#blueprint
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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.
I never use Level BP so can't help you there.
NP
is iit possible to find the gravity direction from an impact normal and if so how>
gravity direction is always down right/?
Always seems to be
good to know everything is ok after all
ya gravity is down
or do you mean the down slope/gradient?
The cross slope direction will be Cross(PlaneNormal, Z)
and the downwards gradient will be Cross(PlaneNormal, CrossSlope)
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.
Oh wait, there's a ProjectVectorOnToPlane, use that.
Is this for ricochet? I think there is a node for it
Ricochet should be a reflection not a gradient
This is prolly for rolling down a hill or wahtever
Is there a way to setup a bind to return it's target?
Yoy can always use up vector * -1 to get gravity direction. Default ue gravity is always downward
Refer to this article. There is a section catered towards custom events
I know about dispatchers but I can't do that with in this case right? The audio component can't be tweaked
@silk cosmos
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?
However you want it to be
A bit too broad question, what do you actually need?
fair point
ok so if i set up a base object how can i add to the base using parameters
have you done any bp work before @glass magnet ?
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.
I could but this bind is premade it's out of the box like that and I can't tweak it
Ahhhh. Then I'm not too sure if you actually can do that. Sorry I couldn't help much
a better example i can use is like 2019 god of war, they have the runes you can add to your weapon, how could i achieve the same thing?
or what would be ways to achieve the same thing
One possible idea. You could add the audio component to an array. And then on the custom event loop through the array maybe there's some way to check the current playback position or if it's currently playing and then updating that component if it is not playing. That's the only idea I can think of
Very nice Thanks @silk cosmos
Probably create a parent class something called modulator or whatever you want and then children classes for different modulators. Then you could check for modulators and get the buffs they provide and apply them.
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.
Ok yeah I'll look into it makes sense
Thank you
Im trying to learn and not watch tutorials but asking people for help is fine x.x
I cant watch tutorials lol I get too bored
That's why I watch them in 2x
Besides it's much more rewarding to figure it out yourself
mah man
Is there a way to get a client own mouse position just? and not the servers or such
aiming to rotate an actor so it looks at mouse (2d) on a replicated actor
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
The only mouse position is local. What's the actual problem?
anyone know if its possible to edit constraints within BP?
Then don't have the server do that.
its set on the actor itself, the one rotator
and i dont run a "run on server" for it
Yes, but it doesn't have to be replicated
its not, only thing replicated is actors movement
Then it's replicated. What is the desired behavior here, what are you trying to make?
So, each clients actor faces direction of mouse, including the server himself counted as a client
What are they, pawns?
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
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?
owning machines mouse
Do you have "Simulation triggers hit events" or whatever turned on?
Then you need to send that to server and let it move them.
so.. Server and run to owning client with the mouse-data?
No,
Client sends data to server.
server moves stuff
Everyone sees it
nvm im dumb sorry to trouble you with a silly question
If you're using ControlRotation and Character then there's some instant local prediction stuff it can do for you
@rotund marlinWhat's the game design, is it like a top down shooter?
its side-ways fighter
dumb question, but how do I create the node in the middle (target->child actor)?
Is the child actor a component. Yo7 should be able to see that class in the component details
That's a cast of a Child Actor Component's (named child actor in this case) Child Actor to Thingy
so a child actor component has a child actor
This is the entire line of it, https://gyazo.com/be373a70c70ab1d1d035454db525e271 my way of tyring t osolve it
dont mind my italian dish.
Are you using Character or Pawn as your base class?
pawn,
You might also want to note that child actors can be quite buggy especially when updating the class at runtime and while replicating. So depending on your project you might want to instead spawn an actor and use that
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.
Then later in the tick, look towards AimDirection
<.< why did i not think of aim direction
Always start with the data. Think about the minimum amount of data needed to represent your actors.
Typically it's at least a location and a direction
Wait you might not need this if the actors rotation IS the aim direction, depends on how you're wanting to do things
but either way, an unreliable RunOnServerEvent passing over some data (mouse position, aim direction, whatever) on tick is the trick here
The server needs to know what direction you wanna point
I have a child actor component reference... If I drag off there are no options for casting to child actor
You're skipping a step. ChildActorComponent -> Get Child Actor -> Cast to whatever
ah I just realized that after I typed it haha
Don't use child actor components though especially if it's multiplayer unless you're doing something dummy simple.
