#blueprint

402296 messages Β· Page 917 of 403

flat coral
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Oh, maybe. I don't mess with level blueprints

terse moss
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If you want it in only a specific level and aren't repeating logic, you could do it in level blueprint

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Otherwise best to create an actor and apply variables

trim matrix
trim matrix
maiden wadi
trim matrix
maiden wadi
terse moss
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@trim matrix Any more context for what you're trying to do?

trim matrix
terse moss
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Is clip referring to sequencer or something? I'm not familiar if so

maiden wadi
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You can just use Beginplay like you asked. It should work. Test it out and see.

terse moss
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But regardless of if this is video or sequencer or whatever, this does sound like something that you could tie to beginplay easily. Sometimes it's just a matter of finding the link between multiple interfaces

terse moss
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I see media player which I have not messed with, but I feel like you should be able to drag and drop that into the graph and just go from there

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Assuming the clip is tied to that, I'd imagine that dragging off of a reference to that variable would put you on the right path

maiden wadi
trim matrix
maiden wadi
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You need a widget with an image, with a media player set in it's brush. That needs created and added to screen in beginplay here.

maiden wadi
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I think that's correct. In the level's Beginplay, you need to create that widget, and add to viewport.

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Mediaplayer should have a binding for media ended or failed though. I would use that to remove from parent instead of a delay.

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Users get agitated even if it's their own fault with bad codecs if they have to stare at a 12 second black screen.

trim matrix
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it still doesnt work

maiden wadi
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What are you doing in the level beginplay?

trim matrix
maiden wadi
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Is this an empty level?

trim matrix
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this is the only thing thats in it

maiden wadi
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I meant more if it's pitch black. If it is, add some debug text on top of the image in the widget to make sure the widget is being added to screen correctly.

trim matrix
maiden wadi
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There is a small chance that you might be doing this before player is ready. Been a while since I've used the LevelBP

trim matrix
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maybe i should change from standalone game to viewport to test it?

maiden wadi
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Shouldn't be much difference. Will break in multiplayer, but will be fine for Single.

trim matrix
maiden wadi
# trim matrix

On this here. Add a preset display like text or another image. Make sure the widget is on screen at all. If the widget is on screen, then we can debug the media player.

livid ginkgo
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If anyone has a fix or can turn me in the right direction, that would be helpful

trim matrix
trim matrix
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Nvm that is the same

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i found out what is the problem

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OMG IM DUMB

warm bane
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Can someone please help me out, im making a third person game and i wanna add crouching, but can't figure out how to do it

weary flame
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How can I "fuse" two static mesh components in one BP? I want this capsule to be two different objects since I want to be able to separate them but the carrying logic is attached to the bottom part (which is the scene root). How can I attach and detach them to each other? (I am thinking that spawning the top as a separate actor and attaching it at event being play might be an option but I want to know if there is a easier way).

maiden wadi
warm bane
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Im new to unreal and don't really understand what you just said πŸ˜‚

maiden wadi
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Do you know how to use input events?

warm bane
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I know how to make inputs so i think so

maiden wadi
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For simple example.

knotty bane
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I have a wired "bug" I guess. it's 4.26...but it's general question maybe not related to this version.
So my setup is an actor which has a exposed bool (default false). On BeginPlay I create and dynamic material instance and save it to a variable. On tick I check if this bool is true, then I export this material to disk and set the bool to false again (similar to the capture button on the old skybox). I change this bool by clicking on the exposed variable in the editor/actor/settings part. This works fine as long as I don't eject from PIE and do it then. If I do the DMI Variable is None! Even if I possess again it stays none!
If I eject, and possess again (without changing the bool) everything works like expected.
Any Ideas?

gentle urchin
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Check on tick sounds excessive

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Theres a function setting the book true, is it not?

knotty bane
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Ok I missed some information πŸ™‚ I eject from PIE, select my actor, and set the exposed bool by clicking on it to true. This "enables" the branch inTick and does its DMI Export and sets the bool to false again

gentle urchin
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Sounds like something that fit nicely as a call in editor function

thorny rover
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Hi! I have some weird anomaly with blueprints. When i only have 1 blueprint spawning an actor from event dispatcher and setting it as a variable inside blueprint and accessing / destroying that blueprint works. When i have multiple instances of a blueprint that spawn actor and set them as spawned actor variable i fail to destroy those actors, they keep "pending kill" but not destroyed.

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as if setting a reference gets lost when you have several instances of actors who spawn and set actors inside of them. Weird

knotty bane
gentle urchin
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Fair enough. Perhaps show some code :)

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Theres no obvious reason for eject to invalidate a dmi

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Also, make a getter function for the dmi

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Which checks if its valid, and if notz create and assign it

severe tendon
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I have a problem with this widget, Normally what it should do is when it collisions with a door a message to open with F appears but when you exit the collision it disappears, yet sometimes it doesn't idk why

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I did it with a remove from parent btwe

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Here's the BP

brittle garnet
severe tendon
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How could i hide it?

tawdry surge
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End overlap isn't the most reliable in my experience.
I usually just check if the player is still overlapping manually at a given interval. Usually every .5 - 1 sec

brittle garnet
severe tendon
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How can i access it from the code?

dire shadow
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how can i make it that it runs it a loop while the key is pressed instead of running once every time i press it

tawdry surge
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Timer by event or function
Start it on pressed, clear on release

dire shadow
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thanks

brittle garnet
severe tendon
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Ah ok, I'm not that used with working with Widgets hehe

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Hmm, still there

twin pine
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I have an exploding barrel which turns invisible but right before destroy it turns visible again

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fixed it

glossy crystal
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Hello, I'm having an issue with my combat code. Basically when I spam the attack button it sometimes tries to replay and cut off the current anim montage that is playing with the same anim montage and I'm not sure why it happens, you shouldn't be able to play an animation and attack again while you area still attacking because of the "Can attack" variable but for some reason it sometimes randomly just replays and cuts off. Any help is appreciated!

dire shadow
glass stump
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I've heard that a setup like this can smoothly interprelate any value, yet my light here turns off very suddenly. Any ideas what I'm doing wrong?

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I assume it's something to do with the Target but not sure what to put there.

brittle garnet
glass stump
brittle garnet
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Okay. So interpolation is a step-wise process.

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If you have a discrete event like here, you need to drive the interpolation from a timeline.

glass stump
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OOOH, I see! So this code is generally no good I assume? I have to go with the timeline route! Thank you! :)

serene bramble
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Uuerrr - help?

tawdry surge
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@dire shadow on pressed -> timer by event or function -> promote the return to a variable
Run your boost logic off the delegate event (for by event) or put it in a function (for by function)
On release -> get the timer handle variable you made -> clear and invalidate timer by handle

dire shadow
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ok thank you

glass stump
dreamy yacht
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Hi guys, I have done the teleport function for my arcade racer, BUT LOOKS LIKE my actor inherits it's previous velocity from before teleport action took place. Maybe do you know how to limit actor's velocity to 0 after teleport is finished ( looks like that actor inherits it's previous speed before teleport action and moves with that speed after the teleport ) ?
I want to limit actor's speed, because teleported actor ( car ) is thrown around the track a lot

tawdry surge
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You can set it to 0 right before or after
But if you check the teleport box on the set actor location node the teleporting shouldn't add to the original velocity

cobalt lynx
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Hey any idea how to check if a physic object hit a ground or anything else to play a matching hit sound? On Component Hit does only register if the actor is hit by something else and not if it hits something

tawdry surge
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On hit should be spamming if your object is just sitting on top of something.
But you could do a small trace in the direction of movement and get the surface type that way

dreamy yacht
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If I use simpy "Teleport" then, there is no box to uncheck or uncheck in

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If I use "Set Actor Location", then I must tick the "Teleport" box to make the teleport action ( change of location ) to even happen

dreamy yacht
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and which function to stop movement after respawn ?

tawdry surge
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Set velocity to 0

dreamy yacht
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no such function

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I can only cast to car actor and use "get component velocity"

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and the multiply by 0,01

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*then

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but it will not give almost any effect

dire shadow
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is it normal that i need to input 1million into the add force function for it to actually move at any speed or am i doing something wrong

silk cosmos
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That's normal

dreamy yacht
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what the function to make car stop immediately ?

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Stop Movement Immediately does'nt work or I am using it wrongly

short reef
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So with my weapons, I want them to potentially be either static meshes or skeletal meshes. Problem is, that makes it harder to just have them inherit from a single class, since you can't replace an existing component. Any suggestions on what I could do aside from, well, having to create and maintain two sets of base classes?

tight schooner
# short reef So with my weapons, I want them to potentially be either static meshes or skelet...

