#blueprint

402296 messages Β· Page 908 of 403

finite venture
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i don t know what you r taking about im pretty new...

summer jetty
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Not sure if anyone can help with this? I have a widget that is displayed on right clicking items in the inventory. It contains a list of clickable actions for the item and those actions change depending on the item type. That all works fine. I want the widget to automatically close when the player moves the cursor off the widget. That bit also works fine. But then clicking again on the inventory items doesn't do anything. It only lets me open the widget once.

I'm pretty sure it's something to do with the focus not returning to the inventory widget after the list widget closes. I'm literally telling it which inventory widget to focus on afterwards (there are a maximum of 4 'bags', so it should focus on whichever one was open when the list widget it opened), but it doesn't. Any ideas?

finite venture
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could you show me in voice chanel?

faint pasture
#

No hand holding here, just right click, add a print string node, and see if the axis event is firing. You haven't said what actor this code is on, whether or not you're even spawning the thing or possessing it, nothing.

paper galleon
#

Yep

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Run the game and check if it prints

finite venture
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it started to show "hello"

faint pasture
#

Ok now drag the axis value in to it and make sure it's not just 0s

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Then set something to USE the control rotation. You're modifying control rotation, but not using it for a camera or spring arm anywhere probably.

finite venture
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like this?

paper galleon
#

No, no.

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Drag the axis value pin from the red node to the pink in string

paper galleon
#

Yeah.

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Now move your mouse up and down in game and check that the value changes between 1 and -1

finite venture
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but it still don;t work

paper galleon
#

Hold on...

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Is this even supposed to go this high?

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And low.

faint pasture
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Ok so can at least confirm the input is making it to the Control Rotation. Now show your camera settings

paper galleon
#

Anyways. Do you have a spring arm?

faint pasture
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Camera or spring arm whichever you have

paper galleon
#

This goes up to 10

finite venture
#

this?

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right and left is working

paper galleon
#

Nope on your component list

faint pasture
paper galleon
faint pasture
#

@finite venture find where it talks about control rotation in the camera settings

paper galleon
#

In your components list. The first list on the left.

finite venture
paper galleon
#

Click on the camera and check the default values on the right

faint pasture
paper galleon
#

Honestly... You even need a few online tutorials or documentation

finite venture
#

and in the first time it work

paper galleon
#

What changed?

finite venture
#

nothing

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i tryied to take the code from my last creation and still nothing

paper galleon
#

Anyways. Click on the camera and look for use pawn control rotation check box on the right.

faint pasture
#

@finite venture Show the settings in the camera component that talk about control rotation

finite venture
faint pasture
#

That's the variable, select it in the outliner

finite venture
paper galleon
#

See the use pawn control rotation box? Tick it

faint pasture
finite venture
#

thanks it work

paper galleon
#

Great. Now go and learn properly how to navigate the engine.
Not everyone has the patience to answer mundane questions.

Good luck.😊

finite venture
#

thank you

marble warren
#

Yes go Learn.unreal or documentation

steady night
#

hey guys can i convert a Skeletal mesh into a static mesh ?

limpid bronze
#

Does anyone know a tutorial or how to do parallax 2d backgrounds?

silent chasm
#

How to change Axis Config values at Runtime

steady night
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aye lol

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just did solved it x)

paper galleon
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Lol. Cool

willow breach
#

do any of you guys know a tutorial on how to create a portal gun similar to the one in portal/portal 2?

steady night
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first time i googled. i got a 45 min tutorial on it

paper galleon
steady night
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i thought there had to be an easier way xD

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took 15 seconds lel

paper galleon
#

Ah..I see

paper galleon
steady night
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altho a questionb

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if i make a static mesh from a skeletal mesh then remov the skeletal mesh from project will the copy get messed with ?

tawdry surge
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No

steady night
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even if i remove the textures ?

willow breach
paper galleon
steady night
#

oh okey

paper galleon
#

But the mesh itself is safe to remove

obtuse herald
rich jungle
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I've created a new struct. I go to make a variable of that struct, but it doesn't appear. I've saved/compiled everything involved. I restarted, saw the struct as an option in the variable, but when I chose it the variable didn't change type and the option vanished.

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Does anyone have any idea what's going on

wraith crane
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can i get scalar parameter value from dynamic material instance? this node is not working for me.

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and i have to put there the white arrow, for other nodes "get" i dont have to put them

paper galleon
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Have you input the correct name?

wraith crane
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i give screenshot without the name but yesterday i set them

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I checked again and it doesn't work. I just send my script.

gentle urchin
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are you sure thats the right parameter name

wraith crane
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im sure

gentle urchin
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generally i'd say your out for some fun if you question if every node works first, before figuring out if your setup is correct

wraith crane
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this is the param from material

gentle urchin
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Im reading my parameter just fine

wraith crane
#

mabey because you using the vector and i using the scalar

gentle urchin
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No

silk cosmos
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Doesn't make a difference

gentle urchin
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It's not logical to think that way (first)

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thats like the very very last thing you'd even question

silk cosmos
#

My guess would be there is something wrong with the material

gentle urchin
#

Question is rather, is your dynamic material created in the first place? Is the parameter in use? If you print the value from the Get, does it return the value you expect?

wraith crane
gentle urchin
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Seeing default at 0.0,

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set default to 0.1, print it and see if it reads it

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etc etc

limpid bronze
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Do nav meshes cut off with distance?

silk cosmos
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Have you tried manually changing the value in your material and seeing if it changes with that

gentle urchin
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^That too

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I'm not saying every node is perfect, but most of them work just fine πŸ˜„

limpid bronze
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because my nav mesh seems to cut off at a particular area

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and that parts solid.

gentle urchin
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And its not at the bounds i take it?

wraith crane
limpid bronze
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and it's inside the navmeshboundsvolume

gentle urchin
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ah

#

k

silk cosmos
limpid bronze
static marsh
#

https://cdn.discordapp.com/attachments/864511860651851806/976204343348961320/unknown.png
https://cdn.discordapp.com/attachments/864511860651851806/976204393370243113/unknown.png
https://cdn.discordapp.com/attachments/864511860651851806/976204727245230181/unknown.png
https://cdn.discordapp.com/attachments/864511860651851806/976204800037367929/unknown.png
anyone know why when I play the game plays from network player start instead where my character is? I was attempting to switch from third person to first person project by adding in first person template and deleting my third person character controller.
followed this tutorial.
https://www.youtube.com/watch?v=XEad8JFNetk

Unreal Engine Tutorial 12 - How to Add Third Person Character to Unreal Blank Project

======================================

Follow the link for next video:
Unreal Engine Tutorial 13 - What is a Level ? | How to Create, Open & Save a Level in Unreal Engine
https://youtu.be/n35x13_gXfg

Follow the link for previous video:
https://youtu.be/hdHeY...

β–Ά Play video
silk cosmos
# limpid bronze

In the project settings there's a bunch of navigation mesh settings you can try adjusting. Screenshot them before hand so you can reset them if they don't do anything. But it's worth a shot.

wraith crane
# gentle urchin etc etc

i can change it event with node, but when i implement every tick add 0.1 to param this isnt work

gentle urchin
#

Yepp

silk cosmos
# limpid bronze these?

Yes there might be some issues where its just too big of an incline. Or something is colliding with the nav mesh oddly and is blocking it. They're normally annoying to set up sometimes

wraith crane
#

Now this works fine. The test variable is by default 0.

gentle urchin
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you're creating a new material every tick

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no wonder you're not seeing changes

silk cosmos
gentle urchin
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Create the material on beginplay

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then edit its value on tick

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assuming you want to edit it every single frame.

