#blueprint

402296 messages Β· Page 922 of 403

tight schooner
#

I suppose the diff is whether you want that exclusion a hand-made part of your level design, or part of the BP code. If it's always the same thing you're excluding, you may as well configure it automatically via construction or beginplay or whatever

novel haven
#

anyone knows why I cant click on this button its a widget component on actor

stable inlet
#

ahhh ok i found it. Pretty cool

fair oak
trim matrix
novel haven
trim matrix
#

oh so it isn't in world space? Kind of hard to see my bad XD

novel haven
#

you mean its in the world not ui right?

#

if so yes its floating in air

#

i have no problem using buttons in viewport

tawdry surge
#

You need a 3d widget interaction component on your pawn/character in order to interact with 3d widgets

novel haven
#

is it only by linetracing because my camera is fixed

stable inlet
#

found this one in lyra 🀣

tawdry surge
#

I believe so

icy dragon
fallow sinew
#

I have a variable in a UI Blueprint which I've marked as Config. The default value of the variable is true and I set it to false after a later event. I thought this would save the new value to the config but it doesn't seem to work. Is there something I'm missing?

trim matrix
# novel haven is it only by linetracing because my camera is fixed

You can dynamically set the end and start points of an interaction component. Maybe get the mouse location, project screen to world normalise vector, multiply by a large number and set that as the rotation for the interaction component. Or something along those lines. There might be a simpler solution though

novel haven
trim matrix
#

I'm trying to learn networking, how do I actually talk to a client as a server?

#

I want to issue a command where I print his display name

hot lotus
dawn gazelle
#

When you have an input action of some kind selected, you'll have the option of defining whether or not it should be executed when the game is paused.

trim matrix
#

hey guys, I've made a game instance via c++ and made a blueprint derived from that class for easy access. I'm trying to keep a sound playing through all levels but for some reason, when the level switches, the sound stops. Any ideas?

#

I have changed the game instance in project settings btw

sleek kite
#

Hey, thinking about "baking" AO into my textures in my master material using multiply where A is Albedo and B is Ambient Occlusion. Would this be something reasonable to, and would it have larger impact on performance?

Noticed it makes a fairly decent difference.

hoary rose
#

anyone know anythin about setting Enums during runtime (preferably from arrays or a datatable)

dawn gazelle
hoary rose
#

I think so yes.
I'm using the enum as a dropdown menu to choose from a list of names. But theres 1000+ names divided by teams.

faint pasture
#

You want to have a persistent level then swap out sublevels.

hoary rose
#

so I was hoping to pull from the datatable, make an array from the individual team rosters and then populate enum from that roster

#

I am not sure if this is even possible, but it definitely seems like a pita

dawn gazelle
#

Well, enums can only be defined up to 32 values, so you can't use them in that regard.

faint pasture
sleek kite
elfin wolf
hoary rose
#

I didn't know about the 32 value limit

#

main reason for the enum usage was that it shows up as a nice clean dropdown menu in external UE control program (for virtual production)

sleek kite
hoary rose
#

ooooo

sleek kite
#

get data from data table, create widget, add child

trim matrix
#

how would I be able to do that?

hoary rose
#

thx

sleek kite
#

one sec

trim matrix
#

I'm not doing level streaming btw

elfin wolf
sleek kite
#

πŸ˜„ can't be that bAd

sleek kite
#

in the widget class click on class settings

#

remove the default interface and change it to this

faint pasture
# trim matrix I'm not doing level streaming btw

Maybe ask in audio but I'm pretty sure that audio exists within a level context. If you go from one level to the next without a persistent level above them that is always loaded, you are going to lose the audio.

sleek kite
#

user object list entry

#

now, to set names and get the data you will need to use the interface function and cast to your class

#

like this

#

whatever you setting within the widget class must be editable and exposed

trim matrix
#

but yea you're right

hoary rose
#

thanks @sleek kite

#

very helpful

sleek kite
#

the for each loop is where "get data table row names goes

#

get csv data is where "get data table row goes**

#

so if you have two sections you can add a var in your struc/dt whether it's SIDE A or SIDE B.. then on than var (bool, int or whatever) you can branch and either add to a different list or don't add at all

#

hope that helps

#

literally struggled with this stuff the other day, at least it can help someone else too

#

my biggest issue was the interface stuff, was having difficulties setting all the data on "for each loop"

#

another issue, button won't work properly, at least it didn't work for me

hoary rose
#

yea I spent a while yesterday to get close

sleek kite
#

it has it's own function

#

so clicking the class itself will kinda act like clicking the button

#

I use it for generating weapon parts for weapon customization

hoary rose
#

ahh very cool

sleek kite
#

the part type is list view, the bottom one is tile view

hoary rose
#

will take me a little while to wrap my head around it... am mostly just a designer/animator πŸ˜…

sleek kite
#

just needs a UI cleanup, but it works

hoary rose
#

thanks so much

sleek kite
#

just straight from each loop to DT

#

what is this for if you don't mind me asking?

hoary rose
#

virtual production/tv

#

so sort of top secret

sleek kite
#

how many different teams is there?

hoary rose
#

but not much to keep secret if I can't get it to work

#

~30

#

sports

sleek kite
#

might want to use JSON or CSV to build your database tbh, it's a dirty easy way.

There is a plugin on the marketplace, you export your DT to sheets, then all the edits you make can be done in sheets and it will propagate in game. Kinda like a rudimentary database

#

but if your data won't change much, it might be a bit of a overkill

hoary rose
#

yea thats how I setup the data table, imported a csv with all the names/stats

#

setup a little struct for it

#

i'll check for that plugin tho

sleek kite
#

for testing, I have a spreadsheet for all my weapon stats

#

and every time I press play it updates the data from Google Sheets to Unreal and makes array of all my data

hoary rose
#

ohhh fuck you're talking about GOOGLE sheets

sleek kite
#

yes πŸ˜„

hoary rose
#

ok that makes more sense now. I am pretty familar w that. Will actually solve another issue i think

sleek kite
hoary rose
#

damn thats so cool

sleek kite
#

it's like 20 bucks

#

lemme check the name

#

it has more functionality for 4.27 and 5.0, let's you write to sheets too

#

still stuck on 4.26

#

@hoary rose

hoary rose
#

thank you sir

sleek kite
#

I made a function in a blueprint library to grab data by row name

#

you could plug the is valid straight to return node bool, but it was 5AM and my brain was tired

#

if you looking to outsource some stuff feel free to let me know πŸ˜„

#

the plugin has fairly extensive documentation, sorta

hoary rose
sleek kite
hoary rose
#

yea thats pretty similar to where I'm at. Have been digging deeper and deeper into this side of things to pick up the slack

glass stump
#

How do I do this but make it so the collision is with a component from the Player Actor as opposed to the Player Actor itself.

fair oak
#

but wait now when i want to open the pause menu again ingame it doesnt work anymore but every other key does but only when i use the key to exit not when i use the resume button

#

wow nevermind consume input was selected by default

lime yoke
#

Is there a better way to do this?

fair oak
#

lol had the same problem and just made a comment that i hate my blueprints

lime yoke
#

I was thinking about converting the integer (number of hits) to string and using a Switch on String.

#

But I feel like that could present some serious bugs on the future.

elfin wolf
#

cube is a component on the player

glass stump
# elfin wolf

THANK YOU SO MUCH!! Been trying to figure this out, I knew there had to be a simple solution!! :D Thank you!!!! :D

icy dragon
elfin wolf
rotund kraken
#

Hi, I need help with blueprints, so I used this tutorial to create spatial inventory system: https://www.youtube.com/watch?v=4CjpBoKl6s8&t=1s , however, I cannot figure it out how to define each item I pick up to my inventory

Support the channel through donations. Crypto accepted!
PayPal: https://paypal.me/reidschannel?locale.x=en_US
Patreon: https://www.patreon.com/reidschannel
Bitcoin: 1JFwWHr4X6uAeoZadukzqKjzFBj3Qjy7Sk
Ethereum: 0x2B2Bc108F1Cc0fF899959dEF3226637787d8C3dE
Dogecoin: DNQ33YnhpWoTBokBNVkZP5ub8KTLkpyjpv

Join our community discord!
Discord: https://dis...

β–Ά Play video
rotund kraken
#

Like, hmmm, wait let me think how to formulate sentence correctly

#

So whenever I pick up the item (for example: a key card) I want to give a player ability to open the door therefore. So I created a function and attached it to the inventory component (add item function). However, when I pick up any item, the player gains this ability to open the door even so he did not pick up the key card. So I do not know how to check what item player picks up to do certain function.

