#blueprint

402296 messages ยท Page 925 of 403

candid geyser
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Like im pretty sure there are better ways to go about using a branch than to copy and paste the code from true, to false, and then adjusting it to use the other variation

flat coral
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We're back. What I've done here is removed the "bonus thrust" functionality entirely, and just replaced it with the thrust itself. This works perfectly fine (except for now I have no max speed enforced)

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So whatever's fucking up to stop this pawn dead, it's in this function, and it's based on that bonus speed functionality

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(Original BP, for reference)

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I haven't even changed what function I'm using to add force, or when this gets called.

mental trellis
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Don't multiply by delta seconds when using add force

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It already does it.

flat coral
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Fair enough, but that change doesn't fix the zeroing-out problem

ripe zephyr
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Hello, I am following a tutorial on camera zoom and I managed to get this to work, it zooms out incrementally which is what I wanted- however, when I use the input to zoom in, it zooms in way too much. Anyone have any advice?

flat coral
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You know, this worked perfectly fine before upgrading to UE5. Now I keep running into the same problem no matter how I structure it. I wonder if this has something to do with how UE5 handles physics in a different thread now

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Because try as I might, I can't EVER find the force or input which is making my velocity zero

willow gate
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Hey guys. I'm trying to make a simple interactable computer in my game. I'm having a hard time figuring out how to let the actor receive input from the player. I've set Enable Input and I've set the input events in the computer actor to consume input. Any suggestions?

willow gate
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Yeah kinda. I just want to interact with the actor (which I'm already easily doing) and then keypresses affect that actor instead of my player pawn. I guess I could make the computer a pawn and just possess it. But I'd rather not if there's another way.

thorny rover
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Just to up to date - i went with your second idea. But instead of using native column/string approach i found a plugin called "Data Table function library lite" it has for each row query over the datatable, so with some string appending and another json generation plugin i was able to get the result of a json string of the whole datatable :)

livid ingot
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woot!

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nice job

upper cove
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Hello there guys, im new to blueprint so may this can sound a dumb question but im stuck so..
I have a Widget Blueprint from wich i need to play a timeline animation located inside a BP Actor placed in my level pressing a UMG button.
The matter is i cant figure out how to cast that command to the BP Actor in order to make it play that timeline. Anyone can help?
Thanks!

tight schooner
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@upper cove the widget needs to get an object reference to the actor, and there are various situational ways to do that. If it's the player pawn, then Get Player Pawn works. If it's the only actor of that class in the level, then Get Actor of Class works

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If it's one of many of that type of actor in the level, then there needs to be some way to distinguish between them

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It's hard to suggest anything beyond that without knowing more about the scenario

fierce birch
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what are the three folders to delete, intermediate saved ?

upper cove
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Hey guys thanks for ur time, let me make some screenshot so you can Better understand the situation

desert juniper
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The right question is
"How can I call a function on my player character from within a widget"

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and hence your actual problem, you don't have a reference to your player character.

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I believe within a UMG widget you have access to "Get Owning Pawn" which returns the player pawn
You should be able to then cast that to your player BP

Casting is "Is this object of type XXX? If so, give me this object and do this: XXX (Success). Otherwise do this: XXX (Cast failed)"

tawdry surge
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Pretty sure they want a ref to a placed actor, not the player pawn

desert juniper
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ah yes, misread.
everything else is still 100% relevant

tawdry surge
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I'd probably use the widget to call an event in the player, use that to call an event dispatcher, and have that trigger the timeline on the actor

jolly surge
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Any idea on how to read image from device clipboard?

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Or how to share an image with the app?(so i can use the shared image in the app)

lusty arrow
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So, I have a flashlight on my gun and my first person animations have a bobble effect when walking. Thus, the light moves around on the screen as the player moves (bobbles around). When playing as the server, the light can be seen bobbing around on other players' screens. However, when playing as a client, the light does not bobble around on other players' screens when moving.

Therefore, any idea how I could replicate the bobble effect on players' screens (when the player moving is a client)? I was considering multicasting an montage or etc, but idk. The bobble effect is caused from the first person movement animations. So, the animation seems to replicate only as the server.

untold fossil
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Is there a way to find out if a controller is the host controller? I want to save some data (base) on the host's local save file. Other players should not save the host's base though. So I want only the host to save the data. How can I achieve this?

lusty arrow
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as in the host

untold fossil
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I tried "Is Server" node but that doesn't work. When I use that node, the clients also save the data and overwrite their own.

lusty arrow
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Switch has authority

untold fossil
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Yeah I was thinking of that, will try that

lusty arrow
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The authority should be the server in ur case

untold fossil
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Can someone explain why the "Is Server" node also returns true on client controllers locally?

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That doesn't seem to make sense to me

lusty arrow
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Is ur server dedicated? Or is the server a player playing on the game?

untold fossil
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No it's a listen server

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we are making a co-op game

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host also plays

lusty arrow
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Ok, so listen. Are u using an is server node in a multicast?

untold fossil
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Yes

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the is server node is triggered on event destroy of the controller

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on all

lusty arrow
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That's why. The server is also referenced in the multicast.

untold fossil
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Ah kk

lusty arrow
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It can get confusing sometimes. If ur doing a play montage for instance and switch has authority on remote, the server is ignored. But if u like update the rotation of something, while still ignoring the server, it will still update the server's game, because the server is relevant throughout the multicast. Same goes for the local client in that case

untold fossil
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Although I didn't exactly use a multicast but it the node was just placed after the event destroy on the controller NOT behind any authority node which does mean it executes on all version of that controller both server and client, no?

lusty arrow
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Yes, it would execute on all. The server, the client who initiated everything (the local client) and other users.

untold fossil
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And the strange thing is that the Is Server node was there used for a branch to define if the base should be saved or not. And here the client version of the controller (local controller) also returned true on this node while the client wasn't the host

lusty arrow
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Everyone, besides the local controller (local client) is network controlled.

untold fossil
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Yeah ok I think I understand

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The problem I see with using authority node though is that the save will execute each time a controller is destroyed (when a player disconnects) while it should ideally only fire once when the host controller shuts down his game

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Any idea on how to achieve that?

lusty arrow
lusty arrow
untold fossil
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Yeah that sounds kinda like what I want to do haha but I can't really find a way to gather the data on the listen server host controller only once and when the listen host controller is destroyed (host shut's down his server)

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For now I replaced it with an authority node and that will normally work but the downside is it will fire each time a controller is destroyed (even if it's not the host controller)

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Which will most likely cause a hiccup when the base that needs to be saved is big

lusty arrow
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Does the host have everything it needs to save the data, or does it need to reference other players?

untold fossil
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No it has everything

lusty arrow
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Then just avoid multicasting altogether and run on server.

untold fossil
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The base is fully replicated, so the host always has the full base at any moment

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Yeah but I'm not really using a multicast in the first place actually

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It's just a run on event destroy of the controller blueprint class (which is used by all clients)

lusty arrow
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And when u use an switch has authority, it's true for all clients when they leave?

untold fossil
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I placed an authority node behind it which will make it run on server only. But the server still holds ALL controllers of all clients. Which means that when some controller gets destroyed it will also execute the save code on the server

lusty arrow
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I see

untold fossil
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It would be nice if there was a way to identify a controller as being the host controller. Like say controller with index 0

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But not sure if that is reliable

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I know too little of how controller indexing works to validate that sadly

upper cove
# tawdry surge Pretty sure they want a ref to a placed actor, not the player pawn

Yeah ok maybe i phrased the question a bit messy, i have an actor bp placed in my level, in this blueprint i have a simple logic to change the material on my static mesh component through a timeline animation that goes from value 0 to 1. (1st picture)
I used a layered material for that with a Blend parameter modify trough that timeline. (2nd Picture)
The problem start when i have to play that timeline pressing the button on my UI, i dont know how to call a "play" function inside the UI BP or viceversa call the UI "on clicked" event inside my blueprint (3rd Picture)

untold fossil
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๐Ÿ˜…

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Seems hacky af though lol

lusty arrow
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Maybe lol

untold fossil
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Guess I can give it a try

lusty arrow
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0 should be the host

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cause they are first

untold fossil
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Yeah

lusty arrow
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but if u wanted to make sure, u could perhaps record the player who first joins (which should be the host) and if that is them on destroy, save the data

untold fossil
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At least when I do this on server right? Because when you get player controller index 0 on client it just returns your own local controller

