#blueprint
402296 messages Ā· Page 923 of 403
your data table is already based on a struct. If you make an array of them in the GameInstance you can save the exact same struct
okay, apologies if I misunderstood, let's try this.
What is it you are trying to do inside of of the anim BP for your weapon
I'm still confused... what you're suggesting isn't even an issue with how I'm imaging it..
actor->GetAllComponentsOfClass(UActorComponent)->ForEach()->Destroy(Component)
I just want the data being stored that the actor exists at that place and what type of actor it is
I'm trying to take a weapon class to get a variable from there to activate reload. Something like that
Iām not deleting all components, only specific ones. Iām asking what I need to add to the actor to make it still be in the world but it has to be optimized
can i use anim montages within the machine state of an animation blueprint?
let's just say you want to set the weapon to reload in your weapon anim bp..
You do reload input event in character, you then get your weapon ref and in your weapon you switch isReload bool to true.
Now, you need a reference for the specific weapon you are using..
So.. as I said before.. in your anim bp on event begin play you cast to your character, set weapon as var and on blueprint update you get your weapon ref and drag out and set bool..
Something like this?
you're asking how you can store data from an actor when it gets destroyed, but then telling me you don't destroy the actor you only destroy all the components, then you're saying you don't destroy all the components but only specific ones. you can use OnDestroyed?
you can use a SaveGame file if you want the data to be saved across play runs. You can store the data in the GameInstance if you want it to persist across level loading. You can save it ANYWHERE outside of the actor (GameState for example) if you wanna save it within the same level
Hi, is there any way to respawn a lot of actor? this is my respawn for player
I've been switching the systems, and it's actually working thanks!
Just one little question, is there a way of actually creating an exact copy of a UObject?
I mean, even if it's a child of the UObject class
Is there a way for me to disable an infinite loop error
Hacky way is to add a .01 second delay to break the loop. Depends on what you're doing and why tho
Ok nvm, just found the solution
Now I need to know, is there any way of overriding a RepNotify C++ function using BP? Or directly creating it in BP?
Hi
If I have a component attached to something in a blueprint
How do I get the actor its attached to/ apart of?
It returns null
GetOwner?
Get Attach Parent for attached component
how would i add a new component to the base Actor class?
Nvm too, just found you can simply add the tag BlueprintImplementableEvent to the UFUNCTION lmao
Add > Component
where would i find the actor class to begin with?
The base actor class is a C++ class, I wouldn't want to touch that
You should create a new actor class, and if you need other BP classes to be children of it, just create them using Create Child BP
basically i want to add a health variable to all actors, how would i best go about that?
but if i make a new actor class, then the default character class wont inherit from it
You can create a new ActorBase class, and on the other actors, in Class Settings set the parent to the new ActorBase
but i need the character class to inherit from that new class too
I guess
so how to change inheritance of the character class?
It is a CharacterClass or something like that?
its the default Character class
Which base class are your actors using
All of them?
So you can create a CharacterBase class, and then what I said
i have set up a custom base actor class, and i need the default character class to inherit from it, instead of inheriting from the base actor class
Subclass the Character class, add all the attributes you want, then reparent the BPs to that subclass.
Easy peasy lemon squeezy.
Yeah, pretty much
Then you set the common variables for all characters on the BaseCharacter class
As well as the common functions
but then i need to make separate cases for damage done to actors and damage done to characters which is kinda retarded
No.
At least, not if you subclass from Character.
Inheritance
Inheritance is the key point.
yeah but i dont want every static object that can be damaged a game character
Then if actors and characters are different, set up a BaseX class, and then a BaseCharacter and BaseActor classes which inherit from it
stuff like trees should be actors
so if i want to damage them i need to add health value to actor class
So, different implementations
One are Characters and the other actors
I think you haven't understanding the concept of inheritance yet
He wants stuff to be actors (like trees), and stuff to be characters, but then they can't share the health
And other attributes afaik
Other option would be to create a HealthComponent, and attach it to both parent classes
Actor -> MyActorClass -> Character -> MyCharacter this is the inheritance i want to achieve
because a fkin tree wont inherit from character class
it makes no sense
it has to be an actor
So good luck if you want to create a Character that inherits from your actor class š¤£
Nope, and it shouldn't
Good luck modifying the engine code
Personally I just have destructible objects have their own AnyDamage events
And add it to both of the base classes
thats exactly what i did now but its still kinda retarded
The best way tbh
What you are asking to do implies modifying the engine code which is a bad idea
Or creating a Character class from the ground up, which is a waste of time
Yes, you get it
That's the way
i guess the way is to use c++
The way I went with it is just to have destructible object its own health vars, then use Event AnyDamage from the built in Damage interface to decrease the health on itself.
But I know someone will say that set up is absolutely retarded
For me it's easier to use 2 nodes to get or set info than to build a whole new Character class, but whatever you prefer
i want everything to use common functions and shit
I heard UE5 removed the damage interface, is that the case?
So set those functions in the component, and they'll be shared
It works in UE4 at least.
there is basically damage but it doesnt manage health
so now i have to add health to actors in a very stupid way if i want to avoid using c++
Nope i think
thats why i just wanted to add it to the fkin actor base class
ApplyDamage just triggers the event
And using C++ too!
put the Damage to actor on the Component class
i have simple uestion, how could i change a meshes material in a customization level and switch to another level while keeping the new material
And then call that function from whichever actor or character you need
trying to make a color swapping system for my game
That's the purpose of Components, to share functionality between different objects
That exact same code on the component, except the destroy actor part
You can create an interface (or custom event), and call it from the Component to its parent
oh yes, i seem to have a case of dimness
I do not know why, but Press Pointer Key does not work for me, when I add a widget on the map, it shows that it is hover and unhover, but cannot click this button
Someone can help
be a little more specific?
I was referring to other message sorry XD
ah hmmmmm i think an actor component might work, not sure though
I haven't entered yet on that topic srry
The color changing stuff, but components are pretty useful tho
yeah i figured so too
I'm using them for inventories for now
i haven't ever made a skin changing system, it is going great just can't figure this out, i wish there was global variables
so basically i just create an event inside the component that outputs the health?
i feel like you are over complicating things sir
but i don't know what you are trying to achieve
Create all the health related stuff inside the component
Someone?
umm basically i want to make an easy to access health component that can be accessed in the same way by different blueprints
Then, on damage, call the corresponding function (or event) inside the Component
And if dead, call the Destroy function from the parent of the Component
no idea sorry :/
For this, I recommend āØinterfacesāØ
Then I'm not sure where does he going with this.
I had my setup with the damage interface and it works fine.
I mean, it's (somewhat) understandable if Epic get rid of it in UE5
Interfaces could be what you need here. Hard inheritace can backfire very quickly.
guess ill have to check out this interface stuff then
"global variables" can be saved in a save file, or in the GameInstance, or in a GameInstanceSubsystem which can be created really easily with C++
Event Delegates for C++ and Event Dispatchers for Blueprints will allow you to link component functions both ways around. It'll likely provide you with additional options for designing your component that no other option can
ah, well i have no idea how to do anything with c++ i could probably look up a tutorial though
It really is a matter of following a tutorial and done. But as for blueprints, you can also use your version of the GameInstance. I'm assuming you've got a child class like MyGameGameInstance?
