#blueprint

402296 messages ยท Page 919 of 403

lone bison
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any help would be appreciated

hollow inlet
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trying to make an array that contains 3 blueprints that inherit from LyraTaggedActor, I set the variable type like this:

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I can't add any default values?

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it depends on what you're doing and how you've set things up, it's too broad a question

maiden wadi
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No. The event you have up therre has Tile in it. You can get Tile, and get Attached Actors, or Attached Components, and iterate over them.

maiden wadi
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SetViewTargetWithBlend in Player Controller on the actor after spawning it.

hollow inlet
# lone bison okay sorry

it's okay dude, you just gotta figure out more specifically.. are you starting with a template or something?

glossy bane
hollow inlet
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maybe check out Lyra as a starter guide.. or grab some demo and look at how they do it

maiden wadi
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Or just call SetViewTargetWithBlend after spawning it.

lone bison
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cool thanks for your help everyone!

modest gulch
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There is GetPointDistanceToSegment. Is there equivalent of it for surface, like rectangle? I cant find it, but maybe because I cannot guess its name.

hollow inlet
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like why can I add elements but then not set them to anything but None

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how do I choose randomly between N classes, or make an array of N classes?

glossy bane
eternal fable
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Guys
I made a tutorial
That covers the setup of the reload system used in Insurgency Sandstorm (because there wasn't any and it felt a bit complicated to me but it's all math)
It uses 3 magazines only (because I have a use for just 3) but you can improve the code for more magazines.

https://youtu.be/mvcjwbXwaAM

#UE5 #unrealengine5 #ue5devlog #unrealenginedevlog #gamedev #tutorial

Hey ! I am a solo developer making a game, hence making Wolf Wire Studios as a one man game developing studio. Trying my best to make a quality game

This tutorial will guide you on how to setup reload system similar to that of Insurgency Sandstorm.
Timestamps -
0:00 - Intr...

โ–ถ Play video
slim fern
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how difficult are climbing systems (like assassins creed but simpler) to make
im just trying to work out while im taking a mini break from coding AI what i can use to make getting round a level fun

hearty canopy
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How can I expose this parameter in Groom actor to animate it in sequencer or how do I change it from blueprint?

dense furnace
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@hollow inlet i have to imagine your using a actor object reference and that is a world reference you would need to expose your variable(set instance editable) and set them in world as its not a class ref or something else but the object itself so you cant set it in the BP where nothing exists it needs the instances you placed in the world. now if your trying to set it to something not in the world which i doubt you can use soft references or another variable type

trim matrix
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Can anyone help me figure out how to get the number of clients?

sweet reef
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What do you guys think is a good way to implement a 3d platformer character 'skid' (like in 3d mario games, when you're running in a direction and suddenly change to the opposite direction, mario skids a little bit before actually changing direction)?

maiden wadi
trim matrix
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That's convoluted

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I'm surprised there's nothing built in

maiden wadi
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O.o That's simple.

trim matrix
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I didn't say it was hard

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I said it was convoluted

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Also GameState's player array? I don't see it

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Also that doesn't work, still says there's 1 player

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Even though I fire 3 clients

mental trellis
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What says 1 player?

vast lion
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How do I get degrees out of a Rotator?

trim matrix
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I'm firing up 3 clients with one as listen server, not counting the server it should say 2 players right?

sweet reef
maiden wadi
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@trim matrix

vast lion
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@sweet reef I used FindLookAtRotation() but that gives me a rotation not an angle between the two points

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Was wondering if I could get the angle out of the Rotator

mental trellis
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Just to test, try printing something on tick

trim matrix
maiden wadi
trim matrix
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You are right @mental trellis it updates on tick

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GameMode @maiden wadi

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That begs the question, is there a way to know when everything is fully loaded?

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Like a specific event

sweet reef
maiden wadi
# trim matrix That begs the question, is there a way to know when everything is fully loaded?

Depends on the necessity. Beginplay doesn't run until GameState exists. So you can safely assume Gameplay is available on any client at Beginplay. This is why you should use it as a place to put important bindings that can be called when things are replicated over that are needed. There is no way to know when everything in your personal project is replicated and available, because Epic can't account for that. To do that, you would require your own system where important things register until all are available and then run a project made event of your own.

maiden wadi
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Most times it's enough just to have bindings and the necessary things to update when their relevant things arrive and call their delegates in GameState or gamestate components.

sweet reef
vast lion
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The angle between the two vectors

sweet reef
thin panther
trim matrix
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is there a way to add a bunch of options to a SELECT node at once? (i want to add a bunch of materials)

mental trellis
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You could create an array of your materials and just get the value at a given index

lament ginkgo
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I made a level blueprint variable but I have no idea how to set it in the editor.

trim matrix
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how can i specify which materials go into the array?

mental trellis
obsidian dirge
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hey guys! thank you so much for the help the other day, my project is looking really good

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i have a question about UI

mental trellis
obsidian dirge
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I have my coins, lives and score up on the screen but i was wondering how i can display that same information to other screens like game over and pause. i have a set up for showing it on my HUD but i don't know if i have to do the same thing for every single UI with my coins and score displayed

trim matrix
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@mental trellis thanks but this still requires me to manually specify which materials go into the array; is there a way to drag a bunch of materials from content browser into an array directly

obsidian dirge
mental trellis
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How do you specify which materials you're selecting from without specifying the materials in some way?

obsidian dirge
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looking good for a first game

grim ivy
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Hey guys. How are you all doing? Can someone help me? Just for context, I am new to Unreal and have a little experience in Unity. So, I have two Actors each with your own Blueprint and functionalities. In this case, I have created a Wall with a hidden Door (one actor), and a Trigger (another actor). Once the Trigger Actor is triggered, it opens the Door. So, my question is: is there a way to make a Actor with two separated blueprint, so I can have one Actor in the scene? In Unity, for example, we have a Prefab for that. Is that possible in Unreal?

grave relic
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Heyo, everyone ๐Ÿ™‚ guys is there any chance to use a free camera while sequence playing? which is focused at character and you can just move around and take a look

trim matrix
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@mental trellis i was hoping i can highlight/drag over all materials in the content browser, and move that into a blueprint

mental trellis
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I don't think the editor is that nice to you.

trim matrix
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haha thanks anyways

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it lets me drag individual ones into select

lament ginkgo
slim fern
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Am i doing this right? im trying to make the actor who has this component follow the path in the array

jolly oriole
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What's the best parent class to use for a logical blueprint? (it won't exist in world space, but will be instanced in logic systems)

slim fern
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Object i thik

mental trellis
jolly oriole
slim fern
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if you wanna see the helper functions just let me know

lament ginkgo
trim matrix
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@slim fern how did you add extra dots along the way in wires?

slim fern
trim matrix
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@slim fern thanks!

wary tinsel
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hey guys, a noob question. I am trying to save an array of integers by using the node ADD. On the first attempt all good. when I load and add a new element to the array it always give me just the last one. What am I doing wrong? Thanks

candid geyser
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guess whos back

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Don't worry this one will hopefully be simple

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So, I kind of just wanna make it so that the game pauses whenever I open my inventory menu

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I thought maybe I could just do it by setting game to paused, and then set it to unpaused when leaving the screen

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But when it pauses

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There is no unpausing it

jolly oriole
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Wait, is there no accessible constructor for UObject blueprints?

icy dragon
candid geyser
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Here, I'll take a screenshot and show you

icy dragon
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I have a hunch the flip flop node is in an actor that doesn't tick when paused.

candid geyser
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I have no idea how to make it tick

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Player Menu is the inventory, and main hud is the, well, main gameplay hud

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Input action is the Tab Key if that is also relevant

sweet reef
candid geyser
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If you have about $9 USD to spare I can give you a link to it

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Because the UI isnt free :')

sweet reef
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ok, I'm good then ๐Ÿ˜†

trim matrix
candid geyser
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N o p e

trim matrix
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if you click on the input action node, in the details panel, you can change it

candid geyser
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That would probably be a good idea to change wouldnt it

trim matrix
candid geyser
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oh my god there it is