All it is is a component that spawns an actor when itself is created, you're getting THAT ACTOR and not the component itself.
thank you
anybody how to attach my vfx to my character?
its spawing in the center of the game
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....
project is full blueprint so far
does that require a reload of sorts? I already rebuild the entire project as well
nope
using VS
Smells hotReload
there is a bit of c++ code but nothing that I actually use in the project
there is code though yeah
no I closed it fully
before
the duplicated class in question is a blueprint class btw
what do you mean with recompile? Is that not the same as rebuild?
I tried both build and rebuild
neither worked
Also tried compile in the editor
didn't work either
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?
Perhaps if I can find it in an unhidden state I can remove it or something?
Are you spawning it at runtime?
yes but there is only one bp_planet in the entire project
but for some strange reason engine thinks theres two
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
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
Tried clearing temp folders?
How do I cap my impulse so that my ball doesn't fly with high speed movement?
Have you tried the Clamp node?
Kinda a new to ue blueprint tried searching stuff didn't found any solution
lemme try
After the add impulse use get cmc and set velocity to your cap
let's go it worked
but my ball is still stupid gotta tweak some settings
thanks for the help! ๐
lemme try this too
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?
What goes in those spots is a reference to the object that you're trying to access.
I don't think a player would ever see more than 1000 actors at a time
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?
You'd probably also want to check if current velocity is great than or = to the cap as well
An object doesn't exist within the world space. An actor does. You would need at least 1 actor to be able to represent something being displayed in the world space. If those tiles are all the same mesh, you may want to consider using instanced static meshes on a single actor.
Or loading levels in and out?>
1 million actors 
Yeah, most of them would be "dormant" not seen and not needed immediately
100 million, seanny.
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
raises pinky to side of mouth
spawning that many is definitely an issue
I can definitely whip up code to represent the tiles and only have 1000 actors representing the 100m tiles in database
I don't think it'd be updated once spawned
it's a reference to objects that would be updated
those would never need to change
How would I go about getting that reference? I understand it for the player character because I can just "Get Player Character" as well as widgets since they return the object on creation, but I cannot figure it out for regular actors
regardless of how big I manage to make it, are there performance benefits for an object compared to an invisible actor?
That depends on how the object is related to what it is you're trying to do. Eg. Is the weapon a child actor to your character?
In this case, the weapon being accessed would be a child of a parent weapon class, and the AnimBP is (trying to) access both the character and the weapon
Not really. The performance issue you would find would come in terms of how many actors and/or how many meshes/materials.
That I'd have on screen?
I'm only intending to let the player see maybe 1000 of these tiles
but the actual game world would be much larger
No. Actors off screen can still cause performance issues depending on how they are set up.
Seems to suggest I should be using an array of objects with a much smaller group of actors that represent them in player vision
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.
Maybe "how do I achieve what I want to achieve without actually spawning 100M actors/etc." is a direction to go in
UE has a lot of systems for that... HLODs and such
that answer is what I'm looking for tbh
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.
if actors are a performance issue, I use objects and batches of actors to represent visible tiles
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.
instead of letting unreal deal with it
yeah
my idea was more or less how minecraft handles things
3x3 batches of visible tiles
and what the actors represents shifts
so as the player walks into the new batch, the batch behind them is unloaded and the batch in front is loaded
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
Use the break pin?
WAIT this actually is working! Well it's not working but the printout is. It just... wasn't before?
Sometimes... it can take a while.
Oh no it failed quite quickly
just, in the wrong way ๐
Ok so look at this absolute garbage there MUST be a better way
Use cpp
The goal is to take an arbitrary actor and find the probably-correct component to apply physics forces to
https://blueprintue.com/blueprint/rhjg86si/
Im trying to create a spline in the construction script and add spline mesh component to it that follows through its path. The spline is done, its just a simple curve. But then i dont seem to be able to make the Spline Mesh Component. What am i doing wrong?
