#blueprint

402296 messages Β· Page 916 of 403

gentle urchin
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Things like animations would be tick worthy

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super contender

ivory adder
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what do i use instead

gentle urchin
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traces for nearby interactables is also a commonality

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I would use a timer

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You want something to execute every 5 sec

ivory adder
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how do I use timers lol

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i want it to check constantly

gentle urchin
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Thats not what your Delay tells me

ivory adder
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?

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the delay gets smaller the higher your score

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when it reaches 0 i want it to spawn a new enamy and restart the delay back to 5

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the dalay is how long the enemy takes to shoot

gentle urchin
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So there's ... 10 Score Steps for each reset of the delay ?

ivory adder
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the score steps is like u need to reach 10 ppoints for the next speed

gentle urchin
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The score check is something you'd do whenever the score is edited

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no reason to check it on tick

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somewhere you got an event saying "add x score"

ivory adder
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right

gentle urchin
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inside this event, after adding said score, you check the score step, and trigger additional events when appropriate

ivory adder
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yes

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ok i see what your saying

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instread of checkign the delay, check the score when it updates if it is at a certain level and if it is then spawn a new enemy right?

gentle urchin
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forgot adding a spawn enemy event. But yes

ivory adder
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ok cool thank you so much

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you have saved me much pain

gentle urchin
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only if it works lol

ivory adder
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yes

short reef
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So is it possible for a sphere/cube/capsule trace to detect another trace?

gentle urchin
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Dont think so

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You can place something that can be traced at the end of one of the traces tho

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OnHit -> AddCollisionComponent -> etc

short reef
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I doubt that'd solve my problem (I'm using traces for melee weapon hitboxes and I just realized I can't use traces for parry detection), I guess I'll just have the weapon detect if it hits a guard or parry collider and communicate to both actors accordingly.

gentle urchin
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Usually youd have some state that handles that Id imagine

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'Parrying', 'Blocking', etc

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Relying on precise collision can be risky

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Especially at some speed

short reef
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That's why I'm using traces instead of collisions for moving stuff

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In this case though the parry/guard colliders are basically static

quaint fog
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Could anyone give me a hand? I am kind of stumped
I am generating a random int between 0 and 10000 in the game mode BP

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Then in a component BP I get that value and set it there too

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However the printed integers are different

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I don't understand how that happens, as I am just reading the same int generated in the game mode

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why does it change?

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I figured it out

dawn gazelle
quaint fog
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No, no, that was intended

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the issue is that randNumGen being set and print string get a different value from the "random integer in range"

dawn gazelle
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Always a sneaky one.

quaint fog
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I piped the set value into the print string and it fixed it, am such a noob lol, thanks anyway!

summer jetty
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Could someone point me in the right direction... When my character 'dies', he goes into a different state. He can still walk around the world, but it's all misty/grey and most players/creatures can't see him. However, I want the player to view other players/creatures as more/less transparent depending on whether they are human or not. The 'magical' ones he can see more clearly, they can see him and he can still interact with them. All the creatures have a variable for 'magical' that has 3 settings. So I can check if a) the player is 'dead' and b) how 'magical' the creature is and then base interaction behaviour off that. However, I'm not sure how to do the transparency part. I thought it might be something in the post process volume I've added on the third person character. But there doesn't seem to be anything like this. Is there another setting under a different name? Or another way to do the above?

obsidian dirge
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How can i do that? Sorry if i’m asking basic questions, if u got a link to any tutorials i can just check those out and figure out the rest

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That was my original idea, i thought making a colisiΓ³n box moving along with the player but bellow the track so if it falls it can die

quaint fog
ember basin
# obsidian dirge That was my original idea, i thought making a colisiΓ³n box moving along with the...

So you are creating the track as you go from a blueprint? You could add a box collider volume component to that track BP, place it sufficiently sized and below, then use the On Overlap function for the box volume to setup when you respawn. Collect the ball position on Overlap and use that to determine the new start position (adjusted to be on the track) ... A moving volume would require a frequent check for position also. This is fine used sparingly imo,, but it should be used with consideration as neglectful use can damage performance.

pseudo geyser
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Hey guys, i am using this code in character BP, i want to save this but i don't know what type of variable to assign this, if you know pls give me any suggestion, thanks

dawn gazelle
pseudo geyser
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It's Character selection mode so it's depends on button press

modest monolith
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Hello, do you know by any chance how they managed to create a looping background not relying on random tiles spawner in sunway surfer? I can't find a single video on youtube.. the tiles spawned in subway surfer are random while the background follows a different randomization path

tawdry surge
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Spawn them separately using different method of choosing which tile to pick.
If you want a repeating pattern then looping through an array in order is easiest

dawn gazelle
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If you have more bots to add later, then it's just a matter of adding another option into your enumerator, then updating this so the select node fields have the appropriate mesh assets for the bot options you have.

gentle urchin
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Stuffing the selects in functions makes it easier to update later

grizzled cloak
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Hi Guys and Girls,
Quick question, I'm stuck on Unreal Engine 4 Tutorial - RTS Part 12: Unit Actions, I'm using UE5 latest build
When I add collect, attack, wait, it breaks the travel sequence, if I remove these and only keep travel it works no problem
But I have noticed that the target location returns invalid, I have copied the tutorial so not sure where its gone wrong or if its a UE5/UE4 difference issue?
I'm sure I have probably missed a tick box of something somewhere though πŸ™‚

I have logged out all the data and everything looks correct? Any ideas on what else i should check?

fleet heron
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H!I guys how do i count the number of objects inside the collision?

pseudo geyser
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@dawn gazelle thanks you so much bro it's working perfectly πŸ‘βœ¨

gentle urchin
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Get overlapping actors -> length

summer jetty
fiery swallow
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There is no native function to break a sentence up into words right?

tawdry surge
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@summer jetty if statement, static switch, or set parameter values

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@fiery swallow pretty sure you can parse sets in BP

summer jetty
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on the 3rdperson character?

gentle urchin
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You can parse indeed

tawdry surge
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Any material. Depends on your actual use case

summer jetty
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Won't that change the material for all players though? (sorry, I haven't done much with mats before now)

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Actually, thinking about it, that would be ok as all players can die and would need the same PPV applied when looking at creatures while they are dead.

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ok cool, thanks for your help! πŸ™‚

fleet heron
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HI! this is not worked.:( I need objects to run away from me on trigger

fiery swallow
dawn gazelle
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You'd need to do some math to figure which direction is the best way away from the player which you could do probably with a line trace from the object to the "As Third Person Character", using the hit normal, possibly inversing that and then multiplying that by 10000 or something and use that as the destination.

fleet heron
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i understand thanks you!

native summit
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Hey, does anyone knows why my shooting is not working? It's always shooting to the corner of the map Hey, I've got a problem with my shooting functions. It's always shooting to the corner of the map.
I don't know what's the problem here:
Character
https://blueprintue.com/blueprint/ko0mxzd9/

and
Weapon
https://blueprintue.com/blueprint/uzo-6uk2/

hexed glade
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Just noticed something strange with progress bars and wondered if anyone else gets this problem. If I bind the percentage to a changing value it works fine visually. However, if I try to get the percentage from the widget, it will always return the default value of the progress bar.

gentle urchin
hexed glade
gentle urchin
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Usually i wouldnt trust second hand data tbh

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If the original value is accessible

oak ember
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please tell me how can i make my camera follow arms while playing animations montages...i tried to reparent the arms but still it doesn't work

fast finch
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Question: Is Ramas Victory plugin available for ue5?

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i cant find it on the mp

trim matrix
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Day 3 of learning Unreal Engine, I have learned how to make jumpscares πŸ˜„

left carbon
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Hi! Does anybody know, if it is possible to get material from hit? Or material slot name or index?

hearty barn
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I figured it out i just used get actor rotation instead of world and it gave the correct values

obsidian dirge
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Thank you!!

tight schooner
left carbon
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Maybe this is UE5 bug. I should try this in UE4

tight schooner
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Now that I see that screenshot... in my game, I used the physical material system to differentiate between categories of materials for selecting sfx/vfx. Not sure if that's what you're up to.

left carbon
tight schooner
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I wonder if your BP is returning info about the collider rather than the visual mesh

left carbon
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Well, I use trace complex. I guess it should output proper face index

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Otherwise there is no point in this function, I guess. I also tried to enable CPU Access inside static mesh, but still no effect..

tight schooner
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Yeah, sorry, I'm stumped. Hopefully someone else can help

left carbon
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Thank you anyway!

desert juniper
trim matrix
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anyone know how I can take camera Component and set the Material of another component Plane in same blueprint ?? I have only ever done it is past where camera is not in same Blueprint as the plane that is receiving the Material if that makes sense

desert juniper
gentle urchin
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wait , you're on 5.0.0 ?

desert juniper
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not anymore

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but that was almost a month ago

gentle urchin
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i tested on 4.27 (despite double checking that you were on 5, based on the pie frame)

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brainfart

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I went for multiple linetraces along with a box trace for my building placement 8-)

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box for initial, and linetraces for slope check

desert juniper
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lol. yeah i don't remember if it was 5.0.0 or 5.0.1 at the time

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rooThink1 I haven't expanded on build system all that much. once it was a semi working prototype, I left it alone

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if you're willing to share, what was your solution for snapping?

neon spear
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can i export this animation bp and the animations to ue5 from ue4? I tried and it wasnt recognized as a file

gentle urchin
desert juniper
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there's a built in method?

