#blueprint

402296 messages · Page 920 of 403

flint crypt
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Hey guys how could I set up an inventory system with a 3D preview that you can rotate?

vernal lotus
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do you already have an inventory system?

naive stag
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Not working

vernal lotus
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just need to know if you are starting from scratch

sacred minnow
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hey i need help, and the faster the better, im trying to implement cars into my game, but im having a big issue, the cars work, the player as well, but i cant get the play into the car

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im getting this error

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i tried to following documentation of the creator of the pack but its outdated

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help would be very appreciated, and thanks in advanced

flint crypt
# vernal lotus that's a complex problem

I thought it would be, so I decided to take a look at the Horror Engine asset from the marketplace which is sort of what I am trying to achieve. I'll come back if I have any questions I cant figure our though, thanks @vernal lotus

sacred minnow
naive stag
sacred minnow
#

how come?

naive stag
naive stag
tawdry surge
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Can you show what you have now? The steps I just gave you should work fine

sacred minnow
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and here

naive stag
sacred minnow
naive stag
sacred minnow
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im kinda clueless im recent to coding

naive stag
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idk tbh, im struggling rn myself

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so i cant rlly help

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im sorry

sacred minnow
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like this

spark robin
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How do you add "handles"/gizmos to a blueprint that can be moved in the level editor? I can remember watching some UE5 project demo where they used gizmos i the 3D viewport to drive some Blueprint logic a while back.

plucky dawn
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Silly question, and probably was asked before but I couldn't find a consistent anywhere. The official documentation of UE5 tells to use BP_ to create a new blueprint class (https://docs.unrealengine.com/5.0/en-US/recommended-asset-naming-conventions-in-unreal-engine-projects/), but if check the assets in the Lyra project, you see BP and B. Is there a new standard naming convention and the documentation is outdated or this is just something that eventually ended in the project and it's not official?

copper steppe
elfin wolf
sacred minnow
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nop

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still not working

elfin wolf
gentle urchin
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If its 'Controller' then rename it

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100% overlap

sacred minnow
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i suppose your talking about this file

elfin wolf
# sacred minnow

yeah you want to cast your BP_BasePlayerController and promote the output to a variable

flint crypt
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Hey guys, so right now, my loot items are instances of an actor called Base Item that are set and instanced on another actor (Base Chest) BeginPlay and I can't seem to figure out how to set up references- how would I begin to add this to an inventory component for my player character?

sacred minnow
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still giving me the same errors

elfin wolf
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no, from "as Bp base player controller" connect it to a set dc_player_controller node

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i assume you want dc_player_controller to equal your player controller

sacred minnow
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like this i presume

elfin wolf
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yes

sacred minnow
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still nothing

#

same errors

#

idk if this is good information this screenshot:

elfin wolf
#

yeah that code is too complex to easily troubleshoot, youre gonna just have to rewatch the tutorial your watching or watch a tutorial specifically on casting to understand it

sacred minnow
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sadly the documentation for this asset pack is outdated

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damm

elfin wolf
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how

sacred minnow
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https://www.unrealengine.com/marketplace/en-US/product/driveable-cars-basic-pack
Discord Channel: https://discord.gg/W2mE6W4

This basic tutorial is ment to solve one of the most frequently asked questions of our Driveable Cars series: How can I mix Drivable Cars pack with my own project.

This video is divided in 6 simple steps:
1. migrat...

▶ Play video
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and nothing worked

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im trying to get in contact with the asset dev, but nothing, his discord is also dead

copper steppe
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I don't know why it's so hard for me, but
I've made a RTS controller for a part of my project, everything works fine, however, I want players to be able to rotate the camera, this obviously messes up the direction the camera moves, so I tried fixing it, however I can't seem to get it right. I know I probably need to use the forward vector, but I can't wrap my head around how to do it 🤔 👀

This is a screenshot of forward movement, without considering rotation, any suggestions?

tawdry surge
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@naive stag I made this quick. It' gives a line in the direction of the trace hit and it goes twice as far as the sphere trace

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Impact point and location were giving bad values which is why I switched to getting the hit actor location instead

topaz badger
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Anyone know how I can get rid of this annoying debug tooltip? It covers the entire node sometimes and makes it so I cant click it.

slim fern
topaz badger
slim fern
topaz badger
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haha, thanks for saving me that time

trim matrix
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Hello! I have a progress bar that I have attached a binding to and my issue is, after my game gets paused, my function straight up stops ticking. If anyone can help, that would be great but I'm also not sure if this is the place to ask because it is in my UI widget

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I'll also ask in the Ui section just in case

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I know it stops ticking because after I unpause my game, the string stops printing

naive stag
# tawdry surge

I got your idea, I modified it and now it works perfectly. Thanks a lot

vernal lotus
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ok

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so how exactly do I get the CameraManager to communicate with my PlayerCharacterController and PlayerCharacter blueprints?

cobalt rose
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Currently want to create my game state blueprint. I notice I can't override HasMatchStarted and similar in the blueprint.. I thought I was supposed to do that.. is it c++ only for that?

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(I derived from GameStateBase)

faint pasture
vernal lotus
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what exactly do you mean by "where"?

faint pasture
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Gamestatebase is the simpler uh... Base for it

cobalt rose
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    /** Returns the simulated TimeSeconds on the server, will be synchronized on client and server */
    UFUNCTION(BlueprintCallable, Category=GameState)
    virtual float GetServerWorldTimeSeconds() const;

    /** Returns true if the world has started play (called BeginPlay on actors) */
    UFUNCTION(BlueprintCallable, Category=GameState)
    virtual bool HasBegunPlay() const;

    /** Returns true if the world has started match (called MatchStarted callbacks) */
    UFUNCTION(BlueprintCallable, Category=GameState)
    virtual bool HasMatchStarted() const;

    /** Returns true if the match can be considered ended. Defaults to false. */
    UFUNCTION(BlueprintCallable, Category = Game)
    virtual bool HasMatchEnded() const;

    /** Returns the time that should be used as when a player started */
    UFUNCTION(BlueprintCallable, Category=GameState)
    virtual float GetPlayerStartTime(AController* Controller) const;
faint pasture
vernal lotus
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I want to have 3 camera modes

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1 deafult for aiming

faint pasture
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You running a camera component-less setup?

vernal lotus
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no

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it's the default camera + spring arm

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2nd mode where it follows character velocity ( can't control camera)

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and 3rd where it locks on to the boss

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and it all has to be a single camera too

faint pasture
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If you're going for the camera manager approach I'd just lose all the camera components. Otherwise you can just move that camera component around however you want. I wouldn't try mix and match.

vernal lotus
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oh ok

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I'd rather do it all in the PlayerCharacter blueprint tbh

faint pasture
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Yeah I'd do that. Just have some enum representing the camera state and switch on it to set things up.

vernal lotus
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oh an enum

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I was doing this:

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but it seems kinda evil

faint pasture
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Yeah dafuq

vernal lotus
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which switch would that be

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I see a million different ones

faint pasture
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Make some enum with values like Free look, follow, lockon

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E_CameraState or whatever

vernal lotus
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it's this thingy yeah?

faint pasture
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Then in the character bp make a function UpdateCameraState that has that enum as a parameter.

Then in that function, switch on the enum to do things (disable use control rotation on spring arm, whatever.)

vernal lotus
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sry I never used enums before

spark steppe
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1.) create an Actor Blueprint
2.) add an component to the actor (e.g. Static Mesh Component)
3.) Drag the static mesh component on the DefaultSceneRoot in the BP hierarchy to replace the root component (now the Static Mesh seems(!) to be the root)
4.) place the actor in an empty level, and change it's world transform (e.g. move it up)
5.) save and reload the map
6.) actor at 0,0,0?
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could someone test this for me?

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preferable on UE5

faint pasture
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I stead of true/false, you can have Apple/Banana/Cardboard/Ferrari

vernal lotus
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oooooooo

faint pasture
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Whatever you wanna call them.

vernal lotus
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that's

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huge

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oke

faint pasture
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And you can switch and select on them.

vernal lotus
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alright epic

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many thanks

faint pasture
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Switch executes a different path depending on the enum value. Select chooses a different input based on the enum value.

high fractal
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Is it possible to get a reference to an object attached to a skeletalmesh's socket in runtime?

