#blueprint
402296 messages · Page 918 of 403
Yes. I usually set a Boolean variable in the character BP to true when i want a certain animation montage to play eg. bIsAttacking. Then in the animbp i get that variable and if true i use a DoOnce node followed by a PlayMontage. when the montage is finished i call a custom Event which is connected to the Reset input of the DoOnce node.
Then set the Boolean to false.
👍
When selecting the node 'Set Members in...', you can show/hide members you want to set (see right panel):
but shouldn't the buoyancy component be referenced somehow?
is it not possible to change a variable inside a struct that is within another struct?
Because this doesn't seem to work: https://gyazo.com/89e050c97bde62be995cb3b21a82c54b
🤔
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.
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
Is that normal behavior?
you need to ensure everything you're changing is a ref and it should work
if any of the functions make copies instead of using refs, then it might not
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
the print string in this example reads 20 (after one kill), default value is 20. When it should be 19
then you're probably not setting the value correctly
there is no nested structs in this picture
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.
I suspect the first Break ST_Mission always gives a new copy of the array
unless it says it's a reference when you hover the pin
lemme check
If I want to add inventory items elsewhere it looks like I have to manually type in the RowName as a DataTable/Name.
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
should be a ref
What about the Actor Classes to Destroy pin?
Is there any way to add items to my inventory variable like my list of items is an Enum?
No I mean the output pin on the previous one
Oh
Make it an enum if you want it to behave like an enum? Not really sure what the problem is tbh :)
you mean this? https://gyazo.com/a495355849be7a22a67e4612a04f956d
Yeah
I mean like right here I'm able to set the RowName to something in the dropdown. It's behaving like an Enum.
Not 100% sure but it's possible you get a copy of the array for each pin that goes out of it
Ah I see, are your items actors or?
When I go to add items that aren't in that default list it wants me to type in the RowName. My items are not actors.
My items are a DataTable with info on strength, value, stack size, etc.
I can 100% confirm that you're copying the array here. Any Break struct node is by copy. There is no such thing as a reference through a break node.
And that was also after the loop macro copied it.
Ah, yeah not sure how you'd get it with that particular node or if an alternative exists. Some of the other data table nodes have the dropdown but iirc they generally relate to getting items directly from it
'Set members' indeed takes a reference. Maybe the type of Buoyancy is not correct?
(Is that a default UE type or is it something custom?)
Instead of Making the struct manually, use GetDatatableRow and use the struct from that's return.
That's the special sauce I'm looking for. It wasn't working when I used Make instead of Get. Thanks!
Ok thanks, I'll see how I can adjust it so it's a ref
Good luck. 😄 Nested structs in BP is ~~a living hell ~~fun.
I honestly might drop the struct system for this particular part of the game entirely and swap it with object blueprints
Because I have a bad feeling this will cause way more headaches than it's worth
It's definitely easier to deal with these types of things in C++ :P
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.
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.
Easier to manage and more optimized. Win win 🙂
Sounds like a good idea
Does anyone know what to input here? 😂 I cant figure it out
Uh, try GetWorldDeltaSeconds.
Ah, I see. That one does not require this context node. Thanks man
Guys how would you do a blocking volume spline?
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
Alpha is lowered but only at 0,625
This is probably beginner level easy but how can i change the value of a Bool variable with blueprint?
Like a certain condition is done then the bool changes from false to true?
Right-click your BP window and type in the variable name or drag the variable into your BP window. Set will let you change the variable, Get will tell you the value it's at.
"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
Anyone knows why this happens after i build the lighting?
Are you doing a 2d or 3d space selection?
3d if I remember well
What are you using for the display?
I think that this is the code
It should define if you're holding or releasing the LMB
Can't really read that with the crazy contrast. But none of that is for display stuff. Just setting state.
Are you using DrawRect in HUD's Draw event?
I'm a bit of a newbie programmer so it's quite difficult to understand that
What is supposed to make the rectangle display?
Holding the left mouse button
There is a video referencing exactly what I did
"Marquee Selection"
Video is nullptr to me. I have no reference to it.
I'll cover how to make a typical marquee box selection mechanic used in many RTS and top-down style games to select units and buildings. This video will use units that I made in the previous video:
Previous video: https://www.youtube.com/watch?v=u0B5voGatbc
The first 10 minutes are exactly what I did, but the rectangle just won't show
And the cursor disappears
Show me your version of 11:08
Tbh that is one of the more difficult mechanic to pull off
I didn't find it that difficult.
