#blueprint

402296 messages ยท Page 907 of 403

cyan birch
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Drag off the target's reference pin and search the same thing, that's what I've done in the past.

prime fulcrum
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What target reference pin? (Sorry im quite new)

spark steppe
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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

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or most likely from the streaming level reference of the node before the return node

prime fulcrum
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i don't understand

spark steppe
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drag from the blue pin of your get streaming level node

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and search for the variable

twilit jacinth
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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?

prime fulcrum
spark steppe
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yes

prime fulcrum
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Thank you!!!

spark steppe
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if you want to set the variable on the streaming level...

prime fulcrum
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yeah i have the same as the tutorial so it should be good xD

prime fulcrum
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@spark steppe

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The tutorial guy has this icon

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I have this

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does that mean something?

spark steppe
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ask the tutorial guy?!

wooden ravine
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how to make an object moving along a spline (or other path) in an constant speed, no matter how long the spline is?

prime fulcrum
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how can i remove that thing

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i don't have acces anymore

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to those things

wooden ravine
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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)

gentle urchin
restive token
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how are these camera movements done?

restive token
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it's not sequencer right?

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is it multiple "view target with blend" things?

cobalt gulch
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Is this how you would show the local player's health when on a server?

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Because i'm updating the health when the bullet hits a player and it damages them, but it doesnt actually show on the hud

flat coral
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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

trim matrix
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is it possible to create a new dynamic playerstart from a bp actor?

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my level is generated procedurally and i cant set the playerstart before runtime

flat coral
trim matrix
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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

flat coral
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Unfortunate.

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Ah well, for now I don't need any check more complicated than casting to player pawn

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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

ocean arch
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Is there a way to check if the game is in standalone mode or PIE with blueprints?

flat coral
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If UE invented the wheel, but only for C++, reinventing it for Blueprints seems like a logical next step

cyan bone
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How do i create a procedural mesh at run time? Im creating procedural mesh but always need to store it as a component.

eager field
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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?

exotic vault
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Can you help me?

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Hud warzone namely with 3 armor

thin panther
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drag some pictures onto a hud ez

jaunty jolt
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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 ?

thin panther
exotic vault
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I understand this, but I often have a problem that the hud armor does not work

thin panther
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sometimes c++ means the difference between compiling and not compiling

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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

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my favourite way to do things is to write functions in c++ that i can use in bp

gentle urchin
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^ this

exotic vault
thin panther
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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

thin panther
jaunty jolt
thin panther
exotic vault
thin panther
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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

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unreal c++ is very intimidating as few other languages let you have pointers

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so theres a lot of weird things you will have never heard of with say python

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then once you start getting the hang of c++ a bit, the logic is the same as bp, you just write it differently

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epic even has a guide on translating bp to c++ i think

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you still get all the same stuff, you just get even more of it

tawdry surge
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@jaunty jolt You can absolutely write bad code and make it run worse then BP

thin panther
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oh yeah definitely but thats just part of learning

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but again some stuff you cannot avoid it for

flat mauve
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Hey guys! I'm having some bit of trouble

thin panther
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w3schools is a great resource for the basics of c++

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i find it explains things really well

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make a few simple console apps and then look at stepping up a bit

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i did some basic console apps then went to learning sfml once i understood pointerss

spark steppe
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don't go down the rabbithole unless you have to optimize

thin panther
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but you should learn however you feel comfortable

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"Premature optimization is the root of all evil" - Donald Knuth

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really how come?

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i found it hella useful

spark steppe
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"Premature optimization is the root of all evil" - Donald Trump

thin panther
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"Premature optimization is the root of all evil" - Donald Duck

flat mauve
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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?

spark steppe
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you are probably confused by the order of print statements, aren't you?

flat mauve
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Yeah for sure!!!

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Print statements are executing backwards

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Does it only work that way for print statements?

spark steppe
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it's the way the buffer works

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but they aren't executed backwards

flat mauve
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So if i compile a game for instance, will the order become "corrected"?

spark steppe
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no

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the game runs backwards

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it's just that new stuff gets added on top of the print buffer, just deal with it

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print statements aren't in packaged build anyways

flat mauve
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I see. So this works for print statements only?

spark steppe
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read the output log if you want them in correct order

flat mauve
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I see. So i kinda have to think backwards to make it look like it's working forwards?

spark steppe
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no

gentle urchin
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The print list goes from bottom to top

spark steppe
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you have to scrap the idea that print statements are a good way to follow execution flow

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use the output log instead

gentle urchin
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Later prints are 'injected'

