#blueprint

402296 messages ยท Page 902 of 403

drowsy veldt
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That is, there's a queue system, but it's executed on the main thread.

runic parrot
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that trashes all the benefits of using async calls ๐Ÿง

drowsy veldt
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You can still take advantage of the throughput limit

final lava
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yea, I mean, it is possible in classic way without any problems but I am trying to use latest Enhanced Input Plugin that has much more nice features.

drowsy veldt
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Yeah, events are not executed off-thread.

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Or rather, each specific event is fired and executed on whenever the programmer that fired that event feels like.

gusty axle
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ive fixed the issue
i just installed a Runtime PhysX Cooking plugin lmfao

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works on cooked project too

covert schooner
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When you do what is Print Screen in C++, you can control the amount of time the message persists for, is that available in blueprints, or do I need to expose it more with a BP helper?

gentle urchin
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Yes

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Expand the print string node

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Notice the Duration pin

true valve
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Let's say I'm playing a in-place animation that changes the player's location. And I want to use MoveComponentto on the player to keep the player at the end location so when the animation ends the player doesn't snap back to the starting location.

hollow gorge
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Hi, I'd like to build some menu navigation with the integrated focus system.
The goal was to have mouse over and keyboard navigation change focus between individual buttons, I was considering using the "Event on added to focus Path" on each individual button but I can't seem to find this or any events for my custom button class. Should I be using a custom event for this functionality or is there a better approach? I try to avoid ticking if possible.

hollow gorge
cyan bone
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How do i clamp a value to a minimum of 1 and maximum infinite?
I have an integer that i need it to be at least 1, but Clamp needs always Max. I need it to make sure it becomes if it is 0. But no limit on the max.

lucid lynx
cyan bone
cyan bone
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yup that also works and its more simple

wild crater
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Is there an easy way to convert a spline (or a set of points) into a mesh?

onyx token
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i wanna hold rightclick, and as soon as my "i get stunned" animation is over - i wanna move to the block animation

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like i block - i get stunned - and if i keep rightclick pressed - i wanna go back to block once the stun animation is done

grand briar
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I need a good way to trace to the nearest surface to an object. Not sure how to go about it

deep elbow
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sphere trace and set start and end to be like 0.001 away from each other

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then see where the sphere overlaps?

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and a sphere radius as big as it needs to be for your uses

grand briar
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yeah i was thinking in any direction. i havn't used sphere trace before it confused me a bit. i'll check it out thanks

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any "visible" surface

worthy tendon
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not sure if sphere trace would give you accurate results to your problem but might be accurate enough

deep elbow
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he doesnt know the object

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i presume, otherwise bit of a wierd Q

grand briar
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yes, i mean any object. i just want to find what is closest to me, the point of any surface that is closest. and then i want to get the impact normal

worthy tendon
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@trim matrix but center of the object could be further from you. for example tracing inside a mug, nearest surface is edges of the mug not inside of it

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๐Ÿ™‚

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it depends on where you start the trace, you can try multiple sphere traces and get the closest hit but that might not be always correct

grand briar
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hm, only problem i realized is i need to do it on a plane. (only x,y and not z)

deep elbow
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you might need to just spray a load of line trances in a circle around your character, like, not that expensive

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or tag things you want to overlap with the spehere

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and ignore everything eklse

grand briar
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i started doing that, but i wasn't sure how to get the average impact normal between several hits for accuracy. then i figured maybe i rotate a line trace around like a scanline really fast. seemed dumb but i guess that could work?

deep elbow
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yeah depends how often you do it and how much stuff happens with the info you get from the trace i guess?

grand briar
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only worried that it might "jump" over smaller objects if it's rotating too fast. can't have it too slow either

lofty jungle
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can anybody help me? I have created a health bar on top of enemy pawn/character, and am trying to bind the percentage, but i dont know what to plug in to the cast to wildcard. I have tried promoting to variable and plugging in the reference but im getting errors. I think it might be because the AI is spawned in and not existing on begin play until 2 seconds later, but not sure.

deep elbow
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where does the widget get spawned from?

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you could pass in the owner as a ref if the alien spawned the widget

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otherwise which alien is it supposed to be getting the health from? it doesnt know

tawdry surge
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Or don't use a binding at all and just call an update health function or event when it changes

lofty jungle
deep elbow
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uh, you could create a variable in your widget with the class of your bp_alien, then expose that on spawn and pass it in to the widget from the bp_alien

lofty jungle
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i tried get owner, but error.

deep elbow
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but eh, im ill, so my brain is not firing correctly

lofty jungle
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ok ill try that, thank you. im pretty new to game dev so a lot is unfamiliar to me at the moment.

deep elbow
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Hey guys, in today's video, I'm going to be showing you how to display a widget above the AI's head. We will create a floating widget containing a progress bar linked with the AI's health.

This is an improvement on a previous video, including only seeing the widget when you are close enough, and each AI has their own health in their own widget....

โ–ถ Play video
lofty jungle
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thank you i will watch them now

lofty jungle
deep elbow
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awesome, glad it helped!

grand briar
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so i'm not sure how to go about this. made a sphere trace. this is the result. this way it doesn't work well to find the closest surface

tawdry surge
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Looks like you're just doing a regular sphere trace. If you do multi sphere trace instead it'll return an array of all things hit and you can evaluate which is closest

grand briar
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ah, handy

tiny meteor
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hi, is there some way to show scenecomponents in the viewport

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they used to show aswhite dots, but dont anymore?

brazen pike
jolly cairn
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Hi all!

I have this blueprint for a decrease hunger event and i want to hook it up to a progress bar on my UI. I have the progress bar set up and ready to go and the HungerLevel variable is attached to the FirstPersonCharacter template i have. How can I make the progress bar on my UI read the hunger level from the player?

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because the HUD that shows the hunger level is going to be removed and recreated on the viewport on the fly as menus are navigated between, i don't want to do the whole math on the UI blueprint

deep elbow
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you get a reference to the widget in your player, you update the widget when you update hunger

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make a function or custom event to blibbidy-bloop the hunger

runic urchin
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I'm looking to select all static meshes underneath Exterior, how would you go about it

jolly cairn
tawdry surge
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Open it, select the top one in the folder, shift click and select the bottom

runic urchin
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I'm looking to select them or sort them into a group in a blueprint to force an lod

deep elbow
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at runetime?

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lol rune time

runic urchin
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yes

deep elbow
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cant you get the parent and get children and add them to an array and run a for loop on that shit

tawdry surge
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You could use tags, but I don't think you can access them by folder in the world outliner

runic urchin
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I've gotten as far as get children compents

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and then able to filter by static mesh components

deep elbow
runic urchin
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the only thing is that static mesh components

deep elbow
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i mena, what are you trying to do

trim matrix
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Hey is there a way to draw lines on the screen within a widget?

runic urchin
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I'm trying to get all static meshes in a certain group and force LOD

jolly cairn
runic urchin
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the other thing i'm trying to do with it is trigger a forced LOD when inside a trigger zone (that code I already have)

jolly cairn
deep elbow
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ah

jolly cairn
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ok the actual number ticks down but not that bar...

deep elbow
jolly cairn
deep elbow
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what gets returned when you try, do the casts fail? do the lods simply not update

runic urchin
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Casting to static mesh components is not finding the force LOD

icy dragon
jolly cairn
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@deep elbow working perfectly! thank you very much for your help ๐Ÿ™‚

trim matrix
deep elbow
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great!

runic urchin
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this is getting all children components of my exterior group

deep elbow
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yeah, head issues with checking class like that, thats why in my image i just casted to the componenet, does the sdame thign right

runic urchin
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that should work

pine trellis
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I have been having a hard time trying to get my dedicated server to load a map through a command line, this is my command line Mobile2?game=FFA -ServerName=PORT_KNOX_SERVER , it names my server but it wont load the map I tell it to am I doing something wrong? here is the code in my game instance I called event init, then command line parse command line,, execute command line and then suppose to host the game, is it possible to load maps using a bat file???/

balmy vessel
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wasnt fully sure if umg was the correct place or not

icy dragon
balmy vessel
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fair nw

jolly cairn
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is it possible to read from a JSON file with blueprints? i want to store the inventory contents in a file and coming from mainly doing .NET stuff in Unity, I've always done it with a JSON file. Should it be handled the same way in UE or is there a better way?

idle vale
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Why did the Set Max Distance exist as a node & not the Set Min Draw distance ?
That the one i absolutely need...anyone have an idea/ solution to bypass that ? or maybe i'm missing something.

willow gate
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Uh, ok just started messing with UE5 and the FPS template is strange the way it uses an event dispatcher to fire the weapons. My question is, are the event dispatchers not replicable? Cause I'm having a hard time replicating the projectile spawning.