In 5 mins, going home
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.
Well, you're a pro and likely working with AAA studio by now
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.
Even more fun doing it with a rotatable 3d box drawn from a niagara emitter. 😄
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
Remind me the screenshot key and where to find UE5 screenshots?
And where do I find the screenshot
What sets IsDrawing state to true?
I am somehow not entirely sure
Literally followed the tutorial lol
Still far away to fully understand UE5 language
This is the start
And after all this there's the drawing code
Can you disconnect that branch and move it away a little and test this?
remove Is Drawing? ??
Yes.
Alright let me try
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.
For starts. Do you have this node anywhere?
If yes, uncheck Hide Cursor During Capture
Uncheck that setting. Will keep your mouse visible.
Then the problem is likely the vectors. One sec.
I feel sorry for my friend learning landscaping
Interface events in HUD from Controller. :/ I hate youtube.
In your HUD, the interface event that is supposed to set StartMousePosition. Is that being called correctly?
You can add a print, or breakpoint with F9 on a node to test it.
Similar. It should be setting StartMousePosition, not Current.

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.
Wait so replace get mouse pos with startmouseposition?
No, This event runs when you press left mouse, right?
Yes I think so
Replace the SetCurrent with SetStart here.
Where
Here.
If this event runs when the mouse is pressed for the first time, you want to set Start here, not Current.
Depends on if Current is being set correctly as well.
Technically you shouldn't need to set it, could just get the mouse location from the controller itself.
Also. If I'm not mistaken, this will only work when dragging from the top left to bottom right.
Does that work when dragging from the top left to bottom right at least?
If it is starting from the top left, then your event setting StartPosition isn't being called on mouse down.
Oh god where do I find that now-
Most likely your PlayerController
You can leave the rest of that, but try disconnecting the stuff to the input event and try this.
Released technically isn't necessary, habit.
Er. Released won't even work, I derped and didn't connect it. Just do the Pressed part.
You can just disconnect the white lines for now.
I can't find "Cast To MyHUDClass"
For the HUD class though.
this?
You can drag off of the GetHUD's return value and start typing Cast RTS_Marq
Should be the only one in the list after that.
Cast RTS_Marq
HUD Class or just HUD
You don't need the class.
Perfect! Thank you
Man just this part was a emotional rollercoaster
But now that my code is different from the tutorial don't I have to modify it to continue onto unit selection?
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.
Also.
Okay
Does this work when you drag from the bottom right to top left?
Because I have a memory of it being broken in that regard.
Hmm. Maybe that was something else. But at least it's working. 😄
Hopefully the time I have to rely on this channel again I'll already be at a decent point within the project
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.
Can animation blueprints have blueprint interfaces, if so how do you set them?
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.
Lmao, problem again
The unit selection works when I click on them but it's supposed to work also when they're inside the rectangle
Which it doesn't
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?
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.
Dont crosspost please
Is that an actual rule?
Anyone available? Kinda urgent
Okay fair on 7 though that's kinda nested deep in the standard spam stuff.
Please be patient
Fair, just kinda have to continue on selection and I can't find any other help online
Yeah you wont get many guides on rts games
Theyre a very complex beast and high on the list of projevts solo devs probably shouldnt go after
I mean, I've got my friend for the landscaping and another friend for modeling
Just gotta get used to programming
Unreal is also really unsuited for them I find.
On a higher level they're not that complex, a lot of the functionality is repeated between units... but its the memory management and AI handling that starts to become a problem.
Okay about what I said before, something confusing happened
It only works by selecting from bottom right to top left
From top left to bottom right it doesn't work
Does anyone know if property specifiers are at all available to blueprint? Having lots of toggles for stuff in BP and not having access to EditCondition is making for some very poor UX
https://thomassampson.co.uk/posts/ue4-uproperty-editcondition/
nope
iirc if you tick the private checkbox that may filter it out from some views but that's the extent of it
it's a good excuse to learn C++, basic stuff isn't hard if you have at least some programming background :)
yeah I've done a little bit of C++ but I still prefer to stick to BP for most stuff
Is it possible for a player to bind to a delegate of a server owned actor on various clients?
Might need better context on that.
@maiden wadi I'm truly sorry to test your patience but do you have any idea on why this happens?