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oh the grid

gentle urchin
desert juniper
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well that's pretty cool

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yeah didn't think of just using the grid. i don't know if it'd work for all the items in a traditional survival building game, but something to think about rooThink1

gentle urchin
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snap to grid, yeah

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used a spline for the "tunnels" , but for a survival building game those probably wouldnt exist (equivalent of roads)

obtuse current
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When setting UseControllerDesiredRotation on CMC at runtime, do I need to set it on server and client? Or do I just set it on client and it updates the server appropriately

desert relic
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set actor rotation is not working on player's character for no reason at all

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how do i fix it

trim matrix
desert relic
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im gonna try

calm cargo
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Are blueprint nodes for InputActions defined in the project's input settings deprecated or something? Because mine isn't working

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For example this node, for a 'reload' action I have which 100% works in other places, and is not consumed or anything like that

desert juniper
# gentle urchin

ah yeah, didn't even know this was a thing.
I built an interesting system using sockets on the SM. it works but needs some amount of work

median orchid
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I'm trying to create a rocket launcher bullet, and the best way I thought to go about it is using the Line trace. However is there a way to create a line trace that follows the bullet, as I want to have the ability to dodge the individual bullet.

earnest tangle
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Why not just use an actor with a projectile movement component?

median orchid
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because my collision system makes me wanna kill myself

calm cargo
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what's your collision system like?

median orchid
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not working rn lol

earnest tangle
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it would be a lot simpler as a projectile actor... if you really want to do it with linetraces, you would need to do it so that on tick you move forwards and trace

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and you would still need to add something to actually make it visible which would probably be another actor either way

median orchid
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I'll try it and mess around with it ,thanks

gentle urchin
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Just a distance check really

long schooner
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a bone in the animation, then it should work fine

drowsy pumice
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I'm weirdly struggling to get an OnClicked event for a simple actor

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What exactly is required for it?

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I've tried both Event ActorOnClicked and a custom event with Bind Event to On Clicked, but I can't get a simple on click event to work. I tried turning collision for the actor back on for everything, still nothing.

long schooner
drowsy pumice
long schooner
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give me a sec

drowsy pumice
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I don't recall ActorOnClicked not being a simple default

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I feel like I've used it plenty of times before

long schooner
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Yeah, i looked into the documentation

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I prefer to use on click function on Player controller instead

maiden wadi
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Instead?

drowsy pumice
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I was just trying to use a simple OnClicked for debugging purposes

maiden wadi
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OnClicked for actors is dispatched from the PlayerController if I'm not mistaken.

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If it's still not working, make sure it's enabled in your player controller.

long schooner
long schooner
drowsy pumice
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I added a giant sphere to my actor and on clicked works just fine

long schooner
drowsy pumice
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It's some setting on my components that's stopping it from firing, and it isn't Visibility Channel trace

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I checked that already

maiden wadi
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Does the component actually have collision primitives?

drowsy pumice
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Not sure what that is

maiden wadi
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Collision settings can't affect collision primitives if there's no primitives.

drowsy pumice
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And what is a primitive?

maiden wadi
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Your meshes should have a simplified collision object. Otherwise they have to use complex tracing.

drowsy pumice
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It's a simple cube

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I found the problem

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It was really dumb

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There was just an invisible cube in the way of the clicking trace

maiden wadi
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Oof Done that one a few times too. πŸ˜„

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This is what I meant with that though. This door has no simplified collision. No green outlines.

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This sphere does.

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Can't remember if on clicked allows complex tracing or not.

drowsy pumice
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I'm more focused on gameplay πŸ˜›

maiden wadi
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You'll need to know that for gameplay programming. Using simplified collision can save a lot of frametime with tracing sometimes.

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Less vertices, faster checking.

reef marsh
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I'm trying to hide the "Target [self]" pin on my BP node. I've added these two to the meta tag but it still shows up. What am I missing? UFUNCTION(BlueprintCallable, meta = (DefaultToSelf, HideSelfPin), Category = "Convergence|GAS") virtual bool ApplyGEToActor(AActor* Target, TSubclassOf<UGameplayEffect> GameplayEffect, bool IfEnemy = true);

fleet heron
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I have a problem. when I load the mesh into the engine, in two character blueprints they are directed in different directions (one X, second Y). do you know what is this?

reef marsh
fleet heron
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@reef marsh I have two blueprints. one mesh in these blueprints is facing the same direction, but in the game I control a character that walks sideways, and the other blueprint (AI) runs normally direction

reef marsh
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sorry, I still don't understand your issue

fleet heron
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ok. dont no how to explane )

trim matrix
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anyone know how I can calculate velocity of something which isn't physics & isn't really moving if that kind of make sense. like something following ribbon or spline like

hearty canopy
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hello. what can I provide as world context object to my utility blueprint to make it work?

maiden wadi
calm cargo
tawdry surge
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They fire in mine

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Is your controller class assigned?

calm cargo
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Oh? What do you mean assigned?

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As in is it used by the gamemode?

tawdry surge
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Yeah

calm cargo
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Yeah, it's 100% being used

tawdry surge
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Afaik controller is the first stop for input, so it shouldn't be consumed by anything else

calm cargo
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My thoughts as well

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This InputAxis also isn't being called

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Something is very odd

tawdry surge
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But the string on begin play fires?

calm cargo
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Yeah

tawdry surge
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That is very odd

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Does it work if you put the action/axis events in the character class?

calm cargo
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Nope as well

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Just tested this on a blank controller that doesn't inherit from my own class, and it does work

long schooner
calm cargo
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Yeah I am, I think I screwed something up in my base C++ class or something

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But I'm really not sure what

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Maybe not calling Super on BindInputComponent

mellow folio
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You are probably consuming that input on another event

calm cargo
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I bound it to a function call, but I don't remember every saying to consume the input πŸ€”

mellow folio
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What button is it

calm cargo
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I tried several buttons, once was R, once was ]

mellow folio
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Search for events using those, and search the player pawn as well for any duplicate events

sinful coral
#

Would anyone be interested in helping me take a simple shader from shadertoy and getting it into UE4 either with a plugin and .usf file, custom expression nodes or some other way. I am new with working with shaders and have been going through UE documentation and forums and YouTube. If anyone has some time to help with this it would be greatly appreciated.

calm cargo
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Welp I was being stupid, in the C++ I reset all action bindings at some point (so that I can re-bind only recently enabled input sets) and as I feared, forgot to call super

trim matrix
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Could anyone help me resolve this issue where my character being attatched to this rope with splines causes the player to drift to one end of the rope if the splines are not exactly even? I am using plugin from VicoDynamics but I think the way unreal splines are implemented work for it? I'm trying to implement tight rope walking

calm cargo
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what code is responsible for moving the character?

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e.g tracing against the rope?

trim matrix
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This is inside the rope bp @calm cargo I havent done anything specifically to the player controller other than change the movement mode

wicked magnet
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I feel like I'm missing the right way to store all of my spot lights in an array. On startup I'm getting all of my spotlights with the tag shown, but when I try to access the Spot Light Component of any of the stored array items later, I get an error. I looked into using Get Components by Tag, but I'm not sure I understand that one. I thought it would do a project search but it seems to only search within the blueprint, I believe.

calm cargo
trim matrix
#

the lock attachment loop timer is what is keeping the player attached to the rope every frame.

calm cargo
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(best to do that on tick, and make sure the tick happens after CMC ticks)

trim matrix
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If I change it to none it still slides

calm cargo
#

that rope may not be an attach-friendly component

trim matrix
#

Well the loop is basically simulating a tick, but I'll try that too

calm cargo
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instead, you might want to 'fake it' by maintaining a 'is on rope' bool with some transform data, and use that, on tick, with CMC disabled to avoid unwanted side effects

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that movement-on-rope scenario is an extremely niche case, and imo is worth being faked

trim matrix
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https://youtu.be/rXN_St1CwBk?t=153 The whole reason I got the plugin was because this was showcased and I figured I could use it to implement the feature.

