#blueprint

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ornate hatch
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I want some level thing going on

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Not in fps character bp

faint pasture
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oh nvm I thought Level BP was removed in UE5, might just be gone with the world composition or whatever the new system is.

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I never use Level BP so can't help you there.

pine trellis
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is iit possible to find the gravity direction from an impact normal and if so how>

fallen glade
tawdry surge
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Always seems to be

fallen glade
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good to know everything is ok after all

faint pasture
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or do you mean the down slope/gradient?

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The cross slope direction will be Cross(PlaneNormal, Z)

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and the downwards gradient will be Cross(PlaneNormal, CrossSlope)

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sign convention and right/left handedness will change your order of arguments but it's that.

Gradient = Cross(Cross(PlaneNormal,Z),PlaneNormal)

There might be a shorter way to calculate it but my vectors are rusty.

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Oh wait, there's a ProjectVectorOnToPlane, use that.

fallen glade
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Is this for ricochet? I think there is a node for it

faint pasture
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Ricochet should be a reflection not a gradient

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This is prolly for rolling down a hill or wahtever

fallen glade
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Is there a way to setup a bind to return it's target?

silk cosmos
silk cosmos
fallen glade
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I know about dispatchers but I can't do that with in this case right? The audio component can't be tweaked

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@silk cosmos

glass magnet
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Hey yall, so I was trying to figure out a way to set up my magic system where its module and you can add things together to make a spell. How could this be achieved?

fallen glade
glass magnet
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fair point

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ok so if i set up a base object how can i add to the base using parameters

fallen glade
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have you done any bp work before @glass magnet ?

glass magnet
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ye Thumbglass

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im still new

silk cosmos
# fallen glade I know about dispatchers but I can't do that with in this case right? The audio ...

So I haven't used event dispathcers very much for the stuff I work on. However ypu should be able to add an input into your dispatcher and when you call it, you can plug in the target you would like. Then on the bind right click the event input and do create custom event and it should create an event with that input. Pardon me if this is incorrect, like I said I don't use them for what I work on.

fallen glade
silk cosmos
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Ahhhh. Then I'm not too sure if you actually can do that. Sorry I couldn't help much

glass magnet
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or what would be ways to achieve the same thing

silk cosmos
fallen glade
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Very nice Thanks @silk cosmos

silk cosmos
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Let's say one applies a speed boost. You'll have a parent class called modulators, then a child class called speed modulator. Then in the player character, you can have a modulator array stored as a variable and then add or remove from that array whenever necessary. When you add to the array you'll want to loop through it and apply the buffs for that modulator. And ditto for removing, but then remove that modulator buff.

glass magnet
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Ok yeah I'll look into it makes sense

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Thank you

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Im trying to learn and not watch tutorials but asking people for help is fine x.x

silk cosmos
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I cant watch tutorials lol I get too bored

glass magnet
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That's why I watch them in 2x

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Besides it's much more rewarding to figure it out yourself

rotund marlin
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Is there a way to get a client own mouse position just? and not the servers or such

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aiming to rotate an actor so it looks at mouse (2d) on a replicated actor

glass magnet
# faint pasture mah man

I don't like looking up tutorials for the specifics like this this stuff I feel like I have to figure out on my own

faint pasture
rotund marlin
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The server can change the actor rotation of the users

lime moat
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anyone know if its possible to edit constraints within BP?

faint pasture
rotund marlin
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its set on the actor itself, the one rotator

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and i dont run a "run on server" for it

faint pasture
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Yes, but it doesn't have to be replicated

rotund marlin
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its not, only thing replicated is actors movement

faint pasture
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Then it's replicated. What is the desired behavior here, what are you trying to make?

rotund marlin
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So, each clients actor faces direction of mouse, including the server himself counted as a client

faint pasture
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What are they, pawns?

wraith cave
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any idea why my pawn isn't rejumping? My blueprint script seems perfect
I disabled jump after it did it once on top and then i toggled it on event hit but it isn't working

rotund marlin
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Sprite pawns yes

faint pasture
# rotund marlin Sprite pawns yes

So you want all pawns on all machines to look at the local mouse? Or do you want each pawn to be controlled by it's OWNING machine's mouse?

rotund marlin
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owning machines mouse

faint pasture
faint pasture
rotund marlin
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so.. Server and run to owning client with the mouse-data?

faint pasture
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No,
Client sends data to server.
server moves stuff
Everyone sees it

wraith cave
faint pasture
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If you're using ControlRotation and Character then there's some instant local prediction stuff it can do for you

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@rotund marlinWhat's the game design, is it like a top down shooter?

rotund marlin
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its side-ways fighter

trim pollen
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dumb question, but how do I create the node in the middle (target->child actor)?

silk cosmos
faint pasture
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so a child actor component has a child actor

rotund marlin
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dont mind my italian dish.

faint pasture
rotund marlin
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pawn,

silk cosmos
faint pasture
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K you'll need a replicated variable AimDirection (rotation or vector, I'd prefer vector) and be sending it from client to server on tick.

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Then later in the tick, look towards AimDirection

rotund marlin
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<.< why did i not think of aim direction

faint pasture
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Always start with the data. Think about the minimum amount of data needed to represent your actors.

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Typically it's at least a location and a direction

faint pasture
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but either way, an unreliable RunOnServerEvent passing over some data (mouse position, aim direction, whatever) on tick is the trick here

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The server needs to know what direction you wanna point

trim pollen
faint pasture
trim pollen
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ah I just realized that after I typed it haha

faint pasture
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Don't use child actor components though especially if it's multiplayer unless you're doing something dummy simple.

trim pollen
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good to know

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i think it's a simple enough use case but will keep that in mind

faint pasture
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All it is is a component that spawns an actor when itself is created, you're getting THAT ACTOR and not the component itself.

trim pollen
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thank you

trim matrix
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anybody how to attach my vfx to my character?

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its spawing in the center of the game

untold fossil
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I have super annoying weird engine bug. For some reason I see a class multiple times in every drop down in the editor. The class only exists once in the entire project, but for some reason the engine thinks there are duplicates. How can I fix this? It's insanely annoying as I don't know which is the correct class and it always takes minutes to figure out the right one. How can 4.27 be this broken? Like for real....

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project is full blueprint so far

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does that require a reload of sorts? I already rebuild the entire project as well

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nope

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using VS

gentle urchin
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Smells hotReload

untold fossil
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there is a bit of c++ code but nothing that I actually use in the project

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there is code though yeah

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no I closed it fully

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before

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the duplicated class in question is a blueprint class btw

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what do you mean with recompile? Is that not the same as rebuild?

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I tried both build and rebuild

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neither worked

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Also tried compile in the editor

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didn't work either

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Is there a way or does anyone have an idea where the second duplicated version is coming from? Like is there some kind of hidden files I can see. The engine must be getting it from somewhere right?

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Perhaps if I can find it in an unhidden state I can remove it or something?

faint pasture
untold fossil
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๐Ÿ˜ข

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Why Unreal, why ๐Ÿ˜ฆ

tawdry surge
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Wrong variable type

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It tells you that

untold fossil
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yes but there is only one bp_planet in the entire project

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but for some strange reason engine thinks theres two

frosty linden
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Hi guys, I know yall probably get hundreds of casting questions per day, but I could really use the help

I'm trying to get a reference to what weapon the character is holding so that the AnimBP knows what a specific socket's transform is

rotund marlin
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oh yeah adriel i should prob mention my pawn does not rotate with controller at all, nor control camera's, They're stuck in place so dunno if that changes the aim rotation

gentle urchin
untold fossil
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havent tried that, good plan!

