#blueprint

402296 messages Β· Page 905 of 403

dapper marsh
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woah

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yep, bullets are saying hello

astral epoch
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Odd.

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Not colliding with the person firing?

dapper marsh
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nope

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I see them going right through the collider

hallow gate
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Oh god...

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I just realised that I also adjust by 5

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This is about to increase in scale by about 100

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LOL

astral epoch
tawdry surge
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I think you wanna look into select nodes also.. help clean that up alot

dapper marsh
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yes hold on

dapper marsh
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the sphere is the projectile collider

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I mean, I know I'm messing up somewhere, the question is where lol

astral epoch
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Show me your viewport for the projectile? I want to see this sphere collider.

dapper marsh
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the cube in there has no collision

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and the planes too

astral epoch
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Use "On component begin overlap" rather than "component hit"

dapper marsh
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nope, same

astral epoch
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Okay no idea then 😦

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Because overlap should work.

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Actually, try one thing

spice imp
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Oh yes, I found the answer in the engine source. There's more documentation in the comments in the source code than there is in the documentation. You have to plunk down a ConfigureMaterialsSet node, then plug a MakeArray into the input. Then you can add as many entries as you want and drag materials onto them

astral epoch
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On the projectile, set your actor/pawn/character to "overlap" rather than "block"

formal parcel
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before i write it all manually... is there a way to know if an actor is "touching" another?

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at present state

astral epoch
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You should be able to check all collisions

formal parcel
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not like a hit event

astral epoch
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"Get Overlapping Actors" outputs an array of actors. You can test to see if the other character is in that.

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Should work.

formal parcel
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they wont be overlapping at this point

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just share an edge location

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they were overlapping, then were adjusted

astral epoch
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It should still show up as overlapping in this case I believe?

formal parcel
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so now some would be "touching"

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idk, i can test i guess

astral epoch
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Probably.

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I'm pretty sure the overlap still flags even if you're barely doing it

formal parcel
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these are not awake

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so i spawn some stuff and move em to fill an area

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so then after all of those are not awake

dapper marsh
formal parcel
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i dont believe they would be coliding?

astral epoch
astral epoch
dapper marsh
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Thanks a lot @astral epoch hahah

low marlin
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huh uh i need help w/ scene captures

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idk how to make them in a bp

formal parcel
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no, nothing is overlapping at this point @astral epoch

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looped through em all, nothing

astral epoch
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Righto.

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Not sure then.

formal parcel
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eh i guess i gotta write it myself

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just checking if their bounds are touching basically

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maybe a tiny threshold

wraith crane
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Simply question, how can i cast to widget?

low marlin
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how do i make a scene capture 2d and make a material use its target

formal parcel
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just set a variable and have the widget reading the variable for the size...

wraith crane
unkempt pawn
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Ok, so.. I really dont know if this is the right place for this but I made a transforming mechanic, which now finally works if you do netmode client with 2 it works and matches, but if its netmode listen server the I assume host it is backwards. What is the possible problem or does it not matter?

hallow gate
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@dapper marsh @obtuse herald I'm a freaking genius and a freaking dumbass, ALL I had to do was CLAMP the dang numbers

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Then they couldn't exceed the bounds of the scale box even if they wanted to and naturally normalise to 0

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By getting my current zoom and calculating the maximum allowed values of X and Y (and minimum) I could feed in the current position of the widget in comparison to the zoom and force it to translate to the regular number!

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VICTORY IS MINE

wraith crane
obtuse herald
hallow gate
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May my suffering serve as a lesson haha

formal parcel
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so... did you read the error?

wraith crane
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i dont set the variable?

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but i think i set them

formal parcel
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UE disagrees

low marlin
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can someone plz help me

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like

wraith crane
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how can i set it up?

low marlin
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how tf do u create a scene capture

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idk how

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asdkasdoasjdsaod

hallow gate
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Hang on @low marlin, clarifying

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You want to capture a scene and render it onto a material yes?

low marlin
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yes

hallow gate
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I've got just the thing, one second

low marlin
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but do it using the level blueprint

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ik how to do it normally but idk how to use the blueprint to do it

hallow gate
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Ahh

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Have you set the default material?

low marlin
hallow gate
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Make sure this is set

low marlin
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i have this atm

hallow gate
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Otherwise it's trying to render to nothing

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Ahh you're creating one from scratch?

low marlin
low marlin
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because i need to make many of them

hallow gate
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Uno momento

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I'm a newbie too so it might take a sec

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From the return value, set a "Print Target"

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You'll have to create the materials before the game launches though

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"Print_A_Render" is a material I made in advance

low marlin
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will all things using the target be the same

hallow gate
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Create however many you'll need and put them in an array to make it easier to use

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Yeah, because you're creating the scene capture and then outputting which scene capture it is at the same time

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In theory anyway, I've not tested it

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Like this

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Then make the texture target read from an array of materials and +1 to the array every time to make sure it selects the next one

low marlin
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idk what im doing

hallow gate
wraith crane
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yes, in level blueprint

hallow gate
# low marlin idk what im doing

I don't have the time to set it all up for you man, I'm working on my own stuff :/ Look up how arrays work and how you can create materials using them and work from there

low marlin
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ok

hallow gate
# wraith crane yes, in level blueprint

Okay, cast to the owner of the widget (IE what actor it's sitting on or level) THEN cast to the widget inside of it by targeting the widget and getting it

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It's a convoluted way that oddly works

wraith crane
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ok i try

hallow gate
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So you cast to the owner of the widget and then cast to the widget inside the owner

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Then if you're crazier like me, which I did, cast to the widget inside the widget

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Hehehe

unkempt pawn
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Did my question make sense or do I need to redo it?

gentle urchin
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Well, pawn or no pawn, it spawns a cameraActor for you instead

wraith crane
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(I'm a noob user of the unreal engine, but I'm just learning something)

gentle urchin
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the char will never be a widget

hallow gate
wraith crane
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wait, i try

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now there is error

hallow gate
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Wrong side

flat coral
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Is there a way to draw a sorta debug marker at a location in-game

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Given a vector location?

gentle urchin
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DrawDebugX*

flat coral
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F yesss glad I asked

gentle urchin
hallow gate
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Event Tick > Cast to BP_FirstPersonCharacter (with get player character), then drag off from "As BP First Person Character" and search for "Get Widget" and select the widget you're trying to influence

hallow gate
wraith crane
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ok now i try

tawdry lava
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If I use SpawnActor to spawn a LevelInstance actor, how can I set its properties, like the Level it instances?

wraith crane
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if i unclick the context sensitive i can drop the "get widget" node put i cant pug it with "as BP First Person Character"

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i dont know what i doing wrong

hallow gate
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It'll be easier to explain in voice I guess

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I'm a bit busy but give me a sec

wraith crane
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wait

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i slove this

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this work

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tysm for help

hallow gate
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That'll work as long as you're not also spawning the widget into another actor

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If that's the only actor, with it, it should be fine

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Nicely done

wraith crane
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before writing the problem on discord, I try to slove this for 40 minutes

hallow gate
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Trust me, I know the feeling haha

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I've had to bang my head off the walls for hours on some issues

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But there's always solutions

wraith crane
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and again thanks for help thats mean a lot

flat coral
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I'm doing a sphere trace to make sure that a pawn can do a movement before sending it. The sphere is, necessarily, slightly bigger than the pawn's collision radius (or else it tends to hit stuff).
The problem is, if my pawn is right beside a wall, the sphere trace hits the wall the pawn is beside, even if it's tracing AWAY from the wall.
Is there any simple way to prevent this?

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My only idea is to add an offset to the start of the sphere trace equal to the sphere's radius, but that involves some kinda tricky vector math bullshit I'd rather not get into if I can avoid it

low marlin
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how do i make a material from a target in a blueprint

flat coral
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(Or, failing that, how about this vector problem: Given PointA and PointB, and a float Distance, how can I find a PointC that is Distance away from PointA on the way to PointB?)

