#blueprint

402296 messages · Page 918 of 403

exotic niche
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Question, I have a state machine for idle animation and walking/running animation. If I want the AI to play an animation montage during one of these states, I can just call an animation montage in the AI Blueprint right?

late meadow
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anyone know how to access the BuoyancyDataStructure in blueprint?

boreal sigil
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Then set the Boolean to false.

exotic niche
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👍

fiery knoll
late meadow
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but shouldn't the buoyancy component be referenced somehow?

untold fossil
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is it not possible to change a variable inside a struct that is within another struct?

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🤔

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Oh yeah don't mind that item isn't connected to struct out, it was but it didn't work. So I tried building the struct from scratch and setting it directly, but doesn't work either.

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I can change the variables of a struct (at top level) fine, but when I try to change the variables of a struct within that struct (second level) it doesn't work

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Is that normal behavior?

earnest tangle
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you need to ensure everything you're changing is a ref and it should work

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if any of the functions make copies instead of using refs, then it might not

untold fossil
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I loop through an array of struct which contains another array of (another type of) struct. When changing the variable and reading the variable from the set members node it works, but then one node later when I get a copy of the array element I just set before hand it hasn't updated and is just the default value.
https://gyazo.com/be2abb21fa09b0f6c9fcb3ee7f24ac36

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the print string in this example reads 20 (after one kill), default value is 20. When it should be 19

earnest tangle
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then you're probably not setting the value correctly

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there is no nested structs in this picture

untold fossil
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entire code

lucid lynx
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My inventory variable is a struct array that's basically RowName/Quantity for a DataTable holding all my items. When setting the default value of this variable I'm able to set the RowName as if it were an Enum.

earnest tangle
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I suspect the first Break ST_Mission always gives a new copy of the array

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unless it says it's a reference when you hover the pin

untold fossil
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lemme check

lucid lynx
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If I want to add inventory items elsewhere it looks like I have to manually type in the RowName as a DataTable/Name.

earnest tangle
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this is one of the reasons why I moved a bunch of nested logic like this into C++ where the distinction is much easier to work with :P

untold fossil
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should be a ref

earnest tangle
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What about the Actor Classes to Destroy pin?

lucid lynx
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Is there any way to add items to my inventory variable like my list of items is an Enum?

untold fossil
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also ref

earnest tangle
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No I mean the output pin on the previous one

untold fossil
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Oh

earnest tangle
untold fossil
earnest tangle
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Yeah

lucid lynx
earnest tangle
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Not 100% sure but it's possible you get a copy of the array for each pin that goes out of it

earnest tangle
lucid lynx
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My items are a DataTable with info on strength, value, stack size, etc.

maiden wadi
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And that was also after the loop macro copied it.

earnest tangle
fiery knoll
maiden wadi
lucid lynx
untold fossil
maiden wadi
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Good luck. 😄 Nested structs in BP is ~~a living hell ~~fun.

untold fossil
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I honestly might drop the struct system for this particular part of the game entirely and swap it with object blueprints

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Because I have a bad feeling this will cause way more headaches than it's worth

earnest tangle
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It's definitely easier to deal with these types of things in C++ :P

maiden wadi
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I don't even know if there is a way to get an array of structs out of another struct by ref. So even if you did make the ForLoop with ref output macro. You would still have to copy the array, modify it and then overwrite the entire array.

untold fossil
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Yeah it's not possible, I've read some stuff online. It's just not doable at all. So I kinda have no other option than to move to blueprint objects. But honestly that might even be way better for what I need anyway, because it's a co-op game and the mission system will work better if blueprints are spawned that hold mission data. That way I can update mission data and only replicate that instead of having to replicate the entire struct of all missions and all data all of the time.

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Easier to manage and more optimized. Win win 🙂

earnest tangle
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Sounds like a good idea

stable fossil
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Does anyone know what to input here? 😂 I cant figure it out

lucid lynx
stable fossil
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Ah, I see. That one does not require this context node. Thanks man

neat stream
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Guys how would you do a blocking volume spline?

stuck kindle
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So I was following a tutorial series on making a RTS and I'm at the part where I have to make the selection rectangle, followed the tutorial perfectly but when I have to test the rectangle something must have gone wrong with the blueprint because the selection rectangle is invisible

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Alpha is lowered but only at 0,625

severe tendon
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This is probably beginner level easy but how can i change the value of a Bool variable with blueprint?

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Like a certain condition is done then the bool changes from false to true?

lucid lynx
past hazel
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"D:\UE\UE_5.0\Engine\Binaries\Win64\UnrealEditor.exe" "D:\UE\Projects\VRPGv\VRPG.uproject" 127.0.0.1 -game -ResX=800 -ResY=900 -WinX=0 -WinY=20 -log -nosteam

how to run in a window? now running in full screen

severe tendon
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Anyone knows why this happens after i build the lighting?

maiden wadi
stuck kindle
maiden wadi
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What are you using for the display?

stuck kindle
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I think that this is the code

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It should define if you're holding or releasing the LMB

maiden wadi
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Can't really read that with the crazy contrast. But none of that is for display stuff. Just setting state.

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Are you using DrawRect in HUD's Draw event?

stuck kindle
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I'm a bit of a newbie programmer so it's quite difficult to understand that

maiden wadi
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What is supposed to make the rectangle display?

stuck kindle
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Holding the left mouse button

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There is a video referencing exactly what I did

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"Marquee Selection"

maiden wadi
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Video is nullptr to me. I have no reference to it.

stuck kindle
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The first 10 minutes are exactly what I did, but the rectangle just won't show

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And the cursor disappears

maiden wadi
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Show me your version of 11:08

icy dragon
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Tbh that is one of the more difficult mechanic to pull off

maiden wadi
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I didn't find it that difficult.

stuck kindle
maiden wadi
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To be fair. This tutorial teaches some bad practices. Saving the mouse button down state is bad. You can get that state directly from the controller even without a cast anyhow.

icy dragon
maiden wadi
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I did it before I was either of those things. It's a simple actor projection function for selection and a screen space FVector2D saved on mouse down, and the HUD Draw Rect frunction.

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Even more fun doing it with a rotatable 3d box drawn from a niagara emitter. 😄

earnest tangle
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I had to think for a moment how you would do the box select but yeah basically you just project the actors into a plane and then do a regular "is x/y within box" check so it shouldn't be too bad

stuck kindle
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Remind me the screenshot key and where to find UE5 screenshots?

maiden wadi
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Alt+Shift+S is easier.

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Er

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Win+Shift+S

stuck kindle
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And where do I find the screenshot

maiden wadi
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Ctrl+V

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Can do it directly in chat here.

stuck kindle
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Here it is

maiden wadi
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What sets IsDrawing state to true?

stuck kindle
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I am somehow not entirely sure

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Literally followed the tutorial lol

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Still far away to fully understand UE5 language

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This is the start

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And after all this there's the drawing code

maiden wadi
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Can you disconnect that branch and move it away a little and test this?

stuck kindle
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remove Is Drawing? ??

maiden wadi
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Yes.

stuck kindle
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Alright let me try

maiden wadi
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Generally all you need in this check is if the mouse is detected as down, and then a distance check for the mouse down location to current mouse location.

stuck kindle
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Like this?

maiden wadi
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Should be.

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Does that show anything when dragging?

stuck kindle
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Nope

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Cursor disappeared and no box

maiden wadi
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For starts. Do you have this node anywhere?