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
Okay I think I fixed it by having the projectiles just overlap rather than block each other
If the manager is replicated, then they can bind to it just fine. Just remember that you have to broadcast that delegate from an RPC or OnRep.
If I understood, your unit selection code only works from bottom right to top left?
Hang on, I lost my surprised mask I use when someone says that about youtube tutorials. 😂
I'm pretty sure you just need to reconstruct the vectors. Is it the same video?
I've been stuck on the selection section for so long
Mhm
The part after the 10 minutes
Let me give it another shot
That is odd. This function's comments state the direction of the points should not matter. :/
@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
Not sure what to tell you honestly
If I understand correctly, then you're only broadcasting on server? If so, you have to broadcast on clients as well once they received that info. Normally you'd use a FastArray for this, and on item added run the delegate broadcast. You can do it in a normal OnRep too by passing the old array in and crosschecking if necessary.
I dunno. I avoided using that particular function due to it using an actor iterator and wrote my own screen projection checking functions.
I only modified two assets by following the tutorial, this in MarqueeHUD
And this in Parent Unit Class
thanks, let me see if I can read up on FastArray
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
Set the anchors to the top right, and set alignment of X to 1.0
oh thanks, easier than I thought
Could it be that my problem comes from this?
Shouldn't be.
"Shouldn't"
But. Who knows.
You could try reconstructing the points into a top left and bottom right style.
Get the min X and MinY for top left, and MaxX and MaxY for bottom right.
@rancid bobcat
How do I do that-
With math
Even worse
I mean you gotta learn math to do any of this stuff.
Finding which number is bigger is pretty easy.
I believe everyone has done the tutorial. It's called school. Gotta pay attention, bro.
In your specific case, greater than and less than nodes are your friend
You have 2 X numbers and 2 Y numbers. You want one point to be SmallX, SmallY, and the other to be BigX, BigY
teach a noob please, whats that reflectioncubemap base node that i can not find?
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.
Basically it only turns in 45 degrees instead of full 360
So only 8 directions it can face
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!
So simply do this and connect it to Get Actors in Selection Rectangle
@dull galeMultiplayer or singleplayer?
Can try it. Can't hurt. May work.
multiplayer actually, currently doing research on what to keep an eye out for networking
That "May" is more than enough to me as of now
That's gonna be way more involved then you'd like, to do it correctly anyway.
interestingly, looks like FindLookAtRotation just calls MakeRotFromX with Target - Start
Make the rotation, round it, ???, profit.
8 * Round(yaw/8)
er
45 * Round(yaw/45)
alright, let's assume single player then for now. Oh also, I did think about just setting the sideways movement multiplier to something smaller, but I feel like that's a hacky solution I wouldn't want to do (especially because I have running and sprinting)
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)
Didn't work, actually it stopped working completely
Show what you have
Interesting
Selection section of the HUD
And the parent unit class
This is the other part of the first pic
Just add rotation or set rotation to be a combined rotation of current rotation and a 90 degree yaw
What exactly are you trying to do?
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
like when the player spins spin the box 90° its slightly on the right from the actual anchor
Hell yeah another problem came up
@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?
nope wait
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
So what do you want, that it's always on the grid and in front of the character?
yes
BoxPosition = CharacterPositionRoundedToGrid + Gridsize * CharacterForwardVectorSnappedToGridDirections
i'll try
You don't even need to snap the vector
ok idk wich nodes lol
SnapToGrid(SnapToGrid(CharacterPosition) + (GridSize * PlayerForward))
Apparently the units get selected even when the box is not over them
Could even lose the inner SnapToGrid, depending on how you want it to feel.
But only from bottom right to top left
You can't - you'd end up placing the box in the same square as the player if looking diagonally from the back of a grid square
the movement already works but i mean the rotation now i'm confused lol
Why would the rotation of a cube matter.
i want it to rotate 90° when the play turnt slightly north west or south
You probably mean you want it to change POSITION, not just rotate
It's easy to do
because its always infront of the player and the blueprint ancher is in the players position
Abs(PlayerForward.Y) > Abs(PlayerForward.X) && PlayerForward.Y > 0 -> you're facing north
etc
the actor rotates not the cube
So do you always want the furniture actor to be oriented with respect to the character?
but snapped to grid etc?
yes
k so you need some function to round a rotation to the grid. Something like
Yaw = 90 * Round(Yaw/90)
There might be a built in one to do that, dunno
yes like snap to grid but for rotations idk
this stuff with is a actor in the way works with rotation
but anyways, once you got that
FurnitureYaw = RoundTo90Degrees(CharacterYaw)
If you want an easy way yo round to 90... Round(Value/90)*90
doesnt give me something good or i'm just bad at math
What is it doing?