A quick look at some of the new features added to VICO Dynamics in the latest Feature Update (v1.2). Slated for release in October to the Unreal Engine Marketplace (https://www.unrealengine.com/marketplace/vico-dynamics-plugin) with complete source code access to licensees via GitHub!

Recorded in real-time on a Core i7 6800k with a GTX 1080 TI....

β–Ά Play video
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tbh the documentation on this entire thing is quite poor...

calm cargo
wicked magnet
calm cargo
last walrus
#

Hey guys
can anyone tell me what's wrong with my vertical FOV calculation code?
the small cube inside a big cube represents it's center
side cube is spawned as it should spawn but top cube is a little bit lower...
all code below:
https://blueprintue.com/blueprint/mngwbqx0/ - code of spawning cube actor
https://blueprintue.com/blueprint/hjcfj5vx/ - code of calculating vertical FOV

calm cargo
#

(i dont know if that was your intention, but it seems like it was)

trim matrix
calm cargo
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you can skip disabling CMC, and I'd advise against actually attaching to the rope

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instead, fake-attach it by snapping it to the desired location every tick

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i'm fairly sure it's the attachment code that's messing your stuff up, because its actively trying to maintain the player to the rope's component, but who knows how that's implemented internally

trim matrix
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Okay, I'll look into that

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thank you

last walrus
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@calm cargo can you help me too? πŸ˜„
I'm really out of ideas about fixing the stuff...

calm cargo
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my brain is all out of math for today im afraid

last walrus
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sad thing πŸ˜”

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good luck with fixing your brain anyways

lilac storm
#

hey guys can i ask math question here ?

icy dragon
lilac storm
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okey so i have started a math book and as the book says . Dot product is a projection of one vector into another , okay thats fine but it also says that DOT(a,b) = DOT(b,a) . when you calculate it yes its correct but when i visualise it , it doesnt seems that projection of A and B are equal . Obviously B's projection looks much bigger that A's . So why everywhere it says that they are equal ?

sinful coral
#

I would only use one that is copyright free for public use. I am just trying to learn how to use/create custom shaders with usf files

kindred pier
#

I am trying to have the textbox automatically act as if it's been clicked on so one can type in it upon pressing the key, but this isn't working, and I'm not quite sure what I'm doing wrong

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just doesn't focus on the widget

sudden zephyr
#

When you make a socket, do the transfroms not stick?

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nvm... was bugged xD

wicked magnet
#

I think I'm not always clear which variable type to use when storing arrays.

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In this case I just want to have all of my tagged spotlights stored in an array so I can turn them on/off.

icy dragon
wicked magnet
#

Oh man, I was doing arrays inefficiently. Found a much more efficient way of storing all my lights without For Loops. For some reason, I thought I needed a for loop to add each actor to the array. And using Promote to Variable is a better foolproof way of making sure my variable type matches.

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vs old method (with broken node as well, which I addressed separately)

trim matrix
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I am trying to have all the players in the game over a network share the same camera but when I load it up it doesn't seem to work at all. I have this in the gameinstance. I don't understand why the camera won't work at all. Can anyone help?

limpid bronze
#

is there a sphere version of line trace by channel?

sudden zephyr
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sphere trace by channel? xD

limpid bronze
#

thanks

sudden zephyr
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I'm trying to make an antenna that moves while driven but for some reason it just behaves like a dead snake. Been trying for 2 days to figure out the physics asset thingie but nothing I do has any significant impact on it, it just won't stay upwards. T.T

cobalt gulch
#

How do I replicate a modify bone in unreal engine?

dawn gazelle
cobalt gulch
dawn gazelle
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Not if you're replicating only on the character that the change is required on.

cobalt gulch
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For me it only works on the client

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The server doesnt even let me use the left lean system

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nothing happens

dawn gazelle
# cobalt gulch For me it only works on the client

Animation instances I don't think are replicated. You use a replicated value on the character itself. Then in your anim instance, you get the owning pawn, and read that value in the animation update event and set it in a variable that is within the anim instance and use that variable to drive your animation graph.

sudden zephyr
minor pagoda
#

what's ADS on lyra's AnimBP?

sudden zephyr
#

Aim Down Sights most probably

heady jay
#

How can I get an array of every foliage in a level?

sudden zephyr
jaunty crow
#

Im trying to set the cameras location and rotation whenever they interact with the forge but for some reason it keeps getting set to the wrong location first pic is in game 2nd is the red arrow indicating where the camera is supposed to be and third the bp

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the camera location seems to change depending on where the player is when they interact but i cant figure out how to fix it

icy dragon
jaunty crow
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I didnt even know that existed

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ill try

jaunty crow
#

Since theres going to be multiple i dont wanna have to manually place each camera/actor object

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If i use a spawn actor and set the class to a camera actor then set its transform when using set view target it just goes to some completely random spot like 50000 units away

hearty canopy
# mellow folio Try Self

I tried, it doesn't work:

Blueprint: Warning: DrawMaterialToRenderTarget: WorldContextObject is not valid.
LogBlueprintUserMessages: [NewEditorUtilityBlueprint_C_2] Hello
LogScript: Warning: Script Msg: No world was found for object (/Engine/Transient.NewEditorUtilityBlueprint_C_2) passed in to UEngine::GetWorldFromContextObject().
#

hello. what can I provide as world context object to my utility blueprint to make it work?
Tried to use self or other files from content browser but it didn't worked

Log is above

tight schooner
#

@hearty canopy I think there's a node, get world context

hearty canopy
dawn gazelle
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You can pass in a reference to any object that exists in the world that you're working in. Even GetPlayerController 0 should suffice I think.

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Oh wait.. Utility blueprint... Maybe not.

sudden nimbus
#

actor action? asset action? etc

hearty canopy
cobalt gulch
#

When you enable replication on a float variable what does that actually do?

trim matrix
cobalt gulch
limpid bronze
#

how do I stop a camera spawning everytime the game starts?

trim matrix
#

The next time the value upates on the server, the server will again send its new value to the cleint

cobalt gulch
trim matrix
#

The float value is on your computer and the float value on the server can have sepereate values yes.

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If they get out of sync

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Dont set the value of a replicated variable on the client.

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That will cause it to be out of sync with the server

cobalt gulch
#

So you always want to be setting the float variables on the server

limpid bronze
#

is there some way I can make a camera in scene be the primary camera?

cobalt gulch
#

Unless it's not related to online

trim matrix
#

yes exactly

trim matrix
trim matrix
cobalt gulch
#

Oh ok

#

But if I had a character who could see enemies footsteps the variables would not need to be replicated right? As its only the local player who can see it

trim matrix
#

footstep variables?

cobalt gulch
#

Related to creating visual footsteps of the enemies when they walk

#

The enemies are players

#

Although they can't see the footsteps only you can

trim matrix
#

The enemy position would need to be replicated. Nothing about there footsteps should need replication. Footstep calculations can be done individually on each client.

#

Each game client can decide if they can see footsteps or not.

#

And each game client can draw footsteps on its own

cobalt gulch
#

How would I replicate the enemies position?

trim matrix
#

I don’t know anything about your enemy’s so I am not sure

#

I’m assuming they are just character classes?

dawn gazelle
#

Actor position is already known if it's a replicated actor. You just GetActorLocation.

trim matrix
#

then yea, unreal will take care of that for you.

cobalt gulch
#

Awesome

#

So if I were needing to create a muzzle flash on the character I'd just do that on a custom server event?

#

Then it shows up for everyone

trim matrix
#

but yea

#

can just make it a custom event.

cobalt gulch
#

Oh yeah I'm stupid

#

Why would I replicate a new event when I can just do it through the in fire lmao

#

Awesome I'll be back in like 2 years with a triple A game

trim matrix
#

good luck

cobalt gulch
#

What do you think about my character design aha

trim matrix
#

looks good

cobalt gulch
#

Thanks man

#

Ooh one more thing if you're still here, is there a way to set the enemies material, but only through a post process element in a widget

#

Because one of my characters holds a radar which detects heart beats through walls

trim matrix
#

Not the person to ask about anything to do with visuals, sorry.

limpid bronze
#

How would I have a blueprint widget interact with something within the game world?

