#blueprint
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in your 2nd pic the variable will be set on the current actor/bp, if you want to set it on another actor you have to drag from a reference to the actor (your actor variable for example) and search for the variable
or most likely from the streaming level reference of the node before the return node
i don't understand
drag from the blue pin of your get streaming level node
and search for the variable
Working on a twin stick style 3d game. Seems like everything is working for now bur the right thumbstick on controller doesnt register at all. Can someone look into a mess I did and point out where I could be wrong?
Like this?
yes
Thank you!!!
if you want to set the variable on the streaming level...
yeah i have the same as the tutorial so it should be good xD
@spark steppe
The tutorial guy has this icon
I have this
does that mean something?
ask the tutorial guy?!
how to make an object moving along a spline (or other path) in an constant speed, no matter how long the spline is?
fixed it but 1 more thing...
how can i remove that thing
i don't have acces anymore
to those things
i looked at a few tutorials however it's always with time to complete with the timeline, i need the speed to be same however (working on a starfox clone)
Drag a window over it, then cancel that drag, its a bug :)
how are these camera movements done?
Trying grooms in #UnrealEngine5! ๐ซ๐ฟ๏ธ Squirrel is still a Blender rig, but Houdini handles the fur. This was extremely challenging, but very fun to explore!
#indiedev #gamedev #UnrealEngine #blender3d #Houdini #screenshotsaturday
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Thanks
Is this how you would show the local player's health when on a server?
Because i'm updating the health when the bullet hits a player and it damages them, but it doesnt actually show on the hud
Am I missing any setup steps for AIPerception? I've got it on one pawn and I've got AIPerceptionStimuliSource on my player pawn, both set to sight, but the pictured breakpoint never gets called even when it's directly beside me
is it possible to create a new dynamic playerstart from a bp actor?
my level is generated procedurally and i cant set the playerstart before runtime
This was the problem. But how do pawns get classified as friends or enemies? Is there a whole allegiance system I dontk now about?
so should i have to change the world location of the player start? i tried with set world transform node but it ask for "In Element handle" and i don't have it
Unfortunate.
Ah well, for now I don't need any check more complicated than casting to player pawn
I could roll my own version of an allegiance system easily enough. Probably just have a super basic ActorComponent called AllegianceProvider which just stores and returns the allegiance of any pawn, and then the code on the AI perception event can discard detections if the allegiance matches
Is there a way to check if the game is in standalone mode or PIE with blueprints?
If UE invented the wheel, but only for C++, reinventing it for Blueprints seems like a logical next step
How do i create a procedural mesh at run time? Im creating procedural mesh but always need to store it as a component.
Hi guys, I am trying to decode a byte array in utf-8 method using low-entry extended standard library and it's not working in iOS so is there any other methods to do this or are there any other plugins for doing the same?
drag some pictures onto a hud ez
Why is C++ code faster than Blueprints? Aren't blueprints getting translated as C++ code after compilation? Isn't it possible that im so bad at C++ that my blueprints are actually faster ?
blueprints do not get translated to c++, they get interpreted in a virtual machine, rather than c++ that compiles down to assembly instructions and machine code, which can be significantly faster
I understand this, but I often have a problem that the hud armor does not work
and no not really to your second point, obviously a blueprint function that just adds two numbers together may be faster than an entire c++ subsystem, but if theyre doing the same thing c++ will always be faster
sometimes c++ means the difference between compiling and not compiling
in bp a for loop with 1000 elements won't compile, but in c++ not only does it compile, but it also runs in like a millisecond
my favourite way to do things is to write functions in c++ that i can use in bp
^ this
is there any way to recreate 3 armor bar?
that way you still get the bonus of rapid prototyping, but also the speed of c++ code, sure it is a little slower than pure c++ but marginally
several ways, progress bar, 3 separate images etc
I see i will have to bite the bullet and learn c++ properly for ue. is just that the c++ tutorials i have seen look so abstract and intimidating. im a very visual person, so i love blueprints.
so for example. a loop of 500 in c++ executes in 1 milisecond. what about in blueprints?
in bp it probably wont let you compile
I have made separate images, but nothing decreases or increases, but it seems that I did everything right
i will admit the tutorials are intimidating, learn a bit of regular c++ first, just start with how to do basic stuff, learn about pointers, then have a look at unreal
unreal c++ is very intimidating as few other languages let you have pointers
so theres a lot of weird things you will have never heard of with say python
then once you start getting the hang of c++ a bit, the logic is the same as bp, you just write it differently
epic even has a guide on translating bp to c++ i think
you still get all the same stuff, you just get even more of it
precisely
@jaunty jolt You can absolutely write bad code and make it run worse then BP
oh yeah definitely but thats just part of learning
but again some stuff you cannot avoid it for
You learning c++ @jaunty jolt ? Sweet! I'm on a journey to step up my coding mojo as well!! If you want, we can psyche each other up and keep each other accountable! I found some great tutorials recently ๐
Hey guys! I'm having some bit of trouble
w3schools is a great resource for the basics of c++
i find it explains things really well
make a few simple console apps and then look at stepping up a bit
i did some basic console apps then went to learning sfml once i understood pointerss
don't go down the rabbithole unless you have to optimize
but you should learn however you feel comfortable
"Premature optimization is the root of all evil" - Donald Knuth
really how come?
i found it hella useful
"Premature optimization is the root of all evil" - Donald Duck
So this sequence node is excecuting backwards for me. Starting from the bottom instead of the top! Any idea on what's going on? How can i fix that?
it does not
you are probably confused by the order of print statements, aren't you?
Yeah for sure!!!
Print statements are executing backwards
Does it only work that way for print statements?
So if i compile a game for instance, will the order become "corrected"?
no
the game runs backwards
it's just that new stuff gets added on top of the print buffer, just deal with it
print statements aren't in packaged build anyways
I see. So this works for print statements only?
read the output log if you want them in correct order
I see. So i kinda have to think backwards to make it look like it's working forwards?
no
The print list goes from bottom to top
you have to scrap the idea that print statements are a good way to follow execution flow
use the output log instead
wait so its LIFO?
So if you do a print on tick that lasts beyond 0.0sec you can see the 'oldest' data being pushed downwards as new prints are added
I wouldnt say its LIFO, no
Any devs looking to get into a massive project? looking to grow the team, need programmers
inb4 unpaid work
ok thanks
no we just got full funding
oh nice gj!
