cam/plane could live across levels.

Is what you’re describing related to game gameplay settings?

runic parrot
#

You can check for input on other blueprints that are not the controller, but you need to enable the option to receive input first.

#

I have no idea now what you are trying to achieve

solemn crescent
#

Essentially this

#

I make this test in the level_bp, but I’m having trouble translating it to something portable.

It just repositions a textured card in front of the camera.
Another key should cycle the texture.

sage shale
#

Aw 😦 well no I didn't mean dispatchers in specific, moreso mid level topics like mmm I know the blueprint essentials like hey this is how you set a variable but I don't understand things like cast to or dispatchers or custom events in Unreal really. and ofc that's just the examples I know not the ones I don't so I'm not really like sure what all I should try and learn? I'm not trying to learn EVERYTHING because I know that's too much but I wanna learn all of the useful things.

#

or rather as much as i can*

quasi folio
#

Is there a way to create a "wait until" style function? I know while loops exist but they very easily crash.

sage shale
#

delay?

quasi folio
#

if you will, basically wait until x is true..

sage shale
#

no no I mean there's a delay function is all but I don't think that's what you want- I'm pretty sure that's time based

quasi folio
#

it is time based unfortunately, yes

sage shale
#

what is the specific example you're trying to do?

quasi folio
#

heres what I'm attempting to do, I have an animation system, when one finishes I want to immediately execute another action, and I have a bool set up for that, just need the code to wait until that bool is true to perform next action

#

I hate the AI blueprint so, I'm not doing that rn. Experimenting a bit.

zealous cedar
sage shale
#

errrrr is it super time sensetive or could you make a loop that checks it every .1 seconds? not exactly a while but I think it should be more resource intensive than one

quasi folio
solemn crescent
# runic parrot

I staged it in pawn, but it doesn’t seem to be working.

How do you create the Do Something nodes?

sage shale
#

wdym the macros? as in the bps?

quasi folio
#

@sage shale While Loop is a macro, which you can edit.

#

hold on

sage shale
#

welll it's not impossible for you to edit the code n make it allow it I don't think-

Either way, why don't you get the time of the animation and add a delay inbetween it and at the end of the delay it would trigger the action?

quasi folio
#

got it working.

sage shale
#

AYEEE nice, how'd ya do it?

quasi folio
#

Basically the way you said, hold on

sage shale
#

hah sweet :DDD

quasi folio
#

Not pretty but it works.

sage shale
#

I'm not the best with bps but I'm decent with the logic... I think- 😎

sage shale
quasi folio
#

Ah, right, let me review and I'll give it a go.

sage shale
#

Okayyyyy thank youuuuu :)))

quasi folio
#

@sage shale Cast to is a bit of a nightmare but I can try to explain. Custom events aren't too hard. Heres the thing. I've got a 7 hour meeting today, and its already 1am. I need to sleep. But I'll add you to my DMs

sage shale
#

alright! 😄

golden frigate
#

not sure y but i attached some pawns to my player's hand and now when he walks it goes really insane

tawdry surge
#

Casting is just changing the reference type to access the data of a lower class.
All actors have a location. Not all actors have the variables/functions/events that characters do.
So if I have an actor type reference to the player and I want it's speed, I'll need to cast to(change my actor type reference to)the player class type

golden frigate
#

ive tried debugging y it happens in places that r probably but have had no effect

#

it isnt my custom camera code, it isnt my setting the rotation of the 3rd person model to absolute

#

and the WASD values r the same

#

i just did this to spawn some key actors and attach them to a socket on my hand

#

if i disable this branch it doesnt bug out

#

maybe i need snap to target? ill try

#

nope

onyx token
#

is there a way to do this?

#

this is an infinite loop

#

but i want to press the right mouse button - which is 1 event-

#

and while i press it, i want to check every frame if the bool is suddenly true

#

like as long as i'm pressing RMB, i want to continously check if the bool is finally true so i can move on with 1 signal

#

well-

#

turns out i can do ugly stuff

#

and do this blank1

#

which makes me feel filthy, but it works.

thin panther
#

Can you not just set the bool on event tick or smthn

#

Or check the bool on event tixk

onyx token
#

i guess i could make a new bool that says "right mouse button pressed"

#

and put that one on event tick

#

but that'd be even uglier

golden frigate
#

any reason attaching a generic actor to a player BP (player is parent) would make ur wasd input wonky?

icy dragon
runic parrot
#

Hi! does anyone know if there's a way to get all "Child classes" of a Main class? i want the references so i can spawn one of each.
For example: All Child actor classes of the lass below (the class reference, not the ones spawned in runtime)

#

without using a DT, i can use a DT but i'm trying to get a more dynamic way of doing it

willow gate
#

Hey folks. Any idea why I'd be getting the error: "Failed to resolve the table input. Be sure the DataTable is valid." ?