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or an object attached to a bone

faint pasture
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For example in my projects UI I have a UIState enum, with values InGame, MainMenu, SettingsMenu, etc. When I press keys like escape, it chooses a new Enum from the current Enum (state machine), and then a function runs that shows/hides widgets etc.

lament ginkgo
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Making a game similar to a point n click adventure from the 90s. Basically it'll consist of like 4 chapters, and each chapter will be an entire level in UE. What would be the best way to setup default states for each chapter? Stuff like starting position, camera, inventory, etc. I was thinking variables in the level blueprint but I think you can only add defaults in the BP editor, right?

copper steppe
high fractal
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Thanks Benj! I am having trouble setting the reference. My object is an Instance of a BP_Weapon. I need a primitive component object reference for a trace component to work.

high fractal
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Not experiencing this issue Ben, sorry.

spark steppe
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UE5?

high fractal
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Correct

spark steppe
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thanks for testing

vernal lotus
bronze quiver
spark steppe
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yes, but it resets for me if i alter the actors root component

vernal lotus
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for every state

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and then also interpolate between states

bronze quiver
spark steppe
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i'm pretty sure that it's causing it

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i just want some reproductions before i submit an bug report

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maybe even track it down to a specific change in ue source

bronze quiver
spark steppe
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i'm not altering it in the BP

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i'm changing the location of the actor in the world, and it wont save that location with a custom root component

blazing beacon
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hey, I have a problem with the resolution of my standalone game. not sure if this is the right channel to post it to - let me know if I should rather use anoither one.
if I switch my standalone game to fullscreen mode with a 4K desktop resolution, it pins itself in the upper left corner of the screen and changes its resolution to UHD (I think), but never the fullscreen. can anyone point me into the right direction of how to tackle this? thanks! 🙂

faint pasture
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When you crouch, you don't crouch instantly, but you can have a state bCrouched. Same idea

slim fern
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Now my AI is moving to the first waypoint but after that it stops working if anyone can help i can post the Blueprints

runic parrot
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Hi! I found myself doing this a lot

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that being a print with a "Message-6 random letters"

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so i can find that specific print later on with a "Search on blueprints"

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does anyone know if it's posible to create a shortcut to a custom node that is the same as the print node but with -'6RANDOM LETTERS' As a default?

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Or maybe just override the print node with that default text

bronze quiver
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I know I can just flip the door around, but how do I get the skull to enter based on the players facing direction?

versed sun
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Find Look at Rotation

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start is the skull, Target is player

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NM, i read your question wrong

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i think you want something with Dot Product, i forget how it works

trim matrix
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I don't understand how RInterp to works

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Plugging in the right rotators it just snaps to the new rotation without any interpolation

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It's the delta time and speed thing that's confusimg

bronze quiver
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Just need to figure out the syntax

tight schooner
tawdry surge
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Get the forward vector of the player and the door. Plug them into a dot product node. Positive return value means one side, negative the other

atomic solstice
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how do I change double precision float to float?
for some reason a code I copied won't connect the nodes (dot returns double-precision float but Set "current Speed" node asks for normal float)
EDIT: never mind, it's just a bug. I'm using UE5, I guess the code is from UE4 so all I had to do was remake the nodes inside UE5. I guess everything got upgraded to double.

prime stump
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Hi, i have this timeline that has a 30 second float track on it which goes from 0 to 1, how can I make it so the cloud coverage is set to 10 by the last second of the timeline? right now it hits 10 at about 10-11 seconds into the timeline

versed sun
bronze quiver
tawdry surge
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You need to use the output from the dot product and do a >0 check
Use that in a branch or a select node to get it to animate how you like

prime stump
wicked osprey
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Guys, can you please upload a tutorial on a belated camera rotation. For example, when turning to the side, the camera will first turn and only then the character's body will turn behind it

trim matrix
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Is there a way to know if a key is held?

wicked osprey
bronze quiver
tawdry surge
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Or invert the current one

buoyant moat
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Hello ppl, does anyone have an idea why the BeginCursorOver event is not firing in game ?

  • I have enabled MouseOverEvents for the Player controller
  • The StaticMesh of the actor in question has its collision profile set to BlockAll

Is there something else I might have missed?

zealous moth
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@buoyant moat add a print string. Iirc if events have no follow up they are ignored

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@wicked osprey that can be done using the animbp.

heady jay
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How can I attach a physics constraint to a player and object during runtime? Thank you!

unique turret
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Hey guys, this is pretty basic stuff, but casting does my head in. Here's what I'm trying to set up: A light switch that will cast to scene actors (lights) and toggle them on and off. I have six different light styles, and have parented them all to a BP_lightsParent. I can cast from the switch to the parent no problem - I just can't figure out how to pass the command along to the child light actor.

onyx frigate
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@faint pastureHello ! It works like a charm except the relative location of the radar is not taken in account

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this formula

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That's my local rotation rotation is seems

potent laurel
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if thats how you are doing it

barren relic
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I have a shooting animation and a running animation, can I use a blend space to have my character shoot while running instead of making a new animation for it

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my game is on a 2d plane btw

onyx frigate
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Guys, I have a radar which is working fine.
The pink dot in the blue circle is the position of the enemy (green ball) vs the player pawn.

but I want my radar to have a relative rotation and the point to follow it.

Any idea to do that ?

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if instead of the point I spawn an actor attached to the radar (blue sphere, which is a child actor), the enemy indicator actor will be rotated as well right ?

potent laurel
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can you show how you are doing the radar

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try "FindLookatRotation"

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then maybe "SetRenderAngle"

finite island
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Hello peeps

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I am trying to move to level 2, after i complete level 1, so everything working fine, except that when i move to level 2 , either the character freeze or the level 2 freeze
this is part of level 1 blueprint that moves you to level 2

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any idea?

hollow inlet
finite island
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?\

hollow inlet
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i don't really know anything about level loading, sorry.. the 'delay' node is kind of suspicious

potent laurel
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what blueprint is this @finite island

finite island
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the delay is basically related to "fade"

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so at the end of level 1, it fade, then it moves you to level 2

onyx frigate
potent laurel
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can you show me more

onyx frigate
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I am just missing the rotation to be able to show the enemy indicator correctly if the radar is rotated inside the pawn

potent laurel
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what event

onyx frigate
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Tick

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changing the position of the indicator on tick

potent laurel
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gotcha

onyx frigate
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My radar is rotated toward the camera like this:

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the red arrow indicats the forward vector of the radar

potent laurel
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so its the enemy rotation thats wrong?

onyx frigate
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If I leave the radar with no relative rotation the formula works pefectly

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the location of the enemy indicator (which is shown rn in the screenshot doesn't take the radar rotation in account). it's as if the forward vector was still pointing forward

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if the rotation would have been taken in account the orange cube would have been shown on the yellow dot

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(which I added in paint)

finite island
onyx frigate
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but because my formula doesn't take the relative rotation, it is shown as if the radar was facing forward instead of it's relative forward: red arrow

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see what I mean ?

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and right now my radar has this rotation (and always this one):

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i don't understand how I can use this rotation in the formula below

gentle crest
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does anyone know if you can make a blueprint that has like a bullet mesh that will follow a line trace?

unique turret
heady jay
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I am trying to find the velocity of my VR hand, however it is only returning "0.0" Any ideas? Thanks

vague basalt
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Does anyone know how to take a screenshot and save that to a texture variable i can use in a UMG image? I am trying to screenshot a custom map for a thumbnail on a load map screen. Thanks!!!

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I’ve tried high res and capture scene 2d.

faint pasture
teal talon
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Question?: I have 2 actors, Host and Client. I'd like the Client to move closer to the Host each second, then stop when it gets to the host. What does this look like in blueprints using set location? Its for reelin in an lure.

atomic solstice
grave sandal
#

Hey guys, I need help with a "enemy danger indicator" logic. I have it correctly showing enemy position at the side of the screen, but it is not showing the position correctly when the enemy is behind me. Can't figure out why.
Here is the logic:

obtuse current
normal harness
#

Hi!
I have a question. I am compiling blueprints project in shipping mode. 5 warnings (shaders) 0 errors. The game's .exe file shows a fatal error when launched. Where to look for the cause? How to track down the error? I found little information on the internet about this 😦 UE5.0.2 (but the error was showing up in UE4.2 with compile-time development).