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sounds like a weird thing to do tbh, and more something the material could handle internally, but oh well

silk cosmos
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Though it seems you're setting it to a fixed value

limpid bronze
gentle urchin
wraith crane
gentle urchin
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This is why people shouldnt use tick lol

faint pasture
faint pasture
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Make material on BeginPlay and update the parameter on tick is how you'd do it.

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if it must smoothly update all the time.

gentle urchin
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^^

silk cosmos
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Ideally you should never create something every tick. That just sounds bad

faint pasture
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^^^

gentle urchin
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Say whaat

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you came way after me on my screen xD

faint pasture
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ye i know just goofin. new boot goofin

gentle urchin
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ah lol

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nice goof

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goofed me, thats for sure

wraith crane
#

now this can work good? The time variable is 1 so this event is called every 1 second

gentle urchin
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Maybe?

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Depends on context

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Not sure what FlagStone is

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You dont need to set the material every Timer() either

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just set it once , on beginplay

wraith crane
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ok i try

gentle urchin
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And in this setup, you could read the value, and modify it, successfully

wraith crane
#

now working fine and this is optimized. Thanks for help.

trim matrix
#

Hi everyone! do you know what's the easiest way to show memory usage of a game in "play" mode on screen?

burnt canyon
#

Say I need to apply a 0,0,-90 FRotator offset to another rotator, whats the best way to do that

keen crest
gentle urchin
#

you need to add the end location to the actor location

trim matrix
#

Guyz, do you know what Objs means at the right ?

keen crest
gentle urchin
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No

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test it

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Start = ActorLocation
End = ActorLocation + (ForwardVector*Distance)

half portal
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Any idea why these might not work, the projectile doesnt do anything when it collides with the enemy, what should my collision settings be to fix this?

wraith finch
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so. i got this menue that is just a canvas. how do i enable my mouse to click a button?

gentle urchin
half portal
gentle urchin
#

So when printing the resulting branch, its true?

gentle urchin
keen crest
gentle urchin
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multiply it

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by a float

keen crest
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Ok I'll try

gentle urchin
gentle urchin
keen crest
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Works though, thanks a whole lot πŸ˜„

gentle urchin
#

Sweet

gentle urchin
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Get Player Controller -> Set Show Mouse Cursor

wraith finch
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thx

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finally a short solution to a problem :)

quick lark
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How do I hide that white circle in blueprints?

gentle urchin
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"G"

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I think

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Nop, was not

novel wagon
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Hi, people! I guess I have a very common issue but I couldn't find yet a way to solve it.

The thing is I have a menu that should pause the game, is a menu that pop-ups up when character overlaps a box. If I pause the game while character is moving and then unpause it, when I unpause it character keeps moving on the direction it had when entered the collision

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I disable/enable inputs on entering/leaving the menu

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I tried to stop movement immediately

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Ingore/Reset move input

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nothing worked yet

sharp steppe
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Hello everyone. I’m trying to learn Blueprint, and there was a few times I followed tutorials online and after successfully making the action, my keyboard suddenly has huge lag during gameplay preview mode. I can’t seem to find anything online regarding what may cause keyboard lag. Any suggestions? This playlist is one of the tutorials I’m also having these problems, https://youtube.com/playlist?list=PLNTm9yU0zou4M6cER2Scyi3lj8jBnHhAL Hope someone can help or point me to the right direction πŸ‘

flat coral
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Hey I've got a child class implementing an event defined in an actor component on the parent class, and I want the subclass implementation to call the parent function, but for some reason it's greyed out? Why can't I do this?

paper galleon
flat coral
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The parent is an actor, implementing an event which is defined on a custom actor component attached to the parent

paper galleon
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Yeah.. you can't get any parent implementation that way.

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The definition is local only to the parent class.

teal talon
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Question?: I have a player character with a Blue Print in it. In the Blue Print I setup a Function to allow me to change the Color of each Static Mesh Material in it. The Spikes of the Choker. But I can't figure out how to access it in the player character since it's in it's own Blueprint. Could you please help. It's in the Player Character.

balmy apex
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Does anyone in here use these two functions built into UE5?

tacit mesa
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what do I initialize in the Construction Script, and what in Event BeginPlay? is there a rule of thumb for what goes where?

teal talon
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Things in Construction happen in editor too. Vs Event Begin Play is only at game start. - Is one basic difference

tacit mesa
lament hare
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hey sorry to bug but is having a bunch of empty actors bad for performance?

mental trellis
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Probably. Especially if they tick.

lament hare
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like say if all the actors are used for are spawn points

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and just have an arrow component

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to them

teal talon
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It's so relitive to devices, hardware, your target fps, what bunch means. Your best option is to test it.

zealous fog
#

Probably a dumb question but Im not great at math so Im sure the answer is a simple formula but how would I make these random floats weighted

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So that 3 seconds would be the most common, and .2 would be extremely rare

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which would be a graph for the occurance of each float

earnest tangle
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One really easy way to do that is using curves

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Create a curve with the distribution you want, between 0 and 1 in the x axis

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then you can generate a random number between 0-1, and sample your curve for the actual value

zealous fog
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Ugh yeah lol

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I dont know how I didnt think of that

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thanks

teal talon
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I'm a noob but what about something like

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There are a few you might play with just looking at the options.

zealous moth
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@mental trellis fixed in 4.22+. Unless your actor tick does anything it is disabled.

mental trellis
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That's good to know.

zealous moth
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@novel wagon trime setting global time dilation to 0 instead

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@mental trellis otherwise there is too much to manage

limpid bronze
#

what does variable not in scope mean?

faint pasture
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Like say you had something, and it had a function, and there was a variable in the function, when you leave the function, the variable isn't in scope anymore.

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Show the error and where it's complaining

balmy apex
zealous moth
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@balmy apex what is your crouch script

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This happens when you translate too fast

quick lark
balmy apex
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The timeline is this

zealous moth
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@balmy apex I forget but what does the crouch fn do?

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I think you have to put that at the end instead

balmy apex
zealous moth
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@balmy apex the flicker happens because of quick translation. You are crouching and then changing the size of your collider. When you do that you change it from the middle so you kinda start falling.

cyan birch
#

I have a puzzle piece here that needs to move in 3 directions depending on where the player hits it with a line trace. In its current state, I have 3 colliders and depending on which is hit, the puzzle piece moves in the direction opposite - this is illustrated below.

Unfortunately, this feels pretty clunky, a player standing behind the piece can line trace to the left, hit the left collider, and the piece moves to the left. I also just don't like having three colliders on the actor, it feel unnecessary, like there is probably a bettor solution out there.

I have two theoretical solutions for this, both involve one collider. 1) When the player line traces the piece, they send their location relative to the piece, then the piece does some math to determine which direction is best. 2) The collider on the artifact detects where it is hit, then move in the direction opposite.

Are either of these solutions viable? Which one would be best? If so, could I have help setting up the math for these?

keen crest
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BoxTrace refuses to detect my enemy character

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I tried using the Cast To the NPC method but it didn't work so I tried a Physics Material Surface and alas that doesn't work either

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Everytime I fire the weapon it doesn't detect the NPC

crude isle
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yo I need help

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I cant drag an event from an interface onto something for some reason

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when I try to add it, it says "This function was not marked as a Blueprint Callable and cannot be placed in a graph"

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Idk why it does that

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Nvm

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I figured it out

zealous moth
#

@cyan birch do you want the hits to be realistic or based on the player's position? You could just make it register the hit based on the position of the player relative to it instead of several coliders

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@keen crest detection goes both ways so make sure they can detect each other.

keen crest
zealous moth
#

All my detection issues have always been me doing bad detection

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Once fixed it always worked

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So probably pebkac

keen crest
#

Am I missing something?

zealous moth
#

Show your collisions

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For both

keen crest
zealous moth
#

Your second one ignores pawns

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Make it overlap

keen crest
#

Will try πŸ˜„

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@zealous moth Nope, doesn't change anything

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Though I did notice that it is actually detecting the pawn, but instead of a green dot it's a red dot

cyan birch
zealous moth
#

@keen crest hmm try setting the query to query and physics on both

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@cyan birch you don't even need to do that

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@cyan birch get actor location self and get actor location player and get the difference

keen crest
zealous moth
#

Yeah

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@keen crest wait what is your hierarchy?

keen crest
#

My character disappear when that happens πŸ˜‚

zealous moth
#

Pparent inheritance matters

keen crest
zealous moth
#

And the other actor?

keen crest
#

Same hierarchy

zealous moth
#

What was your event that detects hit?