Gj indeed!
thanks guys
Avoid bindings ๐
hey guys how do i display a text in this case "current life"/"maxlife" as text in same text frame without doing 2 seperate text frames ?
cant find anything under format in bps whats it called ?
Write what i told you
In the format text node
Unplug the texts, and type it in
{Current}/{max}
Yeah its handy
In the "float to text" node you can also rid of any decimalsnif you like :)
Yeah :p
tyty
i did everything and it works, but then it doesn't work again!!!!!!!
xD
im ragin mad rn
is that possible ?
Hi, thanks for the reply. Sorry for not replying earlier. Probably a super noob question but what should i google or do to get this piece of code working? :D
Have a c++ project first of all
or nevermind*
what am I doing wrong to make this replicate on server? This bp is for door opening
what i do is just replicate (repnotify) a DoorOpen bool
can someone tell me why this not working? parameter name is good and the timer working but this not setting the param to 0. I have to put something in creation flags?
then have the timelines play on the client. this way, the server isn't replicating the door angle on tick
Im familiar with the rep notify, but could you show me an example? I am very new and would be very grateful
@desert juniper
don't have unreal open atm, but jsut make an event to open/close door. Then just call it in the OnRep_IsOpen (bool variable you set to OnRep Notify)
When the event is called, just play your timeline for animating the out with all your logic.
I can share what I have tonight if you ping me in about ~7 hours @untold zodiac
you need to assign the material to something
i assign the material to the floor
not in the bp you showed me, you're not
set Material
can i get all objects with the orginal material?
You could make a lookup function for it i guess
i dont know how but i try to check on youtube
I definitley will @desert juniper , is the custom event Im creating with the open/ close logic ran on server?
doesn't have to be marked as such.
because it's being called from the OnRep function, it's automatically going to be ran on the server.
Hello there to anyone who has knowledge about unreal physics, I seem to be a bit stuck with my scalable cube. The moment I scale it between 2 walls it will receive massive impulses and just fly around everywhere. Any way to prevent this from happening? The collision detection seems to trigger later than the actual resolution.
What do you expect it to do as it grows and begins colliding?
I set up some blueprint code that prevents any further grow, the issue is that it already gets impulses before that actual hit gets detected
@young stratus can you send screenshot of sample
it seems I have found another solution, (BoxTraceByChannel) and it seems like it will do the job, but thank you
good to hear ๐
guys
how do you set a relative path of the Model 3D folder?
../../Model 3D
do a space between Model and 3D need special character in the blueprint?
ok nevermind, all working!
you shouldn't have spaces in your paths either ways
Hey @toxic jay have you done this before?
yeah.
Seen you recommended it as a great tutorial source. Just wondering whether you had gone through it before ๐
Nice!!
Also,
What do you think of @ codebeauty tutorials?
Have you or any other tried them out?
Cool!!
Hahaha!! I see what you did there
Thanks for the #cpp object reference. Pun intended
... You're being asked to move the conversation to a more relevant channel. Us BP users are scared.
Alright, so, I have this bit of Blueprint set up, but the pitch (I think) is inverted. I move the mouse up and the camera looks down. I don't want that to happen, but I don't know how to fix it.
Is there a way to have an event or something for when a blueprint variable's value changes? I wanna it to be automatically synchronized with a value in a Blackboard
Bless, this is how I did it. I better knew how to do the multiply than the input settings thing. Just switched over to UE5 so I'm a touch lost.
Why is my collision not stopping my character? This is a procedural mesh collision generated in the construction script.
The print "collision working 1" is printing correctly. But then it doesnt stop the character. So strange.
@cyan bone is your procedural mesh changing in run time?
I'm not super familiar with procedural meshes, but why is it set up like this instead of just having the collision block pawns?
or it doesn't change or move after execution
No. I just generate it in the construction script. The thing is it prints the message, so why it doesnt stop movement? It does stop movement in other collision. So strange
are you trying to overlap the ArmyPlanes Class?
Yes. and thats happening because its printing the message
However it is not doing the Stop Movement i dont know why
if you want to check for ArmyPlanes, you dont need your double branch before that
those two booleans arent needed
Is this in your character BP? It looks like you have no way of telling this script what character movement you want it to stop.
you just need to cast to your armyplanes class and it will only read that class
trying to get player character to attach to horse without possess everything is working except he doesnot go into saddle he kinda stands under horse https://gyazo.com/26a481785178badbb1c1d2eecb5fd9b8
It is my character BP. And its working if it is on another Collision. The stop movement is working. Its just not working when it comes from a procedural mesh collision.
@cyan bone cast to your army class, then drag out blue pin, get character movement then stop all movement immediately
You are attaching the actor's anchor to the anchor of the other actor, so you'll need to adjust the location to get him to sit correctly.
But i want to stop my Character not the target character that is overlapping me?
well actually that works in this situation, because they are the same type.
do you have an invalid return from the cast?
but you see? why is it not stopping my character? its ignoring those 2 nodes, yet i know they are right because they work in the othe collision
do you get a red message after overlap?
No. Its printing the print right after it.
No. No red message
can you send screenshot of the components
and a screenshot of the construction strip if you are generating the mesh at play
Hi! I'm a bit new to unreal engine and trying to learn. I'm trying to animate a model based on if it's walking or idle. I set up a simple state machine based on an "IsWalking" variable. For some reason it doesn't seem to work. The animation seems to be stuck in the Idle state. Whenever I adjust the variable manually it does work, so my state machine is fine. Is there anyone who could help me out?
I suspect something's going wrong here because I don't really understand what's happening here, i got it from a youtube tutorial.
it's the event graph of my animation blueprint
@lapis shale connect it
@cyan birch yes i attempted to do this earlier and i did it wrong it shot my character off the map
whenever you see the play symbol on a node you want to make sure execution can flow
it's kinda like a telephone line, if you don't connect the electricity it won't work
It's all connected is it not?
those play slots always need to be connected :)
I don't really understand, why is it necessary to connect the white line? what does it do?
I only have experience with nodes in blender and there, you're really only passing data and not when to execute what haha
you set up the data correctly, but never told unreal to actually run it
Hi. maybe a stupid question. (new to unreal)
how do i make a cube fly towards the character while the character is moving using blueprints?
no need for collision or pathfinding.
yeah, welcome to unreal, this is how you do it here
no worries
if you want a straight line: lerp between the player world location and the cube
how do i do that?
https://blueprintue.com/blueprint/a89s-d3a/
Sorry this is perhaps confusing. I would ignore the collision mesh generation (its in the construction script). Because its working fine.