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OMG that fixed it

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@gentle urchinly ๐Ÿ˜˜

wraith cave
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How do I cap my impulse so that my ball doesn't fly with high speed movement?

frosty linden
wraith cave
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Kinda a new to ue blueprint tried searching stuff didn't found any solution

wraith cave
silk cosmos
wraith cave
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let's go it worked

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but my ball is still stupid gotta tweak some settings

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thanks for the help! ๐Ÿ™‚

wraith cave
rich jungle
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I want to make a grid of tiles of 10,000 x 10,000 actors, but I'm not sure if this is going to be an issue performance wise.

Is there a benefit to using objects instead of actors and having the actors inherit visible properties from the object instead?

dawn gazelle
# frosty linden

What goes in those spots is a reference to the object that you're trying to access.

rich jungle
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I don't think a player would ever see more than 1000 actors at a time

cyan bone
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I created a curved spline component using 3 points. But its not visible in the game. I read that it needs mesh to be visible.
But im only being able to do that with Spline Mesh Component. Not with just a spline (line). So how do i make this happen? Like converting a spline into a spline mesh component?

silk cosmos
dawn gazelle
mental trellis
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Or loading levels in and out?>

tight schooner
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1 million actors alex

rich jungle
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Yeah, most of them would be "dormant" not seen and not needed immediately

mental trellis
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100 million, seanny.

tight schooner
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100
MEELEION
actors!!

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I wonder how long it would take to spawn that many...

rich jungle
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each one would be pretty simple in what they do, it'd be literally just a square with a texture and a couple data pointers

dawn gazelle
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raises pinky to side of mouth

rich jungle
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spawning that many is definitely an issue

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I can definitely whip up code to represent the tiles and only have 1000 actors representing the 100m tiles in database

tight schooner
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even updating an instanced static mesh array of 100M....

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via BP

rich jungle
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I don't think it'd be updated once spawned

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it's a reference to objects that would be updated

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those would never need to change

frosty linden
rich jungle
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regardless of how big I manage to make it, are there performance benefits for an object compared to an invisible actor?

dawn gazelle
frosty linden
dawn gazelle
rich jungle
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I'm only intending to let the player see maybe 1000 of these tiles

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but the actual game world would be much larger

dawn gazelle
rich jungle
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Seems to suggest I should be using an array of objects with a much smaller group of actors that represent them in player vision

tight schooner
# rich jungle regardless of how big I manage to make it, are there performance benefits for an...

Spawning 100M actors/components/things is such an edge case I'm not sure if anyone knows offhand. Might be worth looking into "how do I make Minecraft in UE" because they face similar challenges. Modern versions of UE automatically batch draw calls, but I wonder about occlusion culling performance and stuff with that many actors... Those are better questions for #graphics I suppose. But outside of the actor/component/etc. upfront spawn cost, that may be the main source of perf impact.

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Maybe "how do I achieve what I want to achieve without actually spawning 100M actors/etc." is a direction to go in

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UE has a lot of systems for that... HLODs and such

rich jungle
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that answer is what I'm looking for tbh

mental trellis
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You could spawn 1000 and, as you move, simply move the actors that go out of visual range to become the ones that are about to come into visual range.

rich jungle
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if actors are a performance issue, I use objects and batches of actors to represent visible tiles

mental trellis
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You probably want ot look into moving the world rather than the player too. You'll probably hit weird bugs out at the edge of the universe.

rich jungle
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instead of letting unreal deal with it

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yeah

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my idea was more or less how minecraft handles things

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3x3 batches of visible tiles

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and what the actors represents shifts

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so as the player walks into the new batch, the batch behind them is unloaded and the batch in front is loaded

flat coral
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Is there a way to break a while loop in BPs? I tried setting it to the value of a bool that can be changed elsewhere but that seems to not get updated

mental trellis
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Use the break pin?

flat coral
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Where?

mental trellis
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Well, okay, set the condition to false ๐Ÿ˜ฆ

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Is there not a break node?

flat coral
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WAIT this actually is working! Well it's not working but the printout is. It just... wasn't before?

mental trellis
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Sometimes... it can take a while.

flat coral
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Oh no it failed quite quickly

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just, in the wrong way ๐Ÿ˜›

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Ok so look at this absolute garbage there MUST be a better way

mental trellis
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Use cpp

flat coral
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The goal is to take an arbitrary actor and find the probably-correct component to apply physics forces to

cyan bone
flat coral
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Ideally I'd let the parent actor just tell the component what component to apply physics to, but for some reason if you expose a PrimitiveComponent variable in an ActorComponent the actor can't set it in BP

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So I have to do this stupid crap where the actor component tries to find the right component in its parent

tight schooner
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so if these are just components of a particular actor, that'd be a more straightforward way. Or you can maybe use component tags if you want it to be metadata-driven (get components by tag)

flat coral
tight schooner
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Tree order, huh. Is GetComponentsBy... randomly sorted?

flat coral
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Far as I can tell. It's definitely not tree sorted, the first one when I tried it was completely random

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Well no it was a random leaf node, I dont know if hte order is STABLE or not but it is hard to predict.

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Tags are probably what I'll end up going with if no one has a better idea, since this approach is a monster. But I dislike tags because A. They add more work to making the actor and B. you can conceivably forget to add them, or add them to two by accident

teal jasper
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hello i have a skeletal mesh component using mesh A and want to change it to mesh B at some point in the game. I'm using the Set Skeletal Mesh function and it changes the mesh from A to B, but the materials are the same used in A, how do i tell it to use the materials of B?

wintry topaz
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any idea why end overlap would be firing constanly

flat coral
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Actually this is worth asking as well, why can't I set this variable to the StaticMesh in this pawn?

paper galleon
burnt canyon
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Can someone quickly remind me how to add velocity or rotation for example X amount every second with delta time, my brain has gone blank as usual

paper galleon
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Amount * deltaTime

burnt canyon
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Thought so, I think I might have mangled something else :p ty

tight schooner
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on tick, ofc

paper galleon
wintry topaz
burnt canyon
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Thank you, I will note this in my notepad

flat coral
dawn sparrow
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That's a static mesh, not an instanced static mesh

paper galleon
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It's only a member variable in the actor class

paper galleon
dawn sparrow
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i have a blue print triggering an event on an actor blueprint, but when i duplicate the actor in editor, only one of them fires the event

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how do i set it up so all of them would respect the key input and fire the event at the same time

flat coral
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Have you set both of them to not consume the input?

dawn sparrow
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i dont know what consuming input means

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AH

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sir grinningpariah

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i salute u

paper galleon
flat coral
flat coral
# dawn sparrow i salute u

That's a useful menu too. If you don't need to fuck with ExecuteWhilePaused yet, you probably will later.

paper galleon
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Even the character movement component has to set the updated component (the component that moves i.e. the capsule)
In its begin play.
It doesn't know about it in the blueprint yet

flat coral
paper galleon
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The begin play of the components come after that of the actor if it helps

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Or is it the other way around.

