#blueprint

402296 messages Β· Page 926 of 403

lusty arrow
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my brother in christ, do not spaghetti. πŸ™

limber parcel
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ahmen πŸ™

faint pasture
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Start by lining things up instead of dropping spaghet all over the place

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also break your stuff out into function if it makes sense.

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If you see a blue ref line going all over the place, that's a clue to make a variable.

naive stag
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I unfortunately can’t do that

faint pasture
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If you're saying "but I don't want my BP full of variables" then that's a clue to make a function.

desert juniper
faint pasture
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@naive stag
Whenever you cross over a chunk boundary

Update NeighboringChunkCoordinates (should be like 9 or 13 or 16 or 25 2d int vectors or something like that)
then
For each Coordinate in NeighboringChunkCoordinates, check if one of the CurrentChunkActors has that same coordinate (that's the chunk that is still valid). If so, move it to that index. If not, spawn a new ChunkActor. Once done, destroy all ChunkActors left over. Or you can do the destroy loop before the spawn loop, however you wanna do it. I would do it in 2 loops, first one moving/destroying current ChunkActors, then the 2nd filling in the holes with the new chunks.

Either way, you'll have a much better time using an array NeighboringChunkCoordinates to keep track of what chunks SHOULD be spawned. The test for if a ChunkActor is still valid is just Find(NeighboringChunkCoordinates, ChunkActor.MyCoordinates)

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Super simplified, if you had a 3x3 visibility zone and were standing on coordinates (3,2)
NeighboringChunkCoordinates = ((2,1),(3,1),(4,1),(2,2),(3,2),(4,2),(2,3),(3,3),(4,3))
And your ChunkActors would have 9 actor pointers in the same layout.

naive stag
limber parcel
limber parcel
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rather macro than function though

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i dont see a point in function libraries so far, they only have very niche use imo

limber parcel
faint pasture
limber parcel
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but where would i actually use a function library? so far im doing everything related inside my actors or whatever, and macros

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and components and interfaces

lapis ridge
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Hey guys, my animBP's responsiveness seems to scale with the tick interval on my player. At tick interval 0, it doesn't respond at all. At tick interval 1sec, it does fully. Does anyone have any advice?

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It's using a control rig btw

pine trellis
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Thanks @dawn gazelle ! that worked!

severe skiff
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@faint pasture why are you called "stop watching tutorials"

tight schooner
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Probably cuz the most hopeless type of question that appears here is "I'm following this tutorial link to 40 minute video and when he does the thing, it works, but when I do the thing, it doesn't work. Why???"

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Not a great way to learn if you blindly follow them for too long

tight vale
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Is the randomize transform missing from Unreal 5? wiki make it seem like it should be there

icy dragon
candid geyser
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Okay! So I have the mantling system working for the most part, buuut there is one thing that I dont quite have down yet. So, im not 100% sure how to explain it, but I have it so that in order to be able to always mantle ON TOP of it instead of potentially falling off after mantling, it moves the player close enough to the top, so that the animation can pull the player up the rest of the way. Problem is, one of them will move the player partially inside of the wall enough to where the camera will glitch for a couple frames. Any idea how to prevent it?

limber parcel
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like most of these guys spam casting everywhere like they never heard of interfaces or components

candid geyser
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You CAN use tutorial if you really want, but I would advise at least spending a while trying it yourself, as most tutorials will do it in an impractical fashion

tawdry surge
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Trick to tutorials is watching several and not worrying about clicking along, but stealing a concept or two

faint pasture
candid geyser
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Coding something into the game is a lot easier if you think about what you're trying to add from the computers point of view.
For example, if you wanna add a feature where you can fast travel, DO NOT think about "hmmm how can i do this" or "hmmm where do i start"
Instead, think about the information the game needs to be able to execute the task like "Where does the computer need to take me" and "How does the computer know WHEN to move me there" and so on

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If you can think about what kind of information the computer needs to execute the task effectively, then you will already know exactly how to do something, and where to start

tawdry surge
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almost like your giving it instructions

faint pasture
candid geyser
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(Obviously to implement a fast travel system there is a myriad of things the computer needs to know)

candid geyser
faint pasture
candid geyser
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This I actually ironically learned from @faint pasture himself, and how ineffective it is to just think about what you can do to get something done

tawdry surge
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I tell my students to imagine you want to explain something to your dumbest friend who also doesn't speak English

candid geyser
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Especially when making the mantling system and he told me I could start by finding out where the top of the object is and so on

faint pasture
candid geyser
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That was kind of the "aha" moment where I realized you have to already know what information the computer needs so that it can actually execute the task in question

faint pasture
candid geyser
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Yeah

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Always the data, because if you're trying to move a component from point A to point B, it needs to have the data that which point A and B is located

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And it needs to know how fast to move it, and so on

earnest finch
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Are youtube links allowed on this server? (It's about what tyou are talking)

candid geyser
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I think so

candid geyser
earnest finch
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Basically, the computer will always missunderstand what you say. Think how you would explain to a 3 year old something, and that's how you should talk with your computer

candid geyser
candid geyser
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You have to write the code as perfectly as the computer will execute it

junior hedge
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is there a way I can make it so something will not force the player to move?

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for example I have a coin that should dissapear when it is collided

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I want it to still be collided but I don't want it to be a solid block I guess you could say?

trim matrix
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Change the collision preset?

junior hedge
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what to change

trim matrix
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Even if I told you, you wouldn't get what I told you to change

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Read a bit of docs about collisions

daring whale
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I've put together some meshes using the modeling tool. Is there a blueprint i can use to make Unreal treat that as one united object?

junior hedge
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For better debugging, is there any way I can split a string up to make it detailed? For example VELOCITY VALUE (velocity)

thin panther
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Format a string beore you print it

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Print "Velocity: " + velocity

junior hedge
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also what do UI's inherit from? for example my NewGameState inherits from Get Game State

mental trellis
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It doesn't.

limber parcel
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how to use local variables in a macro library? i made this but it doesnt seem to work

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basically i want to calculate weight of my resources and then output it

rough blade
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where are the settings for physical animation profiles?

rough blade
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can do - wasnt sure if that counted

limber parcel
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guess u will have more luck there

limber parcel
mental trellis
tight vale
limber parcel
mental trellis
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Maybe your code is just wrong then.

zealous moth
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@candid geyser what kind of object? Skeletal mesh?

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Because you can use a physics asset for that

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Otherwise use blocking volumes or blocking colliders

tawdry surge
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i dont get what you mean
@junior hedge there's an append node
Just be sure to shift+enter in the entry fields to add new lines

unique turret
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I have a construction script inconsistently firing. I have a BP actor placed within another actor. I need to cast to the child BP to change a static mesh component. It works in the editor the first two times I toggle it, then it stops changing the mesh. Even when testing the level, it won't especially update to the correct mesh.

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It's a case of it working well-enough, but it is for a client and I'd prefer it worked seamlessly. Any ideas what would cause a construction script to fire inconsistently?

cyan bone
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Im trying to possess a ThirdPersonCharacter in a TopDown Template. I imported a ThirdPersonCharacter to it using the add/import green button.
Then i made this blueprint so that i possess the character when i click on top of it. But it does nothing.
How can i make this work?

trim matrix
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or does nothing as in, does not posses

twilit heath
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i was just starting to type that same question

trim matrix
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yes, make sure EnableClickEvents is checked

tawdry surge
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@unique turret do not use child actor components
They are unreliable

trim matrix
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You can use a normal PlayerController reference to run that.

cyan bone
trim matrix
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EnableClickEvents is checked?

trim matrix
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Do you mean TopDownController?

cyan bone
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Its a TopDown template.

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Im trying to possess a thirdperson character in a topdown template

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but not even the click is working in the the thirdpersoncharacter only in the topdowncharacter it prints.

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and im doing exactly the same so i dont know

twilit heath
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your collisions are likely fucked then

trim matrix
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Im pretty sure, by defualt, it ignores the visability trace channel

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And by default, the click events, use the visailibty channel for its linetrace.