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If yes, uncheck Hide Cursor During Capture

stuck kindle
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In RTS player controller

maiden wadi
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Uncheck that setting. Will keep your mouse visible.

stuck kindle
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Cursor doesn't disappear now yes

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But the problem stays

maiden wadi
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Then the problem is likely the vectors. One sec.

stuck kindle
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I feel sorry for my friend learning landscaping

maiden wadi
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Interface events in HUD from Controller. :/ I hate youtube.

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In your HUD, the interface event that is supposed to set StartMousePosition. Is that being called correctly?

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You can add a print, or breakpoint with F9 on a node to test it.

stuck kindle
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This?

maiden wadi
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Similar. It should be setting StartMousePosition, not Current.

stuck kindle
maiden wadi
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Also, ticking in the controller to set the Current isn't necessary either. You can get that in the HUD's Draw event from it's owning controller.

stuck kindle
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Wait so replace get mouse pos with startmouseposition?

maiden wadi
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No, This event runs when you press left mouse, right?

stuck kindle
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Yes I think so

maiden wadi
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Replace the SetCurrent with SetStart here.

stuck kindle
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Where

maiden wadi
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If this event runs when the mouse is pressed for the first time, you want to set Start here, not Current.

stuck kindle
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Anything else I should change? It still doesn't create the rectangle

maiden wadi
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Depends on if Current is being set correctly as well.

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Technically you shouldn't need to set it, could just get the mouse location from the controller itself.

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Also. If I'm not mistaken, this will only work when dragging from the top left to bottom right.

stuck kindle
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Ah Jesus

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Should be correct

maiden wadi
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Does that work when dragging from the top left to bottom right at least?

stuck kindle
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It does

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But it has to start from the cursor

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Not the top left of the screen

maiden wadi
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If it is starting from the top left, then your event setting StartPosition isn't being called on mouse down.

stuck kindle
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Oh god where do I find that now-

maiden wadi
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Most likely your PlayerController

stuck kindle
maiden wadi
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You can leave the rest of that, but try disconnecting the stuff to the input event and try this.

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Released technically isn't necessary, habit.

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Er. Released won't even work, I derped and didn't connect it. Just do the Pressed part.

stuck kindle
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One sec had to do something

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Oh Jesus I have to delete the whole thing

maiden wadi
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You can just disconnect the white lines for now.

stuck kindle
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I can't find "Cast To MyHUDClass"

maiden wadi
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What is your HUD's name?

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Can see it here for reference.

stuck kindle
maiden wadi
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For the HUD class though.

stuck kindle
maiden wadi
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You can drag off of the GetHUD's return value and start typing Cast RTS_Marq

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Should be the only one in the list after that.

stuck kindle
maiden wadi
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Cast RTS_Marq

stuck kindle
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HUD Class or just HUD

maiden wadi
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Also from the GetHUD function.

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Like this, yours should show here.

stuck kindle
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Uhh-

maiden wadi
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You don't need the class.

stuck kindle
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Oh

maiden wadi
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Don't worry about the released side.

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Does this work to drag now?

stuck kindle
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Perfect! Thank you

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Man just this part was a emotional rollercoaster

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But now that my code is different from the tutorial don't I have to modify it to continue onto unit selection?

maiden wadi
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You shouldn't. This is all visual. Unit selection should use the Start vector and Mouse's current location, but other than that it's entirely independent.

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Also.

stuck kindle
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Okay

maiden wadi
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Does this work when you drag from the bottom right to top left?

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Because I have a memory of it being broken in that regard.

stuck kindle
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It does

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Work

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Thanks again, this game will be a rollercoaster of emotions to make

maiden wadi
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Hmm. Maybe that was something else. But at least it's working. 😄

stuck kindle
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Hopefully the time I have to rely on this channel again I'll already be at a decent point within the project

maiden wadi
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Tutorials are good to follow for getting familiar with stuff, but do keep in mind they'll teach some bad things. Much like this one. Saving extra state that you already have access to is bad. It's just one more thing you have to keep track of. They are saving mouse button down state on mouse pressed and released. There are several places where you can end up pressing the mouse and never getting a released call. Which means you'd never stop drawing that until you fixed that state.

covert schooner
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Can animation blueprints have blueprint interfaces, if so how do you set them?

maiden wadi
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Generally speaking, AnimBPs are meant to poll from their owning skeletal mesh's actor for state values. You rarely if ever access the AnimBP from other classes.

stuck kindle
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Lmao, problem again

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The unit selection works when I click on them but it's supposed to work also when they're inside the rectangle

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Which it doesn't

astral epoch
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Okay asked in #gameplay-ai but I think they're asleep.
Does anyone know why a tick event (in a task, not normal blueprint) wouldn't fire?

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The rest of the task works fine but I need this tick to do some pathfinding checks to make sure characters haven't found some weird route.

astral epoch
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Is that an actual rule?

thin panther
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Yes

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Rule 2 and rule 7

stuck kindle
astral epoch
thin panther
stuck kindle
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Fair, just kinda have to continue on selection and I can't find any other help online

thin panther
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Yeah you wont get many guides on rts games

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Theyre a very complex beast and high on the list of projevts solo devs probably shouldnt go after

stuck kindle
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I mean, I've got my friend for the landscaping and another friend for modeling

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Just gotta get used to programming

astral epoch
stuck kindle
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Okay about what I said before, something confusing happened

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It only works by selecting from bottom right to top left

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From top left to bottom right it doesn't work

shut fiber
earnest tangle
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nope

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iirc if you tick the private checkbox that may filter it out from some views but that's the extent of it

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it's a good excuse to learn C++, basic stuff isn't hard if you have at least some programming background :)

shut fiber
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yeah I've done a little bit of C++ but I still prefer to stick to BP for most stuff

desert juniper
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Is it possible for a player to bind to a delegate of a server owned actor on various clients?

short reef
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So any idea why this might be happening with my projectiles?

maiden wadi
stuck kindle
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Bro got timestop mechanic

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No idea by the way

stuck kindle
desert juniper
# maiden wadi Might need better context on that.

I have an actor that acts as a tribe manager
I'd like for the members of the tribe to subscribe to it's delegates, such as when a new player joins, one is invited, etc
The actor is a cpp actor firing off it's DECLARE_DYNAMIC_MULTICAST_DELEGATEs when something is triggered, but client's aren't able to actually listen to those events
Currently implimenting the bindings in BP

short reef
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Okay I think I fixed it by having the projectiles just overlap rather than block each other

maiden wadi
maiden wadi
stuck kindle
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Yes

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Once again, followed the tutorial..

maiden wadi
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Hang on, I lost my surprised mask I use when someone says that about youtube tutorials. 😂

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I'm pretty sure you just need to reconstruct the vectors. Is it the same video?

stuck kindle
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I've been stuck on the selection section for so long

stuck kindle
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The part after the 10 minutes

desert juniper
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rooThink1 Let me give it another shot

maiden wadi
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That is odd. This function's comments state the direction of the points should not matter. :/

desert juniper
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@maiden wadi So when a new member is added, it's done through an RPC and the AddNewMember (Server, Reliable) function on the actor updates by broadcasting it's multicast delegate
Trying to bind to it, manually in the player characters BP is yielding no results

stuck kindle
maiden wadi
maiden wadi
stuck kindle
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I only modified two assets by following the tutorial, this in MarqueeHUD

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And this in Parent Unit Class

desert juniper
quick grove
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sorry guys i just want to make sure that no matter how many digits there are I want the text to always be aligned with the top left corner of the monitor without the text coming out

maiden wadi
quick grove
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oh thanks, easier than I thought

stuck kindle
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Could it be that my problem comes from this?

maiden wadi
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Shouldn't be.

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"Shouldn't"

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But. Who knows.

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You could try reconstructing the points into a top left and bottom right style.