And the collision is also working else it wouldnt print. And it would not stop movement of my character when its target character.
It just boggles my mind because its only the stop movement.
you right click in blueprints and type lerp
Those white lines are the flow of execution, yiu can see them being highlighted when you look at a bp at runtime
that expects 2 vectors
in your case the cube his location and the player his location
get actor location
yeah in tick
cause you want to move the cub every frame
cube*
actor location for both player and cube?
then how do i connect the player?
you mean the different blueprints?
lerrping is best done with static vectors
how do i connect the player to get actor location?
Defy, you might want to look into a blueprint tutorial on youtube
i did
So I deleted a BP asset and replaced it with a new BP asset but I now can't seem to rename my new BP to the name of the old BP. Is there any way to do this?
I could explain it all but that would take time
If i may ask another question, how does "IsWalking" determine if the character is walking? Now, it seems to always be true while my character is standing still.
but they r all so complicated when it comes to enemies
@lapis shale its the speed that determines it
so if the speed is not zero that's walking?
@cyan bone it does seem very strange
because the flow goes through and you tested it
Oh i see. Only one collision is working. Its still misterious though.
Only one army collision works. i dont know why
@cyan bone can you set the cast to a variable
then drag the get variable, right click and convert to isvalid
drag the cast on the false valid
on true valid you continue all your nodes
So thats like while its not true keep checking until its true?
https://streamable.com/yuahql
Didnt work. Its the collision. For some reason it only works on one actor. You see its printing "collision is working". But its printing only once. If both actors are colliding, then it should print twice, right? So only one actor is stoping movement the one that is already stopped, it seems.
oh ma gawd i did it
i'm a genius
@lapis shaleNoice
my lil kitty is now walking right
Weird how in blueprint you have to specify what executes when. Does it matter at all if i for example execute the bottom variable before the top one?
How is it weird that you have to actually tell the engine what to do? XD
I mean, it would be pretty problematic if the engine just fired off your nodes at random.
Blender's nodes also fire off in a specified order?
@cyan bone you only get one print string if it is in one bp
add a rect collision check around the actor
and put it through tick (just for debugging) and it should print multiple times as it overlaps
how do I get this vector float, I drag from my box and type float but it doesn't come up, do I have to right click to add it?
when I try
thats vector multiply float
yes but for some reason it doesn't show up when I search it
vector multiply, then rightclick the 2nd input pin and pick convert to float
do * instead or x @flint mulch
neither of those come up for me lol
even if you just click on the graph itself?
just type *
in the search field
it should show up
or type multiply
they renamed those nodes
and they aren't typebound anymore
if it doesnt show up then restart your ue5 lol
restart wont change a thing
hm
this isn't the first time something doesnt' show up for me
the description from the one in the image says scales vector by A and B if that's any help
UE5 doesn't have that option anymore
Just click that multiply
then right click on the pin, and change it's type
float single or double presicion
it's a smart multiply node now. they got rid of all the 'multiply float, multiply vector,...' nodes
double
and made it a single node with a wildcard
I see, thank you guys so much sorry if I was blind I'm still learning this
is there a way I can see all of the changes?
because I have done alot of work in UE5 and don't feel like changing over versions anyways
guess that would be a long list... and if you already have a lot in UE5 it's most likely better to stay on UE5
as you cant just load your UE5 stuff in UE4
it's alright I'll find it online
or just trial and error everytime something is different
Hey guys, brain farting on collision issue here. Goal is to shoot skel mesh with trace, and trace applies damage to actor bp
My guess would be that it's failing here. Usually you don't have reference to a specific actor before runtime. If you want to check if the actor being hit is a certain class, a cast of the actor to that class should suffice.
@dawn gazelle Cool, I'll try casting
Another thing to try: skeletal meshes are usually on trace channel Camera by default
big tip. learn to use the debugger.
click on the Branch node, and click F9. then play your game and trigger whatever you're trying to do
they game will stop and take you to the node
Success, seems like the cast worked. I'm doing some testing as is. I've worked with traces fine before, just brain farted haha
then you can just hover over all the values, and determine if they are what you think they should be
@desert juniper I'm familure with debugging my friend, it's been a long day haha
sounds like you and I need a fresh cup of coffee ๐
I usually stop around 3pm, but it's almost 6pm now. I was on a roll and wanted to finish up with the shooting mechanic. I slapped in aim down sights, decals, particle effects, sounds, animations and the last thing I wanted to do was make sure whatever I shot actually got the trace haha
But yes, time for a break until tomorrow, indeed
was up till ~130am last night for a similar reason. just wanted to get it done
i know the feel 
I feel like I did everything
Hey guys, do you know how to remove/reset all variables/local variables/reference in a BP?
Local variables are reset with each execution of a function. Fairly certain for all other variables, you'd have to manually reset them yourself. An alternative would be to spawn a copy of the actor with the existing actor's transform then destroying the old one, thus resetting everything except its transform back to defaults.
awesome will do!
Is there a way to attach a bone to a scene component or something like that?
For a Skeletal Mesh Component
Is there a way to dynamically chose the 1rst map to load instead of using the default one ?
Load an empty map and decide which map to load in the level blueprint or something
But thats what the mesh collision is doing. You see the grey thing ? Thats the mesh that i generate in the construction script. I dont know why it is only working in one of the actors when they collide. When they are the same blueprint. It should both trigger overlap event. If one triggers, why doesnt the other trigger. Its so weird.
Hey yall. I'm trying to figure out how to have the player pushed smoothly by a platform rather than being teleported when they overlap. This is the only solution I have that gives me something close to what I want. I can't use Add Impulse because the teleporting issue only happens when my player is not moving and I want the smooth pushing disregarding what direction the player is facing.
Is there a way to trace such that it intersects an object whose collision is OverlapAll? The goal is just to have the hitbox be different than the pawn's collision mesh.
I'd imagine just specifying the object under 'actors to ignore' on the linetrace node would do the job
No the issue is the line trace isn't detecting this object at all, it hits the wall behind
Hmmm.. I'm not too sure then. Definitely sounds like an issue with the meshes collision settings though.
Unless there's something on your linetrace sequence that causes it to do that.
Oh you have to set the Visibility trace to block
is there a node that allows me to loop something until a secondary execution pin is triggered?
i just want something to start when the player presses a widget button, and stop when they let go. i could easily do it with a variable (which is what i have atm) but i was wondering if i could do it without a variable
you could always set a variable for a timer
so on press start looping timer or whatever
on release clear timer

Set Timer By Event, in other words
It's a node that you can use to loop an event on some interval
Hello everyone! ๐ does anyone know if you can set some type of bounds or collision on the camera's FOV so the characters wont be able to move outside of what the camera can see.
