#blueprint

402296 messages · Page 912 of 403

opal arrow
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How do i make custom gravitation and atmosphere, so when i go close to specified object it starts to pull me like a planet?

zealous moth
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@errant cliff wut?? Your skeletal mesh has its own skeleton. What you need to do is get the third person anim BP and retarget it to your new skelwton

elfin wolf
light osprey
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Can someone tell me how i can make a dash for top down character template?

opal arrow
light osprey
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I know about launch node but it makes the character jump

errant cliff
light osprey
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So is there any way to make a dash for top down template character?

zealous moth
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No actual retarget. Look up ue4 and retargetting. In ue5 the setup is also different and you need to follow the steps

errant cliff
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but if I get the error

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failed to merge bones

elfin wolf
# opal arrow I couldnt find any

Free gravity project and plugin! This functionality is missing by default in Unreal Engine 4, because there is only horizontal (z axis) gravity.

If you like this free resource please check our KS campaign: https://www.kickstarter.com/projects/teradgames/astrocolony

Website: http://tefeldev.com/
Article: http://tefeldev.com/directional-gravity/...

▶ Play video
errant cliff
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it wont work, right?

errant cliff
opal arrow
elfin wolf
elfin wolf
errant cliff
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I guess maybe working on 5.0 is a mistake, more stuff will be compliant on 4.26?

errant cliff
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ok done

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I did the tutorial

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loading

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I can possess the thirdperson character but cant move it with keys @elfin wolf do you know why?

elfin wolf
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what does the character bp look like

errant cliff
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let me check

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here @elfin wolf

elfin wolf
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what are the warnings?

errant cliff
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hmmmm

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😬

mental trellis
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Are those axes set up in your inputs?

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In project settings

errant cliff
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should be here no?

errant cliff
mental trellis
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I imagine the axis names have to match.

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They do not.

errant cliff
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also the model look hilarious; lady missing a neck

mental trellis
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"MoveForward" not "Move Forward / Backward"

errant cliff
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and no knees looooooool

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oh

subtle nova
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Hopefully quick question. I know how to use "Is Gamepad Key" to detect if the player is using a controller or a gamepad, but is there a way to tell what sort of gamepad it is? Trying to figure out how to display the proper button on-screen if it's a PS4 controller or an XBox controller

errant cliff
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ok got it thanks @mental trellis i fixed it and now my model looks like its working

mental trellis
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Awesome!

errant cliff
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however the lady has no neck and no knees, but i guess the rigged body i imported is not adapted to it.. i can figure it out maybe

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thanks @elfin wolf

elfin wolf
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no problem

errant cliff
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im 2 days in only, do u guys recommend any material about character and controllers so i can understand exactly what is needed?

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also looking for blueprints AI course if anything around

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Ok figured it out!!!!!

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i got it almost working perfectly

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now to the AI part

proper tendon
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Hey anyone know how to access a variable inside the level blue print?

mental trellis
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I'm not entirely sure that's even possible.

proper tendon
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That's what I figured

mental trellis
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I may be wrong. I frequently am when it comes to BP stuff.

proper tendon
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well there's a work around I can just set the variable inside another actor and set it from the level

mental trellis
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You could use a custom world settings class and add it there.

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That's where I'd put world-specific settings like that.

proper tendon
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ah okay I'll try that thanks

mental trellis
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It's kinda in the name 😂

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Good luck!

errant cliff
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you can reference it from the instantiated level

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so you still need to deploy it

proper tendon
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I don't work with Unreal it's only for a uni class so I got no clue what all that means xD

errant cliff
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what is your use case

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what are you exactly trying to do

proper tendon
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well I got a specific number of wires that the player needs to connect and I just want to update the UI to say how many there are left

desert juniper
mental trellis
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Yeah.

proper tendon
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andd where is that?

mental trellis
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You'd create a custom game state class

proper tendon
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oh I have one already

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okay

mental trellis
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It's a setting in your game mode, I think.

proper tendon
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Yeah I was just trying to do that

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right thanks!

desert juniper
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Your Widget Blueprint can simple GetGameState and cast it to your custom game state
Then on tick, you can update the number of connected wires text in the UI to be whatever the variable from GameState is

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(that's the easy way, but not the right way), though i'd go with this since you're new

errant cliff
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this is the mustache of a winner

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Any recommendation for AI blueprints tutorials?

jaunty summit
errant cliff
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Thank you and thanks @jaunty summit !

snow halo
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Anyone have a quick tip? I wanna set a variable, an enum, and have it call a function or an event. Just like repnotify does except there is no network/multiplayer here. Just curious if I'm missing somethin stupid : )

fiery glen
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And a getter of course

snow halo
trim matrix
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Why does it not allow me to save my BP?

trim matrix
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Hi everyone! does anyone know how to delete geometries that intersect a specific geometry (not Bounding box, but geo only)

rugged wigeon
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@trim matrix you may have two instances of the ue editor open with the same project

trim matrix
trim matrix
flat coral
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Static mesh component isn't a mesh component? Am I doing this comparison wrong?

proud sierra
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Hi, I am trying to update Procedural Mesh Component in runtime (on tick) but nothing happens. I use Update mesh section with new data, but still see the same thing that I applied in construct script. Maybe someone of you had the same issue?

flat coral
earnest tangle
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However your screenshot is comparing the class to another class

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although static mesh inherits from mesh, it's not the same as mesh

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But yeah, casting is the way to go

drowsy radish
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Anyone know the best way to pick up and move an actor on screen using touch input on mobile?

vapid comet
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is there some way i can get half of the capsule's height and save it as a variable?

teal venture
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Hey, guys! I was wondering if anyone here could give me some advice on some good UI blueprint tutorials? I'm starting work on a game that'll have a sort of glossary with information the player can click through and read, but I'm honestly a little lost on there to even start building this, since I'm fairly new to the engine (but very eager to quickly jump into it 😆). Any and all thoughts are super welcome!

tranquil field
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i need someones help, i spent about 12 hours making this simple game (that i can not stand to fully remake) so i saved it onto onedrive, downloaded it on my home pc from onedrive then when i open it all i see is this, no anywhere near the game i made. help please!

thin panther
astral epoch
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I don't think this really fits into #gameplay-ai since its not behaviour trees, is there any way to check if a Ai MoveTo node has hit a path point but not necessarily the end?

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Say an event call or something?

tranquil field
thin panther
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it seems some acotrs arent loaded

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try and find what isnt loaded

astral epoch
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I wouldn't recommend trying to transfer individual files like you're doing, nor using general-purpose cloud storage. You can lose data that way very easily, or run into issues like here where certain dependencies (in this case actors in the level) aren't present.

thin panther
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i iamgine they uploaded the entire project as a zip

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which is alright but source control is still better i admit

astral epoch
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I should hope so, just the way I read it seemed like it was a single file.

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That's what I was going to suggest. Source Control if you plan on transferring the project around... not to mention it serves as a good backup.

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And seeing "last updated 2 weeks ago" is good motivation for me to actually start working on projects again

tranquil field
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thing is i literally did the exact same thing i did just now, 2 hours ago and it worked perfectly. no problems.

thin panther
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did you upload the project or just a few files

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please tell me you didnt do the latter

tranquil field
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i did ctrl s on every new thing i did, then let it autosave into onedrive a few times.

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thats how i do it every time, and it works every time, except for this 1 time.

