#blueprint
402296 messages · Page 909 of 403
fr though, rider is stupendous, and it's free right now till they do a full release
Yea similar sort of thing basically, just as a twin stick shooter
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
@desert juniper Funny thing , when i was a kid i thought that I wouldn't need it in the future.
But my life as a whole would be much poorer if I didn't have the opportunity to talk to foreigners
I got good in english because all games were in english lol
I would have a dispatcher on GameState that gets the hit/death/etc calls and relays them to effect handlers
like say you wanted to do an explode on death.
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
That is, if you are wanting to keep things object oriented and not go data driven like GAS
So it's kinda like a message bus. You have lots of things sending and a couple things recieving the messages.
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 ?
Maybe stupid question
But im newby
Just program in a non-ridiculous manner. Algorithm complexity and wasted work still apply in BP. It's just a visual programming language, all the programming concepts apply.
Okay thanks that helps a lot, so just to clarify I could use a main dispatcher for each effect like on hit, on death etc in the gamestate, and then just call these dispatchers where necessary in my enemies and projectiles
And just have a different dispatcher for each player so to keep upgrades separate?
Yes, and the listeners to those dispatchers would be your ChainLightning or CorpseExplosion or whatever actors.
If it's per player then it might get a bit trickier, the dispatchers could be on PlayerState or the Pawn
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
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.
Okay thanks a lot that helps. Yea feel like its way more complicated as soon as a second or third player is added
Ah yea that makes sense so just get the instigators controlled pawn and call the dispatcher straight from that
What would cause a class's settings to not persist after closing and restarting project?
hello
Im trying to create dymanic footsteps sounds
but my grass footstep sounds wont play
when the character is walking on the grass
If you set a breakpoint at PlaySound2D, does the code ever reach it?
Or, does that string print?
What is GetSurfaceType returning?
checking if the physcial material is = to glass
Yeah, but what value does it give you?
idk
You can log or check the value while debugging
ok so I just tested it with a normal material
and it works
so the issue is cause its an instance
and im wondering if I could somehow transfer the instance into a materiel?
So it's hitting the grass mesh instead of hitting the landscape material?
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.
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.
Click on class settings -> choose a parent class for the blueprint to inherit from
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
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
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.
is there not a way to edit an instance editable variable on a child actor inside a scene?
scene? like in a blueprint or a level?
@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
a blueprint actor added to a blueprint actor in a level
oh, those should be visible in the details panel of the child actor under Child Actor Template
It does that if you add the blueprint inside the actual blueprint but not if you add it in the level
oh i see, i've never done that
yeah just repro'd
maybe that is not the best workflow? :S
thanks 🙂
not sure, maybe. i tried using the actor component which allows changing the variables but doesn't work because i can't move the actor around haha
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?
getting info from the parent bp, getting settings from other bps inside the parent bp
or, and this is dumb, add those variables to the parent actor, and have them send them to the child actor if it exists
that would work if the data was the same
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
perhaps your room spawner can have a variable set to actor that you can pick the actor out of the world with
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
🤷
Hey guys, how can i get aim offset from linetrace impact point if i developing a top down shooter game?
not sure exactly what you're asking, but this node might be useful: https://docs.unrealengine.com/5.0/en-US/BlueprintAPI/Math/Rotator/FindLookatRotation/
Many thanks to you, it is solving my problem
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
How do I toggle widget on & off with Action Actoronclicked? mine doesnt seem to work 
I basically want a widget to pop up whenever this actor is clicked and turn it off whenever i clicked at it again
you are setting visible both flipflops
I set them visible and hidden but still cant
how do i fix my imputs/outputs
you could try getting the hud, check if its hidden and set visible if it is
and viceversa
the thing is
what are you trying to do, i dont understand your question
what is the parent of the blueprint, Character?
i mean, those arent default variables, you have created those somewhere?
also screenshot is super low res, cant see much
there made for a sonic based game
i used this video https://www.youtube.com/watch?v=eA2jPrhAHK0
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...