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i am blind

trim matrix
wary tinsel
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sure

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I have 8 sphere, each of them have an ID.
Every time I do an action I need to 'Add this sphere ID to the array and save it'. This way, when I load the game it will load only the list that I saved

trim matrix
wary tinsel
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sounds super easy and I'm sure I did this thousands of times, for some reason I am getting always and only the last ID that I add

flat coral
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Also 3 might as well show us the Add call too

wary tinsel
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this is when I save the new entry

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this is when I load it

flat coral
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So... you're searching the array for the ID you expect?

wary tinsel
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I want to load all the ID that I save

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and show the mesh, if not hide the mesh

trim matrix
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So you have an array of Sphere IDs. You want to look at each element in that array, find the matching sphere, and show that sphere?

wary tinsel
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looks like it's working with contains

candid geyser
flat coral
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I think you were trying to do a contains but what you actually did would call BOTH sides of the branch, and call the "false" many times

wary tinsel
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how the contains work? is it looping all the elements?

flat coral
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Presumably. And then return true if it finds the thing or return false if it reaches the end of the array

jolly oriole
wary tinsel
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mmm still not working properly tho

wary tinsel
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very simple ๐Ÿ™‚

flat coral
# jolly oriole can you help me understand why they omitted that?

Unreal has weirdly restrictive opinions about what "Objects" are or arent. It uses them more strictly as abstract or data carrier classes, than other languages.
Just get comfortable using Actor for things that don't get instantiated. Like I'm pretty sure GameMode and PlayerController subclass Actor.

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Fun question: I accidentally clicked on a C++ class. When will it stop trying to open an IDE I don't have installed? This has been going on for a few minutes now

jolly oriole
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I'm using them mostly for logic too btw

trim matrix
flat coral
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^

lament ginkgo
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Ok, well maybe I'll tackle this from another angle. Let's say I have a bunch of static cameras on a level that are cycled through (Like an adventure game). What would be the best way to set the default starting one? Obviously a save/load would override this.

jolly oriole
maiden wadi
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Actors are for encompassing components, or for networking. Components for anything else.

trim matrix
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^

tawdry surge
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Didn't they fix the tick thing so that if you don't have any logic running on tick then it won't tick

trim matrix
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You can use objects to handle game logic though to in some cases. Dont be scared to try.

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Just have to be aware of the limitations

tawdry surge
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Pretty sure they did back in like 4.21

devout pine
golden frigate
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any reason the line trace by channel blueprint no longer detects hits on this?

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it was detecting hits when i put the camera in 3rd person but doesnt in first

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weird

near glen
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can anyone hint me to tutorials where I can learn about how to make building system that will work something like this? floor by floor based with grid

icy dragon
near glen
mental trellis
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Learn the engine first.

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Then it will become clear.

near glen
# mental trellis Learn the engine first.

I used to make some stuff for couple years and know a lot in ue, just don't want to make it from zero by myself cause obviously there are better solutions I'd check first

mental trellis
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You just said you could only find plugins and tutorials and now how to make it from zero

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And now you don't wnat to make it from zero

icy dragon
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Well, the basics are runtime map editor

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At the very least runtime map editor is a lead for you to break down

near glen
icy dragon
near glen
mental trellis
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I mean the logic will be similar.

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Just adapt it for unreal.

near glen
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yeah and that's what I need

flint crypt
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Hey everyone, is anyone willing to hop on a call and help with a loot system I am developing using blueprints?

faint pasture
wintry geyser
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Hey is there any way to add new keywords to existing nodes, like if I searched 'Wait', it could bring up 'Delay'?

tight schooner
spark steppe
kindred remnant
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Hello - gonna ask a really dumb question (i'm a sound designer looking for a project to practise on, for context) but on the Unreal Marketplace, there's this Low Poly level which says "install to engine" so I install it to my 4.27 UE but I can't find it anywhere. Any ideas at all where I might find it now that it claims that it's installed to the engine? this is the level https://www.unrealengine.com/marketplace/en-US/product/low-poly-shooter-pack-free-sample

Unreal Engine

A free sample of the Low Poly Shooter Pack. This is a simplistic yet polished FPS template, perfect as a learning tool or prototype project!

tight schooner
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@kindred remnant I have limited experience with marketplace assets. In the Epic launcher โ€” UE Library section, is there an "add to project" button? Or what if you look up that asset in the store?

kindred remnant
icy dragon
kindred remnant
icy dragon
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The limitation with marketplace is that anything but Code Plugin can't contain C++ code

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That project might use C++ code, so it's packed as plugin.

kindred remnant
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Ohhhhhh I get you! Yeah i've just checked on the devs website and there's an external project template on there so I can only assume that they've just split it up for some reason

icy dragon
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You might also want to try enable the plugin and look for the content files in Content Browser (make sure you have plugin content visible)

spark steppe
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usually that stuff comes as project?!

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weird way to ship it as plugin

icy dragon
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Probably contains C++ code, again, anything but Code Plugin can't contain C++ code whatsoever

spark steppe
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projects can contain c++

icy dragon
spark steppe
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city sample / lyra

icy dragon
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Oh, UE5 thaengs

spark steppe
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so that is a new feature?!

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i don't see why projects shouldn't be able to ship c++ code on ue4

wet shore
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anyone know how to reference a camera actor to a widget blueprint?

drifting cipher
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Hey guys, coming from C++ to BP, how do RPC work here? Do I gotta make a dedicated function to set variables on the server as client or do BP's variable setters allow you to do it by ticking a box somewhere?

mental trellis
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They work pretty much the same way, except the BP does all the under the hood stuff for you.

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You just make an event, tick "run on server" and off you go.

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Something like that.

fiery glen
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You can just set repnotifies for variables too iirc

mental trellis
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(but they don't work client->server)

fiery glen
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ah, yeah

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not rpc

drifting cipher
limber wing
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I am trying to have a button in my pause menu essentially relaunch the current level but as a listen server... This node setup doesn't work unfortunately. Is there something I'm doing wrong?

faint pasture
runic parrot
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Hi! does anyone have the diagram with the live of the diferent default BPs?

dusk cave
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I need help figuring out how to get my ai to switch the bool to false when the player is out of sight. I don't see a end see pawn node or something like that I could use.

maiden wadi
candid geyser
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Hmmm okay, so, I made a model that's just a simple apple, and I want to make it so that this is a material the player can pick up and store. Any ideas?

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Only for the actual collection of the apple itself, the inventory part I can work out

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What I kind of want to do is have a box trace that surrounds the player out to say, maybe a meter, and anything that can be interacted with that comes within that range, can be interacted with/picked up

plush storm
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how do i posess multiple charachters at the exact same time?

hard sigil
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Can blueprints read json or only on cpp?

queen comet
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If I retrain as a video game programmer here at age 50 realistically what are my particiipation changes in industry?

elfin wolf
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VaRest is an example

serene bramble
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So I have a dict mapping an integer to a string. Here are 2 examples. (pic 1)
And here's how I get them in code (pic 2)
Top one works a-ok but the bottom one is outputting "None"

Any help?

(finding "5" and below works fine, finding "6" and above doesn't)

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Okay maybe a development? But I tried to change the value of the working one "5" and it's changed but not actually reflecting the change, so the value output is still "test" not "new value"

stable fossil
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Is there a way to define the "static mesh component" from a variable instead? I can only change it from the details menu of the node.

wooden owl
wooden owl
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Thanks, I wish it was supported in the engine directly

trim matrix
stable fossil
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That did it. Thanks man

trim matrix
icy dragon
tawdry surge
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Pretty sure you can play with line interpolation settings in editor preferences

slim fern
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its not ridiculously expensive

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its like ยฃ10

tight pollen
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when i set Time to 10 then with Start Variance how much it would be?