#

does it make sense? 😬

crude isle
#

Not at all

rotund kraken
#

ahaha fcuk..

crude isle
#

Oh

#

That’s because you added it to the inventory component

#

What you could do is loop through your inventory slots to see if one of them contains the keycard, if it does then you can unlock the door

rotund kraken
#

Yeah, but how this loop would understand that the item is a keycard?

crude isle
#

You could create a function to get the item data at the index of your slot

rotund kraken
#

Hm, ok ill try thx

faint pasture
crude isle
faint pasture
crude isle
#

I see

rotund kraken
crude isle
#

Do you use an array for your slot indexes?

faint pasture
rotund kraken
crude isle
#

I don’t know lol

#

I didnt watch that tutorial

faint pasture
rotund kraken
faint pasture
#

Following along with tutorials past the point where you understand exactly what is happening is a recipe for failure. You don't get your learners permit then immediately jump into a race car, you work your way up and make sure you understand what's going on.

crude isle
blissful grail
crude isle
#

GetItemDataAtIndex

crude isle
#

Platon

#

Look at the screensh

#

You have a function called GetItemDataAtIndex

rotund kraken
#

Yeah i know

#

Im trying to use getallitems

crude isle
#

It will input an index, and will return the item data

rotund kraken
#

I am setting it up, let me check it

undone surge
#

can any1 tell me a simple and good way to create a system in which there is a marker infront of my character that i use to place a turret for example so i can point it in a specific direction

crude isle
#

Now when you’re trying to open your door, use For each with break, loop through all the indexes and use GetItemDataAtIndex, if your item name is the same as your keycard name, you break the loop and unlock the door

#

That’s just one way to do it

faint pasture
undone surge
#

yea like the player needs to be able to decide the rotation too

#

so it points in a certain direction

faint pasture
#

Press Q and E to rotate, or what?

undone surge
faint pasture
#

I'm talking about rotating the projection of the turret

undone surge
#

so i was hoping that i could rotate that way and decide which direction to place turret

faint pasture
#

You need to be precise, when placing a turret, can the character themselves rotate? Can they strafe? What are the controls in turret placement mode vs in normal mode?

undone surge
cyan bone
#

https://www.youtube.com/watch?v=ZlsjPPakXho
Im following this tutorial to make different types of terrain on my floor. However i cant find any layer_info. And my landscape looks also different i dont seem to be able to set up different terrains.

Hey guys, in today's video, I'm going to be showing you how to put more then one physics material into one one landscape material so that your footstep SFX still work between layers.

Footsteps: https://youtu.be/1TTey8wUUvU
Footprints (part 1): https://youtu.be/VJstjFMVbZw
Footstep VFX: https://youtu.be/AypFpbUxAJE

#Ue4 #UnrealEngine4 #Ue4Tutor...

β–Ά Play video
undone surge
faint pasture
#

ez pz

undone surge
#

aaah

#

thanks

limber wing
#

Hey all, sorry to interrupt the current convo, don't let me derail you... Not in any hurry

I am trying to simulate draft (slipstream) in my multiplayer racing game - this is the code I currently have setup, but it applies the downforce and engine torque changes to every vehicle in the server

Essentially, if a car overlaps a hitbox on the car ahead of them, I want their power and downforce coefficients to be changed (for that car only)

undone surge
#

do i use a mesh ? or like how would i create like a layer on the ground

undone surge
#

incase the ground is bumpy

faint pasture
#

You're doing nothing with it there

#

You are setting it to be whatever it already is

limber wing
#

The boolean is whether or not they have overlapped the hitbox trailing the car

faint pasture
#

You want to do
Event Overlap -> Cast to car (check if it's another car) -> InSlipstream = true

limber wing
#

Oh, sorry... again I am a complete and utter noob. But thank you, I'll try that!

faint pasture
#

You still need to detect leaving the slipstream.

limber wing
#

Correct

faint pasture
#

I would do it with a line trace myself. Just trace out of the front bumper for some distance, and check if you hit another car.

limber wing
#

I assume that would be better for performance?

faint pasture
#

Perf ain't the problem, it's detecting the leaving of the slipstream.

limber wing
#

Gotcha

faint pasture
#

You can keep your entering slipstream as is, and then just
EndOverlap -> Get Overlapping actors -> check if any are car -> if none are, you left the slipstream

#

You need to check because you can overlap more than 1 thing at a time, you don't wanna exit slipstream if one of the 2 cars ends overlap

#

But I would do it by a line trace myself

limber wing
#

I see, I've never done a line trace before, but I'll do some research

faint pasture
#

A multiplayer racing game is like the hardest thing I can think of for a newbie, good luck! I'm working on something related (not racing but vehicular combat), it's hard as hell.

shell flower
#

hi guys I have this master actor that has children and want to cast to all its children to affect some variables in all of them - this screenshot allow me to change variables in all actors of the master class but doesnt affect children aswell - anyone knows how to have children influenced aswell ?

faint pasture
shell flower
#

it has child blueprint classes, not sure what the difference would be ?

trim matrix
#

My goal is to set the Start Timer of a Blend Space depending on what animation is currently played. This depends on "Movement Offset Yaw". My solution should work, however I have a feeling that there should be a better way to accomplish this. Any ideas?:

shell flower
#

the predator-basic is the master and it has several children actors on the map aswell but that dont get affected

#

the child actors are created by right clicking in editor on actor and selecting create child blueprint class and are then placed in the level

faint pasture
#

What are you trying to do, set some variable on ALL actors in the world who are subclasses of Predator-Basic?

shell flower
#

yeah I know I removed what it had

#

yes

faint pasture
shell flower
#

its just variables from that actor which are affected nothing special

elfin wolf
shell flower
#

any idea how to affect all children ?

faint pasture
#

You have 2 branches you are passing the execution through, are you sure that's not filtering everything out?

trim matrix
#

@elfin wolf no, the 5 seconds is to be changed

shell flower
#

so you are saying my setup should affect all children ?

#

and not just the master class as it does ?

faint pasture
shell flower
#

oh wait you are right it seems to affect the child now I removed those restrictions as you said

#

I must have forgot to unpin them

#

cause this system is supposed to affect children aswell right ?

#

seems to be working now

elfin wolf
trim matrix
#

hmm. My problem is basically, that I want to adjust my animation (start and end) but without trimming the animation itself

#

because I want to play around with it I dont want to copy the original animation everytime i want to change something

#

Only solution that comes to mind is to set the start time via code

#

Seems kinda wrong the way I do it though πŸ˜„

#

or lets say inefficient

fallow venture
#

Hey mates, I've run into this issue where I add a node from a plugin (OnlineSubsystemBlueprints), save, reopen, and the node gets corrupt, or misses references or something - has anyone else run into this issue before ?

blissful grail
fallow venture
raw karma
#

I'm not sure where to ask optimization questions, so forgive me if this is the wrong thread. I am looking for a tutorial or walkthrough on how to setup the BPs that use cameras to scan performance. I see Epic Games demoing it in their optimization videos. I'm trying to learn how to optimize and that BP seems like a treasure trove of information to help with this. Any videos or articles on how to setup this up, would be sincerely appreciated!!!! Thank you

solemn musk
#

Im making a game that relies on the mouse cursor but when I click on the window, the mouse disappears until I unclick. Is there a blueprint node or something that can just let the cursor show up no matter what?

solemn musk
#

ive tried that and it didnt work

raw karma
# solemn musk ive tried that and it didnt work

Here we take a look at how we can get our mouse cursor displayed on the screen as part of our user interface widget.

We also cover how we can use input modes to limit what the player can do with their mouse, so they can't interact with their game while they're trying to interact with their UI.

UI Resources: https://drive.google.com/file/d/1ORh...

β–Ά Play video
#

Does this help at all?

fallow venture
#

that link above thumbup

solemn musk
#

ill try that, thanks

raw karma
#

let us know dude

solemn musk
#

doesnt seem to work

maiden wadi
solemn musk
#

Oh I do!

tawdry surge
#

The base pawn class doesn't automatically apply "add movement input". It says you need to apply on tick yourself. Doesn't seem to be an apply node tho.
Does anyone know if they mean that the "add movement input" node flat doesn't work for base pawns, and I need to make my own movement function from scratch?

solemn musk
#

there we go

#

thank you! didnt know how I missed that when I first added it

timid thunder
#

would anyone know how to make a character stop mid air and stop falling?

blissful grail
#

Change movement mode to flying

#

That's a quick way to do it 🀣

timid thunder
#

oh

maiden wadi
blissful grail
plucky plank
#

Is there any good information out there on how one should I accomplish a procedural walk? I watched a video about procedural animation but every video from unreal kinda skims over how I should accomplish the blueprint behind the foot placement itself. Is there any resources besides the control rig tutorials I've gone through that could explain how I should accomplish this?

#

https://www.youtube.com/watch?v=y2WzNvJZk0E
This video skims over the foot placement logic and so do the others I've seen. I just don't know where to turn in terms of making this.

Until recently, creating character motion was the domain of expensive third party DCC apps. With the release of 4.26, Unreal Engine introduces further refinements to Control Rig: our suite of in editor rigging and animation tools. Whether you are authoring traditional style animation assets via keyframes or driving characters procedurally at run...

β–Ά Play video
candid geyser
#

Okay, so I kinda wanna do a sphere trace that occurs just above the players head. Any quick suggestions before I give this a shot and most likely butcher it?

tawdry surge
#

@blissful grail so for just a base pawn class you're saying I should use control input vector instead of add movement input?

candid geyser
#

Nevermind, I got it haha

undone surge
#

in widgets when u do remove from parent, what is the parent in that case

worthy tendon
#

null i guess

dawn gazelle
undone surge
#

I see

#

thanks

gentle urchin
#

Or if added to viewport its a child of some viewport canvas iirc

molten roost
#

how do i make this editable if i even can?

elfin wolf
molten roost
tight schooner
tight schooner
#

if you want an interface that has code, it's possible to use BP components as sort-of interfaces

elfin wolf
#

you can click on the input node and itll give you options for more inputs on the right side

molten roost
#

oh i see

sinful gust
#

Unreal likes to mess with me πŸ™‚

#

Why a variable set to Repnotify doesn't replicate at all sv to client?

limber wing
#

Anyone know why my line trace is always pointing towards 0,0,0 in the map from my car?

tight schooner
#

@limber wing The forward vector isn't a location... You have to add the World Location to it. Like... (Forward vector * 1000) + world location = end

limber wing
#

Ohhh

#

Thank you

grave relic
#

Is there any way to get control over the camera while the sequence is playing " like turning the camera around character and etc. "?

tight schooner
#

and while it is a node graph, it isn't blueprint per se

sinful gust
#

It doesn't matter to set it as replicates either

plucky plank
#

I thought that the footsteps were done with blueprint and then the control rig was what animated the character

#

that's at least what I'd seen seanny

#

I may be incorrect about that

tight schooner
#

idk jack about control rig, but in his control rig asset graph, he has comment boxes for the foot traces

#

is this project available on the UE marketplace or somewhere?

plucky plank
#

I wish

#

Then I could disect it myself

tight schooner
#

best I can give you, lol

#

πŸ”Ž

plucky plank
#

What time in the video is that, I'll have another look

tight schooner
#

24:40

sinful gust
#

Can an array of UObjects be replicated?

plucky plank
#

TY!