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Or stacked

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On top of existing

thin panther
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wait so its LIFO?

gentle urchin
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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

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I wouldnt say its LIFO, no

trim matrix
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Any devs looking to get into a massive project? looking to grow the team, need programmers

gentle urchin
thin panther
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inb4 unpaid work

trim matrix
trim matrix
thin panther
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oh nice gj!

gentle urchin
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Gj indeed!

trim matrix
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thanks guys

gentle urchin
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Avoid bindings ๐Ÿ˜„

steady night
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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 ?

gentle urchin
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Format text

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{current}/{max}

steady night
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cant find anything under format in bps whats it called ?

gentle urchin
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Format text

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Is the node

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Reverse it from the return value

steady night
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ah

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ty ! ๐Ÿ™‚

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hm how

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how do i set it :/ ?

gentle urchin
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Write what i told you

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In the format text node

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Unplug the texts, and type it in

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{Current}/{max}

steady night
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ahh

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cool

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nice function

gentle urchin
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Yeah its handy

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In the "float to text" node you can also rid of any decimalsnif you like :)

steady night
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ah nice

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ty

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dose this mean highest value of maximum numbers displayed ?

gentle urchin
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It means number of digits

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Fractionals are after the comma, integrals are before

steady night
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oh okey was kinda obvious highest value would be weird xD

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yeah i know

gentle urchin
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Yeah :p

steady night
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tyty

prime fulcrum
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i did everything and it works, but then it doesn't work again!!!!!!!

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xD

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im ragin mad rn

steady night
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is that possible ?

thorny rover
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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

tame pecan
steady night
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or nevermind*

untold zodiac
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what am I doing wrong to make this replicate on server? This bp is for door opening

desert juniper
wraith crane
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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?

desert juniper
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then have the timelines play on the client. this way, the server isn't replicating the door angle on tick

untold zodiac
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Im familiar with the rep notify, but could you show me an example? I am very new and would be very grateful

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@desert juniper

desert juniper
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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)

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When the event is called, just play your timeline for animating the out with all your logic.

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I can share what I have tonight if you ping me in about ~7 hours @untold zodiac

gentle urchin
wraith crane
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i assign the material to the floor

gentle urchin
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not in the bp you showed me, you're not

wraith crane
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oh

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but

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how to assign this instance

gentle urchin
wraith crane
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not the orginal mat

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okay thanks

gentle urchin
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set Material

wraith crane
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can i get all objects with the orginal material?

gentle urchin
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You could make a lookup function for it i guess

wraith crane
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i dont know how but i try to check on youtube

untold zodiac
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I definitley will @desert juniper , is the custom event Im creating with the open/ close logic ran on server?

desert juniper
faint pasture
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#audio but have you tried lowering the 3d stereo spread?

young stratus
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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.

faint pasture
young stratus
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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

drifting peak
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@young stratus can you send screenshot of sample

young stratus
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it seems I have found another solution, (BoxTraceByChannel) and it seems like it will do the job, but thank you

drifting peak
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good to hear ๐Ÿ™‚

trim matrix
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guys

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how do you set a relative path of the Model 3D folder?
../../Model 3D

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do a space between Model and 3D need special character in the blueprint?

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ok nevermind, all working!

spark steppe
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you shouldn't have spaces in your paths either ways

flat mauve
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Hey @toxic jay have you done this before?

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yeah.

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Seen you recommended it as a great tutorial source. Just wondering whether you had gone through it before ๐Ÿ™‚

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Nice!!

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Also,

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What do you think of @ codebeauty tutorials?

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Have you or any other tried them out?

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Cool!!

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Hahaha!! I see what you did there

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Thanks for the #cpp object reference. Pun intended

cyan birch
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... You're being asked to move the conversation to a more relevant channel. Us BP users are scared.

balmy apex
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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.

flat coral
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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

flat mauve
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Hmm... I see. In your opinion, why are books/articles better?

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Hahaha!

balmy apex
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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.

cyan bone
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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.

drifting peak
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@cyan bone is your procedural mesh changing in run time?

cyan birch
drifting peak
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or it doesn't change or move after execution

cyan bone
drifting peak
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are you trying to overlap the ArmyPlanes Class?

cyan bone
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However it is not doing the Stop Movement i dont know why

drifting peak
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if you want to check for ArmyPlanes, you dont need your double branch before that

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those two booleans arent needed

cyan birch
drifting peak
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you just need to cast to your armyplanes class and it will only read that class

marsh bramble
cyan bone
drifting peak
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@cyan bone cast to your army class, then drag out blue pin, get character movement then stop all movement immediately

cyan birch
cyan bone
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well actually that works in this situation, because they are the same type.

drifting peak
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do you have an invalid return from the cast?

cyan bone
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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

drifting peak
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do you get a red message after overlap?

cyan bone
cyan bone
drifting peak
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can you send screenshot of the components

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and a screenshot of the construction strip if you are generating the mesh at play

lapis shale
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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?