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Actually this needs ms paint

hallow gate
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Don't you already have the radius of the circle?

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If you're using a sphere that you've spawned?

flat coral
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I'm not trying to find the radius, I'm trying to find the POINT which is one radius-length along the path from A to B

hallow gate
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The distance from point A - point C IS the radius though?

flat coral
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Yes! But what are the vector coordinates of point C?

hallow gate
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Get the position of point A, split the struct and add the radius onto the direction you want to find

flat coral
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But the direction is arbitrary. B could be anywhere.

hallow gate
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Get Look At Rotation?

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That'll tell you the direction anyway

flat coral
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If I give you V1 (350, -900, 150) and V2(-500, 1000, -90) and tell you to find a point that is 200 units along the path from A to B

hallow gate
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Then you can add the radius to the direction it's facing and get the point that way

flat coral
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Can you use a rotator to turn a float into a vector like that?

hallow gate
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Sorry, "Find look at rotation"

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Splitting a rotator just gives you floats

flat coral
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really what I need is a unit vector from that rotator so I can multiply that by the radius

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get unit direction

paper galleon
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Then add to A

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That'll give you AC

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I think I'm correct? Can someone check?

unkempt pawn
flat coral
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How do I go from AC to just C?

paper galleon
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A = OA

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OA + AC = OC

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Made some changes

runic urchin
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Anyone potentially have an Editor Utility widget to change the minimum LOD of a selected static mesh from the content browser?

flat coral
paper galleon
unkempt pawn
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How do you do the extra line dots

paper galleon
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It's a reroute node

flat coral
unkempt pawn
mental trellis
paper galleon
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I was thinking in math vectors where you can have another origin.

Technically the same thing though.

flat coral
unkempt pawn
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I hate this... I have netmode client sync perfect. But netmore Listen server is flipped

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Ive been on this for like a week at this point

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And redesigned it 3 times each getting more progress then the other but now I am stumped

astral epoch
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God I forgot how much I hate event dispatchers.

paper galleon
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What? They're awesome

astral epoch
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I know but I don't use them often and that means I totally forget how they work until I need to use them to incorporate like five different controllers into one.

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Unless there's an easier way to do what I'm doing

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Five was an exaggeration

surreal delta
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If anyone is free to jump in voice chat, I need help working out some possible loop based logic.

TLDR Need to check when the player is falling to loop until it detects the ground or kill the player after a duration. We have special collision volumes setup that account for grid spaces and where the player can move next so it can be a bit tricky to work around. Can show you in VC

flat coral
unkempt pawn
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Maybe Ill reexplain my problem here, I have been working on a transforming mechanic allowing the player to transform back and forth between human and a picked character, I have some variables that have repnotify. And at this point it probably is something stupid tiny but Im at a loss. Client mode - 2 players both pick their character and transform and it matches perfect, can even go out of range then back and it stays synced.. Listen server mode - 2 players both pick their character and transform its backwards, the first transform doesnt sync but the others stay flipped.

astral epoch
tight schooner
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@surreal delta sounds like a suitable question for #blueprint in general if you don't get any takers for a private call. To me it sounds like when falling first begins, Set Timer By Event (node) on some death event. If falling is interrupted, clear the timer. I never handled characters so idk if there's some easy "begin falling" event you can bind to, or you have to recheck the falling state on tick / looped timer.

unkempt pawn
surreal delta
# tight schooner <@105858100707278848> sounds like a suitable question for <#221798862938046464> ...

ty seanny, thats definitely the first step. The second step is updating the current grid the player is on. The way it works right now I believe one of my teammates set up to check the current grid based onEntered and onExit custom events via input.

The issue is. I'm designing a level that doesn't move on a 1 layer grid anymore. So the player can fall underneath. Top layer can be walked on, but they can fall below too. But it does not update the grid to the bottom node.

In the picture i highlighted an example of spaces a trap door can drop the player to

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so what happens is, when the player moves forward, they teleport/attachtoactor to the trap door space in front of it instead of the next space on the lower level.

tranquil gorge
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hey so im not sure what the deal is with my camera that i placed in. ive been following a tutorial on a local multiplayer camera system and have been struggling with trying to get unreal to identify my camera i dragged in as the main camera. ive used the set veiw target with blend node and everything and stil nothing. In the pictures above you can see my current set up and then what happens when i hit play. Anyone know what i can do about this?

tight schooner
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The trap door itself ofc needs its own logic to collapse and do some freefall special event

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Whatever the implications of that are (animation/vfx, changing movement state on the player, deleting its own grid node... Idk)

unkempt pawn
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Cause it looks like your trying to make a new third person camera to me, which the default unreal third person character has the camera in the player

surreal delta
# tight schooner How does it find the next grid space? If I'm reading you right, this grid moveme...

we have a grid framework setup to check all neighbors adjacent to every grid around it.

Instance editable, it knows its forward, backward, left, and right neighbors but doesn't currently understand how to handle entering a grid space from vertical. Every time the player moves it gets a copy of the spaces in the level instance it can currently enter within those options. If the reference is null, they just do a "stuck" animation

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Neighbor heights checks if the next space is supposed to need a jump, double jump , or cant be approached from the current tile they are standing on

tranquil gorge
astral epoch
# paper galleon What? They're awesome

Okay guessing you're probably the one to ask about events then.
I want to bind controls. I figured I can use signatures to "copy" input values. How can I get multiple execution pins though, like with the "mouse click" stuff? They have pressed/released pins.

paper galleon
astral epoch
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damn

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Didn't want to dive into C++ this early into the project.

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Actually I might have a workaround but its a bit janky.

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Event dispatcher gets a boolean added to it basically for "is pressed" state.

flat coral
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Incredibly stupid problem: I'm using FloatingPawnMovement component on this pawn, and apparently when I use MoveTo it's trying to move this pawn's "feet" to the target location, based on the size of it's collision sphere? This is causing all kinds of issues, like a weird upward bias on movement and making it really hard to sweep a sphere on the pawn's path.
How do I make FloatingPawnMovement operate on the CENTER of the actor and not some weird idea of "feet" that doesn't even apply?

astral epoch
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Then the pressed/released exec pins can go into two versions of the event call but with the boolean set differently?

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it fucking worked

unkempt pawn
# tranquil gorge Yes but I want it separate from the character. Which is why I made a separate ac...

So.. not really good at this but sounds like 2 player splitscreen sort of deal, and your trying to have the camera do a follow and track 2 players simultaneously I would think this video would work and help its a two parter but I think this is what your trying to do https://youtu.be/VATImPiTj1g

UE4 / Unreal Engine 4 Multiplayer Playlist:
In this collection of videos, we will cover setting up a project for both local and networked multiplayer projects.

This Video:
In this video, we begin creating our shared multiplayer camera by tracking the distance between a variable number of players and altering the spring arm length to keep all of...

β–Ά Play video
paper galleon
astral epoch
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Binding at top-left, input top-right, varying control schemes based on binding bottom

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Though now it has a problem. Press during Squad, hold when it switches, releases during Character.
Any way to force an input event?

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Or cancel it?

tranquil gorge
unkempt pawn
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Alright, welp sorry I wasnt of much help

supple needle
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hey all, I have a midi triggered event that retriggers a strobe light, curious how i can set it up to either end after a certain time or use the same midi key to cancel the retrigger?

tranquil gorge
unkempt pawn
# tranquil gorge Thanks for trying to help me at all πŸ˜‹

There is this first comment which might be a direction Just in case anyone else has the problem I had:

When playing, my camera would revert to the BP_Players Third Person Camera, and if I deleted that it would revert to a first person view.

After a great deal of messing around, I found a simple workaround. In BP_Camera's Event Graph, add a "Delay" node between "Event BeginPlay" and "Class Setup". The delay needs to only be 0.01 seconds. For whatever reason, BP_Player seemed to be overriding the camera when possessed, OR BP_Camera might not be finding the information it needs from BP_Player. So by adding in the delay, the players spawn first, and then the camera comes in over the top.