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and btw with the autosave, i let it autosave the entire project.

thin panther
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first of all dont do that again

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second of all do what i suggested

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try to find the unloaded actors in you heirarchy

astral epoch
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Okay not a direct solution to your problem but you want me to find a tutorial on Source Control?
I know a lot of folk at my University who absolutely refused to use it because they couldn't understand how it worked and it lead to a lot of broken projects or people using outdated versions.

tawdry surge
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Source control is a must for any real development for alot of reasons.
More generally anyone who refuses to learn is in the wrong field

astral epoch
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Honestly most people I knew at Uni for game dev stuff were in the wrong field.

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Hate to sound elitist but a shocking amount just didn't grasp some basic principles about their own fields.

placid parcel
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Could someone help guide me. I created a mouse sens slider and it works fine however, I want it to save the position the players put it in instead of going back to the default value I have the slider at

tranquil field
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anyone know how i get the orange outlined box?

desert juniper
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(alias is -)

tranquil field
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ty

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if someone thinks they can help me with this, can you pm me so we can talk about it? i need help.

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i basically cant figure out how to do any of that in the picture

modern skiff
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Percentage would be... current value float / max value float

tranquil field
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what exactly do i put in to get "get health bar percent" and "get energy bar percent"

modern skiff
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You need 2 float variables... "Current Value" and "Max Value"... divide the floats and plug the return value into the return float on that function

tranquil field
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im still confused.... im new to this stuff and that is not exactly what it says on the tutorial im looking off of... than again it says nothing about how to get the percents anywhere on it, im just confused on everything.

modern skiff
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this is an example of how you can do it through your bind... however it runs every tick, later on down the road in your project after you have a better grasp on how to do things you would want to switch it to only update using rep notifies

tranquil field
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no like i dont know how to get the Get health bar percent node...

modern skiff
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you will not have a setup like the one i shared though because your project is not the same

tranquil field
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literally the 1st thing you have in that picture

trim matrix
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Simple question, at some point (in the construction script) I create a new component (a box collision)
How do I get an Event Begin Overlap Node of that component in my event graph? It's not in the component list because it isn't created immediately

modern skiff
tranquil field
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yeah that helped, ty

modern skiff
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np

tranquil field
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and 1 more thing, what is this node called, if u know

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sorry lol im new to ue5

errant cliff
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Hey guys im trying to enable the debugging mode to check AI perception but the key I set in my project settings doesnt work.... it only works in simulation mode but i cant switch from one mode to another to get the sight mode :/ help please

finite island
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any idea on how do i create a level select menu

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so far i have this, not sure how to add button to level1 and level 2 selection

tawdry surge
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@tranquil field that's a reference to a float variable named health.
The target is the owner of the variable

errant cliff
errant cliff
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ok working now no clue what i did

tawdry surge
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@finite island you can call "open level" using the "on pressed" or "on clicked" event for the button

finite island
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then add event

tranquil field
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is someone open for me to discord call them (neither of us have to talk i just have to screen share you to explain my problem) and have you try to help me? it shouldnt be too complicated, im new to ue5 and building a simple game for a assignment

covert arrow
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does anyone know a cleaner way of doing this. Basically I'm inputting this select with surface types of my game and supplying the correct sound based on a get() node from the array of sounds.

thin panther
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but first chek if that index is within the range

tight schooner
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Map variable?

thin panther
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or that too

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forgot they exist

covert arrow
covert arrow
tight schooner
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There's probably a Mathew Wadstein video, lol

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You know how you can change a variable type to an array? Map is one of the other options

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It associates one data type with another

covert arrow
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yea I think I can figure it out.

tight schooner
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Use your enum as the... Thing that goes on the left lol

covert arrow
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It associated it with a integer type

tight schooner
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And then you can associate a sound cue obj reference or whatever with each enum

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And with that variable on the graph, I think you use the find node?

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It's array-like but not an array in the sense that there are no indexes

bold phoenix
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hi ! Is there a way to move an element in an array without using "remove" then "insert" nodes ?

covert arrow
trim matrix
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How do I rename a component I create in the construction script to give it a custom name?

tight schooner
covert arrow
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ah

tight schooner
covert arrow
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hey do you know how I can input the surface type on the find node? @tight schooner

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oh nvm

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my function input is the surface type

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like this @tight schooner

true valve
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Can you use MoveComponentTo with AttachActorToCompo?

tight schooner
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Yeah I think that should work @covert arrow

true valve
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To smoothly attach an actor from one socket to another.

covert arrow
tranquil field
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i need a help. i can get it so when i jump my stamina runs out (on a stamina bar i made) and when i hit the key "f" my health goes down but this is what i need help with.

destroying my character when health goes to 0

Not letting me jump any more when stamina is at 0. anyone know how to do that?

tight schooner
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You can use a > node

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And plug the boolean output into a branch node

tranquil field
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this is the code my teacher gave for killing the player at 0 health but it doesnt seem to work

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i copied that exactly and purposefully got to 0 health and i didnt 'die'

tight schooner
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Hmm yeah dunno. The graph makes sense to me. Do some debugging with print nodes and/or breakpoints to see if damage events are even occurring

tranquil field
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cause i have a healt hbar that shows my health in real time and when it goes to 0 nothing happens

tight schooner
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What if you disconnect the false exec pin that goes to the Set Invincible node?

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Idk I'm just stabbing in the dark here

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Sorry I can't help

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Based on your screenshot it seems like it should work

tranquil field
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as u can see my health is set to 0 rn but my character is still there. and sry its so dark, thats how my game is supposed to look lol

crude isle
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How can I set focus on all buttons not just one

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so I dont have to click multiple times sometimes for a button to work

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I want every button to be focused on and able to use it by only clicking once

cyan bone
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I have to check the the distance between a group of actors and my line.
For that i need a for loop that checks all locations distances.
Now one thing im doing in all my functions, i need to start with a Variable float that is like 99999, so that its not 0, and from there if it is lower, i set the new lower value.
Is there a simpler way to do this? I feel like im doing some bad practice here.

zealous moth
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@cyan bone makes sense to me.

cyan bone
zealous moth
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@crude isle put them all under 1 ummg parent and focus it?

tranquil field
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can someone tell me why when my player health is <= 0.1 my actor doesnt get destroyed?

zealous moth
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@cyan bone I did the same awhile back. I dunno of any better alternatives

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@tranquil field use toggle breakpoint and see

tranquil field
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where

zealous moth
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In that graph

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Press f10 to advance

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During play

tranquil field
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btw im new to ue5 i barely know anything lol. my professor just threw us in and said "make a game" with no prior teaching

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so press play then press f10?

zealous moth
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Make pong

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Nah right click a node

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And select toggle breakpoint

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Same as in vs

tranquil field
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now what nodes and how do i check if it worked

zealous moth
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The first one red

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When you receive damage you will be prompted to the graph

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And you can follow stepwise events

tranquil field
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im "taking damage" but not being "prompted to the graph"

zealous moth
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Right click it

tranquil field
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this is the variable i use for taking said damage

zealous moth
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I am not at computer can anyone show him?

modern skiff
tight schooner
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Me neither lol

tranquil field
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this is an assignment...... due today

tranquil field
zealous moth
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Man I don't miss school and their arbitrary nonsense

tight schooner
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Can you call Event AnyDamage from your "F" pressed event?

thin panther
tight schooner
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You got all your logic on the former but not on the latter

tranquil field
trim matrix
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Any idea why my overlap events would only work once and then stop completely until I cancel and load into the map the actor again?

thin panther
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ah fair enough

trim matrix
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It's honestly bizarre

thin panther
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that is bizzare

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do once node?

trim matrix
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No it's a component begin overlap node

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I press play, it works, then I press exit and play again, it stops working

thin panther
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yeah do you have any do onces after

tranquil field
# thin panther ah fair enough

i have a block that follows me, stamina and health bars (almost) animations, a start and pause menu, and a win screen basically everything a "game needs"

thin panther
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wait waaat

trim matrix
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I don't

thin panther
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thats weird

trim matrix
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The only thing I have is that the collision box in question is being "set" in the construction script

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But that shouldn't be an issue shouldn't it?

trim matrix
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Nope

paper gate
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Send ss

trim matrix
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My construction script is hella complicated

zealous moth
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Did you mix up you feed and seed with chuck's?

trim matrix
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What?

sudden nimbus
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did you know that construction scripts run both at editor time and spawn time? And that since they all run in the first frame that their corresponding actors are present in, they all contribute to the "infinite loop" detection of blueprint?