You're not rounding it...
i know how do i round it 😅
And you don't want to touch the components other than yaw
break the rotation into components, divide the yaw by 90, round it, then multiply by 90 and then combine into a rotator again.
and the weird thing is that in the viewport of the third person character the z yaw is just 270° and the others 0°
i found the issue why its two numbers sorry
Nevermind what I asked I might just remake the whole code
Roll and pitch being 0 can be expected.
prints 0 after the math
And what's connected to the divide node?
y wich is the only thing thats not 0 when rotating the player
oh somehow its z wich was 0 before the math oh wow weird
it put out 0 for x and z when the raw rotation was printed and somehow printed z as y
but then i just connected the divide to z anyway and it worked somehow
What you're saying makes little sense. Just screenshot your code.
it works lol wait
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?
its really messed up when its a rotator variable it switches y and z for some reason and when the pins are split it switches back idk doesn't matter works now thanks and sorry that i took so long
Screenshot your code.
the finished or the not working code?
When i cast something that isn't the character what should i get in the object node normally?
Just all the code relating to rounding your rotation, from breaking to making.
this is the working one
The object you want to cast.
also this happens before that
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
now it works
How do you
like reset the position of a BP?
Or like make it instantly teleport back to it's original position?
@mental trellis as the BP of the object?
The instance of the object you want to cast.
What's the difference between Visibility and Camera traces?
Cast changes how an engine sees an object. It can't do anything without you giving it an object.
Nothing. It depends on how you've configured your collision channels
Is there any best-practices on which should be "trace the world as it looks" vs "this trace may interact with invisible objects"
The thing is that i write get "name of the object" but nothing appears
It's kinda in the name.
I think visibility and camera are usually treated something of "can you see through this" and "can the camera pass through this"
I'm so used to only using get player character or player controller that i dont really know how to get normal objects
so for example a wall will have block on both, a window will ignore on visibility but block on camera, and so on
a window will ignore on visibility but block on camera
This is exactly what I was looking for, thank you!
when i overlap the item it says its not valid and that's why the ItemIcon is not working in my inventory
someone help me please
why is it not valid
and how do i make it valid?
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
What is happening?
This happens too
you have to cast to the character after you overlap it
The error means your "candado" variable is not set with any data. Instead you need to take the Other Actor pin, cast to it to check if it's the character class you're looking for, and then check the boolean
"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.
how to make line trace hit on 2d image?
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.
I know about mouse trace to world. but how to detect things on 2d image?
How can i create ActorBeginOverlap to check if the pawn that is overlapping is the player?
@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
I created sprite and i added collision box. how i can detect mouse trace on this collision box?
Those are channels. Like Photoshop layers. You could add more
Hi @faint pasture, Can you help me with this issue?
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?
figured it out how to do it, it was kind of simple. ty for explaining
oop
sorry
what is the best way to go about making certain controls work only when the player is in a trigger box?
player overlap box, turns on boolean, leaves box, turns off boolean
when input is press, check boolean before continuing
Sorry I don't know where to ask, I'll ask here.
What's the deal with the player index and the player controller?
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?
I'm trying to figure out how to create a playercontroller class that "decides" who to give to control to what
I saw the "Save Extension" on the marketplace for free
Thank you! one last question: how do i set the controls i have in my level blueprint to work with the trigger box?
@tight schooner Ok thanks gonna check it out
What is the proper way to combine 2 blueprints in a parent blueprint? e.g. a mesh blueprint and a vfx blueprint
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
What exactly are you trying to do? Everyone is Player 0 on their own local machine besides couch coop situations
I'm trying to understand the logic behind it
behind player controllers, player index and multiplayer
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
Ideally I'd want a situation where on load the player 1 possessed pawn 1, and player 2 possesses pawn 2
interesting
Server does that
yes so far I've been developing locally and I'm using get player controller index 0 for input and all that
ew no
don't
what's the better way
Depends on where you're at
if you're in the Playercontroller, get self. If you're in the pawn, get its playercontroller, etc
so every pawn has a playercontroller by default? or do you have to set it on begin play or something?