I hope that helps someone. Excellent tutorials by the way - I like that they don't dwell on things for too long, and just power through.

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Which I assume is what it was doing actually

tranquil gorge
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Ty lots

unkempt pawn
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Good luck to you hope that fix works

burnt canyon
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How do you grab a bone position with out using sockets?

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oh get socket works for bone wth

woven pond
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I am unable to find any info on sorting arrays in the documentation am i being super dumb or is it just not in blueprint? (Want to sort the the game states all players array by order of a float)

woven pond
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😦 ty

astral epoch
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Is it possible to connect nodes on two separate graphs in the same bp?

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Not meaning the constructor graph btw, one you can create yourself. Apparently its a good way of organising things.

paper galleon
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You can collapse a group of nodes into a graph.

astral epoch
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Aren't those macros?

paper galleon
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You should see an input and output exec pin that allows you to chain graphs

paper galleon
astral epoch
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Right.

tawdry surge
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Better ways to lose track of stuff

astral epoch
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Any way to do it without the collapsing thing?

tawdry surge
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Functions, macros, custom events, interfaces

astral epoch
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I meant getting the execution pin into a graph.

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You know when you click the + button on the graph list to make a new EventGraph?

tawdry surge
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Yeah. You shouldn't be doing that. It's a good way to lose track of things. The other things I just listed are better for encapsulating logic

astral epoch
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How do you lose things that way?

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It seems like you can still access the custom events regardless of graph and it keeps things separated out.

tawdry surge
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By spreading everything out across multiple graphs you now have to remember which graph held what logic and you'll do alot more popping around for no reason. If you have something worthy of it's own graph then it should probably be a function, macro, or component to make it more reusable. Otherwise your just hiding things from yourself that you'll have to track down later

astral epoch
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So for context my player controller is supposed to handle a variety of different control types, since Unreal is seemingly incapable of changing player controllers during runtime. Different means of interacting with the game in a single level is handled in one controller. Think an FPS where you not only run around but can drive land vehicles and air vehicles. Don't you think its worthwhile having different graphs for each of those appropriately titled? I don't imagine it would be hard to lose flying controls when you have a graph literally called "flying"

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I could be wrong but I don't believe you can use components for controllers.

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Functions and Macros have their own pros and cons depending on what you're trying to achieve with it.

surreal peak
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Different controls go into different pawns/characters

tawdry surge
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Correct I would not have different graphs. For movement types I'd pry do components or pawns

surreal peak
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PlayerController holds pawn-less input, like "Open Menu"

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UE5 also pushes hard towards the usage of components for gameplay features

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In combination with other engine features such as input, which Lyra all applies dynamically

astral epoch
flint mulch
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does anyone have good advice on how to learn how to apply blueprints to actually making a game, so many broken up parts I've seen probably over 7 hrs of content and I still don't know how to apply any of this to what I want to do

surreal peak
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Then use Components

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Either way putting everything into one class is nonesense

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Especially in BPs

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Get ready for 10+ seconds to save the damn file

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And even longer to simply compile it

surreal peak
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UEs default documentation should be enough to start with that

flint mulch
astral epoch
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So why exactly is there a feature to add graphs in the first place?

surreal peak
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No, website docs

surreal peak
tawdry surge
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Its a trap

surreal peak
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That said

astral epoch
surreal peak
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I never use that feature

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Neither do I use those subgraphs

astral epoch
surreal peak
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My goodness my phone autocorrects everything atm

surreal peak
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Having worked with it for years now

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That can def be the impression

astral epoch
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I mean me neither, it has its limitations. But I've never seen one intentionally designed to be a complete waste of resources.

tranquil gorge
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@unkempt pawn Hey just getting back to you about my previous cam issue letting you know that all is well thanks to your help. Adding the 0.01 delay between the event begin play and class set up function was the key! Have a wonderful day! πŸ₯³

surreal peak
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The BP system itself is kinda flawed (: it got a lot better but it was originally never meant to allow coding full games

astral epoch
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Typically when something isn't user friendly its because its a super advanced feature that can't be made easier to use... not something that's completely pointless, superceded by other features but never removed because.... reasons.

astral epoch
surreal peak
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Of course not

astral epoch
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Speaking from experience. A lot of designers I worked with see absolutely no point in learning code because "blueprint does it all".

surreal peak
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Yop, that's why I can run a full company based on engineering support for bigger studios :D

astral epoch
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Got into a debate that nearly turned into a physical fight because he wanted programmers to be banned from group projects....

surreal peak
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Lovely

astral epoch
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Anyways I figured I can just make a customevent in the other graph and call that. Not sure how good it is to chain event to event to event like that though.

surreal peak
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Either way the Engine has LOTS of features that are dead ends or need to be handled with care

surreal peak
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I would wrap stuff into components tbh

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And if you have different pawns then put the controls for them there

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It's better OOP wise anyway

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Again, Lyra just plugs components with features onto pawns

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And registers custom input mappings runtime

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Bit more complex but powerful

dreamy kindle
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Hi all. So quick question, have you encountered any issues with uasset files failing to load in when cooking or packaging a project? I've been dealing with this since last night all the way up until I had to leave for work, but it's like 50% of the problem I had that forced me to do that fresh project file and transfer stuff over a while back ( the other 50% being nodes had changed up as well as bugs of my own doing ). It seems to be entirely related to the "ZombiePackV1" animation files, and only if I try to build the project into an exe with them included.

Here's a snipped of the Output Log: https://pastebin.com/DpY69KGM

astral epoch
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I guess the mention of pawns brings up the question how exactly do you handle event delegations with that then?

tawdry surge
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I'm working on a digital card game with a client. I'm trying to decide if we should do the abilities as a base class with children for each type, or one effects class with generic functions handling the effect types?

astral epoch
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Well the plan was to have an enum in the controller for different "control modes" of sorts. The whole FPS foot/vehicle/air thing.
When that switches, it rebinds the input controls to different custom events.

surreal peak
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Ehh

astral epoch
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That way I'm not trying to tell a human character (regardless of who's possessed) to try to take off.

surreal peak
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Just posses the pawn you wish to control

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It gets the input events first

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You won't tell a human character to take off anyway as that character would never have input or code for it

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The possession enables the input routing

astral epoch
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Alright.

surreal peak
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Your character would have input events like Move forward, Jump, Crouch

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And the matching code

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Your plane has other input events

astral epoch
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My thought was to have the characters be able to accept input from either player or AI, so the idea of having them directly influence by controls seems a bit off.

surreal peak
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AI vs Player is a whole nother story

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In the end the AI would call the same events like the player

astral epoch
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Aye, but its why I want to avoid directly putting control into the pawns.

surreal peak
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Just not through input

astral epoch
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Cause the way I saw it was that the controller was for, well, controlling.

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And pawn was just puppetted by that?

surreal peak
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Kinda

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The controller is more about the player than the pawn

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But you would not put pawn controls into the controller

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You can put OpenMenu into it

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Which has to work even without pawns possessed

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Stuff like that

astral epoch
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I honestly don't see why not? Isn't it bad practice to put similar functionality (in this case input handling) across multiple classes?

surreal peak
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Not really

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All you do is bind an event to an input binding name. The handling of it is something you probably won't encounter :P

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You still make sure your humanoid movement code is in the humanoid character

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And your plane movement code is in the plane

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Moving everything into one class is way worse

astral epoch
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Movement would still be in those classes, but in a way that it is agnostic to whether a player or AI is telling it to do so?

surreal peak
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Well either way, you are free to code your project the way you want. This is just what I do, did and will do, cause the last 7+ years have shown that it's working well

astral epoch
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Fair enough.

surreal peak
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This is advice you can follow or ignore. I won't mind

astral epoch
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Think that's the curse with most engines like this, you can do the same thing in multiple ways.

#

I'll try it my way and see if it works at all.