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meaning if you use enough of them, you can crash your game even though each actor individually is only a small slice of the overall work happening on that first frame?

tight schooner
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@tranquil fieldok here's the problem. You got two events. One of them decreases the hitpoints. The other one checks for invincibility, decreases the hitpoints, checks for 0HP, and manages death and invincibility. There are a lot of ways to solve this problem but here's something you can use.

Make a third, custom event. Call it TakeDamage or whatever. Give this event 1 input: a float named Damage.

Take all the nodes you have attached to Event AnyDamage in your screenshot, and then move it to your new, custom TakeDamage event. And now you should have an event that handles all the damage-related stuff that you can call from anywhere else in the graph.

In your "F pressed" event, call this new TakeDamage event. Likewise in your Event AnyDamage event, call this new TakeDamage event.

tranquil field
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having someone help me with it, ill send a ss after with the code and see what yall think lol

desert juniper
sudden nimbus
empty bay
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Hey can anyone help me figure out how to make a stopwatch system that can compare your current time with the best time and save a new best time? Most of the functionality seems pretty simple with my main issue being I need to save the best time of multiple levels. Do I use arrays for this? If so how exactly would that work?

sudden nimbus
sudden nimbus
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as opposed to GameMode, or level blueprint / actor level storage

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if you need to persist it across multiple runs of your game, then that's the game save system, and there is the built-in mechanisms and plenty of third party solutions that are easier to work with directly from blueprint

empty bay
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Well I understand the logic behind saving one best time. I'm having a problem wrapping my head around saving multiple best times for each level

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I assume I want to use an float array but I'm not sure how to implement it

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That's what I'm looking for advice on

errant cliff
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hey I have a weird glitch where sometimes my AI is going to do baby steps and not walk until they reach me

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most of the time it works but if it loose my sight for a bit it acts weird and only do small increment of movement

sudden nimbus
errant cliff
sudden nimbus
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observe Blackboard value tells it to continuously update the target

errant cliff
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actually i cant replicate the behavior

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observe Blackboard value - where is this

sudden nimbus
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it's a setting on MoveTo

trim matrix
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There's definately something wrong with construction scripts and collisions

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I tested it in UE5 as well and the problem still remains

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The collision are inconsistent as hell, it works 3/10

sudden nimbus
errant cliff
errant cliff
sudden nimbus
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(reads back on soldierofdooms thread)

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I think I have an idea here-- show some blueprint for these overlap events

trim matrix
# sudden nimbus more detail and I'm in

So a bit of context on this: the yellow rectangle is a box collision component that I generate and set (transform and box boundaries) in the construction script - the white cube in the back is just another actor that has no construction scripts at all and just destroys what it collides with
As you can see the first yellow rectangle SHOULD react every time the ball passes through but it works like 2-3 times out of 10 attempts, the white box in the back like I said is just a "catch all" so I could spawn multiple balls

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The expected behavior is: when the ball passes through the yellow collision it should get destroyed every single time

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Since it is a normal box collision component set to overlapalldynamic with a OnComponentBeginOverlap event

errant cliff
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thanks @sudden nimbus even though i cant replicate, i like your observer idea and maybe it helped!

sudden nimbus
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observing blackboard value prevents the moveto from finishing even as the target changes

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necessarily there is a delay between movetos

errant cliff
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like it ignore this radius

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oh wait radius is even lower. its 5

sudden nimbus
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make that higher

errant cliff
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so it should get very close to me

trim matrix
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@sudden nimbus I sent a video up there

sudden nimbus
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the acceptable range radius is not always achievable, and there is a timeout value too

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more than likely, the moveto is failing to achieve the acceptable range

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so its timing out

errant cliff
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so my tree radius is at 5 for moveto funcs

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my task to find navigable path

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has a radius of 1K

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which one should I change?

trim matrix
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the reason it is in the construction script is because the map is dynamic and so all the walls / boundaries are relative to the selected size

sudden nimbus
errant cliff
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sorry lol

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i used unreal for 48 hours still not sure where to look sometimes

trim matrix
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Anyways I've posted everything relevant hopefully someone can check it out

errant cliff
trim matrix
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you ain't bothering lol

errant cliff
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going to sleep good luck!

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and thanks again @sudden nimbus

sudden nimbus
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np

trim matrix
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Figured it out btw

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@sudden nimbus you said you were in so what's the deal?

sudden nimbus
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oh yeah i shouldve watched your video

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make the yellow box wider

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see if its more reliable

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physics checks can be missed 😕

trim matrix
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you're on the money

sudden nimbus
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there is a flag

trim matrix
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In my blueprint functions fuckery I was passing a NEGATIVE number on my X and Y box extent

sudden nimbus
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continuous something or other

trim matrix
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And that makes it super inconsistent

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Once I fixed it it works 101% of the times

sudden nimbus
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if you need the box to be more thin you might try

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but it has a cost so

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only if really needed

brazen stirrup
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this is what ive got for switching between two collisions, but

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it makes them stuck in eachother for some reason, and when my character jumps, they go through the floor

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any thoughts?

trim matrix
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And now the negate pin stops working for some bizarre reason

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Am I too tired or shouldn't a number turn positive if I negate a negative?

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-10 * -1 = 10

sudden nimbus
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that is how math works

trim matrix
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apprently not in unreal

sudden nimbus
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it probably (well, definitely) works that way in unreal, im leaning towards "tired"

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dont trust the debugger, my friend

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if in doubt, print it

trim matrix
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also isn't it possible to create an unsigned int variable

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or an unsigned float even

sudden nimbus
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not in blueprint, no

trim matrix
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not even a struct?

sudden nimbus
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Not a blueprint struct asset no

trim matrix
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Also why can't I see the variables values anymore when I hover over the pins

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in play

brazen stirrup
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So, can anyone answer my question pls?

trim matrix
#

I swear to god unreal is trolling me

sudden nimbus
trim matrix
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I have a node that does the exact same thing and one of them is returning a negative variable

brazen stirrup
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How to switch between two capsule components ?