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I suspect something's going wrong here because I don't really understand what's happening here, i got it from a youtube tutorial.

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it's the event graph of my animation blueprint

drifting peak
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@lapis shale connect it

marsh bramble
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@cyan birch yes i attempted to do this earlier and i did it wrong it shot my character off the map

young stratus
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whenever you see the play symbol on a node you want to make sure execution can flow

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it's kinda like a telephone line, if you don't connect the electricity it won't work

lapis shale
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It's all connected is it not?

young stratus
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like this

lapis shale
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ahaaaaa

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that's my problem

young stratus
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those play slots always need to be connected :)

lapis shale
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I don't really understand, why is it necessary to connect the white line? what does it do?

young stratus
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it is like a river

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that determines what gets ran in what order

lapis shale
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I only have experience with nodes in blender and there, you're really only passing data and not when to execute what haha

young stratus
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you set up the data correctly, but never told unreal to actually run it

wraith finch
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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.

young stratus
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yeah, welcome to unreal, this is how you do it here

lapis shale
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thanks!

young stratus
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no worries

young stratus
wraith finch
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how do i do that?

cyan bone
# drifting peak can you send screenshot of the components

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.

young stratus
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you right click in blueprints and type lerp

thin panther
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Those white lines are the flow of execution, yiu can see them being highlighted when you look at a bp at runtime

young stratus
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that expects 2 vectors

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in your case the cube his location and the player his location

wraith finch
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how do i get the player vector?

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and do i do it in tick or event begin play?

young stratus
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get actor location

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yeah in tick

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cause you want to move the cub every frame

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cube*

wraith finch
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actor location for both player and cube?
then how do i connect the player?

young stratus
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you mean the different blueprints?

gentle urchin
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lerrping is best done with static vectors

wraith finch
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how do i connect the player to get actor location?

gentle urchin
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alternatively you can do VInterpTo

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or VInterpToConstant for linear speed

young stratus
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Defy, you might want to look into a blueprint tutorial on youtube

wraith finch
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i did

orchid grove
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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?

young stratus
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I could explain it all but that would take time

lapis shale
# young stratus no worries

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.

wraith finch
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but they r all so complicated when it comes to enemies

young stratus
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go to programming parlor

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i have a bit of time

steady night
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@lapis shale its the speed that determines it

lapis shale
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so if the speed is not zero that's walking?

steady night
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yeah i think so

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u can set the "minimum value" somewhere

drifting peak
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@cyan bone it does seem very strange

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because the flow goes through and you tested it

cyan bone
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Only one army collision works. i dont know why

drifting peak
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@cyan bone can you set the cast to a variable

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then drag the get variable, right click and convert to isvalid

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drag the cast on the false valid

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on true valid you continue all your nodes

cyan bone
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So thats like while its not true keep checking until its true?

drifting peak
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yes

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i dont have my computer rn

gentle urchin
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Needs some breaktime

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Otherwise infinite loop

drifting peak
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@cyan bone let me know if this works

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idk what else u could do lol

blissful inlet
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Thanks !

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Not sure it's the right channel, tell me if I should delete my message

cyan bone
lapis shale
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i'm a genius

steady night
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@lapis shaleNoice

lapis shale
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my lil kitty is now walking right

lapis shale
# lapis shale i'm a genius

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?

cyan birch
lapis shale
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i'm just used to blender

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not saying it's a bad thing just surprised me

cyan birch
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I mean, it would be pretty problematic if the engine just fired off your nodes at random.

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Blender's nodes also fire off in a specified order?

drifting peak
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@cyan bone you only get one print string if it is in one bp

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add a rect collision check around the actor

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and put it through tick (just for debugging) and it should print multiple times as it overlaps

flint mulch
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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?