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But my guess is that on the server it should always be the host controller

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Yeah that's a good idea as well

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and perhaps cleaner

lusty arrow
untold fossil
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Just save a ref through the gamemode on post login then

lusty arrow
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and 0 for server

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Yea I'd try that

untold fossil
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Ok I think I can work with that. Thanks for the brainstorming session hehe

lusty arrow
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it's kind of tilt, cause unreal engine knows who is the server. Why cant I just access that at any moment lol

untold fossil
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Yeah that'd be super handy ngl

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But okay

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It is what it is I guess ๐Ÿ˜›

lusty arrow
untold fossil
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Lemme have a look

lusty arrow
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I'm considering procedurally animating the light for other players, but it would be great if I could just replicate the current animation to them as well

untold fossil
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I think the easiest way to achieve this is to attach the light to whatever wobbles

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Is the wobble replicated to clients already?

lusty arrow
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The light is attached to the a socket on the gun. The gun is attached to ik_hand_r. This is on the first person character where all this occurs. When the player moves around in first person, their hand bobbles around which causes the gun to bobble which causes the light to do the same. Other players obviously see the player's third person character but they see the light actually bobbing around when the server player is moving. But when a client moves, the light is static (it moves around on rotation but it doesnt animate).

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I can record a quick video if it helps make more sense

untold fossil
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Ok but the wobble doesn't play in third person right? It's only a first person animation?

lusty arrow
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Yes

untold fossil
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Yeah that's tricky, because in third person you have no animation to work with.

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There are ways to do it though

lusty arrow
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I was considering moving the light to third person only for other player's to see, but it works fine as is in first person

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Just need the animation to replicate. I just dont get how the servers is replicated when component replicates is off for first person lol

untold fossil
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The wobble seen on the client doesn't need to match the wobble seen by clients in third person, right? Like it's not required for the light to be shining at exactly the same spot the first person player sees as opposed to what the clients in third person see?

lusty arrow
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I mean I guess, but it is important so players see what the actual player sees. Currently, where ever the light is pointing, the other players see the same

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Since the world rotation is replicated

untold fossil
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Because if that's the case it's only a matter of making sure the third person animation has some wobble which it most likely already has and the first person has wobble and then just making sure the light is attached in both first and third person and making sure the walking (bobbing animation) is replicated

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Ah ok yeah, in that case you want more precision. But that means you can't rely on the third person animation wobble.

lusty arrow
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Yea I was considering all that. The issue is my third person animations, for now, are default epic ones without the effect

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There is no camera animation in them

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Not even sure how to add that to them

untold fossil
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So then you'd have to either hard replicate the flashlights transform, perhaps with at a slower rate (2 times per second) and then interpolate it on the receiving clients

lusty arrow
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Good idea actually, I thought of something similar earlier

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I can try that

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I will also record a video just to be 100% clear with what's going on, but I will try that

untold fossil
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Or you could add the first person animation to the third person character and hide it and only attach the light source to it and make sure that first person animation is replicated and matches the first person animation seen by the walking player

lusty arrow
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I also considered that

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But wouldnt I need to dupe the first person mesh?

untold fossil
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A bit harder and more work but could give a better result

supple temple
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Hey everyone. Working on a lightsaber throwing mechanic for my Lego game, I'm having a little issue where in some cases the hilt is going in the wall instead of the blade. Is there any way I could get the hilt to "bounce" off or something

untold fossil
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You'd need an invisible skeletal mesh yeah

lusty arrow
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it's like everyone is the server

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when they are clients

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and switch has authority changes... super weird lol

untold fossil
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Hmm that sounds like a small replication issue then

lusty arrow
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Like if I do net mode play as client, everyone sees it

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strange

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Everything else is fine

untold fossil
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So it's only the host (listen server) that has an issue?

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Like, the host's wobble doesn't replicate?

lusty arrow
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Only listen server. The host wobble replicates but the client's do not

lusty arrow
untold fossil
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And when you play on dedi, all clients suddenly replicate fine?

lusty arrow
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Yep

untold fossil
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o_O

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That sounds strange

lusty arrow
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Lol it's odd

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When I saw it worked fine and switch has authority started acting funky, I was just like "wut"

untold fossil
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That sounds like some strange host authority overwriting of some kind

lusty arrow
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Yea. I have been studying replication and relevancy, so im still learning this stuff. I also had a networking course in college but there are still things Im still figuring out lol

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my day job is a web apps dev for an insurance company, so this is my side hobby

untold fossil
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Replication can be a bit tricky at first. But once you understand the ins and outs it's actually very simple.

lusty arrow
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Yea I have been grasping it well

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There some funky things confusing to me earlier but now it all makes sense

untold fossil
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Yeah when you start out it can melt your brain lol

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But once you understand the principles of server authority, multicasts and owning client it's a walk in the park

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In any case good luck with your project! Have to go for now. Feel free to PM me if you have any more questions, always glad to help fellow devs ๐Ÿ™‚

faint pasture
lusty arrow
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Nope, they dont

faint pasture
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I'd just add that, that'd be the best way to do it IMO

lusty arrow
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Rn, the light is just attached to the fp character

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I might end up putting it on the tp character and replicating it only

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then bobble it there

faint pasture
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IDK how you're doing your 1pp/3pp split, but all you should need to do is tell the light "attach to Character3", and on an owning client, it'll attach to Character3.1PPMesh, and on all others, it'll attach to Character3.3PPMesh

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The only info that needs to be replicated is the character the light is attached to. Or the gun, or whatever.

lusty arrow
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Ok

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The gun is replicated, but fp character isnt as of now

faint pasture
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Does the gun have a light, or the character?

lusty arrow
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The gun.

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This demos the issue

faint pasture
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Just have the gun have a spot light component attached to it, then attach the gun to the correct mesh on each machine.

lusty arrow
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u can see the client's doesnt wobble on the other players screen (the server in this case), but the servers does for all clients

supple temple
faint pasture
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and also confirm that the light is always just attached to the gun, nothing fancy going on, always pointing in the direction the gun is.

lusty arrow
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It is. The light is attached to a socket on the gun, so its 0 0 0 always

lusty arrow
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the light is attached to the laserFP

faint pasture
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Wait a second, your weapons have 2 meshes?

lusty arrow
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Yea. I originally started with the multiplayer fps template from the marketplace. It has a separate mesh for third and first person. Probably for like animations for the guns? I should just combine into one

upper cove
lusty arrow
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The gun for first person is attached to a socket that is on ik_hand_r

faint pasture
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It's like jumping in someone else's project car and trying to race. Gonna have a bad time because you don't know all the details of it.

lusty arrow
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Oh yea ik. I have been studying this project actually for a long time

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So I know how most of it works

faint pasture
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They probably have some sort of 3pp/1pp split on the weapons but I'd never do that. Depends though

lusty arrow
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In reality, the weapons operate the same for both, so they dont need to be split honestly. I should work on combining them

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There is nothing different between the meshes

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besides the animations that play for both

faint pasture
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Other than one has a light on it and the other doesn't

lusty arrow
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Yea pretty much

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the only difference as of now

faint pasture
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so if the mesh the light is on isn't bobbing, then it's not gonna bob

lusty arrow
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Makes sense

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I just dont get how the server's is bobbing lol

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its not on it either

faint pasture
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IDK, you might be replicating movement, who knows

lusty arrow
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The first person movement is not replicated. But the gun is, so my guess is that's why

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But then the clients should replicate...

faint pasture
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Servers 1pp mesh is bobbing. Servers version of everyone elses gun is the 3pp one so it's not

lusty arrow
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Hmm

faint pasture
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assuming that's how it's set up. I'd back up and make the system a lot simpler.

lusty arrow
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perhaps that explains it

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Yea i might do that

faint pasture
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You should'nt have to replicate movement on the gun when attached

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Assuming you want to keep the 1pp/3pp split, then attach the gun to the different meshes on the different machines.

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Then the gun will just go where the hand goes which is driven by movement/animation etc.

lusty arrow
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My guess is the first person gun was replicated for things like reloading times and shooting, etc

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Not entirely sure

lusty arrow
lusty arrow
# supple temple

Maybe add collision with the light saber and if it interacts with something, stop the montage and do whatever with the saber?

supple temple
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This is on the hilt

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And here's the components.