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You can use a simple print string to check

flat coral
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If there was a way to do it in the movement component that would be ideal, what I'm trying to avoid is having to do setup work in each actor that uses the component. I want adding it to be the only step.

paper galleon
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Yeah the component would be best for something like that

flat coral
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But as far as I can tell, doing it from the movement component still runs into the issue where it has no way of knowing WHICH component of the actor to pick

paper galleon
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Granted, the CMC only works with the character which is guaranteed to have only one capsule as the root

flat coral
wintry topaz
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So i am finding out the if I have a object that falls the on overlap and exit overlap are constantly firing because the floor is moving... Is this normal. if the floor is not moving it does not have the constant fire issue

paper galleon
paper galleon
wintry topaz
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well i have a cube on a moving floor when the cube falls and hits the floor it gets called once if the floor is moving it gets called every frame

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is there no way to fix this?

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you can have on begin and end with two moving objects?

lime moat
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anyone know if its possible to edit constraints within BP?

paper galleon
# lime moat anyone know if its possible to edit constraints within BP?

You asked this question a couple of days ago.
A Google search would have yielded this https://forums.unrealengine.com/t/how-to-set-lock-position-and-lock-location-on-component-in-c/348373

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GetBodyInstance.

lime moat
paper galleon
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Have you checked that there is no BP version of the relevant function?

lime moat
wintry topaz
lime moat
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I'm guessing there isn't a way, but is seems strange. So far everything I've seen as a setting within a BP has been able to be changed, but I cant find anything

paper galleon
lime moat
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Yeah, I figured that might be the case. Just was hoping to avoid C++ xD

paper galleon
paper galleon
lime moat
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I suppose so! ๐Ÿ˜›

wintry topaz
# paper galleon I can't really think of any. You'd probably have to redesign some stuff.

so i have a room that is spinning
and a box that bangs around that room..
but if the box falls and hits for floor it should play the hits sound
and if its sliding it plays the sliding sound

so when box hits floor on enter collider should be called so then it switches to slide sound and if it exits the collider it makes it so the falling hit noise could be played again

paper galleon
# wintry topaz so i have a room that is spinning and a box that bangs around that room.. but ...

Hmm. I can think of something but I'm not on my PC and the solution is not very straightforward.

I'd suggest you use a trace on tick, if the trace detects the box. Check if the box is already sliding through a IsSliding bool in the box actor.
If it is sliding, don't do anything, if not tell it to slide.

If the trace does not detect anything, check that the box is already bouncing. If it is, don't do anything, if not, tell it to bounce

earnest mango
flat coral
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New issue, I've got this physics-powered pawn that should be smoothly moving around the map, but for some reason it's extremely jerky. Like every half second it will jump forward a few inches, overall moving incredibly slowly even though it thinks its velocity is pretty fast.
The weird thing is, my tick rate on this pawn is pretty good, way more frequent than it's moving. And I'm using the exact same system to move my player pawn around and that pawn moves smoothly.

lime moat
wintry topaz
flat coral
paper galleon
paper galleon
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I hope it doesn't discourage you.
Unreal > unity yunno? Lmao.

I'm joking, not joking.

You just need a few more lessons on how unreal works is all.

wintry topaz
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the lighting and all is amazing

paper galleon
wintry topaz
paper galleon
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๐Ÿ˜†

glass magnet
flat coral
wintry topaz
# paper galleon ๐Ÿ˜†

but good talk and thank you for your advice. and respecting my opinion... you do get that much these days ๐Ÿ™‚
is there any youtuber or anyone that has great starter videos for this stuff?

glass magnet
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whats been goin on

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i like ryan laley personally '

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if youre talking about starting ue4 thats where i started

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but it looks like youre talking about ue5 so nvm ๐Ÿ™Š

paper galleon
glass magnet
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it is good to learn on your own

paper galleon
glass magnet
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i think ig you just start then a tutorial is fine

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like to learn how stuff works yk

paper galleon
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Exactly

glass magnet
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i like to think of unreal as a visual representation of code, kinda cause thats exactly what it is if you use blueprints

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x.x

flat coral
glass magnet
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hey i am self aware

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also tbh as someone who cant read i love blueprints

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it makes my kindergartener brain smile

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i can read and im not a kindergartener

wintry topaz
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i think unity just introduced some visual coder... dont like it or any visual coding really

glass magnet
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really?

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also to my knowledge you dont have to use blueprints its completely

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whats the word someone help

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preference BigBrain

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and i could be wrong maybe theres advantages to using code over blueprint or vice versa

earnest mango
glass magnet
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slower as in?

earnest mango
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Takes longer to execute the same code

paper galleon
glass magnet
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really?

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like is it a once you export thing or is it only noticable once you have a lot of code

paper galleon
wintry topaz
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but yeah that is just to answer blueprints

glass magnet
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tbh i just find blueprints easier, more accessible, and more fun overall but again i see it as preference based

wintry topaz
#

ha like coding for Meta horizons

glass magnet
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using my kindergartener brain

wintry topaz
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which if anyone hasnt tried it yet is awful

glass magnet
#

wdym

wintry topaz
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you have to do all the "coding"
drag and drop kind of like blueprints
But you have have to be wearing the oculus the whole time

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im not even sure you can use a mouse or keyboard
i only did it where i had to use there controlers

burnt canyon
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Say I wanted to move an actor forward X amount using Set Actor Location in the direction of a camera that could have any Relative Location or relative rotation, what would be the best way to do this?

paper galleon
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You want to move the actor to where the camera is looking?

burnt canyon
#

oh nvm I done it

paper galleon
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Ok

burnt canyon
#

Sometimes I wonder how I can even breathe ๐Ÿ˜‚

paper galleon
#

Lol

wintry topaz
tranquil gorge
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does anyone know how i can just use a separate camera than the one attached to the main characters in blueprints. i want to use a single camera that reacts to both characters movements on screen.

low marlin
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how do i make a box using a blueprint

crude isle
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...

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create a blueprint actor

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and put a box in there lol

lilac storm
#

Hey i got a question , How to make variables so they appear in details pannel as "Defaults" like shown on the picture

low marlin
#

im doing unreal engine for school

lilac storm
dawn gazelle
crude isle
#

if they don't appear try compiling then it will show

tranquil gorge
formal parcel
#

i'm looking to do this concept in 3d but not idea where to start - any advice?

dawn sparrow
crude isle
#

you want to create a new camera?

tranquil gorge
crude isle
#

im confusion

tranquil gorge
#

is there anything i can show you or explain more to help you further understand

low marlin
#

uh how do i make a number input for ui

low marlin
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oh nvm i know

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but uh can i do geometry using a blueprint tho

flat coral
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I've got this physics-based moveable pawn which COMPLETELY loses all performance if I edit its destination after it's started to move, and I have no idea why.
This is the simple test case I've arranged. If I swap to just point execution at the "SomeOtherVectorVariable" which isn't referenced anywhere, performance is butter smooth. So it's definitely specifically setting Destination that causes the issue

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HandleThrust is pretty simple, just gets the unit vector in the direction it needs to go (AllowStrafe is on)

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And AddLimitedAcceleration is a fucking monster, but it's a monster I'm using for other pawns without issue so I don't think the problem is in here.

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Any idea why editing the value of Destination during runtime causes physics performance to sharply degrade to almost zero here?

low marlin
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how do i get a variable from the level and use it in a widget

lime silo
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I'm trying to cast a ray from the player to the edges of an object. any idea on how to get the edges?

plain jay
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Does anyone here know how to get a socket tag from an object? I can get the socket itself but it allows you to set a tag. I cannot figure out how to expose the tag in blueprint lol

edgy glen
#

Hello, in the third person template I've noticed when walking forward and rotating the camera with the mouse causes the character to studder slightly on the Z rotation, would anyone happen to know why?

flat coral
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But WHY! How is this function tanking my physics performance but ONLY if I change Destination at runtime?!

obtuse herald
tranquil gorge
obtuse herald
flat coral
#

And in fact if I set it to false, it's the same as if I skip the node. Smooth perf (but without rotation obviously, which I'd kinda like)

obtuse herald
obtuse herald
tranquil gorge
flat coral
#

Honestly seems fine to me? The Divide By Zero warnings aren't actually from this class, and none of those values seem ridiculous

obtuse herald
obtuse herald
tranquil gorge
#

๐Ÿ™‚

obtuse herald
flat coral
#

Hmm what if I do both

obtuse herald
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Is your actor colliding with something while rotating?