Ok, so when i use Left Mouse button to Press Pointer Key then work but when i use button "E" or something from keyboard then doesn't work
Why
any key you want to use in your game will likely need to be set up in the project settings before it does anything. Other than that, no clue. Not quite sure what you're trying to do either
I am trying to press a button on the map which is a widget
Left Mouse Button works perfectly but E not :/
I don't know why
try SetInputModeGameAndUI? (in GameState BeginPlay for example, or Controller BeginPlay)
I don't have internet on computer :)
@toxic jay you know of any method to have a #define in Blueprints? Wanna exclude a node from cooking based on config
Doesn't work
then I'm a bit confused. Your issue is NOT with the Press Pointer Key. It's with the E key not triggering your event. Might help you trying to find the answer
neither of those would work for this particular case unfortunately. It's a "bad cast node" which is there on purpose and is valid in my own project, and supposed to be invalid to prevent cooking in other projects. Plugin I'm making where I want people to validate with me before packaging their project
But when i press E and call to Print string then i see "Hello"
so then why do you know the Press Pointer Key function doesn't work? Can you put a Print String inside that function and check if it gets called?
and you're wondering why your mouse can't use the E button??????
Hotspot/tethering exists on pretty much all Android phones these days.
and so do phone bills
is there a node for checking what animation is currently playing and getting is full length
I want to interact with the widget using the "E" button
i know theres one for a montage
Mouse works, but buttons not
it seems like that function calls the Key as if the mouse did it. So say you wanna left click through the mouse by using code, you'd use this function. You're trying to have the E button be sent through the mouse
I don't know anything about it in other countries, but I have a constant monthly bill for the internet. I do it more often than not
I live in my van. My entire life is based on my phone's hotspot and a laptop. Still, I pay a higher monthly bill than other options available in order to have that possibility at a fixed rate
Ok, fixed
Thanks
yay š
What did the trick??
hey there
wasn't there a wildcard input option somewhere? 
you mean Object?
Only in macros.
it's always your own fault when something goes wrong š
oh
Functions can't have auto Wildcard input/output
I've split up a robot character of mine into multiple meshes in order to do an effect whereby it explodes. What would be the best way to accomplish the effect of each piece flying in a different direction?
ā
MEDABOOOOOOTSSSS!!!
Outside of UE, I'd say get the center position of the actor, center position of each piece, apply a force from the center pos to the piece pos, and let the magic happen
The problem is that this infinite loop error comes from me trying to generate lots of new actos. If I generate only 1000, thereās no error. But once it is above that there is
Do it in batches of 1000 or less
Single frame delay between batches will short circuit the infinite loop error
is theres any way to scale the timeline node? like im trying to make a procedural object moves along curve, but i dont wanna modify the curve time all the time, 0-1 is too fast but for other tings 0-5 might be too long
is theres a way i can modify it without modifying the timeline everytime'?
Ah, thanks I'll try it out! :)
0-1 with a lerp node?
You can grab a reference to your timeline in the variables section and set play rate
Works like a multiplier
.5 is half speed, 2 is double speed
Hey guys, so i learnt to tweak ALS, but i wanna learn how to create a custom system like it from the start. Does anyone know any courses that can teach that? It's hard to find some connected information
Good luck learning it yourself. This isn't something easily teachable with a course.
However, if you're in 4.26 or newer, you could take advantage of Control Rig and make technical animation life a bit easier.
i know. i can do animations and things like that, but additive animations etc are just killingā¦
als is only good to look at and go "oh so thats a pretty good way to do that", and then go do it yourself
yeah, thatās what iām saying. and it has so many bugs tho, thatās why i want that kinda system made by me
is it possible to make it look as ārealisticā as ALS with Control Rig?
A while ago I posted few links related to anim BP stuff in #animation
#animation message
Not necessarily with just Control Rig, but you can use it in conjunction with animBP.
thanks
omg thank you
hi, I have a float going from 0-1 over 1 seconds, how can I add the correct rotation value each frame so that it rotates 90 degrees in 1 second?
tried something like this but even using delta time the rotation values each loop are different
hoy guys Can we make macros with callback/delegate function ?
I might have miss something I might do it in C++
Hello, I spawn actors in random locations and I try to check if I spawn them into environment meshes by Collision Handling setting to "Do not Spawn". It sometimes works, sometimes not. The Actor has a Collision Sphere with Block All collision set. In the wireframe picture you can see the actor has been spawned inside the Static mesh. Can I prevent this somehow?
Or is there a better way to check if a spawn location is inside a static mesh? (without making all the static meshes generating overlap events)
Not sure on this. I would guess no. I have never personally tried. My first thought would have just been to make a BIE event anyhow. I wouldn't want a blueprint overriding native logic.
It was to be able to handle onRepNotify logic in BP, but I guessed how
anybody knows which function sets the timeline speed? I forgot how it's called
Here
Set rate, iirc
found it, thanks!
I am trying to create a macro where I can directly enter my input string/name in the node. I believe I need to set the pni to "by value" for that, but that option doesn't seem available
Like, the docs show this:
But I don't have that "pass-by-reference" option
well, I also don't have the default value
I have a 'Add Force at Location' and I'm using a sphere collision as the Target. It works fine, but I get a 'has to have 'simulate physics' enabled if you'd like to add force at location' error message. Is there a way to get rid of this, as it doesn't matter? I've tried turning 'simulating physics' on but then other error messages come up and ultimately it doesn't matter so I don't see why I should have it on.
How do I print a string if player is next to an object (In this case a wall);
I would also detect the player's input (If is on ps4 controller or keyboard)
Here's a preview of what i'm looking for (Timestamp: 00:07)
https://www.youtube.com/watch?v=VMRnns1Qzjs
Advanced Climbing System made in Unreal Engine for my indie game JIRO.
It's still a work in progress but I hope you like it.
If you want more info and updates about the game join the JIRO's official discord:
https://discord.gg/raq8R38Kgr
This stuff has been eternalized all over Google. You would very likely find answers like this much faster there anyway.
i would prefer asking here instead of googling it. No clue on how to summarize it
When it comes to the general use of blueprints, experimentation is the purist and fastest way to learn.
That exact question on Google would do the trick.
So I have a question : I need to check if player is nearby in unreal engine 4 with blueprint
Same as checking for the input?
Not really.
Like the post said, there are more than a couple ways to do this. You can just pick the way you prefer.
If this is for debugging purposes, you could just do it on tick. Get the distances between actors, if it's greater than a specific amount bool is true.
In a more established state we usually prefer overlapping collision boundaries to do this because it's more manageable.
No idea why you can't do that with a macro, but try making a function instead. Pass-by-ref for name/string inputs is available there
Hello! Any idea how I can make a handheld looping animation on my camera in game? I currently have a vector x timeline ping ponging between 1 and -1. Doesn;t want to work. any ideas?
You want the add world transform on the update of the timeline.
ok but now it only goes up in X. it doesnt come back down
Added a new gamemode,controller and character to a new level, and my character isnt receiving inputs. what could it be?
top has 2 peaks and bottom has 1
so when I tweak the timeline it still travels upwards
send a snap of your gamemode
Hi, how can i check overlapping self components?
Example: i have one actor witch has 3 components and i want check witch component overlap witch others in this actor ::)
Sry for English
event on overlap with all 3 components
it gives out the overlapping component as well
How would you create a dropdown list of names like an enum but without the 255 entry limit that are usable as a variable in BP?
anyone tried this method for a handheld camera feel in game before?
even with new graph my camera only goes in the 1 direction
atm it only goes up in x
problem is I need to use it for a map where the index is the enum so I don't have to keep in mind 300+ numbers corresponding to entries
because I need to be able to edit values runtime
Gameplay tags.
is your project settings using that game mode?
is it possible that you're editing just the red line? try toggle the visibility in this eye buttons
yeah I only wanted to add data to the red line (X), shoudl I not do that?
weird timing since Ive just been noticing this a lot recently, but dont trust those meshes in thirdpersontemplate map, their collision is weird, if my player ends up inside of them somehow he doesnt get stuck and can freely run around inside them, Id stick to testing on placed cube objects
ah it's intended, so what are you tring to do is the movement with the camera in 2 axis right?