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I can just fix the problem another way but I'm just curious now for future reference, if there's a trick to replicating an event dispatcher call from another object

steel shadow
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What happens if I call a 'timer by event/function name' at a higher frequency than frame rate allows? Does it then just execute per minimum ms interval?

solar bison
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alternatively if you aren't using onreps, then you're probably using a multicast. Fire it in the multicast

lost wyvern
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My geometries made with Geometry Script for UE5 disappear when displaying in standalone or after packaging, but you can still see them in the editor and in PIE.
Any idea why this is happening?

willow gate
boreal kettle
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Is there a way to change RenderFocusRule during gameplay? I know it can be turned off/on in Project settings but how can I control it ingame?

eager agate
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does anyone know any tutorials for side scroller object grabbing? im trying to get my character to animate grabbing an object but i dont know how to make it

real notch
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I keep having issues with accessing "none" on actors I cast and store references to in beginPlay. I understand why it's happening, but it's a bit annoying. Is there a step after begin play? Like how unity has awake and start for example? Some place where I can be sure everything (actors, game mode, game state, player controller, player state) exists and is ready to find?

calm citrus
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Can anyone explain to me what this is doing? Trying to wrap my head around some of the BP's in Advanced Locomotion v4. I understand what its meant to do but im confused what all the wiring is doing

dark crow
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It's just a double tap logic based on on gates

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or i guess it's a hold logic

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Shortly releasing closes the upper gate and triggers tapped but only if you didn't trigger hold
Holding it will enter the first gate and return held closing the released gate ofc

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It's a Macro so it remembers the states

grand briar
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So.. i've managed to get the distance of all the hits.. i'm trying to get the closets surface's impact normal but i'm not really sure what to do from here. quite new to arrays so.

faint pasture
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Loop over all the hits, setting a local variable ClosestHit if the distance is less than the current ClosestHit or it's index is 0. Return ClosestHit

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Or rather, set ClosestHit = Array.Get(0) then do the looping.

calm citrus
# dark crow It's just a double tap logic based on on gates

Ok so I am understanding it slightly. Im going to continue to study what you said. But I am also trying to implement this in my game. So the Macro from before is the Hold Input and the tap works perfectly from changing from walking to jog. But Im stumped on the held input and trying to make it to where when the player is no longer holding the button they stop sprinting and return to the previous state...

dark crow
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It doesn't do that

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You would need to get rid of this

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That closes the Released gate

calm citrus
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so get rid of it all togther?

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just that input

dark crow
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If you want Released to always, trigger, yes

grand briar
dark crow
calm citrus
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Dude thank you so much it worked perfectly I am definitely gonna study this so I wont get lost later on

faint pasture
dark crow
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You may wanna change Tapped to Released so it's clearer to you what it does now

calm citrus
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Will do thank you so much

grand briar
dark crow
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Doing this is the same if you make that edit

calm citrus
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huh you're right... lol I feel like an idiot however there is one problem

dark crow
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The Macro like you had before is useful if you want to keep continous input till you press again

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Let's say I have a sprint key, I hold it then release, it will keep me sprinting till i tap it

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Like in most modern FPS I guess

lime moat
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anyone know if its possible to change lock/rotation constraints at runtime using BP?

dark crow
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But at that point there may be some more logic in between

calm citrus
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Ok cool I'm writing this stuff down in my notes. I do have one more question if you can answer it.

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So for the input I just used like you said. I don't know how easy it is you can tell. But the input reads my toggle at the same time as its held. Making it to where if I stop sprinting it goes to the next toggle action. Is there a way to make it if I stop sprinting it will go to Jog mode instead of going back and forth from jogging and walking

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I dont know if I explained that correctly

grand briar
dark crow
calm citrus
dark crow
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And how would you go from jog to walk?

calm citrus
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with the toggle I use now

dark crow
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Use a bool then

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bSprinting

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If you sprint it sets to true then on the toggle it checks

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if bSprinting True then Jogs
if false then Walks

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It will be true only if you sprinted prior, if not it means you are jogging / walking

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FlipFlop is basically do A then B and repeat so not really useful in this case

calm citrus
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I swear I feel like an idiot more and more I go deeper in UE lol

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thanks for the help

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have a lot of notes

dark crow
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You may wanna have a bool for each state just in case if future things can impact that

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bWalking
bJogging
bSprinting

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And you can create functions to change states

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For example SetWalking where it edits your speed and sets bWalking to true and you can do whatever you want in there related to the state change

calm citrus
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Would it be easier to use enums? I have enums to transfer me from walking to crouching

dark crow
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You can totally yeah

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Whatever feels most comfortable

calm citrus
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Cool, thanks

bold shard
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Weird question, I have a BP with several components on it. I can modify all of them, and I can save my BP, but when I reopen the project one of these components resets (a cube I use for some collision stuff). Anyone have any ideas?

flat coral
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This is stupid but try closing the editor tab before exiting the editor. It can force a "real" save for materials at least, probably works on BPs too

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Also does anyone have any idea how I can figure out what class is still referencing this deleted class?

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Clearly something has it as a parent but i have NO IDEA what

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And weirdly nothing is breaking in game

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Actually that's not weird, I replaced the parent class with a component system before removing it

surreal peak
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Hm

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You could try to run the compile all blueprints test

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And see if one cries out

flat coral
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Where is that?

surreal peak
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I usually do that via command line and I'm on my phone so all I can suggest is googlung for this ):

flat coral
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ahh fair

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UE4Editor-Cmd.exe MyGame\MyProject.uproject -run=CompileAllBlueprints

surreal peak
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Command line is something something UE Editor.exe projectname.uproject -run=CompileAllBueprints and then some optional settings

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Yeah, memory on point today

flat coral
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nice

surreal peak
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There are some ignore folder things you can do

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Not sure if needed

flat coral
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OH hold up! I just figured it out one sec

surreal peak
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This also exists as an ineditor test with UI but that's a longer walkthrough to get access to that

flat coral
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This is useful general knowledge: If you get that error, you can mouse over "inheritablecomponenthandler" and it says what it ACTUALLY is

surreal peak
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Nice

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Well I would recommend the command line anyway

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It's a strong tool to find broken bps before submitting to P4 for example

flat coral
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The fuck? The class this references doesn't have that missing BP as a parent AND neither does its parent. The missing class is nowhere in the tree.

flat coral
surreal peak
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Windows

flat coral
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oh weird

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I'm shit with the windows CLI lol

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Debating installing bash

cyan bone
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I need to remove a range of indexes from an array.
So i have an array of vectors. And sometimes i need to remove items from 3 to 9. So remove 3 4 5 6 7 8 and 9.
Other times i need to remove in the opposite direction. for example from 7 to 2, remove 7 6 5 4 3 2.
How do i do this?

mental trellis
cyan bone
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It doesnt need to be removed in the order exactly. Only the range must be removed. But i had to say that sometimes the range comes in reverse.

mental trellis
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If the range is in reverse, just reverse it and use the same method as before.