Typically you parent ur camera to ur character so that doesnt happen
edit fixed
hey saw that you left a replay. ty ๐ my game involves multiplayer and there should be a max distance to where neither of the characters are off screen. like getting to the distance where you are on one side of the screen and the other player is on the max view of the other side where you are both on screen should prevent you both from moving anyfurther with like an invisible wall. thats kind of what i was going for. any tips
sry for the delay, the braincells that i have on really overthought how timers worked and it led to me being confused for no reason lmao. its working perfectly now though, thank you
ive also learned something new i could use in the future too, so 
ah multiplayer ain tmy strong suit but i wish you luck
no problem, i think we all hit that point lol
timers are great
although if you need super quick timers just use a tick instead
thats ok i appreciate your time ๐ have a good one ๐
if anyone else might know the solution to my issue its posted a few lines above and id be very greatful
if your camera is static, thats easy since you can just make the boundaries as seperate collisions
if its moving, you could make some collissions that are children of the camera and align them to the cameras fov, and just make them as long as you need them to be
second option prob better either way
How do I give a umg widget "focus"?
I'm trying to use on key down but the event only works if I hold right click in an element in the widget
prepare to be annoyed
Happy to an accept a "not possible" if needed lol
oh its possible
I just want Esc to set my widget visibility to hidden basically. This is in a main menu context so no players or stuff
Guessing it's then hard
Well first, there's "Is Focusable" but im sure you've found that
Yeah, setting that to true basically means if I hold left click/right click anywhere the on key down event fires fine
Or clicking once anyway
if you tab to it so that it is highlighted, it should receive key events
it sounds like you want Esc to function globally, regardless of whether you are in UI mode or game mode
and for that there is "Game and UI" mode iirc
the way I did it is to have the "menu" key be a game input, and ensure that I'm always in both a game and UI mode
if that works for you, its the easiest
I assume you mean Action input? If so then I have one of them
This is in my main menu so I have a level that you first load into that instantly sets the controls to UI only, then opens the main menu widget
So I'm probably guessing I need to change from UI only
yeah but if its UI only, then the focus heirarchy is in charge
let me do a quick search, there's some good resources for this
Alright, happy to change code up a bit if needed
There's no player character or anything in the main menu 'level' so I don't have any real use for input in the normal level space
ugh i feel like this is because of the unreal wiki shifting
someone somewhere has a flow diagram of how input moves throughout the system and how to hook into it (the right way)
but google has become a potato
The closest you can get is the official docs ("Input Processing Procedure") at https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Input/
So I'm probably guessing I need to change from UI only
If you made the Esc key an action that would fire in game, then yes, making it Game and UI would let you reuse that
thats how I've got it set up, just use it as a toggle. However, this means you need to specially handle the game input itself. For instance, you need to stop taking input from the player character, etc
That part isn't terribly hard though
There's other ways to tie into the keyboard handling independent of focus, but it's more difficult
Also you might find better answers to all of this in #umg ๐
If I change it to game and UI only, then I can suddenly move and look around in the main menu which is weird lol
yes this is what i meant
However, this means you need to specially handle the game input itself. For instance, you need to stop taking input from the player character, etc
Ah. Going to be the noob then and ask what I'd need to do that?
Setting to game and UI does make the Esc work though :)
I'm slightly stuck again. I'm trying to get a crouch function into my game and it's not working at all as far as I can tell. Here's what the BP looks like:
ty for the reply i will try this later ๐
make sure you click on the character movement component and enable "Can crouch"
in this case its the actor itself disabling its own input
could be from anywhere though
I can't seem to find the character movement component?
Disable input set up but can still drag around
I don't think there's any actual actor in the world so
ehhh yeahhhh
it should (when in the blueprint editor) top left, just below your character mesh and collider and stuff
the default player controller does that--- i was thinking about launching a menu during play
I just want Esc to set my widget visibility to hidden basically. This is in a main menu context so no players or stuff
Oh, this is so that you can control the main menu with keyboard, and have esc go "back" I guess?
Pretty much, so you can hit esc to close the settings menu sub menu. Which works fine now
๐ค actually disabling input stops the Esc from working
Found it, I was looking in the character itself
With disable input off, I can open the menu then either hit Esc to close it or just use my normal close button
Though as in that gif above I can drag/pan around the empty world behind
Well, things move when I crouch, but the camera doesn't.
Hi everybody! this is driving me crazy.
There's 3 meshes on this image, i want to merge them together into 1 mesh and have the base position centered at 0,0,0.
I just can't do it, it always comes up moved to some place
does anyone know how to fix that?
This is the image of how the new mesh is moved after merging
There's also the listen for input nodes which can consume the input. Altho not sure that works for axis events with pan/tilt. How about just having a pawm without that ability in the first place, for the menu?
Just in case anyone has the same problem, just go to modeling tools (install the pluging if you don't have it) and change the pivot of the object, it's literally 2-3 secs.
I have no idea how to make that, but sounds like it'd work sure
Keep the focus on the UI, Change input mode to UI only and override the ui "OnClick" function and just change it to "handle" so the click doesn't keep going further.
Just a new basic pawn, used strictly in the main menu
i think the exact name is not "OnClick" but it should be easy to find.
The camera height for crouched vs. not crouched is half, but it just doesn't seem to move anywhere unless i look at the ground. It's weird.
Or no pawn at all , which apparently was an option aswell
i think that what you are trying to get is to be able to click the UI, not move it and that the input for your Key, closes the UI. Right? if so, that what i mention should cover it.
Just close the one on focus and override the click function
What is your goal and your problem? so i don't get it wrong, i checked the last posts but can't quite get it
i just solved a 2 hours problem that was 2 secs of work, so i'm quite happy, we can fix that one for you
I want keybinds (in this case, Esc) to be handled when UI is open. Setting the input mode to game and UI does that but as a result I can click and drag behind my UI to pan around the empty level. Which I want to stop
okey, overriding the click should handle that. keep it at Game and UI and change this
1 sec, let me check on my other project
Okay
Try with that
what that is going to do is that when you click on the UI, the Engine received that the click has already been handled and won't keep going any further
If that doesn't work, you may want to try with going to your controller and disable "Touch events" so you can click, but not drag.
I assume this is all to be done in the UI widget?