Atm I just want to get the camera going up and down in X. my game is top down. but eventually I will want it to sway in 2 axis
ok, so you are using the X value in the timeline to set camera position in real world, right?
yep
are you not messing up with the axis?
no if I just add a number in teh x field in my world transform node it acts as intended
ok
but for some reason it won;t take the animation in the timeline
also I have this working off event tick
try print values and se if it's at least being executed
Dont run a timeline off of tick.
and also, you're moving 1 unity up/down it's hard to see it, trye bigger numbers
Here's something I made really quickly, it bobs the static mesh up and down.
can;t I multiply them after?>
yes, multiply is way
you can do it
the way I approach to solve thing is first make them work, later I think of how can I do it in a better way
If I do this again it only moves in 1 direction
OK, so it works now splitting the pins going from x to delta x
Woot! Merci!
nice
I noticed children of morta have a similiar thing to this in their camera
anyone know how to randomly slow and speed up the timeline now?
well it depends on how you want it to work when this 'randomness' is going to change
essentially I was thinking randomness in timeline so teh bob becomes more organic
in terms of time length
what you want is to randomize the timeline duration or the wave effect the camera will do?
the timeline duration
so you have to do a event to do it
ok I'm not sure how the logic works. event triggers when?
I was thinking of making teh timeline run and then looping into "setnew time" and somehow randomizing the number of "new time"
ok that seems to work. thank you!
decrease range
need to figure out a way to get it back to the 1st location
I was thinking move to location and making a reference of teh original position
yeah, you can save that in the begin play
ok cheers!
Hey yall: trying to integer - integer but not working out for me when i try to find it in my actions after dragging off an integer
int - int
This is the one I am wanting
Are you on ue5?
Yes
Just right click on second pin and change its type to int
Or basically connect another integer to that pin and it automatically turns into correct type
Its an int currently just trying to int-int
Trying to control the value I decrease my stamina int by
using int-int
Math nodes are now like wildcards
Was that a unreal engine 5 change?
Yeah
np, if you want it like ue4 go to editor preferences, General/Blueprint editor settings/ then uncheck "Type Promotion" @Tye
Gotcha - I mean I would probably leave it default now that I know how to search for it š
but good to know the option! @worthy tendon appreciate that!
thanks for that input!
Question- I have a project where I'm doing a hotkey setup and it works in editor, local builds, and on develop in Steam hotkeys reset on a reload:
It's acting like the config .ini resets on a new load.
Is there a way other than saving everything to a persistent settings or control config save slot to make this work? Or an easy way to grab the input array and dump it into a save slot if that's the only way?
I imported a lot of textures from the desktop. When i check the texture it says desktop. Will this cause any issue down the road? Should the textures be in my project folder?
am i doing this wrong
that's wild
why do you query the asset registry instead of just specifying the class?
Using the asset registry in most gameplay programming is incredibly pointless.
There really isn't much that you can't do correctly using SoftObjectPointers, SoftClassPointers and HardPointers and ClassPointers. In this case, you can pretty much delete everything before CreateWidget and just specify the class directly in CreateWidget
im making this for a game that im modding and i need it to by dynamic
so if someone puts a widget in that folder it would auto just add that to viewport
Can anyone recommend a simple inventory system tutorial that they've followed?
Hm, I see.
So let me tell you the issue I had and the solution I used.
So I had two instances of these Actors that played the same AnimMontage at the same time.
The AnimMontage as you can see used AN_Deal_Damage.
AN_Deal_Damage has:
- Variable arrays of Actors, ActorsAlreadyHit
- NotifyBegin: Clears ActorsAlreadyHit
- NotifyEnd: Clears ActorsAlreadyHit
- NotifyTick: Multisphere trace (ignore ActorsAlreadyHit) to get the list of hits from the weapon every tick, and add the hits to ActorsAlreadyHit after
Worked fine if it's just one instance of the Actor hitting. But if two instances of the actors attacked at the same time then there was only one damage on the player character.
Solution: Make Dictionary of Actor (Key) and Struct (with list of Actors) (Value)
Basically, same as before but now the Dictionary has GetOwner as the Key, and the List of Actors as ActorsAlreadyHit.
It seems like... when two instances of an actor play the same animation montage, then it references the same AN_Deal_Damage instance. Meaning the ActorsAlreadyHit was conflicting.
It's super confusing but it works..
I need to change the color of the green banner without changing the color of the yellow borders and the spears. How do i change the color of the green part only?
Usually easiest to make a mask out of the area, white it out and then multiply it.
thank you. so something like this? But now i noticed the green banner use to have this darkened shadows to give it a certain texture and they are gone. Is there a way to keep them? it became a solid color now.
Hi all
Does anyone has some links for making UI Navigation in UE5 (or UE4) please ? Like World Map, Mini map with arrow (player) etc.. ?
Basically, yes. And for the shadows, not directly. You're turning every pixel in the material to red with that, which removes the darkening. So you would either need a different method that gets any pixel with green and alters the color after a whitening it(while leaving the dark colors slightly darker. Or you have to have a separate shadow mask that can be reapplied after the coloring.
i see. thank you.
i used a multiply and it actually fixed it a bit. it shows a little the shadows
Make the base color of the flag white (with the cloth-like detail you want in it), and use the mask to multiply a solid color into the texture
#graphics btw
Material graph ain't BP
thank you. sorry. i tried asking there but it took so long. and here in #blueprint i always get the answer š
Yeah that's the problem with #blueprint isn't it... It's too active š
#blueprint is poor man's #cpp
It's always Lounge2. That happens when the answer to every question is "Go learn C++ then come ask questions. Anyhow, about Rider vs VS"
Idk the industry practice, but I found it helpful to have a folder that isn't the UE project folder for external assets. When you import an asset into UE, it'll make a UE version of that asset and place it in your UE project folder. But let's say you want to iterate on a texture/sound/model/whatever with external software. It helps to have a dedicated place for that asset on your computer so you can hit the "reimport" button on the UE side whenever the source asset changes.
Can someone help me for math problem pls ?
Just ask and if anyone knows, you'll get an answer
Ok thanks
So I'm trying to make minimap but when I "play" in my editor, the map is not centered with my player
Here is the Material
I'm taking a "screenshot" of the map with a "SceneCapture2D"
and set the "Ortho width"
Hey guys I'm just a bit confused how to attach an object to a socket
I have a socket in my player's bone structure thats name is "grip_socket"
Looks correct. Is Item valid?
yeah
so it attaches to the center of my character
but it just doesnt attach to my skeleton
Hmm. I'm not sure how Actor handles bones. May only actually check on the root component. Which is rarely actually the skeletal mesh. You might want to use AttachToComponent and specify the skeletal mesh instead. Rest should be the same.
General question... I need to lerp a vector2d
Would it be cheaper to use a Vinterp or 2 finterp ?
that worked, thank you
uhhh not lerp interp
VInterp To would be lot cleaner.
that moment when u forget to change the scale rule š¤¦āāļø
also, does anyone know how to unattach a component?
components can't live without a parent
so how might i do something like I want to do?
Well... I don't know what you'd like to do :o
crap
basically i've got a way to pickup an item, but i'd like to drop it and i'm just not sure how to drop it
but if it's an item that you pickup it is an actor isn't it?
I mean it gotta be there in order to be picked up
and if it's an actor you can just use "detach"
thank you.
Sometimes it's something very obvious
We all have these moments
Maybe when you drop the item, it spawns the item and tries to pick it up again; idk
It's impossible to say from your screenshot alone
Could be anything
Try disconnecting things methodically to narrow down how the loop is made
it only started after i made that branch
Right so I'm doing a check is the object actually has a value and if it does, then I drop the item and if it doesnt then I don't need to
Pretty much, you have to link up whatever you want to be the selector
Kinda weird, but try doing snap to target for all, and turn off weld bodies. Sometimes that works for me:)
anyone know how o can get my char to jump to mouse hit instead of jumping in place then running to mouse hit?
Ok I solved it now it's working, thanks!