What are you trying to do? Not every pawn has a Playercontroller, some have AIControllers if they aren't possessed by a player etc
i'm trying to understand lol
I made a simple pong clone so far
For research purposes
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?
Yes in single player or listen server the client and server are the same
indices* and what are you talking about?
But anyway, it's pretty rare that you'd have to get PlayerController(0), I don't recall doing it ever
read the log
If you have two local players on a multiplayer match you might want to get player index 0 and 1 I assume?
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
Give an example of what you're trying to do where you even need to get the playercontroller by index?
The pawn knows its playercontroller, the playercontroller knows its pawn and hud and playerstate, what's the problem?
Make it a multivariable blueprint. Make an enumerable with 2 states and in your BP construction script, swap properties based on the enum value.
Now, as to why you'd want to do that, I don't know since it sounds like a massive headache.
you can either use internal boolean or "unpossess"
Ok
level blueprint access is not good. you would need to pass it through as a reference somewhere somehow. If you want something overarching, use the game mode instead. You can at least cast to that.
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
Do you have to set the playercontroller manually in the pawn?
Or is the player controller accessing the pawn
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?
Is there a collision event for overlappingtwo components from two different objects?
on component begin overlap
what value do you get?
0 :(
And then I cast to the other object?
How do I get the component after that though?
well 0 when comparing the difference, both go from 0-45 as the animation progresses
Hm. maybe I'm just formatting it wrong.
if you need to sure
do me a favor, on tick, get curve value and set to print string
does it change?
if not, your problem is the name ref is probably invalid
@zealous moth if you can answer the question above that'd be appreciated as well
the overarching structure is that you have a game instance that contains your program. Then, your level loads and gets the game mode. The game mode then brings the default player controller and pawn and the pawn is then possessed if allowed. This is your PC and Pawn relationship.
If you were to unpossess, you would need to repossess later manually and declare it.
yeah, i get a value going up to 45 as the animation plays
well yes, but the last frame and current frame values are mysteriously the same
yep
can i see? :X
where's the rest?
But is the first ever possession done by the pawn asking it or by the player controller deciding it?
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
do once??????? what?!?!?!?!
oh god
its from an epic livestream/tutorial
oh no.... don't trust them
sometimes they mess up live 😄
i am trying to follow your logic
sec
both, the pawn must be possessable as well and enable input
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.
is your do once supposed to start unclosed?
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 >.>
A player controller can only possess one actor at a time right?
any controller can only control 1 thing
each ai pawn will have their own ai controller as well
uh oh, Authaer is coming out
Possess, yes. But a few hundred thousand things can have input enabled.
Werk werk
nevermind the logic this is a very jank test world for practicing this
we are the robots
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
I think it unpossess the other
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!"
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
LAN or online?
if you're poor, RPC
if you're rich, AWS master race
There is also an editor setting to enable late joining button
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
oh boy, I haven't done that... LAN parties, man I tell you h'wat
To clarify, do you mean two people on one screen, or simulating two people playing on their own machine?
two people playing on their own machine
my main issue is that i am trying to reference a camera actor and cant seem to do it outside of the level blueprint
Yeah, just set the players to two, or enable the late joining editor button.
Set it to dedicated or listenserver for type.
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.
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?
You could. Though it's usually easier to use game mode overrides.
Wait, in the game mode bp how do I directly address a specific client?
Client 2, for example
Depends on your game and how you have your framework set up. But there is a function named GetDefaultPawnClassForController.
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
in your game mode, create a variable of your camera actor and leave it unset.
When your camera actor spawns, on begin play, get game mode, cast to it and set the actor variable to itself.
Now anytime you need to refer to that actor, you can do so in the game mode.
Alternatively. I also recommend not making separate classes specifically. You could just alter how the class works instead of making two very different classes.
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!"
Thank you, I have one more question
How do I actually program and address the server?
Like, do I work inside the gamemode?
look up EOS, they got a freebie
it's minimal work
I meant inside unreal
Hmm? EOS is just a connection platform.
Yeah I was wondering the same
Pretty sure you're looking for an RPC.
I mean, even just something as simple as the server broadcasting to all clients a print string
oh, did i misread?
oh, RPC calls
read up on RPC
client makes requests to server and server does whatever
yeah but who's this "server"
is it gamemode? Inside my project what is the server represented with
Server is an application of the game running on a machine.