Probably deepen the hierarchy if you think the complexity is worth it. Base class with no mesh components but with most of the functions that matter, then two child classes with either type of component, then the real weapons are derived from that.

Or another approach is to have, again, a base class with no mesh components, and build your real weapons off that. Whichever in your mind entails the least complexity while preventing duplicating code. Having code that can be updated in one place is kind of the goal. BP components can help in that too, but it's situational.

IMHO

past hazel
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how to fix?

short reef
tight schooner
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If the crux of the issue is getting a component that may or may not exist, you can do something like get components of class, or get component with tag

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Have the base class find the sockets automatically and save them to variables or w/e

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Or save the component with the socket into a variable. I assume a mesh and a skeletal mesh have a parent class you can use to stuff them into the same variable while still being able to get the sockets

short reef
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A scene component would work, I suppose, though you'd have to basically assign the variable in a sorta roundabout way by assigning it on construction or begin before the parent begin is called

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Assuming that would work, of course

tight schooner
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My idea was putting that code on the parent, where it finds the relevant component(s) on its own, but whatever works.

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I find patterns like, the child class does some override stuff and then calls the parent function/event easy to mess up cuz then you have to remember to do it that way on every new child class

short reef
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Okay, it seems to work for now

astral fiber
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Can I call a BP Node Async?

tight schooner
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not without C++ or plugins AFAIK

wide solstice
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Hey guys I need to ease in / ease out between to random floats over the span of 10 seconds . I imagine I can use flerp but how can I set the alpha from 0 to 1 in the span of 10 secs? I don’t really get use of timeline

tight schooner
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and when you play the timeline from start, it'll fire the "update" exec pin until the timeline completes

untold fossil
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I have a strange issue, all of a sudden my search in blueprint doesn't work anymore. When I search on a function or anything it just seems to hang. Not like a freeze but I can see the orange search bar somewhere half way and it just stays there forever. Anyone know the f is going on? o_O

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just stays like this endlessly

maiden wadi
dire shadow
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ive been using empty static meshes as emptys and i was wondering if it was ok or could it cause problems in the future

maiden wadi
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Also. What UE version?

untold fossil
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4.27 and I didn't I let it search for minutes without any change

maiden wadi
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Hmm. Odd. I've seen it hang in 4.26 when closing or searching before the index was complete. 4.27 and UE5 seemed to fix that. I haven't had it do that in 4.27 at work yet. Might be some sort of corrupted generated files?

maiden wadi
dire shadow
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what should i use as empties then, unreal doesnt seem to have some at least not in the components menu

maiden wadi
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Depends on your use case for them. You can programmatically spawn them at run time based on preset points. Or if they're for editor only use, there is an editor billboard component.

dire shadow
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im just using those instead of a vector array since they're easier to setup

spring shard
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is it possible to make spline with physics with user input for trains with blueprints?

dire shadow
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there shouldnt be more than one of these blueprints at a time at runtime so i dont think it should be an issue

faint pasture
maiden wadi
spring shard
faint pasture
dire shadow
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that cant be it

faint pasture
faint pasture
dire shadow
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ok i found it

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ill use that next time thanks

untold fossil
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@maiden wadi I restarted my editor and it seems to be fixed now

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unreal shenanigans I guess πŸ€·β€β™‚οΈ

severe tendon
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I don't know if this is the place to ask but

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How could i create a black blurry outline like in the image

quartz pawn
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Set View Target isn't working. Calling from PC.

echo mist
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Is there a way how to override Animation Blueprint Child Random Sequence Player? It's not exposed in Asset Override

maiden wadi
maiden wadi
sweet silo
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hi ! Any idea what that's mean ? It appears when i launch the project after packaging
thanks a lot

Assertion failed: SchemaIt != SchemaEnd [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\UnversionedPropertySerialization.cpp] [Line: 669]

0x00007ff6af42cf53 TEST3DS.exe!SerializeUnversionedProperties() []
0x00007ff6af42c603 TEST3DS.exe!UScriptStruct::SerializeItem() []
0x00007ff6af5a1186 TEST3DS.exe!FStructProperty::SerializeItem() []
0x00007ff6af42cfb8 TEST3DS.exe!SerializeUnversionedProperties() []
0x00007ff6af426be8 TEST3DS.exe!UClass::SerializeDefaultObject() []
0x00007ff6b3957103 TEST3DS.exe!UBlueprintGeneratedClass::SerializeDefaultObject() []
0x00007ff6ad6c94a2 TEST3DS.exe!UClass::SerializeDefaultObject() []
0x00007ff6af32d6d3 TEST3DS.exe!FAsyncPackage2::EventDrivenSerializeExport() []
0x00007ff6af334b00 TEST3DS.exe!FAsyncPackage2::Event_ProcessExportBundle() []
0x00007ff6af338733 TEST3DS.exe!FEventLoadNode2::Execute() []
0x00007ff6af352436 TEST3DS.exe!FAsyncLoadEventQueue2::PopAndExecute() []
0x00007ff6af3716f4 TEST3DS.exe!FAsyncLoadingThread2::Run() []
0x00007ff6af24e4eb TEST3DS.exe!FRunnableThreadWin::Run() []
0x00007ff6af247160 TEST3DS.exe!FRunnableThreadWin::GuardedRun() []
0x00007ff9a26f7034 KERNEL32.DLL!UnknownFunction []
0x00007ff9a32e2651 ntdll.dll!UnknownFunction []

Crash in runnable thread FAsyncLoadingThread

maiden wadi
sweet silo
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what does serialize errors mean ?

sweet silo
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yes πŸ™‚

glass saddle
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anyone know what to do about this: MapCheck: Warning: Default__IWBE_Blutility_C /Engine/Tutorial/InWorldBlueprintEditing/TutorialAssets/IWBE_Blutility.Default__IWBE_Blutility_C : Obsolete and must be removed! (Class is deprecated)
LogBlueprint: Error: [AssetLog] C:\UE_4.27\Engine\Content\Tutorial\InWorldBlueprintEditing\TutorialAssets\IWBE_Blutility.uasset: [Compiler] Default__IWBE_Blutility_C is not valid. See the MapCheck log messages for details.

spring shard
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Can i use bogie with physics constraint on splines?

maiden wadi
sweet silo
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thanks a lot you are a savior

maiden wadi
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Looks like a plugin dependency issue, not sure. Nothing shocks me after seeing Epic let CommonUI into the world.

quartz pawn
gritty elm
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what mean by this function.

quartz pawn
faint pasture
gritty elm
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yes it make sense. but can you provide an practical example?

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for example, in gameplay

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where it can be useful

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i am still trying to understand it. it always print zero vector

faint pasture
faint pasture
gritty elm
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how i can test this code by correcting it

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i just need to understand this function

faint pasture
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The plane is probably behind where the line starts. Depends on where the player pawn is in relation to the camera

gritty elm
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if it start from black arrow and end with red arrow, does it intersect at dot?

gritty elm
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so plane is another object location between this vector(start, end)?

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i can try to place cube in middle of these points, and this will be plane?

faint pasture
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You define the plane with the origin and normal

gritty elm
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origin will be world location or direction

quartz pawn
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Set View Target isn't working. Calling from PC.

gritty elm
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is your actor from tag valid? @quartz pawn

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@faint pasture I will try to research more on it. Thanks for help.

cobalt gulch
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I created a drone but it can only move left right up down and the mouse wont move on it

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Is there way to add mouse input

quartz pawn
copper grove
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Hey guys, so Ive been running into this issue with my space station ring stopping rotation at a 90 degree angle. Ive tried so many ways to try and fix this but I cant seem to get it working. other solutions just ended up rotating the ring on a different Axis. Does anyone know how I would be able to fix this?

For a better understanding of how I have the BP setup; I have the rings attached to the main Station in the BP as seperate static meshes. I cant do a rotating Movement because it just makes the whole BP rotate and thats not what I want. Which is what the Event tick is for. the Event tick is to make the rings themselves rotate. There should be no reason for the Ring to stop rotating.

fast finch
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@severe tendon what black outline

copper grove
tight schooner
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If it continuously rotates without stopping, then the issue you have is called gimbal lock

copper grove
tight schooner
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Gimbal lock occurs when pitch goes +/- 90 deg

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Open your space station BP and add a dummy "scene component" and attach your ring to that

severe tendon
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Where can i find the vignette?

tight schooner
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And figure out some way to rotate the scene component on yaw or roll and have the ring oriented correctly

copper grove
severe tendon
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Where can i find it?