Assertion failed: AsyncLoadingThread.RecursionNotAllowed.Increment() == 1 [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 3861]

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0x00007ff79e8a440a UnrealGame.exe!UnknownFunction []
0x00007ff79e8ca4f8 UnrealGame.exe!UnknownFunction []
0x00007ff79e8c78ed UnrealGame.exe!UnknownFunction []
0x00007ff79e88f297 UnrealGame.exe!UnknownFunction []
0x00007ff79e8ead6f UnrealGame.exe!UnknownFunction []
0x00007ff79eb81bb9 UnrealGame.exe!UnknownFunction []
0x00007ff79eb81684 UnrealGame.exe!UnknownFunction []
0x00007ff79eba3bc1 UnrealGame.exe!UnknownFunction []
0x00007ff79eba3002 UnrealGame.exe!UnknownFunction []
0x00007ff7a28fa801 UnrealGame.exe!UnknownFunction []
0x00007ff7a28ea8b9 UnrealGame.exe!UnknownFunction []
0x00007ff7a28f95f2 UnrealGame.exe!UnknownFunction []
0x00007ff7a28fdb60 UnrealGame.exe!UnknownFunction []
0x00007ff79e979c9b UnrealGame.exe!UnknownFunction []
0x00007ff79eaeeb66 UnrealGame.exe!UnknownFunction []
0x00007ff79e97a608 UnrealGame.exe!UnknownFunction []
0x00007ff79e979c53 UnrealGame.exe!UnknownFunction []
0x00007ff7a3ceb24d UnrealGame.exe!UnknownFunction []
0x00007ff7a41060b0 UnrealGame.exe!UnknownFunction []
0x00007ff79e87b9be UnrealGame.exe!UnknownFunction []
0x00007ff79e8a7753 UnrealGame.exe!UnknownFunction []
0x00007ff79e856ec8 UnrealGame.exe!UnknownFunction []
0x00007ff79e8a47cc UnrealGame.exe!UnknownFunction []
0x00007ff79e8ca4f8 UnrealGame.exe!UnknownFunction []
0x00007ff79e8c78ed UnrealGame.exe!UnknownFunction []
0x00007ff79e88f297 UnrealGame.exe!UnknownFunction []
0x00007ff79e8ead6f UnrealGame.exe!UnknownFunction []
0x00007ff79eb81bb9 UnrealGame.exe!UnknownFunction []
0x00007ff79eb81684 UnrealGame.exe!UnknownFunction []
0x00007ff79eb98058 UnrealGame.exe!UnknownFunction []
0x00007ff79eba3b00 UnrealGame.exe!UnknownFunction []
0x00007ff79eba3002 UnrealGame.exe!UnknownFunction []
0x00007ff79eba4cd2 UnrealGame.exe!UnknownFunction []
0x00007ff7a3cbed42 UnrealGame.exe!UnknownFunction []
0x00007ff79eb87dcc UnrealGame.exe!UnknownFunction []
0x00007ff79eb592b4 UnrealGame.exe!UnknownFunction []
0x00007ff79e92379c UnrealGame.exe!UnknownFunction []
0x00007ff79eba76e3 UnrealGame.exe!UnknownFunction []
0x00007ff79eb88aaa UnrealGame.exe!UnknownFunction []
0x00007ff79cd9780a UnrealGame.exe!UnknownFunction []
0x00007ff79cd90cdc UnrealGame.exe!UnknownFunction []
0x00007ff79cd9101a UnrealGame.exe!UnknownFunction []
0x00007ff79cd9409c UnrealGame.exe!UnknownFunction []
0x00007ff79cda5854 UnrealGame.exe!UnknownFunction []
0x00007ff7a4e0eeda UnrealGame.exe!UnknownFunction []
0x00007ffb06997034 KERNEL32.DLL!UnknownFunction []
0x00007ffb080c2651 ntdll.dll!UnknownFunction []

gentle urchin
desert flame
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Stupid question but does gamemodes variables transfer between 2 levels? If not, where should save game variables for multiplayer?

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In one game in multiplayer you teleport level to level, but need to still be able to store alive players and kick players etc.

undone surge
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when im using a widget switcher if i create the widget blueprints to be switched by it do i have to create them as the children of the main widget blueprint or can i just make them separately and then drag and drop them under the widget switcher in my canvas panel

bronze hill
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is there way to set 'owner' other than Possess? i only know possessing can set owner. in my case i need to control multiple pawns, i set 'owner' variable with player controller but it's not real owner.

desert flame
tawdry surge
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You can't possess multiple pawns at once. However you can set them to be owned by the pawn you are possessing.
Either by assigning it at spawn or using the set owner node

tawdry surge
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They pry meant it's not replicated

desert flame
grave sandal
trim matrix
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I'm developing a TPS game and I have a camera related question. PlayerCameraManager has its own camera. I have two choices. Either I will not use the PlayerCameraManager and use the camera I added from the component, or I will remove it and use the camera that PlayerCameraManager added. What are the best practices here? For what purposes and how does it make sense to use the PlayerCameraManager?

sudden nimbus
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just use the camera where you have it

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use SetViewTarget on PlayerController as necessary since PlayerCameraManager is driven by PlayerController

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no need to try to bend your gameplay code to whatever camera is in player camera manager -- most of the time its first one it finds on your PlayerController possessed Character

sudden nimbus
tawdry surge
sudden nimbus
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yes if you start using its API directly you can do lovely things separate from playercontroller 🙂

high fractal
#

Been racking my brain for days now trying to connect Lyra's weapon setup to a combat component. All I need is a reference to a primitive object but Lyra has Lyra Equipment Instance Objects. I've tried putting the components on the weapons themselves but then I can't get the activate collision to fire at all. Anyone have a clue as to how I could proceed? Thanks!

wild zodiac
#

Hey anyone played much with generating splines? I'm trying to get my ai to do some 'dinosaur movement' behaviour, and get them to follow a spline! Unfortunately the spline I generate from path points along a navmesh suck and was wondering if anyone had any suggestions to be able to get a more smooth transition?

sudden nimbus
#

we love that stuff 😄

wild zodiac
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Wasn't sure where to post, but I'll rehash that over there! 🙂

opaque acorn
tawdry surge
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There's plenty of youtube tutorials on outline materials. Both post processing and otherwise

sudden nimbus
trim matrix
#

ok question but it is possible to make a blueprint that destroy a diffrent actor that isnt in the triggerbox right?

thin panther
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Yes as long as you get its reference

trim matrix
compact thorn
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Hey guys Idk if this is the right channel for this, But iam having so much problems with the cars in my project I just cant make them to work. wheels turing wrong side they dont even drive, If anyone can help me I would really appreciate it

slim fern
compact thorn
slim fern
#

Also how are you trying to move

compact thorn
white elbow
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how do I detect if player stands on an object? (I need to make him unable to grab it)

slim fern
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Trigger box

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then override the on actor begin overlap and then disable grabbing

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then on end overlap enable it again

trim matrix
compact thorn
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Now for real, I figured almost everythink out, Now iam confused why my car only steers to right!

thin panther
#

So does forward and backward actually

compact thorn
thin panther
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No

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Just invert the scale

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On one

compact thorn
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Ahhh thanks

compact thorn
thin panther
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No problem

white elbow
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there's gotta be a way to detect the component a player is standing on through CMC

lime yoke
#

Guys, I'm trying to use the scale of the client start camera shake with a variable, but instead of using the value of the variable, it automatically changes to 0.

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I'm not sure if this is a bug or what.

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Version es 4.27.2.

rich jungle
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Kind of a dumb question

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Does changing a variable to the same value have a cost with regards to graphics?

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Like if I go "set material" to the same material, does that have a cost or does the engine cull that call if it's un-necessary

grave sandal
zealous moth
rich jungle
#

thanks :)

west sky
#

Scenario! I have two BP scripts:

  • ProximitySpin sets the relative rotation and position of its Owner using the "Move Component To" node
  • ProximityFollow sets the position of its Owner using "VInterp To" combined with "Set Actor Location"

Each script has other logic associated with it, but these factors are the points of friction. I would like to apply both of these scripts to the same object and have their position-setting behaviors be compatible. If I were using Unity, I could create an empty parent object and attach one of the scripts to that and the other to the child. Attempting the same structure with these two scripts in UE results in wildly unpredictable behavior. Using both scripts on a single object causees one to override the other.

I've attached both scripts here so you can see what I'm up to. To use them:

  • open a default Third Person project
  • attach either script to a Movable static mesh actor in the scene
  • add a large sphere or box collision component to that actor
  • when the third person player walks inside of that collider, the behavior will trigger (For "ProximityFollow", the object will drift toward you. For "ProximitySpin, the object will spin to random positions at set intervals, spinning faster while you're farther away from it and slower when you're close to it)
#

The most obvious solution that I can see to this would be to find a way to exclude the position-setting behavior of "MoveComponentTo", which I'm using in ProximitySpin to set the rotation over time, yet don't actually need the translation part and am forced to utilize it. I suspect that involves recreating all the behavior of MoveComponentTo with a large series of nodes, excluding the Target Relative Location behavior. But if there's a simpler way to just exclude that pin, I'm all ears. Otherwise, I'm really just interested from a theoretical standpoint how I could have two scripts setting the position and get them to coexist, like I thought I could achieve by attaching one to the parent and one to the child, but with which I haven't found success.

tawdry surge
#

Rather than using "move to" I'd use interp nodes and then you can set rotation and location separately

white elbow
#

how do I set maximum force that a physics handle can apply?

west sky
# tawdry surge Rather than using "move to" I'd use interp nodes and then you can set rotation a...