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Line trace or on actor hit or on actor overlap?

keen crest
zealous moth
#

Show?

keen crest
#

I'll try changing it to detect the actual actor instead of a phys material maybe it'll work now

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Still doesn't work aha

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So fusturating 😣

zealous moth
#

@keen crest start from scratch :-P

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I can tell you for sure it is your collision

keen crest
#

As in make a new player BP or a new NPC BP or both?

zealous moth
#

Both and test it out from scratch

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Happened to me once

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Pain the the arse

keen crest
#

Agh ahaha

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UE4 moment

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Well thanks for the help anyways appreciate it πŸ˜‡

zealous moth
#

Np happens

cyan birch
zealous moth
#

Vector - vector?

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Difference is the result of a subtraction

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Sum, difference, product, quotient

cyan birch
#

Right but like...I have no idea how to implement that, it just spits out another vector. Actually, let me think on it a little longer. I like to solve things on my own.

zealous moth
#

I would brush up on vector physics if I were you

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@cyan birch there are a few ue4 yt channels on that topic

cyan birch
#

I could do without the patronization. I'm a designer trying to get a prototype going to help me onboard.

zealous moth
#

In your case you have 2 vector locations. Difference gives you a direction

zealous fog
#

Telling you what to look into isnt really patronizing Id say, just helpful

zealous moth
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Oh I am not patronizing. Honest advice.

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Vector math and trigonometry refreshers really help so you don't have to mess around for hours @cyan birch

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Best I can do on a phone

cyan birch
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Well, this is what I get for asking a question before thinking about it, much. Thank you, though. The real hard part is adjusting these number as the piece moves in a circle, with the front always facing inward.

zealous moth
#

Like a series of rocks circling the player?

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Just add the directional vectors and normalize at the end

cyan birch
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The puzzle moves like this along a track

zealous moth
#

I... what? Not sure I am picturing it right

cyan birch
#

So I'd want to know the player's location relative to the puzzle piece.

zealous fog
#

The site itself can be a bit patronizing in a tech-bro kinda way

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But it has good tips

cyan birch
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That way, as the piece goes around, I can know if the player is in -1,1 or 1,1 space, for example, because the sides of the orientation of the piece change as it moves in a circle.

cyan birch
zealous fog
#

...

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I was just sharing a resource I found helpful

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No need to constantly feel attacked when we are taking time to help you out

zealous moth
#

@cyan birch for that coordinate system you will want to use the dot product

cyan birch
cyan birch
zealous moth
#

I highly recommend you read up o the dot product because it will be your #1 best friend in physics for anything directional and angular

zealous fog
cyan birch
finite island
dense cargo
#

Question about multiplayer save games. What is the best way to reassociate player data in my save with player characters the next time I run my game and load? I'm saving the names of each player, but when I load, I don't know which client's character should receive its old save data? Does that make sense?

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I don't have any concept of accounts or anything in my game right now. Is there some way to save off a client ID?

final python
#

is it a bad thing to make your own blueprint culling?
I have some modular houses that are actors with a bunch of components and particles that can be changed on construct, except I can't find a way to cull everything out when the player is far away, so would it be optimal to make my own cull box that just sets the entire actors visibillity to false?

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but if there is a way to cull them I'd like to be informed, because I have looked up and tried cull volumes, setting cull distance on the meshes themselves, set the component draw distances, and I can't get anything to cull, and yes I have tried everything during run time as well.

dawn gazelle
balmy apex
#

New question, this is my WASD movement for my game. When I look straight up or straight down, the character stops moving. What can I do so that doesn't happen?

gentle urchin
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Dont use camera?

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Directions...

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Atleast

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Fetch only the relevant axis

balmy apex
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I don't know what to use instead

gentle urchin
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Get camera rotation

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Break rotator

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Make rotator

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Connect only yaw(?), and make rot fromX if im not mistaken

balmy apex
#

I have no idea how to do any of that

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I can't find camera rotation in things I can add

potent laurel
balmy apex
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Not a thing

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These are all the "get" things related to the camera

gentle urchin
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Get world rotation

balmy apex
#

Ok, and what am I doing with that?

potent laurel
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Drag node

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Search break rotator

balmy apex
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Got it

potent laurel
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Be a hero to yourself and figure the rest out. It will help in the long run

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Unless u get super suicidal. Then plz ask for help again lol

balmy apex
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I don't learn by just figuring it out though, that's the problem, I don't even know what I'm supposed to be replacing

potent laurel
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Neither did we

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I'm not at pc now though

balmy apex
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I see

balmy apex
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Wait a minute, now it doesn't move forward when I change the way the camera is facing

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I only go forward and backward in a straight line

mellow folio
#

for most types of characters, you don't move based on the camera's facing, but on the facing of the actor itself

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I don't know why you're using the camera, or why you plugged yaw into roll

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or what you're trying to do

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but normally you just GETACTORFORWARDVECTOR

gentle urchin
gentle urchin
silk cosmos
balmy apex
silk cosmos
#

Yes

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Should work. The reason you cant use camera the same way is because when the camera is looking up, the forward vector is also up and pushing you up while fighting gravity which is why you can't move

balmy apex
#

So with this setup, it still stops movement when I look straight up or straight down

silk cosmos
#

Then there might be something else that isn't set up correctly. I use that same set up for my first person games.

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In your input axis are you sure the axis value in the project settings is 1?

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Is this only when looking up and down?

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Or all the time?

balmy apex
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Only looking up and down stops the movement

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This is in my project settings

silk cosmos
#

Let's start with pt character can you show me the inherit pitch and yaw section of that?

balmy apex
#

This part?

silk cosmos
balmy apex
#

Not sure where I find that info

silk cosmos
#

You should be able to click on pt character, then on the right you should have a bunch of variables you can alter. It should be in there somewhere

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Might be inherit controller pitch, yaw, and roll

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Make sure the only one checked is yaw

balmy apex
#

These?

silk cosmos
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Deselect pitch

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Should fix it

balmy apex
#

That did it! Thanks!

silk cosmos
#

Basically that sets your actors pitch to the controllers and is making the actor rotate up and down with the camera

silk cosmos
bronze bone
#

Hello, Backspace does not seem to work on quest 2 for some reason. It sends "C" char instead. Any workarounds? I need it for text fields.

deep elbow
#

brainfart, i want to scale meshes in a "curve", i have an array of random length i want the scale to start at 1, progress upwards to random value at the middle, and then scale downwards to a scale of 1 at the end

gentle urchin
#

Pick a random index, scale up, scale down, pick a new index

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Or what?

deep elbow
#

ah i need it to be a smooth curve in scale, small at the ends, large in the middle, a bell curve basically

gentle urchin
#

Ahh

deep elbow
#

1 /( array elem - (array length/2))^2 + 1 =this works

bronze siren
#

in android back button is not working does anyone know a fix for this ?

leaden dock
#

hm i made a variable, for a type. then i removed the variable. now i make another variable with another type but with the same name, but it wont let me use the variable name anymore, unless i make it the type as before again and use the variable name.

#

did it get cached anywhere or so?