#

ah darn, that's not done with procedural

zealous meteor
#

Guys what template is better to use to make side scroller movement but 3d too? Like in little nightmares where you can move near or far from the camera
The side scroller or the third person template?

sacred elm
#

how would one add impulse to another actor of a specific tag?

zealous meteor
candid geyser
#

Alright, I have everything working. But, I do need to know, is there a way I can make a trace pick the highest point it hit, instead of the first point?

#

Oh wait multi trace

undone surge
#

is there a way to customize ingame cursor ? for navigating widgets?

sacred elm
#

maybe using a sprite that follows the location of your mouse

sacred elm
hexed jungle
#

Sorry to have to ask in here but I am not getting any answer in Cinematics. I have several light blueprints that I wish to control using the sequencer. I have the variables for light intensity set to expose in cinematics however when I set keyframes, there is no change to the light at all. I have got this to work before but can't remember what I did. Is there any other settings inside the blueprint I need to check?

grave relic
high ocean
#

Fkin widgets again, and this time, some noob shit: references....
I have a child widget I want to use in two different widgets. I'll have to call functions on the parent widgets from within the child ones. Since the functions/events i'll be calling are 90% the same ones, I need to somehow have the child widget call functions on the appropriate parent.
If I expose the parent on spawn as user widget, I need to cast to have access to its functions, so that won't do.
Question is: how do I do it? Intefraces?

#

I just want to avoid having duplicate child widgets just because parents are slightly different.

wraith cave
#

I am working on an endless game and i have a player which i move not by physics but by changing it's world location and i can't make the player stop going past those collisions

crude isle
#

if you set the world location to inside a collider, then it will go inside the collider

#

no idea why you're doing it that way tho

faint pasture
hybrid ether
#

I need some help. This is map (its sphere)

faint pasture
#

You need to multiply the input x speed x delta seconds

hybrid ether
#

and this is what i did ( not work)

#

locations are real locations for example (new york)

faint pasture
hybrid ether
#

how could I do that then?

faint pasture
#

Set world rotation or whatever

hybrid ether
#

then it doesnt rotate only z axis because map is sphere

faint pasture
#

Find Look At Rotation is also going to point straight at the location, not respecting the curvature of the of the earth. It'll point straight through the earth

#

Yeah, stuff on a sphere is hard.

hybrid ether
#

yeah math is hard to me πŸ˜„

spark steppe
#

anyone aware of a function that converts bytecount to a human readable string?

#

e.g. (int) 1024 => "1 kb"

manic knot
#

Is it possible to Set View Target with a specific Camera?? Doing this simply sets the view inside the killer character lol. I'm trying to create a "Kill Cam" that would view the Killer from a camera I have setup on the Character

twilit lion
#

Hi. I'm trying to limit the mouse cursor in a specific area on the screen. I tried to set mouse position if the x and y values is greater or lesser than the area, but that has some latency, even when I set it with the Mouse XY 2D-Axis node, which results in that whenever the cursor exceeds the limits, it'll manage to move out a bit more before it's set back to where it's "allowed"..
I also tried Lock Mouse, which makes the cursor stay in the viewport, which is the behaviour I like it to have, but within a custom area instead.
Has anyone in here any experience with this?
My goal is that I'd like the cursor to stop a bit before the edge of the viewport edges, so there's some room left.
Like they've done in Star Citizen, if you're familiar with that game.
Thank you in advance. πŸ™‚

manic knot
manic knot
minor wolf
#

you might be better off creating some sort of fake mouse cursor for the game and using that instead so that the real mouse can do whatever the user wants

spark steppe
minor wolf
spark steppe
#

no

#

search that in your npc character

#

then you should be able to just set the killer as view target on your player controller

#

and it should use it's cam

manic knot
#

I have it checked already weird

spark steppe
#

is there more than one camera attached to the actor?

manic knot
#

Here is the way I am trying it. Currently the AI only has this one Camera.

#

(I was trying to see if activating before or after made a difference)

spark steppe
#

but you shouldn't connect both for the test, the reset might mess things up?!

manic knot
spark steppe
#

does it work if you get the camera component from the NPC and use that as view target?

steady elk
#

is there anyway to access error in bp?

#

i keep getting this:

Assertion failed: UploadInfo.InstanceCustomDataCount * InstanceCount == UploadInfo.InstanceCustomData.Num() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\GPUScene.cpp] [Line: 343]
#

which i can't seem where it is coming from because idk what line 343 is supposed to be

#

seems to be related to an array/set/collection somewhere but not much info on where exactly....

zealous moth
steady elk
#

I have narrowed it down to the "Num Custom Data Floats" in my instanced static mesh component. I'm using 3 floats in my material. When I set the num custom data floats to 3, it crashes... any ideas?

wraith cave
#

and i also found the solution

#

everytime i touch the trigger i get pushed by -10

outer sandal
#

Any better way to bind a health bar to the health without casting?

odd kiln
#

Hi all

#

In my BP Viewport I don't have the render of my camera

#

(I'm on UE5)

#

Do you know how can I display it please ?

outer sandal
#

Window->Viewport

odd kiln
#

Thank you!

tawdry surge
#

Make a function or custom event in the widget for updating the health and call it when the health changes

#

You should already have a reference to the widget from when you made it

cobalt gulch
#

How do I ignore an actor while moving on a weapon which is held in the players hand?

#

I need this because the grenade collides with the weapon when thrown

zealous moth
#

@outer sandal bpi messages

#

@cobalt gulch collision presets. Set them to ignore each other

cobalt gulch
#

I have but something is wrong

#

It still moves my player back

#

When throwing a grenade

#

nvm fixed it

zealous moth
#

@cobalt gulch I knew you could do it! Believe!

unique turret
#

Okay, so event tick. I am working on a physics based door. I want physics to stop simulating when the door hits the closed position (like a door latch). The only way I can think to do this is to keep checking the rotation with an event tick. If I use a gate, and close the gate once the door closes, will the event tick basically stop using memory?

faint pasture
faint pasture
unique turret
faint pasture
unique turret
cobalt gulch
#

Is there a way to destroy all actors with a tag/collision type

faint pasture
cobalt gulch
faint pasture
teal nexus
#

folks, any idea why static point lights that are inside a BP actor don't work (after baking lighting, BP actor with lights has no lighting from those light - only from the lights placed on the level) ?

lost heart
#

are there any "good" examples of best practices for setting up easy to use patterns with delegates in blueprint? I'm trying to set up a callback pattern on a bunch of async functionality (it does some I/O and calls the function after the result is ready), but I'm torn between using DECLARE_DYNAMIC_DELGATE to simply give the function a callback pin, DECLARE_DYNAMIC_MULTICAST_DELEGATE to make bindable callbacks on the object itself and writing a custom blueprint node (extending UBlueprintAsyncActionBase) with execution pins for when a response is ready (which I feel like might be the best, but feels like it will be both verbose and potentially brittle).

odd kiln
#

Can someone help me ? I'm trying to make a "Minimap" with a texture instead of SceneCapture2D

#

I tried a function but the problem is that my minimap points at the wrong place

#

I'm making it with "Parameter collection" (X,Y) and set it to the UV of the texture (picture of my landscape from above) and doing some calculations with "TexCoord"

wet shore
#

does anyone know a possible way to reference a character object from a level into a widget blueprint?

faint badge
# lost heart are there any "good" examples of best practices for setting up easy to use patte...

Depending on what you're doing you could use FPendingLatentAction which may be simpler for you, it gives you an execution pin on your function that'll be called whenever you action has finished. This is what nodes like Delay and StreamLevel work. They're pretty straightforward to implement and feel pretty nice to use in blueprints. Check out UKismetSystemLibrary::Delay and FDelayAction

forest timber
#

You cant pay me enough money to like UE. Second time on the same project where gamemodes and gamestates stopped working outright. Joining sessions also stopped working. It's insane and I have no idea why it keeps happening

#

Loading backups only goes so far

maiden wadi
lost heart
#

MrHibbits, thanks I'll take a look at that as well.
Rephrasing my question, how would people "like" to interact with an asynchronous library from blueprint?

grim meadow
#

Hi, i have an issue where a line trace is being blocked on a child actor when its not supposed to. I think its catching on a collider on the child actor even when i set that collider as no collision for testing. Any idea why this might be happening?

maiden wadi
wet shore
grim meadow
#

In general i have two casual colliders on a child actor, they are supposed to be set to overlap all in the collision settings. But in game a line trace is hit/stopping on that collider it seems even when i set it to no collision for testing.

trim matrix
#

whenever I do the client/network play I cannot take control over any pawn on any of the windows. What could be the reason?

maiden wadi
# wet shore how would i make it register itself somewhere global?