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I’ve searched everywhere and couldn’t find an answer

sudden nimbus
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why

brazen stirrup
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Well, I have a volleyball dive animation

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But it doesn’t have root motion

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So I’m trying to work around that

sudden nimbus
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why not change the radius and height of the 1 capsule

brazen stirrup
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Well, I’m trying to make the character fall

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Hmmm actually

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Maybe I’ll give that a try

sudden nimbus
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yeah I don't think swapping capsule components will help you simulate falling no matter what

brazen stirrup
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But can I have the ball bounce off his hands ?

sudden nimbus
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I don't know, the information required to answer that question has definitely not yet been provided.

brazen stirrup
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Ah ok, I’ll look into it more haha

sudden nimbus
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I suppose if the hand bones had some kind of capsule or sphere collision component attached then one could get a ball actor to bounce off of the hands moving, which are moving based on a predefined animation, but I doubt that's the standard way to implement a volleyball game

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you might use those collision components to listen for the first collision, and then act on the ball accordingly so that you don't end up affecting the ball more than you want, since hands are not spheres

empty bay
thin panther
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Do you need to save multiple bests for say a leaderboard

#

Cause if not you coukd just comparr the saved best time with current time..and if current time is better o verwrite it

#

Otherwise id have an array if a fixed length, if it isnt full add new times, otherwise lool through and see if the lowest best in the array is better or worse than current time

empty bay
#

Not really looking for multiple times for each level and I understand overwrite a new best time and saving it. My problem is saving a different best time for each level. So level 1 best time would be 02:22.22 while level 2's best time could be 01:23.54

thin panther
#

I would make an array of level data

#

Each level has data that needs to be saved, whether it be whether the level is unlocked etc.

#

So in there just have a variable for best time

#

1 index fkr each level

empty bay
#

So how would I do that? Which blueprint would I put it in? What kind of variables do I use? Is there a source where I can read more about this?

thin panther
#

An array of whatever you wanna use to store time

pulsar lotus
#

Hey could I please get some help. I'm trying to aim my crosshairs in game but the debug sphere stays in one place. any help would be appreciated. thank you.

thin panther
#

Probably a float

#

Since it requires between gameplay then as said previously a save game would be ideal

empty bay
thin panther
empty bay
#

1 array for each level?

thin panther
#

Not 1 array for each level

#

1 indec for each level

#

You dint need multiple times for each level

empty bay
#

Sorry yeah inex

pulsar lotus
thin panther
#

I read ur bp wring sorry

#

How often are you calling crosshair function

pulsar lotus
#

once, just to get the hit result

thin panther
#

Then you are never redrawing the sphere so it wont move

cedar cave
#

Can anyone help me with my blueprint, i want my character to play an animation when interacting, should i do that in the state machine or somewhere else?

pulsar lotus
thin panther
#

If you only call it once, its only gonna do it once

pulsar lotus
#

ok thank you very much

cedar cave
thin panther
#

Np

pulsar lotus
thin panther
#

That woukd not call once so would do what you need it to

#

Make sure you only draw ur debug object for a frame though

pulsar lotus
#

😄

empty bay
thin panther
#

Get whatever level index you are on, and compare the times

#

You will need a way to know which levels are which index

empty bay
#

I'm sorry but how?

thin panther
#

Could maybe use a map or a data table

#

I will leave the rest for you to figure out

#

Use either one of those to link the indexes with the levels

#

Then use that index to get your time and compare it to the current

empty bay
#

Alright

thin panther
#

Again either that or a data table

empty bay
#

got it thank you

limpid bronze
#

For widget blueprints, how do I set an image to it's native aspect ratio?

#

The closest I can find is Size to content

#

but that locks it as it's original size and doesn't allow me to increase or decrease the size along its aspect ratio

rocky ore
#

https://youtu.be/bY6Nl-OEhSo would this be a good starting point to learn blueprint? recently picked up interest in unreal engine

Hello guys and welcome to the Unreal Engine 5, Blueprint for Beginners complete tutorial. In this video, I will explain what is blueprint - the visual scripting system of Unreal Engine. I will show you how to create blueprints, and walk you through, step-by-step, how to create a few blueprint classes. We will create a simple door you can open an...

▶ Play video
#

i know python and simple c++, wanted to learn blueprint stuff to a point where i feel liberty on doing what is on my mind or something

rapid ginkgo
rocky ore
rapid ginkgo
rocky ore
limpid bronze
#

How do I put multiple children under a widget?

#

am I supposed to be using canvas panels?

gentle urchin
#

Any multichild container works

#

Canvas has its uses but is not my personal go-to for every widget

#

Usually try to keep it to one canvas and add modules to that

dreamy yacht
#

Hi, Can I ask you 4 help with respawn system in my arcade racer game ( 4.27.2 ) ? I am rebuilding the respawn system right now, at the beginning I was using the destroy -> to -> respawn logic, but that caused a lot of problems, because engine tends to rename spawned actors ( player car ) so all the references were lost after the respawn was done. Yesterday I've rebuilt the system into teleport after the car is overlapped by obstacle ( or drives out of the track ) then the car succesfully teleports to checkpoint, but THE PROBLEM is: it always teleports to first checkpoint in group, not to the last cleared

#

When I drive through each checkpoint, I recieve a clearment confirmation, which I've set to print string of "RESPAWN LOCATION SET", but the respawn location won't update

#

How can I make the Checkpoint update the location ?

#

the desired transform location

spark steppe
#

that screenshot is unreadable

wicked osprey
#

Guys, can you please tell me why I don't choose objects on the map on the LMB, but just fly? Maybe I accidentally clamped some combination of keys

serene bramble
#

How can I easily add footprint sounds?

elfin wolf
#

lots of youtube tutorials about it

serene bramble
#

Hm, and are there any good sources for the sounds?

dreamy yacht
#

Ben

dreamy yacht
#

ThatTonybo - look for free royalty resources

#

like

serene bramble
dreamy yacht
serene bramble
#

I'm guessing in order to make the sounds varied, I'd pick a random one every time a sound should be played?

elfin wolf
serene bramble
#

That works in ue4?

elfin wolf
torn zodiac
#

hi gys,is there any way to use persistent path to import static mesh at runtime? and the persistent path is added to gltf rutime filename .so at runtime it fetch from persistent path and apply mesh.on gltf spawn actor

elfin wolf
obtuse herald
#

In ue4 sound cues are what you're looking for

serene bramble
#

Welp, I'm stuck to ue4 and first person for my project. Want to try ue5 once this project is formally over in a month or so

wicked osprey
#

Guys, how can I highlight multiple vectors in the viewport in the same way as icons on the desktop? I just lost this function. Maybe I accidentally pressed some keyboard shortcut or something else?

void wharf
#

Ctrl + click?

wicked osprey
#

Like ctrl+alt+click

#

But click only LMB and move cursor

dreamy yacht
#

Hi, could someone help me with respawn-logic above ?

icy dragon
teal dove
#

Does anyone know how to use the "importance sample" node? I want to spawn an actor by the alpha / red channel of a texture, but it's unclear how to get it to work 😦

trim matrix
tight schooner
serene bramble
#

Does umg have some kind of word wrapping? To fix this

#

Also, every time I build my lighting I get a warning:

⚠️ No importance volume found and the scene is so large that the automatically synthesized volume will not yield good results. Please add a tightly bounding lightmass importance volume to optimize your scene's quality and lighting build times.

elfin wolf
#

like you'd add a cube

#

but have it around your level

dreamy yacht
#

Hi, I need a function that stores the desired teleport location ( NOT the "spawn location" ) and after the actor overlaps the collision BP, that fires the respawn event ( I don't want to use the destroy function )

#

First I've created the checkpoint blueprint, that is cleared by actor once actor drives through it

serene bramble
past hazel
#

how to correctly calculate the Locomotion Angle so that the animation of the character's legs is correct in all directions?

fair oak
#

how do i get the player location? i think i'm doing it horribly wrong

weary flame
fair oak
#

ah thanks

twin robin
#

How do you think Elden Ring lights up the area around the player when it's dark?

#

A point light in the player character bp doesnt seem to cut it, getting unwanted specular highlights & such in the environment

icy dragon
elfin wolf
#

actually just soft source radius will do it

#

maybe to like 100

weary flame
#

How do I tie an actor object reference to a select (probably an enum)? I want to change the class that gets spit out based on the actor that comes. I don't want to make 15 million branches.

dreamy yacht
#

Hi! Anyone can help me? I need to create logic, that stores the location of last checkpoint that is cleared by PlayerCharacter and then if I keep on playing and overlap the trigger, the trigger teleports me back to this location

#

Anyone?