#

weird bug

#

if so how to fix this?

deep elbow
#

compile the blueprint

#

its still cached

leaden dock
#

i did

deep elbow
#

if thats fucked then restart uinreal?

leaden dock
#

i did too ^^

#

i defined the struct in c++ what is also weird is that when i use the struct now, it still uses the older version it seems

deep elbow
#

ah ok, weird, sorry no ideas, don;t have much experience with c++ ;_;

leaden dock
#

it seems as if the blueprint has cached the older version of the struct and also still has that variable in the old struct format sitting somewhere

#

weird

true quartz
#

Anyone available to help me with my rising water volume? I need to make one and have it damage characters that are submerged in it for too long

#

Please DM me if so.

half walrus
#

Hi, I have made a raycasting system to detect if you are looking at an interactive item. I was wondering if any of you could guide me to the right path on how to highlight such items. Thanks.

half walrus
tame pecan
#

They'll be your friend when creating a interaction system

serene bramble
#

^ I'm working with him

We're trying to get the items to highlight physically when you look at them so not sure how that relates, but will still look into it. We have the targeting working so just unsure on how to highlight the actor.

true quartz
#

anyone?

tame pecan
half walrus
deep elbow
# half walrus unsure what u mean... i am using blueprints btw

he means you line trace, hit the object, and send an interface message to whatever you hit (if its a blueprint), then you can have that event trigger in the looked-at blueprint and do the highlightingas for highlighting theres a load of different ways, you could use a post process (google "post process outline" and tom loohman has some good examples you can download)

true quartz
# serene bramble ^ I'm working with him We're trying to get the items to highlight physically wh...

Hey guys, in today's video I'm going to be showing you how to highlight and object and give it an outline in Unreal Engine 5. This works great for X-Rays too!

NOTE: I forgot to mention this in the video, but I didn't come up with this originally. It has been within the community for years and no one really knows the true origin. However, I have...

β–Ά Play video
deep elbow
#

and if it's just static meshes then you can have that controlled from where you do your linetrace, if it hits a static mesh just set relevant stencil or custom depth value for your post process etc

serene bramble
serene bramble
deep elbow
#

nah, ez pz

serene bramble
#

Just seems really confusing and no real "start here" kind of thing

icy dragon
deep elbow
#

i mean, assign outline post-process material to game camera, line trace to mesh, hit mesh, set custom depth to true on static mesh, outline appears

icy dragon
#

Can't get any easier than that

serene bramble
#

We have linetrace but hm, ok

icy dragon
serene bramble
#

Do I call that on the hit component?

deep elbow
#

yeah, you can cast to static mesh if you want

#

then it'll only apply to hit static meshes

serene bramble
#

Item only has one static mesh

icy dragon
#

Or cast as Primitive Component to apply on anything, even skelmeshes

#

Sorry, Cast as Primitive Component is bloat, the output is already Primitive Component

serene bramble
#

Yeah

#

So I have the set render custom depth, I guess I check the value?

#

Not sure what to do then

deep elbow
#

you will need to store that hit component as a variable and then disable the custom depth when the line trace stops hitting it - like "lastHitObject" or something, then update that variable with the new hit component - otherwise once an bject has outline it will always have outline, but you'll see that when you get that far

#

i mean check all the other stuff posted here, you need to get your game camera, assign a post process material that is using CustomDepth to mask in an outline - there's a bunch of materials you can just download and use, gotta google a bit or click the links

serene bramble
#

I've read over those and not too sure is all. But I'll re read them I guess

trim matrix
#

Hi guys is there a way to check which widget element is the mouse currently hovering at?

icy dragon
trim matrix
#

0o I will take a look at that

#

only in editor still helps, i am just debugging

strange urchin
#

where is open level bp in ue5?

serene bramble
trim matrix
#

@icy dragon Thank you soo much

#

I find the widget that's blocking my UI now

icy dragon
strange urchin
#

static camera

icy dragon
strange urchin
deep elbow
#

camera location, pawn location, findLookAtRotation node, run it on tick

#

will make a static camera track the player

icy dragon
#

^

Also the function can be contained and reused in an actor with camera component

strange urchin
#

how can i just fix camera xd

#

there isn't property

deep elbow
#

if u have a camera in your player pawn it will be used, remove the camera from there, place a camera in the world

strange urchin
#

and if i wanna re attach or something ?

deep elbow
#

oh well, then leave the camera in yur pawn and use Set View Target With Blend to change to a differtent cameras

deep elbow
#

wherever you want to control the camera switching from, doesnt really matter

#

you'll need a reference to the new camera so somewhere you can easily get that

somber quail
#

i need a solution before i blow my brains out

This mess this spaghetti finds to players, It does that by using a get all actors of class which is set to the player actor then a for each loop which will see if the player has already been set if it has then it will just go to the next and if it hasn't then it will set a punch of variables and the players position it also sets a variable called Assigned player to that found player, all this stuff is in this big sorta play mat with cards on top it will also set this found player to the cards so each card has the player it is assigned to it all works fine except for some reason with clients only all this stuff does not work out side of this big loop so

to shorten what i just said

the variables in that loop are not setting outside of the loop they work in it just not out, in the cards it is also not setting right it all only works in that weird loop (this all works perfectly fine server side) i have tried playing around with replication that doesn't seem to be the problem i have put debugged the whole chain it seems like it is working but if i try to print the assigned players name outside of that chain then it does not work

(i am typing all this in chunks at a time so tell me if it doesn't make sense and ill just correct it)

strange urchin
#

?

deep elbow
#

In this quick tutorial, IΒ΄m going to show you how you can create actor references inside of unreal. I quickly explain four different approaches. ItΒ΄s based on a question of our community member RogueScholar.

The methods I use here are:
-Get actor of class
-Get all actor of class
-Set variable (single)
-Set variable (array)

If you need any hel...

β–Ά Play video
strange urchin
somber quail
#

i have no clue why

#

it just doesnt work out side of that chunk of code

deep elbow
#

sry i dont think i can help, the image is also super low res for me, cant really see what is happening

somber quail
#

hold on

#

i can send different chunks

#

first and second half

#

so what it does is in the game there is 2 mats and when the players join they get assigned to it

#

which is what that code does it looks for players then assigns them to it

#

that code is in the mat

#

the cards on the mat also have a assigned player so that way i dont have to cast every time and stuff like that makes it easier so it goes through each of the cards setting the assigned player to the same as the assigned player on the mat

last abyss
#

you can't put delays in loops

somber quail
#

with out the delay it errors

#

it isnt a full loop i just call it that it loops if it doesn't find a player

#

but when it does it then ends

last abyss
#

putting a delay in your loop doesn't do what you think it does, for each loop will call it but it won't actually wait with the next iteration of the loop it will simply continue

deep elbow
#

i feel like that delay at the end of the assignMatt? bool is gonna cause some issues

#

you should probably gather all players first on a loop, then once it has everybody it runs the next part

obtuse herald
#

You can create your own loop macro and add the delay in there

last abyss
#

so by the time your delay completes, in this case, it will actually get the last iteration of your array. you'll have to do what ToyB said

somber quail
#

i got rid of the delay in the loop and it didnt change anything

#

the delay at the top of the get all actors of class is out of the loop

#

that is called when the for each loop is over

#

that just starts it all over again if a player was not assigned

last abyss
#

I'm sure that didn't solve your issue, but just important to note that you can't use a delay inside a for each loop body. I was talking about the delay after the 2 branches inside the Loop Body flow execution.

somber quail
#

ahh

#

yeah i got rid of that

#

still have no clue why it only works for server side

#

like

#

it works for client side but only in that big chunk of code

#

everything out side just doesnt work

#

so like if i print assigned players name in that chunk of code it works

#

but if i say do this

#

this does not work

#

but if i put the exact same thing

#

in the chunk of code

#

it works

quick pivot
#

hello anyone know how to fix (MetaHumman not giving blueprint ) ?