#

Cheers for the advice~

surreal peak
#

I would say the curse is that these engines expect you to do some stuff in one specific way and you only learn that either by chance or by first doing it wrong

#

Being able to do something in multiple ways isn't bad if all those ways are okay

#

Unrelated to the input stuff

astral epoch
#

Mhm.

faint pasture
#

Where the naive approach is InputEvent -> Sprint Logic.

Is there a way to have AI call input events or are those player-only all the time?

surreal peak
#

In CPP you bind a function to an input

#

That function can be called by AIs too

#

If you directly code your logic behind an input event in BPs then you lose the ability of calling that code "by hand"

#

So yes, place an event layer between it

#

I don't think AIs can call inputs as that is handled through classes that don't exist for AIs

#

AIs "input events" would for example be the behavior tree tasks

#

And movement is handled completely different anyway if they use navmeshes

#

But e.g. a button that fires a weapon should call a fire weapon function so AIs can call that from a task

heady jay
#

is it possible to have a custom event with multiple execution outputs, such as the pressed and released execution on the InputAction Events

surreal peak
#

Yes and no

#

Macros allow this, but they aren't "real" functions/events.
I can't recall a BP way to do this.
C++ has multiple ways that depend on what you need.

Other than that not sure.

heady jay
#

Thank you so much!

#

I'll have to look into macros

runic parrot
#

Just in case anyone else have this problem, i found a solution.
Sometines when you use Class SoftReferences on Datatables, when you restart the editor, they will be gone and you need to recompile the classes.
A quick workaround is to go into your Content Folder (the main) and click "Validate assets on folder".

west lynx
#

Hello everyone, I am new at learning blueprints in Unreal Engine and was wondering if anyone here knows any good tutorials to start learning

runic parrot
# west lynx Hello everyone, I am new at learning blueprints in Unreal Engine and was wonderi...
Unreal Engine

Unreal Engine offers well over 100 hours of free video tutorials so you can learn the skills to succeed in game development, architecture, film, automotive, and other exciting industries.

#

If you are looking for something specific, maybe go to youtube and search for "-Your thing- Blueprint ue4"

runic parrot
#

Does anyone remember how to Substract DateTime to Datetime? i want to do "Datetime - DateTime" and get the total seconds, minutes, hours, etc.

calm citrus
#

Hey Guys.... I'm stuck again. I thought I was smart but UE5 proves me once again I am not, Basically I want the two blueprints keypad and door to interact with each other so Once I collect the orbs I can use the keypad to unlock the door so my player can walk through. However It is not working and I am not seeing what the issue is

runic parrot
thin panther
#

you have your var/input but are not passing anything into it

stable dove
#

Rolling two dice and displaying there score

thin panther
#

ok?

stable dove
#

trying to figure out how i would 2x the score when a double is rolled

#

but i might just give them another turn

#

idk

calm citrus
#

or do i do it in the door bp?

thin panther
#

idk where you do it

#

you have an input that is not ebing set

#

that is all i know

wise tide
#

Is there any reason to do behaviour on the player controller over the player bp if I only have 1 player bp? For example a pause menu?

#

I could see why if the player could choose different characters or had a different character when they died or something. Maybe there is another benefit I dont see

calm citrus
dark crow
#

a flag is usually just a bool

calm citrus
#

hmm

#

I'll see what I can do and come back if I am still struggling

faint pasture
stable dove
#

How can i make sure that these two dice dont spawn overlapping each other if i was randomising there position when spawning them?

quiet shuttle
#

Im confused on how I can update the widgets I created if the amount in the inventory changes, or if more items are added. Right now my bp just creates widgets for the items in the inventory map at event construct.

short pawn
runic parrot
#

Did they remove datetime functionality on UE5?
Picture below is UE4, that function is not on UE5.

trim matrix
#

The only extra step is that you need to first clear the content scroll box

#

The function is called clear children I believe.

dawn gazelle
#

The subtract?

runic parrot
# dawn gazelle Which function?

Yeah, i got the same result turning the DateTime Struct to TimeSpan and subtract those. But weird i can't do it directly with DateTime

#

Also TimeSpan is limited to Days at most so i need to do even more convertions if i want to check dates bigger than 1 month

dawn gazelle
#

My guess is it is a bug with how they've set up subtract nodes to work now. If you right click on the pin on the node, you can select a DateTime structure, but as soon as you try to connect the DateTime to it, it fails and converts it to a timespan pin.

quiet shuttle
near shard
#

For some reason either my "Get all children" or "For Each Loop" node isnt working, I have 2 children, the game will add both children, but when I need to destroy them all the engine only gets rid of once

#

for context in the first pic, The two added is the child being added in, the destroyed was only one of the items being removed, and the 2 is the length of the array

#

Fixed it using a WhileLoop instead of a foreachloop

runic parrot
dark crow
#

It's just saying that CharRef is a nullptr aka is empty

dawn gazelle
#

The errors you've shown have nothing to do with the code you've shown. What's probably the problem is you're creating UI on, or based on, a character.

#

Well considering Game Mode is only present on the server, that could be your problem right there. Other clients can't access it.

trim matrix
#

Is there an event for actor is overlapping?

#

I dont want to do a set timer by event if possible

#

I dont want something running constantly in the background just need it to run while im overlapping it

tight schooner
#

You want a ticking event?

trim matrix
#

Yeah but i dont want it running all the time

#

Only when the overlap starts then it disables itself after some time

tight schooner
#

There's a node IIRC named Set Actor Tick Enable. You can use that to enable/disable tick manually.

trim matrix
#

Im making a dialog system and i have a collision box attached to my player, I need to activate dialog when the box is overlapped and E is pressed, problem is it only activates if the E key was pressed at the moment the overlap begun, meaning if I press E after that moment nothing will happen unless i exit the overlap and enter it again while holding E

tight schooner
#

Huh. Can't you just check if there's an overlap when E is pressed?

#

Doesn't seem to need a ticking event

#

There should be a boolean pure function or otherwise node for is actor overlapping

#

In any case it would make sense to put your event logic on the interact button action

#

When E key is pressed, get overlapping actors, pick the one that has a dialog interface or whatever

trim matrix
#

get overlapping actors as a function doesnt exist

cyan birch
trim matrix
tight schooner
#

Sorry, I don't have UE open rn. If you dig around I'm sure there's something. Maybe there's a function you can use on your dialog collision component

#

if there's not one for the actor class

trim matrix
cyan birch
tight schooner
cyan birch
#

Later, if you find this gets messy with several things in range, you'll have to set up a system that gets all of the actors in range then pick the closest or something when 'E' is pressed.

cyan birch
gentle urchin
#

Either mouse or some linetrace in camera direction, or a get nearest setup

tight schooner
#

Interact via overlaps is kinda BP 101... There are probably a dozen examples in Epic's own Content Examples pack

gentle urchin
#

Yepp

#

StackOBot aswell

#

Using an interaction component iirc

cyan birch
gentle urchin
cyan birch
gentle urchin
cyan birch
gentle urchin
#

Generally one would avoid two things listening for ineraction in the first place

#

Like pawn has the interact event, and it interacts with the latest set 'Interactable'

trim matrix
#

No idea why this isn't work

#

It works once perfectly and that's it

#

Once you leave the overlap and enter it again and press E nothing happens because the print strings aren't firing

gentle urchin
#

Id use the overlap to set the interactable in the character

#

And interact with it there

trim matrix
#

Why isn't it working?

late gorge
#

is there a way to modify a float curve (or any curve) asset at runtime?

#

and then save it

trim matrix
#

thats literally what i just did

#

It works great the first time and doesnt after makes no sense

#

did the same thing in ue4, works fine

#

Made a new project in UE5, I'm not getting the same bug

#

UE5 is just a mess or something

#

or my assets are fucked and are screwing up the engine so i cant migrate assets anymore

gentle urchin
#

Also the first branch on E after setting the bool to true serves no purpose

serene bramble
#

So I have an issue with my keybind. I have a toggle set up in my level blueprint to show a widget and set the input mode to UI only so you can interact. Unfortunately it then seems that the level blueprint isn't receiving keybinds once I've set the input mode to UI only. How would I change this or make it so pressing the key again will then toggle my code again?

