#blueprint

402296 messages Ā· Page 923 of 403

candid whale
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yep šŸ˜‰ right now it already fails compilation when outside of my own project, but it requires me to make a new version of the plugin that I need to send to them that they then need to update (with hassle) before they can actually package

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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

sleek kite
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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

candid whale
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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)
naive stag
keen pelican
naive stag
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I’m not deleting all components, only specific ones. I’m asking what I need to add to the actor to make it still be in the world but it has to be optimized

raw orbit
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can i use anim montages within the machine state of an animation blueprint?

sleek kite
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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..

candid whale
candid whale
hexed barn
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Hi, is there any way to respawn a lot of actor? this is my respawn for player

sinful gust
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I've been switching the systems, and it's actually working thanks!

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Just one little question, is there a way of actually creating an exact copy of a UObject?

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I mean, even if it's a child of the UObject class

naive stag
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Is there a way for me to disable an infinite loop error

tawdry surge
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Hacky way is to add a .01 second delay to break the loop. Depends on what you're doing and why tho

sinful gust
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Now I need to know, is there any way of overriding a RepNotify C++ function using BP? Or directly creating it in BP?

acoustic lava
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Hi

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If I have a component attached to something in a blueprint

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How do I get the actor its attached to/ apart of?

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It returns null

sinful gust
versed sun
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Get Attach Parent for attached component

limber parcel
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how would i add a new component to the base Actor class?

sinful gust
sinful gust
limber parcel
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where would i find the actor class to begin with?

sinful gust
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The base actor class is a C++ class, I wouldn't want to touch that

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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

limber parcel
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basically i want to add a health variable to all actors, how would i best go about that?

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but if i make a new actor class, then the default character class wont inherit from it

sinful gust
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You can create a new ActorBase class, and on the other actors, in Class Settings set the parent to the new ActorBase

limber parcel
sinful gust
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I guess

limber parcel
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so how to change inheritance of the character class?

sinful gust
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It is a CharacterClass or something like that?

limber parcel
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its the default Character class

sinful gust
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Which base class are your actors using

sinful gust
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So you can create a CharacterBase class, and then what I said

limber parcel
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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

icy dragon
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Subclass the Character class, add all the attributes you want, then reparent the BPs to that subclass.

Easy peasy lemon squeezy.

sinful gust
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Then you set the common variables for all characters on the BaseCharacter class

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As well as the common functions

limber parcel
icy dragon
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No.

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At least, not if you subclass from Character.

Inheritance

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Inheritance is the key point.

limber parcel
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yeah but i dont want every static object that can be damaged a game character

sinful gust
limber parcel
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stuff like trees should be actors

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so if i want to damage them i need to add health value to actor class

sinful gust
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One are Characters and the other actors

icy dragon
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I think you haven't understanding the concept of inheritance yet

sinful gust
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And other attributes afaik

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Other option would be to create a HealthComponent, and attach it to both parent classes

limber parcel
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Actor -> MyActorClass -> Character -> MyCharacter this is the inheritance i want to achieve

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because a fkin tree wont inherit from character class

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it makes no sense

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it has to be an actor

sinful gust
sinful gust
icy dragon
sinful gust
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Create a BaseActor class, and a BaseCharacter class

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Then a HealthComponent class

icy dragon
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Personally I just have destructible objects have their own AnyDamage events

sinful gust
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And add it to both of the base classes

limber parcel
sinful gust
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The best way tbh

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What you are asking to do implies modifying the engine code which is a bad idea

limber parcel
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because then i need to make 2 branches here basically

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and 2 different inputs

sinful gust
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Or creating a Character class from the ground up, which is a waste of time

sinful gust
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That's the way

limber parcel
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i guess the way is to use c++

icy dragon
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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

sinful gust
limber parcel
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i want everything to use common functions and shit

icy dragon
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I heard UE5 removed the damage interface, is that the case?

sinful gust
icy dragon
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It works in UE4 at least.

limber parcel
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there is basically damage but it doesnt manage health

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so now i have to add health to actors in a very stupid way if i want to avoid using c++

limber parcel
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thats why i just wanted to add it to the fkin actor base class