#

like say, if I pressed new game and wanted something to play out in the game world

trim matrix
#

When you press the button on your widget blueprint, get the actor variable, call functionality on that actor variable.

limpid bronze
#

how would I get said actor?

trim matrix
#

How do you get the actor in order to set the value of ActorVariable?

limpid bronze
#

yeah

trim matrix
#

by getting a reference to it. I do not know what actor your talking about so i am not sure how to find a reference to it.

#

what actor is this?

limpid bronze
#

its a generic actor at this point. Basically I want the knight on my title screen to jump off, so I want to grab the knight as an actor variable and then apply an impulse to make him jump off the cliff.

trim matrix
#

you can just do GetActorOfClass

#

it wont fail you

#

or put a tag on that actor.

#

use GetActorWithTag. or whatever that node is called.

fair oak
#

How do i find the localization dashboard in ue5?

tawdry bone
#

So I have a sword which is basically just a floating animated sword, and I need it to check collisions for hits, whats the best way to check if my sword is overlapping an enemy?

fair oak
#

Weird didn't see that i try it when i'm home

cobalt gulch
#

What does a server custom event do if the game is run in singleplayer

kindred pier
#

I am trying to have the textbox automatically act as if it's been clicked on so one can type in it upon pressing the key, but this isn't working, and I'm not quite sure what I'm doing wrong

tawdry bone
#

trying to build my project for a game jam and getting this error, but I'm not 100% sure why I'm getting it because I'm pretty sure the class it's trying to reference is supposed to be autogenerated? Unless it's talking about the cpp parent class I made for it, but that class is available and built fine LogPlayLevel: Warning: LogLinker: Warning: CreateExport: Failed to load Parent for BlueprintGeneratedClass /Game/Blueprint/BP_DemonClone.BP_DemonClone_C LogPlayLevel: Warning: LogLinker: Warning: Unable to load Default__BP_DemonClone_C with outer Package /Game/Blueprint/BP_DemonClone because its class (BP_DemonClone_C) does not exist

knotty bane
icy dragon
limpid bronze
icy dragon
#

k

limpid bronze
knotty bane
# tawdry bone Yup! just tested no problems

duplicate the asset (the BP which throws errors) and try again? sorry - then I'm out of ideas πŸ™‚ hopefully sb. else has an idea. maybe check the variables for their default values if there is something strange? maybe you change varaible type or something? It jails about the CDO or defaults of the BP I would say

tawdry bone
#

I'll have to try some more troubleshooting later though because I will need that eventually

plain ice
#

quick question about events. I'd like to hook up an event to a timer but I don't wanna implement the event itself close to the Set Timer node. Is there a way I can reference the event delegate without having to drag a long wire in my blueprint?

plain ice
#

I don't understand how that works

#

google tells me it creates a single cast delegate. But I don't see how to give it a name or hook up an exec line to it or even reference it

limpid bronze
#

I have a slider that controls the level of audio

#

and it works

#

until I hit 0

#

and then it doesn't seem to work when going back up

maiden wadi
dusky sail
#

Hello, i am a beginner with ue5 and i am doing small FPS project with my friends. Now im working on sprinting system based in blueprint. Can somebody learn me how to do it please? Thanks

knotty bane
dusky sail
knotty bane
# dusky sail Thanks ill do little research about it

if you start with eg. the fps template from UE you can use this in your default pawn. just drag/drop the component from your outliner left top into your graph and select "get....". from there drag out a pin and search for "speed" - then there should come a get/set for different speeds you can play around with

dusky sail
#

Im doing it in FPS template so it will be easier then

dire reef
#

does anyone know why my level blueprint events don't fire once i possess a new pawn Vehicle?
for instance i've a box trigger and it overlaps with my character class but once i possess a vehicle pawn, box trigger don't overlaps and or fire with my Vehicle Pawn?!!!!!

tawdry surge
#

What are the collision settings for the trigger? And are you casting to the player off the overlap event?

dire reef
dire reef
tawdry surge
#

Is your vehicle pawn collision set to generate overlap events?

umbral ginkgo
#

Is there any way to switch between levels but have the player spawn in the same location they were in the previous level?

dire reef
umbral ginkgo
#

Ah that’s similar to what I was thinking but I didn’t know if there was a better way to do it as game instances can get a little messy

#

Thanks for the suggestion, that’s probably what i’ll do

twin pine
#

I have a very small sphere collider that checks for overlapping actors(of a certain type) but somehow it always finds them if they are in the scene

#

I don't understand how it can detect stuff that's far outside of it's bounds

hallow gate
#

Any particular reason that UE4 crashes when I'm trying to compile a blueprint with "Spawn Actor" off "Event Destroyed"?

versed sun
#

what does it say when you hover over the red ERROR?

hallow gate
#

Nothing to do with that, that was just because I placed it and compiled it without locations inserted

#

As soon as it's attached to EventDestroyed and I try to compile it, UE4 crashes

#

This works

#

This doesn't

#

Yeah yeah, can't take a screenshot of a crashed program with print screen, lol

#

One sec

#

This doesn't*

#

My assumption is that it cannot read the variables due to the data being "Gone" since the actor is gone

#

But the way UE4 handles that really shouldn't just be "Lol I die now"

#

Haha

versed sun
#

if it crashed, maybe it didn't save some code somewhere else

#

maybe disconnect white Exe pin, compile and save , then reconnect and compile?

brittle garnet
#

Probably because you're getting values from a reference (this) that is no longer valid (pending destroy).

#

Just a guess.

hallow gate
#

Seems excessive

dawn gazelle
#

It's not crashing at run time rihgt?

hallow gate
#

Nope, just when I compile it

#

I can get around it just by hard coding into the spawn actor slot the data it needs, but it's still funny

brittle garnet
#

Epic is a small indie company. Can't expect them to handle errors like this.

dawn gazelle
#

So the references shouldn't specifically matter by that point.

versed sun
#

Also, make a custom event for destroying, run your code in that event the Destroy actor (Self)

hallow gate
#

Datura, if it crashes when I hit compile, runtime is absolutely the least of my issues

#

XD

hallow gate
#

Is it even worth reporting that crash right now? I'm guessing there won't be anymore patches to UE4 since UE5 is out?

brittle garnet
#

Isn't 4.27 LTS?

hallow gate
#

Okay wait...

#

UE4 also stopped responding with that

#

Now I'm even more confused

brittle garnet
#

Probably worth a report.

hallow gate
#

Yeah...

#

Weird

dawn gazelle
#

My last guess would be a corrupted blueprint. Try the same thing on another one.

hallow gate
#

Okay through my sheer brilliance, I've discovered that the source of the crash is specifically when I pick "Always Spawn, Ignore Collisions"

#

Which is even more confusing

#

Functions fine if I do it in another BP, so I'll just rock it that way

#

Utterly bizarre

fair oak
#

how do i get a simple string from a txt http online file in unreal engine 5?

#

i saw some node with fetch but it doesn't show up

jaunty dome
#

So I have the persistent issue of the Widget not showing up when packaging the game with shipping as build mode.
I have set the game mode and entry map properly in project settings
I also tried the following:
1- Create and add widget to viewport on begin play in the GameMode
2- Created HUD class set it in the game mode and created the widget from there.
3- Created the widget via begin play in the level blueprint.
All these solutions work in editor/PIE but it doesn't show up when packaging the game for shipping.