#

(for reference, this is the keybind code used in the level blueprint - shows widget fine but won't toggle once the widget is open)

#

Yeah, it's a UI menu that just has to show up when you hit J and hide if you hit it again. And it's in a custom level manager (an actor in the level) as that's how we've been taught in the course I'm doing (- this is for an assessment there)

Soo it's kind of all set up in there already and works ok otherwise. Would moving it to the player get the keybind to work?

#

I did a bit of googling and found this answer https://forums.unrealengine.com/t/bp-set-input-mode-ui-only/345632 so might try it, not sure

#

I did try but I can't get the option for InputAction to show up in the UI's blueprint

#

Hm, thought maybe I could cast back to the level manager somehow but got these errors. Not sure what I'd provide

#

Pretty much, we aren't taught too much. I'm only doing said course so I don't fail school but I've honestly found myself enjoying this a bit more

#

But uh yeah not sure what to plug into said cast?

#

Ah, okay

#

So it's okay now but yeah that guide didn't eventually work so not sure

#

Adding a print string just after the on key down also never logs so er, dunno

#

Any other suggestions as to how to get around it? Hacky is okay

#

Hm, just gave the suggestion there a go and didn't work either

#

So, I managed to get it working by using "set input mode game and UI" and then temp disabling input to the player (still allows keybinds through)
However my mouse cursor no longer shows in the UI widget

#

I unticked this but no difference

late gorge
serene bramble
#

Sick! Thank you!

#

(not too noticable yet as my widget is just a blur - asked a question in #umg relating to it - but you can see toggling and the mouse work now c:)

icy pilot
#

Is there a better way than this here to make ACharacter with its ACharacterMovementComponent work on NonHumanoids ?

This extra collision box will prevent things going into the cow body, but if the cow would e.g. walk backwards and there's a wall the body would still go into the wall till the CapsuleComponent will prevent it

late gorge
#

change the collision settings to match that of the capsule component

icy pilot
#

That doesn't change things afaik

gentle urchin
#

How about tracing instead

late gorge
#

that should change things, you might be missing something that changes the collision settings

gentle urchin
#

Guess that would be unreliable

late gorge
#

there's the possibility the collisions you're working with have some sort of check against the capsule component specifically

#

tho that's spaghetti bolognese territory

#

there would need to be some really good reason for that

icy pilot
#

I see how that can work

late gorge
#

so unparent the mesh

#

if you can't, None the existing and add another that isn't parented

icy pilot
#

I don't even think that i'd have something in the AI which allows backwards walking, but i don't know the future so that's kinda a just in case fear from me xD

bronze hill
#

what is difference between data asset and Uobject? i think uobject can contain function. then why use data asset? it's faster?

#

I'm trying to understand what you meanπŸ˜…

mental trellis
#

UObjects are, by default, transient things, unless they are "owned" by something which is saved.

#

Data Assets are just another way to save that uobject - as an asset in your content browser.

bronze hill
#

ah thank you uobjects are transient things!

mental trellis
#

See the last part of that sentence, also very important.

bronze hill
#

thank you Lorash and Daekesh!

#

I will try to use it accurately

mental trellis
#

And actors generally aren't transient because they're owned by a level (also a uobject) which is owned by a world/map (also a uobject) - but that map/world is an asset.

bronze hill
#

i used to use uobject for storing something.

trim matrix
#

can someone please explain more detailed what this node does?

mental trellis
#

It rotates a vector by the inverse of a rotation.

#

Let's say you have a vector (1,0,0) and rotation it by 90 degrees on the z axis, it becomes (0,1,0)

#

If you unrotate by that same 90 degrees on the z axis, it goes back to (1,0,0)

bronze hill
mental trellis
#

The instance is yes

viscid flower
#

I have this set up to toggle between day and night with a button. It seems to work the first time when I press the button, but it won't flip again if I press again. Am I missing something here >.< ?

fiery swallow
#

wouldn't you need to unload one to load the other?

#

once they're both loaded they're loaded

#

that's probably why it only works once

cyan bone
#

I have a human 3d figure. It is quite expensive and detailed. Id like it to be more cheap with less triangles. How can i do this? Or where can i find simplified 3d figures, not very realistic but convincing?

mental trellis
# trim matrix thanks

It's useful, for instance, to convert actor/component offsets to local actor space instead of world space.

#

Do you have a crash log?

young blaze
#

Is it possible to use pawn sensing on the player pawn to detect noise emitted from a audiosource?

viscid flower
tawdry surge
#

@pale blade you using 5?

pale blade
icy dragon
#

Also looking at your vids, which seem to be for V-Tuber, more instantaneous switch might make sense based on that Level Stream setup.

Though I'd personally consider more seamless transitions determined by the real world clock, as in the lights from outside are gradually changing and inside lights went on.

cyan bone
#

Is there any advantage in terms of performance to use a paper2dSprite vs an instanced static mesh of a plane with a texture?

icy dragon
cyan bone
icy dragon
cyan bone
gentle urchin
#

Did you try doing this in niagara? ^^ considering the amount you've envisioned

icy dragon
#

Then Paper2D is perhaps out of scope for billboard distant crowd

cyan bone
#

wait. its casting shadow

#

it was not casting shadow

cyan bone
icy dragon
#

I mean, if you place them far away and in high quantity, the shadows are not as important as something upclose.

#

Also use Niagara to assemble a fake crowd

cyan bone
cyan bone
# icy dragon Niagara can do boids btw

@gentle urchin @icy dragon his is how it is going for the moment. It seems its very cheap and its working. Its 80 soldiers per actor. All instanced static mesh of plane with texture. And when they walk they are animated using lerp, up and down. What do you think? Would niagara be better in this situation?

icy dragon
#

I won't download troubleshooting videos on Discord - remux it to MP4 so that it uses Discord's embedded player.

cyan bone
#

yup thats the video i watched yesterday. But there are parts that are very complex to follow.

#

do you think niagara would be more suitable for the project i showed above?

icy dragon
#

And by going full GlassBeaver, making instanced skeletal mesh of millions while maintaining high framerate.

#

I suppose the how to is a trade secret

cyan bone
#

I already made a reforming function. And an envelope function. Lerping the instances individually. It works.
I dont know how much control i would have with niagara.
The only thing that i think might make me change the format to niagara, is if i cant go over like 10k units. That could be like 500 of this square actors with instanced static meshes.

#

give or take

#

10k instanced static meshes that dont have animations.

#

yup its better to do it now, than regret it all later

icy dragon
#

Or just use Cascade lmao

serene bramble
#

Is it possible to add a settings menu where you can dynamically change the following things?

  • fullscreen/borderless fullscreen/windowed
  • resolution (dropdown with the display's resolutions it can do ie. 1280x720, 1920x1080, 2560x1440)
  • controls (ie. the ones mapped in Project Settings -> Input)

(more so, I mean can I change those things through a blueprint, already have a UI set up for settings)

icy dragon
#

By using Game User Settings.

#

Though if you want more granular control over what to toggle, you have to make subclass of GameUserSettings in C++ (subclassing it as a BP is not possible)

#

You could cheat with Save Game class, but I strongly recommend against it for game settings

#

Minus not many indie UE4 game implement it properly lol

serene bramble
#

Also, I use set game paused in my pause menu. Is there a way to see if the game is paused?

#

Or should I track that myself with a bool set in my level?

icy dragon
#

removes SteamVR plugin outright

serene bramble
#

πŸ™ƒ my tired brain was looking for "get game paused" lmao, thank you

#

If I maximise my game's preview window, it seems to act up weird (entire window goes black unless I click off for a bit, then it comes good. Ui is still interactable with while it's black)

gentle socket
#

Good day. :) I have a "settings" BP that just contains a bunch of Data Tables. How can I go about getting these tables from any other BP? Do I have to give each of these BPs a reference to this table?

mental trellis
#

If it's just a static list of data that never changes, you could get the default object for the bp and access them from that.

serene bramble
#

Interesting?

olive sedge
#

hey guys.. is it possible to overwrite a custom event in a child bp class?

trim matrix
#

hey guys where is the best place to ask beginner questions for understanding the fundamentals?

mental trellis
astral granite
#

Guys, good morning

#

I'm having a problem

#

I literally can't open anything in my project. Not even an empty map...