Yes
yap, the big widget that is covering the screen
if the widget does not cover all the screen and it shouldn't. try removing touch from your player controller.
Er, I only have UI elements in the widget. Nothing actually covers the full screen
hello,
I have a project that I started with the FPS character in it
but I want to use the rolling ball
to do so, I installed UE4, downloaded the template project, updated it, and it works fine in UE5
however, I copied and pasted the ball BP and starting point into my scene, but it doesn't work: it keeps spawning the character
I tried to find some reference that I could replace with the other actor, but can't find anything
is it hard coded in the character code?
how do you change this?
๐ค by the way is that ue5? I'm on ue4 if it matters
I think I'm there though
How do I make the line trace always come out of my left side? No matter what direction the player is facing
the first cap is on ue4
Is there a way I can check if an action mapping is pressed?
instead of get forward vector get right vector, and multiply it by a negative distance value to get the left side
Does anyone have a tested tutorial or know how to do double layered healthbar with second bar that lingers behind the one in front
The touch one should be on your player Controller under Class Defaults
Okay I'll give that a shot
Still trying to figure out why my crouch doesn't work but haven't gotten any leads
Found a tutorial and this is what I have now, it works
DOes anyone know how to add emojis/symbols to a blueprint function?
https://twitter.com/glassbottommeg/status/1524803764942606340
oof that cant be a good idea haha
I've done a decent amount of searching, but i'm coming up blank. I think i just don't know what unreal CALLS these symbols, so i really don't know exactly what i'm looking for.
Win + .
holy shit wow okay
TIL
always used win + ;
didn't know there was a second shortcut
- i had no idea that was a hotkey on windows, and 2. okay so it's just that unreal supports emoji text formatting? Does it pull direclty from this default windows list of emojis?
That's the first thing I was told to do, yeah
Ah, i see, Unicode's a big blank space for me, i wasn't aware htat's how it worked but considering broad universal support of emojis that makes total sense.
if i want to add the unicode value in text, do i put like :U+1F601: around it? {U+1F601}? Not sure what the start-stop syntax is here
but i suppose it doesn't mattter if i can pull up a list with a hotkey an djust click
ANyway, much appreciated!
Could it have not worked because I'm not using one of the UE5 like starter "games" and I'm instead basically going from nothing?
Perhaps, hard to say. Did you set half height in the settings aswell?
It says it's 88
I don't know if it'll help, but this is how I have the character blueprint set up
Events don't seem to trigger on dynamically added components.
Is there something else I need to do, to get them to trigger correctly?
shouldnt do once only do something once? but when i hook it up to an event tick it just keeps firing
Oh dw it was in a function and that was causing it
Is there an event for a widget's visibility being changed?
Idk is there? It's a question I have too
Isnt 88 default? Set it to 44
I think theres a delegate for it
OnVisibilityChanged i think
They do on mine, no magic added
Yeah I worked it out, ty though
Is there a way to save custom settings to Game User Settings?
If there's a will, there's a way
Hi there, Iโm trying to extend the basic UGameUserSettings so I can add audio control, FOV Control and other general graphic options. I created my own class, made some functions, added some variables and set the engine to use my GameUserSettings class as default. When the game runs PIE/Standalone, I can see the variables in the corresponding .i...
is there a bp to turn 9.2388345 into 9.23?
i already figured it out myself
round(x * 100) / 100
would be a handy node though ๐
is there actually a good math lib for bp with smoothstep, slerp, lerp and whatever?
To text handles the display precision^^
what i need to put on 'object'? i have a pawn and i want to posses it from other blueprint
yeah without the object reference you are casting a nullptr to spaceship
do you want to spawn a new object/actor/pawn? or what are you doing there?
Its probably easier handling this in the spaceship
so, i have a first person player who you control when starting and i want to change the player to spawn a space ship then you can fly it
Since theres a global get'er for player char/pawn
^
The returnvalue of spawn is a reference
like casting from int to float
didn't work when I tried it.
It's being added at runtime, so the component is stored as a variable
when I tried implementing the event, it wouldn't fire
but adding the component as normal to the actor did cause it to fire correctly
Basic question, if you have an actor in an array, and you destroy the actor, will it be removed from the array as well or should I take care to do that before destroying it?
It resizes the array I think, which can have weird effects if you're looping through an array and destroying the things in it. There's another macro called ReverseForEachLoop for destruction purposes
Sure the settings were equal? What component was it
Thanks!
The fact that the positions of ArrayIndex and ArrayElement are switched is annoying me
Does someone have an idea why this variable might be null when accessed, despite it successfully adding to viewport?
Hey, guys. I have two blueprints (BP_A, BP_B), can I force them running in fixed sequence?
That seems to just make the capsule shorter
Which is what crouching is
Then thenisCrouching should be true
Which gives you a transition
In your animBP
No, I mean before pressing crouch. It just makes it shorter by default
Oh
post more pics of the code before that, and of the error
There is nothing. Just begin play and create widget node
then show when it is accessed
This is correct, right?
there is no typical reason for something like that to happen, and the code you posted is fine, so you must have done something wrong somewhere else
so you need to post pics or describe why you think this is failing
I think I found it @mellow folio . I was trying to access it from the server (whereas it only exists on the client)
This works, but "Crouch" and "Un Crouch" do not
I would prefer for crouch to work so I can make it that players don't walk off ledges when crouched
Which part of it? For BeginPlay idk. For Tick, you can actually set the actor's "tick group" which affects when tick is run e.g. pre-physics, post-physics etc
For BeginPlay, what is idk?
This is the tutorial I used for crouching: https://www.youtube.com/watch?v=KI-zsgcrJ80
Gumroad Store: https://gumroad.com/3dross
Thank you for watching. I hope you enjoyed learning how to created a first person character crouch in unreal engine using ue4 blueprints. Check out my other videos and good luck with your game development projects.
Don't forget to like & subscribe :)
Hey I'm really, really new to Unreal Engine and I was trying to have a system similar to the game SuperHot where time slows when you don't move. I was wondering how I can change the default time dialation or a way to run a blueprint when the game starts to change the time dialation to 0.05.
idk = I don't know
Idk if there's a default parameter offhand, but whatever BP you're using to manage the amount of dilation can set it on Event BeginPlay as a quick fix.
Alright thanks!
Yeah off beginplay 'set global time dilation'
Thank you. I think the only way is using a dispatch event.