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Get the min X and MinY for top left, and MaxX and MaxY for bottom right.

stuck kindle
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I-

junior hedge
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@rancid bobcat

faint pasture
stuck kindle
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Even worse

faint pasture
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I mean you gotta learn math to do any of this stuff.

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Finding which number is bigger is pretty easy.

mental trellis
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I believe everyone has done the tutorial. It's called school. Gotta pay attention, bro.

faint pasture
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You have 2 X numbers and 2 Y numbers. You want one point to be SmallX, SmallY, and the other to be BigX, BigY

maiden wadi
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No need for anything more than Min and Max functions.

opal portal
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teach a noob please, whats that reflectioncubemap base node that i can not find?

naive stag
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I feel like I just reinvented a wheel. Basically I wrote this before I even knew FindLookAtRotation was a thing. When I tried switching into FindLookAtRotation, my old 'code' was wayyy more smoother than FindLookAtRotation. So uh, use this if u want idk.

naive stag
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So only 8 directions it can face

dull gale
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Hey all, I'm trying to do movement speed based on direction and I'm hitting a bit of a wall:
My objective is to have forwards movement be whatever I want, while having sideways speed stay at 300 at all times.
initially I just multiplied the movement axis value by .5 while moving right/left. This works great while I'm walking, as the sideways movement is basically the same as the diagonal movement (pressing W and D).
The problem comes when I run as I have it set to change the max walk speed to 900, meaning the sideways movement becomes 450.
I tried to go around this by having a multiplier hooked to the forwards axis and increasing that when I run, but I soon found out the "Add Movement Input" clamps the "Scale Value" node between -1 and 1, so having a bigger number than 1 doesn't matter.
Does anyone have any ideas how I can get around this? Thanks!

stuck kindle
faint pasture
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@dull galeMultiplayer or singleplayer?

maiden wadi
dull gale
stuck kindle
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That "May" is more than enough to me as of now

faint pasture
desert juniper
faint pasture
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8 * Round(yaw/8)

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er

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45 * Round(yaw/45)

dull gale
fair oak
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how do i rotate the actor 90° with the current third person rotation? the event triggers when velocity happens and the location part works but not rotation (bottom part)

stuck kindle
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Didn't work, actually it stopped working completely

faint pasture
stuck kindle
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Selection section of the HUD

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And the parent unit class

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This is the other part of the first pic

faint pasture
fair oak
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wait yeah i'm stupid

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but wait it should always be infront of the player model

faint pasture
fair oak
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i want a colider box for my furniture placing system infront of the player it already moves with the player and rotates 90° when a item is in the way(on component overlap) but i also want it to be always infront of the third person character

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like when the player spins spin the box 90° its slightly on the right from the actual anchor

stuck kindle
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Hell yeah another problem came up

faint pasture
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@fair oakSo you're saying you want the box to move left or right if somethings in the way? Like you'd want the box to be here?

fair oak
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nope wait

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currently its always in the north when its not overlapping with something when its north west it doesn't matter currently that would need even more scripting i think

faint pasture
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So what do you want, that it's always on the grid and in front of the character?

fair oak
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yes

faint pasture
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BoxPosition = CharacterPositionRoundedToGrid + Gridsize * CharacterForwardVectorSnappedToGridDirections

fair oak
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i'll try

mental trellis
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You don't even need to snap the vector

mental trellis
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SnapToGrid(SnapToGrid(CharacterPosition) + (GridSize * PlayerForward))

stuck kindle
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Apparently the units get selected even when the box is not over them

faint pasture
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Could even lose the inner SnapToGrid, depending on how you want it to feel.

stuck kindle
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But only from bottom right to top left

mental trellis
fair oak
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the movement already works but i mean the rotation now i'm confused lol

faint pasture
fair oak
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i want it to rotate 90° when the play turnt slightly north west or south

faint pasture
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You probably mean you want it to change POSITION, not just rotate

mental trellis
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It's easy to do

fair oak
fair oak
mental trellis
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Abs(PlayerForward.Y) > Abs(PlayerForward.X) && PlayerForward.Y > 0 -> you're facing north

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etc

fair oak
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the actor rotates not the cube

faint pasture
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So do you always want the furniture actor to be oriented with respect to the character?

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but snapped to grid etc?

fair oak
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yes

faint pasture
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k so you need some function to round a rotation to the grid. Something like
Yaw = 90 * Round(Yaw/90)

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There might be a built in one to do that, dunno

fair oak
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yes like snap to grid but for rotations idk

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this stuff with is a actor in the way works with rotation

faint pasture
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but anyways, once you got that
FurnitureYaw = RoundTo90Degrees(CharacterYaw)

mental trellis
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If you want an easy way yo round to 90... Round(Value/90)*90

fair oak
mental trellis
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What is it doing?

fair oak
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probably really embarrassing

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its just gives me obviously the same answer

mental trellis
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You're not rounding it...

fair oak
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i know how do i round it 😅

mental trellis
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And you don't want to touch the components other than yaw

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break the rotation into components, divide the yaw by 90, round it, then multiply by 90 and then combine into a rotator again.

fair oak
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the weird thing is when the player moves x and y change both and z stays 0

fair oak
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i found the issue why its two numbers sorry

stuck kindle
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Nevermind what I asked I might just remake the whole code

mental trellis
fair oak
mental trellis
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And what's connected to the divide node?

fair oak
mental trellis
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Yeah.

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so does it output 0 for every direction?

fair oak
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oh somehow its z wich was 0 before the math oh wow weird

fair oak
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but then i just connected the divide to z anyway and it worked somehow

mental trellis
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What you're saying makes little sense. Just screenshot your code.

fair oak
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it works lol wait

halcyon laurel
#

Hi everyone, i know about how to use the command console in blueprints, however I want to go more advanced than that, let’s base it on either a PC or tablet, I want to just press a button on my UI at any point in the game, it attaches image to an email and allows me to send that to someone. is there that kind of functionality to external apps like that or am I going to need a proper coder for this sort of task?

fair oak
fair oak
severe tendon
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When i cast something that isn't the character what should i get in the object node normally?

mental trellis
fair oak
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this is the working one

fair oak
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and this swappes y and z for some reason but when i break the prins into 3 pins it works fine for some reason and z is z again

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now it works

glass stump
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How do you

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like reset the position of a BP?

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Or like make it instantly teleport back to it's original position?

severe tendon
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@mental trellis as the BP of the object?

mental trellis
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The instance of the object you want to cast.

flat coral
#

What's the difference between Visibility and Camera traces?

mental trellis
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Cast changes how an engine sees an object. It can't do anything without you giving it an object.

earnest tangle
flat coral
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Is there any best-practices on which should be "trace the world as it looks" vs "this trace may interact with invisible objects"

severe tendon
#

The thing is that i write get "name of the object" but nothing appears

earnest tangle
#

I think visibility and camera are usually treated something of "can you see through this" and "can the camera pass through this"

severe tendon
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I'm so used to only using get player character or player controller that i dont really know how to get normal objects

earnest tangle
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so for example a wall will have block on both, a window will ignore on visibility but block on camera, and so on

flat coral
#

a window will ignore on visibility but block on camera
This is exactly what I was looking for, thank you!

worthy carbon
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when i overlap the item it says its not valid and that's why the ItemIcon is not working in my inventory

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someone help me please

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why is it not valid

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and how do i make it valid?

severe tendon
#

This is supposed to make an action when the character enters the collider and checks if the bool is true, yet for some reason there is an error, i've already set the bol value to true but it still fails

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What is happening?

