#blueprint

402296 messages · Page 909 of 403

trim matrix
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@faint pasture I spent one year learning it for 5 hours a day

desert juniper
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fr though, rider is stupendous, and it's free right now till they do a full release

shadow holly
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Yea similar sort of thing basically, just as a twin stick shooter

desert juniper
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I lied!

shadow holly
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Wanted to get it going this way as I thought it would help with effects on enemy death and stuff but maybe I could just do those in a similar way through the instigator

trim matrix
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@desert juniper Funny thing , when i was a kid i thought that I wouldn't need it in the future.

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But my life as a whole would be much poorer if I didn't have the opportunity to talk to foreigners

earnest tangle
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I got good in english because all games were in english lol

faint pasture
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like say you wanted to do an explode on death.

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Mobs bind Death to DeathDispatcher, which is triggered when they die, telling ExplodeOnDeathActor that a death happened and where etc and it does its thing

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That is, if you are wanting to keep things object oriented and not go data driven like GAS

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So it's kinda like a message bus. You have lots of things sending and a couple things recieving the messages.

trim matrix
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Guys speaking of BP how do people optimize their games using Visual Scripting , i know that you can edit your code to optimize a game when you work with c++ , but how to optimize graphs ?

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Maybe stupid question

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But im newby

faint pasture
shadow holly
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And just have a different dispatcher for each player so to keep upgrades separate?

faint pasture
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If it's per player then it might get a bit trickier, the dispatchers could be on PlayerState or the Pawn

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You could even just do some lookup and have all FX around at all times.
Death -> Dispatcher -> DeathExplosionActor -> Lookup for player's DeathExplosionLevel -> Do thing

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Use Instigator though, it's already there so you can pass the pawn as instigator in the projectile etc. That way you know WHO did the kill or hit or whatever.

shadow holly
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Okay thanks a lot that helps. Yea feel like its way more complicated as soon as a second or third player is added

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Ah yea that makes sense so just get the instigators controlled pawn and call the dispatcher straight from that

glass crypt
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What would cause a class's settings to not persist after closing and restarting project?

trim matrix
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hello

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Im trying to create dymanic footsteps sounds

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but my grass footstep sounds wont play

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when the character is walking on the grass

glass crypt
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Or, does that string print?

trim matrix
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nope

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never reaches the breakpoint too

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I think cuz its an instance...

glass crypt
trim matrix
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checking if the physcial material is = to glass

glass crypt
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Yeah, but what value does it give you?

trim matrix
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idk

glass crypt
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You can log or check the value while debugging

trim matrix
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ok so I just tested it with a normal material

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and it works

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so the issue is cause its an instance

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and im wondering if I could somehow transfer the instance into a materiel?

glass crypt
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So it's hitting the grass mesh instead of hitting the landscape material?

trim matrix
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well there is a few grass when I walk on the normal floor it works

glass crypt
# trim matrix

Do you have a grass material under those, or is it dirt? If you want it to be a dirt material with grass meshes on top you could set the physics material on the mesh instead.

trim matrix
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nope

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no grass materials whatsoever

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i have no idea what this guy did

timber mortar
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Hi there, I was wondering if someone here could kindly help? I'm using the "Event Blueprint Update Animation" but it defaults its target to "Anim Instance" the code I'm trying to replicate has its target as itself - please see the attached image. Top img my NEW Animation BP while the one below illustrates the example I'm trying to replicate. I don't understand how they managed to target itself like that? How would I get it to target Anim BP Chicken?? Please help, thank you.

molten moth
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At least I think this is what you want. It sounds like you want a child bp class.

Actually I think you may be asking for the animbp to use a different skeletal mesh now as I read closer

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The key here is that anim Instance is simply the parent class; these two animation bps already appear to be for your individual meshes unless I am missing something

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I need to ask a different question: btw; component overlaps still get me sometimes after years of working with them. Do components need to be the root component in order for collision to work? I have two components, one that is overlap all dynamic & one is a physics asset. They should overlap, they have their physics assets, but they do not. I don't know why.

austere ingot
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is there not a way to edit an instance editable variable on a child actor inside a scene?

deep elbow
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scene? like in a blueprint or a level?

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@molten moth yeah i've had so much trouble with that, i found that having the root of an object do some of those checks helps, but it shouldnt matter

austere ingot
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a blueprint actor added to a blueprint actor in a level

deep elbow
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oh, those should be visible in the details panel of the child actor under Child Actor Template

austere ingot
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It does that if you add the blueprint inside the actual blueprint but not if you add it in the level

deep elbow
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oh i see, i've never done that

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yeah just repro'd

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maybe that is not the best workflow? :S

austere ingot
deep elbow
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maybe it shouldnt be added as a child, i presume you want it added as a child so it can get info from the parent bp? like is there a reason you need it to be a childactor?

austere ingot
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getting info from the parent bp, getting settings from other bps inside the parent bp

deep elbow
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or, and this is dumb, add those variables to the parent actor, and have them send them to the child actor if it exists

austere ingot
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that would work if the data was the same

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basically have an area that has multiple spawners inside of it, that need their own info set like what floor they are on and such

deep elbow
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perhaps your room spawner can have a variable set to actor that you can pick the actor out of the world with

austere ingot
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yeah thinking of just using an overlap at begin play instead of nesting them inside of the parent bp if i cant set the variables this way

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🤷

grand sky
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Hey guys, how can i get aim offset from linetrace impact point if i developing a top down shooter game?

grand sky
carmine elk
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hello

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i have a problem with imputs/outputs

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for some reason

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there is none

deep elbow
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looks like you copied something from another blueprint, or changed the parent class of your current blueprint and removed the component that was holding those variables

carmine elk
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even if i delete them

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there still isnt any imputs/outputs

lusty epoch
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How do I toggle widget on & off with Action Actoronclicked? mine doesnt seem to work think

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I basically want a widget to pop up whenever this actor is clicked and turn it off whenever i clicked at it again

deep elbow
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you are setting visible both flipflops

lusty epoch
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I set them visible and hidden but still cant

carmine elk
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how do i fix my imputs/outputs

lusty epoch
deep elbow
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you could try getting the hud, check if its hidden and set visible if it is

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and viceversa

carmine elk
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the thing is

deep elbow
carmine elk
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on every other blue print that isnt a ninja blueprint

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it is seen

deep elbow
carmine elk
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infact i did another one just now

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and it still isnt there

deep elbow
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what is the parent of the blueprint, Character?

carmine elk
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just a blueprint

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no model

deep elbow
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i mean, those arent default variables, you have created those somewhere?

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also screenshot is super low res, cant see much

carmine elk
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there made for a sonic based game

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In this video I will show you how to achieve a "Sonic the Hedgehog" movement style so the longer your character moves the faster he goes (up to a maximum speed).

This is a relatively quick and simple to achieve, but it can get more complex if you decide to have the speed affected by other Actors and map terrain.

Answerhub link: https://answers...

▶ Play video
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sure it works for the 3rd person character type

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but it doesnt seem to work for ninja blueprint

deep elbow
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he's made those variables, you can rightclick and create variable from them

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they just dont exist yet in your bp, it looks like you have copied the nodes from another blueprint

carmine elk
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i didnt know i had to use a ninja blueprint

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i learned that from another ure4 user

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anyway

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the ninja blueprint has no imputs or outputs at all

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even without copy and pasting

lusty epoch
# deep elbow

I tried this one, but it stop at visible, It didnt hide it if i click it one more time. I try the second one and it still didn't work, I didn't get the Hidden message

wary rose
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I'm trying to make my on screen enemy health bar widgets (set to screen space) occluded by the world environment so you can NOT see the floating widgets behind walls/objects if they are hidden from view. Quick tips? thanks in advanced

deep elbow
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add a breakpoint to the OnCLicked, is that getting called once the widget is hidden?

lusty epoch
deep elbow
deep elbow
lusty epoch
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yeah its an actor, but if i do this, it's getting called more than once

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I could get the hidden and visible message repeatedly

deep elbow
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ok, so that works

lusty epoch
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Yeah but the other one didn't which confuses me 😅

deep elbow
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so the actor with your HUD toggle is only getting OnClicked called once?

lusty epoch
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Yeah, exactly

wary rose
carmine elk
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god

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why doesnt the ninja blueprint have imputs

deep elbow
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they should be occluded by default - have you got depth pass disabled on the material or somehting?

prisma tree
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Im looking to source some music for my game, are there any good websites or places I should look?

carmine elk
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who are you talking to rick

deep elbow
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STarfox

lusty epoch
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@deep elbowOkay so i think there's a problem with the HUD that i want to display, As i cannot press the other HUD on the screen, any idea?

