#blueprint

402296 messages ยท Page 913 of 403

soft peak
spark steppe
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yea play, open the blueprint and on top theres a drop down to select a debug object

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if you select the active instance it should show what's happening

soft peak
spark steppe
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yea you did

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might be hidden there

soft peak
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๐Ÿ˜„
so i chose Debug->Blueprint debuger

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ahaa

modest monolith
soft peak
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-.- really....

spark steppe
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but that's what you've been looking for?!

soft peak
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actually there was no debug in that arrow thing

spark steppe
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huh

soft peak
spark steppe
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yea the dropdown

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there you can select objects from the PIE when it's running

soft peak
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oohhh...now i get it ๐Ÿ˜„
thanks ben

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never had guessed that

spark steppe
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the same thing also exists in normal blueprints btw

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if you ever need it, now you know

soft peak
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from ben to ben, thanks ๐Ÿ˜„

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when working with animation states and transitions rules based on booleans
is it possible that it can stuck in a state?
(when i hitting multiple times the key it got stuck)

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hitting the key, is setting the canEnterBoolean to true

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which could solve that problem is, if we would have anode in the state where i can ask "is animation done playing", is that even available?

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found it finaly: get relevant anim. time left

icy dragon
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I mean, it's up to you if you really want to use state machine for one off anims, but montages would be infinitely better for such thing.

I can imagine how horrible that SM setup would scale as you add characters and whatnot

cyan bone
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I have a bunch of stuff they need to happen when my character is moving. Things like some smoke effects and animations.
But i need them to stop once the character stops moving, so this is what im doing. I check constantly if the has velocity. Is this the right way to do this?

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Something feels like this is not the right practice. Is there something like Event on Stop Moving ? Or Event on Start Moving?

earnest tangle
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This is an entirely acceptable way of doing it. There is no builtin "started moving" thing

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Depending on how you want it to work, you could use anim notifies as well to trigger based on animations

cyan bone
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this will also work in multiplayer right?

earnest tangle
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Yeah if you don't need for it to instantly react then checking it on timer probably works well for it

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Not really an expert on mp, but as long as you replicate things correctly it oughta work

cyan bone
brazen leaf
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Im having trouble conceptualizing a solution for this, maybe one of you has an idea.
To let the player start a game action, I want to compare a list of required actors to a list of 'inventory' actors. Like if the player tries to begin baking a pie I want to be able to require they've put 2 Apples and 1 Flour in the oven first.
I get a broken brain halfway through implementing anything I've thought of.

I last tried setting up the requirements as an array of actor class references, like [apple,apple,flour] but couldnt find a way to get the class of the items in the inventory. Get Class gave me Actor, not Fruit_Apple (im not making a baking game, just examples ๐Ÿ™‚

desert juniper
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then check to see if the player's inventory (or who ever's inventory) contains those items, and enough of them

solid zenith
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I want to render sphere ahead of camera while button is held down ive got everything except moving sphere, tried several nodes couldnt get it to work, how do I connect these so it would run repeatedly?

brazen leaf
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any idea why an actor wouldnt be getting Event Tick? Im watching one BP during play and the red line coming off it is constant and on the other its never firing. ('start with tick enabled' is active on both)

scenic magnet
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Is there a shortcut in blueprints for making a value that follows a sequence through time. For example having an object scale up and down using a sine wave.
I would normally just keep a float var and add deltatime to it each tick, wrap back to zero once it's greater than 2pi, take the sin of that float each time around for the scale. I know how to do that but thought there might be an alternate way to do it with BPs.

dawn gazelle
brazen leaf
dusk cave
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I'm trying to spawn my pawn at my players location but it doesn't work. What am I missing?

hardy merlin
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Not sure if this is the right channel, but is there a way to create a blank animation?

brazen pike
dusk cave
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well actually

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when I try to print the location, nothing shows

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and the pawn is not shown in the outliner

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but the game does switch to the camera that I'm using on the pawn

brazen pike
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Well, first of all I can't see a reason why you'd need to set it on tick since it doesn't need to be updated every frame. You can just get rid of the variable and connect "get actor location" to it directly. Also I'm unsure what it is gonna do when you convert vector to transform, you could just split the transform pin and connect "get actor location" directly into the location pin.

dusk cave
brazen pike
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Even when you split the pin?

dusk cave
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let me try that

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nope still didnt work

brazen pike
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Can you send a screenshot of what you tried?

dusk cave
brazen pike
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Hmmm, you're saying its always spawning it at 0,0,0?

dusk cave
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when i try to print the location, after i spawn the pawn, nothing shows up

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and the pawn is not listed in the outliner

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so im assuming something's wrong with my spawn code?

brazen pike
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Okay, I'd have thought this would work so my next suggestion is just a guess, but maybe try using get world location rather than actor location

dusk cave
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nope

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getactorlocation should've been at least one of the nodes I need not sure why its not working

brazen pike
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Breakpointing possess and checking the value of the location gives you 0,0,0? just to be absolutely sure

elfin wolf
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the problem is the spawnactor node or the drone BP itself

dusk cave
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I don't have anything inside the drone BP besides the code to pick it up

elfin wolf
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if you spawn it without possessing it what happens

dusk cave
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hmmm i dont see it i think

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yea its not there but I have a cube mesh on it

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I can see the cube when I possess it

brazen pike
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The drone hasn't been set to be only visible to its possessor right? (I forget the terminology)

dusk cave
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it is still visible

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i fixed that checkmark

brazen pike
dusk cave
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i got it to print the location and it says 0, 0, 0

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even tho i dont see it

elfin wolf
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even if the location was 0 it would still spawn in the outliner

dusk cave
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its not there

brazen pike
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do you have to be exact with search? since the name is BP_drone

dusk cave
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no

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bruh i got it

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If I change the collision to always spawn, ignore collision it works

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i dont get that

brazen pike
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Oh of course, damn I thought collision be it but wasn't sure. yeah its because its seeing the spawn location is inside the capsule component of the player and deciding it shouldn't spawn if its going to be blocked

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you just have to tell it to spawn anyway

dusk cave
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ugh that makes sense

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thanks for helping me out yall

elfin wolf
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lol it's always the simplest stuff you don't think about

dusk cave
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exactly

uncut salmon
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I have a custom channel which i use to track certain objects to break with 'destructible' which I have set to block. However, this doesn't take effect unless I put in this blueprint. Am I missing something to set this up in the sidebar without putting it into blueprints?

cobalt gulch
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How do I play a sound cue to a location but it only effects players with a certain custom string

opaque acorn
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Hello is there any way to get the origin static mesh from a instance static mesh cluster

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There is a node called get instance transform but i dont see a node to get the origin mesh by reverse engineering

granite scaffold
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Hi all, I have a function with a return variable that might be none, which is ok because i handle that outside of the function. However, i receive an error about it in the message log. is there a proper way to handle that?

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Nothing's actually broken the error is just annoying

opaque acorn
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Btw is there any limitations on how many instance static mesh actors are possible ??

dusk dust
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Hello. I am trying to get my quadtree to update based on player location. Currently it runs on construction script and updates when I move a point, represented with a vector variable. Adjusting this point updates the quadtree immediately

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Now I am trying to update it based the cameras location rather than a point I manually move around

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I can't access cam location in construction script so I need to do everything in the event graph

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But there is a problem

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The way my quadtree works is by creating a new master square, and then subdividing it by deleting the original square and creating 4 new squares

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You know what

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Nevermind

opaque acorn
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?

undone surge
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what is the best way to do an area of effect explosion damage? do i create a collision sphere after explosion ?

opaque acorn
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Use overlapping event

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Spwn a/ make a boolean like if x was done then sphere on begin overlap get actors

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Then you can spwn impact effect/ damage/ impulse force etc

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If you use tags or gameplay tag then you can specify whom to affect

serene bramble
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I have a bunch of strings I want to access in the blueprints (story lines/their subtitles) but not sure how. I tried an Enum but it doesn't have a key->value type mapping. Any suggestions?