#

I used UnrealPak tool to display the packaged files, it seems that my gamemode AND widgets are packaged properly so that is not the issue

versed sun
#

I remember something about Levels having to be included in a list for package builds

#

dont know if that effects widgets in level blueprint

jaunty dome
#

it is included in the packaged build

umbral ginkgo
#

I have a vector stored in an interface, how do I retrieve that vector to use in another blueprint (assuming I already have the interface set up in this blueprint

barren belfry
#

Whats the best way of doing a camera shake?

copper grove
#

Hello, so ive been running into this issue where once my static mesh with a rotating movement component reaches a 90 degree angle it starts rotating on another axis. I am just wanting it to rotate on 1 axis. Does anyone know why this is happening and would be able to help me fix this issue?

lean elbow
balmy vessel
#

Having a slight issue that i assume is view port only, I have something that resembles a widget system but having to make it out of planes due to needing it to not take into account depth and widgets not being able to support that, but for some reason its not all rendering together in perspective

sweet silo
#

Hi how would you constraint camera movements to a certain zone ? thanks

balmy vessel
#

(the 2 images are slightly different camera rotations)

high frost
#

How do I create a blueprint from several selected BSP actors placed on a scene?

cobalt gulch
#

If I were doing a bomb game mode like csgo do I put the round number and match time on the game mode on the server custom event?

earnest tangle
still rain
#

hey guys, when i am trying to export material to another UE project, i found some of the nodes were disconnected

#

Especially when i am using megascan materials,

#

and since another proj is in Linux, i cannot get megascan to download material on linux.

burnt citrus
#

Hey, I want to make footstep sounds, but I'm too lazy to add anim notify on each animations.
Is there procedural way to do? I don't want to buy and use any other plugins

earnest tangle
#

If you don't want anim notifies you could try using timers I guess

#

but depending on how your animations work, it might not reach a good accuracy without a lot of fiddling

burnt citrus
earnest tangle
#

I guess another approach would be to trace from the feet towards the ground and see when it's close enough and play the audio but that seems somewhat complicated for not having to add anim notifs lol

burnt citrus
#

I would use raytrace footstep system

earnest tangle
#

Yeah I mean you could give it a try and see if it works for your usecase, basically it's similar to doing foot IK

tight schooner
#

@copper grove I was gonna say gimbal lock (when rotating on pitch axis) but lookin at the strange behavior in your video, I'm not 100% sure. You should screenshot the relevant node graph for the channel.

If it is gimbal lock, you should either attach the offending part to a dummy Scene Component in such a way that you can rotate it on yaw or roll, or use quaternions to rotate

copper grove
#

its just a little faster then I wanted which is quite annoying

#

A rotation that is below 6.0 starts to do the rotation on another axis it seems

tight schooner
#

Huh.

copper steppe
#

I have some some container blueprints with a price variable Z, each container, contains X child actors each with their own price variable Y

Currently I would have to calculate Z myself, going through each child actor, and adding them together

What would be the best way to automatically set Z to Sum(Y) ? πŸ€”

gentle urchin
#

Store the items in a datatable

#

On whatever criteria you got (I use some custom Focus) update Z according to current focus Y value

#

This would ofc work for child actors aswell

#

Oh wait

#

You want Z to Sum all Y's?

modest monolith
#

Hello, When they write for example Vertex count : 15000 for a model does it count also as poly count?

earnest tangle
#

Are vertexes the same thing as polys?

modest monolith
#

No.. then why they all speaks about vertex and nobody says how many polys? I wanna know the polys not vertex

earnest tangle
#

No idea about that, but yeah they are indeed not the same thing. A polygon would always have at least 3 verts

gentle urchin
#

Im confused

#

Isnt a poly the corners πŸ˜‚

earnest tangle
#

No, polygon is the shape, such as a triangle or a quad

gentle urchin
#

So a vert is 3 poly?

#

Oh

#

Lol

earnest tangle
#

Vertexes are the points that make up a polygon

modest monolith
#

Yeah but why they write like 50.000 verts

#

when what the people need is polys

#

to know

earnest tangle
#

I know you push vertex buffers into the GPU to render stuff, so it could be relevant as well

wicked magnet
#

Is it possible to have an array that stores multiple types of light actors inside of it? Right now I have one array per light type (i.e. one spot light array, one point light array, etc), but was thinking it would be less scripting if I was able to add all of the light types to one array. So that way I could make basic global changes to all lights at once (i.e. set visibility) instead of needing to access multiple arrays.

earnest tangle
#

Try making it an array of "Light" object references

#

I think all the light actors extend from ALight

#

If that doesn't work, you could store them as plain Actors but it would mean you need to cast them whenever you want to do changes

hearty barn
earnest tangle
#

Nice that looks pretty good :)

hearty barn
#

thanks πŸ™‚ I want to tweak it some more but it feels much more fluid and accurate now

wicked magnet
copper steppe
reef marsh
#

Anyone know why I have to delete the intermediate folder occasionally and recompile before my BP-exposed functions are recognized? They'll all be working fine and then some random time when I load the editor, most of the BPs have errors with unrecognized function calls; I delete intermediate and recompile and it's all fixed

earnest tangle
#

Are you hot reloading

reef marsh
#

no

#

It isn't after I make changes to code either. Like i'll add some new functions, it all works fine, I compile BPs, finish working, and open it up tomorrow to all the BPs having those errors. Not every time but maybe 1/3 of the time? It's weird

earnest tangle
#

πŸ€”

#

Yeah I've never ran into that so it really sounds like a hot reloading problem if anything lol

reef marsh
#

yeah

#

I don't use hot reloading, have all that stuff disabled

earnest tangle
#

Are you compiling with editor closed?

reef marsh
#

always close the editor and compile

earnest tangle
#

Okay yeah, I've heard it can cause issues even with hot reload off if you compile with editor running

reef marsh
#

mine won't ever compile with the editor open

#

it always errors out

#

so even if I wanted, I have to close it

earnest tangle
reef marsh
#

It's manageable since it's an easy fix, just annoying

#

wondered if there is something I'm doing that's causing it

earnest tangle
#

maybe someone on #cpp might have a better idea, although they will quiz you on the hot reload first I suspect alex

reef marsh
#

then they'll redirect me to here

compact thorn
#

Hello guys how is it going!.. I have one question about ue5

compact thorn
# elfin wolf go on

When I open BP or animation and stuff in my editor, UE 5 crashes everytime, I tried alot of things nothink worked

elfin wolf
#

when you open anything or a specific bp?

elfin wolf
#

solution: use perforce (source control) with ue5

compact thorn
#

All Bp

compact thorn
tawdry surge
#

All projects or just that one?

compact thorn
# tawdry surge All projects or just that one?

Just that one. But I realised somethink, I had drivable cars, in Ue4 and I migrated it to ue5, now all car realted stuff I cannot open, I even made a new one and exported it from blender still editor crashes

cursive wigeon
#

Hey, has anyone used niagara particles in a 2d top down game? I have a collision system working for damage etc. but once I try to use niagara system for dmg teh same way it doesn't work..

rare gale
#

If I set up an input (old way in the Project Settings) to have a Control modifier, it works, but still does the non-modified input as well. How do I keep that from happening. They are each set up as separate inputs

rare gale
tawdry surge
#

I think you need to have another event that fires on the unmodified key too

#

Or you could manually check if the modification key is pressed too, but that shouldn't be necessary

rare gale
#

The problem was that the non-modified event was firing as well

frigid hill
#

I got a stupid question but I'm trying to create new widgets OVER an existing widget, and the new small widgets get created UNDER my existing widget, there is way for me to click on them, even tho I've set the big one to be non-hit testable

#

thats my basic Widget, and then I want to add dynamically buttons to it

#

but they get created UNDER the first one

#

and yes, I've checked the Z order, it doesn"t matter

#

do I somehow need to add those new widgets as a child to the parent one or ?...

rare gale
#

I'd set up overlays to put the buttons into as children. That way you can put them where you want them

frigid hill
#

I need to find some doc about overlays then. I've never used those

#

thanks for the reply

tawdry surge
#

Right. If you have a separate unmodified event then it should fire correctly @rare gale

rare gale
#

overlays are just widgets that allow any number of children... they layer them on top of each other rather than try to align them like a vertical box or horizontal box

fair oak
#

hey i just want to show a widget when the car is in a certain point in the world while the player is possessing it but not when i switch to third person i tried everything and i cant get this simple thing to work (interfaces, booleans, current pawn starts with string boolean stuff etc)

frigid hill
#

like "add to overlay" or something

rare gale
#

get a ref to the overlay widget and add child, then pass in the widget you want to be in that overlay

frigid hill
rare gale
#

NP, good luck

rare gale
fair oak
#

my problem is testing if its possessing the car and overlaping the collision box off the different actor as a car

rare gale
#

I'm guessing the errors is for when you try to remove the widget that doesn't exist anymore. You'll want to put an IsValid macro before the Remove from Parent node and only do it if valid. You may also want to save a ref to the widget before you Add to Viewport so you can refer to it in other areas. (May not be needed) I'm not sure I understand how you are doing the other part though

fair oak
#

yeah but idk if spaming eventtick is a good idea in general

#

or maybe using while but my brain had enough logic for today i guess

rare gale
#

Sometimes Tick is useful just to understand how something is working. Then, once you get that figured out, move it to a more logical place and off of tick

fair oak
#

its weird that this is the hardest part in converting my car to an UFO

rare gale
#

You can also bind to a timer that loops every .3 seconds or so to get the same effect with less overhead

fair oak
#

yeah but it should be immediately i think

rare gale
#

you try print strings to see if things are firing and when?

fair oak
#

yes

#

i never get a false out of a branch and stuff only works with event tick

#

but before the branch it prints always true or false

#

i have these functions in the car and i want to test if the player is entered and if the car is in a colission box why is this so hard

candid geyser
#

Hey, I know this is a basic question, but does anyone have a suggestion for how to go about making the transition between one animation to another in a 2D Blend Space smoother?