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Make sure the capsule componet blocks visability channel

cyan bone
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How can i diagnose why its not working?

trim matrix
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Try setting the collision preset to custom, then set the visability trace response to Block

cyan bone
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thank you

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i just wanted to know why is this not needed in the TopDownCharacter, but it is needed in the ThirdPersonCharacter, if both have the same settings

trim matrix
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On your TopDownCharacter, there is another componet that you are able to click on

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Some other componet in it blocks visability im sure.

blissful grail
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Currently have an actor swinging on a pendulum-like thing. The actor is attached to the pendulum bob, after a full swing, the actor detaches from the bob. How can I preserve the momentum of the actor? When I detach, it does a small jump to the side (like it unhooks from the bob) or throws the actor straight to the ground, even though it should be sending it higher.

devout geyser
high fractal
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Isn't this just a physics issue?

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Do you want your "release" to be realistic, or accurately controlled?

blissful grail
high fractal
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What you can do is simulate physics.

devout geyser
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umm maybe watch a grapple hook tutorial it will give you the idea of how to revolve your code around the grapple physics?

blissful grail
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They all follow the same logic. But if the game has low FPS, it completely breaks.

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I went through at least 6 researching my issue.

devout geyser
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so is the issue with the fps or with the code? i am not following

high fractal
blissful grail
devout geyser
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you can attach a physics actor with physics handle

blissful grail
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I have tried my approach, tried the tutorial approach, and now I'm doing a physics constraint approach. Thus far, the physics constraint approach has given me the best results.

devout geyser
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when i release the battery it launches as the direction and with the force it has applied

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like this ^

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if that's what you need i think ^_^

blissful grail
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Looks promising. Does that go on the actor that is swinging?

devout geyser
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what? πŸ˜„

blissful grail
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Right now, I have a semi-jank way of doing it πŸ˜….

devout geyser
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no no

blissful grail
devout geyser
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its not complicated at all

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like literally childs play

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Equip your pshysics thing you want to launch with the physics handle and you will have functions to play with

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This is the player's code looks like

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Pretty simple to understand @blissful grail

blissful grail
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Yeah - it's more of a matter of getting it integrated with my setup. That's all.

devout geyser
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Alright, good luck! I am not much of physics expert just sharing me experience for the hope it will help ya!

blissful grail
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I'm doin' a side scroller, so I need to get it working with the character swinging on the grapple point and what not.

junior hedge
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How can I clone an object when doing something (Pressing a button), and it will clone that object while the game is running

broken wadi
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Make a custom event that sets a variable using your object and assign it to an input key?

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or are you speaking of some kind of actor in your level? Ex: Character walks up to button, presses it, and now there's another box in the room.

broken wadi
junior hedge
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i sighed but i didnt know the ue docs were this good

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is there an updated docs version for ue5 though?

broken wadi
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its the same blueprint code

junior hedge
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alright

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is there a way to import binds to another project?

desert juniper
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if so DefaultInput.ini

junior hedge
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where is that located

devout geyser
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Ai resisting a task πŸ˜› I made an AI but it doesn't go along with the behavior tree any suggestions?

junior hedge
desert juniper
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yes input bindings. theres like 20 other things that can be bound, so being specific helps

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gameroot>Config>DefaultInput.ini

desert juniper
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πŸ‘

junior hedge
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is there an unreal doc for clamping the Z camera rotation? I cannot find one

maiden wadi
junior hedge
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So you can only look left in right

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For example like you're sitting in a room

maiden wadi
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Few different ways. Not sure if there are tutorials on it. Doesn't sound very flashy enough for a youtuber to get viewers.

PlayerCameraManager has a min/max yaw. Possibly could be used, but requires some world conversion math. Possibly less scalable.

More appropriate might be the spring arm/camera. The actor that is taking inputs can be ticked to force the camera's rotation or the player's Controller's ControlRotation to a certain point.

near wolf
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Hello, I was following a tutorial for free camera look, it works, but these rotator nodes left unpinned because I had them before that and they were not in the tutorial. What are they for and do I need to connect them somehow to the rest ?

rapid robin
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[UE5] [Screenshots].

EDIT: Fixed! Seems my file names were getting too long, colons and file names don't mix well...

Hi all, I'm writing a script to take a bunch of screenshots. All was cool until it stopped working. When I run the map it still tells me it's taking the screenshots, and it reckons it's saving them in the correct place, except the folder is empty. I no longer get the pop up linking me to the folder.

Folder location is: [game]\Saved\Screenshots\WindowsEditor

The weird thing is that it was working fine previously, and it stopped working without me changing anything.

I do however have one raging clue: When I look at the folder itself in Windows, it seems to be set to Read-only. Even when I untick it, and then check details again it seems to like setting itself back.

Anyone any ideas on this one?

junior hedge
grim peak
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I have a question. I currently have a Screen_BP which triggers the Thirdperson character and draws the widget on screen when E key is pressed. In the Screen_Widget I have Image array that contains my images. If I wanted to have slideshow and have it to goto next image with some delay 4 secs. Do you inplement this in the Screen_Widget? My question what do I need to add to do this anyone πŸ™‚ ... is that Integer + and delay. Can anyone show me how to do this? Is it difficult to setup?I couldn't find much info on I-net aboyt slideshow stuff. Thanks

cursive ermine
worthy tendon
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and you can control the slide show with a delay node, increment index, if index reaches array length then reset index to 0.

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actually a timer would be better than delay node

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so you can dispose of it

grim peak
worthy tendon
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all of this should be inside Screen_Widget

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call StartSlideShow to.. well... start it πŸ˜„

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call EndSlideShow before calling RemoveFromParent

neat lava
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Anyone i need help I have a Child Actor Attached to CharacterMesh the child Actor Class is BP_Sword ,In another blueprint i have a reference to the CharacterMesh how do i get the Child Actor and cast to BP_Sword

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please help

worthy tendon
worthy tendon
neat lava
grim peak
worthy tendon
neat lava
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i will try it

worthy tendon
neat lava
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ohh

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so what should i use

worthy tendon
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just get ChildActor (this is the component) and from that get ChildActor again (this is the actual child actor)

neat lava
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i dont get it

worthy tendon
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something like this

worthy tendon
# neat lava

here, from MeshComp, get child actor twice like the image i gave to you

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then cast it to sword.

neat lava
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okok

worthy tendon
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note that when you type get ChildActor it appears at very bottom of the search (so you should scroll way down to see it)

devout dove
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Hello everyone, when creating a character, where do I put the whole "health" and "mana" part? Into the character itself or some game state or struct or player controller? The character will die but I will just "respawn" it after clicking a button instead of "destroying" the character.

cursive ermine
neat lava
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@worthy tendon is this what u mean, anyone is this ok to cast to 2 time

uneven geode
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does somebody work with simpleUGC here?im loosing my mind

worthy tendon
neat lava
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ya its is working thanks

grim peak
# worthy tendon

I'm looking into it.. That Slidershow Timer Handle.... what's that for node. Is that var? thanks

worthy tendon
hallow compass
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Hi all, a lot of my blueprint logic seems to be broken when updating from 4.27 to 5. No errors or anything like that, but a lot of the code just isnt working as it should - character references, animations playing when they shouldnt , widgets not updating, it's a mess. Has anyone had similar issues or know what it may be? Maybe some visual studio related problem? Any help would be much appreciated!

neat lava
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@worthy tendon how do u get the Owner of the Child Actor Component

worthy tendon
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to get the actor inside child actor component, then just ChildActor.

neat lava
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no the BP_PlayerChar

worthy tendon
neat lava
worthy tendon
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hmmm

neat lava
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ya

worthy tendon
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did the cast run successfully?

neat lava
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yes it did

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otherwise get the faild message

worthy tendon
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you can also try this instead of get owner, but wait

neat lava
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ohh nice

worthy tendon
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it should be from this node instead

grim peak
jolly cairn
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hi, any reason why the component doesn't get created and added?

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the exec pin after fires off, no errors or anything. just no component is created

worthy tendon
grim peak
worthy tendon
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right, but you should call StartSlideShow from Screen_BP after AddToViewport.

jolly cairn
worthy tendon
worthy tendon
jolly cairn
sinful gust
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My Unreal is drunk again, why do I have the exact same variable repeated 3 times and, when I delete one of them, my whole code collapses? lmao

jolly cairn
worthy tendon
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the only way would be to add variables in your actor, and copy them in your newly created component.