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this is the widget that i want to display

deep elbow
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yeah i guess it's taking priority - you should set it to not visible and not hit testable - when you set it to hidden

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oh wait ignore

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what is the Input Mode set to, might need to be set to game and Ui, rather than UI or Game only?

lusty epoch
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How do i check that again? I'm using a template

deep elbow
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uh, get player controller, set input mode - or get input mode, and see what its set to

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i guess by default its game and ui if its an archviz template, maybe

lusty epoch
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something like this?

deep elbow
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yea right

lusty epoch
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still only getting called once :c

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(Note: i made these inside the actor BP, in case its not where i supposed to put it)

wary rose
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there's no material currently in use. @deep elbow Just an Actorblueprint, with a Widget component, thats referencing a widget image texture

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its basically like placing a floating save icon on screen on the map

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i have the widget set to screen space, so you can see the symbol from any angle

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but obviously, you can also see it through walls across the map, which is no bueno

wary rose
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so if i use world space @obtuse herald then write additional Blueprint to rotate the symbol toward the active camera?????

wary rose
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uuuuughh....that's not as easy as one would hope 🙂

obtuse herald
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It is

wary rose
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im not using just 1 camera...im using hundreds

deep elbow
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but only 1 at a time right

wary rose
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true

obtuse herald
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GetCameraManagar->GetCameraLocation

lusty epoch
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Okay so i tried a different approach, Now the widget closes when i hit close button. Event ActorOnClicked now fires more than 1 time, i can get both messages. But, the widget doesn't show up after i closed it

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If i put 2 of the same actor in the level, each actor can pop up the widget once only

obtuse herald
lusty epoch
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How do I check the visibilty of the widget itself?

obtuse herald
obtuse herald
undone surge
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does having lots of ai characters with collision spheres in 1 area reduce performance ?

deep elbow
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everything reduces performance

lusty epoch
deep elbow
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simply existing in space is a loss of fps

lusty epoch
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My brain pepeMeltdown

undone surge
maiden wadi
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Really depends on the cases. Can't really answer the question without profiling your game and testing either scenario.

lusty epoch
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How do I use a DataTable to change a text in a HUD? I'm trying to connect this ActorBP Child with the Widget

harsh coral
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Hey there,
What is the best place to hire someone to fix some blueprint issue for me?
I´m trying to build a render layer system with movie renderqueue, but the animated blueprint parameters aren´t updating in the render queue, even though they are working in editor when I scrub the timeline and in PIE mode.
I don´t have the time to thorroughly learn blueprints and I need this ASAP.
I´m not sure how much of a budget my boss would allow me for this, if its not too much I might just pay it out of pocket.
Might be as easy as connecting a few nodes, really can´t tell with my limited knowledge...

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If you´re interested I can start up a stream and show you the issue directly, just ping me...

tight schooner
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and troubleshooting. (I can't help you with your particular issue though.)

harsh coral
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I still stand by my idea, that there should be a page where you can pool request a plugin/tutorial etc.
You post something you want, others who need the same thing can pool in with minimum payment, devs can then apply and be voted to get the gig.
Boom, everyone wins!
Or a "hire a tutor" thing.
I´m pretty good at teaching myself, but if there is no info out there or I don´t know what keywords to look for its no fun hitting a brickwall under a deadline...

serene bramble
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How do I import .uasset files?

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Tried to drag some in but apparently .uasset is unsupported

river pine
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@trail crane Hi again Mathew, i have a simple but quite difficult (for me) Task to archieve.... I need to cause an Event ii a player sees THE FACE of a NPC... just if the face is visible.. May you or someone have an idea?

upbeat otter
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how could I spawn things incrementally? like adding units everytime they spawn

tight schooner
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@upbeat otter like increment a value (such as location) with each loop? Use the index value

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The index counts up 1 with each loop

upbeat otter
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so should i use for each loop?

tight schooner
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No

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I'm talking about the index output pin

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On your ForLoop node

upbeat otter
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right

tight schooner
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It's a convenient, built in counter

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For example you can multiply a vector by index to increment the location

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(vector * int)

upbeat otter
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ohhhhhhh

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thank you

uncut lark
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So Im trying to save collected objects between different levels using level streaming. Im assuming that I want to be using the Game Instance and not the game mode, right?

hard creek
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I have a character controlled by an AI, I'd like to add an attack where it's forcibly moving forward. How do I go about that? I tried hooking a timeline to an add movement input. But the AI can still somehow remain completely still and rotate during the attack

prisma tree
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Why is it that I cannot add two images to my widget? Is it because I have a background blur?

hushed fiber
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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!

maiden wadi
trim matrix
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Hi guys, how do i apply gradient transperancy on material?

spiral lodge
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Hey, did you find your answer already? Porting cloned objects from C4D hasn't worked at all for me. And what about TAGs? So far Vibrate and stuff like that are not working here.

prisma tree
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This is so weird, I am playing a sound after a branch and in one case it plays but in another (which i want) it throws an error saying that the audiocomponent is not valid(pending kill or garbage)

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Before this i finished playing a timeline....

tight schooner
tight schooner
sudden zephyr
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Can anyone spot a mistake? Can't seem to make it work.
Yes, the anim bp is set on the actor BP, the variable in actor BP validates and prints a valid reference but for some reason the anim BP don't wanna pull that reference tho. I know, if you're wondering for the do once loop there, is for debug and also, sometimes the anim PB on begin fires before operations are done in actor bp so this loop ensures that when all operations are done that need to be done prior, it can start pulling stuff from it for itself. That's the idea anyway. Works like a charm on other stuff. This one however... NOPE. xD

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Basically, I never get the greet. T.T
Both Mesh and TargetBone are empty. T.T

elfin wolf
sudden zephyr
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Yep. The mesh variable never validates even tho it is set in the suspensionBP/gives a valid reference

sweet silo
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How would you add a controlable camera to a room and make it so that it can't traverse walls ?

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thanks

sudden zephyr
sweet silo
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thanks a lot i'll try that !

fluid lagoon
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Im trying to set the high score to the combo score that you get, for some reason, the high score still stays at 0, anyone have an idea on what I might be doing wrong?

serene bramble
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Is there a non-widget way to tint the screen dark temporarily?

carmine bobcat
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hello can someone help me?

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what is the difference between this and

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im using ue5 and this screenshot is from ue4

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what will tolerance change?

earnest tangle
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Distance to zero

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Most likely the default tolerance is same for the one where it isn't showing

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Normalizing a vector only really works if the vector is non-zero, so the tolerance is used to determine that so that the math operations can be done without causing a division by zero

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(also, you don't need to normalize the normal value from the hit result, it's already normalized)

carmine bobcat
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ah alright

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thanks!

rotund marlin
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ok so.. i spawn my guy in

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but if i spawn.. more in. it magicly activates and works im so lost

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wait.. i think i see it, god im stupid

wanton galleon
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Hi ! It is possible to create subsystem in blueprint ?

vocal kestrel
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@wanton galleon as of last time i messed with it, no. However they're actually pretty easy to put together, it's mostly creating a template, and if you look at the Lyra demo they have several subsystems to look at in order to replicate the framework.

wanton galleon
vocal kestrel
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They do, yeah. But you don't really have to do much complicated to get 'em to work. I struggled awhile ago with it when there wern't many examples to look at, but since there's plenty now it should be smoother sailing.