That's what I figured, though I'd also want to recreate the nice Ease In / Ease Out functions of Move To. But say that, theoretically, I did have two separate BP scripts that I wanted to set translation with. Like, imagine one causes an object to oscillate back and forth locally and the other causes it to rise up and down. Ignoring the fact that's a strange thing to want to accomplish, is there a way one might have them operate in tandem?

real notch
#

Hullo! Question about collision objects as components in an object. I have capsule collisions under a SM components. I'm trying to toggle the collision on/off of all the capsule objects under the SM component. This doesn't seem to work. I do set collision (no collision) on the fire corridor. It doesn't pass it down to it's children? I can do the set collision (no collision) on each capsules... but I want to do something more efficient 😄

cursive grove
#

is there a way to expose these variables in the details panel?
I added a blueprint with editable variables as a CAC into another BP, but every time I have to open the viewport, click the body and go to 'default' and change it. But it is also buggy and messes with the rest

spark steppe
#

no, it's not possible

tawdry surge
#

They are already in the details panel in the level.
By default you are looking at the class details.. Go up slightly to the component section and select the component you want to mess with.

stable fossil
#

Is there a way to trigger this function when the variable "In Field of View" is changed?

#

like some sort of event that detects if a variable is changed

tawdry surge
#

@west sky yes, you'd essentially have to have one set the local/relative X location and the other set the Z
They won't overwrite each other because they are each only handling one axis

cursive grove
#

Ugh why is this so difficult,, nothing in ue4 works with logic 😭
now trying to make a list for socket names, does not seem to work with enumerate

tawdry surge
#

Why not just use an array of names?
One is actually already provided if you call "get all socket names"

cursive grove
#

Yea but still I want to be able to choose

tawdry surge
#

So make a select node and feed in your choice

spark steppe
#

like, SetFOV(float Value), which then sets your variable, and does everything else that's necessary

stable fossil
#

The variable is changed in the editor during play

lucid ingot
#

can some one help me with this and tell me why this is not working? Its weapon sway. I added them in for the pitch and yaw.

prime stump
#

Hi, i have this timeline that has a 30 second float track on it which goes from 0 to 1, i'm trying to make it so that it smoothly increases the current cloud coverage up to 10, but over the 30 second period so it only hits 10 when its at 30 seconds? right now it hits 10 at 10-11 seconds into the timeline, anyone know how i can make it work?

worthy tendon
prime stump
worthy tendon
#

I would connect exexution pin to "Play" instead of Play from Start

#

@prime stump try this.

you set the position of timeline based on current cloud coverage. in your case, cloud coverage is 4, then 4/10 = 0.4 and since duration is 30 seconds, 0.4*30 = 12 so the timeline would start from 12 seconds and it wouldn't start from 0.

#

note that this only works as long as Cloud Coverage is between 0 and 10.

#

and notice dont connect to PlayFromStart because that would reset playback position to 0.

crimson jolt
#

Is it possible to save the edits made to a variable during an editor play session? For example, let's say I hit play and some changes are made to an array variable in a blueprint. When I exit the session these changes are lost, is it possible to not have the array reset? In other words, to edit the default value

crimson jolt
# worthy tendon Right click on actor, then

Hm it doesn't show up under Play From Here, any idea why? Also is it possible to only keep changes for a specific variable? Seems kinda dangerous otherwise, could screw lots of variables up

#

Nvm, I found it! Need to be playing while selecting the actor

#

But the other question still stands

worthy tendon
#

I dont think There is an option to keep specific variables. but you can copy properties manually which is of course not always easy.

crimson jolt
#

Hm well fortunately in this case, I can unplug all functionality and just edit the array since it doesn't depend on anything else

worthy tendon
#

keep in mind, all actors are copied from editor world to PIE world, so most variables would be same, just be careful about variables that change including actor transform.

crimson jolt
#

Alright, thanks!

naive stag
#

How can I get a ref to third person character in a random bp?

elfin wolf
naive stag
#

actually

#

i can cast after it

#

so ye that will work

#

it worked, thank you

slim wave
#

Hello there !
I'm trying to make a 2D grid with loop in blueprint but i need it one frame at a time
So i made a ForLoop but with a Delay inside
The problem is that i only have the first raw on X and the last on Y, i don't get all the "slot" of the grid like i have with a simple ForLoop
I don't know if it's even possible but i know you can multi-thread it in cpp but don't know how in BP
It's for a minecraft like generation, for generation the chunk
My code work perfectly to do that, but it's all in one frame and i need it one frame at a time for each chunk
Thanks !

#

What i have with ForLoop :

#

What i have with ForLoopWithDelay

#

My ForLoopWithDelay

#

And how i use it

#

If someone can save me, it would be super great 😅

#

(please tag me if you have a answer or if something is not clear)

worthy tendon
#

delay doesn't give you multi threading though, once delay expires, it continues on the game thread.

spark robin
#

Can I add getter/setters to existing variables?

slim wave
worthy tendon
worthy tendon
spark robin
tawdry surge
#

@slim wave any reason you don't forget the for loop and just run it on tick?
That way each frame you can increment the current chunk and once you hit the end either stop or go back to 0

slim wave
tawdry surge
#

Thats how for loops generally work

worthy tendon
#

what's the delay for?

tawdry surge
#

Instead of that just make the tick do the looping

slim wave
#

Yeah that's why i wanted a 1 frame delay between loopbody

spark robin
slim wave
#

I see the idea but don't know how to make it so it's a square around a certain area like i have right now

worthy tendon
#

you don't need delay at all. or i am confused

tawdry surge
#

It's identical logic, just instead of a for loop, increment the current index in your chunk list.
Each frame will then only generate one

spark robin
#

This would print hello indefinetely. You could hook it up to begin play

slim wave
#

🤔
That's my code without any delay

#

it generate me a 3x3 chunk around the player

#

I see how i can generate 1 chunk under the player in the tick, but not a 3x3

bronze quiver
#

@tawdry surge

tawdry surge
#

That's overly complicated for generating a grid but leaving that alone.
Just delete the for loops and make a current index variable.
Increment it at the end.

bronze quiver
worthy tendon
slim wave
tawdry surge
#

One minute
I have a similar BP i can share

worthy tendon
#

there is BlueprintSetter and BlueprintGetter keywords for UPROPERTY. oh and the variable you are trying to fix should be also in c++. @spark robin

dusky crane
#

if i get class and check if its equal to a parent class, does it return true?

spark robin
dusky crane
#

alright, thanks!

exotic current
#

hey hey i have a question i need to get data from a object to an task can anybody help

runic parrot
#

Has anyone have luck on using rigify for ue5 base rig?

spark robin
worthy tendon
spark robin
#

Its a little bit annoying that I cant sort of just replace all instances of a node with another :l In text based programming its quite easy in comparison 😛

worthy tendon
#

if parent class is not c++ you can't do that. you have to fix manually.

worthy tendon
tawdry surge
#

This is mine with a for loop because mine I want to happen in one frame

#

this is an on tick version

slim wave
#

I gonna try this

#

Number of Tiles = x number on X and Y, right ?

runic parrot
#

In your experience, how much took you to replicate the default mannequin functions?

tawdry surge
#

@slim wave yeah its my total number

slim wave
#

Got it to work, but it make me random size on one axe

tawdry surge
#

This is for a chess board, so mine is 64

slim wave
#

Like here, just 2 on X

tawdry surge
#

It's pry an issue with the end of the code where its picking if it should change rows

#

Are you doing >= or just >

slim wave
#

Same as you <

tawdry surge
#

Set y length to 4 or add an =

slim wave
#

This should work in logic, no ? 🤔

#

For exemple, RenderDistance is at 6, so i should have a 6x6 square

urban relic
#

Hi, I am trying to improve the jump mechanic for my little pawn. I am using a pawn instead of a character because the 'player' is a ball that rolls around. I'm hoping to improve my 'check jump valid' method, but not sure what the best approach would be. Is there a better way to check if a pawn is jumping other than the component velocity?

tawdry surge
#

No you'd get 11 tiles

#

Or 12

slim wave
#

🤔

tawdry surge
#

You'd need 36 to get a 6×6

mental trellis
#

Not 36 then?

#

😄

slim wave
#

Well, i have a 7x12 square

feral ice
#

How do I use the outer cone in the spotlight as a trigger box so if any object is inside of the outer cone it will make the object red

slim wave
#

Ok my bad founded

#

Multiply by himself

#

not x2

#

i'm dumb

#

sorry

tawdry surge
#

Haha np
Was just confused how you got 7x12

slim wave
#

Math 🙃

tawdry surge
#

If you don't need it to keep generating anything after it's done with the square you can call disable tick to make it stop

#

Or move it to a timer by event or function

slim wave
#

Well, after that i need to generate in continue around the player ^^

#

like i did with the loop

tawdry surge
#

Ah ok

slim wave
#

This lovely math

#

Thanks a lot, you unlocked me ^^

tawdry surge
#

Np

molten roost
#

im working on my first game with my friends and i need to rotate my particles with player's rotation, this is what i have so far, but it doesnt rotate:

high fractal
#

Lmao @ Piss

tawdry surge
#

you mean set it's initial rotation or actually follow the player

molten roost
jolly sentinel
#

Hi, is it possible to create a character/Avatar customisation system using the Ready Player Me SDK buy doing the image upload within Unreal Engine?

onyx frigate
#

Hello guys, I am using Physics to move my pawn and I have an issue:
the pawn flips when Pitch hits a certain value. I have set bUseControllerRotationPitch = false.
Any idea ?