#

I've already tried to migrate my content, Fix Up Redirectors, Validate Data, disable all the plugins... but the files are not corrupted, because if I paste the uasset file in another empty project it opens...

young blaze
#

anyone has an idea how i can get the volume of an spatialized audiosource received by the player camera? I want to get the current volume received by the camera of an audiosource as a float

astral granite
#

I don't have

#

I had a backup but I formatted the PC and lost it

young blaze
#

wasnt sure which channel fits

astral granite
#

I just wanted to know how to solve this.... Because it came out of nowhere, I was working on the project and I went to play a little and went back to work on it, when I came back it was like this

#

I will pass the log then

#

Okay, that gave me a light at the end of the tunnel... I'll look for it.

olive sedge
#

hey guys.. is it possible to overwrite a custom event in a child bp class?

astral granite
#

Ok

#

Thanks

#

I DELETED WEAPON SYSTEM

#

AND WORKED

#

Thankssss

#

You are my hero

#

Yeah

#

I will make that now

trim matrix
#

Hey so i broke my movement somehow. its only detecting the mouse movement from right and left not up and down

sonic crest
#

hello, is it possible to open a blueprint node (already existed) in C++??

#

like opening the Delay Node in C++ and see how it functions. when I double click it says "Reading C++ Symbols" bit does not open it

sonic crest
#

without the executing pin connected is like a commented out line of code

cyan surge
#

How do you refresh a thumbnail?

trim matrix
cyan bone
#

im using Get Location at Distance Along Spline. And using a for loop with index i get through locations in the spline.
At first it gets the distance accurate 200 cm <-
But then when it turns around it turns into a way shorter distance. I dont know why.
Then when it turns around again it becomes 200 cm again.
Why is it getting shorter distance locations when it turned?

tight pollen
#

how to make a smooth transition from animation to ragdoll

#

someone can help me?

#

any suggestions

gentle urchin
cyan bone
gentle urchin
#

the spline turns?

cyan bone
#

yup the spline turns

gentle urchin
#

so you're moving to dist(200), dist(400), dist(600) or what?

cyan bone
#

yup as the index increases, its multiplying by the index

#

so it should be 200, 400 , 600, 800

gentle urchin
#

and what does the spline look like ?

cyan bone
gentle urchin
#

Are you using constant tangents?

#

If not carefull, they easily become looped

#

you can see it when simulating ,

#

selecting the actor, then the spline component

cyan bone
#

The blue dots are the dots that make up the spline.

cyan bone
gentle urchin
#

hide the ISM

#

or whatever you're using as representation of the unit

cyan bone
#

hide the spears?

#

i have hiden the ISM

gentle urchin
#

the spline should be white line

#

point type

#

for the spline

cyan bone
#

@gentle urchin Im just using points and making a spline with set point

#

thats how i make them

trim matrix
#

Hi everyone! how can i change the world transform of a scene component in a BP?

#

is there a node to do so?

trim matrix
#

thank you!

glass stump
#

don't know if i should ask here (direct me eslewhere if so), but, in a not too complicated way in blueprints, any one got any ideas for what would make interesting puzzles to open doors? currently i just have 'press a button, or multiple buttons, to open a door' but i feel like that's gonna get stale quick. but i'm not sure what else to do.

#

i guess like a keycard component would add some variety, but it's not much different i feel.

cyan bone
gentle urchin
glass stump
cyan bone
#

All i can do is get the points of the spline and debug draw the points

gentle urchin
#

Not really sure what you need the spline for tho^^ is it how you setup the pathing?

cyan bone
#

it must be a spline around the other army. it wasnt easy to do this. so if you can think of an alternative, maybe i could just change.

trim matrix
#

hey

#

anyone know why the disable movement node is not working?

#

the AI can still move while playing the animation

#

it was working before

fast stag
# trim matrix

is the new custom mode 0 just setting the mode to whatever the first enum is? Did that change? Meaning if you click the drop down whats the top option?

fast stag
#

I noticed that MaxWalkSpeed changes are instant. Meaning if I set it to 0 from 600 the character instantly stops. Is there a braking speed or do people build lerping functions to manage that? I set Braking Friction Factor to 0 which seem to soften it, but that seems wrong to me.

gentle urchin
#

I'd expect it to use some deacceleration speed but cant recall seeing that. Perhaps lerping is the way

cyan bone
#

@gentle urchin squize i found the bug 🀣 . it was 6. making it back to 1, fixed the problem

tacit mesa
#

I have this endgame function where Input Mode gets set to UI Only and some End Screen UI is shown, but if this happens while holding WASD the character keeps moving forever but doesn't accept inputs. Using Disable Input on Player Controller does nothing. But if instead of Player Controller i pass Player Pawn as Target to Disable Input, then the character stops moving. Why?

side-note, the character is standard First person starter character

last abyss
#

I guess when you disable input on controller, it keeps all the values it has at that point (so WASD down at the moment of disabling input keeps WASD down) didn't test this theory though

tacit mesa
#

So that would mean that Disable Input just makes in not accept new input, but keeps the values it has at that point

last abyss
#

I have run into the same issue myself before, but I ended up fixing it by using the stop movement immediately node instead of testing the root cause

#

That's my best guess, but i'll give it a test since I want to know now fivus_closeup

tacit mesa
#

ok after some googling, i see someone say that Disable Input makes it ignore the "release" input event

last abyss
#

Yeah that seems right, just odd I thought disabling input would at least call those events

tacit mesa
#

same

remote meteor
#

you can do that yourself but you will need c++ player controller

tacit mesa
#

you mean programmatically flush all pressed inputs? I guess, but in my particular situation it's enough to stop the pawn, one other solution would be to Set Ignore Move Input, but that still doesn't release the movement buttons

remote meteor
#

PlayerInput is already a variable in APlayerController

#

its just isnt exposed to blueprints

#

FlushPressedKeys() will release all current pressed key regardless of the physical key state

#

you can call that function when you switch input mode to ui only

tacit mesa
#

I see, thank you Kira and IAsaka

remote meteor
#

np, well thats only if you are comfortable with having c++ classes

#

else you might want to do your own input checker within the InputAxis event in blueprint

near glen
#

Can someone hint me to some tutorials? I want to implement same node trees mechanics in my project like blueprints themselves (nodes, inputs and outputs, connections between e.t.c). Don't understand how to name it properly to find tutorials

faint pasture
faint pasture
#

Any tutorial on something that complex will probably be crap. Just figure it out. You're probably one of the first to do it if you do it.

near glen
tacit mesa
viscid flower
remote meteor
#

for streaming levels from the Levels panel

#

i think thats your only way in bp

#

because you cant get the Level Streaming Object reference to toggle its visibility there

#

in blueprint atleast

#

🍡

#

or unless you manually do "Load Level Instance (by Name)"

#

then you can do that

viscid flower
#

trying Levels panel

undone surge
#

is there a way i can make a flip flop work in a function? function is from another class but when i call it in main character bp it just goes into the first branch of the flip flop

trim matrix
#

guyz, is box extend in world unit?

cyan bone
#

How do i make my collision added at runtime visible?
My character collision its visible. But this one doesn't display.

tawdry surge
#

Set "hidden in game" to false

brisk dagger
#

Heya, is it possible to change this property during runtime? Via blueprint, preferably

cyan bone
soft peak
#

how can i get the updated value of playerstart?

proper tendon
#

anyone know how I can create an instance of an object in blueprints and also pass a parameter to it? Till now I've been using this but I can't add custom parameters to it

soft peak
#

i tried it with the method above but it is always the same values when i move the character

proper tendon
#

I think you're not passing a parameter for a player

soft peak
#

i am very new to this, i thought that would be the player? the initial value is correct, but it wont update it

obtuse herald
gusty shuttle
#

Hey guys, what's the way to get an animation length from a skel mesh inside a bp? I know there's a way, I just forget how

cyan bone
wraith crane
#

Hey! i using the default fps template for my game and i dont know how to cast to the BP_RIFLE. Can someone help me? i dont know what put in object

trim matrix
#

Hi everyone! memory question.. if i spawn 1 glTFActor, then i destroy it, it should release the memory too isnt it?

brisk dagger
trim matrix
#

well, i loaded 2000gltf one by one using BP... and memory jump to 64GB... that's why i'm asking

brisk dagger
#

Although I might have to, as setting the rotation to absolute is causing other errors that I don't want

trim matrix
#

everytime i was destroying the actor, then rebuild, etc...

soft peak
#

what is the shortcut of "reroute node"?