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Has it physics enabled?

flat coral
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It DOES have physics enabled. That's by design. It shouldn't be colliding though, at least not right away

obtuse herald
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Then ehh, idk maybe try setting Teleport Physics to true

flat coral
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This is with rotation actually enabled AND the print statement

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Here's the crazy part, that's a TON of ticks really fast right? So why is the physics simulation all stuttering?

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I dunno. I'll probably re-write this function

obtuse herald
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You could try changing the tick group inside the actor, but I kinda doubt that it will help

tribal finch
#

Is anyone available to hop in a call so i can go over the logic flow of my inventory system? I feel like just explaining it to someone will help alot incase im doing something really silly rather than posting a wall of text describing my problem. I had a good system but feel like im working backwards as Im hitting design limitations.

icy dragon
tribal finch
#

Is that what its used for?

void spruce
#

How can I create a Blueprint that has for example an enum and when that enum changes, the inputs changes

finite phoenix
#

@void sprucecan you give em an exam

void spruce
#

for ex, when Enum1 is selected , i display under it FName and a bool
when enum 2 is selected, display int and a string

void spruce
#

all the stuff beneth it is expose on spawn

#

I was checking if it is possible to do (not so much time consuming as well)

grand briar
#

I'm trying to rotate an object away from the player but the range of actor rotation is -180 to 180 so multiplying by -1 on the lookatrotation or just the invert rotator node isn't really cutting it. Probably something simple i'm missing.

finite phoenix
#

@void spruce leave c++ and make this in blueprint

void spruce
granite scaffold
#

Hi! I have a blueprint attached as a component in another blueprint. is it possible to get a reference to the "parent" blueprint from the child in this instance?

tribal finch
#

Yes several ways what is your use case?

granite scaffold
#

ill be calling an event in the parent, but i just found get attach parent actor which somehow did not show up in my searches, which should work!

tribal finch
#

Also Components are Instanced, So each component will be independent of each actor unless you have it in a master class and all the children

#

Ah ok sounds good ๐Ÿ™‚

burnt canyon
#

Is there no Get Relative Location for a Camera component?

granite scaffold
burnt canyon
#

nvm was a bp bug

tribal finch
# granite scaffold looks like it's working as intended, but could I ask you to clarify this a bit? ...

If i have two BP_ThirdpersonCharacters, they each have an attached blueprint actor component that has a health variable of 100. If i reduce the variable by 10 from one of the players, that only affects his specific component. Nothing changes on the other character, since its its own instance. If i wanted to modify the variable on the other character I would need to get a reference to the actor, then get the Component afterwards then get then set the variable inside it if i wanted to change it

formal parcel
#

i ended up figuring it out

granite scaffold
formal parcel
burnt canyon
glass magnet
#

how could one achieve a dark souls like bonfire?

#

asking for a friend KekeShy

cyan birch
#

I have a BP(A) that changes some functionality based on a 'Switch on Enum' which is set to be an instance editable variable. I have created another BP(B) which I houses multiple of A. I am using the Construction Script in B to add A using the 'Add Child Actor Component' node. When I place B into my world, I cannot see the variables for A. I am assuming this is expected functionality. I would like to keep this setup if possible but I need to be able to change those variable per instance of B. Is there a way to do this? If not, what type of setup would you all propose?

Let me know if you need more context or information on what I'm trying to set up if that would make it easier to propose a solution.

icy dragon
glass magnet
#

ok

#

how could someone make a rest system or

#

could it just be done through using a ui interface and locking a camera in a certain way?

#

ig for what im going for yes it could

burnt canyon
#

How would you calculate relative location between two transforms if the rotations do not align

trim matrix
burnt canyon
#

Because its turning the skeletal mesh root, so that was my assumption

#

if I remove the rotation it fixes instantly

trim matrix
#

I still dont understand but it seems like you have it figured out worryShrug

burnt canyon
#

I do not

formal parcel
#

well you'll need to reapply the relative rotation

#

but the distance to something, or the vector towards something has nothing to do with being a relative location or not

#

relative location is a vector from one location to another... A-B

tribal finch
trim matrix
tribal finch
#

Absolutely

faint pasture
#

Save game state, reload level, load game state

#

Game state being souls, items, opened chests etc

glass magnet
#

right

final python
#

I'm getting these package errors, and I am pretty sure it is because the varaible inside my player save game isn't used in that blueprint, it only gets set in a couple of widgets, however, I was going to go around this by just initializing it on begin play, but save games dont appear to have any events.

final storm
#

Is there away to record the player screen in run time than play it back to the player after?

#

If so how would I go by doing this?

willow tendon
#

is this in secinds? or is it rate?

#

*seconds

final python
tawdry surge
#

Yeah it's seconds

forest timber
#

Can I import uassets from other projects? Just had an external hard drive corrupt and I hope I can get it back\

half portal
forest timber
#

Awesome awesome, thank you

near shard
#

Is there a way I can filter variables by the name? I have an array that has multiple characters stats and id like to filter those stats within individual variables

#

( The Party stats adn the Hero / Lance stats )

forest timber
#

would "contains" work

near shard
#

Not for what I need, basically im gonna have the HeroStats and LanceStats inside the party stats array, within that array I edit some of the stats and would like to transfer those changes back to the individual variables if you know what I mean

faint pasture
forest timber
#

well I had a backup but it was on the same external hard drive lmfao

#

now I know

small gyro
#

I've been working on a editor utility widget for generating data and I'm looking for a way to copy output text to the system clipboard, there seems to be something for c++ but is there something in blueprint I can use?

placid parcel
#

Hello, I just setup a mouse sens slider for my project. It can change the mouse sens how I want it but when you go back into the options menu in game it's not set to what the player set it to. I want to do this so the player can see what they had last time they changed the setting. Any ideas?

#

I think I need to do a bind on the value to set it to what the sens was after the player changed it but I am lost on how to do so.

lime silo
#

are you assigning/reading the sens to a variable?

#

I think game instance is the place for those settings but I am very new

placid parcel
#

Yes, I can check out that method. I am a few weeks into this new lol

lime silo
#

game instance is a like a gamemode but exists for the lifetime of the game, not just the gamemode

#

project > maps and modes

#

is there a way to query the physics meshes from an object? I'm trying to find the corners of an object at a certain height for fog of war type casts

calm citrus
#

Anyone reason why this code isnt working? I shouldnt be able to sprint in all directions, I should only be able to sprint if I am moving forward

faint pasture
#

there's nothing stopping you from continuing to sprint

calm citrus
#

But I have it set to stop sprinting if I am not moving forward

#

or am I reading that wrong?

faint pasture
#

The input events only fire when you press/release the button

#

it's not checking over time

#

it's a one time thing

calm citrus
#

So should I add that code to an event tick instead?