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
So I have to do this stupid crap where the actor component tries to find the right component in its parent
I'm confused by that graph, There's a return node on the loop body which, if this is a function, breaks the loop (and stops the function) IIRC. FWIW, for any actor, you can Get Component(s) By Class
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)
The return node only works if it actually finds something. The break is needed if there are no valid components
And the problem with GetComponentsByClass is that it can return multiple and then you don't know which to use. The assumption with this approach is that the highest-level valid component in the tree order is likely the correct one
Tree order, huh. Is GetComponentsBy... randomly sorted?
Far as I can tell. It's definitely not tree sorted, the first one when I tried it was completely random
Well no it was a random leaf node, I dont know if hte order is STABLE or not but it is hard to predict.
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
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?
any idea why end overlap would be firing constanly
Actually this is worth asking as well, why can't I set this variable to the StaticMesh in this pawn?
Because there's no static mesh object instance in the editor
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
Amount * deltaTime
Thought so, I think I might have mangled something else :p ty
on tick, ofc
If you want to add 500 units in one second multiply 500 by Delta and add it every tick
object hits the ground and then begin and end overlap just keep firing
Thank you, I will note this in my notepad
I dont understand this answer, there's the static mesh component right there. It's a cone
That's a static mesh, not an instanced static mesh
Same answer. The static mesh component object instance, for all intents and purposes hasn't been created yet so the auto space component does not know about it.
It's only a member variable in the actor class
*static mesh component
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
how do i set it up so all of them would respect the key input and fire the event at the same time
Have you set both of them to not consume the input?
While you are in the blueprint class, nothing has been created yet, not the actor not the components
Technically, they have been created, for some assets and editor magic. But to you, it's practically the same thing as having the actor class in C++
Is there a way I can create a field in an ActorComponent that the parent can reference in the way I'm trying to? or is my only hope passing in the value on BeginPlay or something
That's a useful menu too. If you don't need to fuck with ExecuteWhilePaused yet, you probably will later.
Begin play, I'm afraid.
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
Wait in the BeginPlay of the CMC or the character itself?
I can't remember the exact one. It might have been multiple places though. The latter ones for confirmation.
The begin play of the components come after that of the actor if it helps
Or is it the other way around.
You can use a simple print string to check
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.
Yeah the component would be best for something like that
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
You can. Get owner, then get components by class.
You can use a tag to identify the particular static mesh if there are more than one.
Granted, the CMC only works with the character which is guaranteed to have only one capsule as the root
Adding a tag is easier to miss and actually more work than just doing this, though.
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
In the actor begin play eh? Makes sense
I presume it is. Especially if it is moving through stuff
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
is there no way to fix this?
you can have on begin and end with two moving objects?
anyone know if its possible to edit constraints within BP?
This is normal behaviour.
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
GetBodyInstance.
I've read over that post along with a handful of others, that post is referring to C++
Have you checked that there is no BP version of the relevant function?
yeah, me and others cant find any BP ways of doing it
is there any way around it? or any idea of other solutions
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
Might have to dive into C++ then. A function library should suffice
Yeah, I figured that might be the case. Just was hoping to avoid C++ xD
I can't really think of any. You'd probably have to redesign some stuff.
๐ at some point, it's inevitable
I suppose so! ๐
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
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
PrimitiveComponents have the SetConstraint function, which has limited functionality in locking position, but has nothing for rotation
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.
That was the first thing I found before my search online began ๐ although now that you mentioned it again, I might be able to use it, if it will actually override and settings I currently have with my position
oh interesting.. im a unity dev that just started to play around with unreal today so alot of this is over my head
The other weird thing is I've added different free-floating physics objects before and they all move smoothly, I'm definitely not at some kind of physics solver limit
Woah. It's a lot to take in then. Sorry, I'm not sure how much more help I can be
no its all good.
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.
though i am finding out why more an more "cool ue5 videos" are just static scenes
no wonder everyone just makes static beauty scenes.
throw in some nice 3d objects throw post processing on it animate a camera.. call it day
the lighting and all is amazing
I actually have that same issue with all these tech demos.