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oh, if you just want to be able to see variables, then copy them from the component to your actor,

worthy tendon
jolly cairn
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the fetching of the data? no, that's handle by my actor

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i have an actor called TaskManager, that is responsible for randomly choosing the tasks the player has to do

worthy tendon
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what does the component do?

jolly cairn
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the component is each task

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just has functions/variables like is it completed, how many ticks have been done, etc

worthy tendon
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then in order to see them from actor details panel, create an array of this struct, then fill that array with your tasks. you should be able to see them then

jolly cairn
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i will have functions on these components though, will structs allow that?

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(im new so dumb question)

worthy tendon
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your question is fine πŸ˜„

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ok, if you dont want to ruin your existing blueprint, make this struct for debugging purposes only. so this struct is only for you to be able to see what tasks are there. but components do the stuff as they are doing it already

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kind of like a debug view

worthy tendon
# jolly cairn ah, i need to be able to see if it's adding the correct data to the component wh...

have an array of struct, lets call it CurrentTasks.
then add a timer in actor that runs every 0.1 second for example

on that timer, clear CurrentTasks.
then get task components, for each component make an struct and copy all info from task component in to that struct. add that struct to CurrentTasks.

make sure CurrentTasks is instance editable so you can see it in details panel.
again, this variable is only for seeing tasks, nothing else.

jolly cairn
grim peak
worthy tendon
still rain
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Is this possible to β€œbend” decal to spline shape? I know it is possible to bend static mesh like this, but I did not found a way to do the same thing with decals.

worthy tendon
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go to Screen_BP

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@grim peak like this πŸ˜„

grim peak
worthy tendon
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yup, this should work now, does it work?

worthy tendon
worthy tendon
# grim peak like this?

also here, you are setting Image integer to ImageIndex in player character. you should set that to Screen_Widget instead.

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and remove ImageIndex from player character. since it's in Screen_Widget.

prisma tree
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what is the best system to use when controlling cameras in unreal 5?
....sequencer?

spark robin
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How do I even know where something like this is coming from?

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A pawn obviously, but which pawn?

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Is there no traceback?

spark steppe
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you can also make cameras follow a path, without a sequence iirc

spark steppe
jolly cairn
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how can i get a reference to the my widget for the HUD that's added to viewport from another blueprint?

unique turret
# tawdry surge <@586733265378082846> do not use child actor components They are unreliable

This was from last night, but to continue: I'm using a ChildActorComponent as a door with all the animation and variables, but then BPs to setup 20+ variations of the door with different meshes (different frames, basically). What would be an alternative to ChildActor Component setup for a case like this, where I may still want to tweak door animations etc, but don't want to have to make that change across a bunch of BPs.

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This is the simple construction script I'm trying to send to the door. "Door locked" boolean seems to be set fine, but for some reason the Door window isn't getting set.

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The "door window toggle" is being used in the ChildActor's construction script, am I correct in guessing this is the issue? The order in what the construction scripts are firing? A way around this if that's the case?

tawdry surge
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Yeah, don't use child actor components
They randomly fail, lose references, and suck in general

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@jolly cairn where did you make it and add it to the viewport from?

unique turret
jolly cairn
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i managed to get a reference to the HUD variable using a cast, but it's saying it's referencing none, when it's definitely being set

tawdry surge
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You can't access the level BP from outside.
You can make an event dispatcher and have the level BP listen for the call and then have the level send the reference wherever you need it.
But
Id probably put it in the player controller or pawn class tho and just turn it on as needed

icy dragon
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Or not using level BP at all

tawdry surge
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@unique turret I'd make a component for the movement logic and use an few exposed variables on the construction script to handle my different variations

jolly cairn
tawdry surge
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Right.
Just move that to the character and make it from there.
Much easier to access, and if you really want you can throw a bool on it (in the character) and have the level decide if it should be on screen or not

jolly cairn
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tried that, still getting accessing none error

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if i view the character in the inspector during debug, it's getting set

tawdry surge
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You made it on the character, saved the reference, but when you get the player character, cast to your class, and get the ref it's empty?

jolly cairn
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right, i put it on the player, the variable holding the HUD is set. It was doing this both on the ways (on character, on level BP). I have an actor called TaskManager that needs to call a function on the HUD that's created and put those tasks on the screen

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even when the HUD is set, it's saying Accessing None

tawdry surge
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Lemme see the player and task manager code then.
Cuz if the character is creating the widget-> promoting to a variable
And task manager is getting player character-> casting to your character class-> getting widget ref, then it shouldn't be null

jolly cairn
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this is the task manager, im in the middle of trying to work it out myself through trial and error at the moment so bits are probably missing

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and i deleted the functions i made to start over, so got none now on the player

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but this is on the player, creating the HUD and storing it

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but for the sake of showing code.. this is the a function that would be called by the task manager. this lives on the player

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and at the moment, i created one for the HUD to literally print something to test

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So

Task Manager -> Player -> HUD

tawdry surge
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Ok.
I don't see a "debug hud" variable in the task manager or where you're calling "show tasks"

jolly cairn
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ye because you asked for code and i dropped everything to get a screen shot

tawdry surge
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Haha well if you don't have those two things how is the variable supposed to be passed around

jolly cairn
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on task manager, this is essentially what i want to happen

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task manager won't want to know the whole HUD

tawdry surge
#

Ok, so you're just calling a function on the player and letting them deal with the hud

jolly cairn
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yes

jolly cairn
jolly cairn
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Blueprint Runtime Error: "Accessed None trying to read property DebugHUD". Node: Show Tasks Graph: ShowTasks Function: Show Tasks Blueprint: BP_FirstPersonCharacter

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ok for some reason it's just not getting set at all

tawdry surge
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Yeah that's weird. Looks like it should work.
You can try deleting the variable, restart the editor, and see if it was just being dumb

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Occasionally that works

jolly cairn
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hmm

white elbow
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my float tracks seem to have just erased themselves, anything like that happened to anyone?

naive stag
#

How can I make a macro that will check if a number is even and then have an output of a Boolean

vast horizon
#

Does anyone have any advice/resources they know of for dealing with a game having over a 1000 AI controlled characters active?
I'm working on an RTS with a 3v3 max player cap, with an in game cap of about 1500 units total. It's entirely possible for the game to have at least 1000 units on screen at a time, each interacting with each other. So they can't really be set to 'sleep'.
I have a pretty strong system but it crawled to 8fps when looking at all those units stationary on screen, and when I issued an order to about 200 of them it crashed hard, said it hit an infinite loop within the 'assign to index' function within Unreal.
The hitch is it isn't something I can just simulate with particles for example, each of the 1500 units is an individual controllable character.
Any help / resources you know of for this would be great.

jolly cairn
indigo bough
#

I have "Run Construction Script on Drag" disabled, but when moving the vector variable's 3D widgets, the blueprint still runs the construction script. Is there any way to avoid this?

candid geyser
#

Okay, so I have things going. Anyone have suggestions for when moving a component from point A to B, how could I prevent it from going through any objects it collides with?

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I know I would need a way to detect the collision, and then make it NOT touch it haha but im not sure what an effective way to go about that is

candid geyser
#

Alternatively I could just make it go straight up and then over a bit

worthy tendon
#

but it has to be in c++

#

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In this talk, Global Lead Evangelist Mario Palmero explores how the Mass Framework in UE5 represents a new paradigm in how we stage entities with behavior in Unreal Engine. This system is much more scalable than the Actor...