#

I would to limit the rotation up to the point where it might flip (to avoid flipping)

#

clamp rotation on tick ?

sacred elm
#

Is there any reason a newly created player controller would not be able to move? I’ve got physics turned on and it’s also got it’s collisions set

#

Also I think clamping it might help

zealous moth
onyx frigate
#

it's just that I noticed that If I leave this setting on the controller the applyforce/impulse doesn't work

#

I do have some dampening but I want to keep it at its value. Dampening is not an option in my case

zealous moth
#

why the controller? you should do that on a pawn or something

onyx frigate
#

I do that on root component of the pawn that is physics enabled

#

but applyforce is done in the controller though, on the component

sacred elm
#

Like when I press start, it will be affected by physics, but not the inputs

onyx frigate
#

and that's why I have to change those settings to make it work

zealous moth
#

show a pic

#

both of you

#

of your setup

onyx frigate
#

sir yes sir

zealous moth
#

you use terms a bit incorrectly so I am confused as to what you are doing

sacred elm
#

It might take a little bit because I’m not at the computer

#

Sorry

onyx frigate
#

no worries, thanks !

#

Lookup function (bUsePhysicsMovements = true), Pawn hierarchy: PhysicsComponentToUse = CollisionComponent / Settings for controller in code (yes, that's on the pawn, sorry)

#

last screenshot didn't work

dusky crane
#

is it okay if i run an interface 20 times per second?

#

it retrieves all gameplaytags on a given actor

onyx frigate
#

make sense boss ?

#

also, for some reason applying the force on the collision component rotates everything under it, but not the actor himself

#

the rotation of the pawn is always 0 while rotation of the collision component is changing

#

not sure if that's a bug, a mistake from me, or something else

sacred elm
#

so I'm just trying to use the capsule's forward vector to affect the movement input

#

but even when I fully replicate the third person template, it won't move

#

this is the capsule's details panel

#

@zealous moth

brazen leaf
#

Are there blueprint nodes for calling out to an API and returning the response?

mental trellis
#

Calling out how?

brazen leaf
zealous moth
onyx frigate
#

Well it's the same as doing in a BP

warm terrace
#

Does anyone know how to toggle visibility of a static mesh in a array using collision. I have a array of static mesh cubes and a animated cube that collides through them. Id like to toggle the visibility of only the mesh in the array that the animated cube come into contact with.

onyx frigate
#

Just that I do nothing in BP except tests mostly

#

Is the pawn supposed to flip ? Because it doesn't feel normal at all :p

#

I read using the controller fix the issue but with forces ... Not sure

neon spear
#

Is it bad practice to have something like this on the event tick

#

since it constantly is checking

#

I can also put it on the end of anything that deals damage so it only checks when player health is changed

#

but then this big chunk is gonna have to be copy pasted a million times into a bunch of different things

#

so which is worse for performance? Having it on event tick or having it run this health check everytime player health is changed by something (something being like a bullet making collision with me or i use an ability that does self inflicting damage)

warm terrace
neon spear
#

Put it there as in at the end of everything that deals damage? And I can’t make it a function cause functions can’t have delays

onyx frigate
warm terrace
#

I tried that maybe I didnt set it up right

onyx frigate
#

onoverlapbegin and end would be your triggers to hide / set visible

#

probably

#

both colliding elements must be at overlap

#

if one is iignore, nothing will happen at all

warm terrace
#

I can do this to a single static mesh but its doesn't seem to work with array. Even if I get all children component of the array it just turns them all off. Also I cant set collision for array like I see people do for this set up

#

I'm still learning but is something like this requiring a construction scripts?

teal talon
#

Question: I have Point A and I need point B to move to point A a little at a time. Not using pathing. What does the math/blueprint look like for this?

onyx frigate
warm terrace
#

get world location from point A and use move component

onyx frigate
#

Then you'll have access to all actors stuff

bronze quiver
#

If a blueprint is executing will you always see the connectors fire off? When you simulate

warm terrace
#

@onyx frigate they are separate child actors

teal talon
# warm terrace get world location from point A and use move component

but it ask me where to move it to, I don't want to tp to the A, I want to move 1 step closer, then another step closer the next second/click, what is the math on having 3 cords at a, and 3 cords at b, how do I get the locations between them to move to. How do I deal with negitive cords too. So I'm -100 on z. Vs z 100

tawdry surge
#

@bronze quiver No.
Generally the debug object isn't set.
As long as it is tho, it will

warm terrace
#

@teal talon You could get world location from each point and use a distance 3d to get the exact distance

teal talon
#

thank you, I didn't see that in the options.

warm terrace
#

@onyx frigate

#

this does not recognize the individual mesh of the array. And if I try to add a index or set visibility before collision happens it breaks

pale flare
#

im trying to just move the camera up/down and not the entire character but i need to clamp how far up and down

tawdry surge
#

You need a for each loop to iterate over the whole array

pale flare
#

right now the camera can do a full 360 lol

warm terrace
#

@tawdry surge a for each breaks it

pale flare
#

wdym

warm terrace
#

if I place a for loop between get children comp and toggle vis nothing happens

#

but I remove the toggle works but just for all

pale flare
#

i think you @'d the wrong person but lemme look lol

warm terrace
#

I did my bad

pale flare
#

@warm terrace do for each in array

unique turret
#

Hey guys, simple question: is it bad to place a loop within a loop?

tawdry surge
#

In BP, yes

unique turret
# tawdry surge In BP, yes

Hmmm, okay, so how should I be implementing something like this? (This is an event begin play, where I'm checking if the light (self) is connected to a light switch - and if it is, to match its on/off state:

#

(the first loop is getting all light switch actors, the second loop is running the array of lights attached to the switch).

wraith cave
#

Guys I wanna make blueprint node that helps me move my character forward without physics

#

I am currently using this do you guys have any better idea

wraith cave
pale flare
#

should inputs be in the player controller or the character

wraith cave
#

player controller

pale flare
#

understood :)

wraith cave
#

Oh wait i thought you asking about mine nvm

#

lemme see yours

sacred elm
#

wait, did anyone actually answer my question? Sorry if I missed it

pale flare
#

so im tryin to figure out where to put my inputs

tawdry surge
#

@unique turret I'd make an event in the light switch actor that sets the visibility on all of it's lights.

#

@pale flare is use control yaw turned off?

wraith cave
pale flare
wraith cave
tawdry surge
#

Turn it off

pale flare
#

thank you

#

i think its workin

#

anyway to change where the player controller camera spawns

dusk dust
#

Hello friends

#

I would appreciate an answer

#

has anyone sample a render target on a procedural mesh grid? if so, how?

onyx frigate
#

Not your array. You want the one overlapping

tawdry surge
#

@pale flare if you have a camera component attached to a spring arm in your character, you controller will automatically set your view target to that one

pale flare
#

basically if i attach a camera i can no longer look up or down

#

if there is no camera everything is perfect but my view is in the com

#

im sure its probably a simple fix but im struggling lol

tawdry surge
#

Did you do the up and down movement logic?

flat coral
#

Is there a good reason I can't reparent an object to an actor?

pale flare
#

just the basic stuff

#

i tried just rotating the camera

tawdry surge
#

Yeah.. that should work

pale flare
#

which worked but my camera could do a 360

#

lol

#

id prefer not to be able to look behind me like a horror movie

tawdry surge
#

You can use the camera manager class to limit that

#

It's assigned in the controller's details panel

pale flare
#

gotcha and the camera will inherit that?

pale flare
tawdry surge
#

Add control pitch

#

Not relative rotation

pale flare
#

that can only reference self not that camera

pale flare
tawdry surge
#

The camera component should be using control pitch and yaw in its details panel

neon spear
#

how do i have an event constantly checking if i am less than 1 hp

mental trellis
#

Why not have a setter functions that checks if you're less than 1 hp?

pale flare
neon spear
#

since its something that needs to be checked constantly

broken wadi
#

Are you using Event Any Damage?

mental trellis
#

Surely it only needs to be checked when hp changes ?

tawdry surge
#

@pale flare use pawn control rotation

pale flare
pale flare
neon spear
neon spear
#

ill resend the image

broken wadi
#

On your Event Any Damage you can check the current health to see if it’s equal to 1hp.

pale flare
neon spear
#

i use variables not the damage nodes

#

i should mess around with that maybe

broken wadi
#

Use Apply Damage and Event Any Damage

neon spear
#

so event any damage will trigger anytime any damage is dealth with the apply damage node?

pale flare
#

yeah try to have as little as possible on event tick

neon spear
#

and then the any damage can run a check on if im less than 1 hp

#

?

mental trellis
broken wadi
#

Yea basically

neon spear
#

yea i havent tried that but ill look into that

#

this all just kinda makes sense to me what i have now

#

trying to take it one step at a time

#

but ill try and learn those events

#

thanks guys

broken wadi
#

You can also add health by using negative damage for like a medpack item

pale flare
haughty egret
#

Anyone know a way to easily clear the localization cache? Seems we're getting some weird BS happening with old text caching.

broken wadi
#

There’s also other useful nodes like Apply Radial Damage for an easy to setup area of effect. @neon spear

pale flare
#

^

neon spear
#

Alright I gotta upgrade my damage blueprints then

#

thank you!

neon spear
#

so im insta dying

sharp sigil
#

How come I can't find a for loop node in BP lol

neon spear
#

the value on jump recoil is 10

#

and it does 100

#

do i have the lines messed up

pale flare
#

show me what is to the left

sharp sigil
pale flare
#

chances are it is triggering multiple times

neon spear
pale flare
#

after apply damage remove set cur hp

neon spear
#

this apply damage box

#

doesnt even know what my hp is

#

right?