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You define a tempalte of sorts in C++, then access it via blueprint and have it Do Stuff/store info.

wanton galleon
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Yeah, I do not have that much problem into programming in C++, but I'm working on a prototype, trying to make it BP only so designer can play with it afterwards, thanks anyway! I'll try to make a workaround to avoid subsystem usage

vocal kestrel
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Okie doke! FWIW, as mentioned, you impliment the subsystem in C++ but then the designers are able to utilize it in BP. once set up, the designers shouldn't have to touch C++.

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it's just hat you can't create an X Subsystem Node from scratch in blueprints only, you'd need to build it then hand it off.

wanton galleon
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Yeah ok, thanks a lot 🙂

vocal kestrel
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np, good luck!

spark steppe
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first of all, if you destroy the widget you dont need to unbind events from its delegates

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2nd. whats the stuff above the event supposed to do?

grim peak
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@spark steppe Thanks nothing really I was experimenting 😉 I don't really understand why the code for the first widget works when you exit out menu,, but for second menu it doesn't work the exit_btn same stuff really.

spark steppe
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so if you press the exit button on widget B, widget B doesn't get closed?

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first, i would add a print statement at the end of that event, to see if it registers the button click correct

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do that, and report back

grim peak
spark steppe
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maybe put the print as first statement in the event

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and i would delete the event and recreate it, had times where that did the trick

buoyant aurora
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im having some trouble with a water texture... the blueprint-tutorial i followed had these "foam lines" follow their shorelines perfectly, but mine only appear here, does anyone know a possible reason/solution?

wise tide
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I am making a party game and I need it to choose gamemode and map at random.

I want to store all the gamemodes (along with gamemode information) and all the levels (along with level information). A gamemode can have multiple levels, but a level can only have 1 gamemode (one to many relationship).

What is the proper object for storing this kind of information? I am using Structs and Data Tables for storing stuff like player information and the cosmetics in my game, but in this case I would need 2 data tables that can interact with each other or something.

lime thicket
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Hey guys can i control my hand without any animation? Like gang beasts or human fall flat something like that

lusty epoch
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I'm trying to Show/hide widget using Event ActorOnClicked, I was able to set the Widget to Visible then close the widget (using a button inside the widget) but when i try to Show the widget again by clicking it, i doesn't work, what's weird is that i can still get the Visible and Hidden print string... anyone have any idea how to fix this?

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(these blueprint are inside Actor blueprint)

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this is the button to close the widget inside the widget BP

grim peak
spark steppe
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if it's a child bp then you can't delete them

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if it's a copy, yes

grim peak
mild jacinth
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hi, what could be the reason of progress bar losing it's value much faster, when the game is alt-tabbed out and not in the focus? I'm using FInterpTo and Clamp float to create smoother drain/increase effect however it drains extremely fast the value when game is not in the focus.

faint pasture
mild jacinth
fierce birch
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@lusty epoch why are you using collapsed?

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Just set it to visible and not visible

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I have never used collapsed before when I try to show and hide widgets also I use a flip flop node

mental trellis
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Collapsed should be fine.

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He's not using the widget itself to try to toggle it back to visible.

trim mantle
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How can I check if all required world partition cells are loaded so I can hide the loading screen?

trail crane
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@lusty epoch the issue is you are not testing, this is what happens when you test

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so putting it all together, collapsed is not the same as visible both for get visibility or is visible

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if you want to be safe, check the current visibility with Get visibility then you can act based on the return result

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something like this would be a little more elegant of a toggle?

spark steppe
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huh? isVisible returns false on collapsed and should return true on visible (not hit testable)?!

trail crane
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it should, and it might, but it shouldnt according to the tooltip so I wouldnt trust it

spark steppe
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so his code should work

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it should, even according to the tooltip

trail crane
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ah yeah sorry was reading it backwards, I take it back on the is visible

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its early, no good excuse

spark steppe
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i'm pretty sure that i'm using similar logic as he does in several places, and it works for me

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dw

trail crane
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so yeah it should still work, so something else they are doing must be breaking it

sterile moss
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Hey guys, I have a game where I want to use a sleep cycle, keeping the level the same but changing the objects on it every time the player goes to sleep and wakes up. I am fairly new to making games and I couldn't figure out what the options are to do this properly. I considered copying and pasting the level multiple times but each with the changes, and I considered using a separate actor with something like a Day Counter Variable on it that actors could reference. But I feel like there must be an easier option. For example, Day 1, you wake up and certain doors are open, Day 2, you wake up and there is now objects missing and new objects. But the level layout stays the same. I am using BluePrints for this.
Thank you!

trail crane
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should never try and work before 4pm, just too early 😛

spark steppe
sterile moss
spark steppe
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but there are also several other ways to do it, which is the best depends on your game, and on how many states exist

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it really depends on your game, i was more thinking of another kind of game, like search&find games where locations/items change

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there's no general answer to your problem, so one would need to know more about your game mechanics

sterile moss
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The game is that you are to do different tasks each day, so lets say one day you are to clean up garbage, and then next day you are to turn off computers, you wouldnt want to be able to interact with the trash on the day you are to be turning off computers, etc

mental trellis
trail crane
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yeah I realized my mistake later 😦

mental trellis
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🙂

trail crane
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its been a long day I should just go back to bed

mental trellis
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Collapsed is generally better in this situation because it'll stop the widget being included in the layout prepass.

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Hidden still lays out the widget every tick, but just doesn't render it.

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So you can't use collapsed if you rely on the widget having a size to move other widgets about or whatever.

austere ingot
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how would i get an overlapping actor if the actor doesn't have a mesh or anything for collision?

spark steppe
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usually you would want to add a collision component for that

austere ingot
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Okay

normal rampart
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Is it possible to make an asset compile automatically when an asset it has as a variable gets reimported? Or something similar so that reimport asset-> recompile this actor? Either with BP or CPP

mental trellis
hollow vapor
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if I have 2 AIs that I want to fight each other...

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what's the best way to decide which one attacks, which one blocks, etc and also to have each one know what's incoming

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should they each have a shared blackboard?

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or is it enough that when they see each other they now know about each other and read variables offf each other's blueprints?

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Should their be a specific battle blueprint that gets both actors?

trim matrix
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this is supposed to make object spin, what am i doing wrong?

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it is not spinning

mental trellis
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Don't cross post

trim matrix
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nothing is happenig at all

thin panther
trim matrix
mental trellis
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You already got your answer on the other channel.

thin panther
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sigh

trim matrix
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if you want to call it that

thin panther
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that is an answer

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it explained the issue exactly

trim matrix
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but its set to 100

thin panther
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delete ur post here continue in orginal channel

sudden zephyr
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They gone... xD
Anyway, any ideas of why this would not actually work?
It's my issue from last night where I can't seem to successfully set the vars in the animation BP of this actor.
I checked the vars in the actor and they are valid, point to the correct reference but it just ain't working on the anim BP. It's always empty.

wraith finch
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yo guys. i am kinda stupid. how do i use the variable "IsStartGame?" in a different blueprint?