Generally this is call creating framework. Start with something basic. Make a Character Object type pointer in your GameState. In the Character's Beginplay GetGameState, Set Self to this pointer. Then your Widget can get that pointer via GetGameState then Get MyCharacterPointer.

maiden wadi
grim meadow
#

hmm, i will do more digging. I will check the actor thats casting that line trace.
could it be a mesh blocking? or is there a setting for the actor that changes its child actors collision?

maiden wadi
#

Not sure about ChildActors. At least I'm assuming you mean ChildActorComponent's Actors when you say that. I generally avoid using that component. Not sure if there's a call in the component for it. An Actor itself should be able to disable all collision on it's components.

grim meadow
#

it is a ChildActorComponent. As for the line trace itself i dont see anything that could be changed to effect anything. just a simple line trace by channel.

maiden wadi
#

Could maybe try something like this for testing. Running this loop before the trace. Not sure what you're doing at the moment. If this doesn't work, I don't know.

#

If it does work. Something isn't being set right on the child component's actor's components.

#

Might also print whatever component is being hit along with it's owning actor. Might lead you to the cause.

#

Alternatively. I'm semi sure you could pass this array into the trace parameters for actors to avoid hitting.

grim meadow
#

Ok so i tried that set all child actors collision off just now. It did not work.
I also already tired printing what the component line trace hits and its not returning anything, odd.

maiden wadi
#

If it's not hitting anything, how are you testing that something has stopped it?

grim meadow
#

I have a ribbon particle effect that covers the span of the line trace, and plays another effect on hit.

maiden wadi
#

What about the debug draw for the trace?

grim meadow
#

i can try that.

#

ohh I am just being dumb. It was working fine, I just didn't have the line trace cast far enough. I thought it was colliding but it was just an optical illusion with the angle in the scene. Ok, anyways there was another actual problem with its collision having to do with projectiles, but I fixed that first (that's what initially prompted my exploration). @maiden wadi Thanks for the patience and help. πŸ˜€

maiden wadi
#

Happens. πŸ˜„ More so after 24 hours awake and refusal to stop fixing stuff.

mystic vigil
#

Anyone Knows why my spawned slime is not moving?
however if i drag the slime to screen it works fine

sudden nimbus
#

when you move them during simulation, i assume you do not have dynamic navmesh generation enabled, so they suddenly can move since the navmesh does not update while simulating

#

you shouldnt see a hole under them if you want them to be able to move from that spot

mystic vigil
#

but it allready set to false
how do i fix this?

sudden nimbus
#

hmmm interesting

#

also testing over here, i guess it cant just be Can Ever Affect Navigation, as that will introduce an obstacle, not a hole in the mesh:

mystic vigil
#

also to clear things up the slimes that i put directly to the level walks perfectly fine
but the ones that spawned on runtime doesnt

sudden nimbus
#

Oh yeah I guess I misunderstood --- still the navmesh shouldn't be broken on those editor-placed ones

mystic vigil
#

so do you have a solution or...

odd kiln
#

Does anyone have a tutorial for making Minimap (like radar) without SceneCapture2D but with texture (picture of the map, like most games)

#

?

#

or some links to help me please

fiery swallow
#

what's inside of the collapsed node?

sudden nimbus
mystic vigil
#

oh it allready worked
i add the SpawnDefaultController function

mystic vigil
winged nova
#

Does anyone know a alternative to the character movement component? I have a crowd AI system I’m working on and the character movement component is eating my world tick time when I have 100s of AI running

bronze hill
#

if get object reference by interface, it's automatically keep updated based on their memory address later on? or i need to re-interface when i need it?

#

i think it will be keep refreshed, so if i saved it as variable. i don't need to re-interface. and can use it anytime. is it right?

#

i need to track mouse cursor linetrace and logic is in playercontroller, so i need to bring result reference through interface, it may keep change their values so i worried.

#

i learn by videos but not sure it's right way

burnt citrus
#

hi I have a question
is there way to get owner's looking location?
I want to make a gun what doesn't depend on owner's camera

bronze hill
#

you mean actor's eye or something?

#

in that case i saw similar video provided by epic

undone surge
#

how do u set the outline color of a button in a widget ?

icy dragon
undone surge
twilit lion
twilit lion
# minor wolf just an FYI, any game (or other program) that takes direct control of the mouse ...

It won't if done by the mouse event, and not by tick or timer. Cause if minimised, then it won't pick up any values from the mouse.
However, I did something a bit similar to what you're suggesting as well. I made a widget with a cursor texture, and then set it's position according to the mouse position but with a linear formula to scale down the area. There's still a bit of latency but I guess it'll work for now.
Thank you for your time πŸ™‚

vocal elm
#

I'm basically looking to add child blueprints after a game has already been packaged. Should I be looking at UGC or Game Features? I have a grid menu with tiles, each child blueprint registers a tile, I want to be able to add and remove these tiles as DLC packs. Not sure if Game Features can have any pre existing dependencies? That would probably defeat the self-contained purpose

fallen glade
#

Is there any way to have this return a minimum location distance? A is how it is, B is what I need

elfin wolf
fallen glade
cursive grove
#

I'm having an issue with a BP Component. I have it attached to a static mesh (turned it into actor blueprint) but the cast to- functions return NULL

#

Any ideas how to get the static mesh from the owner and set it into a property/variable?

sacred leaf
#

HELLLP
i can’t find β€œLOOP” In blueprint

elfin wolf
sacred leaf
#

Unlike others

#

They can find the β€œloop” in blueprint search

elfin wolf
sacred leaf
#

No

#

Oh wait

sacred leaf
#

I just stole the pic on social media

#

Youtube tutorial

elfin wolf
#

thats not loop thats lerp

sacred leaf
#

Oh

#

Thank you kind sir

gentle urchin
shrewd oar
#

Question when I tick simulate physics on the AI capsule, after spawn they are freezing in the air. what can I do to make them walk and do the animation?(Im trying to make their ragdoll to get the impulse node )

tight schooner
#

I'm not exactly clear on what you're asking though

#

If you have a reference to the player controller and you save it, the reference will keep working until the player controller is destroyed

#

Should be true for anything spawned into the world. If you call destroy, or load a new level, the references will be invalidated

trim matrix
#

is there a "and" node?

tight schooner
#

for booleans? Yeah

trim matrix
#

like i wanna code a explosive barrel

#

and i wanna make a code that a sfx plays when it goes kaboom

tight schooner
#

You can chain a bunch of nodes together in series and unless they are "latent nodes" (denoted by a clock icon), it'll all happen in the same frame

#

So if you spawn particle effects with one node and plug that into a node that plays a sound, it'll happen in-game simultaneously

#

Spawning stuff like vfx & sfx into the world doesn't take in-game time

flint mulch
#

and i dont know how to fix it

#

and when i change defult pawn class in gamemode "player 1"to "player2VER2",player 2 can shoot but player 1 cant

cyan heart
#

Hi, how can I delete used instances of the static mesh in the blueprint viewport?

jagged stone
#

Is it possible to get a result from a custom event? So you call a custom event and then do something when it returns (such as success/failed etc...)

bronze hill
#

i tried through interface but it return nothing i can't print out actor's name

#

so i think that i understand wrong way

sudden nimbus
#

looking at your original question: no if the memory address changes on a pointer, the variable does not get updated for you to reflect that

#

but the only time that will happen is when you destroy the actor and recreate it

#

unreal's GC is not compacting as far as I know

bronze hill
#

What I received through the interface is Pointer's Pointer?

sudden nimbus
#

once you cast a UObject to an interface, the pointer to that interface object should remain valid for the life time of the UObject

bronze hill
#

i understand that point

sudden nimbus
#

that's because UObject memory locations do not change

#

if you destroy the actor though, that pointer will be stale. If that's a concern, be sure to use an Is Valid check to be sure it's not destroyed or pending destroy

#

this is true in both blueprint and c++ in unreal

bronze hill
#

Thank you for your kind explanation. This is what I thought.

If the Traced Actor of the Controller is refreshed, I expected that the Interface Traced Actor that points to it will also be refreshed.

#

My Player Controller Always Trace Something and store it's result as variables so i think it that i referencing Player Controller's Stored Variable and automatically get new value along PlayerController set Stored Variables

#

i will try other way thank you

lethal pollen
#

Hi!

#

Can I use AddActorLocalRotation on Blueprint using a Quaternion? I'm newbie, and I don't know if I need it. I'm looking for if this code FQuat QuatRotation = FRotator(PitchValue, YawValue, RollValue).Quaternion(); AddActorLocalRotation(QuatRotation, false, 0, ETeleportType::None); exists on Blueprint.

#

Thanks

#

Thanks. So, how can I rotate an actor using quaternions on blueprints?

fluid vale
#

Hi, how could I make objects to follow a path that is changing? I would like to make a snake game and make the body follow the path, but dunno how to make the body follows it

sudden nimbus
lethal pollen
#

Thanks. That's what I wanted to know. I need a plugin to use quaternions.

near fjord
#

im super noob, interface bp confusing me, i have added a variable to an actor, that gives an integer (ID) i created an interface that gets that ID returns it when line trace hits, can i make this value availbe in a differnt blueprint?

lethal pollen
#

Thanks a lot!

tawdry surge
#

Implement the interface on another BP class, right click your interface in the variables section of the BP editor, click Implement event

tawdry surge
#

You'll have share screen shots

last ice
#

can i cast to interfaces instead of classes somehow?