(Idea is to set the string in my code to "Storyline1" or something then the storyline is stored in another file (json maybe? {"storyline1": "This is the storyline"}))

sinful sonnet
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Hello, does this work on switch ? (nintendo)

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How can I test the quality in blueprint ?

still rain
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do we have anything similar for Decal component?

digital needle
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guys can anyone reference me some sort of tutorial or provide guidance on how can i replace the default maniquinn character to a custom character and use that character at runtime

earnest tangle
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google for something like ue4 custom character model, ue4 mixamo character, or something like that

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mixamo has a bunch of stuff you can easily import into ue4 so that query would probably get you a bunch of examples on how you can do custom characters

signal hornet
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Hey guys, I'm currently trying to get player overhead name tags working. I'm trying to do it so that the player can set it from the main menu before joining the lobby, so I'm wondering what the best way to set the 'input text' to a 'user data storage' so it can be re-accessed and RepNotified upon joining the server? Thanks

earnest tangle
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stick it in your game instance, that persists through level loads

undone surge
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i have a projectile that is turning mid way like a rocket. how do i get the mesh of that rocket to also change direction to the same direction that its going . do i get forward vector and set rotation to that?

solid zenith
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What I am missing here? Delay node works so position is fine I want my sphere to follow camera forward vector while key is pressed but with timer sphere just doesnt move

maiden wadi
tight schooner
granite scaffold
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it seems to still return none as expected

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but throws the error anyway

dusk dust
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I was setting up a question and decided not to follow through

solid zenith
tight schooner
tight schooner
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i.e. no input pins on the box at all other than "target"

mental trellis
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Game Instance isn't replicated

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So if you want clients to be able to see it, you need to stick it on something like a player state (you can store it locally on your game instance, but when you get into an actual multiplayer map (i.e. coming from a main menu) you need to copy it to a player state)

signal hornet
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Thanks so much, I was told to put it within a Game Instance but wasn't aware that it doesn't replicate.

mental trellis
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And, to answer your other question, when you travel to another level, I think you're going to get an entirely new ui

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So you will end up creating your nameplate again.

signal hornet
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Yeah that's what the guy does in the tutorial aswell

reef sierra
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Hello, anyone know a tutorial for making an AI destroy obstacle in his path? (if he is looking for me, but if there is a door,wall,ect he destroy it)

surreal wagon
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I'm trying to remove an item from a tileview but this happens instead

thin panther
surreal wagon
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Yeah I tried to an it doesn't work, in the tutorial he doesn't need to connect it

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As Cast to tileview in ue4 doesn't need to be connected

past hazel
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to use Pose Warping do you need to use Root Motion animations without BlendSpaces?

spark steppe
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did he maybe do that in the tutorial?

silk cosmos
surreal wagon
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@spark steppe yes he did, but i cant right click- pure cast

spark steppe
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that's quite the answer...

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you dont have to cast if you extended list/tile view

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so only one thing can be true

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if he did a cast, he didn't extend the tile view widget

surreal wagon
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I dont understand what you mean

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Look he does a pure cast

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the cast to tileview class does convert to pure cast tho

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but it's not compatible

surreal wagon
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I restarted unreal and now I can do a pure cast

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ok

cyan bone
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Whats the difference between these 2 badboys?
Is segment just a chunk of a line? It seems the Get Point distance to line is for an infinite line right?

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thank you

surreal wagon
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pure blueprints

brazen leaf
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Do yall have any favorite productivity plugins?

young frost
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Hello! So I have a grab mechanic in my game, and I am using a Physics Handle to do so. The problem is, using a Physics Handle you can only grab components, and not actors. My actor, that is a cube, has collider components identifying which face it corresponds in the cube, and these components are in the way of the mesh, AKA my players grabs the colliders instead of the actual cube

serene pike
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Trying to reference one instance of a blueprint actor in a level, I'd done it months ago it seems, but I have no idea how I did it, how do I do another of these

balmy vessel
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Is there a way to set Owner No See in the details panel or do you have to do it through blueprints?

dire orbit
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Did you figure this out? I can't get it to work

last abyss
trim matrix
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is it possible to move spline in the runtime? make it longer, or wider?

gentle urchin
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Longer yes

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Wider?

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What is width, on a spline

supple needle
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Hi all, happy Wednesday,

I have created an actor blueprint that is basically operating as an on off light, push and hold a key and it goes on, release and it goes off. The issue Iโ€™m having is if I copy paste the actor the key input only controls the most recently placed actor, what would be the solution to control many actors with the same key input?

wide solstice
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Hey guys do the "playlist" of audio with concatenator loop automatically?

brazen pike
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But of course, that might not even be your problem, so if it isn't then send a screenshot of the blueprint from one of them here

supple needle
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Thanks Lemon, ill try this out, not currently at my computer but plan to dig in tonight. Just wasnโ€™t sure where to start.

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Will send a screenshot if i hit a wall again

humble oracle
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How to do so, that game continues after playing the sequence where it was interrupted?

rich jungle
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Failed to load /Game/World/TileDisplay/CartTileStruct1.CartTileStruct1 Referenced by CartGameMode_C

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I did a big stupid and force deleted something because a type change was messing everything up (I couldn't replace the references because I was going from object>actor)

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I keep getting this type of error when trying to run the program

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thing is

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I actually made a new struct entirely and replaced all references to it

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but now I'm getting the same error I was with the old corrupted one

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does anyone have any experience with this?

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(of course the moment I ask I figure it out)

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(the corrupted blueprint was a variable inside the "can't load" property. Even though I changed the variable to my new non-corrupted version, it was still bugged thinking that property was corrupted. I had to delete the variable in question)

ornate hatch
versed sun
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Reverse from End

ornate hatch
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doesnt work

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it still stops

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other half of the function

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ohh the bottom part in not connected to anything btw

cyan bone
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https://blueprintue.com/blueprint/yorl7h2c/
Im trying to make a lerp Event function.
It works fine, but the issue is, its being executed asynchronously.
So it will execute everything after the event call before it is Finished.
So how can i make a function that makes a lerp with a timeline that waits before it finishes, like a function with a return would do?
Since i cant put timelines inside functions. What is the alternative here?

ornate hatch
tight schooner
cyan bone
versed sun
# ornate hatch doesnt work

i think Play from start Rotates from (Where it is) to 25,-10,-70, so the reverse is rotating from 25,-10,-70 to ....(Where it is), you need to save the default Rotation BEFORE you start moving it. and do the same for Location

solid zenith
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What node would allow me to return between two vectors depending on boolean?

maiden wadi
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Select vector

solid zenith
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nice ty

ornate hatch
gentle urchin
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Its like you want to wait for the timeline to finish before execcuting whatever was setup after Play timeline From Start

cyan bone
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If i could use a function that just lerps from a timeline. Then i could call this function/event from every other place. Instead of making 10 timelines, i would make just 1. That was what i was trying to do.

gentle urchin
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Why save on timelines ?

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having one or 10 shouldnt make any difference

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assuming you're still gonnna do the same code anyways

cyan bone
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This is what i came up with just now. So basically this can be reused for all context. I just say where this is coming from and it will then go back at the end. This way i can use this lerp in all places of my blueprint. What do you think? Is this good, or bad practice?

versed sun
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can you put everything after the timeline into a function ? so new function would have input pins of: Instance, Destinations and Time. Inside your function you can get your Get Current Transform Instances, Get instance Count, the Loop, and Update instance transform

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Also, uncheck Mark Render state Dirty for all but the last Index of loop. no need it updating more than once a tick

brazen stirrup
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hey so question for you guys

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im spawning some spheres, but cant add impulse to it

cyan bone
brazen stirrup
cyan bone
cyan bone
brazen stirrup
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can someone tell me what im doing wrong with my bps?

desert juniper
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it'll tell you exactly what's going wrong when you try to add impulse

brazen stirrup
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it says set physics enabled

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but im already doing that

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any ideas?

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also, the target is the spawning actor

rich jungle
brazen stirrup
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i dont think so, its just a sphere

rich jungle
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add projectile movement component

brazen stirrup
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that didnt work

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so , the spheres supposudly a volleyball

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and i want to add impulse to it

versed sun
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not sure if it works, but thats where i would start

cyan bone
# versed sun

I see that is nice. Thank you. It looks cleaner. But on the other hand i thought that putting the get all instance transform before would save a little bit. So it wont be preformed by all thousands of units each loop.
I will test now the last index dirty render.
But i dont know why this is necessary? Is there an issue in rendering all dirty? Wasn't it supposed to be better for performance because its dirty?

versed sun
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i THINK if its true, then it refreshes all instances and redraws them,

cyan bone
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Oh there's that issue, that with the lerp the get instance transform cannot be called every time you lerp, else it will increment the speed like crazy. That would be in Vinterp to? Or am i not seeing something?

versed sun
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and yes , the the transforms before the timeline would be better

cyan bone
gentle urchin
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its also a tad cheaper to bulk update the transforms

brazen leaf
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Im trying to set up a top down camera that I can pan around by clicking and dragging, like you would scroll a map in most mobile apps (if the mouse clicks, then moves down right, the map should move up left at the same rate, and only while the mouse is moving)

I have the mechanics for getting the mouse cursor but Im not sure how to set up this movement

brazen stirrup
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ok, got it fixed, the impulse was too low lol

cyan bone
versed sun
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yah, instance count -1

gentle urchin
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I would expect it to work, despite this?