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I mean how can i add it to the scene

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Because all the tutorials i watch already have it added

lone bison
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I am struggling with something that is probably very easy, I am just quite new at unreal, can anyone help?

tight schooner
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That's what this channel is about

lone bison
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okay cool thanks

faint pasture
lone bison
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so I am trying to disable mouse input when I run an event, but I cant figure out how to do so

faint pasture
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Basically it breaks because you can't add pitch once you're at 90 degrees. That like looking up and going past the zenith.

severe tendon
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Ok sorry already got it

copper grove
severe tendon
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Thanks anyways πŸ˜„

copper grove
severe tendon
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But btw, how can this affect the first person view?

tight schooner
copper grove
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but thank you guys

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its working now

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this thing got me annoyed the past couple days hahah

tight schooner
lone bison
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okay thanks!

tight schooner
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I think? I'm not an expert at it but that's what I have in my playercontroller BP

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for showing/hiding the cursor when the pause/options menu is toggled

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@lone bison or no I might be wrong. In the playercontroller class, there's a boolean variable, bShowMouseCursor

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so maybe try setting/unsetting that

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sorry for the vagueness

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I'm looking at some BP I made over a year ago lol

lone bison
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I basically want to keep all inputs apart from the mouse, but setting it to UI mode and Game & UI mode didn't seem to work for me

tight schooner
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here's the relevant snippet from my playercontroller BP for showing the pause menu, and removing the pause menu respectively. (Ignore that node at the end. "Craft" is the name of my player pawn.)

lone bison
wraith cave
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Can someone tell me whey is my score not updating ?

what i want is everytime my player overlaps the trigger , the score should add by 10
but when i play it stays 10 and keeps showing 10 everytime i overlap

silk cosmos
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It only fires once the overlap has finished

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I.e. when the player walks off the trigger

wraith cave
silk cosmos
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Are you casting to the correct actor? Is the overlap actually firing? Is the cast passing through valid? I need more

wraith cave
silk cosmos
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So they're different volumes you're triggering then?,

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Not one volume?

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Store score in your player. Then off cast, drag off get score add 10 and set that score in the player

wraith cave
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It's one single volume but that same thing spawns multiple time

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Is it because of that?

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Cause i am making an endless game so it spawns with every chunk

silk cosmos
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Yeah so you're spawning it in over and over at the score of 10. It's a different actor with the same class over and over

wraith cave
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But how will i cast my floor trigger in the player blueprint?

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what am i suppose to put here?

silk cosmos
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You can still use your trigger volume. You'd just had to cast to your player on overlap and get the players score.

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The score shouldn't be stored in your trigger volumes. That just doesn't make much sense. The player should store that. So, do what you've been doing, but instead of setting the score in the trigger volume. Cast to the player and set the players score

wraith cave
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im in the player blueprint

gentle urchin
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Also, make a public function for modifying the score

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And keep the variables private :)

silk cosmos
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You don't need to be in your player blueprint. Do what you've been doing. Go to your actor with the trigger volume. On overlap, cast to your player and update the score

wraith cave
wraith cave
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How about i don't use that trigger thing and come up with something like distance travel or something to have a score

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I basically want to make a score system for my endless game (endless runner type thing but with bikes and zombies)

silk cosmos
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Idk how else to explain this. So where ever you're handling the spawning of your trigger volumes. Look for an overlap of that trigger volume and on event overlap cast to player, update players score

wraith cave
wraith cave
silk cosmos
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It's resetting cause you're storing yhe score in the trigger volumes. That's why I said store it in the player

silk cosmos
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Cast -> drag off -> get score add 10 -> off the cast -> drag off set score -> plug in add 10

wraith cave
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But again what am i suppose to put in "object" for my second cast

tight schooner
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@wraith cave I haven't reviewed the whole coversation above, but I think you're misunderstanding what a cast does

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A cast is just a class check. You give it something, like an actor reference, and the cast asks "Is this object a BP_PlayerPawn?"

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which is either yes or no (Cast Failed exec pin)

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and it provides you a new reference on the output of the node that's "as BP Player Pawn"

wraith cave
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I seeπŸ˜… my bad

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then how am i suppose to store value in an actor from another blueprint

tight schooner
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and you can use that output to do stuff

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so if you drag the As BP Player Pawn output pin out, you can access all the class-specific things

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so if you have a variable in that class, you can then get/set it

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or you can call functions on it, and etc.

wraith cave
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Oooh !! THANK YOU SO MUCH

silk cosmos
wraith cave
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I am kinda new to blueprint so sorry still learning

lone bison
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anyone know how to spawn a camera? Like could i attatch it to an actor then spawn it?

proven bough
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Friends who knows please tell me how to use PhysicsConstraint in blueprint? The idea is that when the box opens, the hinges dangle freely. In fact, nothing happens. How can I implement what I want?

tight schooner
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yeah, you can spawn actors dynamically and attach one actor to another. Or spawn a camera component on an actor. There should be nodes for all that if you dig around. @lone bison

lone bison
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Awesome Thanks!

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what about making it rotate? Add a force to it

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?

tight schooner
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IDK much about it. It has to be a component that has "simulate physics" enabled, and then you can use nodes that apply force AFAIK

lone bison
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Amazing thanks!

tight schooner
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not sure if you want to do that to a camera lol. There are various ways to animate cameras directly

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which I'm not that familiar with (maybe look into tutorials or otherwise documentation on how to do cutscenes)

lone bison
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cool, thanks for the help πŸ™‚

cobalt gulch
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How do i ignore all of the collideable objects etc apart from world static

tight schooner
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has an Object Types array input

severe tendon
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I want to make a wake up animation for my First Person character, i kinda know how to do it with a vignette and animation but how could i make the camera move down to up to make the effect that the player is waking up?

undone surge
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if i wana change my mesh randomly of a character on spawn is it better to set that code in the construction script or on event begin play ?

undone surge
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ok thnx

desert juniper
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Otherwise the mesh will change when you make any changes to the BP, even in the level

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like if you move it. fun to watch honestly

undone surge
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i see

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thanks

tight schooner
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It also depends whether you want it randomized on every play. If it's on construction and it's placed into the level, the state will be baked into the level when packaged

west sky
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I have a collider which, if you spawn inside of it, never gets triggered. I'm attempting to check if the player is inside the collider during initialization, but I'm definitely donking something up (I'm quite new to blueprints and am an artist by trade, so bear with me!). Any thoughts on how better to do this?

If the collider was a Trigger Volume, I would be able to turn on "Generate Overlap Events During Level Streaming" under the trigger's Collision properties to solve this issue. However, I need to use a traditional collision shape for this and their Collision properties lack such an option. So the best I could figure is to check on start if the player is currently overlapping the collider, but I'm clearly doing so in the wrong way.

tight schooner
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Is it the collider spawning into a preexisting pawn?

tawdry surge
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Looks like you're doing it backwards

west sky
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The collider is preexistingly attached to an object in the level to which I've attached this blueprint. Elsewhere in the blueprint, checking against the Owner's collisions works appropriately, so I'm able to drop this blueprint onto any object with a collider and have it execute its behavior while the player is within the collision bounds.

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The BP is currently attached to two cubes in the level. One big one whose collisions you spawn inside of on start (and thus have to walk outside of and back into to trigger the effect) and a smaller one with a small sphere collider that you can just walk up to. The test behavior I have for colliding with them is to constantly rotate the BP's owner to new random rotation values.

tight schooner
#

What happens if you slightly delay this check? I wonder if it's executing before the player pawn exists

west sky
#

Hah! Sure enough, adding a delay immediately solved it. What a facepalm moment.

#

I'll certainly be more conscious of these subtle order-of-operations initialization considerations in the future!

#

Thanks so much for taking the time to set me on the right path

limpid bronze
#

hey

#

does get playback position in frames start from 0 or 1?

magic summit
#

hello is there way to remove texture from memory by blueprint?

tight schooner
#

@magic summit if there's nothing in your game world that references that texture; i.e. the actors & objects in your level that use the texture all had Destroy called on them

#

You can then use the Collect Garbage node

#

which will ostensibly clear unreferenced things from memory

#

Most UE projects also collect garbage automatically on some interval set in Project Settings, iirc

#

Epic has some official documentation on its garbage collection system

magic summit
#

after I destroyed that area trigger they just jumped to trigger box 2

tight schooner
#

All I can say is when a BP directly references an asset, it automatically loads that asset into memory whenever that BP object is spawned into the world

#

The only way around this is through soft object references

#

Epic has an explainer on YT on soft object references

magic summit
#

or rather I would like if that shown in statistics is real and it really does take up memory

tight schooner
#

But yeah if any node or variable in your BP code references an asset (or casts to a class that references that asset) it'll get loaded

magic summit
#

what I also tried, I removed completely that blueprint actor (one that gets material gets texture and draws on render target)

#

but it still kept existing in stats window

tight schooner
#

Did you try the Collect Garbage node?