#

Like, adding interpolation for example

trim matrix
#

Hey there

is there a way to get an object's scale in the world in metres or some other unit that is independent from what the relative object size is ?

So far I've tried, this, didn't work though

  • get World Scale (of a static mesh component)
  • get Actor Scale 3D

What I'm trying to do

  • creating an option ingame to snap by the size of the object one wants to place

The Issue

  • the object size of a cube for instance, one, is nothing in any scaling situation
  • instead of snapping by an object's size I end up moving it by just a little

The image below visualizes what I want (on the left, white cube would be the desired distance) and on the right an example of what happens
(please ping if you got an idea)

Update - Found the solution

  • getting a reference to the actor
  • connect the reference to a node called "get actor bounds"
  • box extent output can be used
  • box extent is apparently half the actual size, atleast when I look at "approx size" in the mesh viewer, so I multiplied that by 2

Just in case anyone is Ctrl + F 'ing through the questions with the same problem

rare gale
#

the event you are using only works if the object goes from not overlapping to overlapping. If the car is already in the trigger when you get in, it wouldn't fire that

fair oak
candid geyser
#

i am betrayed

spiral gale
#

I might have a fundamentally wrong understanding of timers, but, why would this timer keep looping until it's cleared? Shouldn't it keep ticking, if anything?

lost pecan
#

youre firing an event which starts a timer which fires the event that starts the timer

#

the Event input on the timer node refers to which Event the timer should fire when triggered

thin panther
#

And it will loop the timer

#

Then clear it when needed

spiral gale
spiral gale
thin panther
#

Whats the point in a timer still ticking if its only firing once

#

Explain what you are trying to do

lost pecan
#

youve probably misunderstood timers

thin panther
#

^

lost pecan
#

when you first run the timer youre saying "in X seconds, run the red Event input"

spiral gale
#

Yeah that's what I figured. Perhaps Timelines are a better suited candidate for what I'm trying to do

thin panther
#

Again what are you trying to do

spiral gale
#

Basically, I need to keep track of how much time has elapsed once a specific event is fired

gentle urchin
spiral gale
#

And have access to time elapsed time as a variable, and clear it with my own logic. As in, I perform the long jump action, start a "stopwatch" and have it ticking until I land back on the ground

#

I use the elapsed time to read off of a float curve

gentle urchin
#

Or

#

You know

#

Use a timestamp?

lost pecan
#

that seems to be exactly what timelines are made to solve, yes

gentle urchin
#

When you jump

#

No, not timeline

#

Timestamp on jump

thin panther
#

Yeah timelines arent made for that

gentle urchin
#

Save current time

#

And read current time on land

#

Delta = time elapsed

spiral gale
#

Is that the appropriate way to do it in general? Read off of tick and keep the delta?

gentle urchin
#

If you need it updated once per frame, thats perfectly valid

#

Otherwise just read it when desired

#

I believe theres a get world elapsed time or something alike?

#

Or get current game time perhaps

spiral gale
#

Get Game Time in Seconds, perhaps?

gentle urchin
#

Yeah

#

That one

spiral gale
#

I'll try that approach I guess, thanks - I though Timers would work here, but what I'm looking for is more of a stopwatch

spiral gale
#

this node only gets called once. But the Event itself just keeps on going - maybe that's what Timers are supposed to do, but I don't get the logic behind it, especially since Looping is unticked πŸ€”

earnest tangle
#

If you are talking about your earlier screenshot, it's like was said - you are triggering the same timer again and again

spiral gale
#

Would it work with a Do Once that I manually clear with a LongJumpEnd Event, or is that an ugly solution?

earnest tangle
#

It would work if you just stop having the timer re-trigger the event that triggers the timer

spiral gale
#

I'll have a better look into it, but so far I can't figure out how the timer is triggering the event

#

All I'm doing with it is this

earnest tangle
spiral gale
earnest tangle
#

Look at the event pin

#

That's what triggers when the timer fires

#

You have connected it back to the same event which starts the timer... therefore every time when the timer triggers... it runs the same event... which then starts a new timer... and so on

viscid arrow
#

does anyone know how to use for each loop with break?

earnest tangle
#

you connect an exec pin into the break pin to trigger the loop to stop

viscid arrow
#

oh ok

#

my unreal just stops working when i use it

#

thought i was using it wrong

earnest tangle
#

you're probably getting an inifinite loop

#

so it would be helpful to see how you've set it up

viscid arrow
#

its a bit messy though, i'll send it in a bit

spiral gale
earnest tangle
#

πŸ‘

viscid arrow
tight pollen
#

hi, how can i get current camera from character in component

#

my character have this component

#

and i don't want use: Begin Play >> Get Component in character >> Set Camera Variable>> Get this variable in Component

#

i want, something like "get owner"

#

or something like "Get Current Camera"

#

does such a thing exist

#

?

viscid arrow
#

does the character have multiple cameras?

tight pollen
#

yep

#

can this somehow be done without setting the camera in a variable?

tight pollen
#

but I am looking for an automatic solution

#

that the camera will be set immediately after adding the component

gentle urchin
#

Toss it in a function, make a local array of your findings, and return that

viscid arrow
viscid arrow
viscid arrow
rich jungle
tight pollen
#

I tried and I don't know how to download the camera from Manager

rich jungle
#

you can't be 100% certain if you're getting the information you expect

viscid arrow
umbral ginkgo
#

How do you update an interface variable?

gentle urchin
#

What do you mean

#

You return it

#

What else is there?

umbral ginkgo
#

Idk, haven't used interfaces in a while

rich jungle
tight pollen
#

so i need get owner i think

umbral ginkgo
#

Back to the interface thing, what function do you use to retrieve the variable you store in the interface?

viscid arrow
#

does the append array add both arrays together or does it override?

versed sun
#

i believe overrides the top value

severe tendon
#

Hello, how could i make it so that i create only one widget with text on it, yet the text changes depending on the situation?

#

So that i dont have to create like 10 widgets for each line of text

versed sun
#

add a Text variable, Check Expose on Spawn and Instance editable

#

then when you create the widget, the new Variable will be there

dire shadow
#

hello chat, completely new to the software, coming from unity

trying to translate a project from unity into unreal, getting stuck with a hovercar script, im just trying to get those 4 points as default values for a transform array i can move them in the viewport using the 3d widget but i was wondering if i could somehow apply it to the blueprint class

versed sun
#

Apply to the Blueprint that you have the mesh in , or do you want to save 4 transforms to the mesh ?

dire shadow
#

id like to set the ones i have in the viewport as default values

#

im not even sure if its the proper way to do what im trying to do

versed sun
#

you can Get socket by name i think

dire shadow
#

in unity i just had 4 emptys parented to the car and i used that as points

versed sun
#

so , you have 4 socket point on the mesh , right ?

dire shadow
#

im not sure what a socket point is, would you mind explaining it ?