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how variance works

tawdry surge
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+/- a random value between 0 and your variance to the start delay value

icy dragon
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Tbh I'm very reluctant to spend money on things that are just in the editor and not something that can end up in runtime/shipping build

tight pollen
tawdry surge
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Yeah

serene bramble
candid geyser
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Okay sooooo

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Im using a box trace which surrounds the player to check to interactable items around the player

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The problem being that it doesn't want to detect any actors

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Well, human actors

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A sphere trace does, but a box trace isnt.

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Actually I have an idea

severe tendon
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So, what this code should do is enable the input for a door that was blocked with a padlock, the padlock is a different BP, when you break it you can open the door, the problem is that i dont know how to call the padlock bp to the door bp to confirm that you can open it

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This is the code i have but it donest work

tawdry surge
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Personally I wouldn't separate the lock from the door.
However you could set the reference to the lock manually on the door instances in the level.
Just make a variable and mark it instance editable

candid geyser
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Okay so im actually worried that my dialogue system WILL cause issues down the line so im just gonna scrap it now rather than later

severe tendon
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Now that i think about it maybe i should just put it all in the same BP

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But ill try to just make a reference

tawdry surge
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I think ue5 has a system for setting up dialog. Can't remember the name tho

severe tendon
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So, i put the variable reference but it doesn't work

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Is this how it should be done?

barren flower
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Can anyone give me any information as to how to get this CSV imported?

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ive created a struct and I just get various errors

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= (

elfin wolf
tawdry surge
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@severe tendon did you actually assign the variable on the door in the level?

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Or just make a blank variable

severe tendon
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Blank

tawdry surge
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Check the instance editable option on the variable
And then in the level, select the door and assign the variable to the lock you want

fair magnet
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Anyone got ideas why A*-1 gives error in math expression?

severe tendon
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This happens

severe tendon
barren flower
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whats the error?

icy dragon
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0*-1 results in 0

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It's not as fatal as division by 0

fair magnet
barren flower
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Well, what else do you need to know?

fair magnet
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Don't really understand it tbh

barren flower
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its prohibited

fair magnet
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but why

icy dragon
barren flower
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do a one minus or something

icy dragon
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There is a dedicated negate float function btw

barren flower
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I really cannot understand the fault and the documentation isnt great

elfin wolf
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you're trying to access it after youve already deleted it

short reef
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So should I be using UE's built-in damage functions or should I just roll my own interface?

icy dragon
minor wolf
fair magnet
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that might work yea

severe tendon
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@elfin wolf Now when i destroy the padlock it doesn't get past the get

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Should be something like thsi i belive?

elfin wolf
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can you send the padlock code?

severe tendon
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Sure

short reef
severe tendon
tawdry surge
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How are you supposed to check an object you deleted?

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You can't destroy it and then access it

maiden wadi
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Why not just check existence? If the lock doesn't exist, then it's likely not locked.

severe tendon
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Lmao ok

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Yeah, that was the problem, it works now

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Thanks for all the help ๐Ÿ‘

glossy bane
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Does anyone know if there are any actual performance differences between spawning a BP with various begin/end overlap logic and creating a child class of that BP and spawning that one instead, since it's all inherited wouldn't the performance hit be the same?

maiden wadi
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Identical performance. There will be a very minor memory overhead for the second class, but it'll be so insignificant that you will literally never run into a case where it'll harm you.

glossy bane
spark steppe
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i have the problem that unreal keeps placing some of my actors at 0,0,0 rather than to their supposed location where i placed them

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that issue kind of started with UE5, anyone had this, too?

maiden wadi
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Can any of the spawn code return zerovector as a location?

spark steppe
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there's no spawn code, they are placed in the level

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i guess it has something to do with some of their components mobility

maiden wadi
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Odd. O.o

spark steppe
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on a side note, they are initially loaded at the correct location when i open the map, once i hit begin play they teleport to 0,0,0 and stay there when i stop the PIE

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guess i'll have to run in debug, to see what happens

harsh coral
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Hey, everybody, very new to blueprints and Iยดm struggling to make a seemingly easy thing work...
Lets say I have a blueprint with several static meshes in a construction script.
And I wanna have a few checkboxes to set their visibility.
But I ONLY want to have ONE of them visible at all times.
Is it possible to set up a flow that has some booleans and they all trun each other on or off or something?

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SO, if I set Object A to "visible", it would make Objects B-D invisible, if I set Object B to "visible", it would set all others to "invisible" etc.

spark steppe
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run a for each loop iterating over all of them, provide the index where the flag should be true, and compare the loop index with your index, and use the result for the bool

harsh coral
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Sorry, that already goes over my head.

spark steppe
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that's not exactly what i meant...

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the approach with having several bools where only one should be true, is also kind of weird

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you may want some other way to select which mesh should be visible

icy dragon
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Personally I'd rather use int directly and just do for (each) loop to set which mesh in the array is visible

spark steppe
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e.g. an enum, or a static mesh variable with the actual mesh that should be visible

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so you can compare against each component if it is the mesh that should be visible

harsh coral
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Agin, complete noob here.

icy dragon
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Assuming only one can be visible at given time, I feel like For (Each) Loop is more sensible approach

harsh coral
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I can kinda dissect an existing flow, but I have no idea how to create anything in any logic...:)

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I have about an hour to figure it out and then I just have to live with what I got.

maiden wadi
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I think to do this in BP, you need an index of an array and an array of bools. May work. More realistically this is much easier done in C++ with PostEdit functions.

harsh coral
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Yeah, realistically I have about an hour to figure it out, I think I canยดt learn C++ in an hour...:)

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The whole setup is a complete hack anyways, I hate that I just canยดt find the time to learn any programming properly.

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Already paid someone 250 bucks to basically add two nodes to my blueprint.

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And I still had to figure out to have it work teh way I wanted.

icy dragon
spark steppe
harsh coral
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how do I get the "Mesh components" node?

icy dragon
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Also my bad, I should've skipped the select node

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Much better ๐Ÿ™‚

harsh coral
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Well. Everytime I am at this point, I already spent dozens of hours doing it "hacky" or "manually", because I didnยดt realize I would have to do the same hacks or manual labor another 20 times...:)

icy dragon
dark crow
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An Array of Static Mesh Component Object Reference

icy dragon
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The part that I'm not highlighted is the component creation part, followed by adding that newly created component to the array

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Though I think the array has to be cleared first ๐Ÿค”

harsh coral
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No, its completely different set up here:

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They are just added on the left side in the components list.

icy dragon
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Ah, so not generated by code.

harsh coral
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No.

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Its an existing marketplace asset and I just added some more components and the visibility switches.

dark crow
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So you want a bool for each static mesh?

harsh coral
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Yeah, but only ONE can be active at any time.

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So if I switch one one, the others need to be switched off.

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Its a bit more complicated than that with some material changes as well and in the end I need to move it to the event graph, so I can call it from the sequencer.

icy dragon
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Okay the setup should be this first

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Then on loop completed, do the int switching thing

dark crow
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Couldn't you directly on that loop just check for the bool and set visibility?
Ofc if not needed at runtime

icy dragon
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It might not be optimal, but in construction script it's not like it's executed every frame on runtime.

dark crow
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Or int yeh

harsh coral
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Yeah, like I said, in the end it needs to go into event graph, so it can be called via a custom event in sequencer.

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I got that working, but basically for each switch right now I have a custom event chain with 10 booleans to switch on/off.

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Its doable, I was just hoping I could simplify it somehow.

dark crow
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If you do a branch chain, most of the times there is totally a better way

icy dragon
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This would be the setup after the first loop

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Considering you said only one can be active at any time, int comparing would be more sensible

harsh coral
trim matrix
#

Hi, How can I set "isAttacking" variable when attack animation end? is there any node for checking the animation status?

trim matrix
harsh coral
#

And I donยดt know where a/b/c should then go.

icy dragon
#

Also you can replace the int with an enum

harsh coral
#

Getting an error here:

icy dragon
#

I was assuming you have the mesh generated

icy dragon
# harsh coral

Connect it to the Array input first before doing anything with the array element

harsh coral
#

Ah, ok.