Surely the difficult part would be having it change when moving? But yeah set it to 0.05 on beginplay
Yea, I just didn't know about the BeginPlay event due to how new I am with blueprints
One more question. What blueprint class should I place this in or does it not matter?
I have a actor_pb that isnt selected in the gamemode that should move a object. Is there anyway I can use this without setting the BP in the gamemode?
The movement definately works if I have the Default Pawn Class set as the BP in the gamemode.
Do you mean you want to be able to move the object without having a controller possessing it?
It's an architectural question and people will have different opinions on it. So IMHO, because your game revolves around it and potentially many actors could affect time dilation, you should make a wholly new actor class (or subsystem if you're a fancy pants) that only manages the time dilation. Drop one of them into every game level (or make the Game Mode BP or w/e spawn it on BeginPlay). Then other actors find it and talk to it, telling it how to change dilation. Then your Time Dilation Manager actor does all the smooth, Superhot-style ramping of dilation values.
Another option is to put all that functionality into your custom Game Mode class itself rather than making a separate manager class that you need to place/spawn into the level.
This is what a hard reference looks like in the level blueprint
what does that means?
I think so, I have a another BP which does all my camera stuff.
With this BP I just wanna be able to select something then right click to move it.
how can i obtain it
So you need to use AI Controller instead of player controller; in the "Simple Move to Location" use "Get AI Controller" as the Controller input (instead of get player controller)
Select the item in the world,
Open the level bp
Right click
Get reference from 'selected object'
@finite island
hold on
Does anyone know of a Blueprint node that can extract the Animation Sequence from an Animation Montage (so given a Montage i want to know which Sequence is in the Default Slot)
Thank you, Get AIController return value wont connect to Get Hit Res though.
May i ask why you need this?:p
@amber hill You still use the player controller from the result under hit
But just use the AI controller for the move controller (so get location from player controller, so move controller as AI controller)
Ah so like this?
Yeah i think so
wait, what do you mean "level bp"?
@amber hill also put a reference to the object into the "Controlled Actor" input ont he AI controller
"self" if this in within the moving object's Blueprint
Like that?
The blueprint for the level..
No, the object that you want to move, (so what are you trying to actually have a move? like a box or something?)
Skel Mesh
i am there but cant find what you talk about
@gentle urchin wait, found it, now what?
You can't make that a pawn?
I have it as a character class
Should it be a pawn?
@amber hill put a "self" reference as in the "Controller Actor" on the AI controller
How do I do that
right click and add node of "self reference"
Then connect that to the AI controller input
Yes
Hi everyone, is it possible to set variables in a AnimNotifyState Begin function to use it in the tick? The variables I create are readonly.
Also i think to make this work you will need to add a "NavMeshBoundsVolume" to your scene
Is this all that's neccessary? Because it's still not working but It may be something else that's wrong
Done that
And everything inside the scene is into the NavMesh right?
Just scale the navmesh way bigger so that your whole scene is contained in it
The Ai controller won't be able to move the actor if it can't find a clean path (paths are generated by the Navmesh), or if the end result will be a collision etc...
If i can't get to the desired point it just does nothing....you might want to debug by just trying to move your actor over like 100 on the x or something (because your click point might be bad)
Also its still building navigation
Nevermind I got it working! Thanks for your help
Idk, do what you were planning on doing? ๐
https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/3/3/d333871641037c7da6a6607d33035a13b4e070b7.png
i am trying to get movable mesh, this is from UE forum
bottom left
idk how to get it into my blueprint
a blueprint of cube
I have an array of dance Montages and i'm selecting a random one. Then in my animation graph I also need to select a random dance, but I have to use a Sequence (because it's a animation state)...so instead of making another array variable containing the Sequences (instead of the Montages) i'd like to be able to just use the montage array and extract the sequence
whats the closest thing in BP to APlayerController::ReceivedPlayer ?
Noob question: I use 'remove parent' to close a widget within a widget (a mini menu) after the player clicks on one of the options. However, how can I get it to close the widget when the player clicks outside of the mini menu? This is for the inventory, where you can right click on an item to get a list of actions for that item.
so i am trying to make a card game but other players can interact with other peoples cards how can i check to see what player is hovering their mouse over other peoples cards
so like how to set it to only certain people can interact with certain things
im just using begin cursor over
and on click
Im having this issue since yesterday.
This function generates a procedural mesh that is a cube around my character.
Call it on construction script.
https://blueprintue.com/blueprint/l1gelwsb/
I then create a overlap event for this cube procedural mesh in the event graph.
I copy the character in Level map. To have 2 characters to test.
And only 1 of the characters triggers the overlap event.
The other does not, i dont know why.
Is it possible that procedural meshes can bug somehow and not detect overlap with other procedural meshes?
Here is the video, of the problem, pls help me:
Where does your proc mesh sit in your hierarchy?
How can I see in BP simulation where its at ?
When actor A starts overlapping B, only events on the root collider of B will be triggered. Make your Proc Mesh your root OR implement the overlap event on the capsule.
anyone knows what's up here? i have a mesh that is supposed to move back and forth forever, but it is only doing it once
You can put breakpoints or select a debug object in the toolbar
Your timeline only plays once probably. You can reverse play it when it's finished playing and restart it when it's back at zero.
how do i reverse it?
like what should i connect it to
If you look at your timeline node there is an exec input to reverse it (from the current position) or reverse it from the end.
Is there any epic approved convention when naming data only blueprints?
reverse it from end?
It's the opposite of 'Play from start' (and thus means: Play from the end back to start)
So that means the procedural mesh collision behaves differently than a box collision?
I tried making the procedural mesh collision the root and it doesnt let me either. It doesnt let me move the procedural mesh component to become the root in the hierarchy
If both have a box collision it works perfectly. I dont understand why with a procedural mesh collision it ignores 1 of them.
The other alternative making the overlap event on the capsule does exactly the same thing, it only detects 1 of them.
This the topdown template, with only just a procedural mesh. Pls help me.
I believe it would still just be BP_{AssetName}. There's nothing specifically for data only ones
Does delay stop loop exec for the delay time ?
In a material function blueprint, how can I see the type of a pin/connection?
(I get an error that I'm mixing float3 and float, but they should both be float. So I'm trying to follow the path and see where it accidentally turns into float, but I can't see the types of the connections.)
I assumed you were moving the actors by setting their location and sweeping. Hence my suggestion. (see the tooltip for that node)
Just mask it or append to the other :p
The Mask and Append nodes seem to be the same regardless of whether a float or float3 goes in, how can I see type based on that?