Does anyone know how to add Viewport to existing Viewport ? (Widget)
When I add a second 2 viewport in my Character BP (when I press button for example), it replaces the old Viewport
it's ok I solved it sorry it was my fault
I have a little problem
I don't know how to place my player icon (arrow) in the correct emplacement on the World Map (UI)
For the Minimap I move the UV of the Map and keep my placer icon (arrow) at center, so it's easy to do with some maths, but for the World Map I don't want to keep my player icon at the center, I want to make the opposite, I want to move my player icon
I have a BP, that Spawns a BP, that Spawns additional BPs. I calculate some data in those 3rd level BPs using Timelines. I can easily keep track of what I have spawned from the Spawning BPs because I store refs to the things I have spawned in Arrays.
The lowest of these spawned BPs have Timelines in them that get started playing due to logic in the Spawning BPS.
Now I am wondering about how to report those values back up to my Spawning Parents. Without having those parents doing some "on tick" query of the values being turned out by the running time lines.
I am learning code, so I wonder if there is already a well established method to do this. My running timelines are generating events... if they just had a ref to their Spawners, I could send the data up that way.
Is there a way to keep a ref to the Spawner that Spawned you? I imagine Casting, but that sounds like it could get messy and I wanted to see if this issue is perhaps already dealt with? Could I write the value out somewhere and just the change of the number will cuase an event to drive the data consumption?
obvisouly this is auto fire, whats a good way to do burst auto fire?
u need like a timer that runs X times or something ig i could loop with delay?
and is there a better way to implement firerate cooldown (left click limited firerate) other than just making some kind of timer where it wont allow imputs until its 0?
wym
@warm summit make a variable for the owning spawner, mark it instance editable, and expose on spawn.
You can then pass a reference of self to the spawned actor
Looking at it now as well, I think this might help you better, it's what I use most of the time
@rough warren
Instead of attach to actor I use attach to component. Parent being the actor mesh, target being the thing you'd like to attach
i need help with a blueprint (jump to location) LMB click is location
i know, but i'm getting a random loop
my attaching system works, but it stopped when I added the branch and (isvalid()) check
@tawdry surgethank you that sounds sensible, but I am still a beginner so I need to ask a bit more.
My timelines in the Spawned actors generate Float values.
So your saying make Float Var in the Spawning BP, make it Instance Editable & Expose on Spawn.
Then pass a Reference to Self to the spawned actor. like a breadcrumb back to the spawner?|
How do I literally pass a "Reference to Self" to the Spawned actor? I have seen Nodes that have the target of Self, but thats within the BP where the node is usually....
I'd have to all of it tbh, or even create a new custom event and hook up the same code. This will say if calling it creates the loop, or the function itself creats the loop
ah wait, I figured out what i did wrong
Awesome awesome, glad to hear!
@tawdry surge Oh you mean just pass it as an input?!? š
@tawdry surge Thanks I got the ref!
I'm having some issues with camera collision. I'm making a game with controllable insects, I want to have no collision test through most of the game, however there are hives players can enter and I have the camera change to do collision testing once inside. The problem is the walls of the hive seem to thin to trigger the collision properly, or it could be the collision of the hive interior is not convex, so the camera goes through the walls anyway, can anyone suggest ways round this? Here's a clip
The camera collisions works great when it comes to the layers of comb but not the actual hive walls
@flint mulch post your screenshots here
@pallid owl courtesy ping
ummmm someone help me :((
umm so how can i fix it
it works because "Get Owning Player Pawn" gets Player1
because this is running in Player1's code
oh i see it
but "Get Actor of Class" finds the actor of that type
since you have one made in the editor, it will find it
probably will need Player2 to look for Player1 too
ĀÆ_(ć)_/ĀÆ
umm ok
but it works fine
thanks u so much
np, best of luck :-)
I'm sure other people in here can help!
just post here in #blueprint if your stuck
thanks u :333
can you rephrase that a bit?
so when i want to move i have the point to click and it moves to where i click
but when i try doing the jump to location it jumps in place then walks to location
ohhh
I think you just need to remove the exec lines out of jump start and jump end
assuming Input Action Jump is left click
ok I see
Classic Conquer observing market and twin city how many are online check it out!!
idea of how the movement i want the game to have
assuming Move to Click Point uses Move To, then try configuring Character Movement to allow movement in the air
by default it doesn't let you
I think that's what it's called
omg set it to on and boom
yeah
the character movement component does a lot for you, there's a lot of control available in there
thx you
Hey, I'm importing my data on runtime from sheets to generate my data from a struct. Part of my struct is an enum and I've recently noticed that it doesn't seem to get the enum correctly and defaults to the first option. This is odd because my other enums from the same struct are working just fine. Wondering if a space in the enum entries can be causing the issues with csv import.
Any ideas? š
maybe, try without the space then
Hello!
I have a boss in the game that is supposed to throw items at the player
But I can't do it
I tried to use both the MoveTo node and move the object using the momentum node
But in any case, the object flies just in a random direction, and not towards the player
Plus, I have a problem in a very easy part of this idea - the object spawns around the boss, as if receiving world coordinates near the boss, and not him personally
Because of this, objects can spawn at all inside it.
In general, the questions are:
How to make an object fly towards the player from any point? (at the same time, not always getting into it, so that it takes the position of the player only during spawn and would fly there)
And also, how to make the object always spawn behind the boss? (possible even at a common single point)
ok you shouldn't use moveto on the projectile
there's a dedicated projectile system that is perfect instead
projectile movement component, and don't forget to consider instigators
if your projectile is really fast, Continuous collision detection (CCD) can help
your projectile does not need to use navigation
it doesnt need to pathfind its way to the target
(well unless it does, im not your PM)
don't have much experience with this, bit of a stretch but maybe you could use Niagara?
Isn't Niagara a particle system?
I have a separate blueprint that the boss will spawn, this blueprint consists of objects with a collision
(in fact, these are pieces of cars that fly at the player)
I tried using a projectile movement, but I haven't quite figured out how to work with it yet
Your idea seemed to me quite convenient, I will try to make it š¤
in a lot of cases: you want to set that thing to use physics and then launch it
and have it use a collision detection event like Hit
and have it tell the actor it hits that its been hit
that actor can then look at the projectile and grab the Instigator to know what actor launched it
well depending on your game design it might not matter which actor threw the fireball
I have found out what is with the mesh. After creating custom Mesh over the "Mesh Tool" in UE4 they have exact the same issue, so this must be Meshes generated over the Mesh Tool. I have tried to trace the collision from the inside into every direction it didnt worked, the collision only applies from one side - the outside
JFYI a more general approach for it is you can set one actor as the "owner" of another; there should be a pin on the spawn node for owner. Anything owned can then 'get owner". The downside is it doesn't store the class so you have to interface (or cast to) the owner in some fashion.
Niagara is good for visual effects, but projectiles that can damage the player have gameplay relevance, and it's hard to make Niagara talk back to BP (for colliding with player and causing damage)
sounds like the collision generated is including the inner surface on it's complex collision
modelling tools are experimental, but I'm sure there's something in there to control that
if the generated complex collision includes inner surfaces that should readily show in the collision view mode
erm, show flag
or just generate simple collision
hey guys im trying to cast to my game mode from a widget blueprint to change a bool in the game mode bug for some reason idk why itās not changing that variable. Any help?
oh wait if collision traces from within to outside didn't work, it can't be an inner collision surface. But if there isn't an inner collision surface then the default spawn behavior should push it out of the colliding actor. I wonder if the colliding actor is too large... honestly the "don't spawn inside something" built-in logic is pretty basic
you could use a work around and create an event dispatcher in you game instance unless you are already using an interface.
Create Event Dispatcher, add bool var to it, create an event that calls it and in your widget you can bind the event
if I understand your meaning, shouldn't be any problem, so maybe post some bp
alright, i tried to use an event dispatcher but iām too familiar with it and idk what to put in object when i cast to a blueprint. here is the code iām using now for casting from a widget to a game mode. I set up a system so when the book changes to enable itāll print something out so i know it works but it doesnāt print anything out meaning that the cast didnāt work?