#

Can I then also use the "children" node for the "mesh components" node below?

icy dragon
#

Actually yeah, I think you can skip the first loop

#

Okay, simplified #3

#

If the child components are all static mesh component and no other type of components, you can also skip the cast node. I just put it there because I don't know the component hierarchy

#

Simplified further and this is how it looks, assuming it's all static mesh components

harsh coral
#

Hm its not doing anything...

#

I just dragged of the pin from the equal node to an integer and named it "Visible Mesh Index""....Is there anythin else I need to do with it?

runic parrot
#

Hi! does anyone know where yo save user preferences between games? (i'm not sure that user settings is the best option for this, since i want to save things like "selected character")

maiden wadi
runic parrot
maiden wadi
#

You don't have to write it to disk. You don't even need a SaveGame object. The idea was more to have an object that can hold state, that exists between map loads. I use SaveGameObjects because they're basically UObjects with the ability to write to disk when I finally want to, which I rarely do without the user requesting it or auto save stuff. Beyond that it's just a place where I store data that anything can read from by accessing GameInstance and then the save objects.

runic parrot
#

I'm thinking of doing custom Getter/Setter for each variable on the SaveGame for the user settings.
When doing a get, if the SaveGame is not cached already, you cache it and read.
When doing a set, you take the current SaveCached and write directly into the Disk.

Is your approach different and more efficient?

maiden wadi
#

You can do pretty much the same thing by having only Objects owned by GameInstance if you don't need any data to persist application loads.

runic parrot
#

This should be for things like "when you load your game, the selected character was slot number 3, so that one get outlined"
I want those things to persist across game sessions

#

for persisting variables across levels i'm using Game instance and that works fine

maiden wadi
#

That would just be your game setting itself up from Beginplay from the data in those objects. If data isn't set, use defaults.

#

It more or less is just using game instance. I just like to hide away state in compartmentalized areas. I don't like muddying main classes too much if I can avoid it. It starts with a few variables. Then a few more. And after a while you end up with a ton of stuff.

runic parrot
#

yap, makes sense. Thanks!

trim matrix
#

guys, is Sphere Bound are the same as Strict Bounding Box?

icy dragon
#

Sphere Bounds are less accurate bounding area than Bounding Boxes.

earnest tangle
#

Unless your actor is spherical lol

icy dragon
#

*perfectly spherical

trim matrix
#

ok great to know!!

#

and which node represent the blue box?

#

bounds?

#

also do you know how to move the pivot of an actor to its lowest Bbbox face?

plush storm
# icy dragon By faking it.

Like I need to have it actually do it however because the player will be able to use a motorcycle for example, but STILL staying active so they can receive damage n stuff

earnest tangle
#

You don't have to possess something for it to receive damage or perform other logic

acoustic cipher
#

Hello Guys, ive already asked in general and in editor scripting, but nobody seems able to help me (or maybe they dont see my question)

#

can i SPAM a problem i have also here? is related to blueprints and movie render queue pipeline

trim matrix
#

When I spawn an actor, "Ai move to" node does not work and the actor does not follow the main character. How can I solve this?

shut escarp
#

Hello i want to call a function when all the array elements come out to be true. How do i go about doing this?

tight schooner
shut escarp
#

ohh ok i see thank u

#

u r a genius

upper mortar
#

How can i get the UnrealEditorSubsystem?

earnest tangle
#

I think that node might only work in editor utility blueprints

spark steppe
#

BP_Foobar has natively added scene component(s), but none of them were set as the actor's RootComponent - picking one arbitrarily

upper mortar
#

I am in an editor utility actor

spark steppe
#

did anyone have this problem before?

#

the blueprint in question has a scene component as "root"

#

and idk how it would get messed up ๐Ÿ˜ญ

spark steppe
#

nope

#

but i'm considering making one where i try to force the root component

#

i feel like... it's some issue with component mobility, where it for some reason resets something to mobile, and detachs all static childs, which then are all at the root

#

which should be impossible tho

#

i have a wild guess...

#

i replaced the actors DefaultSceneRoot with an empty scene to get rid of the default icon...

sonic pelican
#

How come stuff works on youtube tutorials but not on my computer? Specifically a flying A.I. that patrols, attacks the player if it sees them, spins around if it doesnt then returns to patrolling. In the tutorial they used an enum for floating pawn movement states. But the aggro and attack player didnt work it just froze at line trace hit spun around if you walked away then returned to patrolling between placed actors. I ended up using a completely different blueprint set up from another video to get the attack part right but now it chases you through the floor. Only returning to the air to patrol again.

spark steppe
#

there can be lot's of reasons for that

#

most likely one of you didn't use a default project, and some custom stuff within the project

#

so you didn't replicate 1:1

faint pasture
flint crypt
#

Is there anyone that may be interested in helping me make an inventory system like the one found in fallout 4?

sonic pelican
white elbow
#

how should I make the player unable to fire his weapon when sprinting? My best guess is to check IsSprinting or something every time when the fire button is pressed, but maybe there's a better way to do it?

trim matrix
#

Having a problem here that the character is still rotating/turning even when his movement mode is set to "none"

#

these are just basic ai roaming agents with a nav mesh

trim matrix
#

npc bp

trim matrix
trim matrix
#

No

trim matrix
#

In that picture, you are setting the NPCs, movement mode to none.

#

Not the players

trim matrix
#

it was never for the player

#

they still turn though like in the video

#

So they player is allowed to move/turn? The issue is that the NPC still moves?

trim matrix
#

they dont really move but they turn

#

like in the vid

#

The NPC is still running its AI moverlo script most likely

#

It is trying to move, but it canโ€™t

#

So it just turns towards the movement point instead.

#

Never actually moves there.

trim matrix
#

when i talk to them their dontmove is set to true

#

so it shouldnt be running

#

Yes but look at the delay

#

You mean the one after the branch?

#

If the delay has already started, this whole donโ€™t move variable does nothing

#

Move the donโ€™t move check after the delay.

trim matrix
past girder
#

Is It possible to use "Move Component To" node without the rotation being affected?

white elbow
#

how do I clear the actor reference? Do I have to create an empty variable then set the reference as it?

high fractal
#

Anyone here familiar with Combat Components? I'm trying to activate the collision event inside a Weapon Bp that is attached to my weapon actor. Normally it is setup in the player character on an actor component.

steel shadow
#

@trim matrix you are giving a different 'delay - > move' command each tick, rather than waiting for moves to finish before issuing new commands.

river wigeon
#

Has someone a better solution for a hitsystem? sometimes it hits twice although i have a "doonce"

plucky plank
#

Can a sphere trace only see different objects in it's radius or can I use a sphere trace to get the data of a polygon in a mesh?

#

For instance, in my case I want to get the normals of all polygons range of a sphere trace. Can I accomplish this or will I need to consider another approach?

#

If I cannot, what route might I consider looking into in order to accomplish something along these lines

trim matrix
high fractal
#

Yes it handles collision from sockets on a Mesh. Similar to AGR Combat Manager Component and the likes.

trim matrix
#

I am not sure then

river wigeon
#

yeah but, if i do a do once without a reset it will never fire again

trim matrix
#

is it possible to save level data when level streaming? Like corpses and thrown around physics item to remain there when exiting in and out of the level through level streaming

#

Like in the elder scrolls games that stuff remains even when you exit the cell/loaded area

#

hows it done/whats that called so i can look it up

white elbow
#

how do I make child blueprints inherit variables?

river wigeon
#

thank you for your help, i will look into the montages ๐Ÿ™‚

white elbow
#

I have a general blueprint for objects that you can pick up and child blueprints that are specific objects, I need the child blueprints to have the variables but be able to set different values in them for different objects

modern cove
#

Quick ?: In a For Each Loop, does the "Array Index" Output start at 1, or 0? I've been getting a few errors where code is reportedly trying to access Index 3 in an Array of Length 3

modern cove
#

that's what I thought. WOnder why it's looking for index 3 then

#

It says the Branch Node was looking for the 3 index

trim matrix
white elbow
#

that was the idea, but I don't get the variables in child blueprints that I have in the parent

trim matrix
#

They are there, they just are not shown in the variables menu by default.