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origin:

normal rampart
wraith finch
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got 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

normal rampart
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So the value of your FPS Character variable is null. Before On_Clicked Button_1 gets executed, the FPS Character node must be set. So you gotta have a way to obtain a reference to the specific instance of your character. For example if you had multiple characters it wouldn't know which one to set it for.

wraith finch
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how do i do that?

normal rampart
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What blueprint is the last picture from?

wraith finch
#

BP_main_menue

#

the one that grabs the variable

normal rampart
#

So, since it's a main menu, does your character physically exist in the world when that button is clicked?

wraith finch
#

yes. the player gets spawned. after that, the menue gets shown

#

would making a stream help?

normal rampart
#

Sure

#

The best way I can think of would be to do Get Owning Player Pawn->Cast that to your BP_First_Person_Character

wraith finch
#

i am in lounge

normal rampart
#

1 sec

wraith finch
#

holy

wicked kelp
#

hello I need help. im using character animation blue prints and ive started once from scratch. the problem im having is that the camera sticks to the back of the character. I want to be able to turn the chracter in front of the camera so i can see the face

trim matrix
#

hey guys

#

having an issue with a mechanic in my game

#

its not supposed to move when he's stunned

#

I have 2 disable movement nodes in my script

#

and also 2 set movement mode nodes

#

so I think its interfering between the two

normal rampart
#

Can you show the 4 nodes?

trim matrix
#

so over here the Ai gets stunned

#

after the montage is over

#

he can walk again

#

but the issue is

#

I have an other mechanic that when the AI attacks and the player runs aways he cannot move for 2 seconds

#

I tried to do many things

#

but I deleted all wish I kept them

sudden zephyr
#

An idea would be to use a movement mode enum which they all use. That way, the last action always wins and debugging could be easier perhaps too afterwards.

tulip flax
#

Im new to blueprints What Does Parent with a different signature mean?

earnest tangle
#

signature is what parameters and return values a function/event has

#

so this error means that in the parent class of this BP, this event is already declared, but it has a different signature than what you're trying to use here

#

if you override a parent event/function, the signature must match

hard patrol
#

hello guys, i'm trying to make the mesh (cube) always look at me and update its location (in front of me) but somehow when I update its location it's not looking at me anymore, is there something i'm missing?

tulip flax
#

@earnest tangle Ok thank you that should help point me in the right direction

maiden wadi
#

If something is at your 90 degrees to the right, and you make it face you, then set it in front of you, it'll be in front of you facing left, for instance.

hard patrol
#

this is probably what's happening

#

reversing the order does not work

sudden zephyr
# trim matrix

Implementation does not really matter but sure. If it works. In either case, by setting an enum, you have a clear context of what's happening with the movement and also just need to follow 1 variable now instead of having multiple bools or whatnot. ¯_(ツ)_/¯

normal rampart
# trim matrix but I deleted all wish I kept them

What I would do is this and then just call this event with the duration you'd like instead of the manual disable, delay and set movement mode. Keep in mind whatever you execute after calling the event will not have the delay on it. Maybe put a delay after calling the event if you need to.

#

Or go with TwitchingPsycho's answer, either way would work

hard patrol
hearty tendon
#

I'm doing a ray trace to find the impact location of the wall, and set the object's location to the location of impact.
As the video show's, as long a i am moving the object it clips into the wall. How could i prevent this from happening?

cyan bone
#

Is it possible to just insert it a specific index, even though the array is empty? It prints 0 0 0

glass stump
#

Would there be a way to make an actor just fall down? (physically-like, I guess would be the easiest way.)

iron umbra
#

Hello, I've been having a problem with Groom Hairs for a while, I was hoping UE5 would fix it but it has not

Issue: When adding a Groom Component, setting the Groom Binding, inside a blueprint for a character, works great.
But any time I spawn a groom dynamically, it will not work. Applying the binding makes the groom teleport to the center of the character

If I have a groom binding in the blueprint and change it, it works. But I need to be able to spawn it dynamically. But any time I spawn the groom dynamically, and apply the binding, back to the center of the character it goes, instead of applying properly to the scalp 😦

sudden zephyr
#

Anyone got an idea what/why a cast to set a variable would be set and unset even tho it's called once?

#

I'm failing at the most basic of things... just a simple cast to anim bp. 🥲 🔫

muted halo
#

Is anyone familiar with "File Helper Blueprint Library" from the marketplace? I need help using it to export a text file

placid iron
#

Hello, how do I add a list of blueprints that implement an specific interface to a variable on a blueprint?

Thanks in advance

sterile moss
#

I'm trying to use Sublevels in Ue5 but it keeps saying "This feature is disabled when World Partition is enabled" and I cant find where that is enabled

faint pasture
sudden zephyr
#

Ahh.... Figured it out. FINALLY!

trim matrix
#

I tried this

#

so basically here if stun is not true , the ai will perform the attack

#

but it doesnt work...

sudden zephyr
#

I was mostly working with pawns and characters so I had no clue that try get pawn owner fails and I never checked. Just horrible. And the sad part, I knew exactly it's going to be something stupid I'm overlooking and super easy to fix. T.T

trim matrix
#

actually the AI doesnt move during the stun but when its over he just stays in place and attacks in the air

#

let me show you

faint pasture
sudden zephyr
#

Nope, that's why it failed. xD

#

Took 2 days man. I cry.

sterile moss
#

How do I disable World Partition in Ue5?

trim matrix
#

how do i disable nodes like these?

tall nova
#

hello ive been learning on unreal engine 4 and im probably going to stick to it but how is blueprint in unreal 5 are there any drastic changes or should converting over to ue5 later be managable for a beginner? granted later on i might be ab it better obviously

trim matrix
#

how do i disable nodes like these?

#

with a boolean ?

normal rampart
#

If you mean dynamically during runtime, yes, boolean with branch on each would work

sudden zephyr
#

What Veggie said if its temporary, otherwise you can unbind events.

trim matrix
#

I want them to be non executable when this boolean is on

faint pasture
#

Branch on Stunned

trim matrix
#

doesnt work

faint pasture
#

Yes it does

normal rampart
#

It didn't look like you ever set Stunned to false

faint pasture
#

Overlap -> branch -> overlap logic

trim matrix
#

here

faint pasture
#

Show your overlap logic, the stuff you want disabled when stunned

trim matrix
#

this is when the player is not colliding with the enemy

faint pasture
#

Ok so what's the problem?

trim matrix
worthy carbon
#

hello when i pickup an item and open my inventory the image is not showing up

trim matrix
#

@faint pasture

#

even this doesnt work....

#

😦

normal rampart
#

Get rid of the Disable Attack variable, just use the Stunned. I think I know the problem. It's because when you end overlap you enable movement again. You need the Stunned variable to be in a branch going to false on the end overlap as well.

#

Can you stream by any chance? It would be easier

#

Oh wait you do have it on end overlap too don't you

#

And the Disable attack variable is turned off after the stun?

trim matrix
#

ye

normal rampart
#

Lounge channel

trim matrix
#

cant stream

normal rampart
#

:/

trim matrix
#

think I need a special role?

muted halo
#

Is there a way to collect a bunch of strings (that are looping) and have them outputted all at once at the end? Basically collect and hold them and then output after a certain amount of time

trim matrix
#

any mods in here?

normal rampart
#

I asked someone who streamed in the Lounge earlier and they hopped in and they couldn't stream anymore :/

trim matrix
#

I need voice role

opaque compass
#

Hi, I'm having a little problem with blueprints, basically player does something that triggers destroy actor
the Actor that is destroyed will be spawned again at a predefined location.
Now the issue is with the way I reference my actors.
for example, first, default actor is ACTOR, when destroyed and respawned it is ACTOR1 in world, I haven't referenced ACTOR1 in blueprints hence repeating the action will not trigger destruction of actor and it just keeps spawning.

is there a way I can reference all actors in the blueprints class instead of referencing an object in world (to destroy it)

trim matrix
normal rampart
hallow gate
#

If you have multiple, GetAllActors is better, as it'll pull them all up in an array and you can reference the "Affected" one

opaque compass
#

thank you, seems to work

hallow gate
#

Otherwise just GetActors will work great

silk cosmos
# trim matrix

The issue isn't the branch. It's how you're setting stunned. Clearly it is never being set or is being reset somewhere. Locate that and debug

trim matrix
#

just tested it with print string and the bool stunned gets disabled after the end of animation

fluid shuttle
#

Can you control the lerp amount in an instance?

soft peak
#

in ue5 - anim.blueprint -> i added a new state (punch)
i know i have to define a var like "is_punching"
also i defined the input in the proj settings
BUT how would i set this is_punching variable in the event graph?