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This happens too

elfin wolf
#

you have to cast to the character after you overlap it

tight schooner
#

"Other actor" is the thing your box just overlapped. It's a generic actor reference which is why you have to do a cast check.

gritty elm
#

how to make line trace hit on 2d image?

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I have png image in unreal. and this picture have some objects. i want to line trace with mouse with click and detect object on png picture.

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I know about mouse trace to world. but how to detect things on 2d image?

misty pendant
#

How can i create ActorBeginOverlap to check if the pawn that is overlapping is the player?

tight schooner
#

@misty pendant Probably an assortment of ways to do this, but you can use Get Player Pawn, and see if your actor reference is == to it

gritty elm
#

I created sprite and i added collision box. how i can detect mouse trace on this collision box?

faint pasture
gritty elm
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Hi @faint pasture, Can you help me with this issue?

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I have 2d png image and i want to line trace on image. i tried to create sprite and i added collision box to it.

#

but how i can detect line trace on that box

#

anyone can help?

misty pendant
#

oop

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sorry

wet shore
#

what is the best way to go about making certain controls work only when the player is in a trigger box?

remote meteor
#

player overlap box, turns on boolean, leaves box, turns off boolean

#

when input is press, check boolean before continuing

trim matrix
#

Sorry I don't know where to ask, I'll ask here.
What's the deal with the player index and the player controller?

quick grove
#

sorry guys how can I make that the game saves literally everything when the player is exiting and automatically reload the saves when the game is launching?

trim matrix
#

I'm trying to figure out how to create a playercontroller class that "decides" who to give to control to what

quick grove
#

I saw the "Save Extension" on the marketplace for free

wet shore
severe tendon
#

@tight schooner Ok thanks gonna check it out

cursive grove
#

What is the proper way to combine 2 blueprints in a parent blueprint? e.g. a mesh blueprint and a vfx blueprint

severe tendon
#

Btw, how can i block the characters movement in some circunstance

#

Like when you pick up a note you wanna read and you cant move until you finished reading and exit it

faint pasture
trim matrix
#

I'm trying to understand the logic behind it

#

behind player controllers, player index and multiplayer

faint pasture
#

Player Index only means anything on the server. On clients, everyone is player 0

#

also on client you can only see your own playercontroller, not others

trim matrix
#

Ideally I'd want a situation where on load the player 1 possessed pawn 1, and player 2 possesses pawn 2

#

interesting

trim matrix
#

yes so far I've been developing locally and I'm using get player controller index 0 for input and all that

trim matrix
#

what's the better way

faint pasture
#

Depends on where you're at

#

if you're in the Playercontroller, get self. If you're in the pawn, get its playercontroller, etc

trim matrix
#

so every pawn has a playercontroller by default? or do you have to set it on begin play or something?

faint pasture
#

What are you trying to do? Not every pawn has a Playercontroller, some have AIControllers if they aren't possessed by a player etc

trim matrix
#

i'm trying to understand lol

#

I made a simple pong clone so far

#

For research purposes

trim matrix
#

But if the game is single player only the gamemode has to be on client right?

#

Not that it matters

#

Also the player controller handles all indexes on the local client if there are multiple right?

faint pasture
zealous moth
faint pasture
#

But anyway, it's pretty rare that you'd have to get PlayerController(0), I don't recall doing it ever

trim matrix
trim matrix
zealous moth
#

yeah that's why i am asking for further info

#

you will always be player controller 0 unless you are in a console, with multiple controllers plugged in locally

#

then you get playercontroller(1) and so on

faint pasture
#

The pawn knows its playercontroller, the playercontroller knows its pawn and hud and playerstate, what's the problem?

zealous moth
zealous moth
severe tendon
#

Ok

zealous moth
zealous moth
# quick grove I saw the "Save Extension" on the marketplace for free

i tried that awhile ago and I didn't like it 😄
What you would typically do is that all elements requiring their data to be saved to set them as part of some struct and pass that onto the save game data. So when you reload the zone, you baseically respawn it from default and each actor checks in/=out based on the save data.
You can use GUID for that and add it to an array if it needs to stay or disappear. etc etc

trim matrix
#

Or is the player controller accessing the pawn

topaz badger
#

Currently trying to get a delta of a distance curve but these values are exactly the same when comparing them. Do animation curves not update every frame in UE5?

glass stump
#

Is there a collision event for overlappingtwo components from two different objects?

topaz badger
glass stump
#

How do I get the component after that though?

topaz badger
# topaz badger 0 :(

well 0 when comparing the difference, both go from 0-45 as the animation progresses

glass stump
#

Hm. maybe I'm just formatting it wrong.

zealous moth
zealous moth
#

does it change?

#

if not, your problem is the name ref is probably invalid

trim matrix
#

@zealous moth if you can answer the question above that'd be appreciated as well

zealous moth
topaz badger
zealous moth
#

ok, so it works 🙂

#

how do you get your difference?

#

lf - current?

topaz badger
#

well yes, but the last frame and current frame values are mysteriously the same

#

yep

zealous moth
#

can i see? :X

topaz badger
zealous moth
#

where's the rest?

trim matrix
topaz badger
#

Ive actually pinned it to something else, following an epic tutorial and they have to use a do once node to set the initial value, seems like that is getting reset constantly

topaz badger
zealous moth
#

oh god

topaz badger
#

its from an epic livestream/tutorial

zealous moth
#

oh no.... don't trust them

#

sometimes they mess up live 😄

#

i am trying to follow your logic

#

sec

zealous moth
topaz badger
#

yeah, haha. They showed it working. Its for a turn in place. Theres really nothing out there that shows a good way on how to do it.

zealous moth
#

is your do once supposed to start unclosed?

topaz badger
#

Thats what they show

#

Heres showing how that is reset

zealous moth
#

i can't say i know 😦

#

if it is a tutorial, i'd start over

#

and test it back each step of the way

#

^ i do that when the same happens on my side >.>

topaz badger
#

Its alright, I appreciate the help

#

haha yeah

trim matrix
#

A player controller can only possess one actor at a time right?

zealous moth
#

any controller can only control 1 thing

#

each ai pawn will have their own ai controller as well

#

uh oh, Authaer is coming out

maiden wadi
#

Possess, yes. But a few hundred thousand things can have input enabled.

zealous moth
#

how you been?

#

you changed your avatar from A

maiden wadi
#

Werk werk

trim matrix
#

nevermind the logic this is a very jank test world for practicing this

zealous moth
#

we are the robots

trim matrix
#

so if I press 1 then 2 I'm possessing ONLY pawn 2 right?

#

or if I press 1 and 2 I'm possessing both?

#

this is the player controller bp

severe tendon
#

@tight schooner sonething like this?

#

Doesn't really work

#

🤔

zealous moth
#

I've never played with that setup

#

You have an "On possess" event

#

you can print string it on your actors and say "Hi I am possessed!"

trim matrix
#

yeah ok I'm starting to figure it out thanks

#

next million dollar question is: how do I turn this into a multiplayer enviroment for testing?

#

Other than setting the clients to 2

zealous moth
#

if you're poor, RPC

#

if you're rich, AWS master race

trim matrix
#

local lol

#

like, spawn multiple windows

zealous moth
#

oh

#

like classic goldeneye?

maiden wadi
#

There is also an editor setting to enable late joining button

trim matrix
#

I'm trying to do the most basic thing
I have a test world with two pawns, and I want to spawn two windows with two player controllers (representing two players in a server) one possessing each

zealous moth
#

oh boy, I haven't done that... LAN parties, man I tell you h'wat

maiden wadi
# trim matrix local lol

To clarify, do you mean two people on one screen, or simulating two people playing on their own machine?

trim matrix
#

two people playing on their own machine

wet shore
maiden wadi
#

Yeah, just set the players to two, or enable the late joining editor button.