#

should i attached my current hp to the damaged actor circle?

pale flare
#

so basically the apply damage sends a message to the actor saying hey here is some damage

neon spear
#

well the actor technically doesnt have health

pale flare
#

and your actor has the node "event any damage" and it spews out the number

neon spear
#

i think the problem is then

pale flare
#

all it is, is a message basically

tawdry surge
#

tater is right. you are setting current hp to the damage amount

neon spear
#

this is also what i have

neon spear
pale flare
#

if you look at this, you first have to subtract the damage from your health

neon spear
#

yea i did that but i think i mustve missed an earlier earlier step

#

cause how is the event supposed to know what my health is

#

all i have is a variable called health

#

that isnt connected to the apply damage thing

pale flare
#

make sure your health variable's default value is 100

faint pasture
neon spear
#

okokokok that was my first time using that

#

i got it all now working

#

i didnt know at first that this was what told the game what my health was

#

i didnt have that setup right

#

thank you thank you all

faint pasture
#

@neon spearYou can just give your variables readable names. CurrentHealth is better, a year from now you might be scratching your head trying to read some of your variable names.

neon spear
#

event any damage and apply damage are all connected without actually being in a line and when any damage is detected from apply damage it is to subtract that damage value from your current hp and apply it to your current hp

#

thats what i didnt get

#

at first

neon spear
#

even if the text is slightly longer

faint pasture
neon spear
#

i learnt basic hud stuff

#

some doors and collision overlap

#

delays

#

emitters player lcoation sound stuff variable stuff

#

im trying to make a mini game with what i know

#

and make stuff i dont know how to yet

#

thanks for the advice

dusk dust
#

Hello friends
I would appreciate an answer
has anyone sampled a render target on a procedural mesh grid in blueprints? if so, how?

faint pasture
#

wait

dusk dust
#

it will be changing pretty often i think, right now its 512x512

#

its a heightmap

faint pasture
#

are you talking about using the render target data for CPU stuff, or just sampling the render target in a material ON the mesh?

dusk dust
faint pasture
dusk dust
#

oof

faint pasture
#

If you figure out how to get the render target data back on to the CPU for gameplay purposes in a simple and fast way, let me know. I started out thinking about doing that for my field of view mechanic but am now going in a different direction.

faint pasture
#

@dusk dustFrom all my research and dev on it, GPU -> CPU for gameplay is a non-starter. You'll need to get deep into the weeds in C++ to get it even somewhat performant I think.

dusk dust
#

ah man

#

its just crazy how this isnt a well implemented feature

faint pasture
runic parrot
#

Hi! does anyone know if there's a way to run some event/method when game instance starts?
I want to populate some variables on the game instance, like "Player settings".
I can populate them when the controller of the main menu starts, but it makes more sense to let the GI handle that

teal talon
flat coral
#

BTW Do BPs have streams yet?

#

Like iterable streaming

blissful gull
#

how do you async load a streaming level in BP?

#

i tried this:

#

and it doesnt make it visible after loading

#

oh wait nvm i see what's going wrong

drowsy rapids
#

Hello BP gurus, how does one get a blueprint editor utility actor to tick / update in the editor realtime?

#

I've tried the timer with a call in editor function but the official docs say that BP utility actors don't allow call in editor 😩

icy dragon
#

Isn't Editor Utility BP always run once?

twin shale
#

Hey, I have a hopefully quick question. I have an AI with a Widget Component. In the AI I am specifically setting rotation on owning client to face the player camera. The component is not replicating, however, the rotation is still replicating to all clients. How do I stop the Widget Component from replicating its rotation to all players?

dark crow
#

But this requires cpp, if you are comfortable with it, it's basically a solution

thin panther
drowsy rapids
tepid shore
#

Is this an error that'll hurt me? I don't want any, but whenever i use this function on nothing it returns this error?

#

Nothing breaks with this error

foggy escarp
#

You could do a check for valid.

tepid shore
#

ope yup

#

I added another branch for the return value on the line trace so it doesn't execute no matter

#

whoops

warm bane
#

Ey, when i spawn my character, it just falls over 😂

undone surge
#

is it better to create widget designs custom in photoshop or something including text and then just use them on buttons in widgets or use designs from UE itself. For like simple texts like lists of items what is more common ?

surreal peak
#

You usually design the icons and borders outside UE as textures, but use everything else from UE

#

Specifically since UMG is meant to be used with lots of custom widgets that can be reused by exposing parameters. E.g. a button with a text that has the text exposed

undone surge
#

i see

#

what about fonds

#

fonts

surreal peak
#

You import them

undone surge
#

like i have to import fonts so is it just better to design the enter UI outside UE and then just put invisible buttons over it ? @surreal peak

surreal peak
#

Despite the graphic part of the UI, stuff should be inside ue

#

Text and fonts specifically so you can properly localize the text and ensure your font actually supports all the different languages

#

Again the only stuff you'd design outside is maybe a mockup and then the actual graphics. But everything else is usually ue

undone surge
#

alright thank you

barren relic
#

If I have an fps and I want to have a line trace in the direction of the players input rather than the character's forward vector, is that possible to do?

#

I might sleep soon so if you have some info for me let me know

surreal peak
barren relic
barren relic
#

not sure where the end is supposed to be, I need it to be a certain distance from the the player in the direction they're holding.

surreal peak
barren relic
#

im going to add some fixes and see if it fires correctly

surreal peak
#

Length being some float or double variable fwiw

barren relic
#

does my math look right

surreal peak
#

Yes

#

45 is a bit short, but yes

#

You can simply use the debug draw mode on the line trace node to make sure you are doing it correctly

barren relic
#

right of course

#

Line trace is firing as intended, thank you

golden garnet
#

How do I set the rotation of a 3rd person camera to a given rotator? I'm working with UE5. The internet says that UE4 has a specific command, (something like "set control rotation,") but no such command seems to exist for UE5

#

Context: I'm trying to get a 3rd person camera to rotate around the character so it always keeps the player between it and a set point.

grave apex
#

I have an actor component that implements an interface, and Im trying to send it a message via this, but it's not triggering

#

(this is in an actor component)

#

is there some secret I need to send interface messages to actor components?

#

it seems like the first set of nodes should realize the actor implements the interface via the actor component

golden garnet
#

(Set Controller Yaw Input doesn't work for what I'm doing, I tried deriving an amount I need to rotate the camera by and plugging it in, but it multiplies the input by some odd amount that I can't seem to access in the math)

#

(Camera booms don't rotate, apparently, and rotating the camera just rotates the camera around its own, personal axis, obviously, and attaching the camera boom to an added component like a cube doesn't do anything... I can rotate the cube, but the camera and boom don't rotate with it.)

#

(This seems like it should have a REALLY obvious way to do what I'm trying to do... all I'm doing is trying to reorient the camera. But nothing seems to work.)

silver finch
#

Hi all!
I have an instanced material with some exposed parameters.
I want to be able to change the values of said parameters at runtime.
So far i've managed to change the color with an keyboard input but i want to complicate things a bit.
I want to have 4 keys for each parameter so when i press one of them i will then be able to change that value with + - buttons for example.
So it should be something like.. if key 1 is pressed enable control of param 1 with + -, if key 2 is pressed enable control of param 2 with + - and so on..
This is my first unreal project and this sounds like a fairly simple thing to do but i'm unable to find a suitable tutorial : (

atomic solstice
#

Can someone help explain why this BP keeps screenshotting an extra random photo?
i.e. I have 3 cameras but end up with 4 screenshots.