Hi, could someone help me privately with a bug I have?
Is there a way to use C++ and Blueprint st the same time?
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.
You already are. Blueprint is C++ code. All you have to do is set up VS or Rider and open the solution file in your IDE. Extend the classes you want to extend or create new ones, and compile, and launch the engine through the IDE.
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 👍
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.
Oh thank you this will be very helpful
I think I've already had a few initial shock lol
Having never used Unity. Can't say. 😄 Using Unreal was pretty easy to learn for me.
Same lol
Unreal seems very very complicated compared to Unity but I feel like it benefits this way cuz it's more flexible
Problem is am using UE5
It doesn't matter much, all the concepts are the same in UE5, only the UI changed a bit
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.
It takes longer to do stuff but I don mind it
Ah I see
Anything changed with the code or?
code from UE4 is almost completely unchanged when going to UE5 unless you were already pretty deep
I see alright transitioning from C# to C++ shouldn't be too hard
I did basic C++ before I did C#
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
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
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.
As in you want the current viewport to go to that camera, or you want to rotate a camera to a view
First option 🙂 the other is clear enough with blend. But can't seem to find a solution for "the other way around".
There should be a SetViewTargetWithBlend in PlayerController.
there is, but it will blend from current view to "that camera's view".
Not with a 0 time input. It's instant.
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.
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?
I'll make a quick vid... I'm wasting ur time this way 😐
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.
😭 wish I had some time for that 😐
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)
Seems like a control rotation thing if you're using spring arms with control rotation.
I am using those, yes
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.
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
why????
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.
i just need it
Usually you just make a new Event with a boolean and call that event from your other two execution lines with differing boolean inputs.
but how do you get the differing boolean inputs
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.
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.
I can get the control rotation no problem. However, so far, I haven't found a way to SET the control rotation. It's exactly what you are saying. The control rotation gets reset to the new pawn's control rotation which is different. So after possession, I should somehow "force" it, SET the control rotation. But I can't find a node/way to handle that in BPs 😐
get forward/right vector? Or maybe I'm not understanding the question properly...
wtf... lemme check again... I wrote those exact words...
Ok, ok... my bad, did it in the character 🤦♂️ got confused trying so much stuff fast. I'll come back with the results - would be nice if it worked 😄@maiden wadi
The actor doesn't turn at all, no change in rotation, so the forward and right vector remains the same. It just translates
😄 It happens.
Like a charm 🤌 👏
Thank you (again). You've helped me develop at least 25% of my first two games lol 😄
You have to save state yourself. You can make a velocity from two points, so if you are setting it on tick, just save the current location before moving. CurrentLocation - PreMoveLocation = Velocity
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
Control rotation is fun. Specially with replication compression math and the confusion it can cause. Wait til you set up a nice little AI system that does all the looking around and stuff. And then realize that there is a SetFocus function in the AI controller that has multiple tiers of focus and everything and works out of the box like a player looking around. 😄
this is all thats on it really
Sounds like you want to remove Blocking channels and only use Overlap channels?
since im still learning, thats what I think I want for this object only, yes
I've got mixed feelings about things I dig into for a day only to find out there's some tickbox built into the engine that auto-handles all of it for me lol. I feel both stupid for wasting time & happy that it's both fixed and easy to do so lol 😄
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
I used to love that feeling. 😄 Most of my time is spent in UI though. No savior checkboxes.
I keep saying for 6 months now that UMG really really needs some love from Epic... 😐
Specially with Common UI coming out. That plugin literally makes me nauseous.
the whatnow?!
omg... wtf is this?!
😮
Some new UI extension stuff from Epic. I took a look into it a long while ago before UE5 release. It's coded terribly.
Yeah that's what I was trying before, but I revisited it just now and ig it works somewhat properly when I compare the values BEFORE the delay. Idk what sense it makes, but it works better. Thanks 🙂
so... UMG did get some ❤️ afterall - but according to ppl I trust looks at @maiden wadi it isn't so good? 😆
Oh, so yea, it's just control-oriented stuff from what I read here
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.
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...
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.
Wow, didn't even know that. Then again, I never used them so 🤷♂️ 😆
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
Collision on a box volume?
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
Remember, the hard limit on a poor tier pc is 35 afterwards the FPS drops
we had that debate!
How do you define what component is hit in an Event Hit? (Of the other object.)