#

Set it to dedicated or listenserver for type.

trim matrix
#

"Play as client" works?

#

It says it will create a server behind the scenes

maiden wadi
#

It might for dedicated servers. Not sure. I'm used to testing under Listenserver conditions where one player is host and player. Is how we do stuff at work.

trim matrix
#

Ok so if I want the two clients to possess one pawn each I can get all actors of class array and for each give one to each controller?

maiden wadi
#

You could. Though it's usually easier to use game mode overrides.

trim matrix
#

Wait, in the game mode bp how do I directly address a specific client?

#

Client 2, for example

maiden wadi
#

Depends on your game and how you have your framework set up. But there is a function named GetDefaultPawnClassForController.

teal gull
#

Hey folks quick question. How can I iterate tru 10 static meshes?
I have an array of references to static mesh and I want to set ref to the 10 bullets on my mag. Do i need to add to array one by one? imnot sure how to do a loop and get the correct static mesh each loop

zealous moth
maiden wadi
#

Alternatively. I also recommend not making separate classes specifically. You could just alter how the class works instead of making two very different classes.

zealous moth
#

so many 30+ playlist videos watched and they messed up something on vid 2 and 15 and nothing works

#

"but if you do it right, it works!"

trim matrix
#

Like, do I work inside the gamemode?

zealous moth
#

it's minimal work

trim matrix
#

I meant inside unreal

zealous moth
#

yeah that tells you how

#

i havent touched it in a year or so

maiden wadi
#

Hmm? EOS is just a connection platform.

trim matrix
#

Yeah I was wondering the same

maiden wadi
#

Pretty sure you're looking for an RPC.

trim matrix
#

I mean, even just something as simple as the server broadcasting to all clients a print string

zealous moth
#

oh, did i misread?

#

oh, RPC calls

#

read up on RPC

#

client makes requests to server and server does whatever

trim matrix
#

yeah but who's this "server"

#

is it gamemode? Inside my project what is the server represented with

maiden wadi
#

Server is an application of the game running on a machine.

stoic quarry
#

Hi, could someone help me privately with a bug I have?

nova horizon
#

Is there a way to use C++ and Blueprint st the same time?

maiden wadi
# trim matrix yeah but who's this "server"

Case. A dedicated server is am application with no client and no graphics. You can run a dedicated server and a game client on the same machine, but they are not the same application so the client still has to go through RPCs even on the same machine because of the differing applications.

On Listenserver a server is an application of the game that is both server and a player. Think typical console shooters where one player hosts.

Talking about networked actors. Every player has a player character. So if you're on a dedicated server game, and there are two players, there are actually six character instances. Two on the server, two on client 1 and two on client 2.

The same case on a listenserver is that there are only six characters.

maiden wadi
nova horizon
#

I see

#

Is rider better than VS?

#

Ah
Any real difference

#

I see

#

Cause I moved from Unity to Unreal and this is all very new to me lol

#

Thanks 👍

maiden wadi
#

You're going to have an initial shock with how difficult it can be to reiterate changes. At least that seems to be the most common Unity User's experience.

nova horizon
nova horizon
maiden wadi
#

Having never used Unity. Can't say. 😄 Using Unreal was pretty easy to learn for me.

nova horizon
#

Same lol

#

Unreal seems very very complicated compared to Unity but I feel like it benefits this way cuz it's more flexible

nova horizon
trim matrix
maiden wadi
#

I feel like Unreal has a ton of framework that Unity seems to be missing. And rather than learning them, Unity users seem to build from the ground up and fight the systems already in place instead of understanding them.

nova horizon
#

It takes longer to do stuff but I don mind it

nova horizon
#

Anything changed with the code or?

trim matrix
nova horizon
#

Yep I know that

#

But I'm more excited tbh lol

#

Will do 👍

#

I should go
There are other people who probably needs help more than I do
But thank you

grave relic
#

Hey everyone 🙂 Wanted to ask if there are any great plugin for sequences?To make an interactable sequences? Logic like "call sequences 1,2,3 with buttons at your widget blueprint " Sorry if its sound weird but I can't say what i really want to due the rules of this server :DD

#

The difficulty is that I want to automate this process

high ocean
#

Any idea on how to "set camera view"? There's a function to get camera view, but not one to set it. I need to set another actor's camera view to the current actor's.

maiden wadi
high ocean
maiden wadi
#

There should be a SetViewTargetWithBlend in PlayerController.

high ocean
#

there is, but it will blend from current view to "that camera's view".

maiden wadi
#

Not with a 0 time input. It's instant.

high ocean
#

Camera 1 (current) -> Camera 2 (target). Yes (instant). I need Camera 1 (current) -> Other player's camera view & SET it to (current) view.

#

Ok, here's what's wrong:

  • I'm spawning a mount (spawn another character BP then destroy current)
  • If the SKM is rotated towards the camera, the camera of the newly spawned mounted character will have it's boom reflect it's spawn rotation (obviously).
  • I need to somehow "send" the current camera's view over to that new character so the transition is seamless.
maiden wadi
#

So problem is that possessing the new pawn keeps the old pawn's camera rotation?

#

As in if you're facing the mount's left, possession makes you look left afterwards?

high ocean
maiden wadi
#

Man, I'm playing video games. I'm already wasting time. 😄

#

If I did understand correctly though. I think you're looking to set the controller's control rotation on possession of the pawn.

high ocean
#

so there it is... I need the camera to "stay put"

#

and "translate" it's view to the new camera of the mount

#

only found some hacky shenanigans online which I'm not gonna implement lol (with the spectator pawn n shiet lol)

maiden wadi
#

Seems like a control rotation thing if you're using spring arms with control rotation.

high ocean
#

I am using those, yes

maiden wadi
#

That's odd. I don't remember that setting automatically like that. I recall having to specifically implement control rotation changing when I did some of my possession code.

ancient sparrow
#

is there a blueprint node that takes 2 execution inputs, and either of them will activate the same execution output, but it will output a boolean depending on which input was triggered

high ocean
#

Getting the camera/camera boom's transform returns 000 regardless of the SKM rotation. However, the "get camera view" node returns some values. Problem is how to "set camera view" of the newly spawned one - there's no function for that.

ancient sparrow
maiden wadi
ancient sparrow
#

but how do you get the differing boolean inputs

maiden wadi
ancient sparrow
#

ah yeah

#

that works

maiden wadi
# high ocean Getting the camera/camera boom's transform returns 000 regardless of the SKM rot...

I'm not really sure how I would handle that. But I feel like something is setting your control rotation during that transition that shouldn't be. Maybe one pawn is destroyed or unpossessed too early. Barring that, you could just save the control rotation's state pre possession, and set it on some client side possession notification. Not sure there are any of them in BP alone though. I usually hook into some of the C++ only ones and add BIEs or delegates.

normal rampart
#

Is there any way to determine the direction an actor is moving when setting the location directly and it's not technically using physics to move? I'm using a sequencer to set the transform of an actor and need to know if it's moving left or right on the X axis.