#

im sure im probably using them but i just dont know the proper names

versed sun
#

your Hover Point1-4

dire shadow
#

yes

versed sun
#

so, in your blueprint use a Get Socket Transform node

dire shadow
#

uh uh

#

yeah

versed sun
#

so, make a text array with the 4 socket names

dire shadow
#

ok

versed sun
#

im mocking it up, sec

#

its a Name variable type

#

ooo, change the Transform Space to .... component? not sure

dire shadow
#

i would guess it would be actor space

versed sun
#

i think , as long as the hovercar is centered

dire shadow
#

how did you actually edit the values

#

it prompts me to add another node but i cant actually edit the values directly

versed sun
#

plug one of these into an array pin

#

[0]

#

then you can delete that node once the pin is assigned

dire shadow
#

seems weird that you kinda need to kickstart it

versed sun
#

its just a grey wildcard to start

dire shadow
#

i feel like you should just be able to choose the array type in the details tab to begin with

orchid garden
dire shadow
#

but i guess that also works

candid geyser
#

Okay! Officially in a good position, all I need to ask is, does anyone know how to use a box trigger to play a specific HUD animation?

dire shadow
versed sun
#

well , i learned to work backwards, i pluged in the Array Element of the For Each Loop into the Socket name, and that assigned the pin type for the Loop

#

thats a variable

dire shadow
orchid garden
dire shadow
#

@versed sun now that i have it setup, how exactly is this helping

cobalt rose
#

When debugging and on a breakpoint, how can I find out which Pawn a given controller possesses? The "Blueprint Debugger" window doesn't show any variables that might refer to pawn, and I don't know a way if I can call "getPawn()" on a live instance while debugging

dire shadow
#

is this getting the transform from the scene widget directly ?

versed sun
#

well, i would start by running that in your construction script

dire shadow
#

ok

versed sun
#

but , add a Clear Array node before that

upper flax
#

How do vector arrays work? I can't seem to plug them into a get node

dire shadow
#

pretty sure you need a for each loop before

versed sun
#

so you dont keep adding 4 new ones

dire shadow
#

it seems like its plugged wrong

versed sun
#

o, close

dire shadow
#

yuh uh, im a programming god

versed sun
#

so now, those Default Transforms will always be whatever your socket points are

#

and if you decide to adjust the points on the mesh, you dont have to change any code

dire shadow
#

but doesnt that mean i need to change the points on each actor i make from that class

#

by default they're in the middle

#

i wouldnt be surprised if i explained myself poorly and you tought i was talking about something else

#

if so im sorry

versed sun
#

well, those points are unique for that mesh

#

are you having different meshes ?

dire shadow
#

i have 1 mesh but since its a pawn blueprint its supposed to spawn at the start of the scene

#

if im not mistaken

#

right now im using a spectator pawn and an instance of the class i just placed down for prototyping

versed sun
#

i assume you need those transforms to spawn smoke/fire/clouds or something ?

dire shadow
#

i need those to cast rays to the floor to determine if i should apply force at those points to make the car hover

#

i have the unity script im trying to translate if that can help

versed sun
#

yah, i never tried unity

dire shadow
#

basically it just checks if it gets close to the floor and when it gets too close it starts applying a force to make the car hover

versed sun
#

so, each actor that you have will each have a set of 4 Transforms

dire shadow
#

yeah

versed sun
#

those transforms are relative to the owning actor , btw

dire shadow
#

technically there will only be one at all time in a scene

versed sun
#

ok

#

ohhh, i see

#

your first pic was in your actor

dire shadow
#

yes its not a mesh its the actual actor

versed sun
#

i thought you had sockets set up in the mesh editor

dire shadow
#

oh no

#

its just that transform array

#

id just like to be able to use a gizmo to get them in place as default values

#

i wont need to touch them after that

#

i could technically just input the coords but its gonna take a while to get them right

versed sun
#

alright , open the hovercar static mesh

dire shadow
#

uh uh

#

that window right

versed sun
#

top righ , you see Socket manager ?

dire shadow
#

yeah

#

ok yeah got it

versed sun
#

Create a Socket , and you can position it in the world

dire shadow
#

then that blueprint thing you made makes it into a transform array right ?

versed sun
#

yes

dire shadow
#

nice

#

thank you

versed sun
#

yup, you can save alot of info in sockets

dire shadow
#

i dont really understand why that would be in the static mesh in itself but uh

versed sun
#

you can even have a Preview Mesh, so if your adding wheels, you can visualize them

dire shadow
#

thats pretty nice

#

while im at it do you know why theres unloaded actors that i cant delete and just spawn when i start the game

versed sun
#

no clue

dire shadow
#

ill just try restarting

#

might be some kind of cache thing

#

it was, i think

#

at least i could remove them when i restarted

#

ok it works, nice

versed sun
#

nice

graceful hamlet
#

Any ideas why the "get any keys" input would fire with every key (and mouse click) except for the arrow keys? I checked to see if they were being intercepted somewhere, but no luck. The work otherwise (like I can arrow back and forth in the comment box here)

#

Binding them specifically with input likewise fails.

lean pawn
#

Hey peeps

#

Someone there?

#

I can't seem to find a certain group of blueprints... How should I proceed to add nodes?

dire shadow
#

@versed sun sorry to bother you again but the points seem to get out of alignment, like they follow the mesh but not the rotation

versed sun
#

whats your code for determining start/end of line trace ?

dire shadow
versed sun
#

add your z back together

dire shadow
#

trying that

#

its even more unpredictable

#

for some reason

#

i looks like the transform of the point is a inverted version of the mesh transform

versed sun
#

better yet, skip the break and make vector , and just add location + 0,0,-Hoverheight

#

ok, might have to rotate vector

#

oh, you want world location, not relative

dire shadow
#

id just want the hover point to stay in place with the car

cursive wigeon
versed sun
#

Maybe ?

dire shadow
#

the z rotation is plain reversed, you can see the front rays just hit at the other side

dire shadow
woeful haven
#

does anybody have a lead on how to get a Level Sequence to play within a blueprint? I have a simple animation on a SM that I would love to play each time I drop the item in the world

dire shadow
versed sun
#

vector + Vector

#

right click bottom pin and split

dire shadow
#

ok that should be it

#

the z axis is still reversed

versed sun
#

remove that Make Relative transform

dire shadow
#

well now it doesnt detect any hit at all

#

without that make relative transform it simply doesnt move with it

versed sun
#

ok

dire shadow
#

truly confused

versed sun
#

well.... you could take that first chunk of code , change it to world space , and run that before your line trace, then its just

limpid bronze
#

How would I detect if an object is behind another object?

#

Like how would an enemy detect if the player was behind them.

dire shadow
tawdry surge
#

Dot product the forward vectors of the two actors
If its return value is 5.-1 its facing the same way

flat coral
#

Is there a way I can move a variable from a parent class down to the child class, so if I reparent it I keep the variable?

trim matrix
#

Hi, im currently working on a mod for a game. I am trying to draw lines with the onpaint function but it just doesnt draw anything. Widgets and stuff appears correctly but the onpaint thing is somehow not working. Does someone have an idea how i could fix that ?

undone surge
#

the transform here in the mesh settings is referred to as world transform in bp?

#

like if i wana change these in bp i use set world transform ?

limpid bronze
#

I know this isn't the right channel but do you guys know where the pause/start button on the Unreal Engine gamepad is?

#

is it special left and special right?

viscid arrow
#

is it possible to reset a for each loop?

calm cargo
#

How can I append a new line to a string?

dire shadow
#

used them as parented vectors

tawdry surge
#

@viscid arrow if you break out and start it again

#

@calm cargo append and shift + enter

latent spade
#

How do I add the ability to rotate a Param2D? I need to rotate a media plate in composure that was filmed vertically.

calm cargo
severe tendon
#

So, i have a door blueprint with a code that says that it needs a specific key to open it, there are three types of doors and you need a key for each one, how could i make a child actor and replace the key needed to open the door in question for each door?

#

Should i just copy the code i made in the parent and just change the key needed or is there a more effective way?

flat coral
#

Is there any way to use Replace References for components of an actor?

tawdry surge
#

@severe tendon you should just make a variable for key type and set it on spawn or manually in the level when its placed

#

No need for more than 1 class

severe tendon
#

The thing is that all the doors are connected, so if i change the needed key for one door it will also change the rest

#

How exactly could i set it?

tawdry surge
#

If you make the variable for the key type instance editable and expose on spawn you'll be able to set it from the details panel in the level or pass it through the spawn node

severe tendon
#

Yeah it works

#

Easier than i imagined lol

#

Thanks πŸ‘

#

Also, I'm doing the same but with the keys, the thing is that each key has a different color, should i just create a child for each one and change the color or is there a easier way?

vocal kestrel
#

QUick question, is this a decent-enough solution to get proper physics collision using the charactermovemet component when standing still? Since it doesn't handle collision properly without moving, i just move the thing a bit each frame, so it's always works.

tawdry surge
#

@severe tendon you can set the material per instance much the same way. I'd pry make a struct and a datatable for it depending on how many types you end up with

#

That way you can set the color, type, mesh, etc.. with one option rather than setting them individually every time

severe tendon
#

Ok, how can i make a instance of a material btw?

vocal kestrel
#

You should just be able to right click the mateiral and choose that option

severe tendon
#

Yeah, got it

#

Thanks again

limpid bronze
#

How do I activate the mouse via blueprints?

flat coral
#

Is there a reason why "duplicating" components doesn't actually duplicate it but instead makes a new one with the default settings?