#

Or is there an easier way to do it

#

Yup event tick worked

#

thanks for pointing that out

crude gull
#

Any idea why the BP_FirstPersonCharacter template can use the "add controller pitch input" node while having "use controller rotation pitch" unticked, but none of mine work unless i check that box, even while seemingly being identical?

surreal peak
crude gull
#

yeah, got camera components on all of em

#

use pawn control rotation?

surreal peak
#

Can't recall its settings but does it also have a control rotation checkbox?

crude gull
#

yup

surreal peak
#

Yeah then it might be coming from there

crude gull
#

yup fixed. wow lol. thanks.

#

been going back and forth from BP_firstpersoncharacter and mine over and over trying to find differences lol

low birch
#

Has anyone experienced line tracing not going to the desired endpoint because the length of it does not connect with an object? When I click while looking at an object close up it'll make the expected trace, although if I look at something far off and trace it'll fly off to the side. I assume world 0.

surreal peak
#

That would only be due to your vector math :/

#

It would only go to 0,0,0 if that's what the end vector is

low birch
#

cool tyty. ill give another look

ornate hatch
#

guys anyone knows where to open level blueprint in ue5?

rotund marlin
untold fossil
#

Does anyone know / have tips to optimize garbage collection? I'm having big hiccups everytime garbage collection happens. More specifically [TFastReferenceCollector]. When I set uobject purge time to something very low like 2 seconds. I get the hiccup every 2 seconds, even though my actor count doesn't change and no actual garbage is being collected. But I'm guessing the object purge operation does something that has to loop through all of the actors in the scene which is causing the hiccup? I only have 4k actors in my scene though and the hiccup is already insane. How do games with massive actor counts manage this?

#

The thing is that of all the actors in my scene nearly 4k of them are persistent and should never be deleted so I'd even prefer it if I could somehow mark these actors to be ignored by GC completely, is that possible?

trim matrix
rotund marlin
#

Oh?

#

Any chance of elaborating a bit on it? not use to using notify :<

obtuse herald
#

Also GC has a better performance overall in cooked builds

untold fossil
#

Yeah 2 seconds is just to debug it in the editor, not to actually be used in the final build

#

I've changed all the settings of GC I could but nothing seems to have any effect

untold fossil
#

Is there a way to flag objects or actors to be ignored by GC? Perhaps through c++?

rotund marlin
#

Also imma guess you still can't package dedicated servers thru BP only?

tight schooner
trim matrix
untold fossil
#

I now added the objects to root (made them permanent) Let's see if that works

tight schooner
#

Can't you set the interval to 0, or if not, 999999? I don't remember offhand what's possible there

lime silo
#

can you access the static mesh in a blueprint script without enabling CPU access?

rotund marlin
#

Also i'm still unsure how to handle https://gyazo.com/99ece91fd20ec4e1230b22a94b3fd1d7 on a pawn, that does not use mouse to rotate the pawn, nor aim, and mouse is visable on hud, Each client sees themself moving Every other actor's character, and server has the same issue, But it does not actually update the direction of Pawn, its just visual per client,

icy dragon
cyan bone
#

How many sprites can unreal engine handle in one actor vinterping at the same time?
Lets say i have only one actor. And i put inside it thousands of sprites (small planes with 1 texture) as ISM.
So its just 1 actor with thousands of ISM.
Then i move them around. Can this handle 1 million moving?

tight schooner
#

@cyan bone I'd look into #niagara particle systems for that. A million updates is a lot of data for a BP to crunch through in one frame

limpid bronze
#

What things get detected by linetracebychannel?

#

because I'm trying to detect a projectile using it, but for some reason it doesn't get detected

#

is there a specific collision preset for things that need to be detected by linetracebychannel?

#

my projectile is set to overlapAll

cyan bone
# tight schooner <@969845251911073833> I'd look into <#502768251093123073> particle systems for t...

Ok so 1 million would be too much. What about 200k ? Mind you its a simple instanced static mesh of just 1 plane.
And as your suggestion is to do it with niagara, is there any tutorials or resources that could be helpful in learning how to do this? I have no idea how could i do that in niagara, all i have done was some light effects, smoke and blood. Is there any tutorial with niagara for units?

limpid bronze
#

okay, nvm. I figured it out

tight schooner
#

I don't have any expertise with crowd systems if that's what you're trying to make; sorry. I've seen stuff on the UE marketplace fwiw

#

200K updates per tick is still a heavy lift with BP

#

Need C++ and/or Niagara depending on what you're looking to achieve

limpid bronze
#

How do you stop 2D characters from pushing eachother in the Y-axis?

#

I tried constraining them on the Y-axis for their capsule colliders but it didn't do anything

#

like when my character goes to jump over an enemy and it hits the enemy's capsule collider, my character will end up sliding in or out depth-wise

#

Found the solution.

low marlin
#

can i assign an id to actors?

trim matrix
low marlin
#

so

#

wdym broad

#

ok so i want like 9 rooms and each room has 4 doors that go to another room

trim matrix
#

Why do you need actors to have IDs? What are the IDs used for?

trim matrix
low marlin
#

note that each room (along with its doors) are made using a blueprint

#

something like this (left is room IDs)

trim matrix
low marlin
#

or can u change it

trim matrix
#

An int variable then.

low marlin
#

do i need to cast or something

#

idrk how this all works im really new

trim matrix
#

A variable is a peice of data that you can change.

low marlin
#

ik what a variable is

#

but

trim matrix
#

Hence the name, variable

#

It changes

low marlin
#

idk how to use it from the bp

#

do i set the ID of each door in the level blueprint

trim matrix
#

You are going to have to figure out how to use variables right away then.

#

You canโ€™t do anything in programming without variables

low marlin
#

the room has id now

#

int

trim matrix
#

Yep

#

The two most basic things you can do with a variable are

#

Get and Set

low marlin
#

but its not in the level bp

#

so idk

#

do i need to cast to the room or something like idk

trim matrix
#

So you get the DoorBP and set itโ€™s ID variable.

#

You are working on the level bp

#

So to get the door BP, you can drag the door into the level blueprint.

low marlin
#

but wont the ID be the same for every door then

trim matrix
#

Not if you Set each door to have a different ID

low marlin
#

ok

#

so how do i do that

trim matrix
#

Get the door (drag the door into the level BP)

#

Then once you have gotten the door, drag of the door and type Set ID

low marlin
#

heres my weird code atm

trim matrix
#

Oh you are spawning the door I see

low marlin
#

yes

trim matrix
#

Well the SpawnActor node returns a reference to the spawned actor.

low marlin
#

i spawn roomsAmount of rooms and then spawn 4 doors in each room

trim matrix
#

Once you have a reference to an object, you can drag off that reference to preform operations on that object.

true kiln
#

Hello guys,
I'm using a teleport system for my character and nav mesh to decide if the destination is valid or not...
But I also need to check whether origin and destination are connected to each other or not to decide to do a jump action...
Any idea how I can check if my current location and destination location are connected in NAV mesh?

trim matrix
#

So drag off the returned object reference (ReturnValue) and type, Set ID

low marlin
#

oh shitalingding this is gonna be so hard

#

but fun

low marlin
#

from the level

#

since the level is making the rooms

trim matrix
#

What makes the doors?

low marlin
#

the lvl bp

#

yeah

trim matrix
#

Then find the SpawnActor door function

low marlin
#

the direction vars are all shuffled arrays w/ numbers 0 to roomsAmount - 1

trim matrix
#

SpawnActor Door returns a reference to the spawned door. Drag of that reference and type set ID.

low marlin
#

ooooooh

#

ok

#

i found out how

#

also btw this is how my game works @trim matrix

trim matrix
#

Ok

icy dragon
#

I can picture a BP setup for that ๐Ÿ‘€

icy dragon
formal parcel
#

whats the name of that tool for recording small videos that a lot of devs use?

remote meteor
remote meteor
#

its also suggessted to turn off "recalculate on invalidation" at the return node of that function if you dont need it

formal parcel
#

@icy dragon OBS for just recording a small vid of a portion of the screen?