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ApplyDamage just triggers the event

limber parcel
sinful gust
thorny acorn
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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

sinful gust
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And then call that function from whichever actor or character you need

limber parcel
thorny acorn
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trying to make a color swapping system for my game

sinful gust
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That's the purpose of Components, to share functionality between different objects

sinful gust
# limber parcel

That exact same code on the component, except the destroy actor part

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You can create an interface (or custom event), and call it from the Component to its parent

thorny acorn
tight pollen
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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

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Someone can help

thorny acorn
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be a little more specific?

sinful gust
thorny acorn
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ah hmmmmm i think an actor component might work, not sure though

sinful gust
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I haven't entered yet on that topic srry

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The color changing stuff, but components are pretty useful tho

limber parcel
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yeah i figured so too

sinful gust
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I'm using them for inventories for now

thorny acorn
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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

limber parcel
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so basically i just create an event inside the component that outputs the health?

thorny acorn
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i feel like you are over complicating things sir

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but i don't know what you are trying to achieve

sinful gust
limber parcel
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umm basically i want to make an easy to access health component that can be accessed in the same way by different blueprints

sinful gust
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Then, on damage, call the corresponding function (or event) inside the Component

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And if dead, call the Destroy function from the parent of the Component

sinful gust
sinful gust
icy dragon
# sinful gust Nope i think

Then I'm not sure where does he going with this.
I had my setup with the damage interface and it works fine.

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I mean, it's (somewhat) understandable if Epic get rid of it in UE5

icy dragon
limber parcel
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guess ill have to check out this interface stuff then

candid whale
candid whale
thorny acorn
candid whale
tight pollen
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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

tight pollen
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Why

candid whale
tight pollen
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Left Mouse Button works perfectly but E not :/

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I don't know why

candid whale
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try SetInputModeGameAndUI? (in GameState BeginPlay for example, or Controller BeginPlay)

tight pollen
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I don't have internet on computer :)

candid whale
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@toxic jay you know of any method to have a #define in Blueprints? Wanna exclude a node from cooking based on config

candid whale
# tight pollen 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

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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

tight pollen
candid whale
tight pollen
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I can't because this function is by default in the engine

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I don't understand C++

candid whale
icy dragon
candid whale
raw orbit
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is there a node for checking what animation is currently playing and getting is full length

tight pollen
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I want to interact with the widget using the "E" button

raw orbit
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i know theres one for a montage

tight pollen
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Mouse works, but buttons not

candid whale
icy dragon
candid whale
candid whale
tight pollen
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They did it weird

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Use E and in this function i set mouse button

trim matrix
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hey there
wasn't there a wildcard input option somewhere? thonking

candid whale
trim matrix
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oh

icy dragon
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Functions can't have auto Wildcard input/output

glass stump
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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?

steady harbor
candid whale
icy dragon
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I'm a boomer :(

steady harbor
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we're all gon make it

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and naw it's form like '15 i think

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ole reliable UStruct*

naive stag
tawdry surge
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Do it in batches of 1000 or less
Single frame delay between batches will short circuit the infinite loop error

lyric glade
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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'?

glass stump
tawdry surge
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You can grab a reference to your timeline in the variables section and set play rate

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Works like a multiplier
.5 is half speed, 2 is double speed

ember berry
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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

icy dragon
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However, if you're in 4.26 or newer, you could take advantage of Control Rig and make technical animation life a bit easier.

ember berry
elfin wolf
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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

ember berry
ember berry
icy dragon
icy dragon
ember berry
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thanks

tiny meteor
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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?

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tried something like this but even using delta time the rotation values each loop are different

neat stream
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hoy guys Can we make macros with callback/delegate function ?

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I might have miss something I might do it in C++

trim matrix
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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?

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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)

maiden wadi
sinful gust
white elbow
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anybody knows which function sets the timeline speed? I forgot how it's called

tight schooner
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Set rate, iirc

white elbow
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found it, thanks!

cobalt rose
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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

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Like, the docs show this:

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But I don't have that "pass-by-reference" option

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well, I also don't have the default value

glass stump
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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.

pearl moth
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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)

foggy escarp
pearl moth
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i would prefer asking here instead of googling it. No clue on how to summarize it

foggy escarp
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When it comes to the general use of blueprints, experimentation is the purist and fastest way to learn.