Sphere is collision on the blade for when that hits the wall. Box is for the hilt.

And rotating/projectile movement is for movement when it's out of hand

faint pasture
faint pasture
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So you and your buddy might not agree on the particulars of where the light is pointing, but it'll be consistent with your view

lusty arrow
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Yep!

tawdry surge
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@upper coveI'd probably use the widget to call an event in the player, use that to call an event dispatcher, and have that trigger the timeline on the actor. Also after creating the dynamic material instance you need to assign it to the static mesh using "set material" node

zealous moth
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@cyan bone you need to load it into unity and export as fbx

supple temple
faint badge
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Do you have a license to use that asset? That website you linked is for acquiring a paid for asset without paying which would not be legal and is not allowed on this server.

<@&213101288538374145>

twin chasm
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hi

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yes, the unity asset store does have the requirement that those assets be used in Unity, so the answer to this question would be against the rules here

cyan bone
untold anchor
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well, even more so, this wasn't the unity asset store

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this was pirated content

twin chasm
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oh

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i didnt even notice that

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even worse

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i did quick look at the post, saw unity, and brain auto snapped to 'unity asset store'

cyan bone
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im so sorry. i deleted it already

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i dont usually look at unity assets. so i thought that was their website

untold anchor
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be careful and check your resources before you post and share stuff in the future

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also check and read licenses

faint badge
# twin chasm yes, the unity asset store does have the requirement that those assets be used i...

I am not convinced this is true. I believe it is the same as Unreal where assets created by Epic (or Unity in their case) are tied to the engine, third party assets on the marketplace do not have the same restriction unless the developer specifies it specifically so while there may be specific assets that are tied to Unity, the general EULA doesn't specify any specific engine requirements. It has been a while since I looked into it though so my information may be outdated

twin chasm
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oh, maybe

sudden nimbus
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I thought the general marketplace EULA locked the license to unreal

shrewd plume
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Hi guys, how do I restore a destroyed component? I want to make a component of an actor to disappear and appear with a mouse click

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Or to make it reappear after some time

broken wadi
shrewd plume
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how to do it in the blueprint? which node?

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also will the collision disappear too?

broken wadi
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Set Visibility

shrewd plume
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I see the node now, thank you

broken wadi
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Then check the New Visibility on or off

shrewd plume
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it is working great, thank you!

jolly surge
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Anyway to force open keyboard on mobile? (android)
I've tried executing the command "Android.NewKeyboard 0" nothing happends

hallow gate
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Spent five hours trying to figure out why a door wouldn't open and replicate, only to find out that every components has to be replicated also...

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My head

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Is

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Banging

sudden nimbus
tawdry surge
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Make sure to use the nanite quality assets if you do

haughty egret
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Does anyone know how to clear old references from a uasset??

I'm actually dying out here trying to figure out some nonsensical behaviour which feels like blueprint corruption. I can't recreate this blueprint without a lot of work either.

lapis ridge
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Does anyone know why changing the tick rate is influencing whether an animbp control rig works or not?

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My player is sending transforms via interface for the animbp's control rig to follow. At 0 tick delay it is frozen, at 1sec it works fine, and at 0.5 sec it only goes halfway?

lapis ridge
haughty egret
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Well it's a CPP thing that was deleted, does fixing redirectors work with that?

lapis ridge
frosty hawk
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How do you rotate an object so that it matches the other up vector? I'm trying to make the cube replicates the normal of whatever object that is below it...

trim matrix
rough warren
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Hey guys, I've got a question. I'm having this issue where I'm shooting a raycast and it prints what actor it hits. It only actually detects when I point towards the floor (from the template map)

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Any ideas why this might be

frosty hawk
haughty egret
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Fix up redirectors did nothing, this bug is killer ๐Ÿ˜ฉ

haughty egret
hallow gate
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Why can't I use this to rotate Actors?

Specifically, I'm rotating a door on the server using the InputAxis, which works fine as the server, however when the client attempts it, the "Server" can't see it's InputAxis for some reason? I can't find a way to get it to work

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(Door BP)

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Turn Rate on the client works, but obviously the server's version of the client's "Turn Rate" is 0, because it has no input

tawdry surge
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Many reasons
Namely that actors don't have controllers

hallow gate
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I would use actor rotation delta but it's jank, so I'd prefer if this has a solution

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Certainly, but is there a workaround to make it work?

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Or am I scunnered?

tawdry surge
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Nah you just set actor rotation or local rotation.
If you wanna use an axis value to drive it that's fine too

hallow gate
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I CAN'T use the axis value though, because the server doesn't see it

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That's my problem

tawdry surge
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You have to pass them to the server using an rpc

hallow gate
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That also doesn't work though?

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No matter what, from the server's perspective "Test Turn Rate" will always be 0

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Because it's running the InputAxis Turn on it's side

candid geyser
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Okay so im not at all sure what's happening, but an animation im using is not acting quite right lmao

tawdry surge
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That variable isn't replicated so you're changing it on the client and then trying to grab it on the server, but the server never set it to a new value so it'll always be 0

hallow gate
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Still doesn't function when replicated

desert juniper
tawdry surge
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Try passing it through the rpc as an input
(Not ideal for cheating reasons but for testing it's fine)

hallow gate
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I mean, I'm just using it to open a door, if it opens up the ability for someone to open a door REAAALLY fast, so be it

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Lol

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I'll give it a try

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You're a freaking gem

hallow gate
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Saves me doing a buttload of maths on actor deltas

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I'll be sure to only use it for door opening calculations to avoid cheating behaviour

desert juniper
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can you just set the door open angle to replicate (RepNotify) and then just set the door rotation on OnRep?

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setting the door rotation on the OnRep function should take care of the replication to the clients

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@hallow gate

hallow gate
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Not entirely sure how to work with OnRep

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But honestly, replicating it this way works brilliantly

desert juniper
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ah okay, if you already have it replicating and it works, you're fine

hallow gate
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Pushing the input axis to the server for it to use for the door calculations seems to be the better way for now

desert juniper
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OnRep is crucial to learn so I'll quickly explain

hallow gate
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Only drawback is someone could theoretically use cheat engine to speed it up

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But hey, let them open the door fast

desert juniper
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You can set a variable to replication mode RepNotify
this automatically creates a function OnRep_MyVariable
This function will automatically run and replicate to clients whenever that variable is changed

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so in the way I was thinking, just have a float variable set to RepNotify
Set it's door open value
Then on the OnRep function, set the door relative angle to be the value of the variable

hallow gate
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Ah I see...

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And if I change the variable as a client, it'll automagically be updated to all the other clients?

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Or would I have to change it as the server anyway?

desert juniper
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I believe you have to set the variable in a server RPC, I'm not entirely sure though, as that's how I do it

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but you'd likely want to do it on the server anyways to verify no one's cheating

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(you have to do manual checks when setting the variable to verify no one is cheating)

hallow gate
#

Okay, that'd still probably have the issue of the client inputaxis not replicating on the server without a direct RPC then

#

But repnotify is still useful for other things for sure, like actor destruction, I'll use it for that sort of stuff!

desert juniper
#

you instead call the function on the client, and have the client pass in the input axis
The server function just takes in the input axis parameter, and uses that to set whatever door value you want

hallow gate
#

Okay

#

Cheers bud!

desert juniper
#

๐Ÿป

burnt citrus
#

Hey I have a question
How Lyra shooter game's weapon works?
What I want to know is how the weapon detect center of the screen

#

I can't understand cpp so I want to know it in BP

solar sequoia
burnt citrus
solar sequoia
#

Look in Lyra then. I'm sure they document their stuff well

burnt citrus
solar sequoia
#

I'm sure they document their stuff well

#

basically every BP node has an equivalent C++ function, and with a little research I could imagine figuring out what any function does

thin panther
#

Unfortunately learning how lyra does things requires c++

burnt citrus
#

well, I research them thanks

trim matrix
#

Hi, is it possible to have multiple key bindings that use the same buttons?

sudden nimbus
#

then it's up to you to filter them when they trigger

trim matrix
#

I've ticked this box as false but still as long as any input binding uses the same buttons, the binding seems to be overwritten/doesnt work

#

what is enhanced input exactly?