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Is it always a contiguous set of indices?

cyan bone
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yes its always like from 2-9 , or 7-19, or 17-5.

spark steppe
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for loop

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iterate from max index to min index

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there are math min/max nodes to determine the lowest/highest index

cyan bone
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so it works both ways? i dont know why it is not working. i must be doing something wrong

mental trellis
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Does the order of the array matter?

spark steppe
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well, you have to remove from back to front

cyan bone
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from back to front? You mean like as we do in a reverse for each loop

mental trellis
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What I'd do is something like: count = end - start + 1 for (index = start; (index + count) < array.size; index++) array[index] = array[index + count] array.setsize(array.size - count)

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instead of the min you could check for going past the end of the array

golden pagoda
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Hi friends, i change my project 4.27 to Ue5 and using PhysxVehicle. but now my Vehicle is not moving , Is anyone know how to fix this ?

cyan bone
mental trellis
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That's just pseudo code

tawdry surge
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Ue5 uses chaos for physics. Idk if physX has been 100% removed yet or if you can still change it from the project settings @golden pagoda

spark steppe
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pretty sure that its gone

golden pagoda
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@tawdry surge PhysxVehicle is Available in plugins but i think there is bug or something is missing for vehicles

tawdry surge
golden pagoda
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@tawdry surge Thanks Checking this

golden lotus
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Hello, what type of node is this and how do I add it to an event graph?

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Thanks!

golden frigate
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any reason attaching an actor to a socket on the player would cause all WASD inputs to go wild?

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specifically im attaching them to a mesh on the character

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using the spawn actor function, and attaching to a specific socket

trim matrix
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Good morning! i have an issue, when i Loop all Actor -> staticMeshComponent.. it does print only the latest one..

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and the index only stops at 4

gentle urchin
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If this is inside a function it depends on whats to the right in the picture

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After the print

trim matrix
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hi @gentle urchin ! it's in the ConstructionScript

cyan bone
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I have a Line from point A to point B. How do i know which points (green and yellow) are on each side?

late gorge
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so... this doesnt work... pretty sure this is how you setup a looping function execution?

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the function is never called, setting by event doesnt work either

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this is on a controller if that makes any difference

gentle urchin
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Unpause?

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Its not paused, so no need to unpause

late gorge
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well it wasnt starting so i tried to do unpause

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it made no difference

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starting didnt do anything

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like this is supposed to be simple but the timer just isnt starting

gentle urchin
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Is it the correct function name ?

late gorge
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.> yes

gentle urchin
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It is simple โœˆ๏ธ

late gorge
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by event didnt work either

gentle urchin
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Are you sure its executed?

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Tried a print string?

late gorge
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yes, i've confirmed by setting a break point

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the set timer definitely happens

mental trellis
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Or unrotate the A->point vector by (A->B).GetRotator() and then compare Y values

cyan bone
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i see. thank you. will work with this

late gorge
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it even works if i try doing the exact same setup in the widget that i'm trying to call

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but not on controller

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.<

dense mica
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Is it possible to make function params const like how we do in C++?

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Variable Array is coming from C++ side and I have to take some info from it in BP level

mental trellis
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Show your code/bp?!

zealous moth
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@cyan bone dot product

dense mica
mental trellis
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Shrug

lime moat
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anyone know if its possible to edit lock position/rotation constraints in BP?

mental trellis
# dense mica

Unmark the method as const and maybe you won't get the error?

dense mica
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Nope sad

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Doesnt work

mental trellis
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Make the array not read only?

dense mica
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Its about Melee Attack Montage being BPReadOnly but making it mutable in BP defeats the purpose

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I was hoping to get away with a consistent const correction but anyway no biggie

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God save me from idiot designers hellmo

cyan bone
willow gate
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Is there a good way to store a reference of an actor that I'm spawning from a server replicated event? When I try to save the return value of "SpawnActor BP" in the Server RPC, it stays empty and I can't reference it and I don't know how to store it locally since the spawning happens in the server rpc.

cobalt gulch
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Why can I not bind the image?

pine trellis
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can someone tell me what this node is called?

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it looks like a vector - float but mines doesnt have thoseextra add pin

earnest mango
# pine trellis

That's a Vector-Vector node with the second vector split. You can right-click input/output pins for structs and certain data types, like vectors, and use Split Struct Pin to split it into its parts. You can recombine after splitting too

cobalt gulch
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How do I cast to a widget

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Which doesnt have a reference

late cave
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Weird that you can't reparent a macro library to the actor class...

dark crow
pine trellis
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@thanks @earnest mango !

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@cobalt gulch get a reference to the widget at begin play

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and then just drag it out and connect the dots

carmine cypress
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Hey guys not really sure where I should be posting this but I'm running into an issue getting my box collider to work properly on my character. I've set up a box collider so that it would block off my character from entering a specific area, but I realized that it only works when the box collider is located on the ground. If I raise my box collider slightly above the ground my character can go through it, whereas on the ground my character can't. Does anyone know why this may be happening?

drowsy pumice
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Long shot: Is there some workaround by which I can make maps (the variable type, not levels) replicated? It would be really nice if I didn't have to replace everything with object arrays/struct arrays

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That's a no then >.>

hazy grail
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Instanced meshes would be better

silk cosmos
spark steppe
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is there a way to make this possible?

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i want to select scene components from the current actor there

cobalt gulch
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I just want to remove a widget that was created before

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And set an image in another widget

cobalt gulch
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Nothing i've tried works

high ocean
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Here's a fun one: How would you lerp two curve assets that set a value on array elements?
Use case: I have an array of curves which get randomly selected. They are meant to add height variation to vertices in a procedural mesh in a certain section. Problem is, when a curve ends (on vertex section threshold) & the next one begins, the change in height may be abrupt. How would I lerp the end section of the previous curve with the start section of the following?

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something like that ๐Ÿ‘†

tranquil gorge
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Hello im doing local multiplayer spawing system. when i press start for some odd reason the camera resets to 0,0,0 when i press play. Anyone know why this happens

dense hamlet
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@trim matrix ping

forest timber
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Anyone else have the issue of blueprints not working overtime? As in, my code will be working perfectly, but I'll relaunch UE4 and its decided to stop working lmao

onyx frigate
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Hi ! I have an issue with my collision ... as if they are broken

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created a new object Projectile, got to spawn a projectile also but it never generates overlaps or hits ...
both static mesh and capsule are set to profile Projectile.
Both have generate overlaps and hits.
My EnemyPawn has a EnemyPawn Profile with blocking (I tried overlap, doesn't do anything more)

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Projectile Actor:

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The spawn actor node:

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the only time I have a collision update is with the main pawn actually ...

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what's wrong with my approach ?

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That's the catching overlap on the projectile capsule:

trim matrix
onyx frigate
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well after 3h trying everything, it finally worked, somehow

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OH. that may be the reason !!!!

trim matrix
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For example this bush does not have any simple collision

onyx frigate
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thanks man, i'll look into it

rough iris
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this always returns false. The left click event works as expected...

trim matrix
trim matrix
true valve
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If I play an in-place animation that changes the player's location by the end of the animation. How can I use MoveComponent to keep the player at the end animation location?

rough iris
upper summit
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@high ocean You could create a smooth curve between the end of the first curve and the start of the second curve with some lerping similarly to how you've drawn your picture. With a single interpolating value you can lerp between points 1 and 2, between 2 and 3, and between 3 and 4. Then you lerp the results of those three lerps together in the same fashion, and finally you lerp those two to get the final output value. You'll create a cubic bezier from the first point to the fourth point, and the 2nd and 3rd points will act as control points giving additional shape to your bezier.

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This suggestion has been brought to you by my recent cubic bezier addiction.

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Deciding how far inset into the curve you place the 1st and 4th points is probably just something you can tweak to find results you like.

trim matrix
high ocean
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@upper summitThanks for your suggestion, i'll look into it ๐Ÿ™‚

astral epoch
#

Floating Pawn Movement doesn't follow navmesh right?

rough iris
tranquil gorge
rough iris
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also if I check Is Hovered on target = self it also doesn't fire

#

it's weird because the button "appears" clicked, like it changes color accordingly

rough iris
#

no worries, thank you for your help still ๐Ÿ™‚

cobalt gulch
#

How can I fix the camera clipping/culling objects which are very close?

green briar
cobalt gulch
green briar
green briar
#

Actually its in the springarm

elfin vigil
#

I have this block of code in a binding to populate a text block that appears above an actors head. I'm feeding the values in through a blueprint interface, but it's giving me back 0 instead of the values I set in the actor's class

I think the problem is the get player controller, but I don't know what to put in it's place.