Thank you so much
Thanks to you, I was able to set everything up more or less normally)
that will do what you intend: set "New Game?" to true on the game mode when its an instance of "Third Person Game Mode". But is Cast Failed the path its going down?
perfecto!
is there a built in function that automatically puts an object into the next empty element of an array? or i would manually have to look for the next empty index and put obj there?
thats just "Add"
ok thank u
no problem
yes there is-- that one will only add the value if its not already there
which, for a reference to an actor/ubject will add it if that exact reference is not there
for other types like float/String/Name/etc will add it if something thats not equivalent is already in there
ok thats overcomplicating it. Add Unique only adds if its not already there
if you use Add on the same value 4 times, there'll be 4 copies in there
if you use Add Unique on the same value 4 times, there'll only be 1 in there
i seee
Your screenshot should just work. Check if the cast is failing
so i only use unique if i only want all different elements
how should i check if the cast fails? i would assume that it is failing if itās not setting the bool to true
Print String / Print Text is a quick and dirty way
at least I know that I have to avoid this meshes now š
Complex collision meshes have no concept of interior AFAIK
It's just a shell of loose triangles that face one direction
Idk if that's the issue
Never used procedural meshes before
is there a command to check if an array is full
i tried using print to check if it failed and it didnāt print out so it seems like the cast isnāt failing
but wat if its half full
Idk if arrays have a concept of fullness...
Is there an absolute maximum number of elements?
If there is, check if array length is equal or greater than that
like in the drop down menu i added 2 boxes
or it doesnt work that way xD
i had an idea that ill go through array and if all elements are valid then its empty otherwise break
Hi!
How do I find an actor from a level I've just loaded as streaming level?
I do assign the event On Level Loaded so I do checks after I'm sure the level is loaded
waiting until the level is loaded before trying to find an actor in that level is wise yeah
after the level is loaded, the actors of that level will be available via all the normal actor lookups
Oh, is the Player start removed on load for some reason? I'm trying to use that one
player starts are not removed when a level is loaded via streaming, nor are they removed on a root level
they stick around forever
I'm trying to move my player to such position but it's not working for some reason
moneys on: its not loaded yet
sure, just dont ship that š
yah xD
what do i put in object when i create a cast to a widget? i know i have to get a reference but how do i get that
Hi All,
Does anyone have experience with RTS games? trying to get simple move to, harvest, attack etc working
I followed a tutorial but my set value as vector doesn't seem to pass the value to Blackboard
Any help would be apricated
Thanks
@sudden nimbus This feels wrong. The event LevelLoaded does not trigger when all objects have been loaded but when the level start loading...WTF?
ohhh that makes sense, but i when i make a cast to my main menu widget i canāt find āget user widgetā when i try to add something to object
shoulda called it LevelLoadDidStart probably
@sudden nimbus If I check IsLevelLoaded on tick I get when it's loaded and I can see my actors... well I guess I'll stick with that one
Thank you for helping š
@open wren did you cast before or after Get User Widget?
oh turns out i had context sensitive on which is prob why it didnāt come out⦠does this look right?
It didn't show up with context sensitive on because you were not pulling off a widget component reference at the time. Which you need as the target for the "get user widget object" function.
In general you want to leave context sensitive on, and if you can't find something then it's a hint you are missing something
Or šŖ + Shift + S
Would love to say I knew about that. You are my hero
Best shortcut I've ever been told about
Pre that i was print screening and paint editing š
You can also alt+printscreen to just do the active window iirc
would anyone know how to show the force and trajectory of an actor like twini golf?
There is a node called "predict projectile path" i don't know if it might help
Would it be possible if you could pull back the mouse and show the force of your attack?
I think so, you would have to tweak the launch velocity : https://docs.unrealengine.com/5.0/en-US/BlueprintAPI/Game/PredictProjectilePathByObjectTyp-/
then you grab out path positions and you build a spline or something else
i don't know if it take in account bounces
Would it be possible if I could make something like this in bp or would I have to make it in c++: https://youtu.be/jj5zpkAlPkE
Hi there! In this video, I'll show you how to pass user-generated vectors to other objects. This is useful for shooting an arrow or a puck.
Thanks to Strussle for the suggestion!
Apple Shooting game: https://johnnygossdev.itch.io/apple-arrow
Patreon: https://www.patreon.com/johnnygossdev
Twitter: https://twitter.com/johnnygossdev
Discord: htt...
If you just want an arrow you can create a world widget and tweak its size based on the predicted force
Ok would I get the predicted force with predicted path?
Or would I use something different
could easily do that in bp https://www.youtube.com/watch?v=vRw8ALafDF8
Unreal Engine blueprints tutorial on how to create angry birds.
Learn how to make a simple game like angry birds in unreal engine with blueprints.
Free assets:
https://www.patreon.com/posts/49228772
Quixel Mixer:
https://quixel.com/mixer
Quixel Bridge:
https://quixel.com/bridge
00:00 Intro
00:28 Preparing Project
01:28 SLING (Camera)
04:18 S...
this is a good place to start
same mechanics
Ok thx
Hi, I'm trying to spawn two actors randomly which I can do but I would like if possible that an actor can't spawn twice
One easy way to do it is to make an array with all your valid actor classes, pick an index from it at random, and remove it from the array
This way anything that was already spawned will not be in the array for any subsequent spawns
I found this on the forum, is this what you are talking about?
kind of hard to say when that screenshot is the size of a postage stamp lol
Yeah sort of like that, although in that example it always spawns them in the same order
Ok ok, thanks for the help I'll try some stuff on my side
Anyone available who knows about structs, enums and data tables?
If you have a question, just ask in the channel... Those are pretty common things to know about
Hi folks, does anyone know how to call a custom event inside a function? is it possible and if not so, why not?
I'd like to create a custom event on a "Bind Event to On Destroyed" call inside a function however I can't seem to make that work.
Did you try to do it?
Itās easy
Create the event
Create the function
Call the event
I can call the event as a function, however I can't set is as a bind
e.g. like here
Drag off of the "Event" pin and you should have the option to "Create Event" which you can then select any valid functions or events that match to bind to, or create a new event or function.
CREATE EVENT
bro chill š
aight thanks!
worked for a sec, however after creating the event I can't find it anymore in the dropdown
all inside the function
I've been having trouble with a blueprint, it's all here https://forums.unrealengine.com/t/blueprint-runtime-error-accessed-none-trying-to-read-property-callfunc-getactorofclass-returnvalue-node/579128?u=spaceflier. Can someone please help?
Iāve been trying to make a game based on the first-person shooter tutorial. Iāve created a menu screen and made multiple levels. However, I need a counter to see when all the enemies have been killed, (if it helps, all of the enemies have the tag AI) so I created a variable called KilledEnemies and every time an enemy deletes, then it would add ...
I have more than a question to ask, to understand how structs, enums and data tables work, and how can they fit in my project, that's why I'm looking to have a private and quiet conversation
( on voice ofc )
@cinder shell this means that your BP is pointing to a null value. Either add a check to skip if actor is null or always add an actor
Mmh, I have a problem, my items can appear in the same place which can have the effect that items can stack on the same place, a solution?
The solution
When creating a save system, am I correct in saying that in order to define which enemies have been destroyed, in the Enemy BP, I should create a bool for 'IsDestroyed?' to get at EventBeginPlay and if it's set to 'True' it instantly destroys the enemy? So that way I can save the bool to implement, when the game is loaded, which enemies are destroyed and not?
Would this be how this would be done?
Or is there a better way?
I thought if I reloaded the game everything would be reset back to where it started?
Which I'm fine with, but if the player has destroyed an enemy, I'd like it to remain destroyed.