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That exact question on Google would do the trick.

foggy escarp
pearl moth
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Same as checking for the input?

foggy escarp
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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.

tight schooner
cursive wigeon
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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?

dawn gazelle
cursive wigeon
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ok but now it only goes up in X. it doesnt come back down

elfin wolf
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because youre adding more to x then you are subtracting

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tweak your timeline

fickle nebula
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Added a new gamemode,controller and character to a new level, and my character isnt receiving inputs. what could it be?

elfin wolf
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top has 2 peaks and bottom has 1

cursive wigeon
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so when I tweak the timeline it still travels upwards

cursive wigeon
tight pollen
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Hi, how can i check overlapping self components?

fickle nebula
tight pollen
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Example: i have one actor witch has 3 components and i want check witch component overlap witch others in this actor ::)

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Sry for English

gilded pebble
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event on overlap with all 3 components

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it gives out the overlapping component as well

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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?

fickle nebula
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I would use a data table with the info

cursive wigeon
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anyone tried this method for a handheld camera feel in game before?

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even with new graph my camera only goes in the 1 direction

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atm it only goes up in x

gilded pebble
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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

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because I need to be able to edit values runtime

cursive wigeon
fickle nebula
# cursive wigeon

is it possible that you're editing just the red line? try toggle the visibility in this eye buttons

cursive wigeon
sacred canyon
fickle nebula
cursive wigeon
fickle nebula
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ok, so you are using the X value in the timeline to set camera position in real world, right?

cursive wigeon
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yep

fickle nebula
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are you not messing up with the axis?

cursive wigeon
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no if I just add a number in teh x field in my world transform node it acts as intended

fickle nebula
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ok

cursive wigeon
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but for some reason it won;t take the animation in the timeline

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also I have this working off event tick

fickle nebula
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try print values and se if it's at least being executed

dawn gazelle
fickle nebula
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and also, you're moving 1 unity up/down it's hard to see it, trye bigger numbers

dawn gazelle
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Here's something I made really quickly, it bobs the static mesh up and down.

fickle nebula
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change those to bigger numbers like 10+

cursive wigeon
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can;t I multiply them after?>

fickle nebula
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yes, multiply is way

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you can do it

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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

cursive wigeon
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OK, so it works now splitting the pins going from x to delta x

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Woot! Merci!

fickle nebula
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nice

cursive wigeon
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I noticed children of morta have a similiar thing to this in their camera

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anyone know how to randomly slow and speed up the timeline now?

fickle nebula
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fire rate is the timeline duration

cursive wigeon
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ok nice

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and I can add a rand into the fire rate?

fickle nebula
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well it depends on how you want it to work when this 'randomness' is going to change

cursive wigeon
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essentially I was thinking randomness in timeline so teh bob becomes more organic

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in terms of time length

fickle nebula
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what you want is to randomize the timeline duration or the wave effect the camera will do?

cursive wigeon
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the timeline duration

fickle nebula
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so you have to do a event to do it

cursive wigeon
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ok I'm not sure how the logic works. event triggers when?

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I was thinking of making teh timeline run and then looping into "setnew time" and somehow randomizing the number of "new time"

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ok that seems to work. thank you!

fickle nebula
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thats how I would do it

cursive wigeon
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ok awesome!

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how did you get the reference to the timeline?

fickle nebula
cursive wigeon
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Oh awesome!

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atm teh camera kinda eventually moves away from my character

fickle nebula
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decrease range

cursive wigeon
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need to figure out a way to get it back to the 1st location

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I was thinking move to location and making a reference of teh original position

fickle nebula
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yeah, you can save that in the begin play

cursive wigeon
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ok cheers!

wary oak
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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

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This is the one I am wanting

worthy tendon
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Are you on ue5?

wary oak
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Yes

worthy tendon
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Just right click on second pin and change its type to int

wary oak
worthy tendon
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Or basically connect another integer to that pin and it automatically turns into correct type

wary oak
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Its an int currently just trying to int-int

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Trying to control the value I decrease my stamina int by

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using int-int

worthy tendon
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Right click and type subtract

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Or drag from int and type subtract

wary oak
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thank god

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bless you

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I should have found that - derp LOL

worthy tendon
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Math nodes are now like wildcards

wary oak
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Was that a unreal engine 5 change?

worthy tendon
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Yeah

wary oak
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Cause I did notice i was on wrong documentation

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Gotcha

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Thank you kindly

worthy tendon
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np, if you want it like ue4 go to editor preferences, General/Blueprint editor settings/ then uncheck "Type Promotion" @Tye

wary oak
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Gotcha - I mean I would probably leave it default now that I know how to search for it šŸ™‚

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but good to know the option! @worthy tendon appreciate that!

nimble bloom
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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:

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It's acting like the config .ini resets on a new load.