#

if i made some interface

near fjord
#

this prints the right value, but in another blueprint it never receives anything

tawdry surge
#

You don't cast interfaces. Interfaces replace casting @last ice

last ice
tawdry surge
#

@near fjord so in the hit actor BP you implemented the interface?

last ice
#

if i go through a loop of actors and want to check if they implement a specific interface... how can i do this?

tawdry surge
#

"Has interface" iirc
But you don't need to worry about it.
Make the interface call and if the target has it great, if not great

near fjord
tawdry surge
#

Cool.
So you implemented the interface on the hit actor's BP class?

near fjord
#

i have master bp that has a static mesh (cube), i added bp interface here, and get the variable of ID, which sends back to controller bp with the correct id from each instance

tawdry surge
#

Ok.
So you're sending the interface call, it's received, and returns the ID
Sounds like it works
You said in another blueprint nothing happens. What is supposed to happen and what does that BP look like

near fjord
#

yes i want to use taht number in another bp

#

so i have another actor, "mesh container", in here i want to use the id number to change an array

tawdry surge
#

Ok. So you need a reference to it in order to pass it a variable. Is the mesh container placed or spawned?

trim matrix
#

@desert juniper it’s me Beast but I lost my old account, add me here

near fjord
#

mesh container is an actor, placed in scene, inside is an array of meshes and i want to use the id to pick the number from the array

tawdry surge
#

So you can either get all actors of class, make an instance editable variable and assign the mesh container reference directly, or make an event dispatcher and have your mesh container listen for it

near fjord
#

ok, what way is better?

tawdry surge
#

Dispatcher probably. That way you don't need to explicitly assign it to characters and if you have multiple containers it'll be easier to mass communicate

near fjord
#

ok

#

i will try that

#

thanks for your help, you leg-end

sturdy verge
#

Is there a way to access the Float Curve directly from an Anim Sequence, so before its plugged into an AnimBP

icy dragon
sturdy verge
#

XY problem?

#

I want to access the Anim Sequence the added Curve "Distance" at Frame 0

crimson depot
#

Don't have an example right now because I'm not at home but what's a good way to handle the jump from 179 to -179 when you're trying to code some behavior based on rotation. Like the actor is turning toward 179 at like 5 degrees a second and then the direction suddenly changes because you pass 179 and jump to -179 and the difference is suddenly 360 degrees but really it's just a few degrees.

sturdy verge
near fjord
sudden nimbus
#

but if you are somehow using vectors to represent rotation instead of rotators, then yeah using rotators might just handle your use case πŸ™‚

keen pelican
#

Hi there! I try to create anim blueprint for FPS. I have a problem starting the game. When I start the game, the character is cast (1 screenshot) and it is used when updating the animation (2 screenshot), but I get such errors (3 screenshot). Apparently this is due to the fact that the animation starts to be updated even before BeginPlay. Can I somehow check the validity of the variable inside the state or before updating the animation? (Or maybe I'm doing something wrong)

cursive grove
#

I've stumbled on a wall here.
In my level, I have Static Mesh actors with a BP_Component attached. My char can 'hit' those meshes. My char sets those meshes as Hidden, and my Meshes get a toggle function "hide mesh"
My problem is that My char's function can draw the static mesh, but it cannot send it to the toggle "hide mesh" function to set it as hidden

last ice
#

The asset '/Game/MonsterTag/UI/General/WBP_ControlPanel' (WBP_ControlPanel.uasset) failed to save.

Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only.

#

any ideas? i am out of ideas... would like to throw unreal against the wall

versed sun
#

do you have 2 copies of your project running ?

last ice
#

nope

#

did some reorganizing today

#

but this is the only file i have problems with now it seems

proven chasm
#

Hi All! I just had a question about widgets. I have two characters that can battle each other, and When the battle starts, I want the widget to get the characters attacks and do the calculation. Is this the proper way to do something like this? Do I just cast to that widget and make a battle event that inputs both moves?

proven chasm
dawn gazelle
# keen pelican

Your issue is mostly in this screen. You don't want to directly reference the character in the animgraph. Instead, on your update animation path, you should access the enum from the player and grab the value and store it in your anim BP much like you're doing already with speed.

keen pelican
keen pelican
true folio
#

Hey guys I was working with splines and I want to make a character randomly choose between 2 splines and take one of the paths do you guys know how this can be done?

little orchid
cunning silo
#

I am getting RTX 3080 for $850
And RX 6800 XT for $800
Which one to buy ?

little orchid
#

rtx 3080

dawn gazelle
#

As I just said. Your "Update Animation" path is reading your character value. Create an enum variable of that same type that you're trying to access on the character in your animation blueprint and set it on the update animation path. Then update your animgraph to reference that newly created variable instead.

hard sigil
#

if i wanted to make an endless spaceship shooter

would i use a character or pawn bp base?

little orchid
#

pawn

keen pelican
unique turret
#

Can someone explain relative rotation to me - and why it never seems to work they way my brain expects? Tried to link it out above. Basically, door is parented to a scene component "hinge". The parent (hinge) doesn't move, but when I run relative rotation in an event, the door seems to reset to a world rotation (despite using set relative rotation)

dawn gazelle
#

Your issue of the entire door spinning in place is because your mesh origin isn't in one of the corners of the mesh, it's probably at 0,0,0.
Looking a bit more at your set up (it's a bit small of an image and missing some of your blueprint details), I think your hinge should be the thing rotating, not necessarily each of the components that are parented to the hinge (your collision, mesh and door latch)

naive stag
#

I’m trying to start working on a procedurally generated map, where should the blueprint be located at for that?

unique turret
dawn gazelle
naive stag
cobalt gulch
#

Whats the best way to store which character is selected?

#

I tried strings but its not the best

icy dragon
cobalt gulch
#

Idk not really much more context tbh

sleek kite
#

Hey, any idea on how to use tree view? Been working with list and tile view, just trying to figure out how to add children/dropdown options to the tree

dawn gazelle
icy dragon
#

If it's the latter, I think soft object pointer will do

sleek kite
limber wing
#

How do I get only the instigator of a line trace hit? Right now, the "set drag coefficient" node is casted to all Sports Car Pawns in the session in this blueprint. The "Get Instigator" node didn't work

sleek kite
#

unless you mean literal character, as in bp ref

limber wing
#

Sorry for the duplicate post

naive stag
dawn gazelle
naive stag
dawn gazelle
hexed barn
#

Hi, I have a question, is there a way to make a basic AI moving from point A to point B, but the point A and point B are something on the blueprint so each time I place an AI it's easier to adjust the movement

limber wing
hoary hare
#

hello, i called Enable Input in the BeginPlay event of my HUD blueprint. The next step was to add a key event (like press Enter key), but I can't find it

dawn gazelle
# hexed barn Hi, I have a question, is there a way to make a basic AI moving from point A to ...

Here's one way:
Create a "waypoint" actor that you then use as the "point" to move to. These can be placed in the level wherever you like.
In your AI's actor, you can then have an exposed "waypoint" variable array. This will define which waypoints the actor should be moving between.
Code your AI so it loops through each available waypoint in the array and moves to them sequentially. Maybe use an exposed boolean to determine if it should go backwards through the waypoints, or when it reaches the last it goes to the first waypoint again.
When you place your AI in the level, you can then define what waypoints you want it to navigate between by adding the waypoints to the exposed variable set up on it.

dawn gazelle
hexed barn
dawn gazelle
hexed barn
#

@dawn gazelle I found a tutorial, didn't know about waypoint it make my whole thing a lot more easier thanks a lot

hoary hare
limber wing
dawn gazelle
# limber wing I am a noob, so thank you for that explanation. Another noob question, would sto...

Generally speaking, the player controller should only contain code that isn't specific to what your controller is possessing but is still specific to that player - eg. you would probably want any kind of menu controls in your player controller, but you wouldn't want your player controller having all the controls for whatever pawn they may be possessing as that may vary from pawn to pawn. Player Controller in multiplayer is also typically where you'd route UI RPCs through.

naive stag
#

In actor components, what do I add so that I will have a 2d picture that can be hidden or shown

odd kiln
#

Does anyone have a tutorial for making Minimap (like radar) without SceneCapture2D but with texture (picture of the map, like most games) or some links to help me please ?

#

I made it but I have a problem

#

I tried a function but the problem is that my minimap points at the wrong place

cobalt gulch
barren sonnet
#

Is there a way to add specific blueprints to the Place Actors panel for quick access?

cobalt gulch
#

Like is there a drop down selection for determining if a character is being played

#

Sort of like a boolean but holds many

left carbon
#

Does anybody know, why Render Target Texture clears when I switch level? I render this texture and store a pointer in subsystem (which exists between levels).

#

Pointers get invalidated after level switch, eventhough I store them

unique turret
#

Looking for the best way to code this with BPs: if velocity of x+y is below 90, play this sound; between 90 and 150, this sound; etc. I could use a list of branches, but is there a better way?

sinful gust
#

Is there any "easy" way to replicate an array of UObjects for an inventory in Blueprints?

sinful gust
blissful grail
#

This means that any object that needs to be created/destroyed via the network must piggyback off of an existing Actor and it’s channel
This is the key information here.

fallen glade
#

Basic question, how can a delayed action be triggered for as many input pressed? Inputs are lost on both delays if they are already running

sinful gust
little orchid
#

just an update, i figured out a way to make the sky load in , although its rough right now BUT it works!! however, there is NO "unload level instance (by name)" node or at least i dont know what to type to find it... Any help ??

sinful gust
#

Other implementation I've tried was DataAssets which were perfect... except for the fact that their info is shared across all instances...

fallen glade
#

I'm really confused, how do you delay an action multiple times?

maiden wadi
fallen glade
#

I appreciate the help!

maiden wadi
#

Use Timers, not delays.