It would. But at different memory locations. Pointers are memory locations.
Hmmm. I think I need to watch more tutorials on it. XD
I would honestly avoid youtube tutorials on it. You're not going to get a very good understanding from them.
I have this UE tutorial open, is that good? It feels like it's missing a lot tbh. https://docs.unrealengine.com/4.26/en-US/InteractiveExperiences/SaveGame/
Ahh, I see! I'll look into more information about the maps, thank you. :)
Ooh I see.
To follow on this, an easy way to keep track of dead enemies would simply be to assign them ids and create an array/set of dead enemies. You can save that information as part of your savedata object
When you load the data you can query this data and either destroy those enemies on startup or simply not spawn them
Thinking more on this, it's annoying to assign ids manually so maybe you could randomly generate the ids? But maybe set a random seed so that the ids are the same everytime 
Looking for some info on hit events. I'm playing around with a sound cue firing when a environment asset it bumped. If my player character (default FPS) bumps it, I get a hit event. However, if I set up a test BP with a moving cube (which has collision - BlockAll - enabled) I'm not getting a hit event from that actor. So, what setting defines which actors create hit events? Thanks!
The major drawback is BP. You could easily handle that with a subsystem. Have the class register itself for a unique ID, give it one. Then the save system can use that for it's lookup.
Ohhh really? Are they consistent through each play session?
I assume these are assigned at begin play?
Neat
Make sure both collidable components have generate hit events enabled
Where is that at? I wouldn't mind looking that up.
I only see "simulation generates hit events" - which is not turned on for my player capsule, yet am still getting hits.
no one there to help me out on this one huh?
What does it say when you hover over ERROR in the custom event
Can someone please help me? I have a blueprint that spawns at the end of a line trace, and it's supposed to attach itself to an actor when it spawns
but when i shoot it at a moving target, it doesn't attach. it just floats there in space.
is there a way to make sure this actor sticks to an actor when it touches it?
or would it work better if I made it into an actual projectile?
Hey guys!
Does someone have a method for changing the player character (or default pawn class) to create a working character selection?
Kinda lost here, searched on every google result didn't found a solid one to work.
Whats the node for checking if your in viewport, editor window, ingame etc
Hi guys! I've noticed some marketplace stuff can hide categories in an actor if a boolean is turned on or off, for example, I have this Random Rotation boolean and I have a sub category called Random Rotation (I want to show that category only when the boolean is set to true), how would I accomplish that? Thanks in advance!
"Event node RespawnEvent registers net Destroyed Actor in a non-event graph."
Who has link to tutorial about damage effect with fresnel on material?
How do I cast to a gamemode without errors?
be more specific man
I need to put something in the object input
Is there a cleaner/more efficient way of setting this up? Basically, just checking 4 booleans (in this case, which xy quadrant am I in?); only one will be true. Is there a single node I can use for this? I was thinking select, but my mind can't wrap around how I'd do that.
Mine looks kinda different?
ue4?
ue5
mine is UE4
ah kk
That isn't a UE4/UE5 difference.
How can I link an actor to created group of actors?
You could convert that down to an integer and switch on that. Not much of a huge difference in the end.
@tight schooneryes I have heard of this recently too. Is it preferrable than the ref to self passed in from the parent? That seems to avoid the Casting stuff you were mentioning too?!
You fundamentally don't understand what casting is
How can I find items with same variable?
Hey peeps,
Does anyone know the directory in which the "Import File as Texture 2D" saves to? All I get is \Engine\Transient.... and that isn't enough to find it. Anyone know?
Sounds like it doesn't actually save save it. Transient folder sounds like something that gets wiped.
Well the problem I have is I'm trying to import a file and rename it but its saying it already exists in that directory and its started doing this after a crash so now I need to figure something out
Have you deleted the source file in the project directory?
No
Might be worth doing that and then trying to reimport it again.
Will try that now.
That did it. Thank you š
I'm new to importing files through BP like this so still figuring a few things out XD
Hi guys, new to Unreal but not game dev. As a test, I want to place a large platform in the air and tie it's rotation x/y to the mouse x/y (to balance a ball). How would I set up a project for that? Would I make the platform my main character (pawn) and just create a playercharacter BP for it or something more direct?
You could make the platform a pawn and adjust rotation based on the mouse's axis values
Is the Transient folder something I could tell the BP to delete all files in?
Or would it also store other things?
Not sure. I don't usually mess with file structures. Just noted that a folder named Transient sounds like a place you'd store temporary stuff, as it's name implies.
Im lerping instances in a 2d floor. Its working great. But now i added in hills, and my instances have no collision. So how do i make sure the instances stay on the Z of this "irregular" ground?
OK. Thank you. Don't suppose you know anyone in here who does?
Can you describe what BP's I'd need for that?
Not their contents, just how they're hooked up
I doubt that anyone in the BP channel would. C++ channel might have someone that knows what the folder is for.
The "owner" stuff? It's not preferable per se... It's just built in. It's more generic so when you "get owner" it just gives you a plain old actor reference; you'd still have to interface or cast to it to do anything more specific. If it makes more sense to use an expose-on-spawn variable to store a reference, then go ahead and do that
OK. Thank you š
@brisk comet should just need a pawn and an actor
Pawn (platform) rotates
Actor (ball) collides with platform and simulates physics
how can i create a spline (set points) from an array of vector? I can set start and end, but is there a way to "add point" which I can do from looping my array of vectors?
edit: there's a add point. i had the wrong component
This is probably a very stupid question, but how do I restart a niagara system with blueprint without reinit'ing it?
Or rather, if I spawn a niagara system, how do I fo about setting parameters for it via blueprint before it actually spawns particles?
activate and deactivate nodes
will start and stop the emitter
on the component, you can uncheck "auto activate"
but I think if you activate the component (or spawn it auto-activated) and set the parameters in the same frame, it'll just work
all right, thank you
I get the impression that niagara updates after all of the BP is done executing (rather than during), though I can't say for sure
Hi, is there a way to see whether a event is still bound?
I ended up doing a ton of traces to figure out the floor angles between any two points
anyone had luck importing new 'appearance settings' into the editor? i made some color tweaks on a different ue5 project, saved everything, but cant get my other projects to get the same colors. importing doesnt seem to do anything
Any idea how to replicate the pitch of a flashlight on a weapon? I've tried a million different methods and nothing is working out for me, oddly. I need to replicate the pitch of the flashlight to other clients. The server and the local client see it just fine, obv.
This is on a First Person character's weapon
Aim Offset?
So, my Actor has a niagara system that is emitting when I manually drag the actor into my scene. It is NOT emitting when I add it via Spawn Actor from Class
Any thoughts?
Adding a sphere for some simple debugging does show me that the actor is spawning, but the system isn't working
Nevermind, I fixed it. I used World rotation instead of relative rotation :). the flashlight is synced now across users!
U do a multicast from a run on server event.
A multicast will broadcast what ur code is doing to all players, who are relevant
ohhh
ok i'm just dumb than
also, do you by chance know how to set a value to like nill
I believe all variables have a default value, so i dont know actually. The only stuff that typically doesnt are objects, if they weren't instantiated.
Yeah I wanted to do it with blueprints only, but everywhere im looking it appears you can only do it by code, bummer
Hi, is there a way to verify if a binding is active?
At a point, this binding is not active anymore, and I'm not sure why it's happening.
how can i make this bypass autowalk/nav where i can jump over things
when i have just s cube it wont let me jump on top
I'm pretty new to unreal engine and have no idea how to implement that, can you please give me an example?
well i have click to move its will autopath a way up when walking but when i jump it wants to take the walking way
wont jump off or on
Anyone know why trying to create my mesh along a spline deforms it like this? Doesn't matter if it's a regular spline or a spline mesh it always looks like this no matter how much or how little i do in the BP
here is a better idea of what i mean
im trying to bypass the autopath when jumping
hey looking around is there anyway to make it so that if the player dies it gets rid of their saved character or locks that load selection?
any forms are anything if anyone knows ive been doing searches and i haven't found anything.