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when I try

drifting peak
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right click on the yellow output

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then separate

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@flint mulch then you get x y z

flint mulch
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I'm trying to recreate the first image

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but whenever I type float it doesn't come up

drifting peak
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thats vector multiply float

flint mulch
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yes but for some reason it doesn't show up when I search it

drifting peak
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you type in vector x float

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uncheck context sensitive

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on top right

flint mulch
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ok

spark steppe
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vector multiply, then rightclick the 2nd input pin and pick convert to float

drifting peak
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do * instead or x @flint mulch

flint mulch
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neither of those come up for me lol

drifting peak
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even if you just click on the graph itself?

flint mulch
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yes I tried it away from graph too

spark steppe
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just type *

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in the search field

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it should show up

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or type multiply

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they renamed those nodes

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and they aren't typebound anymore

drifting peak
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if it doesnt show up then restart your ue5 lol

flint mulch
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all I get is multiply by pi

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yeah I will

spark steppe
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restart wont change a thing

flint mulch
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hm

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this isn't the first time something doesnt' show up for me

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the description from the one in the image says scales vector by A and B if that's any help

desert juniper
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Just click that multiply

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then right click on the pin, and change it's type

spark steppe
desert juniper
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yup

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just use that one

flint mulch
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float single or double presicion

desert juniper
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it's a smart multiply node now. they got rid of all the 'multiply float, multiply vector,...' nodes

spark steppe
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double

desert juniper
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and made it a single node with a wildcard

flint mulch
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I see, thank you guys so much sorry if I was blind I'm still learning this

spark steppe
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that's why you still better learn on UE4

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most tutorials are based on their UI

flint mulch
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is there a way I can see all of the changes?

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because I have done alot of work in UE5 and don't feel like changing over versions anyways

spark steppe
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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

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as you cant just load your UE5 stuff in UE4

flint mulch
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or just trial and error everytime something is different

gusty shuttle
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Hey guys, brain farting on collision issue here. Goal is to shoot skel mesh with trace, and trace applies damage to actor bp

dawn gazelle
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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.

gusty shuttle
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@dawn gazelle Cool, I'll try casting

desert juniper
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big tip. learn to use the debugger.

gusty shuttle
desert juniper
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click on the Branch node, and click F9. then play your game and trigger whatever you're trying to do

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they game will stop and take you to the node

gusty shuttle
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Success, seems like the cast worked. I'm doing some testing as is. I've worked with traces fine before, just brain farted haha

desert juniper
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then you can just hover over all the values, and determine if they are what you think they should be

gusty shuttle
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@desert juniper I'm familure with debugging my friend, it's been a long day haha

desert juniper
gusty shuttle
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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

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But yes, time for a break until tomorrow, indeed

desert juniper
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i know the feel pensivLoaf

dusk cave
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I feel like I did everything

trim matrix
#

Hey guys, do you know how to remove/reset all variables/local variables/reference in a BP?

dawn gazelle
trim matrix
#

awesome will do!

orchid grove
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Is there a way to attach a bone to a scene component or something like that?

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For a Skeletal Mesh Component

valid juniper
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Is there a way to dynamically chose the 1rst map to load instead of using the default one ?

obtuse herald
cyan bone
# drifting peak add a rect collision check around the actor

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.

dusk cave
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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.

flat coral
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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.

signal hornet
flat coral
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No the issue is the line trace isn't detecting this object at all, it hits the wall behind

signal hornet
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Hmmm.. I'm not too sure then. Definitely sounds like an issue with the meshes collision settings though.

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Unless there's something on your linetrace sequence that causes it to do that.

flat coral
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Oh you have to set the Visibility trace to block

pulsar path
#

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

thin panther
#

you could always set a variable for a timer

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so on press start looping timer or whatever

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on release clear timer

pulsar path
tight schooner
#

Set Timer By Event, in other words

#

It's a node that you can use to loop an event on some interval

tranquil gorge
#

Hello everyone! ๐Ÿ™‚ 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.

thin panther
#

Typically you parent ur camera to ur character so that doesnt happen

serene bramble
#

edit fixed

tranquil gorge
# thin panther Typically you parent ur camera to ur character so that doesnt happen

hey saw that you left a replay. ty ๐Ÿ™‚ 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

pulsar path
# thin panther you could always set a variable for a timer

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 nkook

thin panther
thin panther
#

timers are great

#

although if you need super quick timers just use a tick instead

tranquil gorge
#

if anyone else might know the solution to my issue its posted a few lines above and id be very greatful

pulsar path
#

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

serene bramble
#

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

serene bramble
#

Happy to an accept a "not possible" if needed lol

sudden nimbus
#

oh its possible

serene bramble
#

I just want Esc to set my widget visibility to hidden basically. This is in a main menu context so no players or stuff

serene bramble
sudden nimbus
#

Well first, there's "Is Focusable" but im sure you've found that

serene bramble
#

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

sudden nimbus
#

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

serene bramble
#

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

sudden nimbus
#

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

serene bramble
#

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

sudden nimbus
#

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

#

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 ๐Ÿ™‚

serene bramble
sudden nimbus
#

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

serene bramble
#

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 :)

balmy apex
#

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:

tranquil gorge
elfin wolf
serene bramble
#

Hm

#

Is target being "self" ok?