#

I'm feeding in the default values from a parent actor, then making a child of that actor to customize the values per child

#

I set this actor to have a cooker rank of 8

green briar
elfin vigil
#

yes

#

like this

#

The far left zero shows a 0 instead of an 8

green briar
#

Where are you setting cooker rank?

elfin vigil
#

as a variable in the actor

green briar
elfin vigil
#

I'm doing everything in a parent, then changing values on a child

green briar
#

Are you casting to the widget or are you making sure to go through your actors widget instead?

green briar
cosmic kelp
#

I would like to set brightness for my game in an Options Menu using a slider and found this solution using a google search. When I tried this, nothing happened on my menu widget. I'm not quite sure I'm using this Post Processing Volume setting correctly. Can anyone think of what might be going wrong? Could I possibly need to set up my own GameMode instead of the default one to see this working?

lucid lynx
#

I've got an actor BP in my level with a public variable referencing another actor also in the level. Something happens with these actors when my player spawns into the level. When running the game in the editor while the level is loaded, everything works. If I start the game in another level then load into the level with the actors, the public variable referencing the other actor seems to be void.

runic parrot
#

Hi! is there any way to update a datatable from the editor with blueprints? (not at runtime, just in edito mode)

lucid lynx
#

Any way to solve this? It's like the referenced actor isn't created yet when the script tries to do something.

runic parrot
lucid lynx
trim matrix
lucid lynx
#

It works when I start the game with the level loaded, but it doesn't when starting an another level then loading into it.

trim matrix
lucid lynx
#

Correct.

trim matrix
#

I see no reason as to why that is happening then.

lucid lynx
#

I know, right? lol

trim matrix
trim matrix
lucid lynx
#

I have an actor BP in the level that acts as a "cutscene director." It has references to other actors in the level that it moves around and does things with. When the player BP loads it tells the game to begin any director BPs that are set to activate on map load. So player loads into map -> tells any cutscene actor that's set to fire on map load to go -> cutscene actor moves around some other actors like puppets.

trim matrix
lucid lynx
#

Okay, let me try that.

trim matrix
#

I would imagine the reference is correct and there is just some issue with the game code.

trim matrix
lucid lynx
#

Oh wow, I'm super dumb. One of the references is literally null in the details panel. I think I changed it a while ago and forgot to put it back in. ๐Ÿคฃ

#

Thanks for the help, I completely forgot about the F8 feature.

trim matrix
#

Well there you go then.

#

Make sure that value is also NULL on the level though.

#

There could be a peice of code that is for some reason, setting it to NULL

lucid lynx
#

Looks like everything is good in the standalone build too.

drowsy crater
#

Evening gents

I'm using a blueprint that triggers a ragdoll effect when activated. However the camera gets reattached from the capsule to the mesh, even after reseting.

Someone suggested that after adding the mesh to the capsule, I should also add the camera to the capsule in the reset part, though I'm struggling to figure out how exactly to integrate that into my blueprint, since I've only recently started using UE5, and found the blueprint on blueprintue.com.

If anyone is able to modify the blueprint to solve this issue, or give additional suggestions/ideas, I'd be highly grateful.
https://blueprintue.com/blueprint/ptpb1p7w/

Cheers.

cobalt gulch
#

How can I edit a keyframe on a timeline with blueprints?

thin panther
#

you cant

#

not as far as i am aware

cobalt gulch
#

Aw

runic parrot
#

Does anyone remember if the "For each loop" reference is a ref or a copy?

marsh seal
#

I think it depends on the the type of variable

#

some can only give you one or the other

runic parrot
#

it's a copy

marsh seal
#

oh wait I'm thinking of Gets on Arrays

#

nice!

tawdry surge
#

Everything with a round pin is passing a copy. Diamond pins are passing by reference

opaque acorn
#

Can we control variables of animation blueprint via ui or a general blueprint??

icy dragon
golden frigate
#

Is there a general way to go about dual hand animation montages?

#

I hooked up one as Iโ€™ve done in the past with blend per bone and did 1 slot for left and another for right but if I play a montage on the left the montage from the right goes away

#

They donโ€™t play simultaneously

runic parrot
#

Hi! does anyone know if there's a way to have multiple tags on the same actor?
I can only add one : (

#

oh you need a gameplay tag container for that

torpid mulch
#

Is there anything I should know about changing character height in-game? I mean the capsule collision, can I do it without worries?

runic parrot
#

I think there's a linetrace from the Feets pointing to the floor so check if you are "grounded" or "flying".

#

maybe if you stretch it too much, that linetrace will become short in proportion and look wonky, can't think of anything else.

torpid mulch
#

I'll give it a try, to see if something happens haha

torpid mulch
#

Guys, If I have a function that is called only on two parts of my blueprint and will never be called outside of it, should I make it a macro? I mean, as it is only called on two parts of the blueprint, there will be no much repetition, but I like to make it something separated (like a function or a macro) just for organization sake.

desert juniper
rotund marlin
torpid mulch
# desert juniper If you want to organize it, just give the function a category

Yeah, but I mean, as from what I have read, the difference between Macros and Functions is that on compilation Macros are copied into the code where they are placed, where functions are read uniquely and separately, and for example Macros cannot be called from other blueprints while functions can, so my question kinda goes on performance as well, what fits the best etc.

desert juniper
torpid mulch
#

Please correct me if I'm wrong on something

desert juniper
#

as for not wanting access on other blueprints, you can just set the functions to private

torpid mulch
#

So what's the best use for Macros? Like, where should we use them?

desert juniper
#

you're free to use them as you'd like

#

but most people just use functions once they get used to it

torpid mulch
desert juniper
#

you can keep doing that if you'd like. nothing wrong with it

torpid mulch
#

I'll keep on doing it then xD Thank you so much for your attention :P

desert juniper
torpid mulch
#

I used to code on Unity (c#), but on Unity there's nothing like that, so I was 100% lost about it lol

desert juniper
#

yeah. seems kind of out of place and dated, but ๐Ÿคทโ€โ™‚๏ธ they work if you need them

torpid mulch
#

Maybe they leaved it there on UE5 for compatibility sake, to me it automatically felt like "do quick shortcuts here" because of MMORPG macros having that usage

#

But yeah I'll keep using it for shortcuts, things without execution etc. Using functions feels more natural to me as I coded on c# before

surreal peak
#

They also allow for some stuff that functions can't

#

Like wildcard or multiple exec pins

#

A normal function would need CPP for this, so macros can be powerful

#

E.g. the "for loops"

desert juniper
#

oh that sounds like a good use of them

surreal peak
#

I honestly never use macros despite maybe an inverse loop or so but even that exists natively by now

silk cosmos
surreal peak
silk cosmos
#

Yeah I believe they're referencing character facing the camera

torpid mulch
runic parrot
#

This keeps popping on the log every 1 second, even while on editor.

#

does anyone know what it's? i tried to look for the code, but nothing

#

(This is not a mp project)

surreal peak
#

This could be some other part of the engine trying to talk to something

#

Unrelated to the game code

nimble talon
#

is there something like branch but for text variable?

sly forge
#

My blueprint no longer has parent class and i cannot open it to reparent after i renamed my c++ class, is there a way to fix it?

#

Found this on the internet [/Script/Engine.Engine] +ActiveGameNameRedirects=(OldGameName="ODLCLASSNAME",NewGameName="/Script/NEWCLASSNAME") but not sure what to put in old and new gamename

teal dove
#

Hey guys, does anyone know the blueprint math to create points evenly distributed on the surface of a sphere?
I know of the fibonnaci sphere method, but I have a hard time implementing it into blueprints.

rotund marlin
#

Hm.. Would flipbook question fall under here or animation?

trim matrix
#

If itโ€™s related to blueprint code

rotund marlin
#

i mean its in blueprints, but it contains animation of 2d? :p

trim matrix
#

Just ask

rotund marlin
#

i think i figured it out >.< whelp

golden pagoda
#

Hi friends, I am using ue5 and Build the IOS file in Distribution but still the Print String Are showing, anyone know how to fix this ?

dawn gazelle
# nimble talon is there something like branch but for text variable?