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since the loop also ends at count

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even if the set index is invalid for the node?

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well, perhaps not. It could be one of the first checks, and just quits early

cyan bone
versed sun
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Maybe Skip that and manulay check it true just to see if it works

gentle urchin
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So if the index is invalid, the rest is ignored ๐Ÿ˜„

versed sun
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oh, i think the Loops Last Index should be Instance count -1 also

gentle urchin
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yepp

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Still, bulk updating is cheaper, so i'd switch to that sooner rather than later

versed sun
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batch

gentle urchin
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yeah, mb

cyan bone
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Perhaps in this case it's that much better?

gentle urchin
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From my tests it was marginally better , but still better

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it's a lot more complicated to setup in my scenario with individual units who may or may not move etc

versed sun
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Do the Loop part in the function, Save the values to a Local Transform Array, and after the Loops is finished, then batch update

gentle urchin
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I'm considering a rewrite to benefit from it, but it requires swapping between moving and stationary ISM components

cyan bone
gentle urchin
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yes

cyan bone
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The only one i see is that one with the pins

versed sun
gentle urchin
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This is also way faster in c++, about 1/8 of the cost in my setup

versed sun
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Can you toggle seeing NavMesh at runtime in UE5?

spark steppe
glass path
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guys i have a problem with camera shake. When i stop moving, the camera shake starts blending out. So when i start moving again while the camera shake is in the process of blending out, it snaps right back into the start of shake. How do i make the transition smooth?

versed sun
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ahhh, i didnt have NavMesh Volume tall enuff

cyan bone
versed sun
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Make sure you Clear the Transform array before every Loop

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oh , i see it

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I haven't used the Batch update yet , so no clue

cyan bone
soft peak
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in animation blueprint, i know i can somewhere check a checkbox where it says something like that: "when animation is done allow transition out of current state"
but i totaly forgot where that was?! -.-

gentle urchin
cyan bone
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but it works with the old update instance transform. so strange

versed sun
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maybe your Array Length != Instance count ?

cyan bone
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thank you

versed sun
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being 1 off is so easy to do

cyan bone
versed sun
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remove first ?

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or, Last index of your loop need -1

sly sage
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Hi! New member here. I received this error when playing a level that I'm working on. Any idea on what I need to do to fix it?

versed sun
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you should be able to click on the text after Node: and it will take you to the problem

sly sage
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this is where it took me. does anything look off in the blueprint that could have caused the error message?

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@versed sun

versed sun
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yes, where are you setting "Armor"

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?

sly sage
versed sun
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Is Armor a component or variable ?

sly sage
#

I apologize if I don't understand basic blueprint Logic. I'm a sound designer trying to learn some of these things

sly sage
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does this hierarchy imply that?

naive stag
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any ideas why the heck this might be happening?

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Im using Move Component To equally both for sky and ground

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but for some reason I cant use it on sky second time

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While I can easily for ground

sly sage
supple needle
brazen pike
# supple needle the consume input was the issue, thanks!

You should really look into setting up inputs on the player character instead, as well though. Inputs really aren't designed to be used this way, which is why consume input is turned on by default. Additionally, if you ever want to do anything with multiplayer you'd have to completely redo this entire system, so it would be beneficial to learn now

solid zenith
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is there any way to see in runtime how costly my certain blueprint is

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like gpu stat or something

supple needle
brazen pike
brazen leaf
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any vector math ppl on? Trying to figure out how to generate a vector for a new camera position given the difference between 2 other vectors.

More specifically, to implement click-drag camera panning, I am getting my initial click coordinate(A), the next tick mouse coordinate(B), then I want to move the camera (C) relative to the difference between A and B, so that I can move C to new location D (I think this will work but my brain breaks at vector math)

crude isle
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uhh for some reason

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when I spawn an actor

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it spawns but it's not visible

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normally it is visible

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and I debugged to check if it was even spawning it and it was

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help me lol

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oh wait nvm

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I found the issue

naive stag
crude isle
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I was spawning the wrong actor

naive stag
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Bruh

crude isle
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wait nvm

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it is the right actor

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wtf

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it's invisible

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I can see the scene root

naive stag
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Screenshot

crude isle
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but I cant see the mesh

crude isle
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ah

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there we go

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I fixed it

winged thicket
#

yo, im trying to make animations using bp (i forgot what those things called) and i faced this problem
i have this component i use to.. ughhh.. you can see it in the vid, anyways i use that component to set the leg position
and now when im trying to set its world location it moves to the new location but its X,Y,Z dont change for some reason which make this weird movement, and also makes me unable to set the other things locations properly.

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^

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how do i fix dis

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i just use simple setworldlocation

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oh yeah and i do all that in construction script

cyan bone
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I have a for loop that ends at distance count.
Instance count is 80. And I just push 1 element per instance into another array, final destinations.
I get 81. I only noticed this now because im trying to use Batch Update Transform. Until now i have done many many functions using Get Instance Count.
So...should i go back and and add -1 with get instance count every time i loop through an instance? I dont know why this never gave issues before.

versed sun
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if your instant count is 80, and you loop from 0 to 80, it loops 81 times

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so, if your Last index is Instance count(80) minus 1 (79), it will loop 80 times

cyan bone
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i have like 40 functions all doing it wrong ๐Ÿ˜†

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ok will fix it all

sudden zephyr
#

Jo.. Anyone know if you can modify chaos wheels at runtime? Can't find a way to access them in my vehicles. E.g. I want to at low speeds enable rear axle steer and no axle steer past some speed. o.O

dusk dust
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is it possible to get the viewport cameras location? and is it also possible to get it through construction script like how you can get the locations of other objects in the construction script?

dusk dust
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i searched this up and its not there

sudden zephyr
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It might require this in a world BP/level BP or how it's called and then try take the info from there. ยฏ_(ใƒ„)_/ยฏ

dusk dust
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oof

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i cannot do that in this case

sudden zephyr
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Why not?

dusk dust
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my blueprint isnt a level blueprint

sudden zephyr
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Ofc not.

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xD

dusk dust
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yes

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i cannot switch to level blueprint

sudden zephyr
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What i mean, you can implement something to take the info inside level BP and then pull the info from your actor BP.

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Duh xD

dusk dust
#

hm how

sudden zephyr
#

That's what I mean.

#

Well...

winged thicket
sudden zephyr
#

Not sure about that one. Wasn't working that much with levels tbh. Mostly working on actor BP, so, sorry, all I can do in this case is point you in the direction. GL! xD

dusk dust
#

thanks

winged thicket
#

yeah its a pretty cute corner, you should totally go up and see the question :D

dusk dust
#

i did

#

though I do not know the answer

#

which is why i did not answer

winged thicket
somber dove
#

anyone have much experience with editor utility widgets? i'm trying to trigger something on mouse movements, but am only able to capture the mouse movements when they move over the widget, and i'd like to capture the movements when the mouse is on the viewport. any ideas here ?

somber dove
#

thanks!

tawdry kernel
#

Anyone knows how can I make so that the main char camera dont change when possessing another pawn? Cant find the solution to that

earnest tangle
#

there's an option somewhere to not automatically switch camera when possessing

#

might be on player controller or player camera manager or something like that

austere vapor
#

I'm trying to create a flashbang effect. I have tried using an actor-owned PostProccessing component, along with UI widgets to create the effects, and while they have both worked, both methods also trigger the person who didnt get flashbanged to get blinded. Does anyone know how to make sure only the target is blinded if they share a class? This needs to works for both online and local multiplayer

earnest tangle
#

create a dynamic material instance of your PP material and assign it into the camera's PP mat stack

lavish sphinx
#

https://www.youtube.com/watch?v=-WmhLaU8HoU any idea, how can I do that?

We built this advanced top down camera system for one of our customers. Goal was to make the camera recognize walls, defined by specific blocking elements. This lets the camera dynamically slow down and stop so the player moves out of the center. The camera also smoothly wraps around edges and moves in front of the player, depending on its movem...