#

I'm just trying to make sure we are on the same page

sudden nimbus
trim matrix
#

okay thanks

junior hedge
#

is there a way instead of setting a world scale for an actor I can gradually increase it?

#

for example a coin getting smaller when you collide with it

solar sequoia
sudden nimbus
junior hedge
#

idk how

#

idk how to get the current scale

sudden nimbus
#

theres some blueprint nodes for that -- only thing that might throw you is that it will be 3 different scales, one for X, Y, and Z

#

honestly though its better to figure out what the current "expected" scale would be (based on an animation or whatever)

sudden nimbus
junior hedge
#

this is what I have rn

#

one sec actually

sudden nimbus
#

if you are trying to animate the coin to be smaller until it "disappears" then i would use timelines

junior hedge
#

Alright, I'll look into that, thank you

solar sequoia
#

timelines can be used for all kinds of stuff. They're incredibly versatile

junior hedge
#

only stays at 1, I am guessing because it needs to be set as a global variable?

#

(I have 3 coins but when I collide with them it just says 1)

#

Okay that is the reason, but how will I make a global variable?

tawdry surge
#

You don't make a global variable
But you do want to make a variable somewhere that isn't about to be destroyed and can accumulate the coin count

#

Like the player, player state, game state, or game mode

junior hedge
solar sequoia
# junior hedge

I want to point out here that when you overlap with something, that event will only fire one time. It's "begin overlap" not "while overlapping" or something similar

junior hedge
#

that's fine, but I removed the part where the coin disappears and confirmed that they're just separate variables

#

one would have 5, another 4, and another has 1

#

(according to how many times I bumped into it)

#

@solar sequoia

solar sequoia
#

those would be separate variables, correct. Global variables aren't really a thing because the actual code for it has to be stored somewhere specific

junior hedge
#

are you able to call? would be pretty easy to just show you

solar sequoia
#

not currently, but I can imagine what your issue is

junior hedge
solar sequoia
#

what's the first BP?

junior hedge
solar sequoia
#

so you might not necessarily need to do this in a game instance. A game mode would probably accomplish the same thing, even

#

either way, those actor types are defined in your world / level settings, and calling "get game instance" will get a reference to the game instance, just a generic reference though

#

I might ask, though, why you're having the coin pickup add to its own value if it's just going to be destroyed after. Probably better suited for the actor that picks it up, presumably a player pawn

junior hedge
#

ValueOfCoin is how much the coin is worth

solar sequoia
#

that's to say that spawning multiple actors from that BP and then changing the value of one of their variables doesn't change the value of the others

#

the intent is for all variables to be instanced per actor, so that each can function independently

junior hedge
#

If CoinsInv is a global variable that wont be a problem

solar sequoia
#

global variables are not a thing

#

I'll explain how to do this, but you do have to understand that actors don't share information like that just because they're part of the same BP

junior hedge
#

i know that now

#

i have "CoinInventory" in NewGameInstance

#

I want to use that instead as the variable thats storing the value

solar sequoia
#

you're on the right track, yeah

#

so if you get a reference to something from another BP, you can drag off of it and call events on it in the same way

#

and like I said, there is just one game instance for the entire level, so you can use "Get Game Instance" from anywhere and it will always return the same value

junior hedge
#

Alright, would I just assign the value to an already existing variable? How do I choose the variable I want selected?

solar sequoia
#

however,

#

just using "Get Game Instance" won't return a reference to your game instance BP; it will get a reference to the Game Instance. To test that generic Game Instance reference to see if it is also the same class as the BP you made, you'll need to use a cast node

#

"Cast to 'My Game Instance'" or whatever you named it

junior hedge
#

right, I have that dragged out

solar sequoia
#

send a snip

junior hedge
solar sequoia
#

so you'd have to connect that to an execution pin somewhere, probably right before you go to set the value, and then if the cast succeeds you'll be able to drag off of the return value of the cast node. Just type your variable name and it should come up

#

if I were you, I'd hover over each of the blue pins to see the difference in the object types they're asking for. That's what really helped me understand casting/classes

junior hedge
#

I actually didn't realize it told you, thanks for that tip

solar sequoia
#

no problem

#

casting is incredibly powerful if you get it right. It's pretty often misused or overused, but in the cases where it's needed it's basically irreplaceable

junior hedge
#

is this right? I cannot wire "As new game instance" "Coins Inv"

solar sequoia
#

not correct

junior hedge
#

there we go

solar sequoia
#

as a general rule, you have to have the pins going the correct direction. The int node you're trying to connect also isn't the same type of variable, so it won't connect

solar sequoia
#

if I can suggest something, I'd plug that int into an increment or add node, and then drag off of your game instance reference again to set its value to the aforementioned node's output

junior hedge
#

now how found I modify "Coins Inventory" and send it back to the other BP?

#

ok

rough warren
#

Hey guys, I'm having this issue where it's just returning the parent class default value. Even though the value of the child i'm looking for is different

solar sequoia
#

"CoinsInv" is the one in your coin BP, not the game instance. You need to drag off of the game instance reference again to find it

rough warren
#

Oh wait nvm

junior hedge
#

idk how to set "Coin Inventory", I don't see it when I right click

rough warren
junior hedge
solar sequoia
junior hedge
#

yep

solar sequoia
#

I was going to say that you can turn off context sensitivity and then search for a variable name, and then build backwards from there, but I find that I only do that if I don't remember where what I'm looking for is located

rough warren
junior hedge
past comet
#

Help! I'm so stuck 12 hours+

I cannot pass any variable from one Widget Blueprint to another.

In this example I need to call a function inside LobbyWidget in a Widget instantiated by LobbyWidget like so. As you can see I pass a reference to self as the Lobby variable in the DeckListingItem. The onclick event however shows that Lobby is null when clicked even thought self was passed to Lobby when instantiated.

junior hedge
#

yeah that worked, I appreciate it

past comet
#

Can't exactly capture hover, but Lobby is None

junior hedge
solar sequoia
solar sequoia
solar sequoia
#

afaik widgets aren't replicated

past comet
#

I don't want them replicated.

#

Do I need to do state that somewhere?

solar sequoia
#

I don't necessarily know the solution to your issue, other than suggesting you double check how you're getting your references, since that's what's throwing an error

junior hedge
past comet
#

In the screenshot you can see I assign Self to Lobby

#

How can self be null

solar sequoia
trim matrix
solar sequoia
solar sequoia
junior hedge
#

would it be any different then that?

past comet
#

Blueprint Runtime Error: "Accessed None trying to read property Lobby". Node: Show Cards Graph: EventGraph Function: Execute Ubergraph Deck Listing Item Blueprint: DeckListingItem

trim matrix
#

get in the habit of it

#

thank you errors messages are the best.

solar sequoia
# junior hedge would it be any different then that?

No, I don't think it really makes a difference, but to me it seems like it would make for better organization. Keeping things relevant to the player either in the pawn or controller makes it neater to some extent

past comet
trim matrix
trim matrix
#

Lobby has no reason to be invalid at the time of creation, I would imagine that lobby is being set to invalid somehwere, or the creation code you think is running is not actualy running.

junior hedge
solar sequoia
#

the initial barrier to figuring out how to get references to actors is that you have to think about the physical relationship between those things. "how will these interact" more or less

junior hedge
#

ic

wheat egret
#

Hey guys! Hope you're all well. Im currently trying to build an inventory system but im stuck at the moment. Heres what im trying to do:
Scan for an empty slot - loop through the inventory array that ive created, search to see if name == nothing , if it finds it, break the loop and return value the slot index that it found.
Add item to inventory - check if empty slot was found (fales == inventory full) if true then set the array elem to the item i want to add.

The issue im having is it seems to be adding that item to all the inventory arrays

#

does anyone know what im doing wrong

past comet
#

DesklistItems are instatiated within the Lobby so I just don't see how a self reference ends up being None when being instantiated.

solar sequoia
trim matrix
trim matrix
#

in the first screenshot?

wheat egret
wheat egret
#

it just returns nothing

trim matrix
#

Well there is your issue

#

No matter what happens, after the first iteration of the loop, it will always return

#

Meaning after the first iteration of the loop. yout function will ALWAYS immedeitly stop

steel shadow
#

Having a bit of problem with an AI pawn pathing and not rotating properly, it moves along a spline using 'AI move to' which works ok, I also use 'orient rotation to movement' with all settings like 'use controller yaw' etc turned off, yet the pawn doesn't properly face direction of movement, as if it has some kind of angular drag applied, but I have simulate physics off

wheat egret
trim matrix
#

if you can follow along with that xD

#

@wheat egret

wheat egret
trim matrix
past comet
#

@trim matrix I'm trying to see where these refernces would be set to None but I don't see that anywhere, theres very little code anywhere else.

trim matrix
#

The second picture

#

Is that connected to a loop in any way?