They focus on the graphics and not really gameplay, it gets frustrating at times
100% agree but clients see a nice picture and say we need to be using this...
"do you really need to use unreal 5 to sell cabinets.... really....."
๐
sorry its been a minute but ive been at school. So just to confirm id make a child actor that has specific buffs in it etc then i would use the parent class as the array and if i added a module to something it would add and remove the child of the parent?
Okay this is weird, I turned off my AI for this and just manually set a target destination for the pawn, and suddenly it started moving slowly.
But why is the AI running affecting how smoothly my physics processes?
but good talk and thank you for your advice. and respecting my opinion... you do get that much these days ๐
is there any youtuber or anyone that has great starter videos for this stuff?
whats been goin on
i like ryan laley personally '
if youre talking about starting ue4 thats where i started
but it looks like youre talking about ue5 so nvm ๐
I don't really like to recommend tutorials. Many of them make it easy to cultivate bad habits.
But Ryan Laley is good. CodeLikeMe also, Reid's Channel.
They are certified unreal engine instructors
it is good to learn on your own
Jinx
Exactly
i like to think of unreal as a visual representation of code, kinda cause thats exactly what it is if you use blueprints
x.x
Blueprints are code, you can never escape. ๐
hey i am self aware
also tbh as someone who cant read i love blueprints
it makes my kindergartener brain smile
i can read and im not a kindergartener
i think unity just introduced some visual coder... dont like it or any visual coding really
really?
also to my knowledge you dont have to use blueprints its completely
whats the word someone help
preference 
and i could be wrong maybe theres advantages to using code over blueprint or vice versa
C++'s big advantage over BPs is that it executes a lot faster. At least as of like 4.16, Epic said BPs are 10X slower than C++.
slower as in?
Takes longer to execute the same code
Playmaker and Bolt. Never used them. They're not really needed in my opinion. Just Unity's answer to blueprints
really?
like is it a once you export thing or is it only noticable once you have a lot of code
The difference is quite negligible in most cases. Seeing most BP functions are wrappers over cpp
yeah i think those were add ons and maybe unity just purchased one
but yeah that is just to answer blueprints
tbh i just find blueprints easier, more accessible, and more fun overall but again i see it as preference based
ha like coding for Meta horizons
which if anyone hasnt tried it yet is awful
wdym
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
im not even sure you can use a mouse or keyboard
i only did it where i had to use there controlers
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?
You want to move the actor to where the camera is looking?
oh nvm I done it
Ok
Sometimes I wonder how I can even breathe ๐
Lol
pfft my whole career is based off bad habits
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.
how do i make a box using a blueprint
Hey i got a question , How to make variables so they appear in details pannel as "Defaults" like shown on the picture
Thats okey , dont worry much ! We all started at some point !
Any variables added to the class normally do appear in the defaults. If you have variables categorized, they'll appear under different categories
if they don't appear try compiling then it will show
hey bud while you are here do you have any weigh in on my previous question. i think it might be rather simple i just have no clue where to start
click on the eye balls on the right of variables to expose them?
wdym
you want to create a new camera?
yes and it doesnt seem to want to use the new camera for some reason when i drag it in
im confusion
is there anything i can show you or explain more to help you further understand
uh how do i make a number input for ui
whats that
oh nvm i know
but uh can i do geometry using a blueprint tho
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
HandleThrust is pretty simple, just gets the unit vector in the direction it needs to go (AllowStrafe is on)
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.
Any idea why editing the value of Destination during runtime causes physics performance to sharply degrade to almost zero here?
how do i get a variable from the level and use it in a widget
I'm trying to cast a ray from the player to the edges of an object. any idea on how to get the edges?
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
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?
OH MY GOD it's the rotation! if I just skip this node it's butter smooth
But WHY! How is this function tanking my physics performance but ONLY if I change Destination at runtime?!
The PlayerController has a SetViewTargerWithBlend node which does exactly that
thankyou for bringing that up however when i try to use it im not sure what to set it too since i want it to be controlled by to say in short the sum of player 1 and 2's movement around the screen
I suspect that the Rotate to Destination bool is only true when you change the destination (at runtime). Thus the branch body gets executed only then, tanking performance.