โ–ถ Play video
earnest tangle
#

as long as you correctly trigger it only on the player in question it should work that way

earnest tangle
grave apex
#

does anyone know how to jump to where an asset is specifically being used within another one from the reference tree?

#

I cannot find where that voice clip on the right is being played in the MyButton widget

austere vapor
# faint pasture Show your code

I'm away from my computer atm but it's the simple "create widget -> add to viewport"
with the widget removing itself after the animation is over

crystal torrent
earnest tangle
#

๐Ÿค”

#

Might be a particle system of some variety

#

Although it also looks like the debug lines you get from linetraces

austere vapor
tawdry kernel
earnest tangle
#

I don't think you changed the correct setting, there's one which just stops it from doing anything with the camera when a new pawn is possessed

#

Unfortunately I don't remember where it was specifically or what it was called, but I'm fairly sure it was somewhere in player controller, the camera manager, or other classes related to those

sudden zephyr
# lavish sphinx https://www.youtube.com/watch?v=-WmhLaU8HoU any idea, how can I do that?

Should be rather simple me thinks. It runs the camera separate from character. You set the cam location manually and to ensure the smoothness, I'd even detach the camera on being play. Then set the camera with lerp/interp at what ever distance in the direction the char moves, have a line trace at feet level + bit above that (floors and what not) in a 360 circle and stop updating camera movement for that 'direction' that it hit just to ensure smoothness or if you'll have some 'environment' stuff that moves eventually in game. Don't just stop camera movement. Hope you good with math tho, gonna need a bit of it to pull off but should be rather straight forward. Not saying easy or simple, but very straight forward. ๐Ÿ˜…

tawdry kernel
sudden zephyr
#

Actor itself but might have override settings on components too so, here's a nice trick

#

xD

#

So, just search the component too and see if there's a cam posses setting and uncheck it. ยฏ_(ใƒ„)_/ยฏ
GL! ๐Ÿ™‚

earnest tangle
#
    /** 
     * True to allow this player controller to manage the camera target for you,
     * typically by using the possessed pawn as the camera target. Set to false
     * if you want to manually control the camera target.
     */
    UPROPERTY(EditAnywhere, Category=PlayerController)
    bool bAutoManageActiveCameraTarget;
#

try this one, it's on Player Controller :)

sudden zephyr
#

Thought so... I assumed a character component would have an override for sure.

tawdry kernel
earnest tangle
#

Yeah it should be available in BPs too

#

You just need to create a custom player controller class if you haven't done that, and select it as the default

tawdry kernel
#

ooh yeah, Ive found that bool

#

it does not work the way I expected

#

it still creates an Camera attached on the possessed pawn

sudden zephyr
#

Did you also disable the one on actor itself too? Just in case.

tawdry kernel
#

available

solid zenith
#

Alright what is wrong here I dont get it bruh first sound deactivates perfectly fine but second one suddenly throws error that apparently sound is pending kill or garbage whatever it means while the sound is still playing

#

bottom white line is on E key pressed top one is on released btw

sudden zephyr
# tawdry kernel that bool is ony avaible on the controller

I remember having some issue with that too with character/vehicle bp's and what I did ultimatiely was get the position of cam before switch and on begin play detach the cam and set the location to the previous cams location. So... Yeh. xD

manic osprey
#

How would I create a lottery winning scratch card system where the player can scratch cards ?

tawdry kernel
#

when I possess a pawn

mossy abyss
#

Hello all, quick question, would anyone have a clue as to why multiple timelines would proc when they are on separate events in the level BP?

sudden zephyr
#

Dunno what you're trying to do and hence we don't know which one might be the best solution. However, I think camera manager is so to speak an interface, it's done by you, you're basically telling the engine 'don't let components or actors interact with camera unless I want them to.' I think. If someone could confirm. Haven't played around with it in a long time so...

#

proc? ๐Ÿ˜…

tawdry kernel
#

what Im tryng to do is controlling a submarine inside of the submarine, its a firts person game

#

but I wanna be able to move the submarine without changing the main char camera

sudden zephyr
#

Well, did you actually do anything with the camera manager/player controller or did you just make new PB's and connected them and that's it?
Cuz now you gotta tell trhough player controller which pawn should take input from which pawn and what not.
Again, the entire point of it is so you have absolute control over it.

mossy abyss
#

Sorry for poor nomenclature, out of 10 timelines that play the last two seem to also trigger prior timelines in tandem.

sudden zephyr
#

Unless somewhere in code the event re-triggers because of changes done by those timelines, those timelines don't activate them otherwise.

mossy abyss
#

this is an example of the second to last timeline, it boggles me because like you stated it shouldnt be happening.

sudden zephyr
#

I didn't say it shouldn't be happening, I'm saying that on the SC, no timeline can possibly re-trigger anything by themselves as seen there. So that chain is fine. However, if something, let's say a piece of code somewhere that checks the actor location triggers that timeline chain, right? If the timeline chain does something to make that prior code trigger the timeline chain all over again, then there's the issue.

So what you could do as test is, add a bool to the event with whatever name you think appropriate like DONE? and make it true by default and if true and add a branch just after the event that gives you issues. after the branch set bool to false and make that bool set to true after the last timeline should finish.
If you get the idea.

#

Although you should definitely check what causes it and fix it, sometimes some things also need this be default no matter what. It's based on what you're trying to do. Some actions can retrigger and this makes sure that the first action finishes before it let's it do another one. Normal stuff honestly. So, depends on whatever it is your coding. Hope this helps and GL! ๐Ÿ™‚

#

Oh, and the names are trademarked, you can't use them ๐Ÿ˜›

mossy abyss
#

I appreciate the suggestion, and will be sure to credit you for your assistance, as this is an academic project!

sudden zephyr
#

Please don't LMAO xD

mossy abyss
#

I shall honor your request.

mossy abyss
#

Implementation is a bit different, but it worked like a charm. if you were curious though its a rail shooter so timelines were easy.

dawn gazelle
# solid zenith Alright what is wrong here I dont get it bruh first sound deactivates perfectly ...

When you press E, you're spawning a sound, then delaying for almost a second before creating the second. On release, your code shows that you're trying to toggle them active. If you press E and immediately release before the delay is up, then the second "Toggle Active" won't have a valid reference to the second sound you're spawning.

To fix this, you may want to store the references to those sound components as variables and you can use a validated get to check if they are valid before attempting to toggle active, just in case it wasn't created.
It's also generally a bad idea to take references across execution lines for just such a reason - you're making an assumption that the return value is going to be valid when that part of the code may not have executed yet.

sudden zephyr
dawn gazelle
#

But if the sound component isn't created, then he'd get the messages indicating that it's not a valid reference or pending kill.

solid zenith
#

thx for response but I fixed it with using "is valid" node on key released and if its valid just deactivate that sound lol

sudden zephyr
#

Toggle is a bad way of doing things that need specific start/stop

#

The whole thing is weird, that's why I'm wondering.

solid zenith
#

how do you play sound then

#

but be able to cancel it

#

anytime

#

play sound doesnt let it

sudden zephyr
solid zenith
#

aaa thx will try that

sudden zephyr
#

Basically, no need to spawn it before you want it to actually play, uneccessary I think. So you can just spawn it at the "toggle" part and stop it there, that way you don't need to store references, less variable clutter, however, you do need a validate in case the sound finishes before it should call "STOP"

#

Especially if you have the "auto destroy" checked.