#

I don't want to use destroy and spawn transform

fair oak
tight schooner
#

Right click on vector pin, "break"

fair oak
#

i want it to check if the player moved on the grid to a different spot any idea how to check for that i would check if the location is the same as a previous saved one but idk how i get the "previous saved one" lol

tight schooner
#

I don't know anything about your movement system, so generally speaking

#

the way you save data is to store it into a variable

#

so whenever the player moves, you can store it into a vector variable

#

and then you can do comparisons

fair oak
#

but how do i check if the player moved

#

i use the normal third person template btw

icy dragon
fair oak
#

so i know what != is but wdym with velocity

elfin wolf
# dreamy yacht

in the checkpoint bp, make a vector variable, set it to instance editable. In the characterbp make a vector variable called respawn location. when there is a collision event with the checkpoint, in the checkpoint bp get the hit actor, and cast it to player, set the players respawn location variable to the checkpoints variable you made at the start

icy dragon
fair oak
#

yes so i think its maybe current movement idk but idk wich node or yeah idk in general

twin robin
elfin wolf
dreamy yacht
# elfin wolf in the checkpoint bp, make a vector variable, set it to instance editable. In th...

paranoid — Dziś o 14:31
in the checkpoint bp, make a vector variable, set it to instance editable. In the characterbp make a vector variable called respawn location. when there is a collision event with the checkpoint, in the checkpoint bp get the hit actor, and cast it to player, set the players respawn location variable to the checkpoints variable you made at the start ///////// it must be on hit, right ? It can't use the on begin overlap, right ?

dreamy yacht
#

And as the event firing actor will be another actor, you know that ? The actor that fires the event will be the map-out-of-bounds-collision-box

modest monolith
#

Hello guys, I'm making an endless runner and I have a buff where when I touch a mesh, the mesh checks if I have the buff and the mesh gets destroyed and lose collisions. The problem is that when I touch the mesh I don't die but still I get stopped for a millisecond making my player lose movement speed or in worst cases change direction (Bad thing since it's a lane based endless runner ) how can I fix it?

elfin wolf
#

the actor that fires the event will be the checkpoint

errant cliff
#

blueprints are so cool

#

but the Ai tree stuff is headaches, its so complicated

spark steppe
#

its not. once you get used to it you'll like it

errant cliff
#

did anyone take training they'd recommend?

spark steppe
errant cliff
gentle urchin
#

Wait 'till you get to the actually complicated parts

spark steppe
#

for blueprint nodes general explanation you can search for MathewW videos on youtube

errant cliff
modest monolith
errant cliff
modest monolith
#

XD

tight schooner
modest monolith
#

basically without buff should me a common obstacle where I bump into and ide

#

die

#

but with the buff

#

I can break it

#

but without affecting my location or speed

#

the problem is that this calculation happens when I hit the mesh and the time is too short for the game to elaborate i think so I still get that millisecond of block

#

and stop

dreamy yacht
tight schooner
#

@modest monolith yeah I see the issue. Can't think of an elegant solution rn. Maybe an event dispatcher that all the blockers are bound to; they change collision modes whenever the powerup is activated or expired, like Super Mario.

#

but yeah I see the issue where collision occurs, and then a post-collision BP event is triggered means there's still collision for a frame

modest monolith
#

but i think it's waaaay to heavy and it won't work with obstacles spawned right after

#

so it's not an healthy solution i guess

tight schooner
#

yeah, there might have to be some manager that stores or otherwise gets the buff state on demand. If it's an endless runner then you're spawning obstacles dynamically so there's necessarily a manager...

#

it depends on your architecture / your preferences where the buff state is stored

#

but wherever it is, it should be somewhere easy to get

#

so that newly spawned obstacles can read it

#

and bind to a dispatcher that informs of changes

#

it shouldn't be heavy unless you have several hundred spawned at any given time

elfin wolf
final storm
modest monolith
#

yeah I have a game manager and also an obstacle spawner

tight schooner
#

@modest monolith If you actually have hundreds of obstacles in the world at any time and you want to limit cost, a simpler, arguably less best-practice way I guess is to periodically make the player do a SphereOverlapActors, like once every two seconds or whatever, and update the obstaces around it

#

those are just my top-of-head ideas

tight schooner
#

I suppose a manager could do it too. Sphere overlap actors with location as Get Player Pawn --> Get Actor Location

modest monolith
#

so basically a sphere with event begin overlap - cast to destructible mesh - is buffed? - set collision to query only

tight schooner
#

I guess a persistent sphere collision component could work too

fair oak
#

i want to trigger an interface event outside the third person actor to another actor but it does nothing the first one does work but not outside the actor (the last two screenshots)

tight schooner
#

I was just thinking of the single-use node, SphereOverlapActors

modest monolith
#

but what about if my buff ends while overlapping a destructible mesh ? the mesh will remain destructible

#

should I use an event tick?

#

or maybe call event on timer ( i don't remember the name) at every 0.1 sec

tight schooner
#

I guess whenever the buff state changes, you manually do the sphere check and update the obstacles on that frame

modest monolith
#

cheapest

tight schooner
#

if it's a persistent collision component attached to the player, I think there are nodes for Get Overlapping Actors etc.

modest monolith
tight schooner
modest monolith
# modest monolith

With this one I don't need to create a sphere collision apparently.. am i wrong ?

fair oak
tight schooner
#

@modest monolith You're not wrong. It's two different ways of doing it... a persistent sphere collision component on the BP, or SphereOverlapActors on demand.

cyan bone
#

I need to animate a waving red flag 🚩
I have 3 options that i know of:
1- Put a texture in it, and rinterp left and right to simulate the wind.
2- Use sprites that change giving it the illusion that wind is waving it.
3- Animate it in the skeletal mesh (never did this).
Which one is the cheapest for performance?

modest monolith
#

Am i close ? haha

timid orbit
earnest tangle
tight schooner
fair oak
earnest tangle
#

seanny's suggestion would probably be a good one to try then

modest monolith
#

even tho i'm sure there's something else to change

timid orbit
cyan bone
errant cliff
#

wow EQS are insane

tight schooner
modest monolith
fair oak
cyan bone
tight schooner
timid orbit
cyan bone
tight schooner
#

@cyan boneIt doesn't have to be a dynamic material unless you want parameters. It could be a static material, but with a Time node driving the panning of a texture. Kinda getting into #graphics territory here

faint pasture
#

@cyan bone Same idea as wind and foliage, just different motion. Look that up and you'll find writeups on it.

cyan bone
faint pasture
cyan bone
# faint pasture A dynamic material is one you update parameters on while it's in use. Has nothin...

https://www.youtube.com/watch?v=PXK4tvlSsuo
So something like this will do. This is cheap in performance?

Hello everyone, in this tutorial I will show you how to make simple foliage in Unreal Engine 4.