Closest you can kind of do is Switch on String, but that's typically not the best way to go about something like that. It'd be better if you could use an Enumerator with a switch instead just so there's no spelling mistakes, and processing wise, switching a number is faster than comparing strings.

rotund marlin
#

hmm.. How do i prevent myself from sliding off.. a 2d world? like the tilemap if character collide with other they seem to slide off lol which looks very ironic but not good!

wise tide
#

is there no blueprint node for checking if a blueprint is a child of "x blueprint class"

wise tide
#

it will work if I cast to the parent class? Didn't realise that, ty

icy dragon
#

It will work

Also (depending on the situation) you can have an object reference of that parent class, and any children class will valid for it.

#

Also casting do the valid check (if object reference not points to nothing)

wise tide
#

I see, that is extremely cool.

Is there something for going the other way where I can get all children classes of a parent class?

icy dragon
#

As in getting all in the scene or getting all possible children classes?

wise tide
#

all possible children classes

#

I have a blueprint base for pickup items, and each item you can pickup is a child of this class. I want to loop through all the children classes in my actor and spawn 1 at random

#

however I don't want to make a manual list of all the items to loop through as I want it to automatically change when I remove or add a new pick-up

icy dragon
#

Pfft lazy.

wise tide
#

What's correct solution for this then?

#

It is GAS so maybe the solution is within that system. I should probably ask in that channel

icy dragon
pure garnet
#

Hey back again with my nvidia reflex question in hopes someone here may have used it. I followed this guide, https://www.youtube.com/watch?v=BihuOz_earw. I talked with nvidia support earlier attempted clean driver install and disabling services for possible conflicts. Still nothing I load my game debug sits at 0 https://i.imgur.com/fUBRlV4.png. My code while simulating not sure if theres supposed to be indication of firing https://i.imgur.com/B1smog0.png. I have a 2080 super and i've used reflex on multiple games just not in unreal projects im creating. This is UE5.

trim matrix
gaunt viper
#

Anybody happen to know why the Enhanced Input system in UE5 just wouldn't be accepting any inputs? I've been following the Third Person Character Stack-O-Bot tutorial (this is my second time going through it, albeit this time on a completely new project as opposed to the Stack-O-Bot one) and I've set everything up as the course instructs but when I get into the game and hit play none of my inputs do anything. I've made sure the Mapping Context is set up properly, I've made sure that the characters is being possessed by player 0, and as far as I can tell I've set up every input action and blueprint as intended, and I'm just not getting any results when I press any of the inputs. I'm still fairly new to UE5, so go easy on me CL0_PotatoSweat

#

Don't know if these will help any or not but:

#

Based on the video, the character should be moving, but the game just isn't doing anything with the inputs. I tried adding a some debug text to each input and nothing came of that either

fallen glade
#

How do you know you've possessed the right pawn? also maybe this?

gaunt viper
#

That doesn't seem to work either, no. As for the possessing the right pawn part, I'm not sure, I'm still a really new to all of this, sorry ๐Ÿ˜ฆ

fallen glade
#

have you setup your game mode?

gentle urchin
fallen glade
gaunt viper
fallen glade
#

mmm let me have a look at one of my projects

gentle urchin
fallen glade
#

I don't get it haha

#

What's the difference? sounds the same

gaunt viper
# fallen glade mmm let me have a look at one of my projects

Gotcha. I've been looking at the Stack-O-Bot one while trying to solve this, and I can't seem to find anything wrong with my setup, myself. The only real differences between the two that i can see right now are the names of the mappings/input actions

gentle urchin
#

It doesnt load the class itself untill you explicitly load it, so its super lightweight

fallen glade
#

oh so you don't load loads of nested classes?

gentle urchin
#

Like soft reference pointers dont directly point to something, it doesnt tie them together(e.g. both must be loaded for it to work)

gentle urchin
fallen glade
#

I see, maybe a bit too advance for my thinking. Thanks for the explanation!

gentle urchin
#

It goes down the drain once you cast tho

fallen glade
gaunt viper
#

Doesn't seem to be showing anything, no, but I also might have it set up wrong, lol

#

(Sorry again, like I said before still very new to Unreal)

gaunt viper
fallen glade
#

Why do your inputs look like this? mine are different just a sec

#

is that a UE5 thing?

gaunt viper
#

I'm not sure, it might be

#

I've already done it once using the example project, now going through it again as a refresher in an empty project, with my own model/animations

fallen glade
#

oh, I've never used an imput mapping file whatever it does sorry

gaunt viper
#

You're good, thanks anyway

wanton galleon
#

Hey, I'am missing something ? I try to spawn an empty actor and attach a capsule component to it for a collision test, but whatever my transform is, the actor is always spawned at 0,0,0, it is normal ?

trim matrix
#

what should i use to get the direction of my pawn in Anim blueprint

#

Get velocity + Vector length = speed

#

Get actor forward vector + ? = direction forward/backwards

untold fossil
#

For some reason I can't see my exponential height fog in the editor, but when I play it works fine. I also checked to make sure show fog is enabled in the show menu for the viewports. The hell is going on?

#

I even tried a completely new scene with just a sky sphere, fog, a plane mesh and directional light

#

When I hit play fog works perfectly fine, but in editor I can't see it no matter what

#

Anyone have any idea what kind of annoying trick the editor pulled on me this time?

#

Gotta love random stuff just suddenly not working anymore

tawdry surge
#

@trim matrix easiest way would be to save your axis value to a variable and if it's >0 its forward <0 backwards

blazing kiln
#

The other way is using math with dot product, but get direction should work fine

bronze hill
#

Is there way to find out what is binding to Event Dispatcher?

fair sun
#

Event destroyed gets called when an actor has been explicitly destoyed, is there a function/event that works when an actor is destroyed by travel/streaming?

bronze hill
#

other things just press find referrence but it's not, i can't find

fair sun
fair sun
bronze hill
#

ah ha, that's could be? thanks i will try another

wanton galleon
icy dragon
wispy star
#

Greetings!
Maybe anyone knows if there is some way to connect multiple nodes/pins at once? Like here:

supple dome
#

NodeGraphAssistant does that

wispy star
wispy star
#

Thank You.

lapis inlet
#

Alright need help, I want this to run continuously but I want to check if the actors in the list have already been added (so that they are skipped), any thoughts on how to achieve this?

icy dragon
wispy star
icy dragon
# wispy star it's just docs repo, source only provided via marketplace

Not the first time I stumbled into such repo.

Felt like they serve as honeypot repo, tricking search engines in the process for those who are looking for free (open source) versions of the tools (or alternatives that do pretty much same functionalities)

I say that's pretty cunning even if it's unintentional to that specific bait goal. Even though there are other ways to store docs.

#

Perhaps I should do that next time I'm selling plugins or other stuff

wispy star
remote meteor
#

also you can point the owner of the sound to something within the streamed level

#

and it should destroy along when level is being unstreamed

icy dragon
lapis inlet
#

Urggggg calling arrays is so difficult

icy dragon
#

Make a doc repo of a paid plugin, making sure none of the repo nor the description says it's a documentation, then somewhere a hidden message that says "hahaha you're getting jebaited now buy my product lmao"

Delightfully devilish marketing ๐Ÿ˜ˆ

lapis inlet
#

Guys I would really appreciate the help

lapis inlet
#

Holy shit

#

I think you just

#

solved a shitton of problems

wispy star
#

@supple dome well, it seems it doesnt work on anything except BP and Materials...i've tried Niagara, Audio, and custom logic nodes -_-

lapis inlet
#

@remote meteor Weeks of troubleshooting and nowhere close to completing, and turns out all I had to do was use AddUnique() instead of Add

sonic moss
remote meteor
#

It will return index -1 if it already exists

#

Else it returns the new index

lapis inlet
#

So I want to remove actors that the player destroys from the array

#

How do I set about in doing this?

lapis inlet
#

Well thing is

remote meteor
#

Bind on destroy

lapis inlet
#

The array is in a gamemode

gentle urchin
#

You can bind to an actors destroyed event

remote meteor
#

Remove from array

lapis inlet
#

And the player has a seperate blueprint

gentle urchin
#

Also

#

Its better having the bps register to the gm

lapis inlet
#

I do this atm

gentle urchin
#

Than running get all actors continously

remote meteor
lapis inlet
gentle urchin
#

Making dinner so short on words

remote meteor
#

Enemies when they are spawned will add themselves to the gm array

#

Bind on destroy (will return you which actor is being destroyed)

#

Remove from array

gentle urchin
#

Like registering a car

lapis inlet
#

So is binding a process that needs to be run? Before removing?

gentle urchin
#

Imagine if they each day ran out chevking every damn car if it was registered

#

And if its not, then register it

remote meteor
#

Bind is an event listener

gentle urchin
#

Compared to every car owner being responsible for reporting in their car, and getting it registered

remote meteor
#

It waits for something to happen then, does it.