last abyss
somber quail
#

hmmm how would i go about fixing that tho

#

i have tried not using a replicated event

#

i have tried multicast

#

i have tried a run on server then to multicast

#

nothing seems to work

last abyss
# somber quail hmmm how would i go about fixing that tho

well.. it's more of a #multiplayer question but since we're here already, you should probably have an event inside of the player class that has Run on Owning Client (maybe different name don't have the engine available atm) that takes an input of the variables and sets them client side this way.. not sure if that'll work I'm not exactly a multiplayer genius

#

then you can just use the array element and call that event to change the variables that need to be used by clients, if that makes sense

somber quail
#

yeah i think i understand what you mean ill try that real quick

#

what about the assigned player tho

#

actually i have an idea

#

i am going to neck

#

i found the solution

#

in mat

#

i just set it to run on owning client

#

that fixed it

#

it works fine now

#

no errors or anything

#

ok

#

no

strong dew
#

Using an impulse to make the controllable ball jump. Though i'd like to have a collision condition to reactivate (don't want flying ofc). Am i being a dunce? I can't find the propper function, get or set to change into a bool for the condition in the branch.

somber quail
#

there still is one more problem but i might know the solution to that

somber quail
#

i dont understand that

#

you making a physical ball rolling game

strong dew
#

It already is. And also jumps. But since it's a pawn i had to use the "add impulse" function.

#

It's not a charancter so i can't use the "player jump" function

#

And when ya press space the ball does jump. But you can jump infinitely by just pressing space. Do i need to add a condition

somber quail
#

ok

#

easy fix

#

gg ez brov

#

i think

#

do you mean like you can spam it

#

and keep going up

#

and you are trying to stop spamming

#

if so

#

i know the fix

strong dew
#

I DON'T want to use a delay btw.

somber quail
#

no delay needed

#

just

#

what is it called

#

hold on

#

integer

#

so

#

you have a integer which is the max amount the player can jump

strong dew
#

Yeah but. That would mean that if you exceed that ammount. You can't jump anymore?

somber quail
#

yeah

#

bam

#

that

#

stops people from spamming

#

then

#

you have a line trace firing off a lot at the bottom of the player

#

so

#

when overlap set jump to what ever you want the max jumps to be

#

use either a line trace or a very small sphere trace

#

so that way player cant jump on walls

#

unless you want wall jumping if so then thick sphere trace

strong dew
#

I'll take a look.

#

This trace. A function?

somber quail
#

just google some things about it

#

look into it

#

i cbf rn

#

i need a break

#

this shit pissing me off

#

i have encountered more problems with my stuff

#

so gonna fix tmrw

strong dew
#

Goodluck

somber quail
#

i will need it

#

thank you

icy pilot
#

How do i get this fancy getter version ?

#

When i try to get the character i'll end up with the non-fancy version i.e

undone surge
#

What is the diff between the circle and box in the tasks list. In behavior tree

surreal peak
#

There is some option to convert it

icy pilot
#

I see, thanks :D

icy dragon
icy pilot
#

Thanks But i got the answer already πŸ˜…

icy dragon
#

Nevermind me, I lagged behind loading the messages

teal nexus
#

I have a scaled (in Editor) static mesh and a cull distance volume. I need to position volume and set size on it to slightly encompas static mesh. How can I do that ? (It's not for runtime, but rather for when I drop BP actor to the level in the Editor and set new static mesh on it)

fluid shuttle
#

I'm really a nOOb at this and don't know squat...just following along to a video and trying to piece together items that will work for my purposes. My purposes? To make a morph interface that I can adjust on my models when they are placed into the scene. I have two blueprints, one just for the MorphSliders and another LevelBlueprint for the CursorControls that will call the Morphs. All was working well until I wanted to Bind several morphs to my CreateMorphSliderBlueprint, the Binding went well but when I try and hook up the Execute to my other morph binds it will only do one at a time. Again i don't know squat and more than likely whatever you suggest will be foreign to me. But is there a way route the MorphSliderBlueprintWidget to my multiple morph bindings??

last ice
#

is there some kind of variable type that is only valid inside a event graphs scope?

#

or do i need to make a blueprint wide variable every time πŸ˜•

fluid shuttle
obsidian coral
#

if i have a blueprint actor that binds to an event, will it automatically unbind itself from that event when the actor is removed?

last abyss
last abyss
# fluid shuttle

what seems to be the problem here? aside from the execution lines not all being connected

last ice
fluid shuttle
#

yes just that Kira, i need them all to hook up. I just read somewhere that if I double click on the execute line it will branch off...would that work? (i cant test because i have to rebuild the whole thing it broke! lol)

last abyss
unique harness
#

I think he means reroute

last abyss
#

Oh... well that is really beginner stuff how well known are you with UE? you did say you weren't that familiar but if you're totally new I would recommend looking at some of unreal engine's videos to get used to the engine.

tight schooner
fluid shuttle
#

yes i do mean reroute

fluid lagoon
#

Im using the FPS template, and for some reason, my player camera starts the game initially by looking left a little, and the player will not move forwards to that current camera rotation, in the actual blueprint however, the camera is facing forwards, which as me confused, anyone happen to know why this could be happening?

#

They also start facing the other way for some reason Ive just noticed as well

fluid shuttle
#

Okay i rebuilt it, when i move Execute to BindHappy, BindSnarl, BindEyesWide they all work. Problem is I need that one Execute to link all 3 BindEvents together, because only one of my sliders is working with this current setup. Hope that makes sense

#

maybe i should be asking is there a way to loop all 3 bind events together??

last abyss
#

But there is also an amazing node for this called a 'Sequence' node. You could use that instead and what that does is execute all the output pins 1 after the other.

#

This doesn't actually explain the fundamental problem that you're facing, which is that you don't seem to understand how the execution pins work, but this will fix your current problem.

teal nexus
#

I have a scaled (in Editor) static mesh and a cull distance volume. I need to position volume and set size on it to slightly encompas static mesh. How can I do that ? (It's not for runtime, but rather for when I drop BP actor to the level in the Editor and set new static mesh on it)

last abyss
#

construction script gets called whenever you put an actor in a level or move it in a level

teal nexus
#

yep, but I'd rather do it in the Even Graph on the even that exposed to Editor, so I can press a button on the Details panel to make it happen. If I do it in the Construction script, the logic will execute every time I touch that actor in the scene.

#

that's besides the point though - I wonder about logic itself, not in what graph it's located

last abyss
#

you should look into editor utility widget then oh seems I misunderstood

ember mortar
#

Hey, what can I do to stop the wheel burrowing into the ground? Wheel radius is set right, physics asset is ok. Wheel width does not seem to be doing anything. Any other ideas?

tight schooner
#

@teal nexus there are some nodes you might find useful, like Get Bounds, Get Actor Bounds, and Get Component Bounds

#

for figuring out how to make one thing envelop another thing

teal nexus
glass stump
#

Can I make it so an enemy increases speed if the player presses a button on their keyboard?

tight schooner
#

@teal nexus idk offhand... I never tried it

maiden wadi
glass stump
maiden wadi
#

Personally. If it's single player. I would just make that boss BP EnableInput with the player's controller when the boss fight is started. Then disable it when the fight ends. Put the event for the input in the boss's BP.

fluid shuttle
#

@last abyss thank you for your help, i will look into Sequence node as i do want to learn. i'm basically using Unreal as a render for my 3d modeling and my brain does not compute nodes or code...but sometimes if you hit your head enough it starts to sink in.

glass stump
maiden wadi
#

Yeah. You don't need to disable input if you're destroying the boss though. Only if you leave the boss there and don't want the input anymore.

glass stump
#

Ah, thank you! :)

hushed fiber
#

Hey, i want to rotate a plane with foliage in blueprints. The plane rotates but the foliage stays stuck. If i rotate the plane in the editor foliage moves accordingly with it. Any suggestions?

marble hollow
#

hi all, im looking for a method with blueprint to create an extra window on start of the game that needs to be populated with an minimap widget (minimap already works) are there any methods or approached someone might know? or can help me create one? Thanks in advance

proper vale
#

Hi, guys!
Is anybody knows - is it possible to add keys to a level sequence during runtime? or changing a level sequence asset and save it during runtime?