#

Guessing it's because this actor variable doesn't have a default value of my first camera but I can't seem to change this default value. It just stays as "None"

golden garnet
#

Just tried to grab the controller for player 0 to try to rotate that aaaaaand it killed Unreal engine dead. (Something about a render error.) Which also took discord down with it so now I'm on my phone waiting for discord to open. I am frustrated and hungry and am going to go eat.

No idea why something as basic as rotating the players camera around the player is so unintuitive. I've tried everything ----
I've tried the command add controller input yaw (or something like that,) but I can't figure out the math for how to get it to move to a specific angle, (presumably you would add the difference between the float value of the current rotation and the desired rotation, but add controller input yaw multiplies whatever float you add in by some number I can't find anywhere.)
I've tried rotating the camera boom, but I guess they dont rotate. (Rotating them in the component viewer does nothing to anything else. Apparently all the boom does is change the cameras location to keep it from intersecting things.) I've tried moving the camera manually, but the camera does weird stuff as the pawn itself rotates.
I thought about removing the camera from the player and making a new pawn for it that follows them, and I might still resort to that, but it looks like a nightmare of it's own, (I'll need to figure out how to make a pawn spawn another pawn, would should hypothetically be easy, but while I havent looked it up online l---- I got distracted by my new idea for a way to rotate the camera --- I couldn't find a relevant command on my own.)
I've managed to rotate the camera around it's own axis, and move it around, but its motion is bumped around and the pawn's movement, naturally, so that's a no go, unless I want to somehow adjust for that, but that seems like itd be very inefficient and clunky...

So I'm about at my wit's end.

#

Sorry for big paragraph

undone surge
#

if i have an actor like a widget in which i want to make some variable is there a way i can keep track of the variable if the widget gets destroyed

cosmic kelp
undone surge
#

alright

cosmic kelp
#

For example, I have a volume setting that I need to remember from a Main Menu. The player may go press pause while playing and decide they want to change that volume on that pause menu. So I have a variable that stores the volume level setting in the Game Instance.

undone surge
#

i see

#

thnx

tawdry surge
golden garnet
undone surge
#

@cosmic kelp i made a separate bp. how do i reference the variables from that? do i cast or just create a variable of that bp

mental trellis
#

Either one will require an instance/object of that other bp

#

It won't just get it from thin air.

undone surge
#

i referenced it by creating and obj variable of that bp but its not storing the updated data of the variable

next zodiac
#

Hello. Sorry to bother, I've been looking around for this for quite a while now and I haven't been able to find exactly what I'm looking for, so I figure i'd rather ask more experienced people who have certainly come across this situation.
I'm studying the Blueprint method in Unreal and I decided to give it a try and create my first prototype. However, for the kind of game I want to build I will need to create arrays/data tables similar to the one on this image.
This can be commonly found on .dat files as well, where tables of data are structured like this. However, after looking at blueprints, I noticed it's impossible to layout an array like this.

I've also looked at Data Tables and Structs, but apparently theres nothing like this, or perhaps I've been looking on the wrong place. What BP would I have to use to lay out a structure like this?

mental trellis
#

Create a struct that defines a row.

#

Create an array or data table that defines the table.

#

How did the array/struct combination not do what you want?

next zodiac
#

I haven't gone to the combination yet. But in C# for example, I can create that array directly, as you can see in the image. So i was looking for a direct counterpart in Unreal Blueprints. I noticed that by creating an array you'd only get 2 colums: ID and whatever variable you set.

#

Maps only allow for 2 columns, as well as data tables, so I was wondering what i was missing, or if this is was a limitation

#

I'll certainly give the combination a go 😄

barren flower
#

@next zodiac you are talking about an array of structs

#

if you want to do this in blueprint, create a struct with those headers, and just make an array of them

next zodiac
#

this Item_Data is also an enum

#

thank you @mental trellis and @barren flower

#

I'll looking into the structs + array combination 🙂

barren flower
#

This is what you want

#

Okay gang, now I have a question. I'm importing over a thousand meshes, and its slow as heck, like 14% over 3 hours

#

Each mesh has a ton of materials I think is the problem

#

is there a way to batch import this stuff, rather than relying on unreals importer, which seems painfully slow

mental trellis
tawdry surge
#

There's probably a plug in but it won't be free

jovial lagoon
#

guys I have a Map (dictionary) and I would like to sort it by the values... how can I do that?

barren flower
#

Im not sure if this is part of the extended library plugin or vanilla

#

but you can can drag off and get just the values, and then plug that into a sort node

#

If you are talking about like, actually re-ordering the map, the point of them is that they are unordered and thus extremely fast to access

#

You would in that case need to create another temporary map and do your own sorting algo. Loop through and find the smallest, then add that to the new map then the next, then the next, and keep looping till its sorted

jovial lagoon
#

ok

lapis flower
#

any idea how i can get this to work?

jovial lagoon
#

the point is that after that I need to loop through them and I need to have them in order

mental trellis
#

Tmaps aren't great for that.

#

Is there a reason you're using a map over an array?

jovial lagoon
#

I have to save the player and his time in it

loud sky
#

Hi, how can I transform an actors movement so that it only moves along one local axis of another actor? Like it is tied to the local rail of an actor but can still move freely along it?

mental trellis
vast crow
#

Can't disable collision for HISM

  • I disabled it in code
HISMMeshComponent->bDisableCollision = true;
HISMMeshComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
  • I removed everything related to collision in the asset
#

What's going on?

elfin wolf
#

instead of get pawn owner

mental trellis
#

Or create an array of structs based on the map, sort that array and look through it.

#

How many entries are you going to have in this map?

jovial lagoon
mental trellis
#

Do arrays not have a sort function?

jovial lagoon
jovial lagoon
mental trellis
#

Oh well.

tawdry surge
#

There's a plug in for a BP array helper library

#

Includes sorting

jovial lagoon
#

-.-

tawdry surge
#

Should be free last I checked

elfin wolf
#

who knows why its not included

paper galleon
#

Most people do such in cpp

mental trellis
#

PredicateSort in BP. Neat.

tawdry surge
#

Pry cuz container sorting should be in cpp

mental trellis
#

1 to 4?

paper galleon
#

It can get quite expensive so not much point to doing it in bp

jovial lagoon
#

why does that a change?

mental trellis
#

So sorting that array, even with the worst sorting algorithm in the world, is not going to be expensive.

#

Get that plugin ^

jovial lagoon
#

yeah ok, so I'll need to make my sorting algorithem

mental trellis
#

However

#

Do you need to maintain the key->value relationships with the sort?

paper galleon
mental trellis
#

E.g. player 1 has time 50m, player2 has time 40m, player3 has time 5m

#

etc

mental trellis
#

Then you need to convert your map to an array of structs and then sort that.

#

Or you will lose your associations

#

Unless you sort the keys, not the values, and use the map's key/value pairing in the sorting predicate

jovial lagoon
#

I think I can use a find(?)

tawdry surge
#

Or just use a regular float array, and just assign each player an index number that corresponds to their time

mental trellis
#

E.g. Sort(A, B) { return Map[A] < Map[B] }

#

What will that solve, MW?

#

If you sort the floats, you're still going to lose the index association

jovial lagoon
#

well... if I sort the array... I'll then find the Player that has the same time

tawdry surge
#

Arrays are sorted. If player one is given index 0 then I just need that

jovial lagoon
#

and work with that

#

maybe(?)

mental trellis
#

They can be.

tawdry surge
#

Not sorted. I meant they don't change positions

mental trellis
#

But if you sort an array of {1,5,3} you will end up with {1,3,5} and now player 2's value (5) is now wrong (3)

#

Either way, you need to sort the keys or an array containing both the keys and values

tawdry surge
#

You can track who owns what data with tracking the index rather than having a map and doing a bunch of work to reorder

mental trellis
mental trellis
jovial lagoon
#

I know... but if I sorted the time array, I can find who had that time that way

mental trellis
#

And it would not solve his problem

#

That is true, @jovial lagoon

#

Unless 2 players have the same time.

#

Then instead of player 1, player 2, player 3 - you will end up with plaeyr 1, player 2, player 2

jovial lagoon
#

true

paper galleon
#

It's not that complicated use a struct and write your own sorting algorithm.

jovial lagoon
mental trellis
#

Because unlikely bugs you can foresee bug ignore are fine?

jovial lagoon
#

I'm still fixing it

mental trellis
#

Get your array of keys (player references, I assume)

#

And then sort that list based on the value in the map

#

When you compare Player 1 and Player 2, actually compare the values in the map associated with those players

jovial lagoon
#

ok... a duble sort

#

interesting

mental trellis
#

No, not a double sort.