#

This is what I mean:

#

No need to store references if it's very temporary. Again, depending ofc and assuming by the pic. ๐Ÿ™‚

#

Oh, to make it easier, basically, literally replace the toggle node with the validate and stop node as shown

#

What you're basically doing is, 'if the sound exists, stop it, otherwise it's already done, move on in the exec chain.'

solid zenith
#

lemme try real quick

#

tho where would I connect on key released

#

to stop the sound

sudden zephyr
#

Literally replace the toggle sound with the valid/stop nodes

solid zenith
#

oo

#

I do that already then

sudden zephyr
#

Should work then. xD

#

GL!!!!!

solid zenith
#

is valid? branch if true stop it

#

ya Ive got I think harder one more question

#

tho lemme screen record rq

sudden zephyr
#

the is valid should go in stop, the no valid should go to branch or whatever the next node is

solid zenith
#

ya it works like that tho u mentioned something its a bad way

#

actually nvm

#

u said toggle

#

lol 3am here

sudden zephyr
#

Nah, nvm, didn't comprehend at that moment. xD

#

4:30 here. B)

solid zenith
#

Look at this those particles will be position my character gonna teleport to, Im almost certain half of teleports will end up inside objects cause it doesnt avoid them, rn im doing it with line trace and camera forward vector but without adding tons of spaghetti and like 12 more line traces and math I dont know how to make it avoid all holes like this

sudden zephyr
#

Should not be that difficult actually.

solid zenith
#

Ya cause I probably do it the stupid way

sudden zephyr
#

No, not really.

solid zenith
#

well my way I only imagine shooting into all directions more line traces and push position accordingly

#

and I even idk how it gonna run cause its on event tick

sudden zephyr
#

basically, shoots a line trace from camera forward, and on the impact shoots another one upwards until a gap is found within a threshold. If it's clear within that threshold, have an offset from the (edge) and shoot one last line trace upwards that checks if there's enough room for the character. That's pretty much it, I think.

solid zenith
#

actually u gave me better idea

#

i just shoot down and up if even one is not enough just show u cant teleport there lol

sudden zephyr
#

One think I'd say to first do to make it easier to check what it's doing is to have it change color, like red no teleport and green teleport and it's gonna also make it easier to see what the code does/thinks is valid. It might be janky when it doesn't find suitable teleport location but you don't care for that as long as it's not janky when it does.

#

I'm assuming the teleport only works on surfaces the character can actually stand right?

solid zenith
#

ya

sudden zephyr
#

Let's say a pole? Like the street lights in Dishonored.

solid zenith
#

oo it doesnt mean it can stand there

#

he can fall or whatever

#

just to not teleport inside small hole

sudden zephyr
#

No, I mean the initial teleport should allow thin geometry or only wide ones, that will determine the ledge depth threshold

solid zenith
#

in simpler terms if u can lmao

sudden zephyr
#

Literally just needs 3 line traces, however, the threshold implementation is the issue. xD

solid zenith
#

My character just has simple default capsule hitbox nothing fancy

#

if u talking about that

sudden zephyr
#

That's not really important.

#

No, the threshold of if there are 2 possible teleports close to eachother and you want the player to be able to select them.

solid zenith
#

aa you thinking something hard

#

I just want position to get out of hole

#

2 possible teleports shouldnt be a thing

sudden zephyr
#

Wait, is it something temorary or is teleport part of the main gameplay loop?

solid zenith
#

temporary press E see position u will tp to release E teleport

#

its a skill in the video im holding e all the time

sudden zephyr
#

Nvm, you don't get what I mean.

solid zenith
#

Alright I just checked out your big words and my stuff is definitely main gameplay loop

#

first week in ue5 tons of weird names for everything dont really understand ue5 slang yet haha

sudden zephyr
#

Ah, np. Asking because it it's temporary, it's easier to do with triggers for ledge detection, but if it's main loop and should be dynamic and not rely on assets with triggers or other info, then what I said earlier, 'detect ledge' will be first hurdle and easiest, you got it almost down anywa, but you'll have some trouble with the detection threshold what I call at least, not sure if there's an actual name. What I mean by that is this: Old vid/old project in UE4 btw. If I find the project, I'll send the code but I doubt that. T.T
https://streamable.com/nosmbp

#

If you notice, theres 2 poles close enough, now you want that 'what I call threshold of which to pick in close proximity'

#

That one was a PITA xD

#

And yeh, I borrowed a hunter from HL2 xD

solid zenith
#

your teleport is very different of mine but anyways I will leave this for now gonna come back to it when I understand more haha thx

sudden zephyr
#

Actual shame, had a fully ported hunter and strider. T.T

#

The point is not the teleport however, I just interp and you won't. But yeh. GL!

solid zenith
#

I can assure you with certainty

#

I dont need that

#

and u use video as the visualisation of what you mean

sudden zephyr
#

Oh... Then it should be really easy no? Literally just 3 line traces lol

#

I'm guessing ofc. o.O

solid zenith
#

I cant imagine just 3 line traces would cover all cases

sudden zephyr
#

Well...

#

I mean, is it a multi orientation teleport or just teleport on top of things?

solid zenith
#

u will always teleport with current orientation just position has to be pushed out of any holes where you wouldnt fit in

sudden zephyr
#

Yeh, hense 3 traces, 2 for ledge 1 for height/hole if char can fit.

solid zenith
#

alright u shoot one forward hit 90* wall shoot one up hit wall too, shoot down hit wall too, its a hole

#

what do we do

sudden zephyr
#

A 90 degree wall is a floor but yeh, if you have a location on your level to show, that'd be easier. ๐Ÿ˜…

solid zenith
#

how do you get position just outside of this box as simple as possible

#

that would cover any hole

sudden zephyr
#

What you mean outside? On top? On bottom? What's the priority?

solid zenith
#

actually good point I cant say nearest possible position I would fit in

#

but it could be behind it for all ue5 cares

#

towards me

#

ig

sudden zephyr
#

It should be based on where the player is looking.

#

IMO, your choice however.

#

Theres 2 possible approaches, one is harder (i did that) and one is slightly easier. One includes triggerboxes that you can place manually to tell the teleport system where it can and cannot teleport, one is the harder where it needs to recognize that by itself.

solid zenith
#

trigger boxes would be fine I think just gotta look up how it works

#

tho I dont see any tags system like in unity

#

in unity i did something similar

#

just said ignore certain tag

#

like shoot through it

#

all the complex shapes were in it

#

could hit only basic no problem shapes

sudden zephyr
#

Trigger boxes are pretty simple to setup. Basically you put a trigger box with custom channel collision for 'can teleport' and place it where you want, then one sphere trace shoots out of camera and if it hits a triggerbox, it enables the teleport. That is the 'static' way of doing it. AKA how Dishonored does it, i think. A more dynamic way, like in Dying Light for instances uses a fully programmatical approach instead for obvious reasons.

#

Ofc it can be a combo as well. ๐Ÿ™‚

solid zenith
#

Could I place those boxes

#

and they would act like hits

sudden zephyr
#

I think so

solid zenith
#

ya its good then will do them

sudden zephyr
#

LMAO, where is the add objects now in UE5? I didn't even get to place a single box yet and dunno where it is. xDDDDD

#

Oh, and by trigger box, ofc I mean, you setup a teleport channel in project settigns collision, you make a actor BP and add a trigger box in there and set it's collision to teleport channel. Then a sphere trace by channel to hit the teleport collision channel.

#

And you can even add a custom thingie that denotes a teleport box ofc and you should do that from the get go, thank me later. ๐Ÿ™‚

solid zenith
#

Ya thx

sudden zephyr
#

Basically any triggerbox should have a specific mark or you'll be crying later. I know I did. xD

#

Oh, to avoid confusion, in actor BP, you're looking for box collision and billboard for custom viewport 'icons'. If someone wonders. ๐Ÿ˜…

trim matrix
#

any idea how to set the bounce angle of a projectile?

sudden nimbus
trim matrix
#

how?

sudden nimbus
#

if you configure the projectile to collide with the target, it will do it on its own

#

if you are not seeing that, it's probably missing the collision because it's too fast. CCD (continuous collision detection) is one way to address that

#

it's not enough for all use cases, but worth looking at

trim matrix
#

I'm trying to recreate pong and the problem is that if a projectile collides on a perpendicular surface it loses all angle and just bounces across one direction

#

Whereas normally you'd want to add a 45ยฐ angle to whatever angle it bounced at

sudden nimbus
#

you mean it hits at 45deg, bounce in the 45deg angle with the inverse of the surface it hits

#

pretty sure it should do that fine. Are you applying a force on hit or something?

#

here's an idea, are you modelling the 2d circle as a sphere ?

trim matrix
#

Yea it's a normal static mesh sphere

#

With a projectile movement

#

no friction, no gravity, 1.0 bounciness

sudden nimbus
#

try constraining it's z axis, even though I assume you are doing an orthographic 2d camera, it would still matter

trim matrix
#

z axis is not an issue because it floats above the ground and has 0 gravity

sudden nimbus
#

that doesn't constrain physics. There is properties for constraining physics in particular dimensions as well which would be even better

#

kind of sounds like the Z of the ball is going crazy, and maybe you don't notice because of the orthographic projection?

#

on the other hand maybe if you started from a 2d template all of that is handled /shrug

trim matrix
#

I mean if I spawn a simple ball, give it a projectile and initial velocity, 0 gravity / friction and point it at a wall at a 45ยฐ angle

#

shouldn't it just bounce back at the same angle?

sudden nimbus
#

I'm suggesting that things are happening in 3d that you don't realize, so "45deg angle" wouldn't have a meaning without some kind of reference axis

#

but again, if you started from a 2d template to build this pong, I'd imagine constraining things the right way wouldve already been there. I've never built anything 2d in engine

trim matrix
#

Figured it out

#

it was the friction set to 1..............