#

--->this is the locomotion

#

this is in the event graph....but when pressed "e" it never returns the "HELLO"

placid iron
#

Hello, how do I add a blueprint as a variable to my actor blueprint? For example to execute a function of this blueprint on this actor from the blueprint I added from the variables?

Regards

atomic thorn
#

I think im supposed to attach my tcp server plugin to a game instance but its an actor component is there smt I'm missing here ?

silk cosmos
# soft peak

Ideally your inputs should be managed in your player and sent to the anim bp theough interfaces. But you can set punching to true -> delay -> set to false. It would also probably be better to use a montage and play that instead as it would clean up the anim BP and would function a little better. As you can asign certain events to play at certain times of the montage. Like checking for a hit. Disabling and enabling if you can punch again

soft peak
#

aha, so
CharPB set var "IS_PUNCHING" of AnimBP?
so AnimBP can react to it?

silk cosmos
soft peak
#

by "sending to animbp"...
cant i access the animbp (inside of charbp) to access and set the variable?
or how would i "send" it to animbp?

silk cosmos
#

So the cleanest solution would be interfaces. Idk your familiarity with them, but you can create n interface. Add it to your character BP. In the interface, make a function called "GetIsPunching". Add an output and make it a boolean "IsPunching". Back in your character blueprint find the interface event and plug in your is punching variable. Then back in the anim blueprint, in event update use try get pawn owner -> drag off and then call "GetIsPunching(message)" and then set your punching variable in the animbp to the output of that function. Now in your character BP just set the is punching bool and it will update the anim BP bool

sudden zephyr
#

Uhm... An interface... To comm with the owning bp of an anim bp... K... xDDDDDDDDDD
Very interesting solution. xD

silk cosmos
#

Okay? Lmao you can use cast all you want

soft peak
#

😄 so is that personal pref?

silk cosmos
#

Cast are generally looked down upon and bad practice to use them

#

So no not really

soft peak
#

thanks so much for your detailed explanation, i will totaly give it a try now

brazen pike
#

use casts for animations

#

thats the most common practice

sudden zephyr
#

Hm.. Thinking about it. I dunno... Not a programmer but I kinda hate that there's not a more direct comm between a BP and anim BP. I hate both casting and interface. ¯_(ツ)_/¯

brazen pike
#

you can use interfaces, but its a little unecessary

soft peak
#

so casting then?

silk cosmos
#

Unnecessary, but again casting has many problems and is still not ideal to use as you develop a habit

soft peak
#

i will already fail 😄

sudden zephyr
#

Although I don't fully agree with Garrett to make the cast so bad out to be, cuz it's a tool, it's how you use that tool. His approach might be more beneficial in the long run tho. Especially on characters as you'll most probably need an interface sooner or later to expand and develop further interactions and having it as a let's say centrelized brain to deal with the bp and anim bp... Dunno. Just my thoughts/personal opinions ofc.

silk cosmos
#

In the end it doesn't matter. Use whatever you want. I was taught to never use them and that's just how I am

brazen pike
#

Casting isn't ideal because it loads what you cast to and can only give you what you are casting to. An interface doesn't load it and can give you anything with the interface. Its unecessary in my opinion because (for example) if you are trying to get to the currently playing animation and need to change a variable, then the animation is already loaded because its literally playing. And in the vast majority of cases, you only need to change a variable for the one animation so no need to be unspecific about the target. So again, an interface is totally unecessary

sudden zephyr
#

If it was something very simple, yeh... just cast. But a character... Interface should be more benificial me things.

brazen pike
#

Well if casting was always bad and should never be used then they wouldn't be taught ever

#

They have their place, and this is that place

silk cosmos
#

Delays are bad and should never be used but are still taught becuase it's faster

barren sonnet
#

Does anyone know of an easy way I can line trace only to the landscape? I tried making an array and adding it it to the list of things the line trace to ignore by adding every actor actor in the level to it and just removing the landscape from it. This works but it causes whatever world the construction script in to freeze when saving.

silk cosmos
#

There's many solutions to many different things

#

You see it your way. I see it mine. I'm going to continue to never cast as like I said they have their problems

brazen pike
#

But none of the problems apply here?

soft peak
#

so since it will be complex, i think i will use an interface

sudden zephyr
#

Guys... You're dragging this convo out into the wrong direction.

silk cosmos
#

Depending on the use case for the anim BP. Additionally I'd rather not develop a bad case of using too many cast

silk cosmos
sudden zephyr
brazen pike
barren sonnet
#

thanks for the suggestion Lemon, but im trying to use the linetrace to snap actors down to the terrain in the level. I'm not trying to cast to the landscape.

soft peak
#

my actual plan is to have multiple actions, like punch kick etc

brazen pike
barren sonnet
#

correct

#

I want it to only care about hitting the landscape so I can get the normal value to snap to

silk cosmos
#

You'll need to set up Collison channels

soft peak
#

but how am i supposed to cast from charBp to animBp ?

silk cosmos
brazen pike
#

then it will go downwards doing infinite linetraces until it hits the landscape

soft peak
#

ah like that:

sudden zephyr
barren sonnet
#

alright I'll try that thank!

brazen pike
soft peak
#

then i guess i should cast it?

sudden zephyr
#

Take note, the name must match

silk cosmos
sudden zephyr
#

You can use cast to prototype but definitely look up interfaces.

soft peak
#

ah...i was looking for the name "animationblueprint " -.-

brazen pike
soft peak
#

i guess i have to make variable in animbp public?

sudden zephyr
# barren sonnet alright I'll try that thank!

Oh, and another benefit to using channel is that it's reusable. So if you make something else that may require a landscape or any object that would fit a landscape, like a spline road, you set it's collision channel and it will still work like a charm. 🙂

soft peak
#

og nice, thanks guys

sudden zephyr
# soft peak i guess i have to make variable in animbp public?

I don't think so... It's usually mostly used for variables that could change on a object to object when placed on levels.
Like for instance, you have a car that may have different rims, right? You can have a variable that has a list of rims in a dropdown menu (ENUM) and you make that variable public, now when you place the car in world, you have the variable in the objects defaults which you can set individualy and on place.

#

Definitely not the only use case but one of the most I'd say.

soft peak
#

when is_punching, is active it now plays the animation...over and over again becasue the var is always true of course ^^
can i set it to false in the animbp event graph? would that be a good fit?

silk cosmos
# soft peak

Additionally you could cast to your character in the anim BP on event initialize and set a ref to your character, then in event update, check if the the character is valid, then use that character ref, drag off, get is punching stored in the character and then set your anim BP is punching to match so you don't need to cast everytime you want to set something on the animbp and so you can have a reference to is punching in your character if you need it.

brazen pike
sudden zephyr
silk cosmos
brazen pike
sudden zephyr
#

And now I feel a bit bad and have to do serious recoding since I'm using like a ton of casts for some tasks that should not use them. xDDDDDDD

soft peak
#

since i am planning to let the player either do a punch, OR a punch and kick combo
what would you suggest? an playmontage only? isnt the animation state a better fit?