sudden nimbus
#

in this case its the actor itself disabling its own input

#

could be from anywhere though

balmy apex
serene bramble
#

Disable input set up but can still drag around

#

I don't think there's any actual actor in the world so

sudden nimbus
#

ehhh yeahhhh

elfin wolf
sudden nimbus
# serene bramble Disable input set up but can still drag around

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?

serene bramble
#

Pretty much, so you can hit esc to close the settings menu sub menu. Which works fine now

#

๐Ÿค” actually disabling input stops the Esc from working

balmy apex
serene bramble
#

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

balmy apex
#

Well, things move when I crouch, but the camera doesn't.

runic parrot
#

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

gentle urchin
runic parrot
# runic parrot

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.

serene bramble
runic parrot
gentle urchin
#

Just a new basic pawn, used strictly in the main menu

runic parrot
#

i think the exact name is not "OnClick" but it should be easy to find.

balmy apex
gentle urchin
#

Or no pawn at all , which apparently was an option aswell

runic parrot
#

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

serene bramble
#

Can't use UI only as then the keybind doesn't go through

#

Though I'll try the 2nd

runic parrot
#

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

serene bramble
#

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

runic parrot
#

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

serene bramble
#

Okay

runic parrot
#

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

gentle urchin
#

Is a button a click?

#

As in, is esc a click?

#

I always assumed it was mouse only

runic parrot
# serene bramble Okay

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.

serene bramble
#

I assume this is all to be done in the UI widget?

gentle urchin
#

Yes

runic parrot
#

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.

serene bramble
#

Er, I only have UI elements in the widget. Nothing actually covers the full screen

fresh timber
#

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?

serene bramble
runic parrot
#

The canvas is the UI

#

Change from design to Blueprint

serene bramble
#

Ah

#

What do I select to get those details to show?

runic parrot
serene bramble
#

๐Ÿค” by the way is that ue5? I'm on ue4 if it matters

I think I'm there though

calm citrus
#

How do I make the line trace always come out of my left side? No matter what direction the player is facing

serene bramble
#

Okay

#

I'm just not sure where to find that 'touch events' setting

split ginkgo
#

Is there a way I can check if an action mapping is pressed?

desert juniper
half portal
#

Does anyone have a tested tutorial or know how to do double layered healthbar with second bar that lingers behind the one in front

runic parrot
#

The touch one should be on your player Controller under Class Defaults

serene bramble
#

Okay I'll give that a shot

balmy apex
#

Still trying to figure out why my crouch doesn't work but haven't gotten any leads

balmy apex
#

Found a tutorial and this is what I have now, it works

gentle urchin
#

Have you enabled crouch in the cmc ?

vocal kestrel
brazen pike
#

oof that cant be a good idea haha

vocal kestrel
#

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.

vocal kestrel
#

holy shit wow okay

desert juniper
#

didn't know there was a second shortcut

vocal kestrel
#
  1. 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?
desert juniper
#

it's a universal emoji thing

#

๐Ÿ‘ฟ

#

see, discord converts it

balmy apex
vocal kestrel
#

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!

balmy apex
# gentle urchin

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?

gentle urchin
balmy apex
#

I don't know if it'll help, but this is how I have the character blueprint set up

desert juniper
#

Events don't seem to trigger on dynamically added components.
Is there something else I need to do, to get them to trigger correctly?

elfin wolf
#

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

serene bramble
#

Is there an event for a widget's visibility being changed?

half walrus
gentle urchin
gentle urchin
#

OnVisibilityChanged i think

gentle urchin
serene bramble
#

Yeah I worked it out, ty though

#

Is there a way to save custom settings to Game User Settings?

gentle urchin
#

If there's a will, there's a way

#
leaden dock
#

is there a bp to turn 9.2388345 into 9.23?

thorny rover
leaden dock
#

i already figured it out myself

#

round(x * 100) / 100

#

would be a handy node though ๐Ÿ˜„

#

is there actually a good math lib for bp with smoothstep, slerp, lerp and whatever?