#

But why would friction kill any angular momentum?

#

I thought it was normal behavior so I spent 2 hours developing custom bounce logic relative to the angle and position of the racket

#

-_-

sudden nimbus
#

even if that's completely not the place I suggested to look, ahem, it's fine psssh

gentle urchin
#

Close enough!

sudden nimbus
#

close enough is 5.0.2, PSA: problems with ue5? update to 5.0.2, there's 300 fixes in there and you should have them. I for one am weeping with joy

gentle urchin
#

Where does the umg listen for input locate on the input stack? Is it equivalent to an actors 'enable input'?

grim lantern
#

How do I create an array of Transforms on the fly in Blueprint (Without creating a local variable)

gentle urchin
#

Make array

#

Why not make a local variable?

oblique shore
#

Does any have tips for making a 3D fighting game like Tekken or Soul Calibur?

gentle urchin
#

Those games feel closer to 2d than 3d

jagged stone
#

How would I check if an actor (for example "Other Actor" from a overlap event) is a player character? Do i try to cast it and check for failed?

fiery glen
#

Sure

worthy tendon
jagged stone
#

But I mean it can be any player character (so in my case 4 local players)...it would seem ineffient to loop through all 4 and compare?

gentle urchin
#

On overlap, would you care which one tho

#

Casting solves this easily

#

If you care which one then youd probably be easier off having some integer for them, and read the int from the character that overlaps

jagged stone
#

Is this an acceptable way to do it?

brazen pike
jagged stone
#

So if someting not castable to that overlaps it just ignores (it doesn't throw errors somewhere?)

brazen pike
#

It would execute the "cast failed" line, which if you have nothing there does nothing

jagged stone
#

ok thanks

still rain
#

spline went pink and not editable, has anyone encountered this before/

winter cradle
#

Hey there, I'm having troubles with setting a custom data value on a HISM , can anyone pls help me understand why am I getting false here? It should be very straight forward but the value isn't set

serene bramble
icy dragon
serene bramble
#

Odd that I've never had to do it before but thanks

tame pecan
serene bramble
#

Well it's worked fine w/o it for a while

#

Maybe I am remembering wrong

gentle urchin
gentle urchin
#

It doesnt explicitly say , ugh

#

Hairy indeed

#

It worked like 2 iterations ago, but stopped working during refactoring ๐Ÿ˜…

#

I suspect an actor is added to the stack after the listen event in the widget

sudden nimbus
#

yeah that seems possible

#

as I mentioned in that thread, I've let the player handle global events and it's worked for my use cases, but the person particularly was looking to handle things like main menus where there is no player controller in action

tame pecan
maiden wadi
#

@gentle urchin UMG gets input via focus If not in the focus path, inputs in UMG aren't processed.

gentle urchin
#

I was sure i just used it without it being in focus, but now that you mention it, I did some changes there

maiden wadi
#

Oh, the new UserWidget stuff?

gentle urchin
#

Relatively new yes

maiden wadi
#

Let me double check but if I'm not mistaken those are just InputComponents, same as any other actor, yeah. They'll get put to the top of the input stack, so would stop other input depending on when they were pushed to the stack.

gentle urchin
#

Thats what i was hoping/fearing ๐Ÿ˜„

#

Is there a way to see the current input stack?

maiden wadi
#

Hmm. Maybe. Would be easier with a C++ source build. But lets find out.

#

Well. It is easy to find it in a breakpoint in Player Controller.. but reading through that is annoying.

#

Lets try something else.

gentle urchin
#

Is it an accessible array or smth in the playercontroller?

maiden wadi
#

It's CurrentInputStack

#

It uses that to build the stack in the BuildInputStack function.

jagged stone
#

Does anyone know how to get the value from the "Morph Target Object Reference" (I'm looping through the "Get Morph Targets" node which returns an array of morph targets)

stone flume
#

How on Earth can I get the local ip address in Unreal Engine?

jagged stone
#

But how to do get the value from the array element?

maiden wadi
#

@gentle urchin If you just need a vague overview of the input stack. You could run this in your player controller.

for (TWeakObjectPtr<UInputComponent> LoopInputComponent : CurrentInputStack)
{
    if (LoopInputComponent.Get())
    {
        UKismetSystemLibrary::PrintString(this, UKismetSystemLibrary::GetDisplayName(LoopInputComponent->GetOwner()));
    }
}
LogBlueprintUserMessages: [ASPlayerControllerBP_C_0] Server: ASPlayerControllerBP
LogBlueprintUserMessages: [ASPlayerControllerBP_C_0] Server: ASHUDBP
LogBlueprintUserMessages: [ASPlayerControllerBP_C_0] Server: SimpleBox3
LogBlueprintUserMessages: [ASPlayerControllerBP_C_0] Server: SimpleBox
LogBlueprintUserMessages: [ASPlayerControllerBP_C_0] Server: SimpleBox2
gentle urchin
#

Oh, this is perfect !

#

Thanks ๐Ÿ˜„

maiden wadi
#

Remember that this is backwards. ๐Ÿ˜„ So bottom would input fist.

gentle urchin
#

Hmmmm

#

"Showdebug input" in console

#

Forums still have gold in them

#

It appears to be sorted here

maiden wadi
#

I'm not sure if I'm a fan of the inputcomponents in widgets or not. I Can see some uses maybe. Feels a little weird. Maybe it's to allow better BP access to controls in widgets?

gentle urchin
#

I agree

#

im gonna move away from it again

#

just iterating on setups, and getting new directions along the way

#

picking the road of least resistance ๐Ÿ˜„

maiden wadi
#

I dunno. I admit I'm too used to the current way. I like that Slate/UMG can completely override gameplay aspects. Make popups and full screen widgets much easier to handle.

#

I do wish Epic would make a BP pass for some simpler helper functions though. Not sure why flush input keys is strictly C++ only.

gentle urchin
#

Weird how when i move it to the actor it instantly works

#

So it appears it was at the top of the stack

#

But still blocked by something. Tried enabling / disabling focus etc to no avail

#

Oh well, actor it is !

vivid vapor
#

Anyone else run into the issue where you can use a controller in the editor to move the camera. But when you enter PIE you can't move the character?

gentle urchin
#

Not sure what you mean

#

Theres a huge diff between editor and ingame

#

Only natural for they to differ?

vivid vapor
#

Yeah sure but the default character in the third person template has mappings for controllers.

#

Doesn't seem to detect it properly though

maiden wadi
#

Sounds like the editor has gamepad handling, and your game code does not.

vivid vapor
#

I changed nothing and suddenly it detects input

#

So something was weird with unreal. I didn't even restart the editor.

maiden wadi
#

Viewport focus issue maybe.

gentle urchin
#

Common

maiden wadi
#

Viewport might not have been processing the inputs until you clicked on it or something similar.

gentle urchin
#

I get that all the time

#

Annoying as hell

vivid vapor
#

ah yeah that may have been it ๐Ÿคฆโ€โ™‚๏ธ

#

Ive used unreal since 2014 but I have never used a controller in anything I've made ๐Ÿ˜›

gentle urchin
#

Same lol

#

And now i hate every minute of it ๐Ÿคฃ

maiden wadi
#

Good luck when you get to UI stuff.

gentle urchin
#

Ui is the worst

#

For keyboard/controller navigation

vivid vapor
#

Not making a full game thankfully. But I am very familiar with the hell that is UMG.

#

Thanks for the help guys

maiden wadi
#

Just keep in mind that Unreal was designed around the idea of simplistic FPS/TPS games. You do anything else and you're looking at quite a bit of framework.

#

Also. Fun tip. You'll notice that most Unreal applications don't refocus the game after alt tabbing. Easiest fix in the world in C++.

gentle urchin
#

Annoying how focus doesnt follow hovered state of buttons. And the navigation seem... half auto?

maiden wadi
#

That's also an easy fix. ๐Ÿ˜„ OnHovered, set focus, and in the style, add a || IsFocused to the IsHovered check for it's display.