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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?

cyan bone
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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?

gaunt ferry
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am i doing this wrong

spark steppe
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that's wild

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why do you query the asset registry instead of just specifying the class?

maiden wadi
#

Using the asset registry in most gameplay programming is incredibly pointless.

maiden wadi
# gaunt ferry am i doing this wrong

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

gaunt ferry
#

so if someone puts a widget in that folder it would auto just add that to viewport

fleet cedar
#

Can anyone recommend a simple inventory system tutorial that they've followed?

pale blade
#

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..

cyan bone
#

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?

maiden wadi
#

Usually easiest to make a mask out of the area, white it out and then multiply it.

cyan bone
odd kiln
#

Hi all

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Does anyone has some links for making UI Navigation in UE5 (or UE4) please ? Like World Map, Mini map with arrow (player) etc.. ?

maiden wadi
# cyan bone thank you. so something like this? But now i noticed the green banner use to hav...

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.

cyan bone
#

i used a multiply and it actually fixed it a bit. it shows a little the shadows

tight schooner
#

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

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Material graph ain't BP

cyan bone
tight schooner
#

Yeah that's the problem with #blueprint isn't it... It's too active šŸ˜…

tight schooner
#

The last time I went there to ask something it was like #lounge 2

maiden wadi
#

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"

tight schooner
# cyan bone I imported a lot of textures from the desktop. When i check the texture it says ...

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.

odd kiln
#

Can someone help me for math problem pls ?

tight schooner
#

Just ask and if anyone knows, you'll get an answer

odd kiln
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Ok thanks

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So I'm trying to make minimap but when I "play" in my editor, the map is not centered with my player

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Here is the Material

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I'm taking a "screenshot" of the map with a "SceneCapture2D"

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and set the "Ortho width"

rough warren
#

Hey guys I'm just a bit confused how to attach an object to a socket

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I have a socket in my player's bone structure thats name is "grip_socket"

maiden wadi
rough warren
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yeah

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so it attaches to the center of my character

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but it just doesnt attach to my skeleton

maiden wadi
#

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.

fair magnet
#

General question... I need to lerp a vector2d
Would it be cheaper to use a Vinterp or 2 finterp ?

fair magnet
#

uhhh not lerp interp

icy dragon
rough warren
#

also, does anyone know how to unattach a component?

fair magnet
rough warren
#

so how might i do something like I want to do?

fair magnet
#

Well... I don't know what you'd like to do :o

rough warren
#

crap

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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

fair magnet
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but if it's an item that you pickup it is an actor isn't it?

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I mean it gotta be there in order to be picked up

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and if it's an actor you can just use "detach"

rough warren
#

thank you

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i forgot detach was a word and couldnt find it šŸ¤¦ā€ā™‚ļø

fair magnet
#

We all have these moments

rough warren
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yup

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I don't really understand how this causes an infinite loop

tight schooner
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Maybe when you drop the item, it spawns the item and tries to pick it up again; idk

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It's impossible to say from your screenshot alone

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Could be anything

rough warren
#

for some reason dropitem is constantly getting called

tight schooner
#

Try disconnecting things methodically to narrow down how the loop is made

rough warren
#

it only started after i made that branch

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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

golden frigate
#

does wildcard here mean random?

forest timber
forest timber
crystal stone
#

anyone know how o can get my char to jump to mouse hit instead of jumping in place then running to mouse hit?

odd kiln
#

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

odd kiln
#

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

warm summit
#

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?

golden frigate
#

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?

tawdry surge
#

@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

forest timber
# rough warren wym

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

crystal stone
#

i need help with a blueprint (jump to location) LMB click is location

rough warren
rough warren
warm summit
#

@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....

forest timber
rough warren
#

ah wait, I figured out what i did wrong

forest timber
#

Awesome awesome, glad to hear!

warm summit
#

@tawdry surge Oh you mean just pass it as an input?!? šŸ™‚

#

@tawdry surge Thanks I got the ref!

steel shadow
#

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

sudden nimbus
#

@flint mulch post your screenshots here

flint mulch
#

ok

sudden nimbus
#

@pallid owl courtesy ping

flint mulch
#

ummmm someone help me :((

sudden nimbus
flint mulch
#

umm so how can i fix it

crystal stone
#

how can i make this jump to click instead of move to click?