#

like punch and kick will then (hopefully) will be a smooth anim of two anims

silk cosmos
soft peak
#

i do not quite understand, i cant use notifier with use of states?

silk cosmos
#

I'm not too familiar with the animation side of things. But I believe you can only put notifiers in montages, which allow you to call functions or events at specific time stamps in the animation. Could be wrong.

sudden zephyr
#

Nah, you can put notifiers on animations too, even states in state machine, they can then drive events in anim BP.

silk cosmos
#

Sweet

soft peak
#

nice

silk cosmos
#

I normally only make first person things that don't require anims

sudden zephyr
#

Although, depending on how far you're going, if for instance it's an anim of getting hit but should have a cancel state with a new anim if hit again, prob should use montage.

soft peak
#

is that actually a good aproach to use notifiers when creating a combo system?
(sorry if i ask so much -.-)

sudden zephyr
#

Notifiers are pretty much always used now for a ton of stuff. The games/animations got more complex.

silk cosmos
#

Dint apologize for questions. Notifies would allow you to trace for a hit at a certain time of the punch so yes absolutely

soft peak
#

also for transition for mid-punch to kick animation then

sudden zephyr
#

Where a simple play anim if i got hit is now play anim if i got hit but play another one thats slightly different if I got hit again and depending where i got hit and the direction i got hit from

#

that's next gen gaming for ya now. xD

#

Again, depending on how far you're going with this.

silk cosmos
#

How you approach the set up is entirely dependent on the project itself. You can try both ways. Determine which one works, looks, and feels the best and use that.

ember berry
#

hey guys, does anyone know how i can make sun light damage my player? I can't find any node that references light

silk cosmos
ember berry
brazen pike
silk cosmos
#

Also you'd probably only have one directional light per level. Doesnt really make sense to grope about it, but i digress

brazen pike
#

My problem is with get all actors and checking tags... Especially since that would need to be done extremely frequently

silk cosmos
#

Not really. You'd just need to do it once

#

One check until you find the directional light. Like I said, no other way to do it, other than assigning it to your character per level. But that's annoying to explain

sudden zephyr
#

I'd just use a line/sphere trace on the character from sun to character. Seems the most easy/efficient way.
I'd do like 3 part sphere trace where one is bigger and getting smaller in diameter, depending on which one hit, do full sun damage vs do some minor burns. ¯_(ツ)_/¯

#

Or obviously non at all if it didn't reach me. I'd setup a collision channel now for that too for glass and other stuff the sun could go through.

bold torrent
#

Why wouldn't you make your sky and all it's components into an actor instead? And then inside said actor just pass your reference once on begin play to something more accessible

brazen pike
silk cosmos
sudden zephyr
#

🤣

cerulean fog
#

How would you go about Dampening Player velocity using Add Force in the Character Movement Component without causing the player to flip out when FPS gets low?

silk cosmos
sudden zephyr
bold torrent
ember berry
fair drift
#

As a side note, if you only have one directional light in your level, you can use Get Actor of Class instead of Get All, it's cheaper. 🙂

#

Ah that might've already been mentioned, sorry coming into this convo v late

onyx frigate
#

Hi guys ! Quick question: I am developing a stand alone game in VR wo multiplayer support. For now, all of my controls are in the pawn. The player will not possess anything else than his pawn. Is it ok to have the controls only on the pawn instead of the controller ? Any other downside ?

onyx frigate
sudden zephyr
#

If used on tick, delta time should take care of that by default, no?

onyx frigate
#

I do think so. It wouldn't be a timer if not

sudden zephyr
#

True... but... Just making sure.

onyx frigate
#

yeah but the pawn have a dampening setting already

#

I don't think the framerate enter in the equation but I can be wrong

sudden zephyr
#

Yeh but I'm assuming this is gameplay specific where damping in a global scale could fuk up. But that could work too. Fliping it between it's normal value and a new one for that damping effect.

#

Would certainly be easiest to do.

cerulean fog
#

Yeah I cant make it global since I need it to dampen in a specific direction of movement

#

and it is using a timer at the moment

onyx frigate
#

oh if it's not for all, yes, you'll have to use something else, pretty sure

sudden zephyr
#

Huh...

ember berry
sudden zephyr
#

I do remember some issue with timers but can't remember what issue I had. Hence my question earlier about it being fps bound. Probably not that but I definitely had some bs with them.

cerulean fog
#

hm ok

sudden zephyr
soft peak
#

? you're welcome, i guess 😄

sudden zephyr
#

I had double BP's for suspension and tires 'left/right' side. Instead I'll redo and use a single PB with public bools to just flip them. xD

#

❤️

soft peak
#

oh awesome 😄

sudden zephyr
#

More work now, scraping the previous work so yeh, I hate you... love you. xD

sudden zephyr
#

Actually on that note, that pi**es me off so much, anyone notice that the wheels in GTAV are rotated along (tires and rims) so the tire marks point opposite LR?? xD

modest monolith
#

Hello sirrrr, do you know an easy way to make my buff restart everytime I pickup the same buff?

#

For now when I get a powerup, after 10 sec delay it ends.. but if I pickup another power up i get a second buff of the same kind

#

and the first buff removes all the other buffs of the same kind

#

I pickup a buff, after 8 sec i pick up another, the timer instead of return to 10 keeps going and sets my buff to fal

#

false

mellow folio
#

The code you pictured is correct, the Error is probably somewhere else

stray halo
#

Was wondering why Nothing works after the delay?

modest monolith
#

and the earlier buff spawned put my ironskin to false even if I picked up another

dawn gazelle
stray halo
mellow folio
#

The same approach would be fixed if you move the logic onto the character itself

#

The delay

modest monolith
#

So I should move all my powerups on my character?

#

Because I have others doing this

maiden wadi
#

More appropriately, you should have a component on your actors that can be buffed with effects, and actors that can apply it to an actor's component. Then the component can take care of it's own actor by refreshing buffs, etc.

mellow folio
#

There are more exotic approaches that could handle a larger system.

#

Just take one step at a time

modest monolith
#

What about if I put it in the gamemode ?

#

i'm making an endless runner

mellow folio
#

That would definitely be Unusual but as long as it’s a single player game it will work just fine

onyx frigate
#

Guys, any idea why adding torque to my collision sphere doesn't work but do not procude any message ?

modest monolith
#

Honestly I didn't understand your plan

#

After I made a delay variable in my character what I do ?

#

Can't I just limit the actor spawn to 1 ?

#

or make that if I pick up a same actor I refresh the delay?

mellow folio
#

Just post pictures of your set up

#

It’s easier that way

modest monolith
#

of the buff?

mellow folio
#

Of the whole set up

modest monolith
modest monolith
stray halo
mellow folio
#

So now your only problem is that one bath needs to delete all the others when it gets created

#

Buff-

dawn gazelle
mellow folio
#

With this set up you don’t need a delay on the character like I said before

modest monolith
#

So get all actor from class - iron skin and then for each loop destroy actor ?

#

(very fast and raw intuition)

#

XD

mellow folio
#

That is the brute force approach yes that will work

modest monolith
#

but i'll destroy mine too

#

XD

mellow folio
#

It would be a little bit more Performant to save all buffs into an array on the character,

modest monolith
#

Seems great

#

how? :p

mellow folio
#

Get all actors of class is a very expensive function

#

Instead, do this

modest monolith
mellow folio
#

Every buff saves itself into an array on the character

modest monolith
#

considering that my game will be mobile

#

i'll need it smooth

mellow folio
#

When a buff begins play, he does a for each loop on every buff in the array and checks to see if they are of the same type as him, if they are, delete them

onyx frigate
modest monolith
#

Wow genius

onyx frigate
#

guess that<s why I should put every controller on the controller XD

modest monolith
#

How do I put all the buffs into an array?

#

I should put an array for every different buff ?

#

and do class array

mellow folio
#

No Just group them all together in one array on the character

#

Don’t overthink it just make your life easy

modest monolith
#

But like this if I pickup iron skin

#

i'll delete another buff like superspeed

#

because they are all in the same array right ?

#

in plus: how to I stick them all in one array? I can only set one class

mellow folio
#

No, within the 4 Each Loop you check to see if they are the same type of actor, Compare class to class

modest monolith
cyan bone
#

Why is my array length 9 is it has only 5 elements????

mellow folio
#

Those two measurements are probably being taken at different points in time without you realizing it

#

Clip

#

Clopp

#

Cloppenburg

cyan bone
#

yes

#

🙂

#

so what should i do to update it?

modest monolith
#

Confused Unga Bunga

mellow folio
#

Post pictures of your whole set up

#

That is an array of classes

modest monolith
mellow folio
#

you want an array of actor objects goro

modest monolith
#

and which object I put among the many buffs?