#

You call that event dispatcher

lapis inlet
#

Aaaaaaaah

#

So don't run continuously

#

Only run when an event triggers

#

Eases performance

#

I can understand the principles for that, just didn't understand the terminology

remote meteor
#

Do the binding when you add it yo the array

#

So they 'come in a package'

gentle urchin
#

I guess this could be a scenario for an interface?

#

The registration part

remote meteor
#

Yeah

gentle urchin
#

Generic actor input. Afterall, GM doesnt really care what type of actor it is

#

And can still register to its destruction event

remote meteor
#

Something like 'Report Gameplay Event'

#

And based on different game mode

#

They can be handled differently

golden frigate
#

Is there a way to play multiple anim montages at once for different blend per@bone bones? Mine just resets the others when it plays

gentle urchin
#

You can play it to different slots ?

#

I think..

lapis inlet
#

Oddly enough, the game runs smoothly even with the dogshit blueprints I have

remote meteor
#

Usually it wont tank to slideshow instantly

lapis inlet
#

And honestly? Can't be bothered with troubleshooting, considering the project needs to be submitted tomorrow

remote meteor
#

It takes a combination of dogshit to make it happen

golden frigate
remote meteor
#

:)

lapis inlet
#

Now I don't see slideshow happen for, well, haven't checked

#

A couple of minutes of decent smoothness should be fine

#

It's not like my teachers are actually going to play the game anyways, they just want a video

remote meteor
#

๐Ÿ˜… inb4 lecturer had fun and decide to play it at home

lapis inlet
#

They never specified to send the game files kappa

#

Just videos

remote meteor
#

Lol

lapis inlet
#

But seriously, thank you so so so much!

#

I might actually pass this course

#

Anyways, I need a system of movement for the player

#

My original idea is to project a raycast from the mouse on a holding mouse click to produce "thrust" in a direction

#

Imagine a spaceship, and where the mouse clicks the craft would travel using a set addforce modifier

#

Accelerating, but not travelling immediatelly

#

Oh shit the slideshow suddenly begins to appear at 10 seconds, probably fucked up

remote meteor
#

or you can just modify the movement component parameter on
maxacceleration
maxvelocity

gentle urchin
#

Dont be so logical

#

Make it as complex as possible

#

Im doing custom physics engines for my 2d paper plane game

#

Fun times

balmy vessel
#

Hey guys, I have a part of a project where we have meta humans and we want to swap out their clothes.

A way to do this I thought was to have an array of actors which represent each clothing state (its not as easy as changing 1 thing for the outfit with metahumans so changing just the clothes may be harder/cause a bigger load) the issue im having is the player controller I'm putting this behaviour on wont let me edit the default values of an array of actors so I can add the blueprints from the content browser in.

Any ideas why or how to fix this

silk sandal
#

Hello I want to make a fortune wheel blueprint so I was wondering if its easy or not

lapis inlet
#

but im more for the actually application of movement itself

#

Calculating the direction is proving difficult

remote meteor
#

uh..?

#

have you by any chance

#

had a look into

#

TopDownExample

balmy vessel
lapis inlet
hasty dune
#

Hello everyone ! I ask for your help because I have trouble finding "simple" explanations of my problem on the Internet.

I am currently creating a cannon projectile, and I would like it to be able to fire in an arc (like a mortar). I managed to do it with the mortar with the function: "Suggest projectile Velocity Custom Arc" which varies the velocity of the projectile. But here it's different, I have two points that can change position (initial spawn projectile and the target location) and the initial forward speed of the shell, so I would like to calculate a trajectory that hit the target and get the initial angle.
I don't know how to do it, thanks to those who can help me !

lapis inlet
#

BTW what is square root in UE4? sqrt with 2.0?

icy dragon
lapis inlet
#

Well, yes

#

but what value?

#

2.0?

#

3.0?

bronze hill
#

should i use collapsed Graphs over functions for cosmetic purpose? or i can make function as many as i want?

#

i feel like function is superb but also feel like there is downside

remote meteor
#

there is only very few scenario where one can do something other cannot do

bronze hill
#

thank you, now I'm relieved

remote meteor
#

well if you must need something

#

dont clutter your event graph

#

editor gets laggy

untold fossil
lapis inlet
#

@remote meteor ok just reaslied, how do I check and update actors in the array?

#

Like if one actor got more health from a pickup, and needed its health to be updated from the array

#

But not added, just changed

bronze hill
remote meteor
#

you dont have to if they are Array of Actor reference

lapis inlet
#

Well then I think someone is wrong

#

cus the changes are not being applied

icy dragon
#

It's not like square root is also ย โˆ› or anything

lapis inlet
#

Figured it out, but cheers regardless!

#

Also, screw it, imma redo the entire casting part of my blueprint

#

This is what I currently have

#

The delay at the end forms a pseudo loop by just rechecking it every second

#

But of course, its uneeded

#

Any thoughts on how to improve?

icy dragon
lapis inlet
icy dragon
lapis inlet
#

Oh, so if I were to have an actor collide with another, I can set an event to play and then call for it to happen inside the gamemode blueprint?

#

Would this work?

random plaza
#

is there any way to make an onject visable to only one camera?

#

i have 3d menu parts and i dont want to have them constantly in the world

cyan bone
#

I have one line A-B and a group of 10 random lines. I need to find which one of the random lines is the most straight in comparison to my line A-B. Do i do this with cross product?
I tried it and failed. What value should i use to know which line is the most straight in relation to the A-B?

remote meteor
#

dot their direction vector

#

whichever closest to 0

cyan bone
remote meteor
#

yas

cyan bone
#

How do i do that? Using a Min?

#

Min with Abs?

remote meteor
#

i suppose you need to test 1 by 1 in an array

#

and save the smallest value's index

cyan bone
rugged wigeon
#

@lapis inlet I think you are confused on math terminology. A square root is something to the power of (1/2). The inverse of it being squared, which is the power of 2.

x^(1/3) would be referred to as a cube root, for example.

lime moat
#

anyone know if its possible to edit lock position/rotation constraints in BP?

lapis inlet
#

I understand what square cubed and square root is, just not what it was represented as in UE4

#

Which is the Sqrt call

#

But cheers!

random plaza
#

i have a recipe in the form of an array of strings, how would i check if one array contains another?

lapis inlet
#

Moving on, I need help with how custom events work - how do I call a custom event from one blueprint to another?

rugged wigeon
#

You need to drag out from a reference to the other blueprint

jolly surge
#

so i've made a function like that, when i call the function, it doesn't actually give each item, only the first one.
I guess it's something with the way it execute, any way to make it work?

lapis inlet
jolly surge
#

Here i used it, but it doesn't actually loop and output, only once

rugged wigeon
#

@lapis inlet it depends on context. Some way or another, you have a reference X, which you know is an instance of blueprint Y, and you can drag out the blue pin from it say X is calling some event

lapis inlet
#

Oh it, wasn't that hard

gentle urchin
#

As input you can use GetGameMode

lapis inlet
#

Alright so now that the casting is done, I need to reference both the player actor and the colliding actor inside the gamemode

random plaza
#

i really do need to know a solution to this

rugged wigeon
#

That seems very suspect though. When something begins overlapping, the game mode calls an event called collision? It seems likely that the object doing the collision should be calling an event.

gentle urchin
#

But in general you can access an objects methods/functions/custom events / public variables by having a reference to it

rugged wigeon
#

@random plaza you'll basically just need to check if every element of A is contained by B. If order matters too, that's another can of worms.

lapis inlet
#

nods

remote meteor
rugged wigeon
#

blueprints aren't a particular pleasant place to do a lot of operations on arrays

lapis inlet
#

So I need to call the parent blueprint (the actor) inside the gamemode now, how do I do that?

random plaza
gentle urchin
#

Recipe usually is a small array in this context tho

remote meteor
#

or you can look into set ๐Ÿ˜‰

gentle urchin
#

So bp performes just fine

remote meteor
gentle urchin
#

Set cant have duplicates can it

rugged wigeon
#

@lapis inlet you could add a reference to the actor as an input to the event

lapis inlet
rugged wigeon
#

@random plaza I think you're confusing people with your requirements. You mention recipies.