#

Right click anywhere and type Set VariableName

#

It will come up

white elbow
#

I see, thanks

trim matrix
# white elbow I see, thanks

If you click the display options at the top of the panel the variables list is at, there will be an option to show inherited variables.

heady jay
#

How can I attach a cable component end to another actor?

modern cove
#

I think I'll need to try changing some of my for loops to For Eaches. Seems like For Loops are running 1 extra iteration than they should be sometimes

trim matrix
#

Thatโ€™s probably it yea.

modern cove
#

The weird thing is that sometimes they do the extra, and sometimes they don't.

cobalt rose
#

When you change the type of a map/set/array, is there some tool/trick/way to make it auto-update all the names in gets and finds and such?

cobalt rose
#

that's a shame.

trim matrix
#

They are completely different kinds of data

cobalt rose
#

hu?

#

oh, you missuderstand me

#

I do not mean to convert between those

#

just their internal types

trim matrix
#

Int != float. Set != map

#

Either way

#

It wonโ€™t just work like that

modern cove
#

The goal of my current piece is to search the roster of a pack of enemies for recurring entries, (ie: Count how many Bats, how many Ghosts, etc). then, I want to assign letters such that if there's say, 3 Bats a Ghost, they'll be BatA, BatB, BatC, and Ghost. While 2 of each would have BatA, BatB, GhostA, GhostB.

cobalt rose
#

I don't expect a magical "everything works" result, just that most of the refactoring work is already done

potent laurel
#

By type do you mean class?

cobalt rose
#

Look, simple example. You have an Array of class MyController.

#

You do get and set and etc on that array

#

then you decide to change the class to, e.g. MyBetterController

#

all the finds and gets should auto-update to that new type, even if their input pins break then

potent laurel
#

I understand what your saying

cobalt rose
#

and if it is a little smarter it could even replace casts from the previous type into those pins

potent laurel
#

They should auto update but most of the time they break

#

I did see a long time ago someone knew a trick for this

#

Shame I can't remember lol

cobalt rose
#

I wonder how hard it woudl be to implement that as plugin

potent laurel
#

It's already in UE

#

For sure

cobalt rose
#

well, I haven't seen it

potent laurel
#

I thought it was the "clean up references" button but maybe not

cobalt rose
#

That's the half-way thing I mentioned

#

it leaves gets and finds untouched

#

like, it only replaces the variable get/set nodes and that's it

potent laurel
#

Is it still like that in ue5?

cobalt rose
#

Or even simpler: A "reset type" option on the find / isEmpty

#

etc nodes

#

but not even that ๐Ÿ˜ฆ

#

Yeah it is

potent laurel
#

๐Ÿคฆโ€โ™‚๏ธ why don't they see our pain haha

cobalt rose
#

hmm but reset type should be super easy to do

#

like, some nodes have it, even

potent laurel
#

Yeah they go to a wild card that allows you to just hook it back up

lavish tusk
#

Hey! so I'm trying to save my character's position when my save point is shot. In my first screenshot (which works), the custom event fires when my character touches the save point. then I try to add the logic that says to save if the other object is my bullet class and it doesn't cast. anyone know how to fix this?

violet wagon
# lavish tusk Hey! so I'm trying to save my character's position when my save point is shot. I...

The bottom bp is saying "if your a bullet, go through branch 1, then check if your a player, if you are then go through the cast". Im assuming you have no item in your game that counts as both a player and a bullet, so no matter what hits overlap it will not work.

From your description i think you should check if its a bullet, if it is then save, but if it isnt THEN check if its a character that overlapped, and if it is then save. Checking both before saving is the problem here.

#

also, GetActorOfClass will be inconsistent here because you might have more than 1 bullet in the world, and the actors will not always be equal. That node also causes a bit of performance loss. Id use another cast there.

potent laurel
#

I suggest doing a cast to "your bullet class" at the beginning

#

Just to make sure it's only a bullet that triggers the rest of the event

#

From that u can "get instigating pawn"

#

You'll get there, keep trying :)

lavish tusk
violet wagon
potent laurel
#

You will get there, keep trying:)

violet wagon
#

^

lavish tusk
lavish tusk
violet wagon
brisk comet
#

Hi guys. I'm just now learning blueprints but think I'm misunderstanding something fundamental. I'm trying to connect the Y axis of a cube to the mouse X axis. No player character. I'm trying to use the Mouse X Event on a script attached to the cube but keep getting messages about input not being enabled. How should I be going about this? Thanks.

tawdry surge
#

Actors don't accept input by default. Either make it a pawn or enable input on the actor

brisk comet
#

Ok thanks. How do I enable it on the actor if I go that route?

tawdry surge
#

Class defaults or settings at the top of the screen
Don't remember which

brisk comet
#

In this case I created an empty actor then added a cube and a blueprint to it, then supplied a ref to the actor.

tawdry surge
#

It's probably a reference to the static mesh component that you assigned the cube to
Either way inside the actor's BP, at the top of the screen you can access the class settings and defaults
Should be a check box in the details panel for enabling input events

lavish tusk
tawdry surge
#

Probably just there for the example

grave oak
#

Hey, I'm trying to make a smooth animation between my First-Person-Perspective and my Third-Person-Perspective. Problem is after going to TPP and back (FPP is set at spawn) The FPP camera has an offset or a zoom. Why? I'm only transforming the TPP for the Animation.

#

(FPP Before)

#

(FPP After)

brisk comet
#

I'm still not sure why this doesn't print anything

tawdry surge
#

Any reason you don't just use "set view target with blend" node? @grave oak

grave oak
#

Well I'm new to UE so I just thought going from a to b is best

#

what does it do ?

tawdry surge
#

@grave oak It transitions the player view from one camera to another over a set amount of time

grave oak
#

Thanks @tawdry surge

violet wagon
lavish tusk
thin panther
#

so somewhere, you need to set that to a reference to your character

lavish tusk
thin panther
#

no

#

so a variable hasa type and a value

#

you have made it of the correct type

#

but it also needs the specific character you are referencing

lavish tusk
#

ohhh I see. "default value"

#

but that parameter is greyed out

tawdry surge
#

If it's single player you can use get player character(leave index at 0)-> cast to your character type-> set the variable

lavish tusk
#

got it!!! My save works!! Thank you all so much ๐Ÿ˜„

thin panther
# lavish tusk ohhh I see. "default value"

default values will never work for actor references, as that reference is never going to be static, you can always assume that a string will have its default value, but seeing as an actor will change and not be the same actor between levels and play sessions, it cannot have a default value

flint crypt
#

Is there anyone who can help me break down how to set up an inventory system, I want to avoid watching tutorials and picking up bad habits

onyx frigate
#

hi guys ! Quick 3D question ... I have a "radar" which is shown on the player Hud. This radar is a 3d sphere, with its own relative rotation in the pawn (See rotation in screenshot)
I've managed to calculate the location based on the sphere size etc ... but I am not sure on how to make the debug circle location relative to my relative rotation shown ...

#

Any idea ?

#

instead of getting the location etc etc, I thought of using find look at rotation, add my relative location, and project the location based on the radar world location + distance + rotator

foggy escarp
onyx frigate
#

the blue sphere with the red arrow is the radar. red arrow indicate the X axis of the sphere

#

green ball is an enemy

#

screenshot it taken from the player pawn. blue sphere (radar) is rotated toward the player so that he sees his "pawn" (center of the blue sphere) from the top

#

in this case, the green ball is represented by the white draw sphere and should be almost directly in front of the player in the radar

foggy escarp
#

You will likely need to convert world space to screenapace.