#

at variable type

last abyss
# cyan bone so what should i do to update it?

it is because variables are updated automatically in debug, but the 'length' node output only gets updated when it gets called. That's why Panther said that the measurements are taken at different points in time.

cyan bone
last abyss
#

by calling the execution node connected to it, you shouldn't worry too much about the difference in numbers if anything the array variable is more reliable.

modest monolith
#

Ok so basically the pick up will spawn the buff and add it to the array in the character right ? then with the buff I calculate and delete all the other buffs in the array

umbral moat
#

hello. i just switched to ue5 from unity. i am currently looking up some tutorials for blueprints. it seems i dont have some functions that the guy has in the video such as float - float float * vector3. how can i find them ?

hearty tendon
modest monolith
#

Like this ?

mellow folio
#

The pick up can add the buff into the array, but I would rather have the buff at its self into the array at begin play

#

No that won’t work

#

You need an add node

#

Not a set node

modest monolith
#

but add needs an integer

mellow folio
#

No it doesn’t

#

It needs a reference to the array on the character

modest monolith
#

Like this ?

mellow folio
#

Yeah assuming that array is on the character

modest monolith
#

Okay

#

now I go to the buff

stray halo
modest monolith
#

?? @mellow folio XD

#

I have no idea how to make this part now

mellow folio
#

ok good start

#

for each array element

#

GetActorClass

#

=

#

GetActorClass (Self)

#

If True, DEstroy actor

#

Then, when loop completes, add SELF into the BuffActive Array

modest monolith
#

Yout mean Get Actor of Class?

mellow folio
#

no

#

Get Class

#

should be a purple output

modest monolith
#

Aaah ok i found it

mellow folio
#

now get a Class=Class node

#

just search for =

#

off of the purple

modest monolith
#

like this ?

mellow folio
#

yep

#

now branch

#

if true, destroy array element

modest monolith
#

i connect branch to loop body?

mellow folio
#

yes

modest monolith
#

Ok I don't find array element

mellow folio
#

Destroy Actor

#

(Array element)

modest monolith
#

ah ok so i take it from the loop

mellow folio
#

Everything looks done, except you need SELF into the array ADD

modest monolith
mellow folio
#

yeah

#

it should work now

modest monolith
#

Okay so the equal won't delete even my current buff ?

#

But only the buff equal to my self buff ?

mellow folio
#

It will delete self if self is in the array.......but we're adding Self into the array afterwards

modest monolith
#

Oooh

#

Blueprint Runtime Error: "Attempted to access BP_Buff_IronSkin_C_0 via property CallFunc_Array_Get_Item, but BP_Buff_IronSkin_C_0 is pending kill". Blueprint: BP_Buff_IronSkin Function: Execute Ubergraph BP Buff Iron Skin Graph: EventGraph Node: DestroyActor

#

I receive this

mellow folio
#

ahh yeah this is a minor little thing

#

because we're destroying the actor but not removing the array entry

#

so the array still has entries for actors that were destroyed

modest monolith
#

This is a story more twisted than Attack on Titan

mellow folio
#

for now, just put an ISVALID branch coming from the Array element

#

If Valid = False, don't do any of the other logic about Class=Class-Destroy

modest monolith
#

Ok so isValid

#

i put the blue node that is supposed to go to destroy actor ?

#

and put the isvalid node after true branch ?

#

no wait..

mellow folio
#

first thing after loop body

#

get an ISVALID node

#

only move forward if TRUE

modest monolith
mellow folio
#

yeah that will not throw bugs now

modest monolith
#

IT WORKS!!!!

#

Should I copy and paste for the rest of the buffs ?

#

So if I put another buff like super speed

#

It won't be deleted by this loop as is not the same class

#

this seems to work perfectly

mellow folio
#

you shouldn't have to copy and paste anything

#

Make the other buffs a ChildClass of the first one

#

so go to the content broswer and right click on the file for the buff

#

Create Child

modest monolith
#

Damn now I need to create a parent class XD

mellow folio
#

yeah all this logic we made should be on a parent class

#

because all the buffs should do the exact same thing here

modest monolith
#

Unless I want a certain buff to stack

#

but I have nothing in mind

#

I used to stack super speed but it seems to make the game harder instead of being a power up lol

quiet dagger
#

Hi) Can anyone help? Is there any node, which can gather several flows into one? For example after ‘flip flop’ separation.

modest monolith
quiet dagger
modest monolith
#

it doesn't seem to work parenting the class

mellow folio
#

or a multigate

modest monolith
#

probably is better copy and paste lol

#

Blueprint Runtime Error: "Accessed None trying to read property Character". Blueprint: BP_Buff_IronSkin Function: Execute Ubergraph BP Buff Iron Skin Graph: EventGraph Node: Set is Iron Skin?

#

should i cast it again ?

trim matrix
#

anybody here good with menus?

desert juniper
#

right click Event BeginPlay and you should see 'Call to parent function' or something like that

modest monolith
mellow folio
#

Just use the copy and paste method until you can learn more about parenting

#

It’s tedious but for now that’s fine

modest monolith
#

Yeah

#

when i'll get better

#

i'll do it

#

good idea

trim matrix
#

does anybody know why my canvas histoire is not appearing??

#

in the menu graph

tight schooner
mellow folio
#

Click it

#

Find field for “is variable”

#

On the top right

modest monolith
#

@mellow folio Thank you sir for everything !!! thank you a lot!

#

Yeah I think i'll have to make an array for every buff

mellow folio
#

No

#

Just change the array type to “actor”

#

It will accept them all that way

desert juniper
#

the actual red node

#

it's a one click solution

modest monolith
gaunt ferry
#

is there any way to do a ClientMessage in bp

mossy mist
#

Hi level streaming is refusing to work

modest monolith
mental trellis
#

I mean, have you read the message?

#

It says exactly what's wrong.

#

If you created the for loop with a different class of array, you'll need to delete and re-add it.

modest monolith
#

Ahahah I know

#

I did it

#

Don't get angry

mental trellis
#

People not reading error messages is grr 😛

#

If you did, that's okay!

mossy mist
#

Hi level streaming volumes do not work.
When i assigned level streaming volumes from the persistent level to the streaming levels they do not load in even if my camera/character clearly overlaps with them.
No matter how large the streaming volume is.

#

none of the levels are loading

modest monolith
#

Haha 😄

#

Thank you guys! Goodnight! thx thx thx

mossy mist
#

here are the settings

#

also the volume is literally massive

#

and it isn't loading in

#

unless i set it to load initially

#

but then it doesn't load out

#

so the level streaming volumes are literally just broken

#

I'm testing all this in PIE and tried it in standalone too

#

nothing works

#

enable world composition is off too

#

does anyone know how to get level streaming volumes working?

lost schooner
#

Can anyone explain to me why they deprecated and removed style assets for buttons that have to be cut and pasted everywhere. Seems really backwards.

#

ah.. I see why now.. lazy

sudden zephyr
#

is the hud/widget capable of PIP?

#

Dis what I tried but it's black on screen

mental trellis
#

Is anything being written to the TRT?

#

I would sugget changing it to a regular material and testing that.

sudden zephyr
#

Only a black rectangle is on screen. What you mean a regular material? 😅

mental trellis
#

One that isn't based on a render target...

sudden zephyr
#

Oh.

#

I get errors if I try a regular material

mental trellis
#

So create a material that uses the UI command.

#

And just output a solid colour.

sudden zephyr
#

Yeh, trying that. You're right, something else is wrong. I don't get anything. Just the black rectangle.