#

very new to unreal

sudden nimbus
flint mulch
#

thanks u very much i test it now

#

OMG thanks u

#

its work

#

I LOVE U

sudden nimbus
#

it works because "Get Owning Player Pawn" gets Player1

#

because this is running in Player1's code

flint mulch
#

oh i see it

sudden nimbus
#

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_(惄)_/ĀÆ

flint mulch
#

damnn

#

thanks u so so much

#

i stuck it in 1 month ;-;

sudden nimbus
#

also you should use "Begin Play" instead of "Event Construct"

#

generally speaking

flint mulch
#

umm ok

sudden nimbus
#

but it works fine

flint mulch
#

thanks u so much

sudden nimbus
#

np, best of luck :-)

flint mulch
#

can u add me

#

because

#

i need someone can help me if i have a bug

#

://

sudden nimbus
#

I'm sure other people in here can help!

flint mulch
#

please

#

ummm ok

sudden nimbus
flint mulch
#

thanks u :333

sudden nimbus
crystal stone
#

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

sudden nimbus
#

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

crystal stone
#

yea

#

i have jump as ctrl and left click and move as left click

sudden nimbus
#

ok I see

crystal stone
#

idea of how the movement i want the game to have

sudden nimbus
#

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

crystal stone
#

the airflow

#

air control?

sudden nimbus
#

I think that's what it's called

crystal stone
#

omg set it to on and boom

sudden nimbus
#

yeah

#

the character movement component does a lot for you, there's a lot of control available in there

crystal stone
#

thx you

sleek kite
#

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? šŸ‘€

sudden nimbus
brave robin
#

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)

sudden nimbus
#

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)

sleek kite
brave robin
brave robin
sudden nimbus
#

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

trim matrix
tight schooner
tight schooner
sudden nimbus
#

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

open wren
#

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 it’s not changing that variable. Any help?

sudden nimbus
sleek kite
sudden nimbus
open wren
#

alright, i tried to use an event dispatcher but i’m too familiar with it and idk what to put in object when i cast to a blueprint. here is the code i’m using now for casting from a widget to a game mode. I set up a system so when the book changes to enable it’ll print something out so i know it works but it doesn’t print anything out meaning that the cast didn’t work?

brave robin
sudden nimbus
#

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?

undone surge
#

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?

undone surge
#

ok thank u

sudden nimbus
#

no problem

undone surge
#

there is an add unique too

#

what does that do

sudden nimbus
#

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

undone surge
#

i seee

tight schooner
undone surge
open wren
tight schooner
#

Print String / Print Text is a quick and dirty way

trim matrix
tight schooner
#

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

undone surge
#

is there a command to check if an array is full

tight schooner
#

Get length

#

Is length greater than 0

open wren
undone surge
tight schooner
#

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

undone surge
#

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

lime fulcrum
#

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

sudden nimbus
#

after the level is loaded, the actors of that level will be available via all the normal actor lookups

lime fulcrum
#

Oh, is the Player start removed on load for some reason? I'm trying to use that one

sudden nimbus
#

player starts are not removed when a level is loaded via streaming, nor are they removed on a root level

#

they stick around forever

lime fulcrum
#

I'm trying to move my player to such position but it's not working for some reason

sudden nimbus
#

moneys on: its not loaded yet

lime fulcrum
#

oh

#

gonna put a delay and see šŸ˜„

sudden nimbus
#

sure, just dont ship that šŸ˜›

lime fulcrum
#

yah xD

open wren
#

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

lime fulcrum
#

get user widget

#

then you cast it to your widget class šŸ™‚

grizzled cloak
#

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

lime fulcrum
#

@sudden nimbus This feels wrong. The event LevelLoaded does not trigger when all objects have been loaded but when the level start loading...WTF?

sudden nimbus
#

uhhh I dunno

#

closely inspect the docs I guess

open wren
# lime fulcrum get user widget

ohhh that makes sense, but i when i make a cast to my main menu widget i can’t find ā€œget user widgetā€ when i try to add something to object

sudden nimbus
#

shoulda called it LevelLoadDidStart probably

lime fulcrum
#

@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 šŸ™‚

#

@open wren did you cast before or after Get User Widget?

open wren
#

oh turns out i had context sensitive on which is prob why it didn’t come out… does this look right?

tawdry surge
#

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

icy dragon
#

Or 🪟 + Shift + S

sleek kite
gentle urchin
#

Pre that i was print screening and paint editing šŸ˜‚

#

You can also alt+printscreen to just do the active window iirc

timid thunder
#

would anyone know how to show the force and trajectory of an actor like twini golf?

blazing kite
timid thunder
#

Would it be possible if you could pull back the mouse and show the force of your attack?

blazing kite
#

then you grab out path positions and you build a spline or something else

#

i don't know if it take in account bounces

timid thunder
# blazing kite then you grab out path positions and you build a spline or something else

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...