#

SetTimerByEvent. Much more controllable.

naive stag
#

In actor components, what do I add in order to have a 2d image that can be hidden and shown through a blueprint

#

I want to have a cube with 6 faces that can be hidden and showns each separately

fallen glade
maiden wadi
#

And to restart the timer you just call SetTimerByEvent again.

unique turret
#

Not sure how to code this: basically, I need to change a int value being fed into a sound cue based on how forcefully a door was shut. I could use a string of branches, but is there a cleaner way?

maiden wadi
sinful gust
#

Fuck it, imma use structs with JSON fields for variable data

maiden wadi
sinful gust
#

Yep

maiden wadi
#

Much easier with C++. You can replicate UObjects through an Actor or ActorComponent pretty easily.

sinful gust
#

I've not been able to get UObjects to replicate after two days, I cannot waste more time on this xdd

sinful gust
#

Server adds them to the inventory, but client doesn't

maiden wadi
#

Did you override ReplicateSubobjects in the ActorComponent?

faint pasture
#

I like FStructs for items but that's just me being data oriented.

sinful gust
maiden wadi
#

Nope. Like I said, much easier with C++. πŸ˜„

sinful gust
#

The InventoryComponent (an ActorComponent) is already fully implemented, with all its functions, and I don't wanna have to redo it again in C++ πŸ˜…

maiden wadi
#

Not sure you'd have to redo it all. Maybe some BP fixups. But you should mostly be able to just replace the array of objects, implement the ReplicateSubobjects override, and subclass both the Object and InventoryComponent.

#

All together. I think it's two classes, three overrides, and some array replacements in BP.

faint pasture
#

Why do people do inventory as UObjects and not FStructs?

sinful gust
#

My current inventory is working with Structs, but when it comes to do some more complex stuff, I simply can't (I think)

maiden wadi
#

Can't speak for others. But it's easier for me. I have multiple differing item types. Items that correlate with an actor, Items that are just basic data. Items that are complex data. I don't want to replicate a ton of useless info in a massive struct when I can selectively subclass my UObject and only replicate what is needed.

sinful gust
#

For example, for crossbows (and only crossbows), I'd like to store whether it is reloaded or not

#

But a sword shouldn't have a reloaded property, as it can't be reloaded

sinful gust
sinful gust
#

That's why I thought about JSON, to store that specific info in a field

sinful gust
# naive stag Please help

I'm no expert, but what I did in some old project was having a "different" material for each section, and there's some function to hide certain material channels

faint pasture
#

We're doing the struct/actor split when the thing is a struct until it's instantiated into the world, then it's an actor (carrying it's own struct) until it's stored again.

faint pasture
#

6 planes would be easiest

sinful gust
faint pasture
faint pasture
#

crossbow has ammo size 1 and ammo cost 1

#

revolver has ammo size 6 and ammo cost 1

#

etc

sinful gust
#

But then, a let's say mug isn't a weapon at all

maiden wadi
#

In my case, a Sword in inventory is nothing but a pointer.

mental trellis
#

A pointy pointer.

faint pasture
#

We're doing GUIDs for items though as they are persistent and unique. Kinda a weird setup

maiden wadi
#

Actor class can hold whatever the UI needs to display, Item doesn't have to care. It just has to know it exists so the UI can be displayed.

sinful gust
#

And when the game starts growing, there would be a shitton of data, not relevant for most items

faint pasture
#

but it lets you talk about a specific item, not just the class. The game has detective elements so boots are leaving their GUID as footprints and guns imprint their GUID on victims etc.

dense thicket
#

Okay, ive been trying to get this fixed for about a month now, and im starting to think its not possible.. i could really need some help here with some camera settings.
i have a main menu scene with a Cine Camera.
When i place the Cine Camera where it should be for the menu, its shown as it should in the "thumbnail" (first image)
But when starting the game, its all zoomed out or is using another setting then the one i selected.. (second image)
ive been trying to set the camera setting in BP, but it just dont work - maybe im doing it wrong( very possible ) or its overruled somewhere in some settings??

Can someone PLEEEEASE help me here? 😫
How do i fix the camera, so its being shown as in first picture ??

maiden wadi
#

This looks like screen resolution differences?

dense thicket
#

it does..

#

ive been trying the diffrent filmback presets, and it looks like its using IMAX preset. But i have selected the 16:9 Digital Film preset in the setting of the camera

sinful gust
#

?

#

I think that could solve that problem without having to redo all the inventory (which is quite a lot of functions)

maiden wadi
dense thicket
sinful gust
#

If there only could exist a kind of DataAsset that doesn't share data across all its instances, life would be a lot easier

maiden wadi
dense thicket
#

but im not that good an UE BP yet, sooo im just trying my best

maiden wadi
#

What happens if you just use the Cine camera actor without creating the new component? Same thing?

dense thicket
#

yep, no change

#

this the original.. and with the setting i shared above.. still not showing the correct view

maiden wadi
# sinful gust If there only could exist a kind of DataAsset that doesn't share data across all...

To replicate an array of UObjects, this is all you need for C++. Recommended to also subclass a base UObject for the UInventoryItem. But you might be able to skip that.

.h
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class MYPROJECTMODULE_API UInventoryComponent : public UActorComponent
{
    GENERATED_BODY()

public:
    UInventoryComponent();
    
    UPROPERTY(Replicated, BlueprintReadOnly)
    TArray<UInventoryItem*> InventoryItems;

    virtual bool ReplicateSubobjects(UActorChannel* Channel, FOutBunch* Bunch, FReplicationFlags* RepFlags) override;

    virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
};
CPP
bool UInventoryComponent::ReplicateSubobjects(UActorChannel* Channel, FOutBunch* Bunch, FReplicationFlags* RepFlags)
{
    bool WroteSomething = Super::ReplicateSubobjects(Channel, Bunch, RepFlags);
    
    for (auto& Item : InventoryItems)
    {
        WroteSomething |= Channel->ReplicateSubobject(Item, *Bunch, *RepFlags);
    }
 
    return WroteSomething;
}

void UInventoryComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
    Super::GetLifetimeReplicatedProps(OutLifetimeProps);

    DOREPLIFETIME(ThisClass, InventoryItems);
}
sinful gust
#

Woah, thank you very much! I already had a child class of UObject implemented (which was the one I was trying to replicate), so it shouldn't be a problem πŸ˜›

#

I'm going to try this right now, wish me luck πŸ˜†

lost heart
#

is there a (builtin) way to control which log (from UE_LOG Message/Warning/Error) as print debug string node or something similar outputs to?

maiden wadi
fallen glade
dense thicket
maiden wadi
# fallen glade I'm looking for this kind of setup, where the action is simply delayed, am I ove...

Hmm. Could do it with timers. Personally since this is control based and only likely in one actor, I'd just tick an array. Click adds an entry to an array of floats at 1.0. Tick lowers each entry by deltatime then checks the entries. If they're <= 0 then remove them and play the logic. Not sure if there's a cleaner way to do that. I have a personal task system set up that I'd probably use for it, which basically instantiates and ticks through UObjects which can have complex logic of their own. I'd probably end up using that, but only because I've already made it. In the end the logic is largely the same. Have an array of state and tick over it to decide if it needs to do your logic.

fallen glade
#

mmm I think I can do a lot with that. Thank you very much have a blessed day!

cyan bone
#

I have my army blueprint. When i create it i assign a specific texture that belongs to the type of army using Create Dynamic Material and changing the texture (this way i dont have to create a material for each different type). Each army has 3 different textures, side view, front view, and back view textures.
How do i connect the textures with the name of the army, so that when i spawn it knows all the 3 textures? Instead of having to specify all textures and the weapon and etc? Is this something to do with data management?

faint pasture
#

How many different texture sets

naive quest
#

Pretty "noob" question. But how exactly do i get my hands on a "Set" which handles my decal like in the example blueprint.
Been trying to figure it out, but have failed.

faint pasture
#

just make a variable

dense thicket
faint pasture
#

then you can set it and get it

naive quest
#

Not really sure what kind of variable that would be though?

sinful gust
maiden wadi
sinful gust
#

It's like my first time using C++ sorry πŸ˜…

faint pasture
dense thicket
faint pasture
#

But you can just drag off of any pin and hit Promote to Variable and it'll create a varaible of teh correct type

maiden wadi
naive quest
#

I have learned something πŸ™‚ Thank you very much @faint pasture

little orchid
#

Hi everyone, I understand that with World Partition everything chopped into cells... how do you tell the engine to load all cells for a specific level at runtime, instead of it loading individual cells based on distance ??

naive stag
#

While game is running. How can I destroy and actor component and then place it back at the same place like nothing happened?

naive quest
#

Before i go fully bald from ripping my hair out at this random texture being displayed under my character, which should have been the dynamic blob shadow. Anyone feeling generous in attempting to help πŸ˜„ I have narrowed it down to the "blob shadow decal" doing it, by ticking off visible or not.
Trying to follow a guide i found for projecting the character shadow on a 2d capture which is placed where a springarm component detects the ground(i would link guide, not sure links are allowed).

desert juniper
naive quest
#

Ill be hanging in support channel if someone would want to see what i am working with.

flat coral
#

Anyone here know why are the pins on this addition BP grey, but this other ones are green? What does that indicate? This is for sure new with UE5

maiden wadi
#

I'd be surprised if it meant anything.

blissful grail
#

Maybe the float precision

maiden wadi
#

It is like that for every type. Ints, floats, strructs, etc. Some designer probably just got $2000 to make it look like an old wire board with wires wrapping the pin.

flat coral
#

The mystery deepens

maiden wadi
#

Changable pins maybe?

flat coral
#

This is fascinating, why does one have this option and the other doesnt?