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vast horizon
versed sun
worthy tendon
#

blueprint can be used, but core of the simulation must be in c++.

vast horizon
worthy tendon
zealous moth
#

I recently purchased an asset called "Monsters bundle" that claimed to do that but it is exceedingly buggy and asked for a refund

#

the idea is good but the implementation was crud

tawdry surge
#

@naive stag modulo
if the return is 0 it's even

worthy tendon
manic geode
#

erm... Did they change the Static Mesh icon in UE5?

candid geyser
zealous moth
#

it's a difficult thing since there is no out of the box support

#

I've been trying to make wall crawling AI or pseudo AI for months and almost all attempts are fudged

candid geyser
#

Actually, I have an idea

strange stream
#

I have an array with a bunch on integers - and a random integer.
I need to check what integer in the array is closest to the random one and set it.
How would I go about that?

candid geyser
#

That immediately did not work haha

zealous moth
candid geyser
#

WOOO IM SMART

zealous moth
#

S M R T

candid geyser
zealous moth
#

why only Z?

candid geyser
strange stream
zealous moth
#

Int - RandomInt

candid geyser
#

Because in order to avoid clipping into the collision, it needs to still know exactly where the destination is, but only move along the Z a certain distance so that it will avoid going inside the geometry

#

Or move up slightly offset from the end point

worthy tendon
manic geode
#

where is the house

hybrid horizon
manic geode
calm light
#

Hi, I had this issue yesterday to trigger an event track from sequencer. Now everything should be set up correctly but render stops at the event frame and open the blueprint, looking like on the screenshot. I am missing something, again, right ?

icy dragon
calm light
#

you mean by doing f9 on the red node ?

#

it does not trigger any action if I remove the breakpoint

icy dragon
#

Well, typically you want to breakpoint something after an event...

calm light
#

I don't know yet how blueprint works, sadly and ue documentation, I don't understand solution for my case

#

I only need to trigger this single action multiple times

zealous moth
calm light
zealous moth
#

np, breakpoints can be very useful to follow around logic and see what happens to values

calm light
#

I'll look for more on youtube to see if I can understand the logic behind this πŸ™‚

subtle phoenix
#

Every time I restart the editor, the Orientation Warping node gets deleted. Has anyone experience this?

worthy tendon
subtle phoenix
#

yeah

worthy tendon
#

weird

subtle phoenix
#

i even saved and push to my github

#

made a copy after a saved, and its gone after restart

worthy tendon
#

try duplicating the asset and see what happens for the duplicate.

subtle phoenix
#

same thing

worthy tendon
#

oh

subtle phoenix
#

all the dupes get deleted

worthy tendon
#

what if you make a new one by hand? dont over do it, just make a new blueprint and throw this node in there and see if it saves or not

subtle phoenix
#

i check the .uproject and the Animation Warping plugin is enabled.

#

ill try that

#

hmm, didnt get removed in a new anim blue print

worthy tendon
#

now comes the hard part

#

over do it? 😦

subtle phoenix
#

ill keep adding one thing at a time and restart

#

until it happens

worthy tendon
#

is your project C++?

subtle phoenix
#

yeah

worthy tendon
#

did you use hot reload?

#

that can mess things up

subtle phoenix
#

i did a clean recompile

#

still happened

worthy tendon
#

it doesn't matter, if you save a hot reloaded blueprint, chances are it becomes corrupted and only way to fix it is to make a new blueprint and redo all the work. I hope you didn't do that

#

it happened to me before so i stopped hot reloading for ever

subtle phoenix
#

its Unreal 5. i've been using Live Coding

#

yeah hot reload has corrupted my blueprints before

worthy tendon
#

yeah, i don't know about that once, they say it's good and wont corrupt stuff but i haven't tried it for my self

subtle phoenix
#

i use it because hot reload has gave me a lot head aches

worthy tendon
subtle phoenix
#

yeah i could. but i made most of my functions in c++. just matter of calling them again

worthy tendon
#

that's nice

subtle phoenix
#

damn it disappeared again lol

calm light
#

Thanks @icy dragon and @zealous moth now the event works. It was only spawn location issue, reason why I didn't see it during render

worthy tendon
subtle phoenix
#

im not duping anything.

#

just straight remaking from scatch

worthy tendon
#

it's just weird for a node to disappear. never had that issue lol

#

try collapsing the node, maybe it prevents it !

subtle phoenix
#

yeah well ill keep messing with it later. gotta log into my work computer and do boring programming

#

thanks for the help

icy dragon
misty pendant
#

Hello, any idea how i can make the script when im unhovering to actually work? Please can someone explain how to make it work i've tried to fix it myself and didnt understand im kind of dumb

old swift
#

ok I'm really f'n confused here... are character physics assets only intended for ragdoll simulation or what? Like, I want colliders attached to bones, but I don't want the colliders to act as individual physics bodies that influence the skeleton/animation. I'm not seeing a way to make that happen...

open wren
#

hey guys, for some reason if i use chromatic aberration in my post process volume it doesn’t seem to change anything… Any ideas why?

spark steppe
#

instead of default/simulated

old swift
#

but then my character has no physics simulated...

#

I guess I'm meant to have a separate component for the character motion, and the "physics asset" is just for flourishing?

limber lake
#

quick question how do you measure the distance between two objects? I want to find the distance between the side of my car to the wall so I can use it for its Ai

#

i have googled some solutions online but they only give the distance to the center of the object

#

i would like it to work more like a sensor

faint pasture
old swift
naive stag
#

How can I make lots of actors rotate 90 degrees horizontally

faint pasture
old swift
faint pasture
#

ACharacter uses the capsule, you want to use the skelmesh simple collision, right?

faint pasture
naive stag
faint pasture
naive stag
#

No, I want all actors to rotate 90 but still have their own positions

faint pasture
naive stag
#

Instead of rotating all of them separately

faint pasture
#

@naive stagAre you trying to rotate each one 90 degrees without moving, or grab them all, and rotate the entire set 90 degrees (moving them)?

old swift
tight schooner
faint pasture
#

You'd end up with a QWOP-like experience

#

The physics asset IS your set of colliders. Don't add more colliders to the skelmesh.

old swift
# faint pasture The physics asset IS your set of colliders. Don't add more colliders to the ske...

Yeah that's what I figured, but the issue is they act independently and override the animation. I've been digging pretty hard, but hopefully you're right and there is a way. Like, what if I was trying to make QWOP in unreal? I would hope that would be possible in the given framework...

Anyway I'll probably soon give up on quality and just do the standard unreal canonical character controller...

faint pasture
#

Something to do with simulating physics on the pelvis only

#

or whatever the rootest of your colliders is

old swift
#

thanks

covert stirrup
#

How would I go about casting a line trace to a specific component hit to make it trigger a custom event related to that component?

faint pasture
covert stirrup
#

Ok so, I have a BP with 3 widgets in it, I am using a line trace to detect which widget is hit; Upon hit of widget 'A', I want to hide widgets B & C.

faint pasture
covert stirrup
#

Yea so I have the LT; I am unsure as to how to use the hit component to do as I need it to do

faint pasture
#

Do you have 3 widget components or one with 3 child widgets inside of it?

covert stirrup
#

This is the current setup

#

So 3 components

faint pasture
#

@covert stirrupThat looks like it can get real fucky real quick. What are you trying to do? Looks like some sort of a pick one of three choice type thing?

covert stirrup
#

just trying to make a 3d menu system

#

If A selected, hide B&C and show D

#

UI is a bit weird in UE

#

Will have to do it as seperate actors I guess!

lost heart
#

is there a good low-level description of how blueprint works? I thought I mostly understood it, but...

I have a for-loop that calls an event with the current loop value and inside the event, I execute a print on one of the input pin arguments (I get the correct value here), then execute a delayed action which execute print on the same input for the first print and here I incorrectly get the value from the last event invocation for all calls to the event.

I would have expected that to be equivalent to either a function parameter with the value stored on the stack or possibly captured by-value in a lambda, but apparently my intuition is wrong here. Is there an easy way to capture the value of the event argument here (so that its distinct per invocation after the event)? I tried making the event call a function, but realized I can't actually put a delayed action into a blueprint function body

faint pasture
#

Do you always have 3 choices? or is it dynamic (1-X number of choices)

faint pasture
lost heart
#

no the delay is firing for each call

#

its not a delay node exactly but something that extends UBlueprintAsyncActionBase

faint pasture
#

What node is it exactly

covert stirrup
lost heart
#

its a custom node that downloads a file and then calls an execution pin with the results. I call this every time the event is fired. on the afterdownload execution pin attached to this node, I print the length of the result concatenated with a string passed to the event. This string unexpectedly gives the value from the last call to the custom event instead of the current invocation, although the length for each invocation is correct (and different). I want to know how to properly "capture" the arguments for each invocation so I can use this in a for loop (without passing every possible argument to the execution node since I don't want the download node to need to know anything about other than how to download a file and call something with the results

faint pasture
# covert stirrup Currently only the 3 options; a work around I have found is making BP actors tha...