#

are the arrows world space?

onyx frigate
#

no, local space

#

forget the blue arrow, that's a debug thingy

foggy escarp
#

Yeah. If your sphere is world space and arrows are, you can use the node called convert world space to screen space.

#

It's from the player controller

onyx frigate
#

in my case, it's a real 3d sphere

#

and my goal is to have at the end: enemy indicators (actors) inside the radar sphere, moving based on the player position and rotation

#

screenspace is 2d right ?

#

is there a way to rotate a world location based with a local rotator (my local rotation of my radar) from the radar world origin (location) ?

#

Enemy world location TO enemy scale world location TO enemy scaled world location rotated based on Radar world location and local rotation ...

#

not sure if it makes sense

#

oh yeah, the other way, If it's possible ...

#

find look at rotation between pawn and enemy (gives a rotator LOOK_ROT), calculate scale distance SD, project final enemy indicator based on Radar world Location at distance SD in direction LOOK_ROT + Radar Local rotation ?

prime ruin
#

quick question. why do images in my umg seem to create a duplicate when i move them around dynamically?

spark robin
#

Did they remove the clean up blueprint button in UE5?

prime ruin
#

setting the translate on a tick for instance

faint pasture
onyx frigate
#

me the player have a detection radius of 15000 units. I am looking an an enemy which is at X:500 / Y: 500 and Z:0 units from me

#

I want to show a point which is relatively correct in my radar (blue sphere)

#

thing is: the radar component has a local rotation inside my pawn

faint pasture
#

Point location = radar center location + SomeSmallNumber x (EnemyLocation - Player location)

onyx frigate
#

This will take in account the local rotation of my radar sphere ?

faint pasture
#

Sure if you do everything in world coordinates. Are you following the math?

onyx frigate
#

Radar center loc yes

#

Small number not sure

faint pasture
#

That's your scale factor. If it's 1 you'll draw the point in 3d right where the enemy is. If it's .01 it'll be 100x smaller etc

onyx frigate
#

I know that I have the scaled factor of my detection radius sphere in real world vs radar sphere real size in the hud

#

Ok so that's this number

faint pasture
#

Is the radar sphere in 3d or 2d?

onyx frigate
#

3d

faint pasture
#

Ya so try it and report back

onyx frigate
#

Thanks man ! I'll try that.

#

I would like to ask another stupid question...
How to check if an actor is over or under the player in 3d ?

#

(Other actor location - player location) x player up vector ?

#

Something like this ?

#

Can't test yet but can't sleep without the answer ... XD

brisk comet
#

How do I output the mouse's x position every time it moves?

onyx frigate
#

Get Vertical Distance To is my answer I think

onyx frigate
#

If I am not mistaken input are always firing so it should do the trick

brisk comet
#

I just want to know how to print string when mouse x changes. I can't figure it out.

onyx frigate
#

Create a variable oldX, compare mouseX and oldX. If different it moved. At the end: update old X with mouse X

brisk comet
#

This is my bp for a pawn with a cube.
No idea why I'm not seeing a bunch of output on screen

#

I can't the mouse X event to fire at all

onyx frigate
#

Mhhh. Do that in the controller instead, and maybe create a binding instead of using mouse X directly

#

If an input is consumed in the controller it will not be fired in the pawn

#

Maybe that's why

dusk cave
#

How do I tell the AI to go back to wandering after the Player is out of sight? My AI just sticks to following my player.

brisk comet
#

@onyx frigatewhat do you mean "in the controller" ?

wet shore
#

I am trying to make a collision box enable a user control when entering the box and disable when not in the box. The hint widget I created when entering pops up so the box is working but the control I have set up for the actual interaction is not. Did I do anything wrong setting up the player control?

left tree
left tree
brisk comet
#

Why is this so ridiculously hard!? I just want to output the damn mouse position on the screen! Nothing matches what I see on youtube/google. Menus they use are greyed out etc. This shouldn't be so elusive

paper galleon
#

First lol

foggy escarp
#

Oh, I guess it'd be printed regardless

brisk comet
foggy escarp
#

Is this new pawn possesed, or is it set in the world settings to be the player?

brisk comet
#

no clue what that means. The tuts just say enable input and create a mouse x event node

paper galleon
#

Thats probably a mouse input. You have to add the input in project settings.
The create the node in bp

#

Also, stop following tutorials step by step. You wouldn't learn that way.
Watch through first and understand what is going on

left tree
# brisk comet Thanks but that doesn't explain why the Mouse X event doesn't work

So far as I know, Mouse X doesn't work out of the box on an empty project. If you start with the First or Third Person content then you get a fully functioning character pawn, a player controller, project input settings and other things. The code you posted will work out of the gate in that base Third Person project. If you're using a blank project, you'll have to make that things necessary to get those mouse events captured.

rough blade
#

Are clients able to access the game state via get game state?

paper galleon
paper galleon
brittle canopy
#

oh sorry thanks.

paper galleon
#

Np

rancid bobcat
#

Just curious about Widget anchors. How do you determine specifically where you should place the anchor. I mean wouldnt you just want to place it in the center of your widget, or make it full screen most of the time, what would be the significance of the other options.

earnest tangle
#

It makes a difference when the UI is scaled for different screen resolutions and aspect ratios

#

Try the anchorings and use the arrow in bottom right to resize it and see how it behaves

gentle urchin
#

Centered would mean youd need to update the offsets whenever you resize the viewport

#

If you wanted to have some widget up in a corner etc

#

Anchoring it to said corner instead solves this

undone surge
#

difference between on clicked and on pressed in widget button?

trim matrix
#

Can anyone show me a basic blueprint of using ray casting to open and close a door?

gentle urchin
undone surge
#

aah

fresh wadi
#

Hello guys, In unreal by default when the character run into a wall movements are slow down. I would like to remove this effect and being able to run into the wall without affecting the speed. (Even if we still have a running animation). How can I acheive this ?

gentle urchin
#

If you want to run through it, just remove collision on the wall

fresh wadi
#

No I dont want to get through it. I juste want to "dont" slow down the speed when I run into it

brittle flame
#

Using blueprint - if i add a component to my pawn at runtime - the dynamically created component seems to exist if I do a few printstrings - but its not visible when i eject from my pawn and i look in the UI.
Seems like unreal isn't updating the compents that are visible in the UI.
Google seems to indicate it migght be possible to do this in C++ by adding and removing the UPROPERTY of something or other - is it possible to do this in blueprint?

foggy escarp
#

Oh, your saying that in cpp you can set it to update?
I didn't know this was a thing, I assumed it was just a lacking feature/support.

slim fern
#

what is the correct way to cast this im trying to implement my functions from the component into this Task

warped badger
#

hello everyone, I come from Unity and I am now trying UE5, and some things are confusing me. For example, I want my windows to emit an emissive colour that has a random value for each window, so I am setting the scale value multiplying it with a constant and a PerInstanceRandom, this should give me a random value between 0 and 1, then multiply it with the given constant, and set the scale of the emission to that number. Except for some reason the PerInstanceRandom seems to always return the same number, every window has the same emission value, which seems to be 0. Now, the part that is confusing me is that every actor in my scene is considered an Instance, and they have a mesh component. Do I have to use an Instanced Mesh component instead?

solar bison
#

how to get the count of 1 element in array in BP? any helpers I can use?

tawdry surge
#

Do you mean the "index" ?

elfin wolf
solar bison
tawdry surge
#

Its an extra node.
You can call length on the array directly

solar bison
paper galleon
#

Same thing. It's a general array node

solar bison
#

goddamnit blueprints is so limited

solar bison
paper galleon
#

Oh you meant the filter node. I thought it was for length.

solar bison
#

i hate having blueprints be this liited

#

limited*

#

now I have to create a map to get the count of each individual elements

#

ANNOYING!

paper galleon
#

That node filters by class.
You would have to build your own function to filter based on a set predicate.
Equality or something else.

paper galleon
solar bison
#

I don't need to do anything else in C++

#

1 whole class with just 1 function just for 1 function

#

dumb

solar bison
paper galleon
solar bison
#

wait can I write a UFUNCTION outside of a class and expose it to BP?