#

Need your own UButton for that though.

gentle urchin
#

Yee

maiden wadi
#

I did that with my inventory. Modeled it a lot after ARK's. Hover sets focus, allows the button itself to catch keyboard events just from hovering.

gentle urchin
#

And theres no delegates for when the default button recieves/lost focus

#

Custom buttons solves this

#

But i dont get why hover/focus is not equal

#

Why would they differ

maiden wadi
#

I think it depends on the scenarios and designer. Personally, I wouldn't differentiate them in most cases.

#

Some people want hover displays without focus changing though for mouse users.

#

And 80% don't even understand what focus is, so..

gentle urchin
#

Me included lol

#

Started toying with it yesterday

#

Seeing what works out of the box

#

Somehow some nearby buttons work out of the box

#

While further away were ignored

maiden wadi
#

How so?

gentle urchin
#

No clue yet

maiden wadi
#

As in focus navigation?

gentle urchin
#

Almost like theres some internal distance check for a focusable widget in the aproximate direction

#

Yeah

maiden wadi
#

Most of it is based on containers. Much easier to navigate in grids/hbox/vbox sort of things. Canvas are eh. Usually better in canvas to override the escape functions to specify specific widgets.

gentle urchin
#

This was in canvas, which is why i was so surprised

#

Had 0 expectations to it

maiden wadi
#

I would definitely recommend checking out the escape overrides. They'll make gamepad/keyboard arrows nav insanely easier.

quaint nova
#

How do I make the player max speed go up when an integer hits a certain value?

maiden wadi
#

Run a function when you change the integer. If Integer is value you want, change speed.

quaint nova
#

alright, thanks

past hazel
#

how to select a skeleton for several animations at once?

cyan bone
#

@gentle urchin I think you told me yesterday that using mark render state dirty only in the last index is better for performance in the Update Instance Transform. But in the Batch Update Instance Transform i should tick it right? Because there is no way to do it only for the lasT?

gentle urchin
#

Yepp

#

It handles it internally

#

If you batch updated several timed in a frame tho, youd only check it on the last call

gentle urchin
signal hornet
#

Hey guys, I've made a 'Set Overhead Nametag from Main Menu' System. The host can type their name in from the Main Menu, hit start server and it'll load the level and be displayed correctly clients side. However when another player types in their name and hits joins server it overwrites the hosts 'Player Name' with their own text and both the host and client can only themselves as the set 'Player Name' while the other players are unset (which should be a replication issue). Do I need to use an integer to differentiate the players by hooking it into the Save Game Slot & Load Game Slot nodes to make them unique?

cyan bone
signal hornet
#

my bad

shut fiber
#

I'm trying to do exactly this. Does anyone have any suggestions?

#

"Set Editor Property" seems to only be for assets, not actors.

gentle urchin
#

Bulk edit via matrix ?

shut fiber
#

No I need to do it in an editor utility

gentle urchin
#

Guess theres the c++ road then

shut fiber
untold fossil
#

How do I get the bounds of a mesh when it's rotated? Currently when I get the bounds of a rotated mesh it creates a bound box around the mesh that is still oriented in a 90 degree field.

shut fiber
#

That's just how bounds work - I've had the same issue

foggy escarp
#

Hey, I'm wondering if somebody could point me in the right direction.
I'm developing a physics-based build system and one of my sought-after features I'm planning on including is saving and loading prefabs. These prefabs would include the combination of components and/or child actors. They'd be constructed and assembled in runtime.
Everything is already based on structures and I plan to use data tables in the development.

untold fossil
#

So there is no way to get the correct rotated bounds?

#

That seems kinda silly

foggy escarp
shut fiber
# untold fossil That seems kinda silly

I'm not very good at vector math but you could maybe store the unrotated extent and then rotate that as the mesh is rotated rather than using the "Get Mesh/Actor Bounds" function after the rotation has taken place

untold fossil
#

hmm yeah could try that

#

im bad at vector math as well though ๐Ÿฅฒ

foggy escarp
#

one, sec i found something on this a while back

untold fossil
#

But what do I do with min and max? o_O

foggy escarp
#

min and max are your extents of the bounds

untold fossil
#

aha

#

ok lemme try something then

shut fiber
#

Would that not have the same issue though?

untold fossil
#

wait a sec

#

may have found a solution

foggy escarp
# untold fossil may have found a solution
#

There's are multiple ways.

#

This one is what i used.

foggy escarp
foggy escarp
#

np

untold fossil
#

found it

#

sharing solution in a sec

#

So what I did is indeed first save initial bound extent. Then when rotating I use the live origin of the mesh, the old (saved) extent and the live orientation

thorny rover
#

Hi. Question about level streaming. If you have a Persistent Level and Sublevels under it. For example a ground is in persistent level but houses are on different sublevels. How would you access variables of sublevel elements during runtime (e.g. when the ground is the persistent level but you would need to access a variable about one house)? Ideas would be helpful

thin panther
#

Just as you would any normal bp

#

If you are talking about communicating between level blueprints im not sure if thats a great idea

thorny rover
#

I would rather avoid using level blueprints

thin panther
#

Well then you can just go about regular inter bp cimmunication

#

Once you have a reference, cast to it

opal rampart
#

Hi people, I'm trying to teleport my character if he gets stuck falling mid-air, like in Elden Ring (where it kills the player). In the image above, I placed character movement, is falling and teleport. But I don't know how to put a timer, or something like that, that tells the blueprint to teleport the character if he is falling for x seconds. Does somebody know how can I do that?

wicked osprey
#

Guys, how can I rotate an item if it is a root component? I need to select rotate for some items that I will throw away (for example, rotate the weapon by some angle, and leave the first aid kit in the same position, for example).

earnest tangle
#

to rotate the root you rotate the actor

wicked osprey
earnest tangle
#

so?

trim matrix
#

I have a really annoying issue.. sometimes sporadically my MaxStamina Value here somehow gets evaluated as zero which breaks this logic (division by zero):

#

It gets fixed when I change anything in this blueprint -> compile -> rechange it and compile again. Why does this happen?

foggy escarp
#

You don't have anything on construct?

trim matrix
#

Its derived from a C++ class and both in construct and begin play it is set to non-zero.

wicked osprey
#

@earnest tangle If I simulate physics with static mesh, then the root component will not simulate it at all and will remain in one place

earnest tangle
#

you're saying that your root is a static mesh which simulates physics

#

but you're also saying the root will not do that

#

so I'm not quite sure what exactly it is you're doing

foggy escarp
#

Is your root mesh a static mesh?

#

if so, then things should work as expected.

brazen leaf
#

Can I make a library function that just takes a generic/wildcard input like Array?
I want to make a helperfunction like Print Array that doesnt care what the type of the object in the array is

earnest tangle
#

you can do it using a macro library but that's about it... it's possible in C++ but not trivial there either

solid zenith
#

This should run on key released but from atleast printing the number seems like get input key down resets to 0 before check comes through how can I fix that? Should make something that holds time then resets and starts increasing only after key is pressed again, idk what to use tho

quaint nova
#

i have this function that should add 600 to max walking speed when my points hit 100 but it just begins accelerating when points are not at 100

#

i'll try adding it in another bp

desert juniper
#

sequence just means
'Do this, once you're done, do this'

quaint nova
#

oh

#

i tried to use it like a splitter so i could use the same block for 2 things

desert juniper
#

yeah, there are no 'splitter' nodes

quaint nova
#

yes

#

oh my goodness

#

i did something and now it works

#

well how do I get more milestones than 100

desert juniper
#

?

quaint nova
#

so in the code currently when my points get to 100 it adds 600 to max walking speed

#

so if I want to add 600 again when I hit like 1000

#

should I just continue the set max walkspeed node

desert juniper
#

you could use a select node

quaint nova
#

thanks

#

so if I use the select node with integers, and plug an array with all integers I want it to add 600 to max walk speed with, would it work?

desert juniper
#

know what.