#

This code?

wheat egret
trim matrix
#

Well you see, you only call SetArrayElement once. So how is multiple elements being set?

#

That either means, the code is running more then once, or there is an error with how your UI is drawing the inventory

wheat egret
trim matrix
#

Put a print string right after SetArrayEleemnt

#

confirm that it only happens once

wheat egret
trim matrix
trim matrix
wheat egret
trim matrix
#

just see if it prints more then once.

trim matrix
#

Could be that, the stackable code is being ran

wheat egret
#

ah i see what you mean I think its my UI code then. Print string made the code only run once

trim matrix
#

yes there is always a possiblity that the UI is just drawing it incorrectly

wheat egret
trim matrix
#

Do you have a function to print out the entire inventory?

#

That is a very useful function to have for debuging.

#

You can print out the whole inventory to make sure it is correct

#

Actualy even, since this code is on the GameState, you can just make the inventory variable InstanceEditable and use the debug keys to directly inspect the values during runtime

#

that is alot easier

wheat egret
wheat egret
#

ive just been print stringing all over the place

wheat egret
#

i think i found the issue

trim matrix
#

yea fix that xD

wheat egret
#

my thought process here. Loop through each inventory index, check if its an empty slot or not. True means i use default border, false means ill add the thumbnail of that item to that slot?

trim matrix
#

This binding is prob for an image element?

wheat egret
#

yeah binding to a image element

trim matrix
#

ok yes, where do you specify which item this picture relates to?

#

For every picture, on every item, this same exact code gets ran

#

You need to specify for each item frame, which item in the inventory it relates to

#

Right now, for every item frame, this code gets executed, and every item frame will display the first thing in the inventory.

#

Since you use a ForLoop and no matter what, you return after the first itteration.

wheat egret
#

So a for each loop stops after the first iteration and doesnt move through the list?

trim matrix
#

Firstly, understand that this same exact code gets Re-executed individually and separately for each item frame.

#

Second, understand that a return node INSTANTLY stops a function

#

As soon as the return node executes, the function instantly halts all exectuon and stops.

wheat egret
#

thanks so much!

trim matrix
#

There fore, if both paths of that branch return, no matter what happens, your function will always instastly stop

wheat egret
#

i think i understand how a loop works now, it will loop through the array UNTIL it gets a return node right? if it gets a return node in the first item then it stops the function?

trim matrix
#

it will loop through the array UNTIL it gets a return node right? That is how it works in this scenario yes.

#

if it gets a return node in the first item then it stops the function? Anytime a return node is executed, the function will immedeitly stop.

#

The last thing you have to understand to make this work, is that you need to save a varialbe on each ItemFrame widget. This variable will need to tell the widget what item it relates to in the inventory.

#

Maybe you call this varialbe ItemIndex. When you create the ItemFrame widget go ahead and set the correct ItemIndex right after you spwan it in.

wheat egret
#

awesome thanks! Really appreicate the help

trim matrix
#

Once you have the ItemIndex on the widget, you dont even need to for loop and search anymore.

#

You will already have the correct index saved to the widget ahead of time, can just directly get that index in the inventory array.

past comet
#

I cannot figure out why name is None when I click on this button I instantiated. There's no place where I'm setting these values to None. In fact all values I instantiated with are lost.

wheat egret
past comet
#

Setting here doesn't help.

low spade
#

does anyone kno how to reset landmass brush details

junior hedge
#

Is there a way I can do this without them doing that?

#

or do I just do in animations

#

also is there a keybind to remove pins?

surreal peak
#

What are you even trying here

#

Your are also missing to use the DeltaSeconds of the Tick Node

#

If the game has more or less fps, you will add more or less rotation and location offset during the same amount of time

#

Multiplying your values with DeltaSeconds resolves that

junior hedge
#

its fine ill just do it in animation

junior hedge
#

errors out when called as an event but if I load the nodes into an event tick it works perfectly fine, any ideas why?

cyan bone
#

Im designing skeletal meshes for new clothes for my character. However the skin always shows a little when the character walks. After some searches it seems it is not very good to overlay clothes. So the best thing to do is to just replace full body parts. Right?
But im very confused on how am i going to do that. Since the clothes attach to the original skeletal mesh of the character.
What should i do? I cant remove or hide the original skeletal mesh of the nude body, because then the character doesnt move.

cyan bone
tidal marlin
#

Hy. Can i add complex collision react to swip?

spark robin
#

Could you guys figure out why the text in the designer wont update as I alter the Text variable?

#

I also tried using of type text rather than string

junior hedge
#

errors out when called as an event but if I load the nodes into an event tick it works perfectly fine, any ideas why?

jolly cairn
#

hi all, wondering if someone can help me? Basically I have this to spawn the tool the player selects but i want it to spawn in and attach itself to the camera so it follows

#

got it now, but it's overriding the player controls direction

devout grove
#

Has anyone had any issues with the "ConvertMouseLocationToWorldSpace" node. The world location output just gives me a value of 0,0,0 and the bool output is always false

spark robin
#

How do I make a variable bindable to classes inheriting it?

tawdry surge
#

That doesn't really make sense. What is it you're trying to do?

severe skiff
#

how do you get a value from a Data Asset (or Primary Data Asset)?

For context: I want to get a gameplay tag property from the data asset into the Add Granted Tag node's gameplay tag pin.

Thanks

remote meteor
ruby flare
#

Hey all, is there any way to diff blueprints which are in different projects without migrating them into the same project?

spark robin
#

Q: Can I pass functions by reference? I want to be able to feed in a function into a varaible and be able to call that function to get a value - even better would ofc be if I could make use of Unreals binding feature but I cant find anything on that either ๐Ÿ˜

ruby flare
# spark robin If you want to be able to use the same content in multiple projects and make it ...

Not so much that I want to use the same content in multiple projects... basically a project I've recently joined started off using some plugin content but they've modified the plugin's blueprints over time. I can create a new project with the raw plugin content to see what those BPs looked like originally, but would be good to be able to use the diff tool to see all the changes highlighted rather than trying to manually "spot the difference"

tawdry surge
#

#1 you don't pass functions to variables. You can pass variables into functions tho..
#2 bindings are not great and unless it MUST update every frame then just make a custom event or function to handle the value change or whatever you're doing

spark robin
# ruby flare Not so much that I want to use the same content in multiple projects... basicall...

Quick Dev Tips is a series of bite-sized game development tips, predominantly focused around Unreal Engine 4 / 5.
Follow for more tips: https://twitter.com/cbGameDev
Got a suggestion for an Unreal Engine 4 / 5 quick dev tip video? Let me know: https://forms.gle/qvvjxMsUiqodqFgK6

Check out the parkour game I'm solo developing called Freerunners....

โ–ถ Play video
ruby flare
spark robin
ruby flare
# spark robin Just copy the folders over

Ok, is that safe? The dependencies are such that I think I'd need to almost copy the whole of one project into the other... (at least that's what the "Migrate" option seemed to be implying)

spark robin
tawdry surge
#

Make a copy and do it, then apply the changes to the actual project once you know what they are

#

Wouldn't do that on my active project version just incase

spark robin
#

How do I categorize properties in the details panel?

tawdry surge
#

In the details panel of the property in the BP editor
You can set the category to something other then default

ruby flare
#

Yeah, seemed to work ok, thanks guys!

spark robin
#

Can I make proprties private in instances of a child class - where the parent class has them exposed?

#

I guess what I want is protected properties

icy dragon
#

You can flag a variable as Private. Children classes won't be able to tamper with it.

spark robin
#

Just to clarify, I Want to modify the values in the child class. But instances of that child class shouldnt be able to change them

icy dragon
spark robin
#

aha

spark robin
icy dragon
#

Details panel

spark robin
#

Yes but how do I open the details panel for the variable?