#

My bet: UE5 silently replaced a lot of the math nodes to enable new functionality, BUT they kept the old ones to ensure legacy blueprints would keep working

#

So when I make a new addition node, I've got these options, but in my legacy code I don't

#

That's just a guess tho

maiden wadi
#

Heh. You can do Vector+Vector = Float. Curious if that just outputs X+X

unique turret
#

Relative vs world transform still doing my head in πŸ™ƒ Out of curiosity, why do these setworldlocation/rotation and setrelativelocation/rotation produce the exact same results?

maiden wadi
sinful isle
#

How to save/transfer variables between level in multiplayer game?

maiden wadi
#

There are several other more involved methods as well. Depends on what needs saved.

unique turret
maiden wadi
unique turret
maiden wadi
barren sonnet
#

Anyone know how I can get viewport location and forward vector? Im trying to line trace to spawn objects in the viewport wherever the line trace hits the ground in the editor but I cant figure out how the heck you can get the viewport and forward vector.

unique turret
maiden wadi
barren sonnet
#

yeah in the editor viewport. Im trying to make a widget that spawn an actor

#

closest I got was using the Get Cursor World Ray and using that to cast the line trace but it puts the starting position of the cast where the cursor is.

cyan bone
# faint pasture How many armies do you have?

I will have many types of armies. Like swordsmen, pikemen, knights, archers, etc...
So should i organize this as some kind of data? And then when battle starts it spawns from the data. Like, for example, i have 3 armies of pikemen, and 2 of swordsmen, and 4 cavalry. Then when spawning each one of these armies, it should load an army with the specific textures, and weapon, and characteristics. So this is a data issue, right?

maiden wadi
#

@barren sonnet Took some reading, but I think this is what you're after.

faint pasture
#

each row is an army type

barren sonnet
#

@maiden wadi Omg thank you! Yeah that was it.

faint pasture
#

but you can either have a master material you make dynamic, OR have a master material and make a MaterialInstance per army type. Depends on how many you're gonna have and how crazy you wanna get with it. I'd go with one material instance per army type unless you got hundreds

barren sonnet
faint pasture
#

You'd have M_Army_Master and then MI_Army_Pikemen and MI_Army_Militia etc

cyan bone
cyan bone
unique turret
maiden wadi
#

It does. Any sort of physics simulation calls detach. So that kinematic movement won't affect the component during it's physics stuff.

#

This specifically here gets called.

cyan bone
#

Is it possible to set a texture using a string? How do i convert the string name into the name of the texture?

foggy escarp
#

But the better way to do it might be to use an enum if your going to have a handful of textures.

unique turret
cyan bone
foggy escarp
#

There may be a way to get the object name of the texture and sort through an array. If the string matches the object name, output.

#

Idk though, it's common to have lots of select nodes working with data though.

flat coral
#

I'm trying to add an OnComponentHit event to a static mesh that's dynamically generated. Unfortunately, the assignment and generation of this component are not something I can change, this isn't entirely my code.
However, by all accounts the thing I'm hitting is the thing that has this event bound, and yet, the breakpoint on this event never triggers.
(Ignore the specifics in the first image, the point is just to demonstrate that my actor IS hitting this component)

#

Point being, first breakpoint shows I AM hitting this object, but the on hit event bound to it never fires. Why?

last ice
#

only works during "Event Receive Draw HUD"
does it?

dawn gazelle
cyan bone
#

but it seems the right way to do this is by just having data tables structures

crimson saddle
#

I have a list of items I want users to be able to drag and drop to order however they would like. Currently I store the list of items in an array but I'm not sure how to go about letting users "sort" the array in whatever order they choose. What's the best way to tackle this?

flat coral
dawn gazelle
#

Maybe it's just a case of changing the collision profile of the component in question?

unreal wing
#

Hey guys! I have a problem I hope one of you talented people could help me fix. My problem is that I have this image above to reset my characters rotation mesh when jumping. To explain, on slopes and ramps, the character mesh will rotate to the ramp, however when jumping the character mesh will jump at that rotation, instead to resetting the mesh. Above was my solution, which does work, however on the x and y it gets all messed up, ill send a video to show my problem.

flat coral
#

Yup

maiden wadi
# crimson saddle I have a list of items I want users to be able to drag and drop to order however...

This really depends on a lot of factors. Normally you could just swap the array slots and refresh the data in the widgets. If you don't want to reorder the array, you can add a slot value to the array's structs. Alternatively, some UI sorts it's lists on its own regardless of the array order. I do this in my inventory because the slots are all just a UObject pointer. Users select alphabetical, types, size count, quality level, etc and it'll just order the items whenever displaying the inventory.

maiden wadi
scarlet hedge
#

Anyone have suggestions/tutorials for making a procedural building, with Quixel assets for example.

crimson saddle
unreal wing
maiden wadi
pale blade
#

How exactly does Animation Notify work?
I have an Anim Notify State called AN_Deal_Damage. Basically I add it to the Animation Montage when an enemy attacks.

Then for AN_Deal_Damage, in Received Notify Tick, it does a Multi Sphere Trace By Channel and does damage to the actor hit results. It also adds the hit results to an array called ActorsAlreadyHit, so it only does one damage per notify.
Also in Received Notify Begin and Received Notify End, I clear everything in the ActorsAlreadyHit array.

The issue is when I have two of these exact enemies and they attack the player at the same exact time with the same attack animation montage. The player only gets damaged once, when it should be twice.

Basically, I just want it so that the AN_Deal_Damage deals damage once per AnimMontage.

crimson saddle
maiden wadi
#

Dunno. The issue with doing that in the UI is that you end up with lost state when reloading. If that's not an issue, then sure, just swap UI locations.

flat coral
#

If I implement an event in a child that is implemented in the parent, will it override that event? And follow up question, how do I add a call to the parent if that's the case?

maiden wadi
fluid vale
#

Hello. I'm currently using splines to move objects to a fixed path, but this path is changing (in this case, fixed is to go from A to B, then A and B changes). Since it depends on the number of objects, I'm adding splines for each one, but I'm having some problems when trying to update their points. Is it the best way to do it?

faint pasture
#

Put the textures or material instance in the data table row representing that army type

#

MilitiaRow
Name = "Militia"
FlavorText = "Well-regulated"
Speed = 32
Range = 5
OnSelectedSound = tenhut.wav
Material = MI_Army_Militia

#

OR

MilitiaRow
Name = "Militia"
FlavorText = "Well-regulated"
Speed = 32
Range = 5
OnSelectedSound = tenhut.wav
TexturesArray = (Militia1.png, Milita2.png, Militia3.png)

pale blade
#

Are Anim Notify State persistent?
Like if I were to save a variable in it, then every time an actor uses an anim montage that has that Anim Notify State (like attacking), then the variable is still persistent?

fickle dune
#

Hello! So I recently upgraded my project to UE5 and right now I only have one issue and that is my HUD health bind
What is wrong here? did UE change it to a float? I tried to change the output to integer but it wont compile still so I'm out of ideas lol

cinder comet
#

would anyone know why a function in my game logic wont output anything when called from outside of the game logic even with proper references etc?

golden frigate
#

how can you avoid gimbal lock in bloom? maybe rotator->quaternion (mess with it) -> rotator?

mental trellis
#

Don't use rotators at all

golden frigate
#

random yaw + pitch does this aka gimbal lock

mental trellis
#

That looks more like your code is failing than a gimbal lock

golden frigate
#

its gimbal lock

#

ive encountered this in other platforms doing the same thing

mental trellis
#

What is your intention?

#

A random direction?

golden frigate
#

randomize rotation from source

#

aka shotgun pellet spray

mental trellis
#

And.. why is that shotgun firing down?

golden frigate
#

but just yaw + random and pitch + random has this gimbal lock

#

because the user can look up and down?

mental trellis
#

Fair.

golden frigate
#

most games are 3d

#

in a 3d engine using their fps blueprint

mental trellis
#

It looks like you were getting weird results from a single shot.

golden frigate
#

no

mental trellis
#

Hence the question.

golden frigate
#

i shot twice

#

just took a pic to not have to post 2 pics but its 2 shots

#

current just pitch + rand and yaw + rand

#

i could try to do vectors maybe

mental trellis
#

Or calculate the offset from {1,0,0} and then rotate it to the player's view direction

golden frigate
#

i dont think that would work

mental trellis
#

Working in my head!

golden frigate
#

i would need to use a different coordinate space

#

roll yaw pitch will just always have this issue

mental trellis
#

Nothing wrong with using a different coordinate space.