Isn't there a component pin on the event?
or in the hit result
anyone succeeded adding timespan to datetime struct in ue5?
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.
Not one static mesh. You'd have to combine collision volumes with the static mesh in an actor
Yup, I suppose that should be the way to do it.
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
Yeah. Look for the HiddenInGame bool in the component defaults and turn it off. Also ensure that visibility is on
Not so sure about "only" in game though.
But the above method will be visible in editor and in game
So when I will export the game it will still be visible?
Nope.
Ahh I see that you meant now.
I just want to be able to switch visions between normal view and collisions only by a press of a button
Nah. Collision debugs are editor only features. You have to implement some sort of visibility mechanism yourself.
Is it a gameplay feature or you're debugging something in-game.
Gameplay feature
Think of it as a blind character
That can sense stuff
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
What about the 3d widgets?
I haven't done anything of the sort that you're trying to implement. So I can't really help that way.
🥲
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?
The collision visibility effect you're going for.
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
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?
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.
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
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.
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
whats your source of truth to manage your time? custom game instance?
Any quick ideas on how to help the game detect if the player isn't moving?
Subsystem.
Check velocity.length is lower than whatever threshold you want.
i was kind of considering to ask in cpp if i should make time a subsystem 😄
What if I just check the velocity and ask if it's close to or equal to zero?
Lol. 90% of the time the answer is subsystem.
thanks ozy and laura
i guess i'll leave that problem for future me, and lay it down for today 😄
You could do that. Same effect I think?
I just prefer checking the length
I'll give velocity a try, thank you!!!
You should use a proper threshold. Due to how the movement component works, the velocity may not be close to zero and yet the character looks motionless
How can I make a shield blueprint allow players to vault over the shield to the other side
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.
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.
Yeah it won't. Just do what you have in mind. You should be fine
😅
Ohhhh boy now I have a new "thing" to workaround
That is an insanely loaded question.
Do you already have a vault mechanic?
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
You want to know total velocity right?
Oh oh oh wait I MIGHT have an idea
Or just velocity in XY?
Velocity in all directions
Like, are you trying to check if velocity is 0ish or what? Just check its length.
Velocity is a single direction. You usually check it against another vector like actor forward or actor right to determine its direction relative to the character
Yeah but its buggy and im going to start over
Get it working before asking how to make something that depends on it.
I just want it so the player goes to the other side nothing fancy
I wanna check if velocity(player move speed) is close to, if not equal to 0
Perhaps an animation is played
OK so velocity.length
But I need it to check every axis.
that's it
Do you understand what a vector is?
Velocity length works for up and down as well?
or do you want 3 answers.
I very vaguely understand it
I know it's in relation to the players direction(???)
Just check velocity length and read up on vectors. It is not in relation to the player's direction (whatever that means)
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
Google will tell you
Okay okay I think im getting it haha
I want to facepalm so badly lol.
Feel free bro
Lmao.
Just Google vectors. Requires the tiniest bit of math
But they're pretty easy to understand
Any amount of math is my kryptonite
ugh
I know I know
I looked up vectors
And
I do not feel smart for not forgetting what they are
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
Come on man im the same guy who asked how to make a circle
You should know I suck at this by now
Yup :')
Velocity is (Speed in X, Speed in Y, Speed in Z), and its length is Absolute Speed
I think they're also looking for the direction of the velocity relative to the character. To know if the character is moving forward, left or up.. and so on
Yeah idk, gotta ask a good question to get a good answer.
Nope, I only care if the player is moving at all
h e y
K then Velocity.length is your speed. Now make sure you understand it before proceeding.
Oh, you mentioned forward, left... yada yada. So I assumed.
Like I stated wayyyyyyyyyyyyyy earlier.
Use velocity.length
Like Adriel has stated also
Something something horse water.
The horse ain't thirsty enough
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?
i love blueprint
i made a crouch blueprint to make it more smoother
im working on it
seems done
hey it works
pog
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.
Is it bad form to prefix event dispatchers with On? for instance OnFire? Is there any coding practice here?
If you want a style guide, there's one
thank you so much, that is EXACTLY what I was looking for.
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?
Actually hang on I worded that poorly
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.
The same behavior tree that is used for AI?
Yeah.
Are you aware that this is not the correct use of a behavior tree at all?
Yup.
Is the player rank a variable in your blackboard?
Do you mean a variable or a key?
Key
I dont have the players actual rank set, but I have the required rank as one.