gentle urchin
#

To text handles the display precision^^

leaden dock
#

nice

#

thx ๐Ÿ™‚

sleek dust
#

what i need to put on 'object'? i have a pawn and i want to posses it from other blueprint

gentle urchin
#

A reference to it

#

Cast is a typecheck, it needs something to check the type of

leaden dock
#

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?

gentle urchin
#

Its probably easier handling this in the spaceship

sleek dust
#

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

gentle urchin
#

Since theres a global get'er for player char/pawn

leaden dock
#

then you need to spawn the actor

#

and then posses it

gentle urchin
#

^

leaden dock
#

casting is just a type conversion

#

it doesnt spawn stuff

gentle urchin
#

The returnvalue of spawn is a reference

leaden dock
#

like casting from int to float

desert juniper
#

but adding the component as normal to the actor did cause it to fire correctly

lime cairn
#

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?

tight schooner
gentle urchin
lime cairn
#

The fact that the positions of ArrayIndex and ArrayElement are switched is annoying me

dapper bramble
#

Does someone have an idea why this variable might be null when accessed, despite it successfully adding to viewport?

shrewd temple
#

Hey, guys. I have two blueprints (BP_A, BP_B), can I force them running in fixed sequence?

balmy apex
gentle urchin
#

Then thenisCrouching should be true

#

Which gives you a transition

#

In your animBP

balmy apex
gentle urchin
#

Oh

mellow folio
dapper bramble
#

There is nothing. Just begin play and create widget node

gentle urchin
#

Also no need to check if the return is validn

#

It will be when executed

mellow folio
#

then show when it is accessed

balmy apex
#

This is correct, right?

mellow folio
#

so you need to post pics or describe why you think this is failing

dapper bramble
#

I think I found it @mellow folio . I was trying to access it from the server (whereas it only exists on the client)

balmy apex
#

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

tight schooner
balmy apex
mild jackal
#

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.

tight schooner
tight schooner
brazen pike
#

Yeah off beginplay 'set global time dilation'

shrewd temple
brazen pike
mild jackal
mild jackal
finite island
#

anyone knows about this?

#

cant find the node, unless i have to set it up myself

amber hill
#

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.

jagged stone
#

Do you mean you want to be able to move the object without having a controller possessing it?

tight schooner
# mild jackal One more question. What blueprint class should I place this in or does it not ma...

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.

gentle urchin
finite island
amber hill
finite island
jagged stone
#

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)

gentle urchin
#

Select the item in the world,

#

Open the level bp

#

Right click

#

Get reference from 'selected object'

#

@finite island

finite island
jagged stone
#

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)

amber hill
gentle urchin
jagged stone
#

@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)

jagged stone
#

Yeah i think so

amber hill
#

Thank you I will try that

#

Nope didnt work

finite island
jagged stone
#

@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

amber hill
#

Like that?

gentle urchin
jagged stone
#

No, the object that you want to move, (so what are you trying to actually have a move? like a box or something?)

finite island
finite island
#

@gentle urchin wait, found it, now what?

brazen pike
finite island
amber hill
#

Should it be a pawn?

jagged stone
#

@amber hill put a "self" reference as in the "Controller Actor" on the AI controller

jagged stone
#

right click and add node of "self reference"

#

Then connect that to the AI controller input

amber hill
#

Yeah I dont have that option

#

Nvm I think I figured it out, Like that?

jagged stone
#

Yes

amber hill
#

I was right clicking the box haha

#

Sorry

#

Still hasnt moved it though

hot lotus
#

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.

jagged stone
#

Also i think to make this work you will need to add a "NavMeshBoundsVolume" to your scene

mild jackal
jagged stone
#

And everything inside the scene is into the NavMesh right?

amber hill
#

Ive not coated the entire scene?

#

Should I?

jagged stone
#

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...

amber hill
#

Tbh the debug isnt even showing Ive clicked the mouse

jagged stone
#

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)

amber hill
#

Also its still building navigation

mild jackal
gentle urchin
finite island
#

bottom left

#

idk how to get it into my blueprint

#

a blueprint of cube

jagged stone
# gentle urchin May i ask why you need this?:p

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

candid sentinel
#

whats the closest thing in BP to APlayerController::ReceivedPlayer ?

summer jetty
#

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.

somber quail
#

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

somber quail
#

nvm i just put a big invisible block in-between the card mats

#

worked

cyan bone
#

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:

https://streamable.com/d68gl1

fiery knoll
cyan bone
#

There.