#

If there's nothing in the level referencing (or casting to a class that references) that asset, and you run GC, theoretically it'll get unloaded

#

That's all I can say

magic summit
#

yes right now

tight schooner
#

There's otherwise no direct way to manage memory via BP that I know of offhand...

magic summit
#

and nothing really changed in stats window

#

also I found nonstreaming texture list, do you have any ideas what those numbers mean?

#

I cant find documentation that would explain it

#

these ones

foggy escarp
#

Hey, does anyone know a quick fix to breakpoints causing blueprint tabs to duplicate?

patent crow
#

I'm getting some jitter between my jumpstart and jumploop states in my state machine. is there any way to blend between them, similar to blend by bool nodes?

faint pasture
tawdry surge
#

That shouldn't be necessary. You probably have duplicate frames at the end of jump start and the beginning of jump loop.
Where did you get the animations from?

limpid bronze
#

How would I activate physics while disabling collisions?

#

Like I have a falling platform that I want to fall through the floor.

earnest tangle
#

For physics you need collision

#

You can however "fake" the physics simply by moving it down manually with collision off

faint pasture
#

you need collision enabled

#

but you don't need to have anything on the map that you'd actually hit

limpid bronze
#

I just ended up setting the Collision response to ignore

faint pasture
#

That's exactly what I'm saying

limpid bronze
#

Originally I was just setting collision enabled to physics only.

hexed jungle
#

I am trying to use camera lookat tracking. I have attached a cube to a a mesh that follows an animation inside a blueprint but the lookat tracking tracking cant see the cube inside the blueprint. What do i do?

#

i cant track the blueprint directly because its origin is not correct

magic summit
spark steppe
#

that's not for soft objects, that's for direct file import

#

you just change the variable type of your texture array to soft object instead of object, then before assigning the texture to anything you load the asset (with the soft object reference)

#

and you might have to cast it to texture after it was loaded

magic summit
#

doing more research, found about soft object reference where I just switch it for object reference for textures

sudden nimbus
# magic summit doing more research, found about soft object reference where I just switch it fo...

yes if you haven't watched this it's a must watch https://youtu.be/K0ENnLV19Cw

This week Christian Allen will provide an overview of Hard & Soft Object references in Blueprints, why the differences are important to know about, and how you can utilize Soft Object references in your project to help with memory management.

Watch Inside Unreal live at twitch.tv/unrealengine, Thursdays @ 2PM ET

DISCUSSION THREAD
https://forum...

β–Ά Play video
magic summit
#

already have been watching it

trim matrix
#

Hi guys, super basic question - for the "Select Class" block, is there a way to make it choose from 3? (by default it chooses from 2)

gentle prawn
#

I'm not sure if this is the correct channel, but I have a question about character movement and I'm using blueprints to implement it.

I'm trying to create a character in the sidescroller template who can walk on any walks and ceilings as well as the floor.

I've got a buggy system up and running using line traces and swapping between "flying" and "walking" movement. But it's got some problems, like my character briefly disappearing in the corners and losing the ability to jump when I switch back to "walking" when the character is back on the ground.

Does anyone have any insights as to a better way to do this? Improvements I could make? Or links to tutorials specific to side-scrolling? (I found some 3d ones, but they assume controls that this project doesn't use).

Thank you!

faint pasture
mental trellis
#

We could really use a whole channel just dedicated to character and the character movement component.

#

I swear half the engine code is in those 2 classes.

magic summit
trim matrix
#

@faint pasture thanks, so how do i change the type of the input?

mystic mist
#

looking to figure out how to change a static mesh when a (niagara) particle collides with it. Anyone know where to start with this?

tawdry surge
#

Documentation and content examples

broken wadi
mystic mist
#

thanks @broken wadi !

patent crow
# tawdry surge That shouldn't be necessary. You probably have duplicate frames at the end of ju...

sorry for the late reply, just got home from work. I'm using mocap basics from Mocap Online. it appears that they're both starting and ending in their proper position, but in the middle of the anim switching, it's going to a different pose for a frame, and then switching to the jump loop.
this is my state machine, along with the transition rule between JumpStart and JumpLoop, and the way the JumpStart blendspace is plugged in.

#

tinkered around with the time remaining fraction actually solved the issue. The jumpstart anim was resetting before the jump loop animation was kicking in.

limpid bronze
#

Hey

#

has anyone had a build crash when going full screen?

#

I keep getting a with error DXGI_ERROR_INVALID_CALL.

torpid iron
#

Is there a way to walk a group of characters to the same place at the same time from a separate character?

tropic river
#

I don't exactly understand what's happening with the "Proportional Liquid" node here:

#

Some help would be great, thanks!

#

is it just a group node of the maths bellow?

#

Also, any idea as to what these blue nodes are?

undone surge
#

how does the actor rotation work when u set focus? does it rotate on its axis? i hav an actor that when i add rotation to rotates perfectly on its axis but when i set focus rotates in like a loop with an offset around the center

copper bison
#

Howdy! Anyone have a good idea how to disable multi-touch gestures from entire project? Or is there an easy way to force this vis the player controller? For context multi-touch as in only allow a single fingers input

celest steppe
#

good morning all! Say, I have a circular spline in the world. Is there a (simple) way to determine if a mesh/actor is inside that spline area?

#

(cpp is also fine, but I'm asking about bp because it would be easier and fit my use case better)

still rain
#

I made a blueprint tool for making roadlines, but it can only spawn one line, is there anyway i can make it spawn multi-lanes?

#

from fig 1 to fig 2

gentle urchin
#

Solve it in the material?

#

Or, how are you creating the road lines in the first place

still rain
#

using spline

#

Basically i spawn decals along spline

marble hollow
#

i guess you meant to qoute richard πŸ™‚

gentle urchin
#

Oh sorry

#

Damn phone and fingers πŸ˜…

gentle urchin
gentle urchin
#

Perhaps reaching out to the creator can give you some pointers

#

Seem to overlap a bit with yours in a sense

#

Otherwise asking in #cpp will likely give you more usefull info

marble hollow
gentle urchin
marble hollow
#

nope i wish haha.

gentle urchin
#

How would a separate screen work with vr tho?

#

Like, you'd need to take of the headset?

wanton galleon
#

Hi, it is normal that LineTraceByChannel returns no collision with FoliageStaticMesh when "TraceComplexe" is ticked ?

loud marsh
#

Posting Here as well, just in case:

Anyone has ever seen UMG events just not wanna do shaite?

I have a Character that has a Dispacther (OnCharacterChanged)

When the character changes, an Icon is changed in UMG, the Widget should be Hidden/Collapsed, then create a new widget.

#

Icon Changed βœ“
Print "Start HIDE" βœ“
Set Visibility - Wont do anyting.
Print "HIDE DONE" βœ“
Create Widget βœ“
Add to Viewport βœ“
If I run the event chain twice, it magically works....
This is all running inside the widget that should be collapsed

#

No errors no warnings no nothing.

loud marsh
native ferry
#

hey, I'm making a building game and I have made a customization menu so that I can change my objet's color, the way I did it is that in the object bp (the placeable object is a child of this bp) i've created a dynamic material instance in the construction script so now i can set the color of the material and place the object, but if I place multiple objects, when I change the color it changes it for every object

#

is there a way to not change the color on all the objects but just one?

gentle urchin
severe tendon
#

Anyone knows why this is happening?

icy dragon
icy dragon
#

I guess people need to understand that crossposting (without prior redirect by someone) can confuse people looking on multiple channels

strange grail
#

Wait, the BP player controller menu in ver 4.27 and 5.02 are completely different from one another

#

I can't even make a function isnide the player controller in 5.02

strange grail
#

nvm

#

I just had to click the blue textbutton

arctic sparrow
#

Hi, anyone have a blueprint example for a top down space shooter? (Or something similar)πŸ€“
Edit: for the space ship movement

dusky crane
#

is there a better way to do this? I need to check if the value is => 10, between 9 and 5, between 5 and 1, or <=0

dusty oxide
#

use AND logic gates :)

dusky crane
main bobcat
#

theres a node called AND basically makes sure if both bool are true then return true

dusky crane
#

ooh i didnt know that was called a logic gate

#

i just callled it the AND boolean lol

uneven geode
#

hello someone can help me with this? im trying to make a draggable ui. I'm searching the relation between this tho values, any idea?

dusky crane
#

im going off from this, so ive no clue if it has another name

main bobcat
dusty oxide
dusky crane
#

it sadly doesnt im afraid ):

dusty oxide
#

I will drink a coffee now because I am braindead

#

jesus

dusky crane
#

i require it to basically clamp between 4 values, if that makes sense

dusty oxide
#

what would be your desired output?

dusky crane
#

x=>10 = 1
5<x<10 = 2
1<x<5 = 3
x<=0 = 4

#

or well, im using enums

celest steppe
#

isn't this function supposed to return world space location?

dusky crane
#

so branches would be the best way then?

woven saddle
#

pulling my hairs over this, a projectile is colliding on my player and triggering the OnOverlap twice, how can I make it trigger just once? all the collisions are set correctly as well, everything I found online is outdated or doesn't work

dusty oxide
#

(won't be a much better solution, but it is an interesting stuff)

trim matrix
woven saddle
#

all other collisions are off

#

this is Capsule Component's collision

#

this is the Mesh's

dusky topaz
#

I'm having a bit of a tough time figuring out how to structure my equipment system. Most of it would be pretty straight forward, boots go in boots slot, etc, but weapons and accessories are the tough part.