You can get the hit component too, just gotta keep in mind what's elegent. Also, UMG has a bunch of click/hover handling stuff built in.
Anyway, it'd look like this
Line Trace -> Cast HitActor to Your3DMenuActor -> Call SelectThisComponent(HitComponent) and Your3DMenuActor handles it from there

Inside Your3DMenuActor
SelectThisComponent(HitComponent) -> ForEachWidgetComponent -> if not equal to HitComponent, hide it

#

Something like that

#

that's dirty and messy tho but it'll get you going.

#

You'd probably want an interaction or selection interface, where you can just
Line Trace -> HitActor.SelectionInterfaceCall(HitComponent)

and the HitActor handles it from there.

maiden wadi
#

Chances are that it just doesn't pull data until it's ready to execute maybe. At which point the for loop is done.

lost heart
#

I don't think I can share the C++, but
we're doing something similar to https://www.tomlooman.com/unreal-engine-async-blueprint-http-json/

The possibly relevant C++ parts are that it extends UBlueprintAsyncActionBase and Activate() calls

HttpRequest->OnProcessRequestComplete().BindLambda

and that lambda calls broadcast on an event declared via

DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams

(which is the afterdownload execution pin)

The print node grabs the string part directly from the custom event pin, not the C++ download node

covert stirrup
#

@faint pasture problem is I can't cast a hit component to my widget actor to get a detailed idea of what was hit specifically; if I make it actors within my main BP instead of components, I can seperate them as individual hits

faint pasture
#

Tell the actor "Select this component" and let the actor handle it from there

#

Cast the actor to YourMenuActor (or use an interface, much better idea, or even handle selection on the UMG widget level)

covert stirrup
#

hmm, it wasn't working for me; any sort of casting option was giving errors, got example BP code?

faint pasture
#

Do you know what casting is?

#

It's not the magic word to make things just work.

maiden wadi
covert stirrup
#

@faint pasture I am aware of what casting is but components have been causing me an issue with making them work as intended

faint pasture
#

Get the hit actor -> cast it to your menu actor (to make sure you aren't hitting a door or tree or wall), call SelectThisComponent(HitComponent)

Then in Menu actor

Event SelectThisComponent -> hide all components that aren't HitComponent

covert stirrup
#

Where are you getting SelectThisComponent from? Are you referring to the break hit result 'Hit actor'?

faint pasture
#

SelectThisComponent will be a custom event you make on your 3d menu actor

#

widget componets might have some selection stuff built in already, that's worth checking out, but I'd do it this way first

covert stirrup
#

Maybe we are describing the same thing? my current working version was to call a custom event "selection 01" like this :
Are you describing something different

faint pasture
#

pass HitComponent as a PARAMETER in your selection event

#

so you can tell it what component you want to select

#

also I would remove that branch where you check its name

covert stirrup
#

currently it only works because of the branch in this format

#

I am unsure of your method :3

faint pasture
#

add a parameter to your selection event

covert stirrup
#

yes but replace it with what, you say a parameter but currently it's a string parameter so which parameter are you referring to changing it to?

faint pasture
#

oh god damnit, you have no paramters on that event right now

#

show your selection event

#

the event you call when you want to select a component inside that 3d menu actor

covert stirrup
#

right ok, you want to add a parameter to the event, I get you

#

wasn't making sense the first time round

faint pasture
#

Then in the 3d menu actor
SelectionEvent -> Get components by class(widgetcomponent) -> if not equal to parameter (the selected widget component) -> hide

#

that'll hide every widget component that is NOT the one passed into the event

covert stirrup
#

@faint pasture is this the setup you are envisioning?

lost heart
#

This isn't the actual blueprint but it should be similar although it can't be executed since there isn't a good builtin node that is similar to the download node
(Edit: corrected comment on 2nd print)

tawdry surge
#

I think those would be inputs or arguments. Afaik parameters technically refers specifically the function's local variables
But yeah that's what he prescribed

faint pasture
lost heart
#

Is there a way to wrap a delgate in blueprint?
something like
//Javascript
function adaptor(bindArg2, twoArgDelegate)
{
return (arg1)=>{
return twoArgDelegate(arg1, bindArg2);
};
}
and pass the result of adaptor as a oneArg delegate?

desert juniper
#

though delegates don't return anything, so not quite sure what you're trying to do

lost heart
desert juniper
#

can you explain what you're actually trying to do?

lost heart
#

basically I want to capture values ahead of something that happens asynchronously and then when the async task completes, receive a call with the results plus those pre-bound values. its the same problem as above, but I'm approaching it from a new method

desert juniper
#

rooThink1
Ah okay. I don't know if there's a way to perform a callback with delegates. Okay maybe someone else can chime in

manic knot
#

Is it possible to make Text still Bindable in a User Widget that is a child of text widget? Perhaps a dispatcher?

misty kindle
#

I have a door blueprint that has an object set to it as the key. Everything works fine but if I save and load the key variable gets set to blank. I tried on event begin play doing a get all actors of class and reset the variable to the object. Doesnt work. I tried deleting the first key and respawning the key and setting the variable. It keeps the first key and spawns a second key setting the second key as the variable. I am not near my pc right now but anyone have any ideas would be much appreciated.

lusty arrow
#

Anyone know how to make a light blind a player when looking into it? The light doesnt reflect on their screen for some reason

manic knot
lusty arrow
manic knot
lusty arrow
#

Ok, ty

echo mist
#

I should be able to also use this in networking game, right? Index 0 should alway be owning client if I understand the description correctly.

shell echo
#

Is there a way to store a delegate in blueprints?

manic knot
echo mist
maiden wadi
lavish sphinx
#

What does SKM_Manny_Invis do?

faint pasture
#

If you mean a realistic blinding then you'll want to have a lot of slow eye adaptation going on (so the light just overwhelms it)

faint pasture
limber parcel
#

uhh im having a little issue here

#

it keeps telling me its an infinite loop

#

even though its clearly checking a condition

#

basically it spawns a building and repeats until it spawned 10 of them

#

so where is the infinite loop???

#

it points me to this part when i click the error

#

but it makes no sense since this just sends him to a different behavior which is working fine on its own

#

on removing this node it sends me to a different part of code which makes even less sense

#

here is the other event im using in this, should be good, no?

hybrid horizon
limber parcel
#

i tried removing the repeater at the end with same result

#

it worked until i added the AI MoveTo

#

and if i remove it it works

#

but idk how this would cause an infinity loop

hybrid horizon
#

I was just about to ask what an AI move to does because I've never used one personally.

#

Is it a function you can open in BP or does it only open in c++?

#

I'd guess it's doing a loop itself and the condition for "on success" is probably not being met.

limber parcel
#

its a built in function

#

which tells AI controller to move to a vector or actor

hybrid horizon
#

Maybe it needs something plugged into target actor?

limber parcel
#

no it works with either destination or target actor

#

this fkin error makes no sense at all

#

basically AI doesnt even work if it wasnt an infinite loop

#

or should it just stop doing stuff at some point -.-

#

guess my fkin ai is simply not allowed to move to a location before placing a building πŸ€¦β€β™‚οΈ

#

adding a delay instead of the move to gives me the same error

thin panther
#

you call the function at the end of executing the same function

#

that will throw an infnite loop error

#

as it will try to execute this in one frame

limber parcel
#

no it will still do same shit if i remove the execute at the end

thin panther
#

whats in find buildable location

limber parcel
thin panther
#

this really sounds like something that could benefit from behaviour trees

limber parcel
thin panther
#

behaviour trees would solve a lot of this

limber parcel
#

yeah but they are tedious to set up

#

so i just used this blueprint to get some basic stuff working

#

but i guess i wont get around using them anyways

#

i would still like to know whats the issue here though

#

am i missing something about how blueprints execute stuff?

twin shale
#

Anyone know why Get All Actors of Class returns 0 during play? There is only one actor of this class, in a streamed level. From what I can tell, this should be possible. This is called form the Pawn after being possessed

tawdry surge
#

Is the streamed level loaded?

twin shale
#

Yes, my character is literally standing inside it, and I can see the Actor

#

I just tried from the game mode...also returns 0

tawdry surge
#

Well you're right, it should work. I used that behavior extensively in a rail shooter I made
You sure it's the right class?