#

@fiery knoll

atomic thorn
#

How can I see in BP simulation where its at ?

fiery knoll
# cyan bone <@635086021951881216>

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.

finite island
#

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

fiery knoll
fiery knoll
finite island
#

like what should i connect it to

fiery knoll
#

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.

stuck plaza
#

Is there any epic approved convention when naming data only blueprints?

fiery knoll
cyan bone
# fiery knoll When actor A starts overlapping B, only events on the root collider of B will be...

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.

stray kayak
atomic thorn
#

Does delay stop loop exec for the delay time ?

unique wasp
#

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.)

fiery knoll
gentle urchin
unique wasp
gentle urchin
#

Mask can make a float 3 into a regular floatz or float2,

unique wasp
#

(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)

gentle urchin
#

Append can do the reverse of that

#

Not sure how to check the pins specifically really

cyan bone
unique wasp
#

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.

tight schooner
# atomic thorn Does delay stop loop exec for the delay time ?

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

cyan bone
icy dragon
tight schooner
#

@cyan bone sorry dunno about procedural meshes

icy dragon
# atomic thorn Does delay stop loop exec for the delay time ?

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)

atomic thorn
#

K I'll make my own loop ty

cyan bone
gentle urchin
#

Try it on beginplay instead of construction script

cyan bone
visual lake
#

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

visual lake
#

Okay think I got it actually

jagged stone
#

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?

pearl tangle
#

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)

fiery knoll
tame pecan
#

Are you calling it on the client?

summer jetty
#

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).

pearl tangle
#

@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)

silk cosmos
pearl tangle
#

@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

harsh coral
#

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.

half portal
#

Yoyoy guys, Im havingt trouble spawning emitters at location, any helpers

vernal lotus
#

does it spawn in a weird place?

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doesn't spawn at all?

real garnet
#

Structure data is deleted when closing the project

tame pecan
real garnet
#

I just changed the values โ€‹โ€‹in it

#

it happened yesterday after crash

tame pecan
#

You need to resave all blueprints that reference this struct, they usually pop up in the output log

#

compile and resave

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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

real garnet
#

thank you so much i'm trying now

half portal
tight schooner
#

otherwise it'll spawn it at the world origin (0,0,0)

vernal lotus
#

you can leave the rotation and scale as they are as far as I know

tight schooner
#

yeah, unless your niagara system uses rot/scale for something

zealous cedar
#

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 โ€œbulbโ€, also with an emissive output. When using the same technique to offset the UVs for this bulb material, the flickering doesnโ€™t 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 โ€œbulbโ€? (Obviously LFs canโ€™t use World Position so Iโ€™m a bit stumped)

desert juniper
ancient stag
desert juniper
remote meteor
#

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

desert juniper
#

ah, so doesn't look like it's going to work

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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!

gentle urchin
#

Not sure why you think that wouldnt work for you

desert juniper
#

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

gentle urchin
#

But why?

#

Why dont bind ?

gentle urchin
#

Like what would the benefit be for you :o

real garnet
#

I'm going to delete the structure and create it again.

gentle urchin
#

And/or make the struct in cpp

#

Relatively simple even without cpp knowledge

real garnet
#

Thanks for your advice, I'll fix this and be more careful.

desert juniper
#

Same reason we use a game engine rather than making our own. convenience ๐Ÿ˜„

gentle urchin
#

I feel dumb asking how its different from adding the event

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Like

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Its 2 clicks instead of 1, is that all?

faint pasture
vernal lotus
#

I wanna make a terraria style world in 3D

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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
mental trellis
#

So non-random minecraft.

vernal lotus
#

I'm kinda clueless how to approach this

#

yea

mental trellis
#

First, you probably don't want to use blueprints.

vernal lotus
#

alright

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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

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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?

mental trellis
#

Probably?

vernal lotus
#

huh

#

ok

#

so now what about chunks?

#

should I group like

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1000x1000x1000 tiles into a 3d array

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and then embed those arrays in another array?

#

or is this a bad idea?

#

or should I avoid chunks altogether

mental trellis
#

Good question.

#

But I don't see why you just don't use levels instead of chunks.

#

Basically the same thing, except unreal.

vernal lotus
#

ooo

#

ok

#

it would load these at runtime, open world style yeah?