#

Tried this texture within unreal

#

Dunno if there's anything else I'm supposed to do. Seemed straight forward. T.T

trim matrix
#

URGENT HELP

#

we are having issues doing the build of our game

#

Its only building the lighting !!!!!!!!!!!!!

#

URGENT HELP

gaunt ferry
#

is there any way to do ClientMessage in BP

final python
near shard
#

Anybody know how I can check if theres an item in a specific array index
Not a specific item just any item at all

zealous moth
#

@near shard get copy and check if == to null

near shard
#

Thank you

final python
# trim matrix ??????

like you hit build at the top right?
edit: if so that only builds the lighting and some other like technical thing for performance or something like that.

zealous moth
#

@trim matrix do you mean packaging? You have to define the levels packaged in your options

trim matrix
#

lett me tell this to him

#

he's starting to panic

zealous moth
#

@trim matrix ue4 will only package what you tell it to.

sudden zephyr
#

Am I right to assume that this will/should return the reference to the component inside the parent based on the class or do I get something else?

#

I'm setting some variables in custom actor component inside an actor BP and a child actor BP also in that actor BP should read those variables but they are empty.

tight schooner
#

@sudden zephyr you can try some breakpoints or Print nodes to see if the actor you're looking for is the one you're getting

sudden zephyr
tight schooner
near shard
#

Thats what I ended up doing and it works

tight schooner
#

@sudden zephyr Get component by class does what it sounds like... If there's more than one of those components in an actor, idk which one it gets, but otherwise it's handy for when you know there's just one.

sudden zephyr
#

Yeh, theres just one that's why I'm so confused why it's not working.

tight schooner
#

Huh.

sudden zephyr
#

Basically this is the parent that has the child actor and the actor component and that's all it needs to do

#

And the child actor should just pull that info

tight schooner
#

Is that also on BeginPlay?

sudden zephyr
#

Yep

#

I did try event as well tho

thin panther
#

personally i wouldnt use child actor components

sudden zephyr
#

lemme do that again on the child

sudden zephyr
tight schooner
#

Did you try delaying the Get on the other end? I wonder if it's an execution order thing.

thin panther
#

spawning an actor and attaching it

#

unless you mean you created a child bp

#

rather than the child actor comp

sudden zephyr
#

Yeh but then placing it in world looks weird xD

#

So basically vehicle with only wheel bones. I then put 4 suspension child actors, those suspension child actors need to get the parent vehicle mesh with wheel bones so that the suspension does its thing. Because of modularity and interchangablity. So my idea was, use actor component so you can use that suspension on any vehicle. Kinda like the game crossout if you know what i mean. So it needs to be independent. Funny thing is, if I go with spawn approach, i can do it easy but it looks nicer and easier if you could just build up vehicles in the BP rather then fill out a variable with all the stuff and poof it in runtime.

#

No BPs should rely on one another basically. Anim BPs excluded ofc. So basically, I'm avoiding cast and interface since they are definition relient (needs to be defined and impelmented on both ends) so if i was to put that suspension on another vehicle BP, I'd need to do casts/interface/switch them out for that suspension.
With the component approach however, any suspension should read the component of its parent, get any stuff it needs and just work. xD
So, you want giant monster truck wheel and suspension, switch the child class and it will work. Thats the idea anyway...

icy dragon
thin panther
#

because it makes you seem impatient

#

especially when many other people need help to

#

wait your turn

sudden zephyr
#

I don't like that it would need a delay here tho.

sudden zephyr
#

Oh yeh, yet to import all the parts of the vehicle. ~ 4 mil polygons. I got high hopes for nanite. xDDDDD

stray halo
#

I really need help been stuck on such a simple problem for hours how could I initiate the You died blueprints after the player actor is destroyed?

#

Its supposed to be a respawn countdown after the death to proceed to a respawn but nothing will happen after the destroy actor

#

I tried something like this if it even makes sense with no result

tawdry surge
#

Is this inside the player?

stray halo
#

yeah

#

I feel like it should def be printing hello but it doesn't

mellow folio
#

you can create a special DEATH actor with all of the logic you want to perform between lives

#

or just put all that logic in the Respawn Widget and spawn it right away

sudden zephyr
#

Is it more efficient to destroy an actor rather then hide it and reset it's location and what not?

mellow folio
#

Meh, it's up to you really

#

it depends how you want to carry information between one spawn and another

sudden zephyr
#

I'd rather hide then destroy. I'd never destroy something that is not meant to be permanently or at least long lasting/potentially long lastingly gone.

mellow folio
#

it can be messy either way so you just choose which type of mess you want

stray halo
mellow folio
#

I just mean a special actor

#

an actor whose only job is to run some logic between lives

sudden zephyr
#

Man... did anyone watch sausage party?

#

Ya know what I'd like to see? A movie about the poor mannequin and all the horrors it went trhough. Like if it was actually alive. xD
The special death actor... Sure looks like he got the very short straw on that one. xD

stray halo
mellow folio
#

it means whatever you want it to mean

#

you can just put logic in stuff

sudden zephyr
#

I think if I remember you can't put hud or widget logic on an actor that's being destroyed cuz it destroies that hud too.
Not 100% sure tho

stray halo
#

see the issue I have is like lets say I create an actor with logic how would I make it preform the logic at a certain time ( Death of Character preferably)

sudden zephyr
#

So what he's suggesting is that you spawn an actor BP that is generally empty and poses it, has nothing but the hud and logic that would run in the on death on the character.

#

seanny to the rescue!

#

xD

tight schooner
stray halo
tight schooner
#

@stray halo I'm no expert but I think your death screen should be handled outside of the player. In my game, I put that pause/death/etc stuff on the player controller class rather than the player pawn. Then the pawn informs the player controller that it's dying, and then dies.

#

A more hacky solution is instead of Destroy Actor, you use the Set Life Span node

#

An in-a-pinch solution

sudden zephyr
#

I'm weird... My imagination is weird. Sorry! xD

stray halo
sudden zephyr
#

You guys know if you can and how modify the stats on chaos wheels?

sudden zephyr
# stray halo Okay so what would be the difference between putting the logic in a Actor BP vs ...

Potentially a huge one. Actually most use the controller, and it's actually meant for it. It's like a centralized thing that won't be character dependent. Let's say you got a car and a human, instead of coding control logic for each car and each human, you do that in controller and just pass it to them instead. Basically. In SP with a singular character controlled you could go away with logic on the character itself but still...

tight schooner
#

@stray halo The way Unreal's framework is set up, your player controller takes "possession" of pawns. So the pawn isn't the player per se, it's just the thing that the player controller controls. You can have a game where you possess several pawns for example.

If I'm reading you right, you want your player pawn to be destroyed, but the game to keep doing stuff after destruction, so the player pawn isn't the logical place to manage a death screen widget and other post-death events

#

You don't have to do it on the player controller class. It's just a convenient place to put stuff within UE's framework

#

If it relates to a specific player, like whether a player sees a death screen

sudden zephyr
stray halo
#

thank you both for the feedback btw! I know I should probably listen and change some things like the Death to Set Life Span, but I'm just wondering does anything look wrong in the player controller?

tight schooner
#

Not really? I suppose on the pawn end, you can Get Player Controller, cast to your custom class, and call Destroyed

#

And you'll get the Hello print

#

You don't need the Get Player Pawn though

#

(or the cast it's attached to)

#

Unless you really want it to check whether the current player pawn is that class before printing Hello

#

I guess if you want to get some data from the pawn before it dies or something

stray halo
#

i think I copied you word for word..

trim matrix
sudden zephyr
#

Any ideas how to do springs. As in, not using size cause it just looks weird when the spring compresses and the round becomes squash instead. xD
I was thinking of perhaps using spline with tube mech and scaling the spline points instead.

#

Not sure how efficient that is tho.

trim matrix
#

And if you have a garbage collected language it's very unpredictable as the when the engine behind the language will collect all the garbage and destroy it which can lead to intermittent issues with performance in your game such as hitching in hiccuping