I'm trying to do it and it works perfectly in editor, but in packaged game it doesn't work

icy dragon
marble hollow
icy dragon
marble hollow
#

it should also be moved automatically to a second screen. It is an a-symetrical vr maze. 1 person in vr, and another player uses the second monitor to guide player in vr

marble hollow
icy dragon
icy dragon
#

There is nDisplay for outputing to multiple displays, but I think that's more suited for virtual production than games.

marble hollow
gusty shuttle
#

Hey folks, can anyone point me in the right direction to fix this? I'm a blueprint guy and I have no idea how haha

leaden dock
#

is there a way to get an input action key?

#

like not doing the event, just getting the key value

#

like if moving forward is binded to W, then can i ask for "moving forwards key" which would return Key.W???

wraith finch
#

quick question

#

i got this variable

#

and i wanna use it in a different blueprint

#

but i get the error

Blueprint Runtime Error: "Accessed None trying to read property fpsCharacter". Node: Set is_startGame? Graph: EventGraph Function: Execute Ubergraph BP Main Menue Blueprint: BP_MainMenue

what do i do?

last abyss
#

your variable is not set

wraith finch
#

how do i do that?

last abyss
#

2 ways, either when you create your widget from the return value find 'set fps character' or inside your widget make the variable exposed on spawn + instance editable (in the details) then on your 'create widget' node you will get an input pin for the fps character variable which you can then connect self to.. assuming you're creating the widget inside your fps character?

leaden dock
#

how do i do keyboard events when ui mode only?

maiden wadi
maiden wadi
vale bluff
#

Hi everyone im having a little trouble with a youtube tutorial, its a quest system and i cannot see to find why my drop down button isnt working, please see images to follow

#

so whats going on is the drop down arrow seen in the first image is supposed to drop down when clicked but it doesn't respond

serene tundra
#

are u sure there are items in ur listview ?

#

would be better to make a vertical box and add the items in the edior

#

then just make box visible/not visible

#

but its hard to figure out with just some images

vale bluff
maiden wadi
# vale bluff

You should start by breakpointing or printing between these executions. Make sure the clicked is running. Then make sure that the cast is succeeding, then make sure that the function returning the Not Boolean is returning what you expect.

flat coral
#

Is there a good way for a controller to "wrap" an input event that then gets sent to the pawn IF the pawn is alive and the controller didn't use it?

#

Basically to have the controller OPTIONALLY consume the input event, based on conditions?

vale bluff
gusty shuttle
#

Guys, I'm trying to make a build, but I keep getting this error. Haaaalp!

flat coral
silk cosmos
faint pasture
#

InputAction Shoot -> ShootEvent -> Do the shooting

#

or implement the input in the pawn directly, what's the use case here?

glass stump
#

What's the easiest way to make my game fade in from black?

flat coral
#

It's an "interact" button, so it's carrying a lot. It needs to work as a menu interact whether the pawn is alive or dead, but if there's no menu open AND the pawn is alive it tells the pawn to pick up items and such

faint pasture
flat coral
#

(You said easiest, not best πŸ˜› )

faint pasture
silk cosmos
faint pasture
glass stump
#

Haha wow so many good options thank you all. :)

#

Okay, I'll try these out.

glass stump
#

Somehow I have to make a reference right?

flat coral
#

Why do you need to manage this from the level blueprint? HUDs and widgets can have their own blueprints

glass stump
flat coral
#

True but everything else does

glass stump
#

That's true.... I guess I could just make a new empty BP and have it accessed through that!

#

I didn't think of that. XD

#

Hmmm, so I would 'cast to HUD' then the custom 'Fade from Black' event, in this BP?

#

I made a ref to the HUD and stuck that in the cast and it seems fine but it's not doing the fade which is weird.

#

OH Wait nevermind I think I know why.

#

If there are way I can select the HUD as the HUD Reference? It won't let me, I've tried dragging it in though.

#

Nevermind, sorted it, just did the Camera Manager thing! XD Thanks all. :)

tacit mesa
#

is there a way to show which components are inherited without hovering

flat coral
#

Why does this assignment work when the pawn is placed in level, but it fails when I spawn the pawn via BP?

hallow heron
#

I made a blueprint for grabbing objects but they go through the floor and such when I pick them up how do I fix that?

strange geyser
#

How do I simply get and set data of a static mesh, I want to set things like the vertex colors

tall oxide
#

how do i fix this problem. Whenever i start my game editor/packaged i need to click always once to get my mouse in there

thorny rover
#

it's under project settings

sonic oracle
#

Is this the right spot to ask why my Cast Keeps Failing?

tall oxide
#

yup

faint pasture
tall oxide
#

How about the mouse capture mode

sonic oracle
#

Ok so I'm trying to Cast from my AnimationBP to my PlayerBP and I can't figure out why the cast keeps failing.

#

I'm also super new to Unreal

faint pasture
sonic oracle
#

is there no way to get the variable from another blueprint?

faint pasture
thorny rover
faint pasture
tall oxide
#

just that when i launch the project i dont ever need to click on the screen to use mouse

#

Idk tho if its supposed to work on editor

sonic oracle
#

Ok, so what exactly is casting then?

#

wait so is casting a one way thing?

thorny rover
tall oxide
#

yeah thats what i thought also. Thanks very much πŸ™‚

faint pasture
glass stump
faint pasture
#

Those are completely orthogonal concepts. Every single day I see multiple instances of people using the word cast as if it was get. It's not. You get the thing, and then you cast it to the class that you need if necessary, then you can do the subclass-specific things with it.

sonic oracle
#

hrm... So if I want to get the result of a variable that's inside my PlayerBP and use it in my AnimationBP, would I need to Cast To the AnimaitonBP from inside the PlayerBP?

faint badge
faint pasture
sonic oracle
#

yes, the player is a character

#

well at least to my knowledge of unreal it is.

faint pasture
#

So you're saying this cast just fails all the time?

sonic oracle
faint pasture
#

By the way you should have set up your animation like that, you should try to get the owner of the anime instance or whatever the word is for the specific actor that owns the mesh the animbp is driving

faint pasture
#

What's the parent class for Player?

#

Btw rename that class, that's super confusing. PlayerPawn or PlayerCharacter is better. A Player is something else.

#

What is the parent class for Player?

serene tundra
#

a player is not a cΒ΄player character

#

a player is basicly a character class controlled by the player

#

player is another class

faint pasture
#

It looks like he made some sort of class called player which he's using for his pawn, I don't know.

serene tundra
#

a player character is controlled by a player

faint pasture
#

Yes.

sonic oracle
#

The "Player" (which is the name of the Blueprint) Says it has the Parent Class Character in the top right corner

serene tundra
#

jsut lookup player call in unreal documentation

#

no u always cast o another class

faint pasture
faint pasture
#

Rename it to MyCharacter or whatever

sonic oracle
#

ok, that won't break anything in any of the BP's will it?

faint pasture
#

Nah

#

Fix up redirectors after renaming too

glass stump
#

In a sound cue, I have multiple sounds hooked up to play randomly. Is there a way to choose what chance each sound has of playing?

mental trellis
#

Do the cues have a weight?

sonic oracle
#

wait what's a redirector? sry just really new to all this

faint pasture
faint pasture
glass stump
glass stump
#

Thank you.

faint pasture
#

@sonic oracle ok so back to your issue. Getting the player character for this is pretty bad. You want to get the animBPs OWNER.

trim matrix
#

Hi everyone! question about GarbageCollector and emptying texturePool.
does something has to be done to make your texture to be auto garbage when GC runs?

faint pasture
#

Otherwise if you have multiple characters they'll all be driven off of whatever player 0s character is doing. The animation doesn't care about the state of player 0s character. It cares about the state of whatever actor owns it

#

Try get pawn owner is the node you want. Or used to be, idk if things are different in UE5

sonic oracle
#

Ok so what I'm trying to do is play an animation of a gun that the MyCharacter is holding. I have it set right now to attach a skeletal mesh (Which is the gun I'm trying to animate) to the hand socket of another skeletal mesh inside of the MyCharacterBP. So would that make the animaitonBP Owner the MyCharacterBp or do you have to get the skeletal mesh somehow?