ā–¶ Play video
blazing kite
#

If you just want an arrow you can create a world widget and tweak its size based on the predicted force

timid thunder
#

Or would I use something different

elfin wolf
# timid thunder Would it be possible if I could make something like this in bp or would I have t...

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...

ā–¶ Play video
#

this is a good place to start

#

same mechanics

timid thunder
#

Ok thx

digital lantern
#

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

earnest tangle
#

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

digital lantern
#

I found this on the forum, is this what you are talking about?

earnest tangle
#

kind of hard to say when that screenshot is the size of a postage stamp lol

digital lantern
#

Sorry ^^

earnest tangle
#

Yeah sort of like that, although in that example it always spawns them in the same order

digital lantern
#

Ok ok, thanks for the help I'll try some stuff on my side

night tartan
#

Anyone available who knows about structs, enums and data tables?

tight schooner
#

If you have a question, just ask in the channel... Those are pretty common things to know about

kindred loom
#

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.

mellow folio
#

It’s easy

#

Create the event

#

Create the function

#

Call the event

kindred loom
#

I can call the event as a function, however I can't set is as a bind

#

e.g. like here

dawn gazelle
mellow folio
#

CREATE EVENT

kindred loom
kindred loom
#

all inside the function

cinder shell
#
night tartan
#

( on voice ofc )

zealous moth
#

@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

digital lantern
#

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

glass stump
#

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.

maiden wadi
#

It would. But at different memory locations. Pointers are memory locations.

glass stump
#

Hmmm. I think I need to watch more tutorials on it. XD

maiden wadi
#

I would honestly avoid youtube tutorials on it. You're not going to get a very good understanding from them.

glass stump
#

Ahh, I see! I'll look into more information about the maps, thank you. :)

#

Ooh I see.

livid ingot
#

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 thinkingPepe

unique turret
#

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!

maiden wadi
#

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.

livid ingot
#

Ohhh really? Are they consistent through each play session?

#

I assume these are assigned at begin play?

#

Neat

tight schooner
maiden wadi
#

Where is that at? I wouldn't mind looking that up.

unique turret
kindred loom
livid ingot
#

What does it say when you hover over ERROR in the custom event

fathom cobalt
#

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?

minor dew
#

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.

burnt canyon
#

Whats the node for checking if your in viewport, editor window, ingame etc

rich tiger
#

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!

kindred loom
plain helm
#

Who has link to tutorial about damage effect with fresnel on material?

cobalt gulch
#

How do I cast to a gamemode without errors?

plain helm
cobalt gulch
unique turret
#

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.

cobalt gulch
plain helm
cobalt gulch
plain helm
cobalt gulch
#

ah kk

maiden wadi
#

That isn't a UE4/UE5 difference.

naive stag
#

How can I link an actor to created group of actors?

maiden wadi
warm summit
#

@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?!

faint pasture
naive stag
#

How can I find items with same variable?

empty marten
#

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?

maiden wadi
#

Sounds like it doesn't actually save save it. Transient folder sounds like something that gets wiped.

empty marten
#

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

maiden wadi
#

Have you deleted the source file in the project directory?

empty marten
#

No

maiden wadi
#

Might be worth doing that and then trying to reimport it again.

empty marten
#

Will try that now.