#

By default variables inherited wont appear in the "My blueprint" panel

#

and in the parent class I dont see a protected option, I see a "private" property there, but thats about it

winged lagoon
#

new in unreal and trying to add a sprint to the base 3rd person example
i thought it would be like this but apparently scaleValue cant be more than 1?

unborn raven
#

Hey all, I am attempting to use a plugin called numbskull serialization to serialize an imported texture (as a texture2D) object... Currently I can serialize it and export it to a file, However when I pull the object data from the file in runtime it returns null... Am I using the wrong UObject to serialize the texture? I want to be able to store the texture data/image in a file created and then loaded in runtime.

upper cove
#

Hello there, i setted up a simple layered material with a blend parameter inside, that parameter is driven by a timeline in my actor bp so i can make a smooth transition between the two layers, the problem now is that i need the first layer to be a opaque material and the second one to be translucent but i have no idea on how to setup such a thing. Any clue?

#

This is the material

vapid grotto
vapid grotto
tawdry surge
#

@upper cove you want a masked material not opaque

winged lagoon
tawdry surge
#

Character movement component is in charge of max walk speed

#

And most everything else movement related

icy dragon
winged lagoon
#

uhhh? sorry im kinda new in unreal

#

i have this which changes a float variable that multiplies the move speed

#

but if i set it any higher than 1 it just uses 1

worthy tendon
worthy tendon
#

character does have maximum walk speed. you should change that instead.

winged lagoon
#

where do i change it?

worthy tendon
worthy tendon
worthy tendon
winged lagoon
# worthy tendon

how did you get the character movement bubble (idk what you call the blueprint things)

#

wait

#

ok found it

worthy tendon
#

its called a getter node.

#

the green one is the Set node

jagged stone
#

Is there a blueprint to check if a Struct variable has been set? So i have a team of type CustomStruct, but it has no default value set....how can I check if this has a value set? The IsValid node does not allow this on the input pin

winged lagoon
#

it works now thanks

worthy tendon
jagged stone
#

๐Ÿ˜ I see

worthy tendon
#

so a boolean like IsCustomStructSet, but you have to control it manually, that's why i said it becomes dirty ๐Ÿ˜„

jagged stone
#

The struct has a string value, so i'll probably just check if this is ""

worthy tendon
#

yeah that can work too

trim matrix
#

im trying to use ''simple move to'' but for some reason it doesnt wanna work?

#

am I missing something

#

seems like it shoudnt be too hard

worthy tendon
jagged stone
#

Do you have the character possesed by AI controller and within a NavMeshBoundsVolume?

trim matrix
#

no its my player controller

#

it shoudnt use navmesh

#

the top down template also uses simple move to

#

and it works fine

worthy tendon
#

I maybe wrong but I though nav mesh is required for it to move

trim matrix
#

isnt that just move to?

#

simple move to should just be a straight line

#

ill add a nav mesh see if it works anyway haha

worthy tendon
#

also if it's the player controller, it's conflicting with your inputs, so i guess you should unpossess?

trim matrix
#

it does need a navmesh lol

worthy tendon
#

and possess with an AI controller, temporarily.

#

oh there you go

trim matrix
#

doh

worthy tendon
#

can you fight against it? by moving backwards?

#

๐Ÿ˜„

trim matrix
#

yea haha but the animations aint playing for some reason

#

just sliding ๐Ÿค”

worthy tendon
#

its probably because animations are based on player input and not the character speed.

#

look at your anim bp

trim matrix
#

yea seems like it

#

well

#

maybe?

#

it uses current acceleration

upper cove
worthy tendon
trim matrix
#

i used vector length sqaured ๐Ÿ˜„

worthy tendon
#

oh right, default anim bp for third person template is just 1D blend space, so only vector length is required (rather than X, Y)

white obsidian
#

Why Play montage does not animate mesh?

#

Play anim montage works fine but play montage does not

trim matrix
#

you have the slots set up?

white obsidian
#

No ๐Ÿ™‚ I am new to unreal and looked at unreal documentation but don't know how to setup slots for AI attack animation

vapid grotto
#

how to fix i can't save sub level. landmass spline is not saving . landmass manager in level 1 and level 2 need it i think even mving to persistent level not working what to do ?

trim matrix
#

@white obsidianyou can just go the anim blueprint and plop a slot infront of the end result and itll work fine

white obsidian
#

ah ok thanks will try

trim matrix
#

@white obsidian

white obsidian
#

Worked Thanks ๐Ÿ’ฏ

hard creek
#

Hey guys, what's a World Context Object and how do I reference it?

#

I'm trying to setup a blueprint function library, and I got no clue how to get this

severe skiff
#

Hey all, anyone ran into a UE5 editor bug where you have to click on an input config data asset and save it before an input binded ability works?

Everytime I load the editor, if I don't open this asset and hit save, then I can't hit the keyboard key in PIE to activate the ability. Its really weird

real loom
#

hi everyone, I'm having a strange issue in UE4.27.2. the HighResShot command doesn't work in any packaged build, be it development or shipping. i read online that it should work perfectly, but it doesn't generate any screenshot. has anyone had this?

loud parrot
junior hedge
#

errors out when called as an event but if I load the nodes into an event tick it works perfectly fine, any ideas why?

thin panther
#

Look on the bottom image

#

You havent connected a text block to set the text on

cyan birch
#

<@&213101288538374145> ^^^

#

Looks like a phishing attempt or something.

torn kettleBOT
#

:no_entry_sign: ashok#1657 was banned.

jolly cairn
#

i want to have a datatable containing all the data for tasks that can be randomly selected from. Is there a way to do it so that I can group all the tasks by difficulty and then choose a random one from that? For example, if the level is on medium difficulty, it selects from all tasks with the Medium difficulty?

junior hedge
junior hedge
#

For example Get GameState, get HUD

thin panther
#

You pass in the input

zealous moth
thin panther
#

So on your update text function you pass in a string and a ref

#

Use those

junior hedge
#

I'll get on my PC in a sec, just woke up

real loom
junior hedge
#

@thin panther yeah I am not quite sure what you mean

junior hedge
#

i tried this but doesnt work

thin panther
#

Why are you casting

#

When you call update text

#

Make an input on the evejt that has the widget ref you need

supple temple
#

Just reposting from yesterday: Working on a lightsaber throwing mechanic for my lego game. I've got it working for the most part, so basically two things should happen

1: when the blade hits the wall it'll get lodged
2: when the hilt hits the wall the blade will turn off and the hilt will fall to the floor

This works, however when the hilt hits the floor it's getting lodged in the floor as you can see in the pic. is there any way to get it to instantly stop instead of getting lodged?

tawdry surge
#

How is your collision set up?

supple temple
#

I have it set to blockalldynamics on the hilt, and the floors/walls.

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Components

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And here's what happens for the blade hitting the wall

small ridge
#

Anyone knows under which conditions the OnInitialized event is fired on a widget ? I expected it to just run after construction, but that doesn't seem to be the case.

trim matrix
#

got a question about workflow, lots of times you are prototyping things to make stuff work right. Do you guys clean up the mess afterwards? or do you prototype with clean BP's in mind?

spark robin
#

Can I store an event or ~~blueprint ~~ functionas a variable?

small ridge
trim matrix
#

yea since im still new, im developing my own systems wich always end up super messy haha

small ridge
tawdry surge
#

Docs say on initialized is "Called once only at game time on non-template instances. While Construct/Destruct pertain to the underlying Slate, this is called only once for theย UUserWidget. If you have one-time things to establish up-front (like binding callbacks to events on BindWidget properties), do so here."

spark robin
small ridge
spark robin
#

Oh wait Im an idiot, I meant to ask if I can store an event or function in a variable

tawdry surge
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Pretty much anything on the event graph is run time only

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Construction script and things marked run in editor are the few exceptions

small ridge
tawdry surge
#

@spark robin no but you can store a reference to the class or actor that owns them and call it that way

small ridge
tawdry surge
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Yeah as long as you hit play

small ridge
#

That's what I meant, it doesn't get called in play(in my case)

thorny rover
#

Hi, i have an issue with working with blueprints
I moved my actor to another folder and i fixed up redirections while doing so, everything was okay, but after closing the project and reopening, all the references are red, and unreal force converted my actor blueprint to object blueprint. So i changed object blueprint back to my original actors blueprint but everything is still red, the old nodes don't update anymore so do i REALLY need to go and one by one rewrite and drag everything back?