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I guess to simplify (cause I know I'm gonna have to rewrite everything eventually anyway). How do I get the state of a variable in MyCharacterBP from inside my AnimationBP?

glass stump
hushed fiber
#

Hey, i want to rotate a plane with foliage in blueprints. The plane rotates but the foliage stays stuck. If i rotate the plane in the editor, foliage moves accordingly with it. Any suggestions appreciated!

trim matrix
#

guys and galls, do you know how to keep variables values when restarting the game in the BP?

mellow folio
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you need to use SaveGame files for that

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lookup nodes like
"LOADGAMEFROMSLOT"
"CREATESAVEGAME"
"SAVETOSLOT" (or something like that)

trim matrix
#

trying!

mellow folio
#

post pictures of your setup if you have trouble

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it can be a little odd to work with at first

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the general approach is you want to LOADGAME or CREATESAVEGAME and these provide an output pin for you.

Then, you save that output pin to a variable right away. Then you can access the variables on that SaveGame object and change them.

Then you use a SAVEGAMETOSLOT node.

trim matrix
#

like this?

mellow folio
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No, because you're making no change to the object between its creation and it saving

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so it will contain no information

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CreateSaveGameObject -> Use the blue output pin to save this SaveGame object as a variable.
Make changes to the variable.
Then SaveGameToSlot

trim matrix
#

ok! trying!

mellow folio
#

did you create a SaveGame object class?

trim matrix
#

hmmm no..

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no idea how to do that

mellow folio
#

that's a start

trim matrix
#

"CreateSaveGameObject -> Use the blue output pin to save this SaveGame object as a variable."

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awesome

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next

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oh wait so i need to put that at the begining

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but how can put an integer value in that variable?

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as it's an object

dawn gazelle
#

You need to create your own save game class. Then you need to populate it with variables you want to save. Then you need to set the values you need to save into that object when you create it. Then you can use the "Save game to slot" to actually save the values you stored in the object.

strange geyser
dawn gazelle
strange geyser
#

Ohhhh

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I completely missed that option, thanks

trim matrix
#

so i guess like this

dawn gazelle
#

No. What you've done there is create a "set" type variable and you're adding your save game object to it.

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You need to go into your save game class (you create it like you would an actor, but you select "save game" as the base actor class) and within that class you create whatever variables you need to save.

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Once you have created your save game class, you select it in the "Create Save Game Object" node. Then the return value will be an object of that particular save game class in which you can then set the values of the variables you've defined.

trim matrix
#

ok! trying right now

trim matrix
mellow folio
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😐

#

no

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put variables on your SaveGame Class

trim matrix
sonic oracle
#

Can someone please explain to me how I can Take a variable from one Blueprint and use it in another Blueprint?

quiet hazel
#

Quick question for someone familiar with widget components on actors and using ArchViz for the player pawn. I've got actors with a widget component attached. The widget is set up to show certain metrics that will come in, in real time, and to keep the clutter down, I have it only showing one metric at a time with buttons at the bottom to switch the view being shown. However, I haven't been able to get the widget to register the mouse events at all, so I can't change between the different visibilities. I have created a new PlayerController, with Show Mouse Cursor, Enable Click Events, and Enable Mouse Over Events, set to true. My GameMode references this class as well as my ArchViz pawn.

quiet hazel
sonic oracle
#

I did

quiet hazel
#

Are you creating a variable of the main class to pull the variable into the other blueprint?

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By main class, I'm talking about the class that is housing the variable, not the main level bp

mellow folio
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it's a blueprint class

mellow folio
trim matrix
#

ok got it to work!

mellow folio
#

For instance, if one object creates another, the "Spawn actor from class" node puts out a blue pin that can be saved as a variable, thus serving as a reference to the object created. There are about a dozen other ways to get a reference to something.

sonic oracle
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Sorry I'm kinda new to all this, can you explain a class because I feel like I have the wrong idea of what a class is.

quiet hazel
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The blueprint is a class

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Sorry I am a programmer before I starting working in unreal. Some of the jargon is handled a little differently

mellow folio
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A class is a concept which can be instantiated into Objects, like FORD ESCAPE is a class, and you could create that class 5 times and you would have 5 ford escape objects. A class is like an idea for an object - not yet instantiated.

You can also think of a class as simply a file on your computer that describes an object to be created any number of times.

trim matrix
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so i've create a save class, and within i added a variable.
now how can i add value in that variable in the main BP?

sonic oracle
#

ok that's what I thought, but what would a "variable of the main class" mean?

quiet hazel
#

variable of the blueprint you created to store in

mellow folio
trim matrix
#

trying!

sonic oracle
#

I still have no idea what that question was asking so I'll just try to explain what I'm doing. I have a Boolean variable inside my "MyCharacter" Blueprint, I want to get that variable and use it to build my "GunAnimation" Blueprint. I want to use it to fire my recoil animation.

quiet hazel
trim matrix
sonic oracle
#

So you can create a variable that's directly linked to another blueprint?

quiet hazel
#

it's a copy, so it won't change between blueprints unless you reference the change, but sorta.

sonic oracle
#

ok I'll get a pic of what I have in the AnimationBP

mellow folio
sonic oracle
mellow folio
#

then pull off of that cast, and try to access "SELECTOR"

sonic oracle
#

would this be how you do it?

quiet hazel
sonic oracle
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I want to say yes but I'm not 100% sure what a pawn is

hollow gulch
#

I wrote a geometry script in blueprints that crashes the editor when being executed (I guess out of bounds access to triangles), and that of course immediately happens when I open the project since the actor that is created by this script is placed in the default level. How can I fix this and access my project again?

quiet hazel
trim matrix
#

now i guess i need to load like this

quiet hazel
# sonic oracle Yes it is.

Ignore that my cast says ArcVisPawn_BP, yours should be CastToThirdPersonCharacter, but to get the reference to the right object, you'll need this to set up the correct starting reference.

sonic oracle
quiet hazel
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Yeah, cast it to your player blueprint

quiet hazel
sonic oracle
#

Ok so Like this then?

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I think it worked

quiet hazel
#

Yep, that should be referencing the variable stored in the blueprint

sonic oracle
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weird question though, it doesn't work if I run the program from the play button in the animation bp

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but it does if I run it in the viewport

quiet hazel
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That's just something strange with Unreal. It won't affect how well it works in the build, so I wouldn't worry much about it.

sonic oracle
#

damn, well that explains a lot of headache

sonic oracle
tall oxide
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How can i call level functions from actor blueprint, dont understand?