#

I'm not exactly sure how level streaming works lol

mental trellis
#

Figure this shit out before you design your system.

vernal lotus
#

how exactly levels work you mean?

mental trellis
#

Yes

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You should understand what's already there before designing what isn't.

vernal lotus
#

ok

#

I'll go do that then

#

huge thanks

wraith finch
#

quick question. when i create a variable in 1 blueprint and wanna use it in another , how do i do that?

flat coral
wraith finch
#

object being the blueprint of variable?

gentle urchin
#

Blueprint

flat coral
#

The blueprint is a class (really, Blueprints is a coding language but the terms are used interchangably) You need an instance of that blueprint

gentle urchin
#

Instanced one, in the world

wraith finch
#

..how do i make an instance?

flat coral
#

Either place it in level or spawn it in the world via a BP

wraith finch
#

yes. but. in the blueprint

mental trellis
wraith finch
#

:(

flat coral
#

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

gentle urchin
#

Cant you bind to owners (actor) anyDamage event ?

#

And thus achieve the abstraction ?

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Damage is implemented on actor level, and components are bound to be on actors so..

flat coral
#

oh fuck yeah, that's a little messy but it'll definitely work. Thanks!

paper galleon
#

Eh... This is a little bit weird.

#

The target and the event are mismatched

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Will this work?

gentle urchin
#

Or atleast use 'create event' node ๐Ÿ˜‚

paper galleon
gentle urchin
#

Cleanliness

flat coral
gentle urchin
#

Create event :)

flat coral
#

I mean that was going to be my next step but the function thing sounded cooler ๐Ÿ˜›

gentle urchin
#

Event can be a function

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Or an event^^

gentle urchin
#

The damaged actor from the event ? Or something else

flat coral
#

Also yeah the actor is absolutely the owner of the function to bind to its event

gentle urchin
#

Next up

#

Create some dispathers

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For the actor to sign up to

flat coral
# gentle urchin Love it !

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

gentle urchin
#

^^ dispatchers

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Yepp

#

When selecting the component , the dispatchers show up as the events in the details panel aswell

paper galleon
# gentle urchin Not sure what you mean by this

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

flat coral
#

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

paper galleon
paper galleon
obtuse herald
paper galleon
#

The one in the first picture

wraith finch
#

any idea what i could be doing wrong?

obtuse herald
paper galleon
#

I was just clarifying something I think he's fixed it.

flat coral
#

They're organized different but they act the same

paper galleon
flat coral
#

Whether I bind a custom event, or link it to a CreateEvent node that references a function, it's the same thing

obtuse herald
#

exactly

paper galleon
flat coral
#

Yeah they both are

paper galleon
#

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

flat coral
#

No, the target has to own the FUNCTION

#

which is the bind function

paper galleon
paper galleon
wraith finch
#

'BP Interface Game' does not inherit from 'Actor' ( Cast To BP_interface_game would always fail).

paper galleon
#

The bind function is just a regular function.

flat coral
#

It's a regular function ON Actor, not on ActorComponent

paper galleon
wraith finch
#

i figured

paper galleon
#

You can pass a message if the actor implements the interface it'll succeed. If not nothing will happen

paper galleon
gentle urchin
#

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

flat coral
#

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 ๐Ÿ˜›

gentle urchin
#

What is healing beyond negative damage

flat coral
#

Well exactly, but it needs to know that's happening so it can play cool VFX for it

gentle urchin
#

Fair^^

flat coral
#

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

gentle urchin
#

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

naive stag
#

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

paper galleon
naive stag
paper galleon
paper galleon
#

Send code?

naive stag
#

Hold on let me take pics

#

here

paper gate
naive stag
paper gate
paper galleon
# naive stag here

That is not incorrect reference.
It means that what you're referencing doesn't exist.
Probably wasn't created

naive stag
#

alr hold on

paper gate
#

@naive stag come vc i tell you what its

paper galleon
#

Yeah. Go vc

naive stag
#

im here btw

paper gate
#

Are u listening me ?

naive stag
#

wait

#

is there any vc

#

that allows streaming?

#

so that u can help me fix the issue right away

paper gate
#

You can dm me

naive stag
#

oh lol

#

true

zealous cedar
gentle urchin
thin panther
zealous cedar
#

It's kinda half and half so wasn't sure! I'll ask there also

thin panther
#

You have vreated the right type of variable, but it has nothing in it

flat coral
#

Why does Convert Event To Function just do nothing, for an event defined in a component?

gentle urchin
#

Bind dynamically

#

instead

#

๐Ÿ™‚

#

with the known Create Event node

thin panther
finite venture
#

hello. i have a problem with making movement

#

do anybody know what is wrong?

faint pasture
finite venture
#

i cant look up or down

paper galleon
#

Is your camera using pawn control rotation

#

Or spring arm if you have one

faint pasture
paper galleon
#

True...