Seems like the red ones are called "orphan pins". and they dont seem to update

tawdry surge
#

@small ridge Have you thrown a print string on it to be sure?

small ridge
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yup, and break points

tawdry surge
#

Do you have a templated instance?

small ridge
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perhaps the "non-template instance" is important here ?

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I'm not sure what it means in the BP context

tawdry surge
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Me neither but I'm sure Google will tell me

small ridge
#

its a blueprint that is part of a bigger widget BP that I spawn

small ridge
supple temple
tawdry surge
#

It is sorta..
They have documented how to make new instances of objects and if you call newObject() it just makes an instance.
If you call NewNamedObject() it will let you pass a template as an argument for the new objects creation.
I doubt you did that, but it might happen in the background as a consequence of adding a user created widget to another widget

supple temple
#

I spoke too soon

small ridge
tawdry surge
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@supple temple does your hilt mesh have a simple collision on it?
And I'm sorta surprised your throwing is working at all. The movement components don't like default scene roots usually

supple temple
tawdry surge
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Does the static mesh itself have a simple collision

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I mean projectile movement uses physics and derives it's collision from the root
Default scene roots have no collision

supple temple
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(I ticked pawn because it was moving my player when I was recalling it)

spark robin
#

Can I trigger compile time errors in blueprint?

tawdry surge
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So if you go in the content browser and find the actual mesh asset (light blue bottom) and open it up you can check if you have an collision generated for it.

supple temple
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Ohhh I see what you're saying

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One sec

tawdry surge
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That screen shot is of the collision settings in the actor and how to respond to the various object types.
Making it overlap pawn allowed it inside the player's capsule

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@spark robin yes just cast without an object assigned

supple temple
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I changed it to block all dynamics but it's still going through

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Should I put the hilt in here?

tawdry surge
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Nah at the top of the screen (in the mesh editor) there is a collision button

supple temple
tawdry surge
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Yep

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If you still don't see it you'll have to go into the show tab and turn it on iirc

supple temple
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The issue is it's getting stuck in the floor when it falls.

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One sec I'll try and get a vid

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Sometimes it gets stuck sometimes it doesn't

tawdry surge
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Right. If you have the simple collision on the mesh then you can set that to be the root and use the on hit event to stop it more accurately

supple temple
tawdry surge
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It looks like it's just not colliding with the floor

supple temple
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And that's with adding collision

white elbow
#

Is it possible to make a custom event that triggers once when a certain boolean becomes true?

lament oracle
#

Hi guys, is there any blueprint tutorial for this or marketplace asset that similar:

So i want to make a simple game for classifying object for kids.

There is a room, in a room there is Random object. You need to pick up the object and put the object to relevant places.

E.g. Put Clothes to Cupboard. If object not clothes, then you cant put to the cupboard. And it can giving you a score if you are right.

Something like that.

Thanks before! ๐Ÿ™๐Ÿผ

tawdry surge
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@lament oracle gameplay tags would pry be the easiest way to do that

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@supple temple hmm, did you try making the mesh the root?

supple temple
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Yeah. That's where the giant saber came from.

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Despite me scaling it down

lament oracle
tawdry surge
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Yes

lament oracle
# tawdry surge Yes

Is there an asset marketplace that i can combine? Its like a detective game you can examine, but its just pick up and place things

tawdry surge
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@supple temple I'm not at my pc to test anything but it's definitely weird that it's still doing it after adding a collision to the mesh

flat coral
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I've switched a physics-based pawn to use FloatingPawnMovement instead, and it almost works, but my collision events have stopped firing on the base collider of this pawn. Anyone have any idea why?

tawdry surge
#

@lament oracle pretty sure they have a detective game template on the marketplace for free.
Unrealengine.com has a solid learning section as well as the forums.

lament oracle
junior hedge
#

how can I GET only 1 rotation value "Z"

flat coral
upper cove
#

@tawdry surge i tried with masked material, it does not work

junior hedge
upper cove
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@tawdry surge the problem is i need to switch between opaque (for normal mesh visualization) and translucent (for x-ray kind visualization)

tawdry surge
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Making it masked gives you access to the opacity and opacity mask pins.
When you blend to the x-ray mode you also need to blend those to define where you want the translucency and how translucent it should be

junior hedge
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what else can I use here instead of select? I want to make it so if the value is above 90 it sets back to 90, I don't see this working with select

tawdry surge
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Clamp

junior hedge
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Tried this but didn't work

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it says the rotation caps at 90 and -90 when I print but the rotating is not stopping

tawdry surge
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Oh you're doing the camera

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Just use the camera manager to handle that

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Player controller-> camera manager-> yaw range or something like that

upper cove
calm light
#

Hi, I have no experience in blueprint but have to create an event for my sequence. I need to trigger flash lightning fonction from the ultra dynamic sky addon. Here what I did but gives me error on compil about target no linked to anything. I don't know what to put as target (one not linked is not working)

junior hedge
manic geode
#

hello

tawdry surge
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@upper cove I thought you only wanted part of it to fade out. For a flat fading effect you can just use translucent and not worry about the mask pin

manic geode
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Me and my friend are trying to learn UE5, can you guys tell me, if this thing is still present in UE5? It was in UE4 but we cant find it in UE5

tawdry surge
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@junior hedge The player controller has a player camera manager, which has a limiter for camera rotations

junior hedge
tawdry surge
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@manic geode its just subtract now

junior hedge
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any tutorial i watch just doesn't work

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that isnt ue5

manic geode
manic geode
tawdry surge
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All math functions have been templated so the inputs are wildcards

manic geode
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That is what I see now

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I need that

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But what I get is that

naive stag
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How can I get โ€œandโ€ gate from execution pins

earnest tangle
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err not negate int, deduct or whatever it's called

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decrement?

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yeah something like that

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:P

manic geode
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If I choose 'substract' it will look like that

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But that looks slightly different than that

tawdry surge
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Its the same

manic geode
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๐Ÿ‘€

tawdry surge
#

Just let you add pins to any math node now

manic geode
#

ok... so its LITERALLY the same?

junior hedge
tawdry surge
#

You can set it from the player by getting the controller, then the getting the manager, and then setting the property value.
Or if you have a player controller BP class you can reach the player camera manager from the details panel

junior hedge
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what would the property value I would be changing be called?

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Yeah i am in the blueprint rn

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idk what the detail is called though

tawdry surge
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There's a player camera manager array near the top
Open it and add a manager.
(The default one is in c++ iirc)
Then you can set the yaw range inside the class defaults of the player camera manager BP class

junior hedge
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am I in the right details?

tawdry surge
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No that's your character class not your controller
You can do it from there too through the event graph, but unless it's gonna change I'd set it directly

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Or if you don't have a BP controller class

junior hedge
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I am not sure

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nah doesnt look like it in gamemode settings

tawdry surge
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Then on event begin play you can "get player controller"(index 0)-> "get player camera manager"-> "set yaw range"(or something like that)

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Don't recall the exact name of the property off the top of my head but it'll be similar

versed sun
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Anyone run into this or similar ? I feel like im missing a setting or something

zealous moth
#

and check if your CPU dies when you run it

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it sounds to me like several things are trying to happen when you have the mouse enabled at run time that bottlenecks it

versed sun
#

thats what i feels like

zealous moth
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type this

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`

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then

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stat unit

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and also do it for fps

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and see if it tanks

versed sun
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the numbers look about the same both ways

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its also gets jittery when im recording screen

calm light
dawn gazelle
tawdry surge
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@calm light it wants a reference to the ultra dynamic weather actor

calm light
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that's what I don't understand, I add the event directly from sequence

tawdry surge
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What is the udw node in your picture?

calm light
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some node I picked from another udw blueprint

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whatever I try it never connect to target and it seems there is no ultra dynamic weather node in the list

dawn gazelle
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The target is expecting a Ultra Dynamic Weather Object, but in the above screenshot, you're trying to plug in a Ultra Dynamic Sky Object

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When working with nodes like this, you need a reference to the object you're trying to manipulate. So if you have a Ultra Dynamic Weather Object in your scene somewhere, this blueprint would require reference to it.