The only thing I came up with is to cache it's X location, delay an arbitrary amount, and compare the X location with the cached X location, but it has pretty unreliable results for some reason.

high ocean
maiden wadi
#

Odd. Was that hidden in 5? Sec

#

Should just be this.

high ocean
high ocean
high ocean
normal rampart
maiden wadi
#

😄 It happens.

high ocean
maiden wadi
bronze quiver
#

So im driving a car through a box volume, acts as a checkpoint for now and there is collision on it causing the car to flip? unsure what im doing wrong

maiden wadi
maiden wadi
bronze quiver
high ocean
#

like... this control rotation for instance 🤦‍♂️

#

I saw it was the only value changing when moving camera, looked in the wrong place, didn't find the function and started looking online pffff

maiden wadi
#

I used to love that feeling. 😄 Most of my time is spent in UI though. No savior checkboxes.

high ocean
#

I keep saying for 6 months now that UMG really really needs some love from Epic... 😐

maiden wadi
#

Specially with Common UI coming out. That plugin literally makes me nauseous.

high ocean
#

omg... wtf is this?!

#

😮

maiden wadi
#

Some new UI extension stuff from Epic. I took a look into it a long while ago before UE5 release. It's coded terribly.

normal rampart
high ocean
#

so... UMG did get some ❤️ afterall - but according to ppl I trust looks at @maiden wadi it isn't so good? 😆

high ocean
maiden wadi
#

Eh, it was in alpha. With any luck by 5.13 it'll be okay. But after seeing someone const cast out of a const OnPaint function to set a timer just to create a tick function that they could have avoided with a simple time state variable. I got allergic. Then at work we started implementing it for other reasons. It literally stops the middle mouse button from working from nothing but being enabled. Zero settings, zero implementation, not being used, just enabled in the project. No middle mouse in actors input or UMG.

high ocean
#

So UMG as a system still suffers 6 year-old bugs lol

#

Well, honestly, I feel like those "binds" are utterly useless as a system and could be safely removed as nobody in their right mind uses them. If they would at least expose a tick frequency (like all actors have), they could become more useful. But then again, I'm barely staying afloat with half of the changes so yea...

maiden wadi
#

Even with a frequency, they're pointless. Bindings are bad for two reasons. Two bindings is already more function overhead than just using the widget's tick. And if you ever set the property that thing is bound to once, the entire binding won't run anymore. Stops updating.

high ocean
#

Wow, didn't even know that. Then again, I never used them so 🤷‍♂️ 😆

lime yoke
#

Can't set variables on anim notify states. I think this is a bug.

Variable "NameOfVariable" is read-only within this context and cannot be set to a new value
bronze quiver
fervent cave
#

does someone has some pointers on dynamic depth of field? cant seem to stop ue from replacing my volume with some random default one instead of just tweaking the values on my volume

zealous moth
#

we had that debate!

glass stump
#

How do you define what component is hit in an Event Hit? (Of the other object.)

faint pasture
#

or in the hit result

spark steppe
#

anyone succeeded adding timespan to datetime struct in ue5?

lime yoke
#

Do you guys happen to know how to make a static mesh that can be pass through one side but no from the other? Something like a Dark Souls fog.

paper galleon
#

Not one static mesh. You'd have to combine collision volumes with the static mesh in an actor

lime yoke
#

Yup, I suppose that should be the way to do it.

naive stag
#

So I want to make something but I have no idea how to make it and I couldn’t find anything about it. Is there a way to see collisions only in game?

#

Not in the editor, but in game

paper galleon
#

Not so sure about "only" in game though.
But the above method will be visible in editor and in game

naive stag
paper galleon
#

Ahh I see that you meant now.

naive stag
paper galleon
#

Nah. Collision debugs are editor only features. You have to implement some sort of visibility mechanism yourself.

paper galleon
naive stag
#

Think of it as a blind character

#

That can sense stuff

paper galleon
# naive stag Gameplay feature

Sorry, you'd have to implement it another way. Materials, really thin static meshes, 3D wigets.

Several other options really.
I tend to favour materials but I have no idea how to implement it at the moment

paper galleon
#

I haven't done anything of the sort that you're trying to implement. So I can't really help that way.

#

🥲

naive stag
#

I think if I’ll do it with materials, it will cause me lots of trouble further when I will try to build a map

#

Rn it’s just a testing map

#

Wdym by effect?

paper galleon
#

The collision visibility effect you're going for.

naive stag
#

Oh you mean the texture it will be that will over the collisions? It doesn’t matter at all tbh, as long as there is a texture that indicates it’s existence

spark steppe
#

so i want to add time skipping, my game pretty much uses seconds as ingame minutes, so i thought i could just set time dilation to 10, delay for minutes/10 and set it back to 1

#

but im not getting what i'm expecting

#

i've read that time dilation messes with delta time, so is it not an reliable way to pass time within a certain amount of real time?

paper galleon
#

I'd use states for time skips.
Time dilation is best for slow mo or fast forwards over a short period.

That's what I'd use it for anyways.

spark steppe
#

what do you mean by states?

#

time dilation would have the benefit that AI would still do things

#

but i guess it's also heavy on CPU "compressing" all that within a shorter period of time

#

with time dilation of 10 and 30fps, i should still get 3 ticks per "what would be a second normaly", which should be ok for most AI stuff

paper galleon
#

States like "what should be happening at this time of the day?"

When I run the time skip event, I'd do a bunch of checks and set a bunch of stuffs.

I'll admit this method only works best if you're keeping track of only a few stuff.

spark steppe
#

yea, but ticks still happen, with altered delta from how i understood it?!

#

i want to increase FPS actually

#

with 30fps and time dilation 10, it should process at 300fps 😛

#

kind of

#

yes

#

😄.

#

but no

#

it does not from my observation 😄

#

e.g. "get game time" should be affected by time dilation

#

i'm aware of that

#

see, i may be patient as gentoo user, but not t.maxfps 3 patient

#

alright, so i have to think of how to implement a sane schedule for my ai tasks and such

#

so that i can just alter the time value, with some offset, and notify my AI to rethink their life decisions

paper galleon
#

Basically states.

#

I love implementing states and schedules

#

🥲

spark steppe
#

whats your source of truth to manage your time? custom game instance?

candid geyser
#

Any quick ideas on how to help the game detect if the player isn't moving?

paper galleon
spark steppe
#

i was kind of considering to ask in cpp if i should make time a subsystem 😄

candid geyser
paper galleon
#

Lol. 90% of the time the answer is subsystem.

spark steppe
#

thanks ozy and laura

#

i guess i'll leave that problem for future me, and lay it down for today 😄

paper galleon
candid geyser
paper galleon
cobalt gulch
#

How can I make a shield blueprint allow players to vault over the shield to the other side

paper galleon
# candid geyser What do you mean?

In my game for example, the max walk speed is 150. When I check if the character is not moving I check that the velocity length is less than 50 or is it 100?
I don't check if it is equal to zero because it may not be most of the time and yet the character looks like it's not moving.

candid geyser
#

The problem so far is that I need to to check the velocity in all directions. Left, Right, Forward, Backward, Up, and Down.

#

And I dont think velocity length will check my up and down velocity

#

Because, well, length.

paper galleon
#

Yeah it won't. Just do what you have in mind. You should be fine

candid geyser
#

AHA IM SMART I KNEW IT

#

I was right for once woooo B)

paper galleon
#

😅

candid geyser
#

Ohhhh boy now I have a new "thing" to workaround

faint pasture
candid geyser
#

Get Velocity is a vector, I know I can just split it, but I dont know if that will work for what im doing.