Patreon: https://www.patreon.com/marpetakdev
Discord: https://discord.gg/ZgaManTRvg

00:00 Intro
00:10 Grass
01:05 Trees
02:21 Bushes
02:30 Plants
07:17 Outro

Contact: marpetakdev@gmail.com

▶ Play video
modest monolith
#

@tight schooner which object type should I put here ?

indigo quest
#

Is there an event that fires when skeletal mesh LOD changes?

tight schooner
# cyan bone https://www.youtube.com/watch?v=PXK4tvlSsuo So something like this will do. This...

well, skipping to the WPO part of the video (toward the end), he's using SimpleGrassWind, which is something I'm not familiar with. But supposing it just adds some generic wobble to the mesh, and he scales the effect by one of the UV channels (to keep the base of the plant rooted), and plugging that into World Position Offset... that's in the ballpark of what I was thinking. GPU perf impact will scale by the quantity of vertices I think??

tight schooner
lyric glade
#

is this gonna make sure that if there is no true outcome the gate will close?

cyan bone
modest monolith
modest monolith
#

but sometimes it still doesn't

#

like when I take the power up and then hit the mesh right after

#

also i noticed that when I hit the mesh from the side I still get collision and get pushed back a little bit

errant cliff
#

Hey i duplicated a AI dude and im trying to connect a new AIC, however im getting an error and also i have these white arrows showing up with the new test but not with the previous setup. any thoughts?

modest monolith
#

This is my setup at the moment @tight schooner

modest monolith
errant cliff
#

my AIC is not calling anything though

modest monolith
# errant cliff wait what lol

I didn't follow all your procedure but if you want the cast above to looks like the one below try to duplicate the one below with CTRL+ W

errant cliff
#

ohh

#

but why isnt it working by search then

modest monolith
#

and call update target actor key from the blue node of the cast

errant cliff
#

ctrl W doesnt do anything

serene pike
#

Bit of an issue, I'm following a keypad tutorial and at point point something is different to what I'm following:
video : ||https://youtu.be/m3DQmi2LUOE?t=985||
Is this just because of an icon change since making the video or have I regrettably gone wrong somewhere?

modest monolith
errant cliff
#

everything else should be done, new AIC connected to new character

#

why are these bloody exec arrows sjowing damn it

modest monolith
#

XD

zinc spear
modest monolith
#

I don't understand why putting event tick - setting meshes query only and with pawn overlap only

#

sphere radius 100

#

still I receive that problem

#

It is smaller

#

but it's still there @tight schooner

serene pike
zinc spear
tight schooner
tight schooner
errant cliff
serene pike
modest monolith
#

I mean.. I think i'm not telling the game to change collision to the meshes inside the sphere

tight schooner
#

You're still not using the array element. You're getting an array of nearby meshes but then not doing anything with that array

modest monolith
modest monolith
tight schooner
#

@modest monolith loop body pin on the For Each Loop node

serene pike
#

it'll most likely be a different version, its just that I've followed it fine as far as I'm aware but I can't follow the video any more, assuming it may be this discrepancy

modest monolith
#

XDDD

#

I'm not understanding

#

how can I put array element on the same node where it is ?

tight schooner
#

@modest monolith in your screenshot there is a For Each Loop node. It has an output called Array Element

tight schooner
#

That output is the "each"

#

You want to do something with each item in the array

#

Right? Otherwise you're getting that array for no reason

#

The array element pin is "each item"

#

In the loop body, you want to manipulate the array element

#

That's the whole idea behind a foreachloop

modest monolith
#

Okay but I can't put the "each item" to the collision modifiers

tight schooner
#

The array element output should be the actor class you filtered for. Drag it out and then do your stuff, like set collision disabled

#

You might need to get the static mesh from it first

modest monolith
#

If I put set collision disable I won't be able to hit and destroy the mesh

tight schooner
#

Array element -> get static mesh -> set collision

modest monolith
#

Tried already

tight schooner
#

When you mouse over the array output on the Sphere Overlap Actors node, what data type is it? Actor?

modest monolith
tight schooner
#

ok, I thought it would output the thing you set in the actor class filter, but instead it's outputting generic actor object references

modest monolith
#

Yes

#

Big mess

tight schooner
#

For Each Loop --> loop body --> take the array element and Cast To BP Destructible Whatevers --> get static mesh --> set collision

winged totem
#

Hi there, i'm not sure where i should post this but, Regarding import French language as localization .PO file in Localization dashboard, there are some accent characters that UE4 importas as "?" instead french accent. any clue to solve this?

gentle urchin
#

Could prob get the mesh component from the actor

#

And set collision that way

modest monolith
#

@tight schooner Like this?

tight schooner
#

yeah, I guess you don't need to cast if you're not doing something class-specific

modest monolith
#

or shall I cast after the branch ? maybe is better

tight schooner
#

in any case what you have in the screenshot should work

modest monolith
#

probably is better to cast after the branch ? at least I cast only if I have the buff and I save in prestations

#

am I wrong ?

tight schooner
#

casting isn't expensive contrary to popular belief... it shouldn't matter that much. But don't you want to alter the collision when the buff runs out too?

modest monolith
#

Oh yeah true.

#

Updates: It doesn't work

tight schooner
modest monolith
#

Why something so simple give me so many problems omg

tight schooner
#

time to debug with print nodes and breakpoints and maybe even debug shapes

#

figure out if every part of your thing is working

#

is Sphere Overlap Actors getting actors? How many? Is the cast succeeding? etc.

modest monolith
#

Maybe this is creating problems ?

#

Why is not filtering classes ? I've put that has to detect only destructible meshes isn't it ?

sage magnet
#

Hey hey people,
I have a question regarding timer handlers.
Let's say I have a timer that shoots a function every 30 seconds.
What happens if I clear that timer handler 17 seconds in? Will the function still be used or no?

tight schooner
#

I think that aborts the countdown

sage magnet
#

Yes. So I wonder if I do that at 17 seconds in, would the function fire at 17 seconds or not at all?

tight schooner
#

it doesn't call the function at all once you clear it

sage magnet
#

ok, thanks

modest monolith
#

I guess enough burning out for today

modest monolith
vocal kestrel
#

Howdy, this is an odd question, but i added the third person starter pack to a project, and i can run around with the character, but the BP_ThirdPersonCharacter's event graph is totallly empty. I uhhh.... don't know where the code for this thing is, cuz it's usually here. Did the structure of the thirdpersonstarter character change alot from ue4-5?

#

i'm lookin at the doc page for it i am not seein' what it's showin'

brazen leaf
#

Hi all I'm beating my head against a wall.
I want to have an actor use an enum variable I assign to give itself an actor component in Begin Play. Breakpoint and Printing show that its hitting my code and getting a valid thing but I don't see the component anywhere in the scene on Play and any effects it should have are not happening.
In the pic, I have an array of Tasks Im looping through and trying Add BP Task Class (which is an actor component) and then constructing it from a data table.

maiden wadi
# vocal kestrel

I doubt that they even touched it. Are you sure you didn't add a C++ Third Person Starter pack instead of a BP one? The C++ classes would only need a BP for setting values.

maiden wadi
#

Chances are you need to make an initialization function yourself and call that after adding the component, and pass the name or enum through that, set it, and then do the init for the component.

vocal kestrel
#

@maiden wadi YOu know what? You're 100% right, i did add thrid person as C++ . However i then added it back as a BP install thinking it'd override it, but clearly it actually doesn't.

#

So okay, that's a problem solved right there, i'll look into it. Much appreciated!

maiden wadi
#

😄 Happens

glass stump
#

I have a BP of a room that the player enters to progress to the next level. Do I have to create a separate BP for each level, or is there a way to get it to be like 'get current level -> if level = [this] -> open [that] level'.

gritty elm
#

set actor location is not working in oculus vr

#

set actor location works fine when i don't move(physically). but when i move forward in my room and then again set actor location, it works but it add offset to my walked distance.

#

also my pawn location still same when i walk in my room in oculus vr

#

looks like camera hmd position is not relative to unreal character position?

trim matrix
#

I accidently closed my EventGraph in a Blueprint. How to open it again?