#

That did it. Thank you šŸ™‚

#

I'm new to importing files through BP like this so still figuring a few things out XD

brisk comet
#

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?

tawdry surge
#

You could make the platform a pawn and adjust rotation based on the mouse's axis values

empty marten
#

Or would it also store other things?

maiden wadi
#

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.

cyan bone
#

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?

empty marten
brisk comet
#

Not their contents, just how they're hooked up

maiden wadi
#

I doubt that anyone in the BP channel would. C++ channel might have someone that knows what the folder is for.

tight schooner
tawdry surge
#

@brisk comet should just need a pawn and an actor
Pawn (platform) rotates
Actor (ball) collides with platform and simulates physics

void jewel
#

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

opal ivy
#

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?

tight schooner
#

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

opal ivy
#

all right, thank you

tight schooner
#

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

empty needle
#

Hi, is there a way to see whether a event is still bound?

gentle urchin
royal trellis
#

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

opal ivy
#

I've still got something I'm doing wrong

lusty arrow
#

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

dark crow
#

Aim Offset?

opal ivy
#

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

rough warren
#

why does multicast just never work?

#

It just seems it doesnt do anything

lusty arrow
#

Nevermind, I fixed it. I used World rotation instead of relative rotation :). the flashlight is synced now across users!

lusty arrow
#

A multicast will broadcast what ur code is doing to all players, who are relevant

rough warren
#

ohhh

#

ok i'm just dumb than

#

also, do you by chance know how to set a value to like nill

lusty arrow
#

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.

rich tiger
#

Yeah I wanted to do it with blueprints only, but everywhere im looking it appears you can only do it by code, bummer

empty needle
#

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.

crystal stone
#

when i have just s cube it wont let me jump on top

cinder shell
crystal stone
#

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

floral anvil
#

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

crystal stone
#

im trying to bypass the autopath when jumping

weak hill
#

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.

sleek kite
#

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.

minor wolf
#

whats the difference between Custom Event vs a function with no return values? also is the Delay node dependent on frame-rate?

opaque patio
#

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

spark steppe
#

just use a random float (in range) to set the X/Y values for the UV Offset?!

inland igloo
#

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.

wise tide
#

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?

wise tide
#

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

trim matrix
#

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

wise tide
#

That does make sense, thanks

thin iris
#

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

opaque patio
spark steppe
#

is that using an ISM/HISM component? then you could use the mesh index in the material as seed for the UV shuffle

opaque patio
wintry geyser
#

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?

spark steppe
#

you can and should detach it

upper summit
#

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.

cyan bone
upper summit
#

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...

upper summit
rough warren
tawdry surge
#

You can just set it and don't pass anything in.

sudden lynx
#

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?

tawdry surge
#

Don't the input events handle that by default?

thin panther
rough warren
tawdry surge
#

Make a set node

faint pasture
tawdry surge
#

No input

faint pasture
high fractal
#

I need to be able to specify multiple Gameplay Abilities and really need the inputs able to be rebound.

rough warren
thin panther
vapid ibex
#

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?

trim matrix
misty pendant
#

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

untold fossil
#

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 😦

#

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 😢

#

Oh, nvm found it. It's a struct XD had to break it lol

#

my bad

odd veldt
untold fossil
#

Yeah I just figured out it's a struct. Was derping, it's early I guess 🄲

odd veldt
#

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.

sinful gust
#

This may be a dumb question, but why the variables set up in my child data asset ain't showing up to use?

brazen pike
sinful gust
#

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

brazen pike
#

you made all of the child variables non-public?

sinful gust
#

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

misty pendant
brazen pike
#

if the linetrace returns false, the hit component will be invalid because it didn't hit anything

#

so your setup there wouldnt work

misty pendant
#

should i make it bool variable or not

brazen pike
#

no an actor reference

misty pendant
#

oh alright

lone pond
#

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?

misty pendant
jagged stone
#

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?

brazen pike
# misty pendant

A set node, where nothing connects to it. That means you're setting it as nothing

jagged stone
#

The "For some platforms" note on the User Index pin has be wondering if there is something weird about this?

worthy tendon
whole coral
#

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?

raw orbit
#

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

misty pendant
#

im kind of dumb rn my brain crashed

#

i don't get it

versed sun
#

maybe something like this ?

misty pendant
#

How can i add that hit actor to the hover/unhover

#

oh wait

misty pendant
#

if i put target as tv the node for target will get like this

sinful gust
#

My Unreal Engine is drunk

#

It has just thrown an "Accessed none" error on a IsValid xdd

versed sun
#

Check to see if its valid before you check to see if its valid

acoustic lava
tawdry surge
#

@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

sullen tundra
#

how do I change actor billboard icon in derived bp class?

hybrid ether
#

Anyone who know sphere geometry? šŸ˜„ 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.