Weapons include One-handed, Two-handed, Main Hand and Off-Hand. Main Hand and Off Hand can only be equipped in their specific slots, One-handed can only be equipped in the main hand slot unless you can dual wield, then you can equip them in both, and Two-handed weapons fill up both weapon slots.

My first approach to this was to have an enum for weapon type, and an enum for equipment slot, and it would match the weapon type to the equipment slot depending on what weapon type it was. But I've been looking into Gameplay Tags and was considering swapping over to using those, but I can't quite figure out how the logic for this system would look using them, any thoughts or pointers?

main bobcat
#

not sure if right channel, but anyone here has had issues upgrading their projects to ue5 with the rama victory plugin? i upgraded both the plugin and project to ue5 and was able to build, but when opening it reaches a breakpoint when verifying the TKMathFunctionLibrary which is a file that no longer exist in the current rama plugin for ue5

woven saddle
#

if I turn the character backwards when getting hit, it triggers correctly

trim matrix
dusty oxide
trim matrix
dusty oxide
trim matrix
#

is that correct?

maiden wadi
# dusky topaz I'm having a bit of a tough time figuring out how to structure my equipment syst...

GameplayTags work identical to Enums. They're just a number that gets compared with another number. The only difference is that GameplayTags are wrapped in a manager that allows tiering. So for example a straight forward transfer would look like below.

Enum names
OneHanded
Shield
TwoHanded
Amulet
Ring

GameplayTags
EquipmentType.OneHanded
EquipmentType.Shield
EquipmentType.TwoHanded
EquipmentType.Amulet
EquipmentType.Ring

However, that is useless unless you just need more than 255 entries. But what this allows is tiering for better classification. For example.
EquipmentType.Weapon.OneHanded
EquipmentType.Weapon.Shield
EquipmentType.Weapon.TwoHanded
EquipmentType.Accessory.Amulet
EquipmentType.Accessory.Ring

woven saddle
#

I don't do the damage logic through the projectile's BP

celest steppe
#

sorry to ask again, this function gives me the world location of the spline point based on the actor transform, not the component transform. I tried to "transform location" with the relative component transform, but without success

#

what can I do?

dusky crane
dusty oxide
celest steppe
#

as you can see, I already use World coordinate space

celest steppe
#

I also tried using local space and transform it with the component world transform

maiden wadi
#

Local should already be in the spline component's local space

celest steppe
#

as you can see, I tried several things

#

thing is, I want world space, but it isn't world space

#

it's almost as if the Spline components' world transform is zero

severe tendon
#

How could i make a wake up animation? Like the player starts the level opening the eyes and standing up

maiden wadi
#

It could be, depending on what it's supposed to be on and what initialized it.

celest steppe
#

although the component is not at the same location as the parent component

maiden wadi
#

Barring that, you could get the local space, get the spline component's transform, and Transform the local space from that.

celest steppe
#

spline component's transform is zero, that's the issue

woven saddle
maiden wadi
#

But yeah. Sounds like an attachment issue maybe?

celest steppe
#

maybe it's because it's run from the construction script? but that would be weird

maiden wadi
#

Is the spline component created in the CS or just altered there?

#

There are some setting related to allowing you to get coordinates in the CS

celest steppe
#

no, just used there

maiden wadi
#

Might be your issue, I don't remember the setting names, one sec.

dusky crane
#

yeah ive realized that now, i just set it up like this and it should be fine for now ignore that one enum is set twice

maiden wadi
celest steppe
#

that's exactly the same settings I have (except for the Closed Loop)

maiden wadi
#

Odd. Not sure then. I can't see why it would be 0,0,0 unless there's some form of attachment problem.

celest steppe
#

it's attached to default scene root

maiden wadi
#

And you're testing with an instance placed in a map?

celest steppe
#

yepo

maiden wadi
#

You tried sacrifices or black magic?

celest steppe
#

hahaha nope, I don't do that kinda stuff. Only pray

#

the red lines are the reported shape

maiden wadi
#

What logic do you have at the moment?

celest steppe
#

this is basically everything I do to the spline

#

everything else is just reading

maiden wadi
#

What about the reading part that is drawing that triangle?

celest steppe
#

(the get spline point location in the other screenshot)

#

I only convert the 3d points to 2d (for my use case 2d is enough), then back to 3d. but it's not only the drawing, the other functionality also takes the "untransformed" shape

#

so it's not the drawing that's wrong, the whole functionality

#

also, the relative transform of the spline component is zero (verified using a print)

#

(although it can't be zero)

dusty oxide
celest steppe
#

I did try this, and it didn't work

dusky crane
celest steppe
#

I assume GetWorldTransform combines the parent world transform with the relative transform (which is empty)

dusty oxide
#

and floats can be funny

celest steppe
#

GetWorldTransform calls the ComponentToWorld function

celest steppe
maiden wadi
#

Not really sure. The above should work in normal circumstances. If the Spline's World Location is 0,0,0, but it is supposed to be elsewhere then nothing will work correctly until the attachment issue is solved.

wet ocean
#

@maiden wadi can u help me a sec? i have a very stupid problem, i started yesterday with UE

celest steppe
#

where would the attachment issue be?

maiden wadi
wet ocean
#

can i make a connection like the one drawn in red?

maiden wadi
maiden wadi
celest steppe
#

I made another test blueprint actor (nothing fancy, only Actor), added a spline component, and print the transform in the construction script. It's also zero (even though I moved the component)

#

looks like it's an engine bug

dusky topaz
celest steppe
#

btw same with other scene components

#

(also in 4.27)

maiden wadi
# dusky topaz So essentially it would be the same as the enum solution, but with the potential...

It really depends on the end goals. Personally, I hate Enums. I avoid them at pretty much all costs. They cause too many problems, specially when it comes to things that require savegame state and expansion. Specially for something like equipment, I'd use tags just for UI purposes. Slots can be given a tag container, and display a list of any equipment that has a tag matching anything in the container. You could do the same thing with an array of Enums too I guess. I dunno. Just had some bad experiences with enums when it comes to developing. Outside of extremely small switch cases, like say a widget's visibility, I avoid enums.

dusky topaz
#

Might actually be worth trying out

celest steppe
#

interesting. When moving the spline inside the blueprint asset and using the Reset Transform function, it really resets

steel shadow
#

Hi, I have a question about vector arrays, if I use 'array: contains' node, will it do a 'nearly equal' comparison of the elements, or an exact comparison?

tawdry surge
#

Should be exact

wide solstice
#

Hello /unreal/ bros can someone point me in the right direction to have a global float variable , so I can have blueprint communication between two blueprints ?

candid geyser
#

Hey! Sorry for the late response. Im rebuilding the dialogue so that the player can actually have dialogue inputs and so on, but ill keep this in mind when it's done!!

#

give me $5000

trim matrix
#

does anyone have tips for using the cull volume when the camera is in orthographic view?

#

seems like it doesn't work that well

#

compared to perspective

candid geyser
#

Okay so jokes aside, this is gonna be a very basic question but im very lazy okay? So, how should I go about just making a simple circle material?

#

I wanna make a circle and apply it to a widget, but obviously widgets on their own don't just have a circle, so I need to make my own haha

#

So I created a material but im not sure how to make one

faint pasture
#

And the UV space

candid geyser
#

alien language

faint pasture
#

Well, you better learn

candid geyser
#

help me rn or ill eat you

#

Im struggling with materials in particular because there's so much in here that im just simply yet to understand

#

Kind of learning as I go so to speak

faint pasture
#

Given a pixels UV coordinates and the circle radius, how would you check if the pixel is in the circle or not?

candid geyser
#

When I see UV im gonna be honest I just think of UltraViolet

#

But I think I have an idea of how to do this thanks to the nudge you gave me

#

I'll let ya know if I succeed B)

icy dragon
candid geyser
icy dragon
#

TBH most of the math when it comes to higher level shader work is pretty tame

candid geyser
#

8th grade I had all A's except for Math which was a C

candid geyser
#

Im dogshit at math because it wrecks my brain

#

If my brain was a GPU it would be integrated

candid geyser
#

All the material actions are so different from the blueprints that

#

I look at 95% of them and c r y

icy dragon
#

Very easy when you know how.

candid geyser
#

Im assuming around the 6 year mark haha

icy dragon
#

Well, 5 years.

candid geyser
#

Close enough

icy dragon
#

Though back then learning resources were sparse

candid geyser
#

Self-taught?

icy dragon
#

Yeah

candid geyser
#

Nice!

candid geyser
#

Overall I just don't know how to use this smoothstep..

icy dragon
# candid geyser Where should I plug the SmoothStep in at?