That bool isn't blueprint editable though
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)
I don't quiet get what you mean honestly
Disconnect the SetActorRotation node for now and print the math results to check if there is anything weird going on
you want me to set the player controller as the target with the setveiwtargetwithblend node correct?
Honestly seems fine to me? The Divide By Zero warnings aren't actually from this class, and none of those values seem ridiculous
Yeah and New View Target should be your camera you want to view
Yeah.. do you get performance problems running the print statements?
ok ill persue this and get back with the results thankyou
๐
Nope pretty smooth
Weird. Setting actor rotation every tick really shouldn't tank the performance at all
Hmm what if I do both
It DOES have physics enabled. That's by design. It shouldn't be colliding though, at least not right away
Then ehh, idk maybe try setting Teleport Physics to true
This is with rotation actually enabled AND the print statement
Here's the crazy part, that's a TON of ticks really fast right? So why is the physics simulation all stuttering?
I dunno. I'll probably re-write this function
You could try changing the tick group inside the actor, but I kinda doubt that it will help
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.
Why not join the Unreal Hangout VC, and probably stream there?
Is that what its used for?
How can I create a Blueprint that has for example an enum and when that enum changes, the inputs changes
@void sprucecan you give em an exam
for ex, when Enum1 is selected , i display under it FName and a bool
when enum 2 is selected, display int and a string
as you can see, when EPlayerEntry changes, I wanna change all beneth it
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)
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.
@void spruce leave c++ and make this in blueprint
can you explain a bit more ?
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?
Yes several ways what is your use case?
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!
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 ๐
Is there no Get Relative Location for a Camera component?
looks like it's working as intended, but could I ask you to clarify this a bit? not quite sure what you mean
nvm was a bp bug
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
ahh ok, yep! that is how i would expect it to work. thanks for the clarification!
how do you correctly calculate the IK goal in component space with a setup like this?https://cdn.discordapp.com/attachments/322374743007297537/974468308382408734/unknown.png
Between Motion controller and the Skeletal mash, as I need the offset to be in component space
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.
Start by breaking it down to simpler terms
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

How would you calculate relative location between two transforms if the rotations do not align
Did you ever figure this out?
The rotation should not affect any calculations of relative location. Can you elaborate on why the rotation is a factor in this?
Because its turning the skeletal mesh root, so that was my assumption
if I remove the rotation it fixes instantly
I still dont understand but it seems like you have it figured out 
I do not
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
Not yet no still messing with it, but iv been having fun hanging out lol
I am available to call and help if you would like
Absolutely
Save/load
Save game state, reload level, load game state
Game state being souls, items, opened chests etc
right
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.
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?
I fixed it, you can add custom events so I just made a setter custom even and called that when setting the value instead of just setting the value.
Yeah it's seconds
Can I import uassets from other projects? Just had an external hard drive corrupt and I hope I can get it back\
Pretty sure you can browse the folders of the project and copy stuff over if it lets you access it that way
Awesome awesome, thank you
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 )
would "contains" work
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
Now that you learned your lesson, use source control and backups
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?
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.
are you assigning/reading the sens to a variable?
I think game instance is the place for those settings but I am very new
Yes, I can check out that method. I am a few weeks into this new lol
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
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
Your code lets you START sprinting if moving forward
there's nothing stopping you from continuing to sprint
But I have it set to stop sprinting if I am not moving forward
or am I reading that wrong?
The input events only fire when you press/release the button
it's not checking over time
it's a one time thing
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
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?
Does it have a camera component maybe?
Can't recall its settings but does it also have a control rotation checkbox?
yup
Yeah then it might be coming from there
yup fixed. wow lol. thanks.
been going back and forth from BP_firstpersoncharacter and mine over and over trying to find differences lol
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.
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
cool tyty. ill give another look
guys anyone knows where to open level blueprint in ue5?
Hmm.. How do one pass name thru fully so everyone can see it? as seems
https://gyazo.com/bc5594a9fb67506b9627ccf4850588c1 lets server see everyone's name, "Everyone" can see their own name, but not eachother
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?