Mask can make a float 3 into a regular floatz or float2,
(Note that I did just find a solution: make a ConstVector2, put it in multiply, put the other thing in the multiply too and check the error to see the type of the other thing)
Append can do the reverse of that
Not sure how to check the pins specifically really
So does this apply to my situation? Im not sweeping, it is a plain topdowncharacter with the native movement, with just a procedural mesh. It is detecting overlap only in one, and both are the same. Can i upload the project via wetransfer? Pls help me.
I know what mask and append do. My problem was: it shouldn't be a float in the first place, so I was looking where I went wrong and couldn't find info.
No, loop bodies execute all in the same frame, so it'll choose next case then call the delay node however many times in 1 frame, and then the delay output will execute sometime later. If you want a recurring event, look into the node, Set Timer By Event
AFAIK @unique wasp in the material graph, data is untyped (I think that's the right term...) so you don't really know what it is until it throws an error. Also material graph questions are better asked in #graphics cuz it ain't BP
For material custom functions, if it doesn't say what the type is on the pin, you can examine the function itself
@seanny could you give me your hint on this issue? it is giving me so much pain ๐ฆ
Not if it's outside the macro
@cyan bone sorry dunno about procedural meshes
The loop happens inside that macro, to add delay, you're pretty much have to recreate the for loop macro but with delay in between, or use timers iterating through the integer and invalidate once the last index reached (essentially pseudo for loop)
K I'll make my own loop ty
@icy dragon Could you help me on this issue please? Should i upload the project too?
Try it on beginplay instead of construction script
No
Same issue. It only detects one of the characters.
I'm fairly new to Unreal, and trying to set up a spline mesh blueprint while I blockout an environment I'm working on, but this BP I found online doesn't quite fully work.
Whenever I add more than one spline point the mesh disappears.
I think I get the gist of how this works overall but I'm lost when it comes to finding a solution for this issue
Okay think I got it actually
With Events & Timelines; if i run the event multiple times will each time interupt the previous timeline operation? For example I run the event 10 times in a row, will i end up with the timeline running 10 times concurrently, or it will cancel the previous timeline and start again?
In Multiplayer, what's a good way to update Player State from Game State (I'm getting Player State Array, looping it, and calling an event inside Player State to update the value), but then when I'm calling another event in Game State the value wasn't updated... (UE5)
AFAIK it will restart the single instance. Try it out to be sure.
Updated for who?
Are you calling it on the client?
Is there a way to get a widget to close/remove from parent when the player clicks anywhere outside of it? I know you can do it the other way around, but I can't find any method or doing the opposite (or I could be googling the wrong term).
@tame pecan I'm trying to get the updated value on the Server in Game State, by getting the Player State Array again, looping it, and finding the value (using it for a branch)
Not by default. You'll have to check the focus of the user and when it changes
@tame pecan Here is the flow: The First event is being called from Player Controller with Authority -> Server Event -> Loop -> Call client event in Player State to Set value -> Player controller fires another event with Authority -> Loop and get player state value -> Value not updated
oh ok, cheers ๐
hey there....
Could anybody help a complete blueprint beginner out?
I need to animate some blueprint parameters (booleans that are switching out dynamic materials inside the BP) in sequencer and then render it out using Movie render queue.
It works fine when scrubbing the timeline and also when using PIE, but NOT during rendering via Movie render queue.
Iยดve been playing around with copying stuff from the construction script to the event graph and wiring an event tick into everything, but nothing worked so far.
Maybe there is a simpler solution I ยดm missing, like creating a specific game mode that simulates what happens when I hit "simulate" to Play in editor and use that as a game mode override in Movie render queue...
The blueprint creator wasnยดt able to help me so far.
Yoyoy guys, Im havingt trouble spawning emitters at location, any helpers
what specifically?
does it spawn in a weird place?
doesn't spawn at all?
Structure data is deleted when closing the project
Have you changed the struct?
You need to resave all blueprints that reference this struct, they usually pop up in the output log
compile and resave
then restart editor
BP structs are extremely weird. Once you have referenced them somewhere and start changing in the struct, bad stuff gonna happen
but usually gets solved by compile/save all bps referencing that struct
thank you so much i'm trying now
Doesnt spawn at all as far as Im aware
You didn't specify a location in your screenshot lol. Location is worldspace, so usually you get an actor or component and Get World Location, and plug that into the Spawn Emitter node.
otherwise it'll spawn it at the world origin (0,0,0)
what seanny said
you can leave the rotation and scale as they are as far as I know
yeah, unless your niagara system uses rot/scale for something
Hey all - I set up a Blueprint Construction Script that changes a Light Function parameter to vary the flickering of each light in my scene. The parameter changes the UV offset on a texture that feeds into the LF emissive. The lights in my scene also have a standard material applied to a โbulbโ, also with an emissive output. When using the same technique to offset the UVs for this bulb material, the flickering doesnโt match up. How can I solve this? Should I not be using a texture, or can I match the Point Light texture space to the โbulbโ? (Obviously LFs canโt use World Position so Iโm a bit stumped)
it's a custom c++ coponent. just tried it with a simple box collision, and it doesn't work either
You can use Unreal's standard "Add Box Collision" node to add a component and then bind a custom event On Begin Overlap.
yeah, that was the intermediate workaround, but trying to find a way around that if I can. 
the binding of blueprint variable events is done on the object construction
if you alter the variable afterthat
it wont fire
so you have to bind it yourself if you add things on runtime
or if you need a simplier overlap
you can use ActorBeginOverlap
ah, so doesn't look like it's going to work
yeah this overlap was just a test to see if a default component would work. the cpp component is a bit more complex
Thanks for the help everyone!
If it has the events avaliablez they should already be bindable if im not mistaken
Not sure why you think that wouldnt work for you
yeah I can manually bind, but was looking for a way where I didn't have to do so.
it's not a big deal though. I'll just make custom events and manually bind to them after creation
not resolved :/
Like what would the benefit be for you :o
I'm going to delete the structure and create it again.
If you add helper functions for it in a library you can get away with fixing it in only one place atleast
And/or make the struct in cpp
Relatively simple even without cpp knowledge
Thanks for your advice, I'll fix this and be more careful.
Because some component have tons of events that I'd rather not have to manually bind to if I don't need to
Same reason we use a game engine rather than making our own. convenience ๐
I feel dumb asking how its different from adding the event
Like
Its 2 clicks instead of 1, is that all?