#

how can I access it globally?

paper galleon
#

Nope but you can use a blueprint function library

#

It's technically a class but you don't have to instantiate it.

#

Just mark the functions as static

#

And they'll be accessible anywhere in Blueprints

#

Globally

solar bison
#

man

#

idk

#

filter, reduce, includes, these are functions that you expect out of the box

#

if blueprints is truly trying to be a replacement for scripting

paper galleon
#

You have a point.

#

I've never given it much thought tbh. I always write my own filter functions

quiet dagger
#

Hi. Could anyone help, is it possible to covert global variable to local? How can I do it?

paper galleon
#

Global variable?

#

There's no global variables

#

If you mean class variable to local function variable. You don't convert such things. Just add a local variable in the function as usual

tawdry surge
solar bison
#

how do I get local player state in widget

icy dragon
tawdry surge
#

Widgets are client owned and not replicated, aren't they?

solar bison
#

Why is it that when I print my player state in widget, I get the same player state for client 1 and 2?????

#

Sometimes I get the correct list (0,1,2), but other times I get (0,1,1)? WHY????

icy dragon
#

Can you test clients in separate processes?

solar bison
#

literally this is bare minimum...

icy dragon
#

I was assuming you're testing it inside the editor, not as standalone process. The former is more expected to have less reliable results at times

solar bison
#

how in the world am I supposed to test anything multiplayer related then

#

am I supposed to tick standalone game?

paper galleon
#

Man, Ro has it out for unreal today.

elfin wolf
#

it be like that sometimes

paper galleon
#

True dat

solar bison
#

im a longtime unity user

#

and I saw all the unreal demos and went "wow this is so cool, this is probably defacto better"

#

and this is honestly one of the worst programming experiences i've ever had in my life

paper galleon
#

Seriously I'd pick unreal any day over unity for 3d stuff.
You just have to be patient with the engine and take time to learn it properly.
Most unity stuff don't translate to UE and UE has more features.

solar bison
#

i know unreal is better

#

but this entire programming <-> UI flow I'm having a horrible time

#

I think next project (or maybe even this one) i think I'm going to nuke everything in BPs, move it into C++ and do only UMG stuff in BP

#

I'm straight up having a bad experience

paper galleon
#

I do most stuff in C++ but bp is indispensable in several aspects. Especially when interacting with assets.

tawdry surge
#

That will slow you down so much it's not even funny
Direct C++ development is way slower in a number of ways then BP
Better off just learning BP from the ground up and then convert later as needed

solar bison
#

i'm having the exact opposite experience

#

cpp feels much faster

#

I'm building a board game so very logic heavy. lots of test cases that I've gotta be meticulous about

#

etc

#

Array/set/map operations in blueprints feel like crap

cold smelt
#

I'm new to Unreal engine blueprints. These days I'm learning blueprints step by step.
I created a blueprint that can be the Number of tiles on X, the number of tiles on Y, Size of tiles (1000/3000).
Tiles array - An array with an object with the reference to a tile and an index for where the tile should be placed. Example: {tile: Tile01, position: You will then check this array to place predefined tiles and then populate the rest of the grid with filler tiles.
Filler tiles array - can provide an array of tiles that will fill the world

But I'm struggling to do Players should be able to walk around the plane and as they walk tiles will generate in front and tiles behind will be destroyed to always have the same amount of tiles loaded at any time.

I reached several ue4 blueprints programmers but it all end up in vain. plz, provide me assistance in this matter.

tawdry surge
#

Can't say I have a problem with any of those. However loops and container iterations are something I'd eventually put in C++ along with structs, networking logic, and anything I want to hide from designers.
For anything I haven't fully finished deciding on the logic for, I put in BP for the quick compilation and testing cycle, and BP node search kills any intellisense I've ever seen

solar bison
opal pulsar
#

hello, im using a timeline node to control the angle of the sun on the Y axis for a day/night cycle but the Y axis rotation is weird and it breaks
how can i achieve a set time rotation (example, 24 minutes) without it going crazy?

this is how im handling rotation at the moment:

CurrentTime goes from 0 to 24

YRotation = (CurrentTime / 24) * 360

if anyone knows how to help, please do gentleman

solar bison
#

And it's really bad rn. for eg: I have a custom event that's (Server, Reliable) that calls a CPP function. Def made some mistakes

tawdry surge
#

You can do that. It's trying to access BP stuff from cpp that'll get messy

solar bison
tawdry surge
#

Perfomantly speaking it's only slightly worse, and you can always move it later

solar bison
#

can I do this to remove the reference to a widget?

#

thereby making it nullptr?

humble flume
#

Can anybody tell me how to add or remove a curve in world

rancid bobcat
white elbow
#

is there a way to stop it? It's working as intended but ue thinks it's not

elfin wolf
#

add an is valid node before you the make array

flint pier
#

Hi! I have recently learned about unreal engine 5 from unreal senseand a couple of tutorials about blueprint and understood the basics,but my reason for going to unreal is to remake this game of mine i made in unity,the controlls shown in the video are basic,the character is a rigid body that when the wasd keys are pressed,a force is added depending on the forward direction of the camera as well as the right of it,and if holding shift whole pressing a key from the wasd an impulse is added in that direction as awell as pressing space,and finally the camera is rotated with the right click,so if anyone is just free and kind enough to teach me how to make that in unreal with blue prints and explain how they did it,i would really appreciate it!

zealous moth
#

@flint pier literally use the 3rd person template and study the third person character blueprint. It does all that out of the box.

flint pier
#

I did try that of course but i don't know how to apply it with a rigid body character

zealous moth
#

Just add the mesh as a static mesh component

#

By the looks of your vid you want to add torque. There is a ball template that does that

flint pier
#

Thanks i will try that!

dusky crane
#

if i add say, 5 items to an array, and then remove those items again, will the array still return a length of 5?

paper galleon
#

Nope

gritty plover
#

Hey, is there any way to nullify an actor's velocity through blueprints? Just set its velocity to be 0, to stop wherever it is?

dusky crane
paper galleon
gritty plover
#

A character, with a movement component.

paper galleon
#

StopMovementImmediately

#

Or you can set the maxwalkspeed to zero if you want something a bit more permanent.

dusty oxide
#

Hi all, can I somehow test a Timeline in the editor? I have some transition effect between effects on Timeline and I would like to test it without jumping into the game.
I have a Custom Event that I can Call In Editor, but it does not start the timeline, nor For Loops (I thought I just make a ForLoop with a Delay to simulate a timeline, but does not start).
Any ideas?

gritty plover
# paper galleon Or you can set the maxwalkspeed to zero if you want something a bit more permane...

That's not exactly what I'm looking for. Essentially the character is either falling or being launched upwards, and I want to hold that character's position, wherever that may be. Disabling gravity doesn't really do anything, because the upward launch or the downward falling has already taken effect, and the character is already carrying some amount of falling velocity. I'm looking to completely disable that falling velocity.

paper galleon
tawdry surge
#

Character movement has a set velocity function you can call

paper galleon
#

Actually you can set the velocity.

gritty plover
#

Oh my God

#

That works

#

Thank you so much!

vernal lotus
#

can I ignore PlayerCharacterController?

#

I really don't understand what it's doing

#

( I'm making singleplayer stuff )

paper galleon
#

PlayerCharacterController? Or PlayerController?

If the latter you can't really ignore it.

vernal lotus
#

uhhh

#

I mean this:

paper galleon
#

As your development progresses, you'd find reasons to subclass it.

vernal lotus
#

the thingy that comes by default

#

I'm doing some camera stuff

paper galleon
#

Is this a template or something? Cause that BP class isn't created by default unless in a template

paper galleon
#

Oh. Right. Like I said as you progress, you'd be adding more logic to that class.
But you can ignore it for now. Just don't delete it.

vernal lotus
#

I'm trying to get the camera to look at the character velocity direction

#

with this:

#

and the thing is

#

I know exactly what I want and how to do it

#

but

#

I get the feeling that my way is "incorrect"

#

like

#

I would just force it all to happen within this one blueprint

high fractal
#

Is FindLookatRotation better than using Forward Vector?

vernal lotus
#

I think it is?