Does order matter? Does the number of appearances of each ingredient matter?

e.g. if A needs 3 rocks and B has 1 rock, 1 sand
does B "contain" A?

#

@lapis inlet

random plaza
#

my only issue is it would require 3 iron, and there's just one iron in the stockpile it would say "well, theres iron in there"

lapis inlet
#

Aaaaaaah

#

Cheers!

rugged wigeon
#

@random plaza so it sounds like you're saying you're comparing recipes and a stockpile.

If recipe needs 3 iron and stockpile has 1 iron, should this function return true or false

random plaza
#

it should return false

#

also, items dont stack yet

gentle urchin
#

Id have a tMap ๐Ÿ˜

#

With quantity

#

Not stack yet sounds like you want it to stack

random plaza
#

i'm making a colony simulator with automated jobs for npcs

lapis inlet
#

Alright so, kind of confused here, how do I call for the sphere component from my Player Actor, inside the gamemode blueprint, using a reference through an event?

rugged wigeon
#

Honestly you should just stop using string arrays and do it properly.

Make a struct with one entry per resource.

lapis inlet
#

Or maybe

#

Call the component in the player bp

#

And take it through the event

#

That could work

rugged wigeon
balmy vessel
#

If i have an actor that has lots of different clothing options which are their own individual blueprints (each blueprint works as a seperate actor, they all have the body + clothes) is it a fine approach to spawn an actor in the same transform and then destroy the old actor? or should I look into just changing the cloth static meshes/materials and changing those, will it affect performance and be something i should worry about?

gentle urchin
#

TMap with GameplayTag and quantity(byte/int)

rugged wigeon
#

@random plaza
Something like this

Then your function for "does stockpile have everything the resource needs" is just checking if all the values of stockpile are >= the values of the recipe

balmy vessel
random plaza
#

only issue is the system i have is using strings as shorthand for the actual item structs, i have a struct that has over 20 entries on it and it gets the items from its name

#

i can send you a pic of the item struct if you want

gentle urchin
#

So you dont need a char for every possible combination of clothing

random plaza
#

using this system i can bring the items from any inventory on the map, and do whatever with it

balmy vessel
#

we're working with metahumans so its a bit more of a pain

gentle urchin
#

But if the sets are few then... idk ๐Ÿ˜„

#

Your job, your choise :p

balmy vessel
#

yeah, i'll talk to my line manager about it and see if its worth the time investment

random plaza
balmy vessel
#

but is spawning and destorying taxing to the system? id assume no as long as its not every frame haha

hollow gorge
#

hey, do you mean chorded actions like Ctrl + L, where one key is only a modifier or are you talking about simultaneous button presses of buttons that have other actions bound to them usually? like LB, RB and LB+RB triggering abilities?

gentle urchin
remote meteor
#

in DataTable, it is recommended to use Soft Reference for any Asset Referencing

#

else

#

everything will be easily referenced and rip RAM usage

gentle urchin
gentle urchin
random plaza
#

i really am confused, im not using data tables for this. i'm storing the objects in arrays and saving them automatically to the save file.

random plaza
#

thats completely fine

rugged wigeon
#

Seems... unlikely that you need to store a lot of these variables. I would expect you could just store a reference to what class the object was, where it was located, and any unique properties of the item.

balmy vessel
random plaza
#

i didnt know about data tables when i made this system, and if i gutted the whole thing it would set back my progress significantly

rugged wigeon
#

welcome to game dev lol

random plaza
#

yep

final lava
rugged wigeon
#

But I guess going back to your original issue, using maps or structs to count how many of a given resource you have isn't incompatible with using strings as lookups in a data tale or what not.

#

And that's what you should be doing

gentle urchin
#

Hence the GameplayTag notion

#

Avoids typos in strings

hollow gorge
rugged wigeon
#

Yeah squize's suggestion is probably better here. Look into gameplay tags. They're basically pre-registered strings within a project.

gentle urchin
#

Requires a rewrite of a system, but it shouldn't be insane amount of work

random plaza
#

are data tables dynamic? can you add to them using blueprints?

gentle urchin
#

No

#

Static

random plaza
#

good to know

gentle urchin
#

Like item info is

random plaza
#

so arrays for save files, data tables for item classes

final lava
gentle urchin
hollow gorge
wraith crane
#

can you somehow encode and decode a string in blueprint?

restive tendon
#

Hey so I'm extremely new to UE and idk why but this simple function is taking me forever to figure out lol. I have an actor that when it's entered a widget will pop up that says "Press E To Scan" and the widget dissapears when exited. I want to make it so the actor is destroyed when you press E (which I have as an input called Interact). But my InputAction node isn't working. I can't even get it to print a string when I'm in the actors collision box. How can I fix this?

gentle urchin
#

Enable input

#

After add to viewport

wraith crane
#

so that when switching on the ip, only such a lobby password would be used

restive tendon
#

Like this? If so the string still doesn't pop up

gentle urchin
#

Get player controller

#

For the input on the enable input node

restive tendon
#

My God I knew it was gonna be something so simple lol thanks for the help I really appreciate it

rigid mantle
#

Very new to UE5, If I want something to persist across levels, are there global variables or something similar? or do I pass the variables to each level?

#

(for example time of day)

gentle urchin
#

GameInstance

#

Persists

rigid mantle
#

Ahh perfect, Thank you

#

Will go research ๐Ÿ™‚

gentle urchin
#

Alternatively save and load via saveslot

rigid mantle
#

That is not a bad idea either, at least that way it would be a save point at every map load and less to less potential data loss

#

Will do some research and thinking, thanks!

final lava
harsh coral
#

Quick question:
Lets say I have copied a blueprint asset a few times in the level and changed a ton of settings on ONE copy of it....
Is there a way to copy/paste ALL settings from one copy to another one?
Right now I can only seem to copy/paste one setting at a time, which can become quite tedious.

gentle urchin
#

If it was a struct

#

I believe you could copy it in its entirety

#

Id just make a helper bp

#

With editor event

#

Copying between source and target(s)

harsh coral
#

Yeah, Iยดm a little less advanced, it was a bought market place asset...:)
Of course I can copy the whole blueprint, but I already placed it a bunch of times and animated it etc, so I really just wanna copy the settings.

gentle urchin
#

Exactly

#

Helper bp

#

Blutility, if you like

#

Takes a few min to setup

#

You know how to create new actors, custom events, and reference variables?

harsh coral
#

Nope.

#

I have messed around a bit inside the blueprint, but I havenยดt done anything from the ground up.

gentle urchin
#

If i wasnt babysitting id show you

harsh coral
#

haha, yeah, Iยดm babysitting too, but mine are a bit older I guess..:)

trim matrix
#

Hey does anyone know why my screenresolution doesnt change? im executing it in the start widget that im loading at gamestart

gentle urchin
harsh coral
nimble talon
#

i know no one asked
but to create this points on lines(idk what are this called) you must double left click

blissful grail
#

They're called reroute points. Can search for it as well.