#

oh yeah, thats great thanks

thorny hornet
#

Hey there, a weird question nyanbrAYAYA
How do I name a var that basically means "LookAtPosition" or "TrackedPosition" or "TrackedObject", but in one word
Context - I have a Camera that is always looking at this value, the var is a Vector3

||I really don't want to keep my "LookAtPositionMode", "LookAtPositionBeforeTransition", "LookAtPositionTarget", , "LookAtPositionDefault", , "LookAtPositionTransitionValue" named this long XD||

soft peak
#

Q: i calculate the center for the camera between two player
so when the left player moves to left, the cam calc the center of both players and adjust its location,
BUT when the player moves too far left he is out of sight so i would need to adjust the other location-axis of the cam (just like an zoom out)
but i am lost how to do this, any help would be highly appreciated

olive sedge
#

Hey guys.. How do you overwrite custom events in an inheriting blueprint class?

desert juniper
#

variables with descriptive names like "LookAtPositionMode", "LookAtPositionBeforeTransition", "LookAtPositionTarget", , "LookAtPositionDefault", , "LookAtPositionTransitionValue" are examples of good self documented code

runic parrot
solar needle
#

Where i can find turret tutorial that shoot spesific stuff ?

thorny hornet
thorny hornet
nocturne slate
#

hey for some reason i cannot connect these two, any idea why?

tawdry surge
#

Pull off the output for the vector plus vector node and type in break vector again

thorny hornet
nocturne slate
thorny hornet
nocturne slate
thorny hornet
#

uh ok try restarting UE

#

or even your PC...

undone surge
#

how to make flip flop inside function

nocturne slate
tawdry surge
#

Pretty sure the 3f is the wrong one

#

You try plain break vector?

thorny hornet
mental trellis
#

Are you say that the function isn't "remembering" the flip flop state?

#

E.g. you call the same function twice and it chooses A both times?

undone surge
#

yes

#

do i create a variable that rememebers

#

or smth

undone surge
#

where isthis

thorny hornet
#

Right click - FlipFlop, unless you mean my function I highlighted just to show that FlipFlop isn't limited only to Event Graph

nocturne slate
#

how do i get a vector multiplied by a float in unreal engine 5?

#

how do i make a condition? if x < y then he does other code

#

i cant find a function for this

nocturne slate
#

im trying to make a thing where if the distance is < than x then the AI will run away, only if the player gets close tho, since this doesn't work (i assume bcs it only calculates the distance once and since the condition is false it will crash bcs it's a infinite loop) how can i update a value each tick? in this case the distance

#

my logic behind this method was; if the statement is false, it will call the function again and test the condition until it's true

#

help?

thorny hornet
#

Either add delay

#

Or just plug it into event tick or an interval event

nocturne slate
thorny hornet
#

Yes

nocturne slate
#

thx :)

shrewd zephyr
#

What am I supposed to put in this other blue pin?

#

this is the error

shrewd zephyr
mellow folio
#

This is failing because CASTTOFIRSTPERSONPROJECTILE is reading from the component pin, but it should read from the Actor pin, which in this case is named "Other" I t hink

#

because a Firstpersonprojectile is an actor not a component

shrewd zephyr
#

OHHH

#

Thanks

#

I thought it was the other blue one

#

Lol

quasi folio
#

So, what would be the best way to cast to a "level manager" type object, since only 1 exists in my scene.

upbeat otter
#

is there anyway to make a for each loop for a timeline/dynamic material instance instead of copying the same code over and over again

#

this skips to the last index in the loop ^

quasi folio
#

That'll be the one! Thanks.

mellow folio
#

both of those implementations don't work

#

You would need to save the DynamicInstances into an array

#

and then from ONE timeline, loop through the array of instances, and set each desired value

golden lotus
#

Hi I'm trying to recreate the third person template character anim graph, what is the source of the yellow lines here?

mellow folio
#

You can apply the same material instance to multiple meshes

#

assuming they use the same material you should do that

upbeat otter
mellow folio
#

then create hte material before the loop

#

I think you can plug all the meshes into the node

#

can take multiple inputs I bet

#

then save the return value to a variable

#

you can't rely on the Output pin always being properly retained in memory

#

especially not as time passes

#

then the target for this becomes the Variable

quiet shuttle
#

What's the best way to go about making a dynamic inventory with hundreds of different items?

spark steppe
#

thats a nice way of saying that they suck

#

and dont get the stupid idea, "ok i'll prototype in BP because my struct might change, and then migrate it to c++"

#

because at the point of changing a BP struct the pain starts

#

and yea, it's not impossible, but it's a pita, as you have to change everything that uses the struct

quiet shuttle
#

I have a structure and everything, sorry, let me rephrase my question. How would I go about listing hundreds of items in a UI?

#

I'm currently trying to use a List Tileview but all of my item UI's aren't displaying any info. They're all blank

mellow folio
#

there are a few implementations

#

many inventories have slots where each slot has an item of a certain count

#

so for each slot you'll need two peices of information - what is there (NAME) and how many (INT)

#

so create a struct with two fields - NAME INT

#

then make an array of that struct

#

Then in your UI, create a widget that is just a button, with a NAME variable, make it instance editable and exposed on spawn

#

On construct, Set Text of some text in the button to whatever NAME is

#

Then, in your container widget, just run logic on construct to go through every item in your inventory (for each loop) and create a widget (the individual button) and add it to some panel, for instance a vertical panel, plugging in the Name of whatever is in that inventory slot into the CreateWidget node

low marlin
#

how do i edit a variable in the level blueprint using an actor blueprint

low marlin
#

wtf

icy dragon
quiet shuttle
#

My bad, g

low marlin
zealous moth
#

@low marlin iirc you can't access it. You are better off using a master class like player controller or game instance or game mode.

low marlin
#

???????

#

what r those

zealous moth
#

Oh look at the time, it's graphics o clock!

icy dragon
# low marlin why not

As with the very issue you're facing, you can't easily reference anything in level BP from an actor BP.

low marlin
#

oof

#

hahahahaha i did it

#

mwahahaha

icy dragon
#

Wow that's jank

dapper marsh
#

Oh hey @astral epoch, you helped me yesterday, I was having trouble with collisions and you said to use the overlap instead of hit... well it wasn't giving me consistent results until today I also checked to true the "Multy body Overlap" option. Now it works 100% of the times!!

wicked osprey
#

Guys, can I add material in material?

spiral verge
#

Hey all, sorry for the probably trivial question, but how does one assign a component as a default value?

subtle crypt
#

A component inside the actor and assigning it as the default value in a variable inside the bp

#

BP has "MyTriggerCapsule" variable object reference and add a trigger capsule component as the default value

spiral verge
#

^ we're working on it together, if anyone is wondering πŸ™‚

sudden nimbus
#

are you just trying to access a component youve added to your actor blueprint?

subtle crypt
#

Yes.

#

And just want to drag and drop it into the default value for a variable.

#

But you can't

sudden nimbus
#

you dont need a variable for it

subtle crypt
#

I'm using it in a map, so it is.

#

Key: This Component - Variable: Struct with data

hallow gate
#

Anyone able to explain to me how "Current Image" is both 7 and 8 at the same time?