twin shale
#

I just triple checked that it was the same class just to be sure. I also placed a second one of the same class in the level, outside of the streaming level...still 0. I should be able to call Get All Actors of Class at any time, right?

tawdry surge
#

Yeah

twin shale
#

Welp...I fixed it. The constructor for the actor is firing after I possess the character. I moved the check to begin play and it works fine now. The more you know.

tawdry surge
#

Yeah. I usually let actors contact the persistent stuff like character, controller, game mode, game state, etc.. and essentially register itself.
Avoids those type issues

twin shale
#

That's honestly one of my largest weaknesses lol. I never know what spawns before what

tawdry surge
#

In general it goes instance, level, game mode, everything else

#

Controller is usually b4 the character in my experience, but idk if that's guaranteed

maiden wadi
remote meteor
#

is there a proper way to toggle ray tracing that is intended to be shipped with the game other than setting through console commands?

tawdry surge
#

Probably game user settings but idk for sure

junior hedge
#

okay so my first person character scripts work but I cannot spawn off them, idk why. I simply spawn wherever I am hovering

desert juniper
junior hedge
#

thanks

still trellis
#

Getting an error in a blueprint that says PreviousHealth of type Float (double-precision) doesn't match the property PreviousHealth of type FloatProperty after converting to UE5. Any fixes?

trim matrix
#

update your bind functions to use doubles by changing the types to floats again and refreshing nodes.

#

this might work

#

In UE5 most floats have been converted to doubles

junior hedge
#

how can I make the mouse cursor show when playing the game automatically? I have it so I need to press q and I don't think it would be smart to make a tick event to always show the mouse cursor if a variable is running (I cannot do BeginPlay because you need to first remove your mouse cursor when you tab in)

trim matrix
#

Show Mouse Cursor, Enable Click Events, and possibly Enable Mouse Over Events. in Player controller

still trellis
trim matrix
still trellis
#

well the weird part is the nodes that weren't working were on a callback from a c++ delegate, that is just using "float"

round compass
#

Sorry if this isn't the idea solution but idk anything that would fix it more easy.

#

ideal*

trim matrix
#

anyone knows if you can set character roles (for ingame character class Change) by making a child out of Player BP and then setting each Child as a class ?

mental trellis
#

Absolutely. That sounds like a fine idea.

trim matrix
#

i think ill stick GamePlay tags to each BP of Child then with that ill Restrict Inventory and Abilities and such

#

each BP will also have its own HUD

#

i think that will work right ?

mental trellis
#

Yup.

trim matrix
#

this person got the mesh to swap

#

when you press a button

mental trellis
#

You can just spawn an entirely new actor and possess it.

#

Don't screw about with mesh swaps.

trim matrix
#

Adventure is in the open world

#

but when going in Quests and such

round compass
#

Wait so how do i add custom InputActions ? Because i've seen there's jump inputaction but i want to make for crouch.

trim matrix
#

you switch to one of the Sub roles

mental trellis
#

Right.

trim matrix
#

so its a bit complex

#

but i think best way is to use Gameplay Tags

trim matrix
round compass
round compass
trim matrix
solar sequoia
#

The hierarchy in the illustration is also a bit confusing. Why not just incorporate the leftmost column into the one with the classes?

#

The Complex part is that Each Role has its own Inventory, HUD, Leveling system, Abilities and Attacks, Clothing and Armoury, Achievements and Progress and etc so its not as simple as putting a character mesh selection.
Sounds like you also need to be interfacing with your save object through your player controller, and then allowing the pawn classes to get data from the controller as needed. Put it in structs for each class if you want

trim matrix
#

so you mean i make multiple player Actors ?

solar sequoia
trim matrix
#

ill test it out

#

is

trim matrix
# trim matrix https://forums.unrealengine.com/t/complex-character-customization-system/583867

This is quite a complicated topic. Its kind of like asking someone "How do i build a house". There a ton of design that goes into a question like that and it is not easily explained. I think you will have a very hard time trying to find someone who is willing to put in the many hours of explanation and teaching required for you to fully understand how to make something like that. I would just recommend diving head first into this and attempting to make it work in the best way you can come up with. As long as you have the basic understanding of how to use blueprints in unreal engine you should be able to get something working on your own by just being creative and using what you know.

#

my issue wasnt the inventory and such

#

my issue was how do i split the roles themself

#

like the roles should be a player bp or what

#

but ill try the parent character

#

and see where it goes

#

A parent character would work yes, although all you really need to determine a characters role is a singular varialbe called Role.

#

yea ill test around

solar sequoia
trim matrix
#

you can set different UIs (Game HUD) for each subclass right ?

solar sequoia
#

HUD isn't supported anymore AFAIK so I usually just put the UI logic in the character

trim matrix
#

i was working on the level Design and 3D Modeling for so long

trim matrix
#

i haven't had the time to test it out

#

so UI for each SubClass

solar sequoia
trim matrix
#

and ill use GAS and GamePlay Tags to filter between them and give each SubClass its own Stuff

solar sequoia
#

if you're new to the engine and c++ I'd have to recommend not using GAS for the moment. I'm just now getting into it after a year or more

trim matrix
trim matrix
solar sequoia
trim matrix
#

i am more of a Level Designer

#

but in Solo Projects

#

you need to learn everything

solar sequoia
#

if you're like 80-90% confident with all blueprint stuff so far, then I'd say try GAS

#

there's a lot of implicit knowledge needed for a plugin like GAS that you won't be able to find a tutorial for a large amount of

trim matrix
#

i already got my Inventory system and nearly all the systems i want

#

but they are not that good for Multiplayer and for sure not good for the type of game i want because they need allot of filtering and Restrictions

#

and from my research GAS has an amazing way to filter and such

junior hedge
#

how am I supposed to make it so when I hover over the image it does something

#

it says MouseEnter event but I dont know how to specify what needs to be hovered on to start that event

#

do I do it as a bind?

#

oh I need to connect the image to a button ig to create the event

#

NEW QUESTION

wait is there really no way I can make it so I can use both the mouse for UI and to move things around??? Looks like I can only do one at a time

#

move player camera

#

I made a input bind (Q) to release my mouse cursor, when I do that I can react with the camera but not the ui, when I click though I can interact with AI, but I cannot react with the camera

#

@quaint geyser

warm glacier
#

I have these objects and a sled. At the moment (all I could think about as a beginner) I have a static mesh attached to a socket in the vehicle blueprint and I toggle it's visibility with input. The problem is that I want to stack objects on each other. The solution I have in mind is to have a lot of sockets but that sounds like a terrible idea.
It's impossible to spawn the actor itself because I can't use Attach Actor to Actor when one is static.

Any suggestions?
A good reference is The Forest.

quaint geyser
#

In the widget

#

Just add controller yaw/pitch input in the lookup and turn input events.

#

Actually… not sure if that will work

#

With a mouse cursor

junior hedge
#

lmk if you find anything

quaint geyser
#

Try printing out axis values

#

In the turn and lookup input events

#

And see if I get any results

junior hedge
#

in the ones already made?

#

I dont have lookup binded just turning

trim matrix
#

If I have a custom player controller how do I use it in the context of a third person game? The controller has a camera and the camera is the root so I can't attach it to a spring arm

junior hedge
#

how to remove that delay for full lighting, I just want the full compacity of the light immediately

trim matrix
junior hedge
#

unchecked but still does it

#

tried rebuilding too

#

@trim matrix

trim matrix
#

no idea then

junior hedge
#

allg

quaint geyser
junior hedge
#

no

#

i dont think so

keen anchor
#

Im having problems with set vector parameter value having no effect on dynamic material instances. I had it working before when i did it by creating a dynamic material based on material index. Now im trying to do it dynamically as the materials will change (player can change material on runtime) and it does nothing now. Anyone got any ideas?
Also not sure if this will create a bunch of orphaned material instances that needs to be cleaned up somehow?

#

it does create materials based on the filter, it's just that the parameter does not get set

quaint geyser
#

I had a similar issue

#

But I can’t remember how I fixed it 😭

keen anchor
#

ah damnit! But then i know where to look, thank you πŸ™‚

quaint geyser
#

To replace them.

keen anchor
#

ah, will try that, thanks!