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i would need to set trigger box to generate overlap events once actor is interacted, how would this be possible?

trim matrix
muted halo
#

Hey everyone Im trying to get a frame counter with some information to be outputted to my print string. Basically I have a 10 second video @ 30fps and I was wondering how I can have it like

  1. "information"
  2. "information"

and so on. I know it probably has to do a with a loop and then +1 every tick Im just not sure how its suppose to look. Thanks

silk cosmos
#

Does anyone know about an enum returning "E MAX" instead of the actual enum state itself? I've made enums hundreds of times and this time it doesnt want to work. Im trying to use a switch and it doesnt go through any of the outputs and it prints out as "E MAX" even though its set to one of the states.

faint pasture
bitter trail
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Is there a way to make a input of a function its own node, just to visually clean up my blue print

faint pasture
#

you can just get them

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inside the function

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So you don't need to drag any pins off the input node except execution

bitter trail
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Oh your right lol I should have just tried that

flat coral
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Is there any kind of superclass of both StaticMesh and SkeletalMesh? I've got a lot of super objects and actors with components that can really be either and need to have the same functionality either way

muted halo
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Is anyone familiar with the "File Helper Blueprint Library" from the marketplace?

zealous moth
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@flat coral iirc no. When I was doing socket work there were 2 functions for each

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@tall oxide you cannot. Use game mode or game instance or a level manager actor

tall oxide
zealous moth
#

Oh you can do that, but not the other way around mb

icy dragon
tall oxide
#

It's not

icy dragon
#

Best not using level blueprint at all tbh

tacit mesa
#

can I use debugger inside Construction Script? better, how do I trigger debugger in construction script

sonic crest
#

how to get this back??

faint pasture
sonic crest
#

this?

faint pasture
#

Yes

sonic crest
#

thank you

faint pasture
#

every component that can exist in 3d is a scene component. It's the most basic component with a transform

sonic crest
#

sorry for the dumb question

faint pasture
#

Every actor has at least 1

sonic crest
#

yes, because I override it with a mesh but the actor's origin got kinda messed up

faint pasture
#

er

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it's root component's

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whatever scene component is the root, that's where the actor is. That's why you can't move the root component within the actor, it IS where the actor origin is

trim matrix
#

Hi guys, I am new to gamedev and I have a question , do all games made with blueprint have to be rewritten in c++ later ?

faint pasture
#

BP and C++ go hand in hand, with some exceptions you can do anything you want in either. Whether or not that's smart is up to you.

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You'll find yourself wanting to use C++ more for high performance stuff, fancy systems, and multiplayer. But it all depends on what you're trying to do.

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I sure as hell wouldn't want to make a Minecraft or Factorio or Stellaris all in BP, but a Super Mario 64? Sure.

trim matrix
#

Yeah

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As i understood depends from complexity of your game

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But lets say i would like to make something like outlast , will i be able to implement it using BP ?

desert juniper
#

You may not need to ever touch C++ , but you still need to know how to program πŸ™‚
Blueprints is just a visual programming tool.

faint pasture
desert juniper
#

unfortunately most blueprint tutorials don't teach you that.

faint pasture
trim matrix
#

I know basics of C# and GDscript , so i am familiar with programming

desert juniper
#

cool, they'll all apply

faint pasture
trim matrix
#

Tutorials maybe suck , but i am using books to educate myself

desert juniper
#

lol, that's already an advantage right there

trim matrix
#

On z-library there are a lot of books about gamedev

faint pasture
#

The best way to learn is by doing. Start with a template project, think of something you want it to do differently, and do it.

trim matrix
#

Thats true , but before starting you are at least should know basics

faint pasture
desert juniper
#

fantastic video on why you would choose one over the other in certain circumstance
but the bottom line like always, is use what you're used to, and use the right tool for the job
https://www.youtube.com/watch?v=VMZftEVDuCE&t=2446s

It's not an either/or decision. Learn what makes C++ and Blueprints different, what they have in common, and how to use them together effectively. We'll also learn a thing or two about performance optimization and some basic software design concepts.

Read the article version: http://awforsythe.com/unreal/blueprints_vs_cpp/

00:00 - Introduction...

β–Ά Play video
shadow holly
#

Does anyone know if its possible to have an event dispatcher use different events depending on the player that is binding the event? Or would I need to use multiple dispatchers for each player?

desert juniper
#

or before firing the event

trim matrix
#

In my case, the problem with programming lies simply in the plane of time, C++ in particular takes a lot of time, it's not even about complexity, you shouldn't go to game dev if you 're afraid of difficulties, the fact is that when you need to engage in engine, game design, narrative design and art direction, you need to speed up the process of implementing logic .

desert juniper
shadow holly
desert juniper
#

are the players of a different BP class?

faint pasture
desert juniper
#

or is there another way to diffirentiate the players from one another?

#

I should have said most of my core mechanics
I still do A LOT in BP and leave it in BP for my project since it was just easier and faster, and doesn't need to tie into any of my cpp core systems πŸ˜‰

trim matrix
#

@desert juniper What kind of games do you make ? and by the way , how long it took you to learn c++ ?

desert juniper
#

I make the games that never get finished. Hopefully until now πŸ˜„

shadow holly
#

So I've got an on hit event dispatcher on my projectiles, and each time a player gets an upgrade that triggers on hit I want to bind a new event to this in the projectile class. But each player would have different upgrades but spawn the same classes so I'm not sure how to add these dynamically. Each player can choose a different character, but they could each be the same one and all inherit from the same base character class

desert juniper
#

You're always learning C++, but it was a steep learning curve for my small brain. even coming from Java and a small bit of c#

#

but to answer your question, I'm working on a multiplayer survival game. I need C++ to work with certain features that aren't fully exposed to blueprints such as GAS. That, and I feel more comfortable writing all the network logic in C++ than I do in bp. My theory for the core logic was might as well keep it all in one place, rather than jump around from CPP to blueprints

faint pasture
#

There's no reason for them to bind to anyone elses.

#

But I would do it as some sort of data payload, binding events feels gross.

trim matrix
#

I 've always wondered how much you need to learn c++ , let 's say that you study it intensively for several hours a day in order to be able to program complex AAA games ?

shadow holly
#

Okay thanks, so should I use a few dispatchers in a row for each player, and then just bind each players upgrade events individually?

faint pasture
#

Where do these dispatchers live

shadow holly
#

I have a projectile base class which contains the dispatchers, one for on fire and one for on hit

faint pasture
#

Pawn A binds its event to the projectiles it spawns. Not to all projectiles that ever get spawned, just the one Pawn A is instigator of

desert juniper
# trim matrix I 've always wondered how much you need to learn c++ , let 's say that you study...

uhh, if you were taking a class in college, I'm assuming two semesters would be enough to get you by. since first semester doesn't really teach you the important stuff
If you were studdying on your own, and could deal with not getting burnt out, a few weeks would go a long way.
as long as you were learning, and actually putting the things you learned to into practice

but πŸ€·β€β™‚οΈ everyone learns at their own pace

I'd honestly just start with BP if I were in your place. Like I said, BP is programming, just a visual representation. You mostly do everything the same in CPP than you do in BP, so when you start diving into CPP, you'll have a better understanding of what's going on in unreal

shadow holly
#

Okay thanks, sorry to keep to asking but how do I bind an event to an object thats created dynamically at runtime?

faint pasture
#

Not sure how your logic is set up but it can be as simple as
in pawn:
Fire Projectile -> bind event to projectiles dispatcher.

faint pasture
#

I mean how crazy are your upgrades though, this sounds like it could just be a function passing some data into the projectile and call it a day.

shadow holly
#

Yea that's how I've got it currently working tbf, just pass in a list of strings of what effects to trigger, and then just call the relevant functions on the projectile

#

I thought the event dispatcher would be a better way of doing things but maybe not haha

desert juniper
trim matrix
#

@desert juniper Colleges in my country are terrible especially when it comes to programming , so i have to study everything myself , firstly i had to learn english language just to be able to absorb information from around the world .

desert juniper
#

you think it'd be standard with any IDE but Visual Studio is pretty terrible with unreal without any plugins imho

trim matrix
#

Because when i started i didnt even speak english

faint pasture
desert juniper
#

yeah wouldn't have guessed that english wasn't your first language