Hey, slightly unrelated. Anyone here with any experience with retool.com? Trying to generate an API from csv and it keeps rejecting my CSV after a few seconds.
whats the difference between Custom Event vs a function with no return values? also is the Delay node dependent on frame-rate?
quick question (i hope)
so Im using geometry scripts to kinda make a "copy a mesh certain amount in a ceratin direction" tool thingy
All works great, all but this. The OffsetUV is instance editable
aka in short what I want to do, is offset the UV of each appended mesh by a bit so that you won't get the exact same UV's for each mesh. The problem is that right now they all get an even offset
full node network
just use a random float (in range) to set the X/Y values for the UV Offset?!
Guys I am a bit new to blueprint and where should I learn about more components and examples? I have done a few courses before, but I want to know more deeper.
I want both of these events to execute the exact same nodes, I can drag the exec pins into the same chain but it can only accept one "New Player" pin.
What should I do?
In this specific scenario I found a better solution, but I am still curious on what to do in situations where different node paths want to merge into one, passing their inputs into the same node (such as those 2 new player nodes both passing into the cast)
I can make a variable and set them in both paths and pull from the variable for the cast, but that seems sloppy and I assume there is a more tidy solution
Just make a custom event
Make this custom event execute the CastTo node and everything after
Give this custom event a input that passes along the NewPlayer
Make both EventOnPostLogin and EventHandleStartingNewPlayer call this newly created custom event.
@wise tide
That does make sense, thanks
Anyone know how to get the up vector and right vector of a simulated physics object based it's direction of travel? Willing to a couple of bucks over on paypal if someone can help, this is driving me mad. Trying to add movement/spin to a ball in the air
nope, doesnt work. Think I kinda found why. I'm using dynamic meshes here, aka each instance isn't it's own "mesh", and they are all instanced from a input mesh, aka alter one and alter all i guess. Idk if that's how the new dynamic meshes work but i figured so
is that using an ISM/HISM component? then you could use the mesh index in the material as seed for the UV shuffle
not sure what that is, sorry.
I think this is more of a Design question, but let's say I make a basic system where a player holds a dynamic object like a Torch that can be enabled/disabled while in the hand, and then can throw said item. Should both in-hand, and thrown object be the same Blueprint, or do I need to build that same functionality in the Character + 'thrown'?
Then I guess another question would be, if they ARE the same, is there a way to detach the object on throw, or should I just destroy the one in the hand, and then spawn a separate one outside of the Character BP?
you can and should detach it
Has anyone else been having a PlayerController "forget" about it's controlled Pawn?
I have the following blueprint which is pretty basic, and was working. But I made some changes to the FSH_Pawn class and all of the sudden GetControlledPawn is now returning Null (I have not changed the game mode, everything there is still as it should be) and as such nothing works.
The only thing I can think of is that there's an error in my pawn actor which is causing it to not properly compile and thus never actually be created, but the editor isn't showing any errors, and the pawn is so simple that it seems very unlikely that there's an issue in it... (And again, editor isn't showing any issues. I've saved and recompiled numerous times)
Narrowing down the issue, the Pawn is definitely never being created, which explains why it's returning Null. But now I can't find any reason for the Pawn to not be created...
Following up on this in case anyone comes across it through searching: The pawn was indeed not being created because it had some sort of error in it. No idea what it was, and don't have any way of figuring it out. My solution was to just rebuild the pawn from the ground up and it worked then. 
Well, I'd like to set a value of an actor variable to nill
You can just set it and don't pass anything in.
to support 4 player local multiplayer with optional keyboard control instead of gamepad for up 2 of the players, assigning either of the keyboard control sets to any of the players, and gamepad to any of the players, I have an array of enums to tell each player controller which pawn to call functions on to move the pawn and do actions.
Is there a better way that makes this possible without having playercontrollers indirectly control pawns they do not actually possess?
Don't the input events handle that by default?
By default actor vars are nullptr im pretty sure
but I'd like to set my already set variable to a null'
Make a set node
Direction of travel doesn't imply an up
No input
If you're trying to have spin curve the projectile, that'll be a function of the cross product between angular velocity and linear velocity
https://prnt.sc/iEEf3UvVJU86
Anyone here using GAS and know how to make this work using Enhanced Inputs? For clarity this is Lyra Input System.
I need to be able to specify multiple Gameplay Abilities and really need the inputs able to be rebound.
How do you lock the bp lines like that?
Electric nodes plugin
Any advice on how to realize combo moves? I've set up my control BP so that player's input is written into a buffer of enums, and I can in principle convert them to string and search a match in it against a string list of possible combo moves, but the current problem is that if there's combo "aa" (attack pressed twice) and "aaa", then "aaa" will always be overridden by "aa" combo. How can I solve this?
i think GAS can help with that, haven't experimented with it much yet so search it up
How can i do something like a hover system, i did the things now but I'm trying to make the game when the line is not tracing inside the mesh anymore and remove the outline
How can I get the name of a slate brush for debugging purposes?
Somewhere along the line of some code my slate brush is lost, I need to debug where it happens. Can't do that sadly though if I can't print it š¦
The only thing I can do is promote it to a variable I then remove afterwards, but then I have to make countless variables along the way just to debug the value, that's pretty ridiculous š¢
Oh, nvm found it. It's a struct XD had to break it lol
my bad
Brushes do not have a name
You can make a map array with strings(text or names) and the brushes
Yeah I just figured out it's a struct. Was derping, it's early I guess š„²
Does someone know how I can rotate a transform around a location? (world space)
I found a way to rotate the location, but I had a problem with the rotation.
This may be a dumb question, but why the variables set up in my child data asset ain't showing up to use?
Are you talking about variables inherited from the parent?
Nope, I think I haven't explained myself properly - I have a generic DataAsset (derived form PrimaryDataAsset) which defines all the common variables of the items. Then, I've created a child which adds specific properties, in this case, the bow stats (shot speed etc). I have assigned one DataAsset based on this last one to my item, but when trying to access the specific properties, there only appear the variables from the parent
you made all of the child variables non-public?
Ok, I found a workaround, I can simply cast the dataAsset. Idk if it's a bug or if I have done anything wrong, but it works
does anyone know how to implement this?
make the hit actor a variable which you do unhover off of, which is then reset after you do unhover
if the linetrace returns false, the hit component will be invalid because it didn't hit anything
so your setup there wouldnt work
should i make it bool variable or not
no an actor reference
oh alright
hi, is there any way to restrict which blueprint classes are visible to other blueprint classes? for example, i want to have a folder in my project that contains moddable blueprint classes, thats separated from the rest of the project. Because of that i want the moddable blueprints to not be able to access the rest of the project. Is there any way to do that?
ok i still didn't understand, i'm kind of dumb but how do i make like the actor obj reference to reset
The Load Game From Slot blueprint does not seem to work as expected when using arbitrary User Index values? I'm saving data using the different user index, (and verifying that the save object was created and contains the expected data)....then I open a new level and load the data with the same user indexes, but the data has changed?
A set node, where nothing connects to it. That means you're setting it as nothing
The "For some platforms" note on the User Index pin has be wondering if there is something weird about this?
There is a function for rotating point around point. for rotation, simply combine TransformRotation with new rotation. scale does not change.
Hello guys. Again I wanna ask a question here. I wanna use command: HighResShot filename= ... wxh to output high resolution photo
However, the output png is of very low resolution
Anyone knows the reason?
is there a node in ue5 to activate / deactivate an actor component? there seem to be delegates related to it but i cant find the node for some reason
after one hour i stil didnt figured it out im still confused ;_;
im kind of dumb rn my brain crashed
i don't get it
maybe something like this ?