#

i lied. sorry

quaint nova
#

it is ok

desert juniper
#

an Switch on int node is what you'd want

#

rooThink1
actually i don't know if you can set specific values

sharp fox
#

where can i post a world/material problem

quaint nova
#

I am watching a series from Virtus covering the endless runner game I am currently trying to make, but he had the speed increase by every tile but I wanted it to be like by hitting a certain amount of points

gentle urchin
desert juniper
#

after some googling, people suggest a ugly way, of converting the int to a string, and then switching on that

gentle urchin
#

Your issue now is the sequence node, and the consequential flow control of it

quaint nova
#

and the sequence has been removed

gentle urchin
#

Its bypassing your branch, so the branch serves no purpose

#

If its in the char, why do you get player char and cast to self?

faint pasture
#

Just select speed given points

desert juniper
quaint nova
#

sorry I am an amateur

desert juniper
#

kinda ugly, but is simple and it works

gentle urchin
#

For

#

Looks like a bad idea

faint pasture
#

Fuck a switch, just select the speed. It's just a stepped function lol

desert juniper
#

he wants to apply different char movement speed based on number of points

#

it is a bad idea for sure. but a simple one

#

better would be map of points to speed

faint pasture
gentle urchin
#

Or 99 again

desert juniper
#

that was the intention

#

he doesn't want it continuous. just as an achievement

gentle urchin
#

Hard to tell imo

desert juniper
#

when you hit 100 points, set speed to xxx, then when you finally hit 600 pts, set speed to that

gentle urchin
#

But then it'd work yes

quaint nova
#

oops I wrote it wrong

desert juniper
#

ugly I admit.

gentle urchin
#

Well

#

Alot of default outs

#

But does it matter

gentle urchin
#

Probably not

desert juniper
#

@quaint nova is added speed always going to be + 600?

faint pasture
#

You want a curve for this.

gentle urchin
#

I guessed point being health points, but if its accumulated points of something, then..

quaint nova
quaint nova
#

yes

#

then 50000 and then 100000 and 500000 and finally a million

faint pasture
#

Why not 500?

#

If it's not a steady pattern then use a curve.

#

If it is then use math

quaint nova
#

well it is quite close since you gain points almost every tick

#

so it doubles so fast

quaint nova
#

yes

gentle urchin
#

You could hard code a formula but that'd be even worse than the switch ๐Ÿ˜„

#

An array of target points

faint pasture
gentle urchin
#

Lol i missed that part

#

thats horrible then

#

exactly, greater than

quaint nova
#

well

#

it does increase the speed on 100, but I cannot see currently clearly if it does it again on 1000, I will come back to this when I get some obstacles

faint pasture
#

Also why are you still getting player character and casting to third person character? Isn't this ON the third person character class?

brittle garnet
zinc flicker
#

Question about "Groom" hair and enable/disable simulation.

Since groom hair take lot of performance i was thinking to make them only simulate when you walk over a trigger box and are near them so they got deactivated for the rest of the time.

The problem is in the image above the "simulation enable" from groom, doesn't work at all.

The only option i found for now that worked is just to make the hair "hidden in game".

Is there a way to tell the "groom hair" to disable and enable simulation or is the "hidden in game" way to go?

quaint nova
faint pasture
#

You can make it stepped and not smooth so it only goes up at the break points

quaint nova
#

yes I did that

#

How do I reference it in bp

#

or something

#

@faint pasture

faint pasture
lime fulcrum
#

Hi!
Do you guys know why my Widget Interaction does not interact with the 3D Widget? I see the trace when enabling the Debug, it passes through the 3D Widget and yet it has collision. :\

#

I'm confused

wise tide
#

Very simple question but if I want something to happen on my gamemode begin play before the parent gamemode begin play I assume I put it in between here.

If I want something to happen after the parents begin play, do I need to add it to the parent BP or can I just drag from the last exec pin?

lime fulcrum
#

no, you add it afterwards

wise tide
#

Like if I drag from that last exec pin will it run that section of nodes after, during or before the parents begin play

lime fulcrum
#

Parent: BeginPlay is used to do stuff from your parent class like things you need to do for all sub classes

#

otherwise if you don't spaw nthat node it's like you wanna override all of that

#

it will run after

wise tide
#

I see, so stuff I want to run after the parents begin play, but only on this specific child, I just put after the parent begin play node

lime fulcrum
#

yes

#

๐Ÿ™‚

brazen leaf
#

This is weird. I have an Actor Component class with these two variables set. I made a child blueprint and the child can only see the 2nd variable and define it, not the 1st. They have the exact same settings in the parent (instance editable, public)

#

I found one weird thing. under Variable Details, Advanced, there's CFF_DisableEditOnTemplate for the one the child can't see. I dont see where that came from or how to change it

#

Yes, I am able to do that

#

Right

#

I need to set it to Actor Class Reference

solid zenith
#

What would I need to use to make a float which would increase in my case from 0 to 1 +0.01 every frame or whatever but could be stopped before reaching 1 too and then come down to 0 -0.01 every frame

brazen leaf
#

I learned this last week but it didnt stick. Thanks @toxic jay !

faint pasture
#

Do you guys use data tables, data assets, data only bps, or some mix?

earnest tangle
#

I'm using increasing amounts of data assets lately as they are quite convenient for storing all kinds of data and configs, and they are resistant to having to recreate blueprints when they get corrupted :P

faint pasture
earnest tangle
#

they can also be sometimes useful as they support polymorphism

faint pasture
#

Like how would I "get all possible items"?

earnest tangle
#

I just assign them into blueprints and the bp uses it as its settings source or such

#

I have a data asset which is an array of other data assets for that purpose in my other project

#

which is then assigned into some BPs that need a list of things

faint pasture
#

Ok so I could make a bunch of item definition data assets and then create an ItemDBDataAsset which contains references to the items?

earnest tangle
#

for example yeah

faint pasture
#

The ItemDBDataAsset would replace the DataTable sorta then

earnest tangle
#

you can also discover them through asset manager but it can be kinda fiddly sometimes so really depends on how you want it to work I guess

#

you certainly could use a data table too if that makes sense in your usecase, for example if you use spreadsheets for some usage

faint pasture
#

This is for defining hundreds of items, data assets would probably work.

dense thicket
#

to make a MP game for steam, do i NEED a lobby or is it just "nice to have" ?

sudden zephyr
faint pasture
sudden zephyr
#

I mean... Games coming out without scoreboard now too so... xDDDDDD
๐Ÿค”

faint pasture
#

Our game doesn't have a lobby but it's not a match-based game.

dense thicket
faint pasture
#

Can't see shit

naive stag
#

How can I do it so that In arrays, the first existing value will be picked up?

faint pasture
#

array of what?

naive stag
#

References to blueprint

#

Actor Blueprint

faint pasture
#

Either do a foreach loop, saving the first valid ref to a function variable and returning it when done, or a while loop, bailing out at first valid ref or end of array. Depends on how huge the array is which is better, but I'd lean towards the foreach

#

Foreach Entry in Array
if Entry is valid and FirstValidRef isn't, set FirstValidRef = Entry
loop end
Return FirstValidRef

#

OR

#

ReverseForEachLoop
if Entry is valid, set FirstValidRef = Entry
loop end
Return FirstValidRef

#

both approaches will return the first valid ref, or a null pointer / invalid ref if none exists

#

Make it a translucent/masked material. Also, #graphics

undone surge
#

ok thanks n srry ill put it there next time

naive stag
faint pasture
faint pasture
#

K do you wanna do the foreachloop method or the reverse one?

naive stag
#

For each

#

If it doesnโ€™t work

#

I would have to go with reverse

faint pasture
#

K so set that up and show what you got
Foreach -> branch -> set FirstValidRef

gentle urchin
#

Oh sry, didnt realize you were doing tut content ๐Ÿ˜„

faint pasture
# gentle urchin ||||

No, return after the loop is done. But that actually would work I think, bailing out of the for each loop early.

gentle urchin
#

Yeah, this works

naive stag
gentle urchin
#

no reason to iterate further

faint pasture
#

Make sure you have another return after completed returning a null ref

gentle urchin
faint pasture
#

or it'll shit its pants if the array contains no valid refs

#

yup

gentle urchin
#

Doesnt it return the default value if nothing else is returned? aka none?

#

but its good practice to do so, for sure.

naive stag
#

I have 5 objects that are valid as well

faint pasture
#

Not sure, I havn't pushed the limits of BP functions to see if they break

naive stag
#

I need to pick the first valid object out of those 5

gentle urchin
#

if you wanted to know the index,

faint pasture
#

Is this seperate from the array?

gentle urchin
#

and toss yourself an out aswell

sudden zephyr
#

Why not use for each with break? He's only pulling 1 ref. o.O

faint pasture
#

so it breaks anyway

gentle urchin
#

this is functionally the same

#

with less wires

#

less clutter ๐Ÿ™‚

faint pasture
gentle urchin
#

If you're not familiar with the method, i can see it coming off as confusing tho

#

It's 100% safe to use ๐Ÿ™‚

sudden zephyr
# faint pasture Function bails out anyway

Wait... Heh... The way the above function is set is that it's gonna itterate and push everything thorugh. So basically you call the function once but it's gonna push each loop iteration. No?