#

i dont thinks thtas the one i'm thinking of

#

thats more for streaming

icy dragon
formal parcel
#

aight i'll snag it if i cant figure out what the other one was

#

ty

icy dragon
#

Gyazo?

formal parcel
#

theres another popular app that behaves like snapshot tool but for video

#

gyazo only does images last i remember, thats not the one either

icy dragon
#

Gyazo can do video capture of small portion of the screen, though free account is limited to 7 secs

remote meteor
#

win+shift+g

#

you can record specific window

icy dragon
#

Which is Windows's built in Xbox DVR

formal parcel
#

oh no shit lemme try that

#

win+shift+g not working for me, I believe i have all the xbox functionality disabled

remote meteor
#

win+g is the correct one

#

win+shift+s for snipping tool

true kiln
trim matrix
#

Action Mappings "Mouse click" and "Alt" doesn't work in practice it seems, it doesnt care that i'm holding down alt when i click the mouse

#

why is that?

#

do i need to reinforce it with the input action somehow?

formal parcel
#

hey it worked, gyazo it is

#

thanks!!

#

so now i can finally ask my question

#

any ideas on how I could push these boxes back towards each other to remove any tiny gaps that might have formed in this process:

trim matrix
#

NEvermind i got it to work

serene tundra
#

writting a little tool, for better blueprint reparenting

#

probably including matching/suggesting and checking /making sure if its valid

jolly cairn
#

Hi all, wondering if someone can lend me hand with something.

I have a blueprint called BP_Gun, which inherits from BP_Item. I have a sphere cast set up to detect if the player is in range of it and all that jazz, just need help with calling a function from the BP_Gun's parent class. Essentially what I want to happen is the player press E on the object, it then calls the pick up function

#

if that makes sense

#

just confused as to how i get it to call that event (even tried as function too)

serene tundra
#

well u should try detect from the items point at fist point, since when u have many items they all have to check

#

instead u should google how triggers work

#

basicly they fire, when some object enters them. then u can check if its a player

limpid bronze
#

How would you do a flickering sprite in blueprint code?

serene tundra
#

another idea would be to scan around the player, when u press e

jolly cairn
#

im not doing hit detection or anything

serene tundra
#

for objects which can be picked up

jolly cairn
#

I have that already set up, it's calling the event in BP_Item that i need assistance with

#

literally just want to know how i can call an event from that actors parent blueprint

serene tundra
#

?

#

cast it to the parents class

#

then u can call the functions from the parent class

jolly cairn
serene tundra
#

yes cast

jolly cairn
#

that has worked

#

thank you

serene tundra
#

ur welcome

wispy sapphire
#

Does anyone know whether there is a variable you can use to change Class in the SpawnActor node? I had hoped to just use a string xD

grand valve
#

SpawnActor node has an input called ActorClass that you can promote to a variable

#

You can use an enum with the select node to choose a class depending on an enum?

jagged stone
#

Does anyone know if there is some kind of reverse Switch? So I have an custom Enum with 5 values. I want to have a node where there are 5 input exec pins, and then 1 output exec pin and 1 value pin...so the value pin will be set based on the input exec path

foggy escarp
jagged stone
#

But then if i update the enum i'd have to update the macro manually too

#

Because I'd have to manually create an input pin for each Enum value right?

foggy escarp
#

Only one execution pin would be active at any one given time anyways.

jagged stone
#

I have something like this, but i just feel like it would look nicer to run the branches into a reverse switch and then exec the dispatcher only once

#

Basically it would cap the number of nodes at 2 (switch and then 1 dispatcher), instead of however many different actions you are going to dispatch

foggy escarp
#

This seems clean to me, you're saying you want to combine multiple of these inputs?

jagged stone
#

It looks ok now, but imagine you have like 5 or 6 different actions, but it starts to look a bit messy....(example 1 click, 2 clicks, 3 clicks, short hold, long hold etc...)

#

Calling the dispatcher only once would be nicer

foggy escarp
#

Ahh, OK.
Well it's technically only calling it once here, there's just more than one way to do it.
But the only other way I could think of is to instead of using branches you use selectors and use the comparative math nodes to select a enum.

jagged stone
#

Image if you could flip this switch around

foggy escarp
#

Okay

#

Instead of using a branch to choose your enum, just set the enum. Then use a enum switch

#

Swap out the dispatch for the set enum node

#

The dispatch can be done last with the enum as input

jagged stone
#

But this is done from the event graph, so i don't have any local variables to set the enum to

foggy escarp
#

Use a function

fickle nebula
#

I have a scene capture and when I change it to orthographic view it hides the sky, anyone knows why?

candid sentinel
#

if anybody here knows a LOT about replication in BP and has some free time, i'd greatly appreciate some help. im struggling, even with the ue docs on RPCs and several udemy courses. : [

tawdry lava
candid sentinel
#

@heady geode well if i said the entire details of the situation, id literally be 50+ messages in a row just to fit all of the required screenshots since discord messages can only be so long since the context of the situation matters. would be easier to screenshare the issue in a call, etc. and i dont want to completely hijack a channel from others to ask for help/questions

quick lance
#

I want to make a whip weapon, and I tried using a physics sim constraint system and it jiggles furiously while in the characters hand and looks terrible. Does anyone have another idea on how I could create a whip weapon?

opaque acorn
#

Is it possible to have different direction light for each player of a multiplayer gameplay?

#

Like i make a bp daynight with direction light and i did not replicate it will it affect other plauer?? I want to have day night cycle on client end rather global

low marlin
#

can i create a bunch of scene captures using a blueprint and add them to doors???

cyan bone
#

How do i make sure my character ๐Ÿ”ต stays at a minimum distance from another ๐ŸŸฃ ?
I have a character ๐Ÿ”ต . Move it to the small blue dot location, first arrow. Check its distance from purple, orange line.
Check if orange line is smaller than the minimum distance, green arrow. It is not.
How do i know how much more distance i need to add so to make sure it is higher than the minimum distance (green arrow) ?

harsh coral
#

Just a quick repost here from cinematics...
I have a complicated setup where I need to render dozens of layers of the same blueprint.
I set up a master sequence, added in instanced level sequences and added the blueprint as a separate track in the Master sequence.
The idea is then, that I can animate various booleans on the master sequencer track and render out the whole master sequence as one file, instead of having to manually change the booleans, add to movie render queue, render, change booleans, add to movie render queue etc...

I exposed the booleans inside the blueprint to cinematics and it works if I scrub the timeline or play in editor.
But when I render via render queue, the animated booleans get ignored.

The booleans in the blueprint simply switch out the material instance that is used in the construction script.
I COULD animate the material switch directly inside the master sequencer track, but it doesnยดt work, since the material instances rely on some stuff in the construction script.

Its a bought asset and the dev couldnยดt help me with this so far.

Any ideas how I could make it work?