Value is where you put your gradient.
Min and Max would be the values where the shade of the greyscale will be put down to 0 or cranked up to 1.

Think of it like functions such as round, floor, ceil, but with some smoothing in between

candid geyser
#

So, what im getting is like, the min and max value should never really go above 1 should it?

#

Well it CAN

candid geyser
#

But if I for example have the Min set to 0 and the max set to like 5

#

It'll appear as like

#

Really blurry

#

The bigger the difference the less "aliasing"

#

Okay just did some finnicking with it and yeah it would seem that way

#

Okay so next, I just need to make it so that the background is invisible, that way only the circle itself is visible

#

Okay done that

#

We're doing good B)

#

Ahhhh hecc okay im stuck again

#

How can I combine two of these into one material?

#

Or will I HAVE to make another?

fervent kelp
#

Hi guys, GetComponentBounds doesn't works with ISM?

#

trying for testing with "draw debug box" and i get nothing..

faint pasture
candid geyser
#

Okay soooooooo

#

How can I remove the black background?

#

I've been fiddling for about 20 minutes and haven't made it far

#

Well I was able to remove the background at one point, put the main image itself would just slowly fade away the more I changed the tint

#

I know theres probably a very simple solution

#

But I dont know enough about materials to know about it :')

#

Nevermind, the tint just straight up acts as the opacity entirely

#

So I literally cannot make it darker

untold fossil
#

So why is it saying it's a pass by reference when it's not?

#

Unreal just having a stroke?

earnest tangle
#

I've ran into this as well, never quite figured it out. Try checking the pass by ref box, recompile, and uncheck again, and recompile

#

If it's a handler for a C++-defined delegate, make sure the array is a const ref and not a plain ref on the delegate declaration as well

minor dew
#

Hey guys!
So I created a base animation blueprint which I would inherit for the rest of my animation blueprints. But the tick is not running meaning there's no animation in the child only from the parent.
Anyone knows what's the problem?

untold fossil
#

The struct doesn't include any references either, but it does include another struct. Maybe that's why?

arctic sparrow
#

Hi, anyone have a blueprint example for a top down space shooter?(space ship movement) πŸ™‚

earnest tangle
exotic bluff
candid geyser
#

are

#

a

#

genius

#

Wait so what did you do to get that result?

#

Asking for later in case I need to do something like it again

exotic bluff
#

I used the RadialGradientExponential to drive the Opacity instead of the color, then just used a basic color for the Final Color

The Opacity will treat the 0-1 range of the input as the alpha, as long as you have it set to Translucent. Having it set to "Masked" will treat it as a 0 or 1 input, so anything other than 1 will count as transparent. This might be more performant but will also mean you can't have a gradient alpha.

I'm not an expert though, but the above is my understanding of what's happening

zealous meteor
#

Hi, I have a blueprint with a door and a button. I want the player to interact with the button to open the door. I'm using a blueprint interface and the problem I have is that it doesn't matter which component I interact with, it still opens the door

#

I only want to interact with the button

quick ember
# zealous meteor Hi, I have a blueprint with a door and a button. I want the player to interact w...

Check this tutorial, it will help you out - https://www.youtube.com/watch?v=exs1uMuqQSE

Hey guys, in today's video, I'm going to be showing you how to set up a system in which you can open a door with a button in the level. This door is going to also be shown opening with another camera in the level. This is very easy to change and build upon. For example, no camera, something other then a door, etc.

#Ue4 #UnrealEngine4 #Ue4Tutori...

β–Ά Play video
zealous meteor
#

Yeah I just watched that

#

But he made the interacting a bit different

#

I guess I will check it out again xd

quick ember
tight schooner
#

You can also see the green debug spheres it's able to select a landing zone

#

I'm not sure how you'd normally do that. Maybe a series of line traces downward to find a flat, unobstructed surface

tawdry surge
#

Its probably using eqs based on the debug spheres

patent crow
#

I moved around some folders in my project and some of my UI elements became unbound. Is there a way to rebind them back to the original function instead of rebuilding the function for each delegate whose binding was broken? I only see the options to remove/create bindings, and no way to reassign them to an existing binding

pulsar path
#

worst case you can copy paste everything over atleast idk the actual answer to ur question tho

patent crow
#

that's the route im looking at rn, which isnt a huge pain in the ass, just tedious

severe tendon
#

Hello, so i made a widget that appears and disappears everytime the player collides with an object, yet for some reason sometimes it doesn't disappear, why could this happen?

severe tendon
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Yep, gimme a sec

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Btw, this error also comes up sometimes

faint pasture
severe tendon
#

How?

faint pasture
#

You don't know how to make a variable? Just create a variable of the type or drag off the pin and click promote to variable.

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Also what happens if you're overlapping 2 things at once? End overlap with one, and you remove the widget. What happens when you then end overlap with the other one? That's what's happening there.

severe tendon
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Ah ok sorry

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But exactly what type of variable are we talking about?

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A Widget one?

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What exactly should i promote to variable?

pulsar path
#

the referenxe to the widget you are deleting

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the type would just be the widget

severe tendon
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Something like this?

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It still happens

hexed cloak
#

What's the best way to find out what is causing this error? Multiplayer dedicated server using Steam.
LogNetPartialBunch: Error: Attempted to send bunch exceeding max allowed size. BunchSize=77104, MaximumSize=65536

severe tendon
#

"Accesed none trying to read HUD Widget"

faint pasture
severe tendon
#

It's created everytime it collides with an object

severe tendon
#

Here

faint pasture
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Yes, and if you overlap two objects, and then remove overlap with those two objects, the first end overlap will remove it, and then the second one will try to remove it again, but it won't exist anymore

slim fern
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how do you know

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have you checked if its valid

severe tendon
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How could i check if its created then πŸ€”

faint pasture
#

Think about it, when should the widget be visible and not visible? Remember that you can overlap MULTIPLE things at once.

severe tendon
#

How could i hide it instead of removing it?

tawdry surge
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You can set visibility on it. I don't have a problem with ppl removing it from the viewport, but you can just re-add it to the viewport later. No need to keep creating it

severe tendon
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So, should i add a do once or something?

tawdry surge
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Do an is valid check

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If it's not valid you haven't made it yet. If it is then it just needs added to viewport, not created

faint pasture
severe tendon
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When it collides with the trigger

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The door trigger, and then a message should show up saying "Press F to open"

severe tendon
slim fern
#

Hey people I am trying to make path waypoint system but i am really struggling with the logic and no tutorial i can find is right for me because im trying to link an Enum to the waypoint for different actions when the pawn gets to the waypoint.

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the way i thought about doing it was gettign all the apths in the scene and per instance of actor be able to set up an array of paths and loop through

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but i have 3 seperate functionality that the guards can do, Wait(for seconds), Sleep (for seconds), Play anim I also want to be able to set it so i can either stop the guard patrolling if either a bool is set called stop at end of path or if the guard sports something like the player or a dead huard(not implemented yet)

severe tendon
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Should i just create the widget in BeginPlay?

tawdry surge
#

You can

severe tendon
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And where exactly should i put the is valid check?

slim fern
tawdry surge
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If you're making it on begin play you don't need one

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It's guaranteed to be made if the actor exists, so checking is pointless

severe tendon
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Ok, so i already solved the not disappearing thing, but now i get a lot of "was already added to screen" warnings

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"HUD was already added"

tawdry surge
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You're trying to add it multiple times for some reason

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More specifically the add to viewport node is called while the hud is already on the screen

severe tendon
#

Ah yeah i got it now

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Its probably because of this

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It adds to viewport everytime it collides

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How can i check if it is already added or just do it one time?

tawdry surge
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Depends..
Are you hiding it or removing it?