sure it works for the 3rd person character type
but it doesnt seem to work for ninja blueprint
he's made those variables, you can rightclick and create variable from them
they just dont exist yet in your bp, it looks like you have copied the nodes from another blueprint
i didnt know i had to use a ninja blueprint
i learned that from another ure4 user
anyway
the ninja blueprint has no imputs or outputs at all
even without copy and pasting
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
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
add a breakpoint to the OnCLicked, is that getting called once the widget is hidden?
yeah it only getting called once
could use 3d widget instead of actual UI, or use retainer box in the UI and have a material read from the sceneDepth but i dont think you have access to that in UI materials
what is that actor, why is the OnClicked only getting called once
yeah its an actor, but if i do this, it's getting called more than once
I could get the hidden and visible message repeatedly
ok, so that works
Yeah but the other one didn't which confuses me 😅
so the actor with your HUD toggle is only getting OnClicked called once?
Yeah, exactly
I AM using a 3D widget. and its being referenced the main BP to appear. I just need them to hide when blocked by an object
they should be occluded by default - have you got depth pass disabled on the material or somehting?
Im looking to source some music for my game, are there any good websites or places I should look?
who are you talking to rick
STarfox
Download FREE Sound Effects - 100,000+ FREE Sound Effects & 400+ Royalty Free Music Tracks
@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?
this is the widget that i want to display
yeah i guess it's taking priority - you should set it to not visible and not hit testable - when you set it to hidden
oh wait ignore
what is the Input Mode set to, might need to be set to game and Ui, rather than UI or Game only?
How do i check that again? I'm using a template
uh, get player controller, set input mode - or get input mode, and see what its set to
i guess by default its game and ui if its an archviz template, maybe
something like this?
yea right
still only getting called once :c
(Note: i made these inside the actor BP, in case its not where i supposed to put it)
widgets are definitely not occluded by default
there's no material currently in use. @deep elbow Just an Actorblueprint, with a Widget component, thats referencing a widget image texture
its basically like placing a floating save icon on screen on the map
i have the widget set to screen space, so you can see the symbol from any angle
but obviously, you can also see it through walls across the map, which is no bueno
Don't use screen space
so if i use world space @obtuse herald then write additional Blueprint to rotate the symbol toward the active camera?????
Yeah
uuuuughh....that's not as easy as one would hope 🙂
It is
im not using just 1 camera...im using hundreds
but only 1 at a time right
true
GetCameraManagar->GetCameraLocation
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
If i put 2 of the same actor in the level, each actor can pop up the widget once only
You're are checking the visibility of the component, not the widget itself
How do I check the visibilty of the widget itself?
Wait you are checking the visibility of the widget itself, misread it. Try using the GetVisibilty node instead
where do i connect it to?
Equals Not Hit-Testable
does having lots of ai characters with collision spheres in 1 area reduce performance ?
everything reduces performance
Like this? It still didnt work
simply existing in space is a loss of fps
My brain 
like have a heavy impact on performance? like is it better to do ai through ai perception than using a collision sphere ?
Really depends on the cases. Can't really answer the question without profiling your game and testing either scenario.
How do I use a DataTable to change a text in a HUD? I'm trying to connect this ActorBP Child with the Widget
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...
If you´re interested I can start up a stream and show you the issue directly, just ping me...
#hire-a-freelancer #volunteer-projects #hire-a-studio #salary-jobs one of those...
This #blueprint channel is more about learning
and troubleshooting. (I can't help you with your particular issue though.)
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...
How do I import .uasset files?
Tried to drag some in but apparently .uasset is unsupported
@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?
how could I spawn things incrementally? like adding units everytime they spawn
@upbeat otter like increment a value (such as location) with each loop? Use the index value
The index counts up 1 with each loop
so should i use for each loop?
right
It's a convenient, built in counter
For example you can multiply a vector by index to increment the location
(vector * int)
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?
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
Why is it that I cannot add two images to my widget? Is it because I have a background blur?
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!
Because BackgroundBlur only has one child slot. If you want multiple things in the same space, use an Overlay container. If you want them stacked different ways, use Grids, Horizontal/VerticalBox, etc.
Hi guys, how do i apply gradient transperancy on material?
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.
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)
Before this i finished playing a timeline....
Material graph question; try #graphics
Maybe component has auto destroy enabled? Dunno
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
Basically, I never get the greet. T.T
Both Mesh and TargetBone are empty. T.T
So youre saying the do once branch never returns true?