#

Hmmm

faint pasture
candid geyser
#

Oh oh oh wait I MIGHT have an idea

faint pasture
#

Or just velocity in XY?

candid geyser
#

Velocity in all directions

faint pasture
#

Like, are you trying to check if velocity is 0ish or what? Just check its length.

paper galleon
cobalt gulch
faint pasture
cobalt gulch
candid geyser
cobalt gulch
#

Perhaps an animation is played

candid geyser
#

But I need it to check every axis.

faint pasture
#

that's it

faint pasture
candid geyser
#

Velocity length works for up and down as well?

faint pasture
#

or do you want 3 answers.

candid geyser
#

I know it's in relation to the players direction(???)

faint pasture
#

Just check velocity length and read up on vectors. It is not in relation to the player's direction (whatever that means)

paper galleon
#

Velocity is a single direction. There is no up or down.
You check it relative to another vector on the character. Like the actor forward vector

candid geyser
#

Wait wait so then what are vectors???

#

Ohhh okay

faint pasture
candid geyser
#

Okay okay I think im getting it haha

paper galleon
#

I want to facepalm so badly lol.

candid geyser
#

Feel free bro

paper galleon
#

Lmao.

#

Just Google vectors. Requires the tiniest bit of math

#

But they're pretty easy to understand

candid geyser
#

Any amount of math is my kryptonite

paper galleon
#

😬

#

No gamedev without math. Sorry

cobalt gulch
#

ugh

candid geyser
#

I know I know

#

I looked up vectors

#

And

#

I do not feel smart for not forgetting what they are

paper galleon
#

Lol. Vectors have a magnitude and direction.
They exist in a frame of reference.
The form angles relative to each other. That's how you get a direction

candid geyser
#

Come on man im the same guy who asked how to make a circle
You should know I suck at this by now

faint pasture
#

Velocity is (Speed in X, Speed in Y, Speed in Z), and its length is Absolute Speed

paper galleon
faint pasture
candid geyser
#

Nope, I only care if the player is moving at all

faint pasture
#

K then Velocity.length is your speed. Now make sure you understand it before proceeding.

paper galleon
#

Like I stated wayyyyyyyyyyyyyy earlier.
Use velocity.length

#

Like Adriel has stated also

faint pasture
#

Something something horse water.

paper galleon
#

The horse ain't thirsty enough

wary sail
#

Not sure where to put this question but does anyone have any idea if its possible to get a line trace to hit a Niagara particle specifically the surface of the new fluid simulation templates UE5 has? I'd assume theres not a out the box solution but thought I'd ask in case anyone knows differently?

pliant solar
#

i love blueprint

#

i made a crouch blueprint to make it more smoother

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im working on it

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seems done

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hey it works

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pog

fleet delta
#

Hello, Looking for some help. I'm trying to get Rinterp to Constant to either complete the rotation if its past a certain degrees or to return to the original position using the InputAxis. Everything I've tried so far either looks like the char is teleporting from left to right or gets stuck at an angle going the wrong direction. Player is locked to the -/+ X Axis so 2d movement.

covert schooner
#

Is it bad form to prefix event dispatchers with On? for instance OnFire? Is there any coding practice here?

tight schooner
#

If you want a style guide, there's one

covert schooner
old kernel
#

Hey so I am having an issue with a 1D Blendspace not playing one of the animations at its point. The animation is like stuck in its reference pose and not moving

#

Would anyone know what to do with this?

candid geyser
#

Actually hang on I worded that poorly

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Im trying to use a behavior tree to alternate branching dialogue paths. Right now im trying to figure how to get it to branch depending on the players rank.

trim matrix
candid geyser
trim matrix
trim matrix
#

Is the player rank a variable in your blackboard?

candid geyser
#

Do you mean a variable or a key?

trim matrix
#

Key

candid geyser
#

I dont have the players actual rank set, but I have the required rank as one.

trim matrix
#

You need the players rank.

#

Just use a selector node and blackboard decorators to "branch"

#

Next time you make a dialog system, make sure to not use a behavior tree.

candid geyser
#

Yeah, should I use a service to actually determine the players rank?

trim matrix
#

Not meant for this in any way.

#

Just feed the players rank into the blackboard

candid geyser
#

I know, it just makes it so I can take the actor, place it where I want, and assign it the tree

#

And then just like that it works

#

So I could make like 5 trees if I wanted, and just assign them to their actors

#

And then I can initiate dialogue like that

trim matrix
#

im not sure the issue.

#

Either way, just do whatever you think is best

candid geyser
#

Hmmm

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How can I feed the rank straight into the blackboard?

#

Nvm I have an idea

candid geyser
#

Okay I got it

tawny forge
#

Hey, when restarting the editor I get LogUObjectGlobals: Warning: Failed to find object 'Class None.DestructibleMesh' when opening one of 4 BPs that inherit from another BP which is based on ACharacter. The base BP has a Skeletal Mesh, an Animation asset and a widget. The 4 "broken" derived BPs only change the Skeletal Mesh and Animation asset. I reference these BPs in an C++ array to spawn actors, the base BP works as is, the derived ones don't. If I open the full BP editor for the derived bps and hit compile it just works again. However, I have to do this step after every editor restart and in a shipping build they are also broken.

icy dragon
icy dragon
#

Behaviour Tree is not fitted for dialogue system, and far difficult to manage for that purpose anyway.

icy dragon
# candid geyser gamer

I'm not kidding, you're going to shot yourself in the foot with that super hacky setup of behaviour tree.

candid geyser
#

What's the issue with it exactly?

icy dragon
candid geyser
#

Oh I thought it was like actually game breaking

icy dragon
#

#2 can be game breaking.

candid geyser
#

Personally it's been really easy to do it this way

#

But I guess time will tell, I dunno

icy dragon
#

Fair enough, I won't work on your project.

#

Just don't cry if you stumble upon issues when you do some extensive test on it

dusk dust
#

hello. How can I sample a render target inside of blueprints? I want to apply an offset to a procedural grid of vertices based on this heightmap render target.

harsh coral
#

Quick question...Can I use a boolean to switch one parameter on and at the same time switch another one off?
Like: "If you hide this actor, unhide that actor"?

tight schooner
#

Not sure how exactly you want to implement that, but you can always use a "not" node on a boolean to get the opposite

#

so that one actor does the opposite of the input boolean

harsh coral
#

I wanna use it in sequencer to hide/unhide actors.

#

Ok, thanks, I´ll try that.

tight schooner
#

Sorry, I'm not experienced with the sequencer

harsh coral
#

Nevermind, I might have found a different solution...

quick grove
#

guys why there isn't a node named like "Set Camera Rotation" (target is player camera manager)?

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...there's only "Get Camera Rotation" but then to set that I need the "Set Camera Rotation"

#

if that is not possible... how can I set the rotation of the camera?

#

oh I found it... I just need "Set Control Rotation"

harsh coral
#

Ok, looks like I need more help still.

#

So, to iterate on my problem:

#
  1. I need to Set the visibility of Object A with a boolean switch. When the boolean is true, it also needs to turn OFF the visibility of objects B and C.
#
  1. If I connect the boolean to a NOT node, I can send that to the visibility of Object B and C, so this works.
#

BUT.

#
  1. It also needs to work the other way around.
#

SO. If I set the visibility on Object B to ON, it needs to turn off the visibility on Object A.

#

Is that possible?

wanton fiber
#

I mean yeah I don't see why it wouldn't be
Just maybe instead of directly setting a bool to make it nicer you could make either an event or a function in each of the objects called something like SetVisibility with one boolean argument that takes in the visibility
You can branch to see if this boolean is true and if so tell all the other objects to SetVisibility but with a false boolean. If it isn't true, just turn off the visibility

harsh coral
tawdry surge
#

Event dispatcher is your friend here

wanton fiber
tawdry surge
#

That'll work but it's not very scalable

harsh coral
#

Sorry, I´m a complete beginner, how do I get the "set visibility" node?