The Item Data Table / Item Row Name is a public, spawn exposed Table Row Handle structure which has valid values assigned in the object that are causing the error.

runic parrot
upbeat inlet
#

has anybody found good tutorials for an inventory system I've tried one and failed as there was way to much detail and the dude kept doing stuff without explaining what he did properly.

willow gate
# upbeat inlet has anybody found good tutorials for an inventory system I've tried one and fail...

In this new series I go through a method of creating an inventory system, similar to a survival game. In this first part I introduce the system and go through the process of setting up some key assets that we will need going forward.

There are unlimited ways to create a tutorial, all based on your own tutorial design. As per usual with my tutor...

▶ Play video
runic parrot
#

was about to recommend the same one, it's really simple

willow gate
#

He's updating to UE5 video by video as well currently

willow gate
upbeat inlet
#

I want to wait for a UE5 version as I don't want to get stuck mid code walkthrough. it gets me lost quick as I started with blueprints and have not practiced C++ much

willow gate
upbeat inlet
#

I badly wanted a Tarkov style inventory, and was fallowing this guy. but it was super frustrating as he kept doing things without explaining properly. had to scrap my code because I was stuck with no lead as to where to start debugging. https://www.youtube.com/watch?v=4CjpBoKl6s8&ab_channel=ReidsChannel

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▶ Play video
runic parrot
#

i'm already doing a DT, i'm so freaking lazy

fading oyster
#

Sorry to interrupt rq, but I had a question bout some maths

willow gate
fading oyster
# fading oyster Sorry to interrupt rq, but I had a question bout some maths

I am making a machine gun, and the longer its shot within like 6 round intervals its firerate is supposed to decrease to a minimum value.

The variables I am working are,
Firerate Default
Firerate Current
Firerate Minimum

I would need to decrease the current firerate to the minimum within the lenght of shot intervals which is 6 atm. Does anyone know the math behind this, I would love it if you can also explain it thanks.

runic parrot
willow gate
fading oyster
#

It gets really complex rq tho

#

So I would definitely suggest learning how to do normal slot inventory before moving on to grids, because you also need to know a lot more about widgets and all that too.

fading oyster
willow gate
fading oyster
#

Thanks dude I appreciate that

#

Also here is my math, obviously since everything can change nothing is static the example I gave is just to be able to understand the equation

#

This is the calculation of the "Interval" or just shot num that I use to loop the firerate with

#

The lenght of fire anims is 6 atm, its 0-5 but reads as 6 just like the example

runic parrot
willow gate
runic parrot
#

Long version: I'm doing a Procedurally generated Tile Map with "wave function collapse" algorithm.
One of the steps is to get all the Tile classes and map how they match with other tiles on each direction.
My pipeline is to spawn them all into the world and keep the process going.
I want to make it so the process can just pick what ever is on that folder and update them all o just pick all the "childs" of P_base (my father class)

willow gate
runic parrot
#

No problem, i already got most of it running, i'm trying to optimise that part because i'm lazy af

fading oyster
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But yeah, basically the thought is how it gets divided eventually into it, it shouldn't get set to it immediately

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Also the shot count can be whatever it needs to be just need to find a way on how to divide it per that value

willow gate
fading oyster
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I don't know I was able to explain it right 😄

fading oyster
willow gate
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You familiar with lerp?

fading oyster
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Ye

willow gate
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Why don't you lerp between the values and use a timeline or a timer (if you wanted to avoid timelines) as the alpha?

supple needle
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Hi all, I'm very new to unreal but trying to learn through tutorials but stuck trying to figure something out, might not be using the right lingo

I would like to use a midi device to manipulate a variable in another actor, but cannot figure out how to get that and then manipulate

fading oyster
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Which would solve this issue I think fuck 😂

supple needle
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I tried this at first but its returning a value of none

fading oyster
supple needle
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is this the incorrect way to get the actor?

fading oyster
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I think that is what Im looking for

fading oyster
supple needle
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setting it up to have midi input set it

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the midi input works but i cannot figure out how to control the "vertical rotation" value under default for the other actor

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I have a midi control actor trying to manipulate a light actor

rich jungle
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is there any way to set calls like "get player state" to return my custom player state instead of the generic one?

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(kind of assuming no but doesn't hurt to ask because it drives me crazy constantly casting)

supple needle
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i might have figured it out

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nope

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lol

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have an idea though...

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ok i figured it out kinda...

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but its rotating the entire object instead of parts of it so i need to dive into the next depths i guess

fading oyster
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As you are using "SetActorRotation"

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if you only want to rotate a component of it use "SetComponentRotation"

fading oyster
supple needle
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o ic, let me look at that

supple needle
fading oyster
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No worries 👍

solemn crescent
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Setup a Pawn with variables connecting to a CineCam and Plane.

I’m able to connect the variables if I drop the pawn in the scene, but if I set the bp class as the game mode default player.

How can I wire this up?

leaden dock
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i have a dataasset behaving weird, it matches names to meshes. i passed a reference to it to my thread, then it crashed when i exited the game, dunno why.
ever since then it matches wrong meshes for names.