Yep. The mesh variable never validates even tho it is set in the suspensionBP/gives a valid reference
How would you add a controlable camera to a room and make it so that it can't traverse walls ?
thanks
A simple pawn actor with a camera and basic movement should work. At least how I do spectator cams. Comes with proper collision settings as base too.
thanks a lot i'll try that !
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?
Is there a non-widget way to tint the screen dark temporarily?
Fixed it
hello can someone help me?
what is the difference between this and
im using ue5 and this screenshot is from ue4
what will tolerance change?
Distance to zero
Most likely the default tolerance is same for the one where it isn't showing
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
(also, you don't need to normalize the normal value from the hit result, it's already normalized)
ok so.. i spawn my guy in
but if i spawn.. more in. it magicly activates and works im so lost
wait.. i think i see it, god im stupid
Hi ! It is possible to create subsystem in blueprint ?
@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.
Thanks for the answer ! But subsystem from Lyra comes from C++ right ?
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.
You define a tempalte of sorts in C++, then access it via blueprint and have it Do Stuff/store info.
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
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++.
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.
Yeah ok, thanks a lot 🙂
np, good luck!
first of all, if you destroy the widget you dont need to unbind events from its delegates
2nd. whats the stuff above the event supposed to do?
@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.
so if you press the exit button on widget B, widget B doesn't get closed?
first, i would add a print statement at the end of that event, to see if it registers the button click correct
do that, and report back
Yes correct widget B won't close ). It won't even print on screen.
maybe put the print as first statement in the event
and i would delete the event and recreate it, had times where that did the trick
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?
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.
Hey guys can i control my hand without any animation? Like gang beasts or human fall flat something like that
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?
(these blueprint are inside Actor blueprint)
this is the button to close the widget inside the widget BP
I think its not compiling correctly. If you have vars in one widgetA, but don't need them in Widget(B) can you delete them? just wonder how that works?
Thanks for help. Its works better. Printing text $exit_back:-) too, but not back to the game level (with thirdperson character). It wasn't compiling correctly.
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.
Show your math for the progress bar and whatever number is driving it.
https://blueprintue.com/blueprint/jkfk2-na/
not sure if its the correct way but found little information about FInterpTo, the nodes are connected to Set Timer By Event and then from that the custom event is connected to switch on enum(i don't use binding for the progress bar but instead update whenever i want myself)
@lusty epoch why are you using collapsed?
Just set it to visible and not visible
I have never used collapsed before when I try to show and hide widgets also I use a flip flop node
Collapsed should be fine.
He's not using the widget itself to try to toggle it back to visible.
How can I check if all required world partition cells are loaded so I can hide the loading screen?
@lusty epoch the issue is you are not testing, this is what happens when you test
also
so putting it all together, collapsed is not the same as visible both for get visibility or is visible
if you want to be safe, check the current visibility with Get visibility then you can act based on the return result
something like this would be a little more elegant of a toggle?
huh? isVisible returns false on collapsed and should return true on visible (not hit testable)?!
it should, and it might, but it shouldnt according to the tooltip so I wouldnt trust it
ah yeah sorry was reading it backwards, I take it back on the is visible
its early, no good excuse
i'm pretty sure that i'm using similar logic as he does in several places, and it works for me
dw
so yeah it should still work, so something else they are doing must be breaking it
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!
should never try and work before 4pm, just too early 😛
you could put the common things in a persistent level, and all variations in sublevels, which you stream in/out on daychange
So let's say I'm using a House, the house would stay in the persistent level and stuff like the front door and the dining table actors would be in sublevels?
but there are also several other ways to do it, which is the best depends on your game, and on how many states exist
it really depends on your game, i was more thinking of another kind of game, like search&find games where locations/items change
there's no general answer to your problem, so one would need to know more about your game mechanics
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
Collapse is the same as Hidden for both of those, though.
yeah I realized my mistake later 😦
🙂
its been a long day I should just go back to bed
Collapsed is generally better in this situation because it'll stop the widget being included in the layout prepass.
Hidden still lays out the widget every tick, but just doesn't render it.