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Hiding just once.
Removing and you'll have to add it back every time

severe tendon
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Hidding it

slim fern
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or you could create the widget on begin play and hide it and only show it when you are coliding with whatever it is

tawdry surge
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That's what it sounds like you're aiming at

severe tendon
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Yep Works

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Well that's all, thanks a lot guys

tawdry surge
#

Sounds like you want smart objects

slim fern
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never used them before

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are they like magical things that are gunna make things alot easier on me

tawdry surge
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Me either but they look nice and your use case sounds ideal for them

slim fern
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il ahve a look at them

next robin
#

Hey, I currently have a Line Trace By Channel going out of Motion Controller Right (VR Controller) world location and ending at a forward vector * 10. This creates a Line Trace to identify what is forward of the controller but I want the line to also rotate with the controller, meaning if I aim the controller upwards I want the line to change it's end value to be matching the rotation and location the controller is pointing at. I know I have to change the forward vector to something else but I can't identify what I need to change it to rn

slim fern
#

because you probably wanna get the forward vector of that no?

next robin
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It's not, it's a component of the VRPawn

slim fern
next robin
#

Well that's what I am doing. There is a motion controller for the right hand and one for the left hand

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I am currently using the right one as the image shows

slim fern
next robin
#

But it's not an actor

tawdry surge
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No that would return the pawns location

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Have you tried printing the world transform of the motion controller and make sure it's reading the real world movement correctly

next robin
#

The tracing line is working so it is reading

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Lemme capture the issue real quick

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See? It's getting the forward vector at all times which is fair, it is what I'm telling it to do but I want the line end point to change with the rotation of the controller. I tried multiple rotation nodes but no luck

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So I don't know what the trick is or what the correct node would be

tawdry surge
#

I don't have a vr controller to check it against but I'd check the rotation values of the controller transform or see if you can get the real world orientation (I know you can for the hmd)

#

Your trace end vector isn't changing so it's got to do with those values.
It's weird forward vector isn't working for this tho

next robin
#

Relative rotation looks fine

tawdry surge
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So use that to get you end position and see if it works

next robin
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I tried before asking here

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It doesn't :)

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It's weird

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Assuming this is the right node to convert too

tawdry surge
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Oh you're not adding your starting location to the end

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So it's assuming 0,0,0 as the reference point

next robin
#

thonk

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lemme... try? i dont fully get what you mean rn

fleet heron
#

guys how to Line Trace distance between character and mouse in 2d space (3d platformer). I did something that doesn't work..

cobalt rose
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Conceptual question: short context: My game is based on the top-down template. Characters move only in an invisible grid each zell 100 units. Players give instructions like move 1 or 2 or3 fields forward, turn left, etc

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When that move would bump into another character, it should simply push it in front so it ends up in the cell in front of it at the end

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What is the best way to solve this, blueprint/archcitecture wise?

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I mean, I Can implement this just with blueprints and such. But should I use the AI behaviore tree for that?

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Or use any other existing features?

faint pasture
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do you push a whole stack of characters?

cobalt rose
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yep

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that's the plan at least

faint pasture
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ok so you have the concept of movable and static entities on a grid then right?

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a movable entity can push a whole stack of movable entities until it hits a static entity

cobalt rose
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yeah

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or it can push off an edge

fleet heron
faint pasture
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@cobalt roseAre you thinking of doing this in an object-oriented or procedural style?

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Do you want some code somewhere that handles a move for everything at once, or for each actor to sort of behave on its own?

cobalt rose
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I haven't made up my mind, I am basing it on what makes most sense with the existing UE features

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Intuitively, everyone could manage their own move

next robin
cobalt rose
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and I still haven't figured out if behavior trees are something I should use or not for all this

faint pasture
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BT is for the brains behind what to do

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not for the actual mechanics of moving.

cobalt rose
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Hmm okay, good to know

faint pasture
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I like to prototype stuff by sketching out the framework. Your actors will have some functions like Move, CanMove, etc

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sketch those out

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I would do it like this
CanMove? -> Move
with CanMove asking the next thing if it CanMove

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So a dude shoving a column of dudes would be a bunch of dudes asking the next dude if he can move until someone returns a true or false, which propegates back up the chain.

#

You'll want some sort of mapping of grid coordinates to occupying actor, I'd use a Map of 2d int vectors to actor references for that. So getting the neighbor is just a lookup into that map.

flat coral
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Why are my variable groups so inconsistent and separated in the editor window when they're well-grouped in the blueprint?

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UsableSettings took a group of 3, and made a group of 2 and a group of 1. Why?

trim matrix
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Check the details of each individual variable I mean.

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The reason I suggest having spaces is because unreal likes to automatically add spaces under certain conditions.

flat coral
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Oh son of a bitch, the editor auto-adds spaces when you drag and drop EVEN IF THE GROUP DOESNT HAVE SPACES

trim matrix
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Yep

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Exactly

pulsar path
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is there a way to get a list/array of all the widget components/panels underneath the mouse cursor?

cobalt rose
trim matrix
#

Are you talking about relying on collision capsules that trigger OnHit events when they run into another unit?

faint pasture
trim matrix
#

A top down grid based yea? With a bunch of square grid spaces?

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Each space has a grid coordinate?

viscid arrow
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how does one create a unique id for each item thats in a structure array

tight schooner
#

Not sure. Is the capture component attached to the gun or sight with all its transforms set to "relative"?

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Is it the only active capture component in the game world drawing to that texture target?

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When I use capture components they tend to just work so idk what to suggest

cobalt rose
faint pasture
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There should be some functions for making GUIDs if that's what you're after

viscid arrow
# faint pasture Give some more about what you're trying to do

an inventory system (similar to destiny) where you move items from a array(inventory) to map(equipped on player) and vice versa, however I set the map as a enum/struct. so I can't really find the index of the item efficiently. i was thinking of setting up a unique id on the struct so i could compare those int(not sure if it makes sense or not lmk)

faint pasture
viscid arrow
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correct

faint pasture
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Just use Find, it's not like that map is gonna be very big

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like what, 20 slots max?

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maybe 10

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Maps don't have indices, the key is basically the index

viscid arrow
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i see

faint pasture
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Key = waist, value = belt of strength +1 or whatever

viscid arrow
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so if i wanted to remove the item from the inventory array and add it to the map i would run a "if" to check if the item is found in the map then add?

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because I've been doing that in a for each loop and it just keeps duplicating

faint pasture
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You're talking about equipping something right? Remove from array, add to map?

viscid arrow
#

yes

faint pasture
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Disregarding what would happen when you try to equip to a slot that's already full, equipping SelectedItem would be like

InventoryArray.Remove(Item1)
EquipmentMap.Add(Item1.SlotEnum, Item1)

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Although you'd probbaly want to talk to the inventory with the index in the case of duplicates so it'd be more like

Item = InventoryArray.Get(SelectedItemIndex)
InventoryArray.RemoveAt(SelectedItemIndex)
EquipmentMap.Add(Item.SlotEnum, Item)

trim matrix
#

I was just asking if that is what you are doing.

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I would strongly recommend against using by any sort oh Hit detection for this game in any way.

faint pasture
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You'd of course want some checks and such and to break it up into other functions but that's the gist of it.

viscid arrow
faint pasture
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@viscid arrowI'm doing an inventory system that uses GUIDs but it's a bit different. Basically, other than when dropped into the world, every item is always inside an inventory, and there's a global inventory map that can be used to lookup a lot of stuff about the item by GUID, and every single item has a GUID

trim matrix
#

Just don’t feel like typing it out MorganaLaugh. Easy to explain on voice

cobalt rose
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hehe

faint pasture
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I would do a grid game just by using a map.

bool IsCellOccupied(Coordinates)
return GridMap.Contains(Coordinates)

AActor* GetActorInCell(Coordinates)
return GridMap.Value(Coordinates)

etc etc

trim matrix
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Yes

cobalt rose
viscid arrow
cobalt rose
#

on the other hand it also limits in what ways the game can grow or make use of more complex environment

faint pasture
# viscid arrow that sounds way more organized

The GUIDs are for some specific game mechanics. Basically, it lets you talk about a SPECIFIC item, not just the class of item.
For example, a gun could imprint its GUID on the victim, allowing an investigator to link a specific gun to a crime. Or a character leaves their GUID (fingerprints) on a doorknob, or a boot leaves its GUID (footprints) on the ground, etc etc.

cobalt rose
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example: on your map, where ever you have walls/structures or even ramps, you need to put that info also into the "is occupied" logic

faint pasture
#

Well yeah, you said it's a grid based game. You'd have a grid as the fundamental source of truth. Whether or not that's what you're after is all up to you.

#

You'd do a tactics or board game like that for sure. Something a bit more analog, probably not.

cobalt rose
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fair point

trim matrix
#

Relying on hit detections will most likely create a buggy game that is not very robust.

faint pasture
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I'd make Civ like that, but not Age of Empires

cobalt rose
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@faint pasture yeah, but how would you make civ5

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you know, still cells and all, but with lots of interactive elements cross-cell

faint pasture
trim matrix
#

Either way you can choose to take the advice or not, I would just strongly recommend against hit detections.

cobalt rose
#

Alright, you seem to have a strong opinion on that, let's hear it. Programmer parlor?

trim matrix
#

Tbh using hit detections in a game like this is making it more complicated then it needs to be oof

cobalt rose
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Not convinced of that

faint pasture
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It all depends on what the fundamental interactions are. If they're forces and spheres and line traces etc then yeah, just have movement on a grid

cobalt rose
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in an engine where everything works based on hit detection and collision, enforcing a "simpler" system on top is creating all kinds of problems

trim matrix
#

I’m actually not up to argue.