#

There is no such thing as EventGraph under the Window tab

random vapor
gritty elm
#

i am just setting player pawn actor location to any target location.

#

it works fine when i don't move in vr mode ( move means physical movement )

#

i understand my physical movement in roomscale is not relative to player character movement

random vapor
#

hmmm, in my beat sabre-like prototype I haven't seen this, but its in pre-release V5.. I'll check it again

gritty elm
#

it add offset to target location

#

because i moved in physical space

brazen leaf
trim matrix
#

@brazen leaf thanks 🙂

modest monolith
#

I solved the problem lol

patent crow
#

I'm firing 100 linetraces in a 120 degree cone. How can I force them to fire in the outermost 30 degrees of this cone, excluding the central 90 degrees? I just want to redistribute them to fire more horizontally than vertically.

glass stump
patent crow
#

I'm using a random unit vector in elliptical cone in degrees node, with the cone direction being the spawnpoints forward vector and the max yaw/pitch being a float (120 in this case)

faint pasture
#

What i mean is do you want a random distribution or a constant pattern?

patent crow
#

I'm fine with random, this is for an explosive throwable

faint pasture
#

I would just have 1 line trace per 3 degrees in yaw, with a random pitch from -45 to 45

#

so you'll get a nice distribution horizontally, but each piece of the pie would trace off in a different angle

maiden wadi
faint pasture
#
For (i = 0, i < 120, i++)
{
TraceDirection = (random(-45,45), 0, i * 3)
}
patent crow
#

thanks! i'm gonna play around with this quick and check out the results.

faint pasture
#

Should work alright. I think it might be too random, I'd probably just do a static pattern. Wouldn't really be noticable.

patent crow
#

I'm thinking that might be better for performance. could probably get more predictable results with less linetraces.

#

I'm just looking to move my explosives away from radial damage. feels gross.

ivory bison
#

Hey guys.. this may sound like a noob question but I had to ask.. can one gamemode have multiple player controllers??

maiden wadi
faint pasture
#

I would do

For (i = 0, i < 120, i++)
{
TraceDirection = (-30 + 30 * i%3, 0, i * 3)
TraceDirection = CombineRotators(TraceDirection, MakeRotator(Rand(-10,10), Rand(-10,10), Rand(-10,10))
TraceVector = TraceDirection.Forward
}
ivory bison
faint pasture
#

You presumably want some sort of random deviation for projectiles, use that same system. An explosive is just a bunch of projectiles all spawned at once. Don't forget the overpressure effect though, there's a deadly radius where it doesn't depend on shrapnel.

maiden wadi
#

Not sure why you need both though? Why not just make the BP inherit from the C++ one and only use the BP one?

patent crow
#

I'll keep that in mind. probably best to either apply radial damage within a small radius, or fire a preliminary set of linetraces with a shorter life and a higher damage.

ivory bison
faint pasture
#

You doing projectiles? I have a very high performance projectile system I'm working on.

earnest tangle
#

Radial damage works pretty well for explosives. Kinda depends on specifics though

patent crow
#

I'm using the smart linetrace projectile system currently, yeah

#

bullet penetration and solid impact fx and replication were important to me

faint pasture
#

It's really simple. A projectile is just a struct inside a Subsystem. "Spawning" a projectile is just a function call into that subsystem. Projectile flight is just a line trace from Location to NextLocation like most line trace projectile systems. Pretty similar to what you're doing probably, just without actors.

#

Just a bigass array of AllProjectilesInTheWorld that gets updated at once.

patent crow
#

That's pretty neat, actually. good for keeping track of them all

faint pasture
#

The hard part is visualization, I haven't sorted out how I wanna do that yet. Maybe some sort of global Niagara system is the ticket I'd guess.

#

I've watched too many videos on ECS, it's infecting my Unreal style.

patent crow
#

I like the idea of the persistent "pool" setup

faint pasture
#

Works crazy well though. 2-3k in flight at the same time is no problem as the traces are so short and it's all in one tight loop.

#

A pool of 1k should be plenty for even using it for shrapnel.

maiden wadi
ivory bison
brazen leaf
#

What do I have to do before/after an Add Component node to get it to appear on the parent?
In a simple test throwing Add Static Mesh Component to the constructor of an actor and also trying it on Begin Play, the component is nowhere to be found

errant cliff
#

hey its me again;, i need a bit of help please:

#

I have this function in my AIC blueprint. How do I call it from my behavior tree?

errant cliff
#

I was thinking of doing task and call this in my tree, but unsure how to reference my AI there lol

#

This blueprint (self) is not a AI_MerchantCharacter_C, therefore ' Target ' must have a connection.

faint pasture
errant cliff
#

then I was thinking maybe to hack it with a reference within the task but cant do that

faint pasture
#

Get the pawn the AI is driving, cast it to your merchant class, then you can do merchant things with it.

errant cliff
#

like this ?

#

Blueprint Runtime Error: "Accessed None trying to read property K2Node_DynamicCast_AsAI_Merchant_Character". Node: Rotate Towards Graph: EventGraph Function: Execute Ubergraph BTT Find Location to Rotate To Blueprint: BTT_FindLocationToRotateTo

gilded hazel
#

guys, if i switch to another cine camera actor in the level using the set view target with blend node, how do i then go back to the original camera? (its just the default 2d character blueprint)

errant cliff
glass stump
gentle urchin
#

You need a set of functions to give it a new mesh if desired. Regular component config is done in the details panel of the add static mesh component node (any add x component node really)

brazen leaf
dense thicket
#

When i have paused the game by pressing ESC, i cant remove the pause menu again by pressing ESC again, how can this be done ?

gentle urchin
#

Set the input to execute while paused

dense thicket
#

how is this done ?

gentle urchin
#

I think you can just select the input node, and do it in the details panel

dense thicket
#

lol... didnt see that option haha.. thanks man

astral cedar
#

is there a way to do multi threading in BP

#

like call a function or something on a separate thread

coarse lava
#

Is there a way to set these bounds inside blueprints? I know I can get them from any mesh but there's no node for setting them. Creating a new parameter for setting them only sets them as they already are.

trim matrix
coarse lava
# trim matrix Hey does someone know how to block the movement input while im in the settings w...

You can use "Set Input Mode UI Only" and "Set Input Mode Game Only" nodes. What you are having now is like having "Set Input Mode Game and UI" which is also a node that exists. You could also do it the hard way by asking if the character is in main menu (bool) and then hooking that up with the controls that bother you. Make a branch and ask if the character is in main menu and if that is true the controls would stop it right there.

trim matrix
trim matrix
gentle urchin
#

Theres also a disable movement input

silk cosmos
gentle urchin
#

Or something alike

#

In the cmc

trim matrix
#

something like this

#

i expected it will return if the widget is created or not

silk cosmos
trim matrix
gentle urchin
trim matrix
#

I know that my English is expandable its not that good when it comes to makeing understandable sentences

silk cosmos
# trim matrix now im confused too

The problem with doing set input ui mode only is that key inputs are taken up by the ui. So if you want to use keybinds such as esc to exit a menu, you can't. So disabling input to the controlled pawn using the player controller allows for that functionality. That includes mouse input

gentle urchin
trim matrix
trim matrix
coarse lava
#

so...

#

Is there a way to set these bounds inside blueprints? I know I can get them from any mesh but there's no node for setting them. Creating a new parameter for setting them only sets them as they already are.

trim matrix
maiden wadi
silk cosmos
trim matrix
#

hmm i can disable the input but not enable it?

maiden wadi
#

You have to set focus to your widget and use OnKeyDown. Player Controller has zero controlls in UIOnly mode.