So you can't use collapsed if you rely on the widget having a size to move other widgets about or whatever.
how would i get an overlapping actor if the actor doesn't have a mesh or anything for collision?
you wont
usually you would want to add a collision component for that
Okay
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
The collision component should be the root component too.
if I have 2 AIs that I want to fight each other...
what's the best way to decide which one attacks, which one blocks, etc and also to have each one know what's incoming
should they each have a shared blackboard?
or is it enough that when they see each other they now know about each other and read variables offf each other's blueprints?
Should their be a specific battle blueprint that gets both actors?
Don't cross post
nothing is happenig at all
delta seconds when truncated will always be 0
sorry i forget this channel exist before first post
You already got your answer on the other channel.
sigh
if you want to call it that
but its set to 100
delete ur post here continue in orginal channel
Uhm, how much is 100 * 0?
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.
yo guys. i am kinda stupid. how do i use the variable "IsStartGame?" in a different blueprint?
origin:
You need to get a reference to a specific FirstPersonCharacter instance and hook it up to the blue pin
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
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.
how do i do that?
What blueprint is the last picture from?
So, since it's a main menu, does your character physically exist in the world when that button is clicked?
yes. the player gets spawned. after that, the menue gets shown
would making a stream help?
Sure
The best way I can think of would be to do Get Owning Player Pawn->Cast that to your BP_First_Person_Character
i am in lounge
1 sec
holy
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
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
Can you show the 4 nodes?
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
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.
Im new to blueprints What Does Parent with a different signature mean?
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
like this?
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?
@earnest tangle Ok thank you that should help point me in the right direction
Reverse the order for starts. Never set rotation before location, usually.
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.
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)_/¯
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
fixed it, you gave me solution by explaining what was happening thx ❤️
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?
Is it possible to just insert it a specific index, even though the array is empty? It prints 0 0 0
Would there be a way to make an actor just fall down? (physically-like, I guess would be the easiest way.)
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 😦
You prob checked but just in case, perhaps the bone name or has some case issue? Like, it took me 3 hours to realize I had a capital in the bone name when it shouldn't. xDDDDD
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. 🥲 🔫
Is anyone familiar with "File Helper Blueprint Library" from the marketplace? I need help using it to export a text file
Hello, how do I add a list of blueprints that implement an specific interface to a variable on a blueprint?
Thanks in advance
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
Show what you're trying to do. That's not what casting is though.
Ahh.... Figured it out. FINALLY!
not too sure abou this
I tried this
so basically here if stun is not true , the ai will perform the attack
but it doesnt work...
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
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
What is the owning actor in this context? Is it a pawn?
How do I disable World Partition in Ue5?
how do i disable nodes like these?
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
If you mean dynamically during runtime, yes, boolean with branch on each would work
Define disable. You want to unbind so it never calls again/or until rebind or just ignore for a specific situtation?
What Veggie said if its temporary, otherwise you can unbind events.
Just check Stunned when the event fires and only proceed if false.
Branch on Stunned
doesnt work
Yes it does
It didn't look like you ever set Stunned to false
Overlap -> branch -> overlap logic
Show your overlap logic, the stuff you want disabled when stunned
Ok so what's the problem?
hello when i pickup an item and open my inventory the image is not showing up
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?
ye
where?
Lounge channel
cant stream
:/
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
any mods in here?
I asked someone who streamed in the Lounge earlier and they hopped in and they couldn't stream anymore :/
I need voice role
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)
GetAllActorsOfClass or GetActorOfClass
If you have multiple, GetAllActors is better, as it'll pull them all up in an array and you can reference the "Affected" one
thank you, seems to work
Otherwise just GetActors will work great
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
just tested it with print string and the bool stunned gets disabled after the end of animation
Can you control the lerp amount in an instance?
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"
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
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 ?
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
aha, so
CharPB set var "IS_PUNCHING" of AnimBP?
so AnimBP can react to it?
Yeah, so basically in your character add input event, on input pressed set punching to true and then send to your anim bp
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?