Just set var as repnotify and set player name in there
You can play around with the GC settings inside project settings. Setting the interval to something low like 2 will only make the problem worse btw.
Also GC has a better performance overall in cooked builds
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
Is there a way to flag objects or actors to be ignored by GC? Perhaps through c++?
Also imma guess you still can't package dedicated servers thru BP only?
You could also... not automatically collect garbage at a regular interval depending on how your game is structured, and/or trigger GC manually with a BP node and thus running it at moments where it's least likely to interrupt the action
Calls onrep function on all clients. They recieve most recent var and its called on all clients its relevant to, and when they become relevant. Just set var on server, set var as on rep and put the function to set the name in the on rep
Yeah I thought about that too. But I don't see any way to disable automatic GC
I now added the objects to root (made them permanent) Let's see if that works
Can't you set the interval to 0, or if not, 999999? I don't remember offhand what's possible there
so resonant you mean like https://gyazo.com/605a19bd07ad97bcf821da7b37083e7e https://gyazo.com/8139a64307c11530ad0c9b4f49597fec ?
can you access the static mesh in a blueprint script without enabling CPU access?
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,
Have something else reference it.
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?
@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
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
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?
okay, nvm. I figured it out
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
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.
can i assign an id to actors?
The answer is yes, but that is a very broad question.
oh
so
wdym broad
ok so i want like 9 rooms and each room has 4 doors that go to another room
Why do you need actors to have IDs? What are the IDs used for?
Where does the ID come into this?
so i can identify each door
note that each room (along with its doors) are made using a blueprint
something like this (left is room IDs)
Put a name variable on the door blueprint then. Call it DoorID.
wont each door have the same id then
or can u change it
An int variable then.
A variable is a peice of data that you can change.
You are going to have to figure out how to use variables right away then.
You canโt do anything in programming without variables
but its not in the level bp
so idk
do i need to cast to the room or something like idk
So you get the DoorBP and set itโs ID variable.
You are working on the level bp
So to get the door BP, you can drag the door into the level blueprint.
but wont the ID be the same for every door then
Not if you Set each door to have a different ID
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
heres my weird code atm
Oh you are spawning the door I see
yes
Well the SpawnActor node returns a reference to the spawned actor.
i spawn roomsAmount of rooms and then spawn 4 doors in each room
Once you have a reference to an object, you can drag off that reference to preform operations on that object.
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?
ohhhhhh
ok
So drag off the returned object reference (ReturnValue) and type, Set ID
how do i set the ID tho
from the level
since the level is making the rooms
What makes the doors?
Then find the SpawnActor door function
the direction vars are all shuffled arrays w/ numbers 0 to roomsAmount - 1
SpawnActor Door returns a reference to the spawned door. Drag of that reference and type set ID.
Ok
I can picture a BP setup for that ๐
You could perhaps use a seeding system (Random Stream - https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Blueprints/UserGuide/RandomStreams/) to control the random room generation, and just remember the seed to make the doors persistent. If a no return room is encountered, clear memory of the seeds.
It's also useful for saving into disk.
whats the name of that tool for recording small videos that a lot of devs use?
you can use FindPathSynchronously()
OBS
its also suggessted to turn off "recalculate on invalidation" at the return node of that function if you dont need it
@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
OBS can record as well.
Gyazo?
theres another popular app that behaves like snapshot tool but for video
gyazo only does images last i remember, thats not the one either
Gyazo can do video capture of small portion of the screen, though free account is limited to 7 secs
Which is Windows's built in Xbox DVR
oh no shit lemme try that
win+shift+g not working for me, I believe i have all the xbox functionality disabled
Then how to check wheter the destination and current location is on the same area?
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?
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:
NEvermind i got it to work
writting a little tool, for better blueprint reparenting
probably including matching/suggesting and checking /making sure if its valid
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)
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
How would you do a flickering sprite in blueprint code?
thats not what im after
another idea would be to scan around the player, when u press e
im not doing hit detection or anything
for objects which can be picked up
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
?
cast it to the parents class
then u can call the functions from the parent class
this is the event i want to call. This is on BP_Item. BP_Gun is what is placed in the game world and inherits from BP_Item. I just want this part of my character controller to call that event
yes cast
ur welcome
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
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?