#

Just sorting by secondary/associated data.

jovial lagoon
#

I mean

#

I'll have to change the positions of the players also, using the sort of the times

mental trellis
#

You would sort the keys array (which would not change the map, the map generates an entirely new array and gives it to you when you ask for its keys)

#

This is why sorting tmaps is bad

vast crow
# vast crow What's going on?

ok, ALL OF THAT finally disabled collision

                variation.MeshComponent->bDisableCollision = true;
                variation.MeshComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
                variation.MeshComponent->SetGenerateOverlapEvents(false);
                variation.MeshComponent->SetCollisionObjectType(ECollisionChannel::ECC_WorldStatic);
                variation.MeshComponent->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore);

Even though ->IsCollisionEnabled() still returns true, but that is fixable

I think that's enough unreal engine for today...

jovial lagoon
#

But I didn't want to change it, so I was looking for a solution

#

but ok

mental trellis
#

It's cool. You have a very small map. Optimising this part and screwing over your other code is pointless.

#

Just go with it.

jovial lagoon
#

thanks

oblique warren
#

Hello everyone

#

I just recently started learning UE5 and was scrubbing through the advanced locomotion system

untold fossil
#

I have a super weird issue. In my game players can take a seat in a lander craft to go down to the planet and back to a space station. The system uses possession of pawns (seat is a pawn). When the lander craft reaches the planet surface and you leave the seat it works perfectly. But when the lander craft goes up again to the space station and I leave my seat my character is suddenly teleported a huge amount up in the Z direction. Now I've tried everything I can think of, turning off all of my code, trying different ways to have the character leave the vehicle, but every time when I reach the space station and leave my seat my character is teleported up. I suspect it has something to with the character movement component we use in our character (Unreal default). I'm thinking it may have something to do with the ground check or whatever. Does anyone know what could cause this?

oblique warren
#

I just wanna know how to create the node on the top without creating 2 nodes like on the bottom

tawdry surge
#

Right click the pin on movement model
Split struct

oblique warren
#

ah thanks

naive stag
#

How do I make AI charecter to move

#

I wrote a script and it works, but for some reason the character itself is just stuck to the same place and not even falling down

mental trellis
#

So how do you know it works?

naive stag
icy dragon
#

First of all, have you give it navigation meshes/invokers?

naive stag
#

You mean the target mesh it will move to?

icy dragon
#

That's the missing piece of the puzzle.
Basically them AIs use navigation meshes on the map surfaces so that they know where to go to other location.

naive stag
#

It’s still not doing anything

#

I have been trying to fix it

#

But I can’t

naive stag
#

everything that i did

#

is there something that im missing?

tawdry surge
#

You have a nav mesh in the level?

naive stag
tawdry surge
#

Place actor panel
Nav mesh volume

naive stag
#

in bp?

#

or in the level

tawdry surge
#

No in the level

#

It has to surround anything you want the ai to be able to walk on

naive stag
tawdry surge
#

Hit p on the keyboard to show the visualization.
It's in the place actors panel.
Search nav mesh volume

naive stag
#

nvm

#

i found it

#

thanks it works

#

how do i add animations doe?

limber jacinth
#

Hey guys, in today's video, I'm going to be showing you how to set up and create an animation blueprint and blendspace for your characters in your game in Unreal Engine 5.

Mixamo: https://www.mixamo.com/

Directional Movement: https://youtu.be/OSWX3vEgRcE

#Ue5 #UnrealEngine5 #Ue5Tutorial
________________________________________________________...

▶ Play video
dire flint
#

hey guys. i have run into a snag and im not sure how to get around it. I am trying to create a bp_controller to use as a single control setup for multiple pawns (characters with different skins essentially) I currently have input controls from gamepad axis to control the movement but i cannot find a way to output anything from inside the controller to the controlled pawn. everything i have tried to put in says "target self is not a pawn" (which i know it isnt) but i cant seem to find a way to define a pawn. even dragging the pawn itself into the node editor didnt let me set it as the target. I dont want to have to create the entire control code for every pawn but im not seeing any other way around this. the closest i have found is "get owned pawn" which only targets the HUD and still requires a defined pawn.

limber jacinth
#

GetControlledPawn will return the pawn the controller is controlling. Is that what you are looking for?

dire flint
#

loading it back up atm ive tried so many ways i dont remember if i tried that without looking at it

#

i think the getcontrolledpawn is what i ended up with in my current code without error.

#

which led me to realizing that the engine doesnt natively recognize gamepad inputs

#

ok this is what i had ended up with

#

movexdirection and moveydirection are the binds for the gamepad x and y axis inputs

#

everything else was named by the engine

#

i think this may already work but i havent been able to get the gamepad going to test it.

limber jacinth
#

It does not appear to be giving them a direction. Try removing GetActorLocation from movex AddMovementInput, pull from GetControlledPawn and get ActorForwardVector and plug that into the AddMovementInput. If that works, remove it from the second one, pull from pawn and GetRightVector and plug into the second one.

dire flint
#

the control is for a dual stick setup. left stick is up down left right not forward back left right. i dont need the characters orientation at this point. just its current location so that i can move its current location.

limber jacinth
#

Fair, but by passing in GetActorLocation I would think you are not telling what world direction you want it to move. You are passing in the current location and a value to move in the exact same spot you are already in. I could be wrong, I have never programmed for gamepads though.

dire flint
#

i was just seeing the same thing in it.

#

i got the axis to tell it how much to scale the movement but i see that it isnt telling it a world direction to move

limber jacinth
#

It might be worth a test to use ForwardVector in the top one. This is the Pawn's X direction and not necessarily forward and back.

dire flint
#

the get actor location is most likely a coordinate not a direction

#

ok so swap get actor location with get forward direction. brb lemme see what it does lol

limber jacinth
#

The ole "Plug stuff in until it works" method 😄

dire flint
#

well see now it wants a rotator not a pawn...

#

omg i think its stable...

limber jacinth
#

Did you just grab GetForwardVector? Try this one.

#

From the pawn

dire flint
#

oooh

#

good find

#

oh dang...

#

mine wont work...

#

im pulling the forward vector from the inputs not the actor

#

although finding the 'make rot from xy' is lovely. going to allow me to combine the 2 axis into one input.

limber jacinth
#

Yeah, you might have to cast it to a character. Sorry, feel like I may have confused the issue more for you.

dire flint
#

oh... i dont need the actor's vector. i need the world's north vector...

teal nexus
#

I have a BP actor with bunch of static mesh components inside of it. No code. I need to decompose this actor, so to speak, into meshes back into the level, while retaining all transforms. How do I do this ?

dire flint
#

and i dont need to define a direction if i hard code the add move to a specific value

#

sometimes simple wins out

#

this will scale the x direction based on the x axis input and same for y

#

i can make him move faster or slower by increasing or decreasing the x and y directions

#

now on to figuring out how to install this gamepad into unreal 5

#

thx

neon spear
#

Im not sure how to word this on google but basically from where I spawn this will launch me diagonally to the right. With Blueprints is it possible for it to launch me to the right of where im facing as opposed to me being forced to look a certain direction in order for me to launch to the right ( i have mouse and camera locked together already) Do i add an invisible mesh to my character diagonally off of me that follows me and i can set it to launch me towards that mesh or something? If its too complicated to explain I can research it on my own I just need to know what to type in. Is this camera blueprints? ect

thin panther
#

Use get right vector

#

Its all possible, just needs some knowledge of vector math

neon spear
#

alright ill learn vectors next

#

thank you

jovial lagoon
zealous cedar
#

Hey all, I have a construction script for a flickering light BP, where I’m using a Random Float in Range for two Set Scalar Parameter Value nodes - one to affect the Point Light’s Light Function and another for an emissive Material. The problem is that using the same Random Float in Range node appears to output different values for both these Scalar Parameters. How would I generate the same random number for both the Point Light’s Light Function and the Static Mesh’s emissive Material within the same Blueprint?

zealous cedar
# brazen pike Could set a local variable

Could you explain how, briefly? I’ll look into it also! Would this maintain the random per BP instance I need when placing multiples of this actor around my scene?

dire flint
brazen pike
#

then you get that variable and connect it to the set scalar parameters

zealous cedar
# brazen pike then you get that variable and connect it to the set scalar parameters

Fantastic! It works! Thank-you, I’ll look into variables more now I’m delving into BPs.
Quick question, I plugged the exec from the Set Light Function Material into the Set Random Local Float Variable just after it - is this okay, or should I establish this local variable beforehand, such as after the Construction Script node at the start? Does it matter at all?

brazen pike
#

Can you send a screenshot?

#

I'm not quite following

mental trellis
white elbow
#

How come OnComponentBeginOverlap doesn't detect overlapping with default cubes?

glass stump
mental trellis
#

Maybe they don't have collision?

prime stump
#

Hi, does anyone know if there is any difference in performance between placing meshes individually or using a spline tool to place them?

glass stump
#

How do I save variables that are not of the player character?

mental trellis
#

What sort of variables?

white elbow
#

figured it out, default cubes by default don't generate overlap events

#

I thought it only has to be ticked on the overlapping component only