This. Making a couple data types in C++ is a good way to get your feet wet
I wanna make a terraria style world in 3D
meaning:
- it's not generated at runtime
- Wolrd file is created initially and saved to disk before gameplay takes place
- the world is made of blocks
So non-random minecraft.
First, you probably don't want to use blueprints.
alright
I can avoid using them for world gen
but for tiles and other game logic it should be blueprints
so idea I had
is to have an array of integers
ints would be block id
so that when it loads it uses the id as reference for what type of block should be in a given slot
is this any good?
Probably?
huh
ok
so now what about chunks?
should I group like
1000x1000x1000 tiles into a 3d array
and then embed those arrays in another array?
or is this a bad idea?
or should I avoid chunks altogether
Good question.
But I don't see why you just don't use levels instead of chunks.
Basically the same thing, except unreal.
ooo
ok
it would load these at runtime, open world style yeah?
I'm not exactly sure how level streaming works lol
Figure this shit out before you design your system.
how exactly levels work you mean?
quick question. when i create a variable in 1 blueprint and wanna use it in another , how do i do that?
Make it public, get an instance of that object, cast it to the correct class, get <variablename> node
object being the blueprint of variable?
Blueprint
The blueprint is a class (really, Blueprints is a coding language but the terms are used interchangably) You need an instance of that blueprint
Instanced one, in the world
..how do i make an instance?
Either place it in level or spawn it in the world via a BP
yes. but. in the blueprint
You do it by following some tutorials? ๐ฆ
:(
Structural question from me: I've got a lot of pawns that can take damage and die if that's more than some maximum health they define. Because I keep doing this over and over, it would be kinda neat to abstract this functionality into an actor component or something, so I can just add this component to an actor and just like that it can get hurt and die.
The problem is, right now I'm doing this by overriding "ReceiveAnyDamage" on the actor, and I don't think there's any way to access that on a component?
I feel like this is probably a problem others have come across, how to abstract health, damage, and death
Cant you bind to owners (actor) anyDamage event ?
And thus achieve the abstraction ?
Damage is implemented on actor level, and components are bound to be on actors so..
oh fuck yeah, that's a little messy but it'll definitely work. Thanks!
Eh... This is a little bit weird.
The target and the event are mismatched
Will this work?
Id make it a function but thats me ๐
Or atleast use 'create event' node ๐
The actor is not the owner of that event
Cleanliness
I'd prefer it to be a function but how do I bind that to the owner like this?
Create event :)
I mean that was going to be my next step but the function thing sounded cooler ๐
Not sure what you mean by this
The damaged actor from the event ? Or something else
Happy? ๐
Also yeah the actor is absolutely the owner of the function to bind to its event
Love it !
Next up
Create some dispathers
For the actor to sign up to
One more question, if I want the owner actor to supply a sorta "on death" function that handles things like ragdolling the right parts and fire and stuff how do to that
oh you probably just answere dthat
^^ dispatchers
Yepp
When selecting the component , the dispatchers show up as the events in the details panel aswell
When you bind an event, the event must be a member of the target. But from the original picture. The target was the component owner. And the event was a member of the component not the owner.
Unless I'm wrong. That wouldn't have worked
ReceiveAnyDamage is an event of an actor, which is the owner of the ActorComponent
In fact that's exactly the problem I came here to solve in the first place, how to access the ReceiveAnyDamage event because it ISNT an event of the component
@gentle urchin. This method
Nah, you're fine with this.
OnTakeAnyDamage is an event inside actors. GetOwner gets the owner of the component aka the actor its in.
That event was custom in the actor component.
The one in the first picture
any idea what i could be doing wrong?
Yeah, but where is the problem? The signature of the delegate is the same
I was just clarifying something I think he's fixed it.
To be clear, both versions of the graph I posted are functionally identical
They're organized different but they act the same
The delegate system takes a function pointer. And an object reference. If the function does not exist in the object, the delegate will fail.
Whether I bind a custom event, or link it to a CreateEvent node that references a function, it's the same thing
exactly
Just to clear something for me.
The first event you sent was in the actor component?
Yeah they both are
We're misunderstanding each other. I think you're talking about something a bit different
The event here is part of the actor component but the delegate target was the actor. This should fail.
I was asking for confirmation if it will.
The target should own the event passed into the bind event. That is not the case here
Hover over the yellow highlight and tell us what the error is
Nope the event
'BP Interface Game' does not inherit from 'Actor' ( Cast To BP_interface_game would always fail).
The bind function is just a regular function.
It's a regular function ON Actor, not on ActorComponent
Yep. You can't cast that way.
i figured
You can pass a message if the actor implements the interface it'll succeed. If not nothing will happen
Never mind. I'm clear now
So all good, yes? ๐
Did you try it with the dispatchers aswell?
I never knew thats how they made the external events lol, but it all makes sense really
I'm workin on it!
The damage logic I'm moving to this is actually more complicated than I let on lol. I've got protections for current health not going out of range, resistances, separate concepts of "damage" and "healing" which can both occur via this channel, etc ๐
What is healing beyond negative damage
Well exactly, but it needs to know that's happening so it can play cool VFX for it
Fair^^
Damage is RED healing is GREEN that's the way it has to be!
Colorblind people can look at the health bar and just figure it out
I think you can add and bind to new components within the component aswell (for the range stuff)
If a collision volume would make sense f.ex
How do I send a custom event to a specific blueprint? Every time I try to give a reference to the object I need the event to be sent to, it gives me an errror
What error?
And you don't really send to blueprints. You send to an object
Something along the lines of โIncorrect Referenceโ
Probably what you're sending to and what you're referencing are not the same.
It is the same
Send code?
Its rumtime error
meaning?
Come vc
That is not incorrect reference.
It means that what you're referencing doesn't exist.
Probably wasn't created
alr hold on
what, hows that possible
@naive stag come vc i tell you what its
Yeah. Go vc
i cant speak through my laptop but i can screenshare if needed
im here btw
Are u listening me ?
wait
is there any vc
that allows streaming?
so that u can help me fix the issue right away
You can dm me
Sorry to ask again, but can anyone offer any guidance on this?
#graphics is better for this i believe ?
You are never setting spawner ref
It's kinda half and half so wasn't sure! I'll ask there also
You have vreated the right type of variable, but it has nothing in it
Why does Convert Event To Function just do nothing, for an event defined in a component?
That error always means you are trying to use an empty reference
Yes, you haven't said what the problem is.
i cant look up or down
Is that input event even firing? Have you tried print the axis value to make sure it's working?
True...