mental trellis
#

Technically you can do it with just 2 points with the right spline point settings

hybrid ether
#

hmm i will try

#

Thanks

foggy escarp
# sinful gust My Unreal Engine is drunk

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.

livid ingot
hybrid ether
#

like closest path to end point @livid ingot

acoustic lava
#

Maybe Try lerp rotator

#

With an interval on the alpha

#

Yeah lerp rotator with shortest path

hybrid ether
#

Thanks!

viscid arrow
#

What would be the best way to make the player always face an enemy while melee attacking?

acoustic lava
#

Depends

#

You could use control rotation

icy dragon
acoustic lava
viscid arrow
icy dragon
viscid arrow
#

Didn’t know i could manipulate the controller

viscid arrow
acoustic lava
#

Yeah if your first person it will work well but for 3rd person use set actor rotation

icy dragon
viscid arrow
#

No, it’s a 3rd person character

#

He just rotates whenever the camera rotates

icy dragon
#

So "pseudo FPS" then

viscid arrow
#

Kind of

#

Similar to elden ring

#

But not trying to do a lock on system

wispy sapphire
#

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?

keen anchor
#

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

wispy sapphire
#

@toxic jay Thanks!

spark steppe
#

htf do i get all subclasses of an class?

icy dragon
spark steppe
#

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 šŸ˜›

twilit heath
#

its the TObjectIterator

#

so i wouldn't hold my breath

#

templated stuff generally doesn't work in BP at all

spark steppe
#

it does

#

you can have c++ functions with "dynamic" return type as BP Node

twilit heath
#

you can pull all blueprint assets, load them, then check if the class is a child of

#

which is a terrible solution

spark steppe
#

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

#

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

harsh coral
#

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?

hexed token
#

Wait really?

#

TIL

#

This is what I get for leaving my IDE

sinful gust
harsh coral
#

I can't seem to get a ref from an array, it always says it converted it back to a copy

#

how

amber hill
#

Is there a function that can do the opposite of this?

tawdry surge
#

Remove from parent

amber hill
#

Like such?

tawdry surge
#

Yeah basically

harsh coral
#

How can I change a parameter of a material during runtime?

crude isle
#

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

tawdry surge
#

@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

harsh coral
#

tanks

dawn gazelle
crude isle
#

do I have to create a new widget for each of them or use the same widget but with different bindings idk lol

dawn gazelle
crude isle
#

I see

#

lemmie see that vid rq

#

ty

crude isle
dawn gazelle
#

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.

crude isle
#

oh ok

hard creek
#

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?

rain egret
#

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

spark steppe
#

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)

rain egret
#

Yea animations would be my main point

#

Convex collision for skeletal mesh would be cool

spark steppe
#

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) šŸ˜„

rain egret
#

Thanks I will consider it

spark steppe
#

maybe the animation bp in case of a turret would even counter the runtime benefits...

#

i would definitive go SM in your case

rain egret
#

I will prolly do skeletal because of the animations which will be more complex

spark steppe
#

for a turret?!?!

#

what kind of turret is that? mechanical gun?

rain egret
#

Yes

pearl moth
#

How do i call a blueprint?

spark steppe
#

ok, i was more thinking of laser turrets

#

well then you probably don't have much of a choice

jolly cairn
#

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

faint pasture
jolly cairn
#

100%

faint pasture
#

So what's the difference?

jolly cairn
#

if i knew i wouldn't be asking here

faint pasture
#

A static mesh component IS a primitive component

jolly cairn
#

so this is why im confused

#

like, this works fine for meshes included in the starter content, but not something I made and imported

faint pasture
jolly cairn
faint pasture
#

lol I was looking it up to see if I was right or talking out my ass

jolly cairn
#

if anything

devout wedge
#

I guess I would start by setting another material?

jolly cairn
#

like i said, this is working fine for Starter Content meshes, and it's showing me the name of the object im looking at

devout wedge
#

like try to put on your mesh the same material that works with the starter content mesh

pearl moth
#

Not working :p

jolly cairn
#

looks like its got collision

elfin wolf
jolly cairn
#

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

elfin wolf
jolly cairn
#

how can i do that with having a player start in my level?

#

i have no option for my player

elfin wolf
#

you do, while the game window is open click on your character in that dropdown

jolly cairn
#

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 šŸ™‚

pearl moth
#

Now someone could help me fixing the issue?