Please ping if you have an idea, as Iยดll be afk for a while...:)

low marlin
#

how do i get the nth item in an array

sly spade
#

hey, does anyone know how to get socket rotation(pitch) in 0-360 degrees?

low marlin
tawdry lava
tall oxide
#

I have widget that comes up when door is locked. how can i make it stop coming everytime (it stacks up). So basically once for every 10 secs if interacted?

paper galleon
#

Did you forget to remove from parent?

tall oxide
#

no

#

it comes to the screen and then fades away after 2 sec

#

but if door is interacted again it will create new one

#

so how could i make it stop coming on every interaction

#

i dont want multiple of those same widgets on the screen

paper galleon
sly forge
#

I'd say add a "is in viewport" branch or something like that before Creating/adding it to view port

paper galleon
#

Do you have a reference to it?

sly forge
#

And when animation finishes remove it from parent

tall oxide
#

yup thats done

#

need to setup the is in viewport now

#

not sure how to do it properly tho

low marlin
#

can i set an array to another array

spark steppe
#

no

#

but you can put an array in a struct and make an array of that struct

tall oxide
#

how can i stop widget from creating when condition is true

elder crater
#

hey everyone idk where this question belongs but is there any way to have some code get called when world partition finishes loading up some specific cells?

tall oxide
#

what am i doing wrong here

sly forge
#

Put the branch before create widget

#

Don't check Newly created widget

tall oxide
#

?

#

works but error occurs still

sly forge
#

Make a reference when you make the widget, then check that reference if in view port

tall oxide
#

how do i make the reference

gentle urchin
#

Right click the return value

#

Promote to variable

sly spade
gritty elm
#

what is best way to hide these corners in large landscape?

#

Because I have flying camera, so it should looks good.

tall oxide
#

it is a mess now

#

๐Ÿ˜‚

silk cosmos
# gritty elm

You could try the water system and create an island out of it. Other than that, no not really. You have to use design tricks to hide that. Like distant mountains that you cant fly to that cover it up

silk cosmos
# tall oxide

Let's start over. On create widget off the return value, right click create variable, then drag off the variable and do add to viewport. Before the create widget use that variable and drag off and do is in viewport -> branch -> false -> create widget.

astral epoch
low marlin
#

what do i put here

#

whats event

astral epoch
#

The boxes coming off of custom-events.

silk cosmos
astral epoch
#

There's a deeper explanation but that's the gist of it.

low marlin
#

oh

#

how uh

#

how do i use the click event in a widget on the level blueprint

astral epoch
#

On a level blueprint? Is that even possible?

tall oxide
#

idk why its so hard to undestand english

#

works again but what i do from the true branch

astral epoch
#

You're uh.... using a boolean from something created after the branch that checks said boolean?

silk cosmos
low marlin
silk cosmos
# low marlin

Drag off event and look for create custom event or something along those lines

astral epoch
# low marlin

Okay quick explanation.
That red box, you drag from another event onto that. When you do an "OnClick" it will trigger that custom event in question.

silk cosmos
low marlin
#

like this?

astral epoch
#

Yes.

sly spade
astral epoch
#

That "menubuttonclick" event will trigger when you click.

low marlin
#

it doesnt work tho

astral epoch
#

Because there's no execute pin going into it.

#

That bind is never happening.

low marlin
#

button no worky

low marlin
#

oooh

astral epoch
#

After your "add to viewport" node you want to drag the white line into the Bind node.

low marlin
#

lets fucking go it works yayyyyyyy

#

thank you

astral epoch
#

No problem

tall oxide
tall oxide
# tall oxide

this worked but gave the error accessed none bc of the true pin i think

gentle urchin
#

You should create it once

#

Use a getter (create a get MyWidget function)

#

Where you check if the variable is valid, if not, create it, set it, return it

candid sentinel
#

can component tags NOT be replicated? im trying to set them through RPCs and for some reason things arent working

stable dove
#

probably a dumb question but i cant figure it out, trying to setup a widget that has a text box to display the total score of two dice how can i get a variable from an actor bp that is the dice object to use inside of the widget bp?

#

like what needs to go in the object pin to make this work

tall oxide
#

idk man i get so much infomation now that i dont know what im even doing now

paper galleon
#

Aaand you're back to the beginning again.

tall oxide
#

๐Ÿ˜‚

paper galleon
#

The issue is that you're not storing a reference to the widget.

#

The pin that comes off the create widget, drag it and right click and select create variable

gentle urchin
#

Make a function for it !

#

To safely create and get the reference

#

No bogus

#

No early calls

gentle urchin
paper galleon
#

Yeah this.

#

Bad memory

#

Sometimes

tall oxide
#

oh yeah its okay

#

what do i do with it

paper galleon
#

Before the create widget node. Get that variable. And check if it's valid

#

Then after you create widget, set that variable to the pin coming off the create widget node.

#

Then add that variable to viewport.

#

In the is valid check, you drag off the false

#

Only issue is that I don't know what events cause the widget to be removed

#

I need more info on that

tall oxide
#

its animated widget

#

pops up, stays 2 sec and fade away

gentle urchin
#

If its a fire and forget type of widget

paper galleon
#

Hmm. Can you bind events to the animation? You need to remove the widget from viewport when the animation fades away

gentle urchin
#

It should handle its own lifetime

paper galleon
#

True.

tall oxide
#

yup its deleted after animation

#

so the variable comes before create widget

paper galleon
#

Like there's an event that specifically deletes it. Or just because it fades you assume it's deleted.

tall oxide
#

remove from parent

paper galleon
#

Okay. That's fine then.

#

Send your code for a review then test

tall oxide
#

its not right yet

#

trying to understand the intrusctions

low marlin
#

does anyone know how to pad a number like 4 to 04

tall oxide
#

is here all the nodes i need

paper galleon
#

Get new var3 and do is valid on it

#

But seriously, at this point, I'd say watch a few more tutorials. You're lacking some fundamental knowledge

tall oxide
#

u know some good videos at this topic

#

to get this work atleast

paper galleon
#

What you need is general blueprint knowledge. I recommend Ryan Laley on YouTube.

paper galleon
tall oxide
#

okay

gritty elm
#

I have big landscape. and I have fly over camera. How to hide landscape corners?

#

so it will looks like seamless landscape

paper galleon
#

Didn't someone answer you earlier?

gritty elm
#

reposted again. Water didn't fixed it.

#

As you can see there is water too.

#

so what solution will be?

paper galleon
#

I don't know

tawdry surge
#

Doesn't look like the water is covering your landscape at all. It's just behind it

stable dove
#

How do i stop the default camera and default pawn from spawning

gentle urchin
paper galleon
gentle urchin
#

Which will make the spectator spawn instead

stable dove
#

its only really the default pawn thats causing issues

gentle urchin
#

Make your custom pawn

#

Solves all issues

stable dove
#

wdym "make your custom pawn"

gentle urchin
#

Make a new actor if type pawn

#

Set it as default pawn class in the gamemode

cobalt bluff
#

Hey everyone, is there a way to hide blueprints in a project you shared with people?

gentle urchin
#

Add whatever functionality you want to it

stable dove
#

i dont want any actors in this scene tho

gentle urchin
stable dove
#

level*

gentle urchin
#

Its not a choise

cobalt bluff
#

I mean when I send to someone I want them to be able to use it but they shouldn't acces the source code

paper galleon
#

Nope.

stable dove
#

well then can i atleast move the default pawn spawn point to under the map

paper galleon
gentle urchin
#

A pawn is just a possessable actor

#

Doesnt need to do anything

#

Can simply provide a camera if desired

stable dove
#

all i want to use this level for is to drop two dices on a platform and read there score then go back to the default level

gentle urchin
#

So you still need a pawn ^ :)

stable dove
#

but maybe i should just place the platform where im dropping the dices miles away in the same level and just switch to the camera above the platform for the dice rolling part

gentle urchin
#

Doesnt have to be a character

#

How troublesome is that

paper galleon
gentle urchin
#

When you can just make a pawn

#

Have it do nothing

#

And it just works ๐Ÿคทโ€โ™‚๏ธ

paper galleon
#

Doesn't even need a mesh or anything.