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Good luck with the game tho

faint pasture
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if it's grid based attacks and grid based movements and everything's a grid, make the game work on the grid and just use the 3d as a view of the abstract game.

cobalt rose
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I didn't wanna argue, I wanted to hear the explanation.. I thought you offered? πŸ™‚

#

but fair if you don't want anymore

trim matrix
#

Nevermind then oof

cobalt rose
#

thanks for the advice so far

faint pasture
#

I'm working on a twin stick shooter with smooth realtime movement, but we have a grid in the background purely for map generation. It gets post-processed into non-gridlike shapes but the raw source data for the level is a grid.

cobalt rose
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I had to change a bit how I thought about things but I start liking the grid-truth idea

serene bramble
#

Is there a way to play an audio source but wait until it's finished to continue further blueprint code in succession?

cobalt rose
#

How would I go and debug why my AI Move To no longer works? The current state is that it returns success on the enum but never calls On Success or On Fail.. it's really confusing

tawdry surge
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Print strings and break points are the answer for most BP debugging situations

cobalt rose
#

And I've been doing that plenty, but the art is of course knowing where

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If I knew the conditions for Ai Move To to work, I could check them, but unfortunately I don't

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I mean, of course I have my waypoint mesh generated etc

tawdry surge
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Nav mesh, ai controller using the behavior tree, ai pawn using control rotation, valid destination
Pretty much it

cobalt rose
#

ai controller using the behavior tree? Are you sure about that one?

#

I was looking for example at https://couchlearn.com/easy-ai-movement-in-unreal-engine-4/ and it doesn't mention that

Unreal Engine 4 has robust pathfinding and AI movement built in. Using the navmesh (Navigation Mesh) and a pawn or character, simple and advanced AI can be created that interact with the world and the player. Even in a multiplayer session! With very little setup you can implement Simple AI Movement in Unreal Engine 4....Read More

tawdry surge
#

Is your controller not running the behavior tree on possession

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Oh nvm

cobalt rose
#

There is no behavior tree πŸ™‚

tawdry surge
#

You're not running a bt

#

Yeah I forgot it was a node too

#

That one looks to just need the nav mesh.
Did you set your radius above 0

cobalt rose
#

Yep, it's on 5 currently

#

Hmm simple move to location works

tawdry surge
#

Mathew Wadstein has videos on how those nodes work but it looks like it should be pretty straight forward

barren relic
#

I have 2 enemies and I want one to spawn 4 instances of the other and have them rotate around it. I know the spawning part but the orbit I don't know how to do.

#

Maybe it would be better to spawn the second actor as a component and just have the main actor rotate?

faint pasture
barren relic
faint pasture
#

I mean are they physics driven, movement components, what?

barren relic
faint pasture
#

Like what happens if the orbiting enemies hit something, are they blocked or path around it or just go right through?

barren relic
#

they should be blocked but keep rotating

faint pasture
barren relic
faint pasture
#

You can try a spinning spring arm component.

#

That'll reel them in when there's something in the way

barren relic
#

I will try that and let you know how it goes

cobalt gulch
#

How do i change gamemode of all players in the current lobby?

tepid shore
#

I'm trying to run an event from an actor BP in the FirstPersonCharacterBP but for the life of me I can't figure out what the object wild card should be I've tried getting all the actor Get's but i don't know what it should be

barren relic
tepid shore
#

I tried this

#

whenever i use the input and it still doesn't work

barren relic
#

are you checking for a door to open?

#

and do you have interaction fields?

tepid shore
#

I'm trying to run this

barren relic
#

you just want to open and close a door right

tepid shore
#

and it'll work with a separate input (ex. if i run it using input action E) my end goal is for the release on the secondary action

#

I want the door to close when it's at a certain angle

barren relic
#

physics based door opening?

tepid shore
#

yes

#

it opens fine

barren relic
#

what happens when you try to close it

tepid shore
#

nothing it will not run that event

#

but when i make the event happen with input event E it close how i want it

barren relic
#

so you want it to close automatically at a certain angle

tepid shore
#

yes, but only when the secondary input it released

#

and this doesn't run it either

#

it'll only run the first event in the firstpersoncharacter_BP

barren relic
#

try the X instead of the Z for the angle input

#

something is making that bool return false

tepid shore
#

it's returning true because if i use any other event to trigger like this picture it'll work exactly how i want

barren relic
#

something with the secondary action then, let me check something

tepid shore
#

it's just a right click input

#

within project settings

barren relic
#

have you hooked up the secondary release and added a breakpoint to the bool?

#

oh wait

#

it's because this is happening in the door bp

#

did the same thing happen in the character's bp?

tawdry surge
#

Actors don't accept input by default

tepid shore
#

i set it up for input

barren relic
#

I see in your previous picture you had a cast to this event on your character

tepid shore
#

yes

#

i want to know what the object should be for this actor, but i tried get actor of class (2nd picture) and it gave me that error (3rd picture) whenever i used the input

barren relic
#

try to change the class from the get actor node instead of using the variable

tepid shore
#

That worked thank you

#

I feel a bit dumb now but i appreciate the help

barren relic
#

Np, I would have got it earlier but I was too focused on the actual door bp

#

lol

#

I have been stumped by simpler things, dw about it

dry laurel
#

Hmm, wondering how to attach 3d object to bottom left corner of the camera, making sure it's not occluded by anything else?
If I simply attach it to camera and change offsets, it can get occluded by other meshes that get between the camera and my 3d object.

E.g. like the tablet in AC

icy dragon
dry laurel
mental trellis
icy dragon
#

Or put it slightly further than the near clip distance but fit the scale to the view. It doesn't even have to be accurate to real life measurements.

dry laurel
#

Thanks. Hmm, haven't tested yet, but I am thinking, that if I put it close to near clip distance, I might have a problem with another part. Mainly playing a particle effect (let's say beam) from the exact corner of that 3d object to some location in world. I am thinking it may seem too big if played right near the clip distance, unless I am thinking wrong?

mental trellis
#

Possibly. Is it meant to be on top of oyur object?

#

Or behind it?

dry laurel
#

for now it can be behind it, as long as it seems like it's coming out of the object (or it's general vicinity)

mental trellis
#

Just fake it.

#

Start it further away from the camera.

dry laurel
#

ah, you are right. Thanks, will check it out soon

honest cairn
#

out of curiosity, does anyone know what this middle node is?

#

input two vectors, output a float

#

I don't recognize the symbol

mental trellis
#

Dot node

#

It returns a value relative to the angle bteween the 2 supplied vectors.

#

+1 = they go in exactly the same direction, -1 = they are opposite, 0 = they are perpendicular/right angles

honest cairn
#

dot product?

mental trellis
#

That's the one.

honest cairn
#

gotcha, thanks a bunch

mental trellis
#

If you do Acos you'll get the angle

#

I'm doing a lot of that right now. Dot and cross products, working with dynamic geometry. 😦

honest cairn
#

ahhh might have to bust out the notebook again to figure this out

mental trellis
#

I have this 10" lcd pad thing I can write on. Β£8. Best thing I ever bought for under a tenner.

honest cairn
#

oh that's cheap, may have to invest in that instead of a whiteboard

barren relic
#

one note is free right

honest cairn
#

save me the trouble of nailing crap into my wall

barren relic
#

or no

whole coral
#

Hello guys emergency problem
in blueprint I use construct object from class node to instantiate an object
in the editor mode, it works however, in the gamemode, the node create a null pointer
anyone help me?

mossy matrix
#

Hello guys, how can I prevent or constraint the rotation or translation of a component or actor in viewport ?

raw orbit
#

how do i change the order of variables in a struct in unreal 5? i cant seem to find the option im 100% sure it was possible in previous versions

cobalt gulch
#

How can I spawn a flashbang infront of me without it clipping into the character and spinning out to the out of bounds area?

#

Is there way to disable all collisions for the character in the flashbang

#

Cus if I turn all the collisions off it works but goes thru the ground

surreal peak
#

@cobalt gulch either actors or primitive components have a function call IgnoreActorWhileMoving

#

Something along the lines of that at least

cobalt gulch
#

Will that make it so it goes through walls etc if it's moving?

surreal peak
#

Yeah ,no, you specify the actor it should ignore

cobalt gulch
#

How

dry laurel