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
Uhm... An interface... To comm with the owning bp of an anim bp... K... xDDDDDDDDDD
Very interesting solution. xD
Okay? Lmao you can use cast all you want
😄 so is that personal pref?
thanks so much for your detailed explanation, i will totaly give it a try now
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)_/¯
you can use interfaces, but its a little unecessary
so casting then?
Unnecessary, but again casting has many problems and is still not ideal to use as you develop a habit
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.
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
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
If it was something very simple, yeh... just cast. But a character... Interface should be more benificial me things.
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
Delays are bad and should never be used but are still taught becuase it's faster
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.
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
But none of the problems apply here?
so since it will be complex, i think i will use an interface
Guys... You're dragging this convo out into the wrong direction.
Depending on the use case for the anim BP. Additionally I'd rather not develop a bad case of using too many cast
It's a blueprint channel to discuss blueprints l
I'm for it. At the very least, if you didn't have contact with those, you'll learn about the interface. It's very powerful.
Do you have multiple animBPs that will need that variable changed? If not, a cast is probably the way to go
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.
my actual plan is to have multiple actions, like punch kick etc
And the problem is that you don't want it to hit anything before it reaches the landscape?
correct
I want it to only care about hitting the landscape so I can get the normal value to snap to
You'll need to set up Collison channels
but how am i supposed to cast from charBp to animBp ?
Get mesh, drag off get anim instance
then it will go downwards doing infinite linetraces until it hits the landscape
alright I'll try that thank!
This is another way of doing it. Never done this though
then i guess i should cast it?
Take note, the name must match
The project settings has collision channels. Make a custom one, set default to ignore and make your landscape block that channel. Then in trace, set the tracing channel correctly. No need for casting or multiple traces
You can use cast to prototype but definitely look up interfaces.
ah...i was looking for the name "animationblueprint " -.-
Ah I had thought collision channels could only be changed in cpp, definitely go with this then.
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. 🙂
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.
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?
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.
I think you might be confusing property specifiers with access specifiers
Could be but assuming from the pic he sent.
Theres a few things you can do. One is use montages instead. The other. You can click on your punching anim and set looping to false. Then click into the transition to leave the state and use get time remaining and = 0. Then after you set is punching, delay it somehow either use delay or set timer by function and then reset the punching variable. Montages would be better
Ah yes, I'm wrong. Word 'public' threw me off
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
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
True, states just require a little bit more set up. Additionally montages allow you to call anim notifiers which are super useful
i do not quite understand, i cant use notifier with use of states?
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.
Nah, you can put notifiers on animations too, even states in state machine, they can then drive events in anim BP.
Sweet
nice
I normally only make first person things that don't require anims
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.
is that actually a good aproach to use notifiers when creating a combo system?
(sorry if i ask so much -.-)
Notifiers are pretty much always used now for a ton of stuff. The games/animations got more complex.
Dint apologize for questions. Notifies would allow you to trace for a hit at a certain time of the punch so yes absolutely
also for transition for mid-punch to kick animation then
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.
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.
hey guys, does anyone know how i can make sun light damage my player? I can't find any node that references light
You could use get all actors of class with the class being directional light. Make sure your light has a tag on it called sunlight. Then loop through that get all actors and look for that tag. Then trace to that actor and check if something blocking the sunlight
Vampires? 😍
hehe, yeah. I found it easy to make, but i only get issues with sun damage
You don't want to use casts but willing to do that?
thanks, i'll try it now
There's no other way to get that directional light. Unless, per level you assign it.
Also you'd probably only have one directional light per level. Doesnt really make sense to grope about it, but i digress
My problem is with get all actors and checking tags... Especially since that would need to be done extremely frequently
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
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.
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
Oh I understand what this means now haha, it was worded in a way that led me to think you wanted to tag every actor that could be affected by light, then looping through every actor checking tags to see which actors can be affected. Then tracing to the sun
Sorry for the wording, I'm at work just jumping back and forth here
Better solution here
I just imagined someone being like working on a burger stand and asking a customer, so do you want add relative rotation or absolute.
Customer: What?
Guy: What?
🤣
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?
Lmao I'm in a work meeting that's not really relevant at the moment so I've just been chilling here
A failed meeting then, if you ask me. Since you're here rather then doing the meet in the meeting. xD
This isn't my work, credit goes to @fair drift
https://hippowombat.tumblr.com/post/187254645871/unreal-engine-illumination-detection-blueprint
I assume it's pretty much exactly what you're asking for
omg thanks. That light detection is so hard to understand
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
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 ?