#

And what do you mean that ist not very scalable?

tawdry surge
#

If you use an event dispatcher your manager BP (the one above) makes a call
The actors listen for it and handle it individually, so one might turn one and the other off.
If you decide to add more actor classes later then you can just tell them to listen for the call
The other method means you need to add a reference inside the manager for every new actor type

harsh coral
#

Ok, this is a bit too complicated already.

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I´m just trying to branch a few visibility nodes now.

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And then I need to get ONE node that selects if either ONE of several bools is true, it sets the condition on another branch to true.

tawdry surge
#

Flipflop

harsh coral
#

is there an OR node, that takes in more than two values?

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I have three values that ALL need to set ONE value to true

#

Sorry, I know this is really basic stuff...:)=

tawdry surge
#

It'll return an "is A" bool which you can use with a "not" to choose if it should be true or false on A

#

Flipflop->set visibilityx3
Use the "is A" bool in the "new visibility" pin
Put a "not" in the mix if you want it to be ON originally but OFF when you switch it the first time

fiery knoll
dawn stone
#

I have a very slow animating video (.5sec per frame). The video is pretty long so all textures of the frames can not be loaded in at once. I want to streamload the next frame textures in the background while transition between the previews frames plays.

#

I tried Async Load Asset with soft object references, but they halt the frames and cause massive frame drops.

late gorge
#

im having issues loading a map, it works in editor, but fails to load in a packaged version, is there any particular reason why that would happen? as far as i can tell there's no difference between the two maps and they're both loaded using the same process

trim matrix
#

Just wanted to share this somewhere but I just found out you can do Math Expressions in Blueprint. Now all the node calculations will be gone. 😄

celest steppe
#

2022 and still no way to properly define the order of categories in the details panel?

raw orbit
#

is there any way to change the order of variables in a struct created as a blueprint within ue5_

raw orbit
#

@mortal pilot pepehands what does it mean, should i just use my projects structs.h i made recently for all my structural needs

mortal pilot
#

idk, I don't do blueprints, was just testing new emoji

raw orbit
celest steppe
#

Can't you just drag-drop the variables into order?

#

if applicable, using the dot-border at the left side?

mental swallow
#

When using a delay node that waits 0,00001 seconds, will the logic that runs after that happen on the next frame? I would want to use a delay node to fix race conditions but within the same frame.

solar bison
#

How do I put in widgets inside another widget?

uneven geode
#

Hi, does someone know why a blueprint compile but when i package game errors make package fail? How to prevent that? i'm migrating project to ue5. Thanks

gentle urchin
#

You fix race conditions within the frame by organizing your logic and flow control

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Make sure A is done before B

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Only call functionB after A etc

mental swallow
#

okay, thanks Squize

gentle urchin
#

You can also set up function B with a precondition for function A by adding a bool to whenever function A has been executed that frame

cursive grove
near glen
#

if I want to make some kind of planets with landscape system (digging, building) with ability to travel between those planets, is there any good solutions with at least some optimisations?

tawdry surge
#

@cursive grove You can do components

flat hinge
#

Hey guys - I'm pretty stuck on something, have a feeling it's not to do with my setup so much as something more systematic; would any one be able to help me with this?

#ue5-general message

maiden wadi
# flat hinge Hey guys - I'm pretty stuck on something, have a feeling it's not to do with my ...

I'm not sure about the specific issue. But one thing I would recommend doing is not setting internal state from other places like you're doing with the enum and string. Call functions or pass as expose on spawn and let the widget handle it's own internal state. It saves on refactoring time later on and keeps your classes integrations much cleaner, which is really important in widgets. You could pass the enum and set into the create widget function, and just have the data ready on construct. Then all you need for that widget anywhere you use it is the CreateWidget and AddTo calls.

flat hinge
maiden wadi
#

Yeah. 😄 I went through that a little which is why I'm pointing it out. It's fine, until it's not, and then you need that tab in a second which, but it's fine, so you copy it somewhere. Then you need it in a third place. Now you have to add something, so you go back and have to fix up all three locations. Your future self will love you.

flat hinge
#

Hehehe

#

I just don't get it, the break points don't hit properly, but stepping through It I can see the values are getting set correctly. Then nothing else changes them, but when they are read back out they are all set to the last index.

maiden wadi
#

Where are you reading them?

#

Hopefully not Init

flat hinge
#

Binding an event to on clicked in the parent widget's construct

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ha

#

i'm an idiot

#

thank you

#

actually no that shouldn't be an issue in theory

#

as the buttons are created in the same event before this step

bronze quiver
#

Hey, im coming from unity and trying to understand unreal. Im getting a accessed none error, and im assuming that means that the variable does not have a reference to the other blueprint its getting called from? However they are components and they auto populate when searching for them. been messing with this for about an hr now so if anyone has any ideas just point me in the direction to look

flat hinge
#

For example, trying to load a level using a name that doesn't exist

bronze quiver
flat hinge
bronze quiver
#

yes, the component under them.

flat hinge
#

So i'm far from an expert, but that set up looks... odd to me, like it is probably not doing what you think it is - however that is likely a different issue... my guess without knowing more is that the checkpoint you are trying to read did not spawn - so when you try and access it the game is going \o/

bronze quiver
#

this is the components on the checkpoint it self. idk if this matters though

flat hinge
#

Aha ok i've confirmed that it's a reading problem for sure. When we create the button it populates the text correctly - but when reading in the variable that the text is bound to, it returns the wrong value

#

dafuq

#

Just found some one with the same problem on the forums, I can't imagine this is a rare bug if so

flat hinge
#

I have a hunch that it's not possible to read variables out of a widget. Going to try find a way to set the event up in the widget itself and see if that works

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hmm - ok scrap that, it looks like it's a case of not being able to distinguish between widget object references

#

Huzzah got it working

#

result -> don't try and read any widget variables outside of the widget

dire shadow
#

is it possible to use a setup like this and still have the rotation parented to another object

#

tried rotation the springarm instead of the camera with it inheriting rotation but that doesnt seem to work

#

or should i make another pawn thats just the camera ?

warm terrace
#

Hey okk! I know this is a old post but did you ever figure out a way to accomplish this?

#

Hey Guys does anyone know if its possible to set up something like this in a blueprint? https://www.youtube.com/watch?v=_YFhuuMOhVo&t=105s

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▶ Play video
#

I'm using a array and sine to move my grid up and down but would have a additional effector the when overlap or collision happens to effect its z position. I've tried using a capsule and collision with actor begin overlap but that didn't work. Has anyone done this before?

glossy bane
#

Does anyone know if it's impossible to edit the collision of all children of an actor by editing the parent's collision settings in runtime? The BPI event is called inside the parent BP but none of the children, either already spawned or spawned after collision is disabled inherit the new collision

warm terrace
#

I'm not familiar with that node. So I can effect collision but linking the collision to a event that effects its relative location I cant find. Like creating a volume that I can animate through a grid of cube and as the volume moves through the grid it triggers a multiply value to its z relative location.

glossy bane
maiden wadi
maiden wadi
#

Do you want every single component to have the same collision that is parented to Tile?

glossy bane
undone surge
#

if i want to get a random socket from a skeleton will i have to create an array of strings with the socket names or is there a better way ?

glossy bane
#

I know I can get all existing ones with get all actors of class, and add a branch on begin play in child BP to check if event is going on but I'm looking for a better way of doing it, performance-wise

maiden wadi
#

Well, if they're parented to Tile, then it's a simple matter of state control. When you spawn a new child, check Tile's collision and set it to that. When the event begins and ends, set collision to tile and iterate over all attached components or actors to set their collision.

lone bison
#

How would I spawn an actor then make the player switch to the actors camera?

glossy bane