#

And then translating it afterwards.

golden frigate
#

well consider i cant do that

#

its a line trace by channel so start and end must be vectors

#

so all the math has to apply to those 2 things

mental trellis
#

You can generate your shot spread, translate it to the player's space and then do the trace.

golden frigate
#

the problem will still exist when u translate it

#

unless u specifically fix it

#

because if u simply rotate it to the player space the same will happen

#

u need to solve the gimbal lock problem either way, with translation or not

mental trellis
#

The problem being that if you looked, say, 90 degrees upwards, yaw would just make it spin on the spot, rather than go side to side?

golden frigate
#

fixed it

#

not far from what u were suggesting but the pieces inbetween r important

#

needed get rotation x vector

#

then to rotate the randomized spread rotation vector to the player cam

shadow root
#

Hi I am pretty new here and pretty new to unreal engine in general but I am trying to make a pretty big game and was wondering if any one on discord could help I found out about this discord server from a guy on redit so if any one can help pls tell me (^_^)

mental trellis
# golden frigate

Assuming the purple line is the player look rotation, that is exactly what I said.

golden frigate
#

yeah sort of, the thing on left is just combining the 2 random generated values, then using rotate

#

probably just didnt get what u meant

shadow root
#

Could any of you help me create a 3d drag and drop system for an inventory

mental trellis
fickle dune
#

Can anyone help me with this??
Thanks!

mental trellis
#

That'd be a UMG thing, @shadow root #umg

golden frigate
#

eh its more like make a vector from a rotator with (0,rand,rand)

shadow root
#

Thanks

mental trellis
#

Yes

#

This is what I mocked up in cpp ```cpp
FVector Forwards = {100.f, 0.f, 0.f};
float RotRand = 10.f;
FRotator PlayerLookDirection = FRotator(90.f, 0.f, 0.f);

for (int32 i = 0; i < 10; ++i)
{
    float YawOffset = FMath::RandRange(-RotRand, RotRand);
    float PitchOffset = FMath::RandRange(-RotRand, RotRand);

    FVector PelletDirection = FRotator(PitchOffset, YawOffset, 0.f).RotateVector(Forwards);
    PelletDirection = PlayerLookDirection.RotateVector(PelletDirection);
}```
golden frigate
#

can you arbitrarily add a impulse to something?

#

though it might be nice just temporarily to have the linetrace push the boxes on the demo map

mental trellis
#

Sure, if it's being simulated by physics.

golden frigate
#

but impulse usually wants a specific actor

mental trellis
#

A box on a map will be an actor.

golden frigate
#

the demo has some physics enabled static mesh boxes

foggy escarp
#

U will need to get the mesh from the hit actor

golden frigate
#

yeah the blueprint doesnt want to accept the hit actor to add an impulse

foggy escarp
#

It will be in the hit results

golden frigate
#

ahh hit component

#

hm its telling me it has to be moveable to add impulse

mental trellis
#

Click on the box, there will be a "static" "stationary" and "moveable" options under the transform

golden frigate
#

i think thats just directed at me cause i hit the wall a few times

quartz parrot
#

hi, im getting this weird issue with a Draw Bow string animation and it becoming smaller, its an external attached actor, however if its an skeletal mesh component belonging to my character it doesnt happen 😦 https://imgur.com/a/vMLcmqE

#

any clues about what could be the issue? if i use the release string anim in the montage it comes back to it's original scale/size

trim pollen
#

I have an object behind another object. I want to switch between hiding these objects so that only one is visible at a time. When i simply toggle them using "set hidden in game", there will be a slight delay and the transition is not seamless. What is the best way around this? I'd be okay with adding some delay after the key is pressed

maiden wadi
#

There shouldn't be any delay with SetHiddenInGame?

mental trellis
#

Might be with TAA.

#

It's super

trim pollen
#

I just tested with two regular objects and you're right, there's no delay

maiden wadi
#

I mean. Technically there is a delay I believe. You have to wait for the render thread to process the queue that the gamethread sets. But it shouldn't be able to be noticed in gameplay.

trim pollen
#

sure, that's not the problem though

spark steppe
#

you probably want to force an mesh update to the GPU somehow

#

it might have the old geometry in video memory and it doesn't get updated in the current frame

thin quiver
#

I want my construct script to use noise to see if object transform is in a area within a set threshold and if it isn't then it sets the visibility of one part of itself to false. all I could find about noise are the material side of things. I could just make the material and make it so its not visible but I assume that would cause lag if theres enough of them even if theyre not visible. any ideas?

pale blade
#

I'm trying to understand this, Anim Notify State
This means, the custom Anim Notify State you make, for example: AN_Deal_Damage only has one instance per Animation
Meaning if you have 10 instances of EnemyA and they all are playing Attack_001 animation (which uses AN_Deal_Damage) at the same time, all 10 of those instances are currently referencing the same AN_Deal_Damage object, right?

#
Unreal Engine

Blueprint notifies are a way to trigger some custom logic defined in a blueprint at specified times in an animation sequence or montage. The concept is similar to the animation notifies in UE3/UDK but with a much smoother workflow and zero code involved. To create a new animation notify, create a new blueprint and choose AnimNotify as the class ...

dawn gazelle
brittle lance
#

Howdy unreal fam - Has anyone been able to use Python to populate a blueprint full of static mesh objects?

I'm have a json file that contains transform data for a bunch of objects and I need to re-create an environment based on those values

opaque acorn
#

How to reorder custom event in a event graph??

trim matrix
opaque acorn
#

I want to move an custm event above another in the component window jist like variable

#

I click onn a variable lets say S drag it over and between variable g and h , and it moved , but i try doing same in the event graph list and it did not happen

opaque acorn
#

🀨

#

Now i done prototyping lol and i cant , are you sure if there is any text filw i can edit to.make.things look good?

#

Lol while this feature is missing

#

some Unrealy weirdness i bet. .

brittle wedge
#

just organize the graph with comment boxes and reroute nodes, not really much else you can do unless you want to convert the events into functions and categorize/reorder them in that tree menu, if your code can be a function

opaque acorn
#

But is there really reason why we cn move variable to order them but we cant do that for custom event? I dont seek categorised but at least moving them

#

Anway i ll go with whatever is possible atm

brittle wedge
#

idk thats just the way it is, same with interface functions, itd be nice to be able to organize them from implemented BP's but you cant, you have to do it in the interface.

tight schooner
trim matrix
#

@tight schooner could u help me make the blueprint for the explosive barrel? bc i dont know which one is for when the player collides with it. I also forgot what u said to use

opaque acorn
#

You can create multiple event graphs, so that's a way to categorize events
@tight schooner
Yes bit i tried i cant move the event graphs too

tight schooner
#

Cut and paste works for me

foggy escarp
#

I have a feeling that I will need to be making a cpp BP function library for working with json though.

opaque acorn
#

Cut and paste works for me
@tight schooner
Lol

sleek kite
#

anyone been using HQUI buttons from the marketplace? Been using them for a while and they seemed to have destroyed editor performance... wondering if it's because of the reliance on pre-construct event..

tight schooner
#

so that you avoid the situation where you have some giga BP that has a hundred functions/events in it

keen pelican
#

Hi there! I want to make an animation blueprint for a weapon, but I can't get the owner of the animation (Try get pawn owner doesn't work because the weapon is not a pawn). My version doesn't work, does anyone know how to do it correctly?

shadow holly
#

Does anyone know if there's a way to find a variable dynamically rather than hard coding stuff in? I've got a lot of stats in my game and currently to change one I just pass in an enum with the name and it goes through a massive switch statement to find the right variable, just wondering if there's a better way of doing things? Cheers

naive stag
#

How can I add a component to an actor and then delete that component while game is running. And after that add that component back in the same game?

keen pelican
#

Try get pawn owner doesn't work because the weapon is not a pawn

sleek kite
#

would still declare pawn and then drag off pawn to get "current weapon".. if he is the owner.. but not sure how your system works

sleek kite
#

do get owning actor and cast to weapon

keen pelican
#

Since the animation is attached specifically to the weapon, it will not know anything about the character. Or am I misunderstanding how this system works?

sleek kite
#

this should work

#

just skip the "get owner"

shadow holly
candid whale
keen pelican
candid whale
#

do blueprints have something similar to #define ?

sleek kite
keen pelican
#

On begin play

sleek kite
#

maybe using just a struct for your stats either stored in character or game instance? Generated on begin play from DT, if you wanna amend the data you can make changes to the struct stored in instance @shadow holly

keen pelican
#

I don't quite understand what Get owning actor stores

#

In theory, it should store a pointer to the object to which this blueprint is connected

candid whale
sleek kite
#

Is your weapon spawned on your character?

#

As in, do you spawn actor from class to "equip the weapon" @keen pelican

candid whale
#

@sleek kite since you seem to know what you're doing.. do you know of a #define in blueprints??

keen pelican
#

through the print string, it displays the name of my weapon, that is, everything is correct, but for some reason does not cast on it

candid whale
#

print its GetClass and see if it matches?

keen pelican
#

It is very strange

sleek kite
#

His issue is that he's not actually casting to the gun itself, if he spawns it on character he needs to get character, cast to character, get weapon ref and go from there. If I'm correctly assuming he spawns the actor from class in character.

sleek kite
sleek kite
candid whale
keen pelican
sleek kite
#

as in, do you spawn the weapon actor attached to the character

naive stag
#

What can I add to an actor that will keep it in the world when all components are deleted?

sleek kite
keen pelican
#

yes, inside a component in a character

candid whale
sleek kite
# keen pelican yes, inside a component in a character

Alright, then you should be able to declare the spawned weapon as a variable.

In AnimBP you can now cast to your character, from the character you can get your weapon ref, set is as var in the AnimBP and you should be good to go

keen pelican
#

I tried to display the owner pawn class and there is nothing there, as I expected

naive stag
candid whale
# sleek kite To be completely honest, that's completely out of my depth. What is it you are t...

the C++ part isn't out of my depths, so no need to worry about that part ^^ It's just a ****ton of work and it requires separate compilation for every target platform.

Backstory: I have a plugin that I want to distribute to my social circle but I want to disable packaging the project until they come back to me and confirm that they've completed their prototype. Currently have the issue that nobody responds once I send it to them, and I want to avoid them taking advantages in a way that'd be detrimental to myself without any benefit

What I'm trying to achieve is: So I'm trying to disable the packaging of the project when the plugin is enabled. I already have private blueprint files, and a node that fails compilation when outside of my own project. If I can toggle that node OFF when someone wants to package with my permission, problem solved

candid whale
shadow holly
keen pelican
sleek kite
naive stag