#

It worked! Now i need to figure out how to make it update in the correct order. Thank you! ❀️

sleek kite
#

Hey πŸ™‚ is there any way for my "Overall Settings" to not override my "Res Scale Settings"?

Thank you

junior hedge
#

I am not quite sure

sleek kite
#

disable bloom and let me know if that worked

junior hedge
#

didnt work

#

can I screenshare it?

sleek kite
#

also disable this

junior hedge
#

alr did

sleek kite
#

TLDR: Go to Project Settings > Search for AutoExposure > Disable

repeat the same with bloom

Now you can disable autoexposure in your post processing volumes too

junior hedge
#

wheres that

sleek kite
#

ok, do this

#

disable that

junior hedge
#

turned off eye adaptation still does it

sleek kite
#

what exactly you talking about though? What delay?

junior hedge
#

can I screenshare it?

#

I will create a recording

restive oracle
#

Hey guys, is it possible to get a PredictProjectilePath that returns all the hits, rather than the first thing it collides with? I'm not really sure which return value holds it.

uneven geode
#

is tehre a way to define sockets in to de fbx object?

#

import sockets from outside of unreal

jagged stone
#

Can Macros from parent class not be used within the child?

#

I set up a macro on the parent class, and it works in game on the child, but then when i try to save the child class it won't allow it (the macro also does not appear in the child eventgraph add menu, and can only be dragged in from the parent

earnest tangle
uneven geode
manic geode
#

Hmmm... Where did they move the highlighted tab in UE5?

#

I dont have it in my window

#

Its literally empty

tawdry surge
#

Upper left corner, windows-> my blueprint

#

@jagged stone afaik macros can't be inherited

manic geode
#

ty

worthy tendon
quick grove
#

sorry guys how can I set the PS4 controller light color?

#

I tried using "Set Controller Light Color" in the BeginPlay event but it doesn't work

jagged stone
quick grove
# quick grove

the controller light remains turned off and doesn't show any color even if I do this

jaunty crow
#

Does this only apply after the cast has been run or is it just all the time

#

the whole "this will cause the blueprint to always be loaded"

tawdry surge
#

All the time.
It loads the class into memory so it can be accessed for the cast.
Casting to a character, controller, game mode, etc.. is fine because those things will generally already be loaded

jaunty crow
#

is there a good alternative i was just gonna use tags

tawdry surge
#

Soft references, interfaces, and event dispatchers

jaunty crow
#

thanks

trim matrix
#

Quick question about geometry script (blueprint).

  • the append box node has dimension inputs

  • I connected a vector to those dimension inputs

  • when I connect that vector to set world scale of another actor (a cube), it does not match the size of the box created by append box

  • grabbing the bounds of that box created by geometry script does not work either

  • i suppose this is because the append box node creates a shape from scratch while a cube already has a different scaling

  • is there a way to get a static mesh have the same size as a shape spawned by a dynamic mesh ?

FIX (in case anyone is Ctrl F 'ing through the chat to find one lol)

  • set the static meshes' size equal to the box you spawned

  • get that static meshes' world scale and divide it by 100

  • i found that out using the bounds.... dimensions are apparently the units used for actor bounds iirc

misty pendant
#

Hello, any idea how i can make the script when im unhovering to actually work? Please can someone explain how to make it work i've tried to fix it myself and didnt understand im kind of dumb

tawdry surge
#

Show more of the player code.
What you've shown should work provided the trace is working properly

livid vessel
#

I have a performance question. I have a game with an agile robot that drives across fields. Is it now more efficient to run a box trace on each block to retrieve code in the block or do I give the master tile a box collision and can then even check whether you have entered or left the field. I'm more interested in the performance than the feasibility, because I'm able to do both.

tawdry surge
#

Its probably better to use a map and look up the data based on grid position

manic geode
#

How do I disconnect this entirely?

#

ah that was alt+click ok

#

What the heck? I pressed smth and it just blocked the window

#

I cant press anything in it

#

HALP

static timber
#

hello, I would just like to display multiple text (5-6) from the same UIWidget which is all in the same place on the canvas, just hide them and display the desired text, is it possible, instead of creating a widget per text (each widget for 1 sentence).πŸ˜„ Is this possible? How do you do this without bypassing and tinkering, thank you 😁

tawdry surge
#

You can just make one text object on the canvas

static timber
#

hhhm

#

its object and a text in a same time

tawdry surge
#

You can tick the is variable box in the details panel and then you can set the text at run time

#

On the widget you grabbed a text box out of the palette tab right?

static timber
#

ok but my question its possible?

#

but yeah "details panel and then you can set the text at run time"

tawdry surge
#

Yeah
So on the event graph you'll be able to get the text box reference and it has a set text function

static timber
#

okkk

tawdry surge
#

You can just make a text array and iterate over or whatever you wanna do and feed that in as the new text

static timber
#

i dont found but i have hope, and i know existence of object on UiWidget

#

big thanks

tawdry surge
#

Nah I was just talking about the text box itself

static timber
#

thanks!

tawdry surge
#

Its early and misspoke when I said object

static timber
#

ah! ahahah

manic geode
#

😦

#

I cant work if I dont unblock

tawdry surge
#

Never had that happen. Try restarting the editor

static timber
#

@manic geode fast tip:

#

start button of windows

#

disconnect

#

type password and fast relaunch

#

OR

uneven geode
#

how can i make a world widget visible thorugh walls? is friday evening and my head is dying xd

static timber
#

ctrl+shift+escape and kill process (less easy and less sure)

tawdry surge
#

Post processing

manic geode
#

ah ok, I just closed and opened the window inside the editor and it worked

#

some weird bug that must have been

uneven geode
#

Post processing -> yes but i have a image in a custom widget, i should create a custom material? or postprocessing options?

livid vessel
tawdry surge
#

@uneven geode idk off the top of my head been a long time since I did it, but I'd look up something similar like objective markers and see how they do it.
It's not a long process as I recall

uneven geode
#

i used this for know, but thanks for the info i will look forward into it

#

Space: Screen instead of world

tawdry surge
#

Nice

@livid vessel in that case, line trace would be more efficient then a box unless you want data from more then one square

marble tusk
acoustic cipher
#

hello folks... someone have some kind of experience with "Geometry Scripts" and blueprint?

#

i cant refresh a dynamic mesh within blueprint no matter what i do

#

seems a bug to me...

livid vessel
# tawdry surge Nice <@303818965962981376> in that case, line trace would be more efficient the...

Ok the thing is that I currently have a Linetrace System but when using many movable objects and stuff like this. It will be very tricky to sort all that traces and combine them to reliable code. Collision boxes are for my purpose very reliable and I would go with this mehtod. Unless someone tells me now that with let's say 2000 boxes on screen, the performance drops very sharply in comparison to masses of traces.

tawdry surge
#

2000 I'd probably rethink my approach and use a manager object with a map to avoid all that.
However you can easily test it with the profiling tools in engine

livid vessel
strong turtle
#

Hey, whats the optimal way to create "lockouts" for example shooting a gun? For example, while jumping, disable shooting and while crouching, disable shooting? Just a big OR gate with one variable per lockout?

upper cove
#

Hello guys! Still me πŸ™‚
I am creating a widget inside level blueprint and adding it to viewport (pic1)
I need to get the reference to that widget inside my bp actor (pic2) to connect that object reference to my event dispatcher which i call within the widget's event graph (pic3)
I dont know how to create that reference and access it inside the BP Actor tho.. can anyone help?

tawdry surge
#

@livid vessel based on the picture I'd just have a map of the grid positions and a soft reference to the corresponding tile.
You could use a struct, datatable or data assets if you want but they can get different levels of tricky if the data isn't static

livid vessel
tawdry surge
#

They're nice for reducing memory foot print

#

Among other things

trim matrix
#

How can I delete a Row Structure?

tawdry surge
#

You mean alter a datatable at run time?

trim matrix
#

no, I have created a Structure and I delete it but I can still see it when I want to make a new DataTable

tawdry surge
#

Oh, have you restarted the editor? Might just have not updated the list

livid vessel
zealous moth
#

you can see that it is not 100% static centered and does roll at angles

spark steppe
#

what did i just watch xD

zealous moth
#

super pillbug sonic 64

spark steppe
#

ngl, that's pretty good animated

#

almost cute

#

my guess is they change the collision to a sphere for the rolling?!

zealous moth
#

hm could try it

#

the rolling is amazing ngl

spark steppe
#

the whole animation is good

#

could implement wall climbing and keep the wall jump because it looks funny af πŸ˜„

faint pasture
zealous moth
#

kinematic?

faint pasture
#

In that case, roll the thing up, and let this sphere collider simulate physics and roll

faint pasture
zealous moth
#

ah i see

spark steppe
#

yea, i would also try to use physics, while input adds some force

faint pasture
#

Yeah that looks like physics to me, at least the rolling bit.