#

Just an object instance of the pawn

stable dove
last abyss
#

or just place a camera in the world use set view target with blend in the level blueprint, no need for a pawn ๐Ÿคทโ€โ™‚๏ธ

stable dove
#

Added a pawn but its still spawning the default one

gentle urchin
#

Swap the default pawn in the gamemode

gentle urchin
#

Wheter you're looking at it or not is a different case

last abyss
#

I mean pawns are just there for possession right? Isn't the camera manager on the controller

paper galleon
#

Seriously adding a pawn is a lot less trouble than trying to figure something out.

gentle urchin
#

I dont see how a workaround is any less work tbh

paper galleon
gentle urchin
#

It wouldn't stop the pawn from spawning

#

It would fallback to spectator

paper galleon
#

Exactly

#

And a spectator is a pawn

gentle urchin
#

Yepp

#

All year long

#

The problem here isnt the pawn tbf

last abyss
#

So even if u disable pawn spawning, it would still pawn a spawn?

paper galleon
#

Yes a spectator pawn has a camera and no body. But it's still a pawn

gentle urchin
#

How would you disable it...

paper galleon
#

Pawn a spawn. Nice one

last abyss
#

By making the selection none in the gamemode override? I don't really know the step to step of the world's creation but I assumed since the camera manager is in the controller you wouldn't neccessarily need a pawn, unless the controller requires a pawn?

gentle urchin
#

It still goes for the spectator spawn

stable dove
#

turns out i just had to set default pawn class to none

gentle urchin
#

Watch spectator pawn spawn *^

paper galleon
#

Lol

gentle urchin
#

Free roam, flying

paper galleon
#

Damn. When you have a hammer.....

stable dove
gentle urchin
#

Check your world outliner

#

Ill eat some salty chips if theres no spectator pawn there

paper galleon
stable dove
gentle urchin
#

Salty chips inc

#

Unless floor is a pawn?๐Ÿค”๐Ÿ˜‚

paper galleon
#

Damn they changed stuff up in UE5

gentle urchin
#

It appears so

last abyss
#

just code it to move on command, basically a pawn kappa

gentle urchin
#

Just code it to accept input

#

Then move

#

Life without a pawn is not much life jk

last abyss
#

well in ue4.27 there's also no pawn if u select none

paper galleon
#

Huh... I'd like to apologize.

last abyss
#

#NoPawnGang unreal_dragon

paper galleon
obtuse herald
#

or do it yourself

#

creating portals is an adventure

slate sorrel
#

I tried watching tutorials and I couldn't find anything for third-person characters

obtuse herald
hallow gate
#

Quick math question, is there any way to jump two numbers towards 0 by a certain amount if the current number isn't zero?

So say X = 110 and Y=-155, when I trigger the button I check to make sure they aren't 0, easy, but then how do I make them detect that X is > 0 and Y is < 0 without a million billion branches?

#

I definitely CAN do it with branches but I SWEAR there's a friendlier way to do it and I haven't found it

dapper marsh
hallow gate
#

@obtuse herald I have to cover the possibility of X being > or <0 and adjust accordingly, and Y being > or < 0 and adjust accordingly also

obtuse herald
#

one to check that it is not 0, and one to find out if its positive or negative

#

ohh

#

yeah ok

hallow gate
#

Yeah, you see my issue

#

Haha

hallow gate
hallow gate
#

Like, this FEELS like something that would exist and be covered, and be called something like Normalise, but I can't find it

#

(For reference I'm zooming out on a map and making sure the map doesn't leave the boundary of the scale box by repositioning it by 55 pixels at a time)

dapper marsh
#

okay I might have misunderstood what you wanted to do

low marlin
#

does anyone know how to made many scene captures (2d)

obtuse herald
#

there is a Compare Int macro

low marlin
hallow gate
#

Hmm

#

Let me look at that for a bit

#

One issue, I'd still need to repeat it a lot

astral epoch
#

Okay good or bad idea:
I want to have my player controlling a group but when the group gets into combat they take control of a hero character.
This will naturally need two very different control schemes.
I'm thinking of using bind events to "switch" between these two control schemes. Good or bad?

obtuse herald
# hallow gate Hmm

if you double click on the macro you'll see that it's just 2 branches after all, but it looks cleaner

hallow gate
#

Because if X > 0 but Y is < 0 then I'll have to repeat Y for every output of X

hallow gate
#

Not the WORST compared to the branch method but still a pain

warm forge
#

I need some help figuring out how to get the world coordinate given an Input Touch. When I touch the screen, the Input Touch give me an X and Y with the origin at the top left of the screen and the it increase to the right on X and down for Y. Any idea how to do that without using the Player Controller.

astral epoch
# low marlin that sounds fun

I've seen a small few other games do it before, ones I'm sort of making mine a spiritual successor of.
Issue is they use a custom in-house engine, I know Unreal is a bit twitchy about users trying to break the mould.

low marlin
#

huh

astral epoch
#

nvm

hallow gate
#

Hmmm

#

I've had an idea, one sec

#

I'll report back how it goes

dapper marsh
#

An issue I've been trying to wrap my head around for a while now: I have a player, mostly the default FPSCharacter. My goal is to make it so it can trigger the hit event if hit by BP_EnemyProjectiles. What should I set the collision types at each actor so that happens?

#

(that hit event will decrease the health of the player)

desert juniper
astral epoch
#

Basically the projectile should be telling whatever it touches to apply damage to itself.

dapper marsh
#

yes, I do that, the problem is not the how, are the collision values themselves, I cannot make the player "collideable" without making them unable to move

astral epoch
#

Okay that's odd.

#

Show me how your player is set up

low marlin
#

does anyone know how to make a bunch of textures and apply it to actors?

spice imp
#

Does anybody know why I can't seem to add a second material slot to a DynamicMeshComponent? The Geometry Scripting stuff has all kinds of support for manipulating a mesh's material ids, so.... I don't know why it doesn't want more than one material on a mesh. What am I missing?

astral epoch
#

It should work out of the box.

dapper marsh
#

well it does not

#

projectiles go right trough

astral epoch
#

You have it set to ignore pawns.

#

What is your projectile?

#

Like its parent class?

dapper marsh
#

collision setup you mean?

#

ah

#

Actor

astral epoch
#

Okay that... should be fine?

#

Do a quick test for me. In the projectile, add an on collision event and just have it print out text.

#

Then shoot at a character. See if that comes up.

dapper marsh
#

hold on, gotta change one thing, I was using a proxy collider, hold on

astral epoch
#

They look correct?

dapper marsh
#

well the projectile does not print anything

astral epoch
#

Its definitely shooting right?

dapper marsh
#

yes

hallow gate
#

This just HAS to have an easier way to do this haha @dapper marsh @obtuse herald

#

But this "functions"

astral epoch
#

Put a print-string on the beginplay for the bullet?

hallow gate
#

Albeit it's spaghetti

astral epoch
#

good lord what am I looking at?

hallow gate
#

Maybe you'll have an idea to do it easier if you see what I'm trying to do