1 problem with my graph, the target is different
if i put target as tv the node for target will get like this
My Unreal Engine is drunk
It has just thrown an "Accessed none" error on a IsValid xdd
Check to see if its valid before you check to see if its valid
If I am not mistaken, try rotating the transforms rotation on the same axis by the same amount
@sinful gust chances are the error came from a pure node and the is valid was probably the first node with an execution pin after the error occurred
how do I change actor billboard icon in derived bp class?
Anyone who know sphere geometry? š I need help to make navigation spline from player to city(end point). I have variables start point and end point. Then earth radius and middle point.
Technically you can do it with just 2 points with the right spline point settings
There's a couple circumstances that this will happen. It seems to be more like when there's a couple chains of ownership or it has to call a function to do so.
What type of path you trying to form? Like a half circle from start to city?
like closest path to end point @livid ingot
Maybe Try lerp rotator
With an interval on the alpha
Yeah lerp rotator with shortest path
Thanks!
What would be the best way to make the player always face an enemy while melee attacking?
Set Actor Rotation
Though you would also have to make sure the movement input is not interfering (and if you can, use it for determining the direction for the next attack)
I see
Thanks
This will only set the camera rotation (typically)
Didnāt know i could manipulate the controller
Thatās fine, the character moves with the camera
Yeah if your first person it will work well but for 3rd person use set actor rotation
So you want to go the classic Doom route?
So "pseudo FPS" then
Question, I was interested in having a system where if the sun hits a plant it can effect its growth rate. I figure thats easily doable with just seeing if the plant object can shoot a trace to the sun like checking if your shot hits a target but I'm wondering if I was doing this on mass for a large volume of plants is this going to cause serious slow downs to the game and if so is there a better way of doing it?
Lets say i want to trigger a message to the player when a certain event fires, when hp gets below 50% for example
I put a check in the change hp logic to check if health < 50%, simple! Event fires, everything good!
Oh no, it fires every check of hp! Simple, add a bool value that gets set when message is sent!
But wait, i drank a health potion but got smacked in the face, now it triggered again and the player feels the game is broken for spamming them with messages.
How would i go about solving this in a smart way? Im thinking maybe using timers to reset the bool instead? Hp goes below 50%, bool set, timer for 2min starts, when timer goes to 0 bool is reset.
Is there a much smarter way that i am missing here? This feels like a very basic use cases that i assume everyone but me has solved already :S
@toxic jay Thanks!
htf do i get all subclasses of an class?
Also you might want to just sparsely trace the area and make less detailed grid.
It really depends on your time of day speed and how the environment is affected by the gameplay
thank you, but i would prefer BP for now
but considering that it's pretty much a 4 line function, there must be something similar for BP
maybe even 1 line, if you pass the array to fill š
its the TObjectIterator
so i wouldn't hold my breath
templated stuff generally doesn't work in BP at all
you can pull all blueprint assets, load them, then check if the class is a child of
which is a terrible solution
well you would pass a UFooClass and get a UFooClass Array back
just because you haven't seen it yet, doesn't mean it doesn't exist :p
oh, yea right
but you missed the ufo pun i guess
yea, powering your anti gravity machine
btw. laura, is this still a problem? https://forums.unrealengine.com/t/tobjectiterator-uclass-skipping-unloaded-assets/68249
apparently it only iterates over what was loaded before?!
yea that is what i actually use it for
yea, my bad
i want to make this less fail prone, or let's say more sane
but i have no idea how to get the package name / asset name from a existing class reference (their mutual parent class)
urgh
what's the difference between a function and a group?
what does "functions can be reused from multiple places" mean
i mean what do you mean by locations
like different blueprints?
so it's like a macro?
More specialized than a macro, as functions can have local variables
Wait really?
TIL
This is what I get for leaving my IDE
Was the first node on the execution line, and it was impure lmao
I can't seem to get a ref from an array, it always says it converted it back to a copy
how
Is there a function that can do the opposite of this?
Remove from parent
Like such?
Yeah basically
How can I change a parameter of a material during runtime?
Yo
So I want to create a new button for each array index of something, but idk how to do that lol
I got to here but then I have no idea what to do next
and idk how to create a new button according to that index
@harsh coral look up dynamic material instances
You need to make one and assign it (usually in the construction script) then at runtime you can set parameters to whatever
tanks
The "Loop Body" is the bit that gets repeatedly executed, so this is where you'd want to put your button creation. The "Array Element" is the value of current item the loop is on, and the "Array Index" is the index of the array that the current item is present in.
Yeah lol, I know about arrays just that idfk how to create a new button
do I have to create a new widget for each of them or use the same widget but with different bindings idk lol
You might want to use a ListView to do it rather than generating several widgets and adding them to a scroll box.
https://www.youtube.com/watch?v=JyMEAx8-nbY
Can you add buttons for each element in the listview?
What you'd effectively be doing is creating a widget that contains whatever you need in it and you feed in variables to each of the items in the ListView (eg. Name, ID, whatever...). That widget should contain whatever functionality you need it to have, such as your buttons. The ListView then generates the required widgets on screen when needed with their associated values, so if you had say, 500 entries, but only 10 can show at once, it'll only have maybe about 14 widgets actually created in memory.
oh ok
Can I access components of a class? Say I'd like to know the radius of a collision sphere in a class before I spawn it, how do I do that?
In a Modular ship Building Game, would it be smarter to have turrets be static meshes that are moved as component or would a skeletal mesh be smarter? Asking because if collisions and such
both have pros and cons, collisions are easier to manage in SM in my opinion
however, SKM can be animated multi threaded (tho for a turret the math runtime is pretty much not worth to consider that as benefit)
Yea animations would be my main point
Convex collision for skeletal mesh would be cool
the math is pretty much the same, it would probably need hundreds of turrets to benefit from an animation blueprint
and then i would rather go for c++ and do the animation there (even if it makes them lag 1 or 2 frames, no one would notice that) š
Thanks I will consider it
maybe the animation bp in case of a turret would even counter the runtime benefits...
i would definitive go SM in your case
I will prolly do skeletal because of the animations which will be more complex
Yes
How do i call a blueprint?
ok, i was more thinking of laser turrets
well then you probably don't have much of a choice
hi can someone help me with this please? I need to alter this so that it detects the static mesh and not a primitive component and then draw the outline. I have the methods for detection and everything working, it's just the outline drawing. I'm using a post process field and the component i want the outline around has the collision type needed and the tag 'Outline'.
what happens is this
i want my blowtorch to outline the same way. this works with stuff from the starter content, but not stuff i've imported
You sure your blowtorch mesh has the tag?
So what's the difference?
if i knew i wouldn't be asking here
A static mesh component IS a primitive component
i got told in #graphics they aren't
so this is why im confused
like, this works fine for meshes included in the starter content, but not something I made and imported
Throw some print strings and breakpoints in that and see where it's breaking.
lol I was looking it up to see if I was right or talking out my ass
so within is then, what would i need to change?
if anything
I guess I would start by setting another material?
like i said, this is working fine for Starter Content meshes, and it's showing me the name of the object im looking at
like try to put on your mesh the same material that works with the starter content mesh
Not working :p
looks like its got collision
when you press play while still having the blueprint open, where does the white line stop while looking at your blowtorch
not actually getting any white lines anywhere while playing with the blueprint, this is running off event tick for the detection, i've noticed im not getting them in most of my blueprints
be sure to select your character (while playing)
how can i do that with having a player start in my level?
i have no option for my player
you do, while the game window is open click on your character in that dropdown
so that's what happens when i look at something interactable
it's the same that happens on other interactable objects too
and the top white line fires when i look at something, both looking at something that gets outline, and the mesh that's not working
at this point i feel like it's something really dumb lol
i'll take another look at it tomorrow, thanks for the help all š
Now someone could help me fixing the issue?