#

So if you pull out the execution line and then let go (without connecting to anything), you can just search "reroute" and it gets this.

nimble talon
#

Ok

#

double clicking is easier

blissful grail
#

It depends on the situation on which one you go with.

green briar
#

Hello, I am having some trouble getting this capsule trace to be how I want it. Can anyone help me out? Not quite sure what to put here to make this work.

cyan birch
green briar
cyan birch
green briar
#

Okay

#

I just got it lmao

lone gull
#

hi, I have a question. I am making a multiplayer Game. I have one character and one Ki. I want that every Player have a amount of Ki. Like That when two Player join the Game that both of them have 20 Ki as an army. And then That the Ki fight against. How can I make that both Player get a Ki army? How can I make that 20 ki spawn at one Player and follow one Player and 20 ki spawn at the other Player and follow him? Right now the Ki only work for Singelplayer.

#

sorry for bad english

#

In the Ki I have a Character ref but it is not working with the Multiplayer

#

A ki that follow The player

#

I allredy program the ki

#

But the character ref dont work

gentle urchin
#

Ki -> AI?

lone gull
#

Ki = Ai

#

or?

gentle urchin
#

Kunstig intelligens

icy pilot
#

Are there any tricks i can use to sort those components in this BP ?
Cuz right now the sorting is just a mess

random plaza
#

can you sort an array of strings by size?

gentle urchin
#

Sure

#

Length of string

flint shard
#

I'm using GetHitResultUnderCursorbyChannel to figure out what part of my terrain/landscape is being pointed at by the user. But the hit sometimes goes below the terrain. I've got Collision Mip Level and Simple Collision Mip Level both set to zero on the Landscape actor. If anybody can help me figure out a way of getting this to not happen, I would be super appreciative. Here's a picture of the problem:

mystic ether
#

Hey i'm trying to get the dominant wind angle (WaterBodyOcean) in a pawn, how can i link this, do i need to create a manager? thanks

flint shard
cyan bone
#

Im trying to add text component in specific places in world location. But it seems there is only the option to set it as relative?
Is there a way to create it in world location?

gentle urchin
onyx token
#

okay-

#

could it be that interfaces are a little bit bugged? rooMad

#

sometimes?

gentle urchin
#

unlikely

onyx token
#

so-

#

i have an overlay notify

hot ice
onyx token
#

and i got this on my notify end

#

(and on my notify begin)

#

For some reason-
The weapon State gets sent
The animation doesn't get sent

#

but if i put a print in the overlay to print out the animation value - it works

icy dragon
onyx token
#

And whatever i put below that - strings, bools, floats-

#

they all don't get sent

#

only the first bool gets sent for some reason

#

BUT

#

on my play it does get sent

#

but only the animation & the bool, nothing i put after

#

my NPC only sends the bool

#

even though they all share the exact same code rescBlank

icy dragon
dark heron
#

Hey - new to unreal here coming from a Unity background. I'm getting my feet wet with blueprinting, specifically behaviour trees. How do I expose a variable on my controller that can be passed all the way through to the behaviour tree? I tried making an Actor variable and toggling Instance Editable, but I'm not seeing it anywhere (or looking in the wrong spot).

Once I have that variable, I assume I pass it to the blackboard which the tree has access to?

gentle urchin
# onyx token

curious why you use an interface to the owner of the anim, cant you just cast ?

remote meteor
#

Blackboard yes,

#

BT can access blackboard values

onyx token
onyx token
#

I want to make 1 overlay to fit them all, which leads into 1 animBP which fits them all, which leads into 1 ParentClass which fits them all

gentle urchin
#

I guess a cow and a human npc dude share the same animation

dark heron
# remote meteor Blackboard yes,

I'm struggling to set that variable somewhere. I'd like to select another actor in the scene.

In Unity, I would make a transform property, then drag the other object to it. Not sure what the equivalent is here

onyx token
#

nope, because they get child animBPs

#

and there i change up the animation

#

But the code is the same

gentle urchin
#

ah

#

ofc

#

the notify isnt locked to the anim

onyx token
#

ye it's just a notify i can slap on anything

gentle urchin
#

yepp

#

im just being dumb lol

onyx token
#

if only the interface would work

remote meteor
#

after that

#

you can access the Blackboard variable from within AI Controller

#

you can set the values from there

dark heron
#

I'm not currently having issues communicating between the controller and the tree

#

I'm having issues setting the variable in the first place

cyan bone
remote meteor
#

setting the variable?

dark heron
#

I would like my controller to be aware of another actor in the scene. I'm not sure what the way to do that is

remote meteor
#

hm may need a long way to do that

#

first i dont think controller will be manually placed in the level designer

#

so you cant exactly just item picker with a controller

barren hill
#

Hello guys! I have a graphing question if anyone can help me.

Issue: I have two levels Level 01 = Main Menu and Level 02 = Actual Game Level, I'm attempting to change the FOV using a Widget Slider the problem I'm having is because my game level is different then my settings widget which is located in my empty main menu level it's not actually changing the FOV of the follow camera.

Question: How can I cast or change my BP_ThirdPerson_Character from a different level such as Main Menu Level?

Notes:

  • My Widget (Settings) is located in empty level Main Menu 01 {They are in separate levels}
  • My BP_ThirdPerson_Character is located in Game Level 02 {They are in separate levels}
dark heron
#

The controller is currently attached to two mannequins in the scene - not sure if that's the correct way to do it

hot ice
#

The add text render component should be attaching that text to an actor no? Hence the relative transform from that actor. If you use self -> world location that will get the world location of what you're attaching to so you can calculate the relative transform to your desired world location

gentle urchin
onyx token
#

well the weapon doesn't animate, it's just parented to the socket...

gentle urchin
#

well, whatever animates then i guess ?

#

wouldnt that work?

onyx token
#

i guess i could use normal skeleton-based notifies to grab it from the animBP rooThink1

#

but it annoys me that the interface doesn't work rooMad

gentle urchin
#

probably some logical reason for it to not work

#

unknown to me, ofc

onyx token
#

yea because it does work for the player rescBlank

remote meteor
#

hm anyway, if you want to do "item picker" style

onyx token
#

i'll look for it... If i can't figure it out because my brain not wrinkly enough, i'll work around it... thanks tho! @gentle urchin

remote meteor
#

first the object has to be in the level designer

onyx token
#

i just wanted to know if anyone knew situations where interfaces were just bugged sometimes, like blueprint structs sometimes are

dark heron
#

it is, so that condition is met

#

I just have two characters with the same AI controller that I would like to make aware of the other through a variable

remote meteor
#

that axis is an ai controller?

dark heron
#

that's the plane

#

this is the controller, nested under each player

#

could be bad practice, I'm new

remote meteor
#

i can understand the confusion ๐Ÿ˜…

#

so you see, usually you setup your AI controller like this

#

in the class default of your pawn

#

there is an Auto Possess AI, with the class

dark heron
#

I assume SkeletalMeshActor doesn't have access to those fields?

#

I might need a different type of actor

remote meteor
#

A Controller can Control a Pawn

#

so it has to be a subclassof Pawn

#

it can be Character and so on

dark heron
#

That's where I get lost

#

I know the terms, but I don't know how to place pawns or tell if these things are pawns

#

I just saw a model and dropped it into the scene

remote meteor
#

when you create blueprints

#

you can see their class hierachy

#

for something to have an AI Controller

#

it has to be atleast a Pawn

dark heron
#

I believe the blueprints are pawns, but I'm not seeing how to properly link the blueprint to the actors now

#

My AI Controller does derive from pawn

gentle urchin
#

You can also see parent class when hovering it in the content folder

remote meteor
gentle urchin
#

Or up in the right corner as you showed^^

#

Pawn is good

#

Pawn is life

#

For controllers anyways

remote meteor
#

AI Controller is AIController

dark heron
onyx token
#

holy shit

#

i'm fucking braindead.

#

@gentle urchin

gentle urchin
#

Pawn is the intented controllable class in unreal

onyx token
#

i am a literal

dark heron
#

Now how do I go from 2 dumb models in my scene to having them use my AI?

gentle urchin
onyx token
#

no braincells here.

#

not one.

gentle urchin
#

LoL

remote meteor
#

are your model still in simple state?

dark heron
gentle urchin
dark heron
#

They're SkeletalMeshActors

remote meteor
#

alrighty

#

so now you need to create a Character subclass

dark heron
#

done