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You can try to use Get Actor of Class to get a reference to that object if it is placed in your scene.

calm light
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I think I understand, thank you ! Honestly blueprint is like a new language to me so these explanations are gold. I have such object in my scene so I think I'll be able to get a reference from it

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I found it with the get actor or class node but it fails

tawdry surge
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The white pins are the execution pins

desert juniper
naive stag
scarlet hedge
#

So I have some building blueprints, is there a way to "make them editable" or bake them ?

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Or is it blueprint dependent ?

calm light
# desert juniper

Thank you guys now the blueprint compile. Looks like it does not trigger the action however but I'll check why

desert juniper
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click on this, and press F9 after

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Then play the game, and trigger whatever that is. does the game stop and take you right to this BP?

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if not, then problem is you're not triggering this event

dawn gazelle
# naive stag Thanks a lot

... I didn't help with anything, I was trying to understand what you were looking for. There's no native built-in means of "and"ing execution paths as it doesn't always make sense how one would do such. As an example, you could have one execution path execute one frame, and the other execute the next frame - do those need to be anded, or is it just so long as one of them has been executed before the other should it continue regardless of how long it has been since it executed, or should they be anded only on the same frame?

Here's an example of something that could potentially work and have a variable amount of "AND" time.

pine trellis
#

I have set up a pubg mobile style auto run but I need it to stop after I start moving backwards, how can I tell it to stop when the character moves backwards? what node can I use?

dawn gazelle
pine trellis
#

I dont understand @dawn gazelle this is how I move

dawn gazelle
normal sapphire
#

i made a crosshair widget and it doesnt show up in the selected viewport when i test the game but if i open a standalone game simulation it works but the opacity seems to be halved. any help?

#

this is my characters bp widget

prisma tree
#

I wanna start learning how to control cameras and stuff...do you know any good resources on youtube for that?

pine trellis
#

@dawn gazelle I tried like this but it only stops running if I move forward

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if I press back it wont stop running

dawn gazelle
normal sapphire
maiden kernel
#

Hi, i have show/hide tools animations + use tools animations. I was thinking of creating a montage which will: hide current tool, show and use another tool and after that show first tool. Any ideas different than creating a lot of montages?

normal sapphire
#

My crosshair that i added to the character BP Viewport doesnt work unless i open it in a standalone game. And even when it shows it is very faded i have the blueprint shown above. seems like a simple fix but i cant get it to show

icy dragon
normal sapphire
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i was trying to rephrase but ok

maiden kernel
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For start i created 3 montages : hide, show, and use with sections representing different tool name and notifies which apply logic in right moments.

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How to create chains like ex: hide hammer, use line, show hammer?

calm light
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It something I should not bother with if UE was able to sync audio with video render lol. Dev of ultra dynamic sky adviced me to use these events and to add manually the audio files at same time.

manic geode
#

Hmmm... How do I multiply it? I can see only 'Multiply' operator in utilities

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the screenshot is from UE4, UE5 seems a bit different again

lusty arrow
manic geode
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๐Ÿ‘€

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Im just very new

versed sun
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just use multiply , and change the pin type with right click

white elbow
#

How do I make a child blueprint do everything that a parent does? Now it only does the Tick function

devout geyser
#

I have an object that within interaction it opens a widget, how can I get a reference of the object that i interacted to open the widget?

dawn gazelle
supple temple
#

@tawdry surge Gonna try to use the on hit function. Any clue where to begin? I've tried combining it with the other stuff but it doesn't work amazingly

lusty arrow
#

@faint pasture @untold fossil Btw, I got my flashlight working as intended! I put it on the TP character and replicated only that. Also, I noticed a strange bug with UE, maybe only a UE5 bug. I mentioned that the replication in my game was behaving weird when hosting dedicated. The issue ended up being that I needed to restart the engine before switching from listener server to play on client or dedicated. If not, everything started behaving really weird....

Like, everyone had almost server privileges when on dedicated server as they were able to see each others flashlights without them ever being replicated. Then when I switched back to listener server, the same bug occurred lol. I restarted the editor and everything was fine after. It had me super confused at first lol.

lusty arrow
devout geyser
#

So inorder to make a reference i need to spawn that object within the widget?

lusty arrow
#

no like

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make a variable of it in there

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What we're doing is pass by reference

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Then enable "expose on spawn" for the variable

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then pass it into the widget when creating it

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An example of what I mean

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Toggle expose on spawn

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for the var in the widget BP

devout geyser
#

got it

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I went with a different method just had a difficult to figure it out

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In the widget I have a reference to the Ai(My object) and right after I interact with the AI his blueprint goes like that:
Create the widget -> get the reference variable -> set the variable to self(so it will reference to the object) and by doing that I have a reference without using Cast or getting it too complicated, thanks @lusty arrow Appreciate you ๐ŸŒน

flat coral
#

Is there a way to scale a vector in only one direction, given by a different vector?

flat coral
#

To like take the component of VectorA that's in the same direction as VectorB, and just *0.5 that?

naive stag
#

Spawning chunks is not a problem. However when I try despawning the chunk that is not in radius, it kinda breaks. Does anyone know what went wrong?

flat coral
naive stag
faint pasture
#

If you remove 3, 4 moves into 3, 5 moves into 4, etc

cursive ermine
#

Hey guys!
Does anyone know how I could merge all these Actor Components (Selected ones) into one Static Mesh? I tried it with the Merge function (in Dev Tools) but because its in an Actor BP this doesnt work.
I also tried to Somehow Cut all Components into a Level but this didnt work. Maybe Somebody knows a way to this instead.

faint pasture
#

You want a reverse for loop if you're removing stuff but I would rethink the way you're doing things honestly.

faint pasture
cursive ermine
#

Cause When I Spawn this Tile the Performance drops significantly for a sec

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I really messed up with planning this out. But till wonna somehow save my last 2 Hours of work haha

naive stag
faint pasture
#

Is your chunk array an array 13 actors in some meaningful order?

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Also when do you call that code, every frame? Or when you detect crossing a chunk boundary?

devout geyser
faint pasture
devout geyser
#

Nothing too big like elden ring ^_^

twin shale
#

Has anyone else had TileView items suddenly stop calling interface functions? I had this working, I restarted the editor, and now this function is not calling. There have been 0 other changes, I've even rolled back to a known working git commit.

devout geyser
#

Did you try re-restarting the engine? @twin shale

twin shale
#

@devout geyser I did. I didn't try a full restart, let me try that real quick

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Full restart, still just inexplicably not working. I've verified that the function is being called, and I've verified that the objects are not blank. It has been working fine for days then just....stops?

stable onyx
#

Anybody have a clue into why I wouldn't be able to see the "Retriggerable Delay" node in blueprints? I don't see it in Context Sensitive on or off

versed sun
#

is it in a function ?

twin shale
#

@stable onyx They do not appear in functions, only event graph

stable onyx
#

Ah bingo, yes that's why :/

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Two answers in two seconds, amazing... thank you! ๐Ÿ™‚

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Are there any strategies to refactor into something sharable if you can't use it in a function?

versed sun
#

have your function call a Custom Event

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or use a Timer

stable onyx
#

Love that idea, I'll play around with that

outer marsh
#

Cunfosed

flat coral
#

Okay I'm getting real sick of print statements everywhere. Why are none of my variables in scope? How do I fix this so I can actually live debug this BP?

twin shale
#

So...I solved my issue, but I have absolutely no idea why this worked. When I hook up the bottom node, the Interface function is not called. When I hook up the top node, the Interface function fires as expected. There are no differences in these nodes from what I can tell. Exact same class, same inputs, same outputs. Top works, bottom does not. Is this a known engine bug or something?

tawdry surge
#

@flat coral watching the values on the event graph isn't an accurate way to debug anyway. Without printing them out, you can't be sure they are correct
If you don't want to use print string you can also draw the information to the screen through the hud. Easier to watch the real-time values

limber parcel
#

help my project is going spaghetti

naive stag
#

@faint pasture do u think there is a way to write this code for it to run more smoother? Because I thought that my version was the smoothest one

desert juniper
#

instead of spawning one everytime you need one, and destroying one when you dont, pool them

#

at the start of the game spawn in a bunch, and set them to be inactive
When you need to spawn one, simple make it active, move it to where you need, and run all of it's state config
Then when you don't need it anymore, deactivate it and mark it available for reuse