A timer instead ? The Dampening setting on the pawn will be affected by FPS ?
Is timer frame independent?
If used on tick, delta time should take care of that by default, no?
I do think so. It wouldn't be a timer if not
True... but... Just making sure.
yeah but the pawn have a dampening setting already
I don't think the framerate enter in the equation but I can be wrong
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.
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
oh if it's not for all, yes, you'll have to use something else, pretty sure
Huh...
thanks. I kinda understand it now, but the actual development of that system is still killing me... still i better slay that💅
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.
hm ok
? you're welcome, i guess 😄
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
❤️
oh awesome 😄
More work now, scraping the previous work so yeh, I hate you... love you. xD
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
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
The code you pictured is correct, the Error is probably somewhere else
Was wondering why Nothing works after the delay?
Yes because I have the powerup that when picked up spawns the buff that is an actor and does the thing shown above.. so if I pickup more than one powerup, more than one buff spawns
and the earlier buff spawned put my ironskin to false even if I picked up another
Because you're destroying the actor that this code exists on.
I assumed as such! Thank you
I suspect you have the same problem as that other guy. You’ve written this code as if it’s only happening in one place But instead you have multiple buff actors running the logic independently
The same approach would be fixed if you move the logic onto the character itself
The delay
So I should move all my powerups on my character?
Because I have others doing this
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.
There are more exotic approaches that could handle a larger system.
Just take one step at a time
That would definitely be Unusual but as long as it’s a single player game it will work just fine
Guys, any idea why adding torque to my collision sphere doesn't work but do not procude any message ?
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?
Of the whole set up
This is the power up
Okay now I'm just a little confused how could one go about making a respawn countdown if the actor is gone. Should I try to have the actor respawn instantly after then the respawn countdown comes up?
OK I didn’t realize the first picture you posted was after the fact, I thought it was the pick up on the ground
So now your only problem is that one bath needs to delete all the others when it gets created
Buff-
Handle it in a different class. Like in the HUD or in the PlayerController.
So after the character dies, you can call an event or function in one of these other classes that'll handle the creation of your widget.
Oooh okay
With this set up you don’t need a delay on the character like I said before
So get all actor from class - iron skin and then for each loop destroy actor ?
(very fast and raw intuition)
XD
That is the brute force approach yes that will work
It would be a little bit more Performant to save all buffs into an array on the character,
Alright I'll try to get that
Yeah true
Every buff saves itself into an array on the character
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
Use controller Yaw/Roll/Etc was preventing it, and mass also.
Wow genius
guess that<s why I should put every controller on the controller XD
How do I put all the buffs into an array?
I should put an array for every different buff ?
and do class array
No Just group them all together in one array on the character
Don’t overthink it just make your life easy
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
No, within the 4 Each Loop you check to see if they are the same type of actor, Compare class to class
Why is my array length 9 is it has only 5 elements????
Those two measurements are probably being taken at different points in time without you realizing it
Clip
Clopp
Cloppenburg
Confused Unga Bunga
Bump
how should it be ? of objects ?
you want an array of actor objects goro
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.
yes thats what it seems. but how can i refresh it then?
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.
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
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 ?
? 😦
For most input and outputs you can right-click it, click convert Pin and select the required type.
thanks
Yeah
Like this ?
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
Yeah assuming that array is on the character
I'm not sure If I did exactly what you told me but I know whatever I did is not working 😂
ok good start
for each array element
GetActorClass
=
GetActorClass (Self)
If True, DEstroy actor
Then, when loop completes, add SELF into the BuffActive Array
Yout mean Get Actor of Class?
i connect branch to loop body?
yes
Ok I don't find array element
Everything looks done, except you need SELF into the array ADD
Okay so the equal won't delete even my current buff ?
But only the buff equal to my self buff ?