#

I swear I'm doing something insanely dumb right now but I can't figure it out

#

Forgive the messy BP

#

Figured that out, haven't figured out why my Array is calling a null on 8

#

But working on it

faint badge
hallow gate
#

One sec

#

I hope that's visible, effectively I'm checking to see if it reaches the "end" of the array (array goes from 0-8) and then resetting it to zero

#

However when it reaches 8 it just prints a "None"

#

And then errors

#

I'm not writing anything new to the array, so I'm not sure how it's managing this

#

The more I work on this the weirder it gets, haha

faint badge
#

You can skip all that logic and just use the modulo operator % which will do the wrap around for you. Hide the current image, then update current image to (CurrentImage + 1) % ImageArray.Num() where .Num() just means get the number of elements in your array.

wraith stirrup
#

anyone knows why my actor bp spawns at 0,0,0 but doesnt spawn at all when I add a player start

hallow gate
hallow gate
#

Assuming your player start is also at 0,0,0

faint badge
hallow gate
#

I can try some google fu, they might have changed it's name

faint badge
hallow gate
faint badge
hallow gate
#

Awesome, thank you, I'll give it a look over.

#

The number of times I've done things only to go back and redo it because there was a more efficient way has ruined my space bar, haha

faint badge
#

It's sometimes called "Clock arithmetic" as it wraps around like a clock, i.e. when you get to your maximum value and add 1 you wrap back to your first value

wraith stirrup
hallow gate
hallow gate
wraith stirrup
hallow gate
wraith stirrup
#

its a big level

faint badge
# hallow gate

There's a Make Array node which will save you from all those adds

hallow gate
#

SEE

#

Once again redoing it to be more efficient haha

#

I need to pick your brain about my picture taking method too I bet, because that thing is spicy

#

Mmm that is beautiful, thank you for the tips

hallow gate
#

Also it still breaks so at this point I think my array is somehow throwing up a random null randomly, which is never a good sign

leaden dock
#

how can i compare if a pointer array element is the same ptr as the ptr i provide in blueprint?

#

like int* A; int* B = A; if (A == B) return true;

hallow gate
#

I could just check if current image is 0 and set it to an arbitrary 90...

#

That might work

faint badge
# hallow gate One minor roadblock here, I also need it to be able to *descend* back down the a...

I forget how negatives are handled in BP for modulo but if it's not what you want you can just add your array size first, i.e. ((CurrentImage - 1) + ArraySize) % ArraySize), assuming CurrentImage is a positive number to start then you're safe, for example if your array is size 8 and your current image is 0 then you end up with ((0 - 1) + 8) % 8 which becomes 7 % 8 which is 7, or the last index of your array like expected

hallow gate
#

Can you tell I've not done any form of hard maths or programming for 8 years? Because I can

#

Thank you very much

#

It looks beautiful

#

Still throwing up errors but I must have messed up my array images somehow somewhere, I'll dig into that now

faint badge
#

No problem, rather than using 9 explicitly in there I'd use the length function on your array, it's basically free performance wise and means if you ever change how many images you have it will automatically adjust to work with the new size

hallow gate
#

Done and done, will use that for the future render

#

Speaking of, any ideas on that front?

#

Let me get more info

faint badge
#

I'm actually off for the night but still post the info here and hopefully someone can help you out

hallow gate
#

Aha, will do, I appreciate you taking time out to help me out

faint badge
#

Have a good evening!

hallow gate
#

Normally I just spend hours banging my head on the wall until it breaks and I get that rush of euphoria

#

You too!

hallow gate
#

Why is my array skipping over "Cam Left Low"? (Number 1), it's causing a lot of issues and it makes zero sense to me

#

It's almost as if it considers it not to exist and shunts all the arrays up by one

dawn gazelle
#

My guess would be because you're both setting a new value for "Current Image" and then using it again.

hallow gate
#

Hmm

#

I need to use it again for stuff in the later area, but possibly the first section...

#

One sec

dawn gazelle
#

ie. It looks like you're subtracting and adding after already subtracting or adding.

hallow gate
#

Oh no, that's just the criss crossed lines

#

But I think you might be right on setting it too early still for another reason, one sec

#

Same result

#

Darn

wraith stirrup
hallow gate
#

Then for good measure throws up a "None" at 8

#

However if I plug directly into it and print, it runs perfectly

dawn gazelle
#

Get rid of the second adding and subtracting. You've already set the new value.

#

Should just need to plug in the % into the get.

hallow gate
#

Ahh I see what you mean

#

One sec

#

Such a simple error...

hazy grail
#

I want to be able to add textures into the unreal game folder, in windows, in the form of .uassets, when not running, then at runtime the game would look into that folder and add them into an array at startup. Is there a way to do that?

hallow gate
#

That's so frustrating that I couldn't figure that out haha

#

Thank you so much

#

I blame it being 03:45 in the morning

#

Now to try to figure out how in the blazes I'm going to store a scene capture for rendering to a permanent page after the scene capture has already left

#

Woot

#

Is there any way to copy a Render Target to a new Render Target?

#

Or potentially a Material to another Material?

#

Effectively I need to duplicate one texture onto another to save it permanently

#

As the first texture will be getting overwritten

#

However the "saved permanently" ISN'T strictly going to be permanent unless the player selects it

#

And I also want it to be dynamically created to avoid making too many materials

#

This was my original attempt but it flopped horribly, I assume because "Draw Material to Render Target" doesn't do what I thought it did

#

It feels like something with an easy solution haha

unreal wing
#

Hey all!
I had a question about casting vs. references.
So im trying to teleport the player if they collide with a box trigger. When I use a cast it works totally fine, however when I use a reference, it doesnt work at all. Im trying to avoid casting because I know its terrible for performance. Any suggestions?

covert arrow
#

hey guys I wanted to ask if the character class "jump" function checks is the character is moving on ground so is this code unecessary?

hazy grail
hazy grail
teal lagoon
#

Struggling to get my engine audio crossfader working.

If I set the beginning of the crossfader to "0" - then the "engine sound" audio fires.

If I set it to "0.0001" to test having it fire when I begin moving, I get no "engine sound" - nor does it fire when I begin moving.

I followed this tutorial: https://www.youtube.com/watch?v=bCEo6vnPhi8

FYI - Very new to this, so feel free to suggest me look into obvious things I may have screwed up πŸ™‚

Blueprints attached:

Also, I can't get the debugging/print screen to output anywhere, to help me see what's happening with RPM. Maybe that's helpful/related.

An engine sound can make or break the game experience. But with so many variables to consider, how can we start to design the sound? In this tutorial, we keep it simple: by making small changes we can design sounds that appear more complex than they really are…

Engine Sounds:
You can download 3 engine sounds here: http://tbf.me/a/yZOtn

Referen...

β–Ά Play video
formal bronze
#

How do I access this node?

thorny acorn
#

helloooo

dawn gazelle
thin panther
thorny acorn
#

nup

#

just saying hi tbh

thin panther
#

Well hello!

thorny acorn
#

:)

#

making a FPS dungeon crawler based on my first ever game that was 2D, still have a lot to cross off my list, so i may ask questions sometimes though

#

rogue like dungeon crawler to be specific

teal lagoon
brazen pike
teal lagoon
#

I'd like an idle sound, and also for it to crossfade into other wav files as the vehicle speeds up.

brazen pike
#

Right well you're going to want that on tick. Event tick will execute every frame, so it will mean that RPM parameter will always be the right value

#

The white line that connects some of the nodes are showing the order in which they will execute. You need to connect them to one of the red nodes you can see in most blueprints as they will be the ones that start execution. If you have a node that isn't connected by the white lines, it will never work because you aren't telling it to execute anywhere

#

But remember some don't have white lines, as they are used for inputs. You connect those ones up via the coloured lines. I have no idea how new you are, but if you're just starting out hopefully this clears things up a little

teal lagoon
brazen pike
#

You can right click on the blueprint and type in "Event tick"