#

I don't have the character turn to face their velocity so

#
  • this is for some flying stuff, not walking
paper galleon
#

If it works. I guess so.

vernal lotus
#

but I'm also scared

#

that unreal will get upset at me later

paper galleon
#

The code looks clean. I'm not exactly sure what it's meant for but if it works, it works.
If any issues arise later, you can just deal with them.

vernal lotus
#

alrighty then

zealous meteor
#

Hello, so I want to make a beeping system like those from metal detectors where they beep with a speed based on the distance between the device and the metal. Same system I want to apply here. I want to play a beep sound in tick event with a delay. The delay between the beeps is map ranged to be much smaller so I can use it as seconds. Everything works as intended but there is a problem. If I am at a distance of 4, the delay is gonna be 4 so it will wait 4 secs and then it will play. The problem is that I want the delay time to be changed dynamically. If it waits 4 secs for example and I'm getting nearer at the object, the distance gets smaller, so I want the delay to change with it. From counting 4, 3, 2, 1 to count for example like this: 4, 2.5, 1. TLDR: The wait time of the delay to change in real time. Not to wait until it successfully finished counting.

#

The custom event is wired to event tick

tawdry surge
#

@vernal lotus you could also tick the "use control yaw(pitch,roll)" box in the class defaults of the character BP and it will make the camera rotate with the character

vernal lotus
#

I need to switch between 3 camera modes tho

#

the default one being used for aiming

tawdry surge
#

The controller has a camera manager class that might come in handy then

solar bison
#

can I call static functions in BP?

vernal lotus
#

I ALMOST LOST MY MIND

vernal lotus
#

only some functions that seem useless

tawdry surge
#

Its attached to the player controller class
You make one from the details panel in said controller

vernal lotus
#

ooo

#

and then what when I set it?

#

do I just write camera code in that instead of Character Blueprint?

#

kinda like anim blueprint?

rotund thicket
#

hi anyone know if there is something similar to this but for anim blend space:

tawdry surge
#

Yeah you can hit the plus to make your own and it'll give you access to alot of camera movement settings

#

I've never used it very much beyond limiting the pitch and little things like that

vernal lotus
#

ok I'll fiddle with it

vernal lotus
naive stag
#

In line trace, how can I make the line 2 times longer?

vernal lotus
naive stag
vernal lotus
#

yeah

naive stag
#

It was the first thing i did

#

It didnโ€™t work

#

I need the line to be 2 times longer than it already is. How can I do that

vernal lotus
#

k hold on

#

can you send a sceen of the code?

tawdry surge
#

Did you do the whole thing or just the part before adding it to the start vector

naive stag
vernal lotus
#

something like this?

#

here I shoot a ray from the camera

naive stag
#

No

vernal lotus
#

and to define the length of the ray

#

I multiply it by a float

naive stag
#

Iโ€™m literally talking about normal line trace without anything

vernal lotus
#

the 'Grapple range"

tawdry surge
#

Show an image, cuz tutori did it right

naive stag
#

Image of what?

#

There is no code

#

Like

vernal lotus
#

the blueprint nodes

#

the editor window

naive stag
#

I only have Start and End vectors. And I need the end trace to be 2 times longer but still facing the same direction

#

Thatโ€™s all

vernal lotus
#

yeah

#

and for that you need the vector

#

to start somewhere

naive stag
#

I already have that

vernal lotus
#

and then travel a distance to reach the endpoint

naive stag
#

I just need to know how I can make the line 2 times longer

#

But still facing the same direction

paper galleon
#

You're repeating the question. They're trying to help

vernal lotus
#

can you send a screenshot of that line trace?

#

Shift + Windows + S

#

then drag a window

naive stag
#

Ok so

vernal lotus
paper galleon
tawdry surge
#

No we got it, but you don't seem to get how vectors work so we need to see the trace set up

naive stag
#

I have start and end vector, I need something that will make the end vector 2 times further than it already is but still facing the same direction

#

my code that u were asking for

#

i hve given start and end vector

vernal lotus
#

ok

#

so

ripe flame
#

hey everyone, im not sure this is the right place for this question, but im trying to use deformation of the landscape and a collision box in a blueprint to tell if the landscape is inside the box after the player interacts. i have been unable to get the landscape to say its overlapping the box. im not sure what to do from here. thanks for any tips

vernal lotus
#

you need to add the end to the start

#

and multiply the "End" by 2

naive stag
#

I see thank you

#

how did the image make you understand the question

vernal lotus
#

like this

vernal lotus
naive stag
vernal lotus
#

cuz I never see line traces uses "Just by themselves"

naive stag
vernal lotus
#

they are always inside some type of system

white elbow
#

is there some way to detect if something's lit by a light source?

vernal lotus
#

and see if they match

#

they should have response set to overlap or block for their respective object types

naive stag
#

@vernal lotus unfortunately, its not working

vernal lotus
#

what is the value of "start" and "end"

naive stag
naive stag
vernal lotus
#

it has to be anything other than zero

naive stag
#

so do u have any ideas?

vernal lotus
#

how can you tell it's not working?

naive stag
tawdry surge
#

Are you trying to get it to trace down?

naive stag
#

No

tawdry surge
#

Up?

naive stag
#

Forward, backwards, right, left

#

and everywhere in between

tawdry surge
#

Z is up and down

naive stag
#

I tested this code before and it worked perfectly

naive stag
#

its supposed to get that Offset and subtract it from end vector to make it smooth

vernal lotus
zealous meteor
#

Thats not a problem...

vernal lotus
#

then you can multiply the delay by that distance

zealous meteor
#

I did all of these

naive stag
zealous meteor
#

The issue is that lets say the delay time becomes 4 and I run at the respective object, it will not beep straight away, it will wait for the delay to finish

ripe flame
spark robin
#

Can I make a mesh remain the same size relative to the screen/viewport regardless of the distance between the mesh & the active camera/view?

zealous meteor
naive stag
#

try Event Function Timer i think its called

#

Set Timer By Event

#

mb

vernal lotus
zealous meteor
naive stag
zealous meteor
#

yes meaning on?

naive stag
#

yup

#

mb for not clarifying

zealous meteor
#

and the event pin to the custom event pin?

ripe flame
naive stag
#

the output pretty much

vernal lotus
#

you have a print string to check if the event is triggering?

#

you know what tho

zealous meteor
# naive stag yes

Aight so I've done that and it ignores the variable assigned to the time pin

ripe flame
zealous meteor
#

It plays the sound without delay

vernal lotus
#

it could be that the deformation doesn't affect collision of the landscape

#

I know for sure that displacement in materials doesn't affect collision

ripe flame
#

ya its a displacement in a material

vernal lotus
#

ahh

#

so there you go

#

it won't affect collision

#

cuz displacement runs only on the gpu

#

meaning it will use the original, pre-deformation collision

#

either simple or complex

#

it doesn't matter

naive stag
ripe flame
#

alright ill have to figure out a different way to tell when the area is clear. thank you for your help

vernal lotus
#

np

naive stag
#

How can I make it so that my line trace would be 2 times longer than it already is?

vernal lotus
tawdry surge
#

@naive stag so you are taking the (impact point - start trace) then taking the Z value and inverting it,
Subtracting the impact point again, doubling it, and adding it back to the starting location
After working that out on paper I have no idea what you intend for that to do, but it definitely has the most drastic effect on the z values

naive stag
tawdry surge
#

To double a line in the direction it's currently going you need a normalized vector (aka a direction) and a scale value(multiplier) then you add that to your trace start and it gives you a variable length line in that direction

#

To get what you want with what you've shown,, Subtract the start from the end, multiply the result and add it back to the start