#

I could give you an example, but it's largely in C++. 😄 Unreal is an absolute pain to do real UI and control work in without C++. Blueprints mostly just get you designer level stuff like changing textures or colors.

solid zenith
#

What can I use instead of jump node for character jumping? Ive got this double jump and want to make second jump higher but as far as I see u can only set max jump height in blueprint details and addforce/velocity asks to simulate physics and then my whole movement is broken 😦

solid zenith
#

nice thanks

surreal wagon
#

I'm trying to press a key to show inventory but it says that

trim matrix
#

dont connect these

#

it will work without

maiden wadi
trim matrix
unique harness
#

how to reparent Actor to Object?

surreal wagon
#

are you saying it will work without connecting those?

trim matrix
#

yes

surreal wagon
#

ok thanks

trim matrix
#

you dont need to connect the key

#

bc its already triggered by the event

#

Guys, am i doing it right? but when i play, it keeps saying 'false'

#

Cube and Sphere are overlapping, but the Return value is false..

trim matrix
#

not getting it

trim matrix
naive stag
#

How can I get a position from screen and convert it into position in world on line trace impact?

surreal wagon
fair oak
#

how can i check if a collision box is overlapping with any geometric except for the third person player

#

because i test for overlaping but it only prints the test string for the player

maiden wadi
trim matrix
#

same for 2 static mesh component.. how to check if they are overlaping?

maiden wadi
fair oak
#

but how lol

#

i dont want to check for air

faint pasture
fair oak
#

where do i iggnore the pawn channel again?

faint pasture
#

There might be a preset that works for you

#

Ignore only pawn maybe

glacial eagle
#

Am I being stupid, or is there a way to change the precision of a float variable in Blueprint?

#

I've got a bunch of widget bindings that for some reason have defaulted to double-precision return values

#

(yes I know, bindings evil etc.)

fair oak
#

i have a grid around the player will be a furniture system like in animal crossing it should test if a object is in a specific grid field

faint pasture
fair oak
#

no now its shows no string because pawn is blocked

#

i use a box colider wich should test if there is wall or a actor in the way

blissful grail
glacial eagle
#

Urgh.

#

All my widget Blueprints that have bindings have changed the return values to "double precision float"

fair oak
glacial eagle
#

I can't fix it unless I drag another float value over the function and rename it to "Return Value". Bit silly

fair oak
blissful grail
glacial eagle
hexed cloak
#

Looking for feedback on a better way to do this. It works great, but has to be manually expanded. Would preferably like it to be expandable based solely on the Section integer?

spark steppe
#

select node

glacial eagle
#

An array of structs with their own array members surely

#

Accessed by index

hexed cloak
#

I'll have to play around with that.

winged latch
#

Can anyone tell me why UE4 does not let me promote this Game User Settings Object Reference to a variable (or local variable)?
I would like to manually save it within a SaveGame object to be able to save and load different settings for different saving slots.

spark steppe
#

probably not a blueprint type or something

#

anyways, you won't have luck storing objects in save games either

winged latch
#

So, would I have to save each of the options one by one in a the SaveGame? or is it any other cleaner way to do it?

spark steppe
#

c++ :>

#

and yea, with BP only its a mess

winged latch
#

But no other way in Blueprint right? 😦

spark steppe
#

i'm not aware of any

#

maybe 3rd party plugins can do it, like savior

winged latch
#

Unlucky me, thanks anyway!

spark steppe
#

depending on your game you may want to look at those plugins anyways

#

considering that we have nanite and lumen now, but still can only store basic data types in save games with BP...

cyan bone
#

Im using material World Position Offset, with time and sine to make my texture jump up and down. To make my soldiers look like they are walking. So they hop up a little.
But the thing is they all are doing it at the same time. Is there a way to make this happen randomly, like unsynchronized? So that they dont look like unnatural clones all walking exactly in the same way at the same time?

median monolith
#

You just need to add a random initial phase added to the time

#

Could I suggest you to try to apply ABS to the output of the sine? It would look more like hopping if that's what you want...

cyan bone
#

@median monolith yes looks amazing. Thank you @faint pasture

cyan bone
paper yacht
#

This destroy node giving error how to fix this error...

maiden wadi
paper yacht
maiden wadi
#

IsValid

faint pasture
cyan bone
#

I could create 2 instances. 1 when the unit is stopped and another when it is moving/hopping

cyan bone
faint pasture
paper yacht
cyan bone
paper yacht
#

Thanks! @maiden wadi it's working and no errors now...
Other query when clicking on multiple time on button it's spawning multiple actor. but i want only one...

cyan bone
faint pasture
trim matrix
#

guys, is it possible to trace collision of a staticMeshComponent using Complex collision?

paper yacht
rich jungle
#

I have an array of structs.

If I get the struct directly, and then modify something inside them, that works like you'd expect.

However if I get the struct through a function and return the struct, I'm getting a copy of the struct instead.

#

Am I missing something? That seems kinda nutty

#

I'm certain the function is passing back a struct reference, not a copyu

desert juniper
rich jungle
#

this is a blueprint struct at least

desert juniper
#

or when the actor was a cpp actor

rich jungle
#

100% blueprint project

#

cause lazy

#

that's the only scenario you ran into it?

#

any workaround?

desert juniper
#

for me, yes
I know you can take the copies values, split it, and reassign the struct to be equal to a new struct that contains all those values

#

it's messy, but works. Basically, rewriting the value of a struct, with a new one that's mostly a copy of the old one with a few tweaks.

rich jungle
#

gross

#

thanks, it works

#

but I'm not happy I have to use it lol

#

either way, <3 @desert juniper

desert juniper
#

if you find a better solution, ping me 😄
I've moved away from that workflow due to that

maiden wadi
#

You can't return it of course. But if you're returning it, you'd already still have access to the struct where you'd be calling the pass by ref function anyhow, so not really an issue.

rich jungle
#

so having the function poop out a copy is a problem

maiden wadi
#

Make a find index function. Get as a ref

rich jungle
#

yup

#

doesn't work

#

that's what I'm talking about

#

you get a copy

maiden wadi
#

Yes it does.

rich jungle
#

even if you "return ref"

#

I triple checked it

#

this doesn't work

maiden wadi
#

You don't return the ref. You can't return a reference. You return the index and use the index to get the ref.

rich jungle
#

this does

#

yeah, the "you can't return a reference to a struct" was the crux of the issue

maiden wadi
#

I'm not sure I understand the issue. It's just as easy to create a function that gets the index to manipulate.

left carbon
#

Does anybody know, what this error might mean? Game crashes right after launch.

Error: Missing import of (/Game/UI/Lobby/TrophyRoad/W_TrophyRoad_Progress): MetaRewardBuilderRawInfo_0 in Package /Game/Blueprints/Meta/BP_MetaController_Progression was not found, but the package exists.
#

It also happens with some other blueprints

rich jungle
maiden wadi
#

How are you finding the copy you're returning?

solid zenith
#

How can I enter gate node periodically while button is held down?

rich jungle
rich jungle
maiden wadi
#

But aren't you doing something in the two functions that retrieves a copy of a struct, and then using that manipulated copy to overwrite the other?

solid zenith
spark steppe
#

wasn't it impossible to get struct refs from arrays?

#

you may return a ref to a copy of the struct?

maiden wadi
#

You can get a ref from an array of structs just fine.

spark steppe
#

nvm, you are correct (now i wonder what it was that you couldn't get as ref from an array....)

#

may have been objects, as they are references