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
You could do exactly this with a macro
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?
Why do you need 5 execution lines in the first place?
Only one execution pin would be active at any one given time anyways.
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
This seems clean to me, you're saying you want to combine multiple of these inputs?
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
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.
Image if you could flip this switch around
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
But this is done from the event graph, so i don't have any local variables to set the enum to
Use a function
I have a scene capture and when I change it to orthographic view it hides the sky, anyone knows why?
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. : [
How do I do this in UE5? (take actors from a level and merge them into a blueprint) https://forums.unrealengine.com/t/can-you-make-a-blueprint-from-selected-meshes-in-the-world/283274
Hey Hyperloop, In the editor. Go to the Scene Outliner and select your objects you want in the Blueprint. Then look for the Details tab below it, scrow down to Blueprint, then click Replace With Composited Blueprint. Peace
@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
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?
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
can i create a bunch of scene captures using a blueprint and add them to doors???
How do i make sure my character ๐ต stays at a minimum distance from another ๐ฃ ?
I have a character ๐ต . 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) ?
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...:)
how do i get the nth item in an array
hey, does anyone know how to get socket rotation(pitch) in 0-360 degrees?
does it work in an array of integers
It should work for all arrays ๐คทโโ๏ธ
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?
Did you forget to remove from parent?
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
Like you have to specifically call remove from parent on that widget.
I'd say add a "is in viewport" branch or something like that before Creating/adding it to view port
Do you have a reference to it?
need to try this one
And when animation finishes remove it from parent
yup thats done
need to setup the is in viewport now
not sure how to do it properly tho
can i set an array to another array
how can i stop widget from creating when condition is true
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?
what am i doing wrong here
Make a reference when you make the widget, then check that reference if in view port
how do i make the reference
use an isvalid check
what is best way to hide these corners in large landscape?
Because I have flying camera, so it should looks good.
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
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.
I believe the way that Cities Skylines does it is a thick fog-border and preventing the camera from getting that close?
The event you want to be called when you call on clicked
There's a deeper explanation but that's the gist of it.
On a level blueprint? Is that even possible?
idk why its so hard to undestand english
works again but what i do from the true branch
You're uh.... using a boolean from something created after the branch that checks said boolean?
You'll want to get a reference to the widget in question and then use bind on clicked and then assing the event you want to be called
Drag off event and look for create custom event or something along those lines
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.
Then when you want that event to be called in your widget when you click the button call on click
like this?
Yes.
That "menubuttonclick" event will trigger when you click.
it doesnt work tho
button no worky
After your "add to viewport" node you want to drag the white line into the Bind node.
No problem
this worked but gave the error accessed none bc of the true pin i think
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
can component tags NOT be replicated? im trying to set them through RPCs and for some reason things arent working
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
idk man i get so much infomation now that i dont know what im even doing now
Aaand you're back to the beginning again.
๐
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
Make a function for it !
To safely create and get the reference
No bogus
No early calls
References to the objects
promote to varibale
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
If its a fire and forget type of widget
Hmm. Can you bind events to the animation? You need to remove the widget from viewport when the animation fades away
It should handle its own lifetime
True.
Like there's an event that specifically deletes it. Or just because it fades you assume it's deleted.
remove from parent
does anyone know how to pad a number like 4 to 04
is here all the nodes i need
You didn't do the is valid check before.
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
What you need is general blueprint knowledge. I recommend Ryan Laley on YouTube.
Just search unreal engine widgets on YouTube
okay
I have big landscape. and I have fly over camera. How to hide landscape corners?
so it will looks like seamless landscape
Didn't someone answer you earlier?
reposted again. Water didn't fixed it.
As you can see there is water too.
so what solution will be?
I don't know
Doesn't look like the water is covering your landscape at all. It's just behind it
How do i stop the default camera and default pawn from spawning
Override the spawn(OnStartPlayer or something along those lines)event in the gamemode
Unless you have a custom character/pawn, you need something to move around in the editor.