#

Those animations are top notch though

fierce birch
#

Trying to find angle between two vectors so im using the dot product and the arc cos

#

but why is it not working

#

it only gives -90 and 90

#

i want all the values

#

assuming its because im using the mesh forward vector

#

basically i want the mesh to rotate to the camera's yaw when i press a button

cyan bone
#

i will repost to not interrupt your question

fierce birch
#

all good dude

trim matrix
cyan bone
#

I have a character made of different skeletal meshes, helmet, torso, etc...
I need to convert these skeletal meshes into one static mesh at run time.

Is this possible? How is this done best?

limber parcel
livid vessel
fierce birch
#

lookat rotation?

#

set actor rotation?

#

they dont work

limber parcel
fierce birch
#

still need to find the angle though

#

and thats what i did with the acos of the dot product but its only 90 and -90

spark steppe
#

that one should actually work

fierce birch
#

i did that

#

didnt work

spark steppe
#

doubt

limber parcel
#

i dont understand why you are trying to use angles in the first place

#

from what ive seen so far everything is done with vectors and rotation shit

fierce birch
#

i have a character that is oriented the wrong way when i aim

#

i want him to rotate with the aim offset to the vorward vector of the camera

#

i have to rotate the root bone for it to work

#

tried getting difference between yaw rotations and that didnt work

limber parcel
#

well then what Ben said

spark steppe
#

so you have an offset

fierce birch
#

yea

#

playing when i aim

spark steppe
#

so most likely the forward vector of one of your actors is wrong

limber parcel
#

are u sure u have set the proper roation in the mesh?

#

they usually are 90Β° off by default

fierce birch
#

not sure

limber parcel
#

make sure it faces the direction of the blue arrow

spark steppe
#

the blue arrow is Z πŸ˜„

#

dont make them face Z

limber parcel
#

works fine for me

fierce birch
#

the yaw rotation

#

and yes it is oriented that way

#

i thought you meant in game

spark steppe
#

oh that arrow

#

how do you set rotation on the actor?

mental trellis
#

Set Actor Rotation

fierce birch
#

well i was rotating the root bone because i cant set actor rotation

#

because the mesh is the one rotating

limber parcel
#

maybe this helps

fierce birch
#

but the dot product and the acos should have worked

#

i attached an arrow component under the mesh and its rotating with the camera

#

find look at rotation works but not all the time

limber parcel
#

unreal just does weird stuff sometimes, yesterday i added a moveto into my building placement function and apparently it created an infinite loop for no obvious reason

fierce birch
#

hmm

#

i mean im at a loss

limber parcel
#

what should i say, i have to change my whole AI now because of this retarded issue

#

try using a transform if the rotation shit doesnt work

fierce birch
#

so why if i search up a function or what ever it doent show up sometimes

#

using ue5

#

never done this in ue4

limber parcel
#

sometimes it only finds them from dragging a pin, sometimes it only finds them from right click

fierce birch
#

but when i uncheck context sensitive it doesnt appear

tawdry surge
#

Usually means you didn't compile the BP the function belongs to since you made it

vast crow
#

Core redirects doesn't work anymore in 4.27? Documentation (https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/ProgrammingWithCPP/Assets/CoreRedirects/) is very unclear, I'm having 10 retries every time I have to use it
This time I seem to have tried every combination, for example:

[CoreRedirects]
+PropertyRedirects=(OldName="Creature_C.hp", NewName="CurrentHP")
+PropertyRedirects=(OldName="Creature_C.mhp", NewName="MaxHP")

where at left are variables in blueprint (at path /Gameplay/Creatures/Creature_C), and at right are C++ base class variables

Core Redirects enable remapping classes, enums, functions, packages, properties, and structs at load time.

#

Doesn't work => I'm deleting the variable in blueprint and all usages are removed too for some reason

cyan bone
#

Im trying to convert a Character or its skeletal meshes to a Static Mesh at run time.
What should i do?

spark steppe
#

most likely you should forget the idea to get anywhere with BP only

#

unless there's a 3rd party plugin which exposes some methods for that

covert stirrup
#

Afternoon peeps! what would be the best method to stretch a mesh (cylinder) to match a line trace path?

faint pasture
#

Is it one line trace or a bunch in a curve

covert stirrup
#

It is a straight path yea and just a single LT. This is how I have done it so far but I think I will look into a UI drawn method instead, not liking the perspective of the line going thinner due to 3d space

faint pasture
#

laser?

covert stirrup
#

basically when an element is clicked, it is to draw a line to the UI to highligh a text field -- just for a bit of pazzaz and style

#

Experimenting with a 3d space version has made me decide against that method πŸ˜„

faint pasture
covert stirrup
#

That sounds cool, takes a lot of updating to keep it tracking right so it's something that can be cut if necessary

faint pasture
#

We run almost 2000 line traces per tick in our current project in the worst case, you can do a lot in a tick. But only do what you need to

lucid nebula
#

Does anyone know how to do stuff like custom directorys with setting.dat or txt files in?

cyan bone
# spark steppe most likely you should forget the idea to get anywhere with BP only

I was brainstorming the whole day about this. I have modular characters with many types of armour, weapons and helmets Skeletal meshes.
Then i have armies made from these characters but converted to instance static meshes (with the convert character to static mesh).
So armies -> cheap ISM that use lerp only. Real character that i can posses -> skeletal meshes (just the king or the general).
These skeletal meshes being modular can be changed, so i can equip my king with different armour and helmets.
And that lead me to try to do the same with armies of ISM soldiers. But they are not skeletal meshes, so i cant just swap them like that. So the only option im seeing, is convert every single skeletal mesh of body parts to a static mesh (not run time).
Then i can form my ISM armies made of these converted static mesh helmets. Swap their helmets, etc... The only issue is that instead of 1 soldier ism, i will have all parts of the body as ism. So when i lerp the soldiers ism, i have to lerp all body parts, so its 1 soldier lerp vs helmet, armour, weapon, torso lerp.

spark steppe
#

you can select an actor in the editor and convert it to a static mesh

#

if that's all you need...

cyan bone
#

But thats what im doing for now.

tight schooner
#

It's such a tech art challenge I'm having trouble wrapping my head around it. It's kind of beyond the scope of mere #blueprint... All I can say is watch every video / read every article possible on games that have tackled similar challenges and learn about the strategies

#

Dig around the UE marketplace and see what kind of tech is there

#

I remember you were throwing around some pretty big numbers for armies

#

And if they have individually customized armor sets, that's going to be a lot of draw calls unless you figure out something really clever

faint pasture
quick grove
#

guys do u know anyway to set the dualshock light color?

zealous moth
#

How do you increase friction on a ball with physics?

faint pasture
#

But do you mean sliding friction or air drag?

zealous moth
#

rolling i guess

faint pasture
#

Yeah that's the physical materials

zealous moth
#

in the rolling ball template there iis a bridge

#

ball when stopped keeps rolling off

upper cove
faint pasture
faint pasture
zealous moth
#

it is

faint pasture
#

So why wouldn't the ball roll off

zealous moth
#

I don't want it to πŸ˜›

faint pasture
#

Balls roll down slopes

zealous moth
#

I'd like for it to stop and stay stopped

faint pasture
#

Does it roll or slide?

zealous moth
#

roll

faint pasture
#

Ok so the root of this is you want the ball to NOT rotate when you're not giving input

#

Or at least resist rolling

upper cove
spark steppe
#

could try to increase the sleep threshold

#

so that the physics is put to sleep earlier