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.
Yeah, should I use a service to actually determine the players rank?
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
You can do the same using a blackboard value for the rank
im not sure the issue.
Either way, just do whatever you think is best
Okay I got it
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.
Might as well dive into C++ and make dialogue graph resembling behaviour tree.
gamer
Behaviour Tree is not fitted for dialogue system, and far difficult to manage for that purpose anyway.
I'm not kidding, you're going to shot yourself in the foot with that super hacky setup of behaviour tree.
What's the issue with it exactly?
- It's unintuitive to setup - imagine passing that to other people serving as writers or quest designers.
- It's hard to test, manage, and keep track of the dialogue and persisting outcome from it.
Oh I thought it was like actually game breaking
#2 can be game breaking.
Personally it's been really easy to do it this way
But I guess time will tell, I dunno
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
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.
Don't worry, I know
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"?
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
Sorry, I'm not experienced with the sequencer
Nevermind, I might have found a different solution...
guys why there isn't a node named like "Set Camera Rotation" (target is player camera manager)?
...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"
Ok, looks like I need more help still.
So, to iterate on my problem:
- 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.
- 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.
- 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?
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
Event dispatcher is your friend here
something like this on each of the objects
That'll work but it's not very scalable
Sorry, I´m a complete beginner, how do I get the "set visibility" node?
And what do you mean that ist not very scalable?
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
Ok, this is a bit too complicated already.
I´m just trying to branch a few visibility nodes now.
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.
Flipflop
is there an OR node, that takes in more than two values?
I have three values that ALL need to set ONE value to true
Sorry, I know this is really basic stuff...:)=
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
U can add more inputs here.
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.
https://docs.unrealengine.com/5.0/en-US/texture-streaming-in-unreal-engine/ someone recommended Texture Streaming, which sounds perfect for my use case. Unfortunately I can not figure out how to manually tell UE to streamload the next frame texture in the background. Do you know how to do that?
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
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. 😄
2022 and still no way to properly define the order of categories in the details panel?
is there any way to change the order of variables in a struct created as a blueprint within ue5_
@mortal pilot
what does it mean, should i just use my projects structs.h i made recently for all my structural needs
idk, I don't do blueprints, was just testing new emoji

Can't you just drag-drop the variables into order?
if applicable, using the dot-border at the left side?
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.
How do I put in widgets inside another widget?
When you create a widget, in components list appar your other widgets
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
Yes it would
You fix race conditions within the frame by organizing your logic and flow control
Make sure A is done before B
Only call functionB after A etc
okay, thanks Squize
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
I want to combine blueprints into a non destructive, modular way. I have problems with inheritance though
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?
this is a good place to start
@cursive grove You can do components
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?
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.
Yeah thank you, got a little twisted around as i'm learning widgets for the first time and this code is in the parent widget 🤣
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.
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.
Binding an event to on clicked in the parent widget's construct
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
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
Are you spawning anything based on conditions that might be able to fail, before trying to access the object?
For example, trying to load a level using a name that doesn't exist
Im spawning checkpoints using an array, so one should spawn after the other. Racing game
And those checkpoints are what you are trying to read i'm guessing ?
yes, the component under them.
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/
this is the components on the checkpoint it self. idk if this matters though
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
thanks a lot!
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
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
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 ?
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
▼ After Effects Beginners Course ▼
https://www.domestika.org/en/courses/2207-fundamentals-of-animation-in-after-effects/tierneytv
In this tutorial I will show you how to use the PolyFX MoGraph effector in Cinema 4D to create procedural effects.
Colour Lovers: http://www.colourlovers.com
DON'T FORGET TO LIKE, SHARE, SUBSCRIBE!
FOR MORE TIPS...
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?
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
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.
Sorry I was actually asking a different question my bad if you though I was answering, I wouldn't know how to help since I'm a noob
Pretty sure you just need to iterate over the attached components to set their collisions
Like inside the child BP?
Do you want every single component to have the same collision that is parented to Tile?
I want all currently existing children of Tile parent, and all future spawns (every 0.2s theres a new child) to disable collision while a certain event is going on, and then all of them to again re-enable collision when that event ends
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 ?
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
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.
How would I spawn an actor then make the player switch to the actors camera?
Right so on child beginplay check parent's collision and set it to that, but when you say iterate do you mean using a get all actors of class kind of way to get every spawned tile?