#

Like, if I duplicate a static mesh, the new one should be the same mesh as the old one

tawdry surge
#

@limpid bronze get a reference to the controller-> "set show mouse cursor" and probably "set enable click events" too

limpid bronze
#

ah okay. Thank you

cobalt gulch
#

How do i put a post process on a widget?

lilac storm
#

hey devs , i am quite new to ue4 so sorry for this question . but what is a difference of having gun as a Static Mesh and Skeletal . I have seen almost every gun asset in the marketplace are Skeletal Meshes .Why is that ? What is an advantage of having it as a Skeletal Mesh ?

dense furnace
#

skeletal meshes you can animate in your modeling tool where a static mesh is just a mesh no animations or bones you can still animate it in ue but depending on your needs that can be more work

summer skiff
#

Is there a way to hide and show a material when lit by a specific light. I am trying to create a ghost effect where a flashlight beam only reveals some objects. Thanks

cobalt gulch
#

How do I get a reference to the player who shot the character with a bullet?

dark crow
#

Instigator?

fiery glen
cobalt gulch
fiery glen
#

when you spawn the bullet it should have a pin to set the instigator

#

SpawnActorByClass etc

cobalt gulch
#

Oh but the bullet is being spawned from the weapon

fiery glen
#

then use the current owner of the weapon

#

which I assume will be the person firing

cobalt gulch
#

Get owner?

#

I can't get the instigator and give it to the bullet

#

Wow this is unbelievably confusing

tawdry surge
#

@summer skiff you can use a sphere mask to get that working

summer skiff
candid geyser
#

Okay! So I got a basic dialogue system functioning. Any suggestions on how to make it scroll characters instead of all appearing at once?

tepid shore
#

Can someone tell me why this doesn't place the rotation of an object back to zero after being changed in the world?

#

I want the door to reset when an event happens or is activated

celest tangle
#

This is currently moving my character forward & backward but only barely (very small amt) every scroll of the mouse wheel. I tried changing the scale value both in blueprints and in project settings axis mappings but they seem to have no effect:

#

Any idea how to make the character move faster or more per scroll?

tepid shore
trim matrix
tepid shore
trim matrix
tepid shore
dawn gazelle
# celest tangle This is currently moving my character forward & backward but only barely (very s...

A forward vector is normally a value between -1 and 1.
An axis value is normally set up to be between -1 and 1.
The direction is multiplied by the scale value on the Add Movement Input node.
So if your axis value is between -1 and 1, and your direction vector is between -1 and 1, multiplied together they'll only be between -1 and 1 which is a very small amount of movement.
To fix this, you either want to change your axis value to output higher values, or multiply the axis value by a certain amount before inputting it into the Scale Value on the Add Movement Input node.

celest tangle
delicate scroll
#

I’ve got an array β€œAdded to Table” and what I’m trying to do is get the values to be shown in a widget. So, I’ve got another array, β€œPosition Array” which has the variables of each piece of information where it should be on the variable. (The widget has strings as placeholders, so that when the data is updated it will display the right information where I it needs to be if that makes sense.)
The idea is that I’m taking the, β€œAdded to Table,” values and setting the variables in the, β€œPosition Array.” That should make the widget display the information.
I can do that by taking, β€œAdded to Table,” getting the index, and setting the specific variable.
What I want to do, so that it’s cleaner (and I assume more efficient maybe?), is to use a ForEach Loop. It would also save me the trouble of having to add all of the variables and making this whole big thing. Although at this point it would have been MUCH faster haha. But I want to figure this out (even though it’s putting me behind schedule 😬 . )

candid geyser
#

Okay so I had to kinda restart the dialogue system

#

Any suggestions on how to make a dialogue system, where the player can actually decide what to say next?

gentle urchin
#

Theres like a 100 ways to do this ^

#

You want to present the player with options?

#

I enjoyed the dialogue nodes plugin, had great experience with it. Makes multibranching dialog super trivial. Sadly its not supported in ue5 yet... i've been planning to convert it but its a tad out of my knowledge , so its gonna take some time πŸ˜‚

quartz parrot
#

hey guys! Im trying to convert a group of Static Meshes to a single SM in ue5, however I get 18 instances of the same material (arrow material) when converting them to a single mesh, is there a way to make the 19 meshes use the same material?

maiden wadi
# flat coral Is there a reason why "duplicating" components doesn't actually duplicate it but...

I'm not sure about the Blueprint call. I assume that it's the same thing, but the C++ call to "Duplicate" a component does exactly what you mentioned. It creates a new component of the same type, at the same attach point. The reason for the call is mostly because there are several lines of code required to create a component in C++. As a general rule, you're probably never going to see Engine level calls that duplicate or handle state for you. That is all going to be project specific.

flat coral
maiden wadi
#

Oh, I thought you were using the literal duplicate function for components. πŸ˜„

flat coral
#

Nah I mean like this

maiden wadi
#

Not sure about that then. Haven't had a problem with pasting components like that. They usually retain values.

flat coral
#

They do if they're not inherited

maiden wadi
#

That might share the same duplicate function. Which doesn't copy values.

terse moss
#

Sorta complicated to explain, but does anybody know of a way to find a given number of points with equal distance from one another relative to an origin location? I want an actor that you can specify a number, and it creates a "clump" of points that are roughly forming a sphere, where you can specify the distance between these points. I have no idea how to tackle this, any input would be nice.

maiden wadi
#

Would just ctrl+c, ctrl+v if possible.

flat coral
#

Same issue unfortunately.

#

Also BTW do you know of any way to check WHERE a blueprint is referencing some other BP?

#

I've since reparented most of these, but even though the new parent is "Actor" some of them still say they're referencing the old parent

maiden wadi
#

Alt+Shift+R, or right click and go to the reference viewer.

flat coral
flat coral
terse moss
#

Yeah I had no idea where to ask lol, I've just been bouncing this around in my head all day

flat coral
#

Like if I'd gotten that in a linear algebra class early enough I might have dropped it

terse moss
#

I'm probably gonna abandon the idea and fake it at 5 number intervals that max at 20, this is all for a collectible that I want to specify the quantity of a given instance

flat coral
#

It'd be nearly trivial with a circle but it gets weird with a sphere

terse moss
#

I'm still dumb when it comes to math stuff like this, even a circle might be fine for this

flat coral
#

Oh nm I just remembered how to do this, you're secretly constructing regular shapes with that many points

terse moss
#

But how does that work when it becomes multiple "layers" deep? Is it like a certain number will trigger a second layer sorta deal?

#

or second shape

flat coral
#

Oh GOD you don't just want the surface of the sphere you want them spread throughout?!

terse moss
#

This is all just me finding the cheapest easiest solution that looks best, I'm not married to any particular solution

#

I'm not knowledgable and wanted to ask before making a terrible mess of a blueprint that didn't even work lol

flat coral
#

If you wanna have fun with it look into molecular geometric. How elements combine to form molecules actually duplicates this same problem because they want to attach to the same center element but be as far away from each other as possible in a spherical arrangement

#

Ignore the green ones there

#

If you wanna google it I think the real term these days is "Valence Shell Electron Pair Repulsion theory" or VSEPR

#

But that's way overcomplicating it

terse moss
#

Super interesting, yeah this isn't something that's highly necessary for me to solve either, just would be neat if possible. Might max out the quantity that you can apply at 20 or something and just make sprites for 1, 5, 10, 15, and 20 with scaling in between

#

I just love me some visual polish

#

But performance hit for a collectible that's repeated a hundred times probably isn't worth it

flat coral
#

Yeah, no, simulating this is probably np-hard.

terse moss
#

That said, if solved it'd only need to run in construction script, I don't want complex movements

flat coral
#

Honestly I'd just make a shape with 20 points that looks good, and then have an order to them so I can hide some of them to get the correct number

#

So it hides the outer ones first and inner ones last

terse moss
#

Yeah haven't thought of that, sounds like a clean solution too

flat coral
#

OR YOU COULD SIMULATE MOLECULAR GEOMETRY C'MON IT'LL BE FUN

terse moss
#

OH YES PERFECT I'LL GET RIGHT ON IT

#

How would you get shape vertex location in this circumstance?

#

Or are you saying specify the locations manually

flat coral
#

Manually. If you want them to move just specify a path for each

trim matrix
#

Can someone tell me what Event Beginplay does?

terse moss
#

It's an event that is fired when you begin play

flat coral
#

But yes, it gets called by the engine when that component begins play

trim matrix
flat coral
#

Yeah if it's attached to a blueprint that's spawned in level. Though I can't say that's the best way to do it, I haven't messed with video playback

terse moss
#

All depends on your needs really