It will delete self if self is in the array.......but we're adding Self into the array afterwards
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
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
This is a story more twisted than Attack on Titan
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
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..
yeah that will not throw bugs now
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
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
Damn now I need to create a parent class XD
yeah all this logic we made should be on a parent class
because all the buffs should do the exact same thing here
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
Hi) Can anyone help? Is there any node, which can gather several flows into one? For example after ‘flip flop’ separation.
You are my saviour by the way.. I owe you so much! I would have never reach this without your help it required a lot of brain.. THANK YOU A LOT!!!
try the sequence node
thanks
it doesn't seem to work parenting the class
or a multigate
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 ?
anybody here good with menus?
you have to call the parents super function
right click Event BeginPlay and you should see 'Call to parent function' or something like that
Just use the copy and paste method until you can learn more about parenting
It’s tedious but for now that’s fine
Don't pull out the execution pin; just right click on the node itself
I already deleted everything.. but good to know for next time XD i have to go bed
@mellow folio Thank you sir for everything !!! thank you a lot!
Yeah I think i'll have to make an array for every buff
no, just right click
the actual red node
it's a one click solution
Ah that's what I was wondering before
is there any way to do a ClientMessage in bp
Hi level streaming is refusing to work
😦
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.
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
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?
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
Is anything being written to the TRT?
I would sugget changing it to a regular material and testing that.
Only a black rectangle is on screen. What you mean a regular material? 😅
One that isn't based on a render target...
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
URGENT HELP
we are having issues doing the build of our game
Its only building the lighting !!!!!!!!!!!!!
URGENT HELP
is there any way to do ClientMessage in BP
well, isn't that what building does?
I think you are thinking of packaging the project
??????
Anybody know how I can check if theres an item in a specific array index
Not a specific item just any item at all
@near shard get copy and check if == to null
Thank you
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.
@trim matrix do you mean packaging? You have to define the levels packaged in your options
mmh
lett me tell this to him
he's starting to panic
@trim matrix ue4 will only package what you tell it to.
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.
@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
Uhm, yeh I do get the same actor refs
Get the element from the array, use one of the IsValid nodes
Thats what I ended up doing and it works
@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.
Yeh, theres just one that's why I'm so confused why it's not working.
Huh.
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
Is that also on BeginPlay?
personally i wouldnt use child actor components
lemme do that again on the child
What would be a good replacement then?
Did you try delaying the Get on the other end? I wonder if it's an execution order thing.
spawning an actor and attaching it
unless you mean you created a child bp
rather than the child actor comp
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...
PROTIP: Doing this is just dissuade people from answering.
because it makes you seem impatient
especially when many other people need help to
wait your turn
Just tried that and it worked. By what logic does the anim BP start before the actor BP. T.T
Werid thing is, i did an event too making sure the actor BP is instantiated and then telling the child BP to get the data but that also failed for some reason. So weird. o.O
I don't like that it would need a delay here tho.
The result. 😅 Thanks ya'll who helped. More or less. 😛
https://streamable.com/lymi6a
Oh yeh, yet to import all the parts of the vehicle. ~ 4 mil polygons. I got high hopes for nanite. xDDDDD
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
Is this inside the player?
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
Is it more efficient to destroy an actor rather then hide it and reset it's location and what not?
Meh, it's up to you really
it depends how you want to carry information between one spawn and another
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.
it can be messy either way so you just choose which type of mess you want
That sounds so much easier but also what did you mean by a Special Death
I just mean a special actor
an actor whose only job is to run some logic between lives
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
if only i knew what that meant or looks like but i still very much appreciate it 👍 Thank you
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
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)
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
I think that approach is called "pooling". It can reduce the impact of garbage collection if you are spawning and destroying a lot of stuff (e.g. projectiles).
I'll Try to work this out again and let you all know how it goes if I understand correctly
@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
Set Life Span.... A poor character reduced to a decal. xD
I'm weird... My imagination is weird. Sorry! xD
Okay so what would be the difference between putting the logic in a Actor BP vs Player Controller
You guys know if you can and how modify the stats on chaos wheels?
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...
@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
Ofc you don't have to do anything... Buuuuuuut... You probably should. x)
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?
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
Yea constantly allocating and Destroy memory is very expensive on a computer. Pooling is very useful for this and I'm sure that Unreal Engine uses is underneath the hood
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.
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