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actually i didnt write to it or anything, only read from it

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any idea?

solemn crescent
leaden dock
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ah i messed something up in the code, it works fine 😛

frozen ledge
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i've been looking at a bunch of different examples online and I can't seem to find out how to bind an event with x amount of parameters, if anyone can help that would be great

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I know how to broadcast an event with parameters but I should be able to bind

tawdry surge
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You mean an event dispatcher?

frozen ledge
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DECLARE_EVENT_OneParam(ThisClass, FUpdateProperties, TArray<AMapBuilderActor*> Actors);```
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this is how i'm declaring it

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I'm pretty sure this isn't an event dispatcher but just an event

runic parrot
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Hi! does anyone know if it's possible to merge all the meshes from multiple actors into the mesh of 1 actor and remove all the others? This at RunTime.

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for example, each one of this tiles has one actor and multiple meshes, can i merge all of them into Only 1 mesh and One actor, for performance?

barren flower
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Has anyone here done any procedural cave stuff? What would be the best approach? Splines maybe? But how do I merge them if you have intersections?

runic parrot
barren flower
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A yup, Sebastian is always a winner. The generation is fine but how would you render this is my question

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I feel like marching squares isnt going to be performant in game(and also I dont know how to do it in blueprints ahha)

runic parrot
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hmm i got some not so bad results when playing with celular automata, let me get a picture

gaunt steeple
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Hi.
Buttons 1, 2, 3, 4 are from another Blueprint, but in this Blueprint, I would like to reference some Options that I have already programmed, so, I use Cast To Widget to reference my variables in a new Blueprint. It doesn't work for the FadeIn variable and for ON Clicked (Button 1, 2, 3, 4).
Is my way of doing it correct? If not, I would like to know how and also how I can do it for the other Nodes. Thank you.

runic parrot
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i can bump it up to 200x200 and it takes 5 secs to generate the map, apply the regules and clean the borders.

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and the logic is really really bad, it can be optimized a lot.

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maybe you can use something like this and extrude the borders to make cave walls

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than follow like sebastian, separate regions by flood algorithm and cave path with A* or sjk

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I think POE is 30x30 tiles or something like that, just to have a reference

runic parrot
hexed barn
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Hi, I have made a bp with a paper tile map and some box collision but each time I relaunch my editor they disappear

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and my question , because my message just like that is not really well written, is : why does the bp keep disappearing (placed in the editor) all the time? like I still have it in my folder but for it to spawn again I need to replace all of these bp

runic parrot
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Are you placing it before starting to run the game or while running it?

hexed barn
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well I place it then play it work great, then I restart my editor all bp placed (of this type) are not visible, they still there but no more collision, I can only see the collision box in editor mode

runic parrot
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Maybe you don't have enabled the collision boxes

hexed barn
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it don't change anything, let me get some screenshot because my explanation is not really great

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so this is my bp (I just placed it)

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and this is after a restart

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and my character can't go on anymore

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just like the paper tile map disappeared

runic parrot
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what do you mean by a "restart"?

hexed barn
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well I closed my editor then launched it again

runic parrot
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if you are saving, everything should still be there, it has to be something on your bp logic i think

hexed barn
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like when I stop for the day and open the project again tomorrow

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I do save everything

runic parrot
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maybe some corrupted asset reference?

hexed barn
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the bp in the assets still work if I place it the bp will spawn normally

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I remade the same bp a second time

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same problem

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I will surely find another way to do the bp and it will work, for now it might be 7:12 am and I am not someone that wake up early 😅

runic parrot
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Does anyone know if you can move one SaveGame Slot from one project to another? Given that both have the same format

final lava
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Probably stupid question 😅 How to use enhanced input plugin for multiple button input? For example: I want to know if person did pressed two keys at same time?

drowsy veldt
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What is the point of Events in Unreal as opposed to functions?
Trying to search for the answers yields the basic differences (events can't return values, but can use the delay node etc etc), but it doesn't explain why events are a thing.
What problem they exist to solve?

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There's a usecase why events had to be invented and should be used for, and I can't find what it is.

runic parrot
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events are async, methods are sync

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So with events you can run one event and trigger delays and things related to time.
With methods, you are blocked until the method is done.

runic parrot
drowsy veldt
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But wouldn't you encounter all sorts of multi-threading madness if events would run off the main thread?

runic parrot
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That's my understanding of it, i may be missing a lot of things that may be important

drowsy veldt
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I might be misremembering things, but I remember making an incredibly slow block of code that was called from an event hanging the main thread

runic parrot
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yeah, that's pretty much it.
Functions are sync and blocking, Events async.
Also local variables on methods because of the blocking nature of it

runic parrot
drowsy veldt
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There's one explanation I'll try to test: it's async, but it's still on the main thread.

runic parrot
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it's like a bully standing in front of someone taking all the walkway and saying "yo... i'm not stoping you. You can go whenever you want"