Which will make the spectator spawn instead
its only really the default pawn thats causing issues
wdym "make your custom pawn"
Hey everyone, is there a way to hide blueprints in a project you shared with people?
Add whatever functionality you want to it
i dont want any actors in this scene tho
Are you really sharing if you're hiding
level*
Nope.
I mean when I send to someone I want them to be able to use it but they shouldn't acces the source code
Nope.
well then can i atleast move the default pawn spawn point to under the map
It's not really compiled the way C++ is.
Why would you not have a pawn anyways ?
A pawn is just a possessable actor
Doesnt need to do anything
Can simply provide a camera if desired
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
So you still need a pawn ^ :)
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
There's no game without a player. You still need a pawn. Just spawn one and forget about it
When you can just make a pawn
Have it do nothing
And it just works ๐คทโโ๏ธ
or just place a camera in the world use set view target with blend in the level blueprint, no need for a pawn ๐คทโโ๏ธ
Added a pawn but its still spawning the default one
Swap the default pawn in the gamemode
Afaik you must have a pawn either way
Wheter you're looking at it or not is a different case
I mean pawns are just there for possession right? Isn't the camera manager on the controller
Seriously adding a pawn is a lot less trouble than trying to figure something out.
I dont see how a workaround is any less work tbh
He'd have to override the game mode to prevent the pawn from spawning.
Somehow, I doubt he can pull that off properly, no offense please
So even if u disable pawn spawning, it would still pawn a spawn?
Yes a spectator pawn has a camera and no body. But it's still a pawn
How would you disable it...
Pawn a spawn. Nice one
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?
It still goes for the spectator spawn
turns out i just had to set default pawn class to none
Watch spectator pawn spawn *^
Lol
Free roam, flying
Damn. When you have a hammer.....
nope its all working fine now
Check your world outliner
Ill eat some salty chips if theres no spectator pawn there
Bruh, the point is that it's nearly impossible for you not to have some sort of pawn in your world
Damn they changed stuff up in UE5
It appears so
just code it to move on command, basically a pawn 
well in ue4.27 there's also no pawn if u select none
Huh... I'd like to apologize.
#NoPawnGang 
Don't know how right now
I tried watching tutorials and I couldn't find anything for third-person characters
https://michaeljcole.github.io/wiki.unrealengine.com/Simple_Portals/ this is a pretty nice guide to start with
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
Maybe substract a fraction of said numbers
2 branches
@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
one to check that it is not 0, and one to find out if its positive or negative
ohh
yeah ok
Can you explain in more detail?
yes sorry, uuh
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)
okay I might have misunderstood what you wanted to do
does anyone know how to made many scene captures (2d)
actually
there is a Compare Int macro
and then use a target on some actors?
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?
if you double click on the macro you'll see that it's just 2 branches after all, but it looks cleaner
Because if X > 0 but Y is < 0 then I'll have to repeat Y for every output of X
that sounds fun
Not the WORST compared to the branch method but still a pain
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.
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.
huh
nvm
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)
just check if the other actor is of class BP_EnemyProjectiles (Cast)
Have the projectile use an onCollision event that calls something on the "other actor". Do this by casting or you can use an interface.
Basically the projectile should be telling whatever it touches to apply damage to itself.
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
does anyone know how to make a bunch of textures and apply it to actors?
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?
Have you been messing with the character's collision settings itself?
It should work out of the box.
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.
on it
hold on, gotta change one thing, I was using a proxy collider, hold on
okay these are the collision settings for the player
https://gyazo.com/f4053569d4764a02e2fe9d73ac459ce5
and these for the projectile
https://gyazo.com/ecd36969b3638fad225f1209bfb71940
They are wrong 100% sure
They look correct?
well the projectile does not print anything
Its definitely shooting right?
yes
This just HAS to have an easier way to do this haha @dapper marsh @obtuse herald
But this "functions"
Put a print-string on the beginplay for the bullet?
Albeit it's spaghetti
good lord what am I looking at?
Maybe you'll have an idea to do it easier if you see what I'm trying to do


