#blueprint
402296 messages Β· Page 926 of 403
ahmen π
Start by lining things up instead of dropping spaghet all over the place
also break your stuff out into function if it makes sense.
If you see a blue ref line going all over the place, that's a clue to make a variable.
I unfortunately canβt do that
If you're saying "but I don't want my BP full of variables" then that's a clue to make a function.
much unfortune
@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)
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.
Thanks a lot for the idea, Iβll try it out tomorrow and Iβll let you know how it went and if I had any problems with it.
uhh but i didnt want to clutter everything with variables
rather macro than function though
i dont see a point in function libraries so far, they only have very niche use imo
can u give some example where functions are actually better than macros?
A macro is just a copy paste.
A function has local variables and a return and call stack and all that.
but where would i actually use a function library? so far im doing everything related inside my actors or whatever, and macros
and components and interfaces
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?
It's using a control rig btw
Thanks @dawn gazelle ! that worked!
@faint pasture why are you called "stop watching tutorials"
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???"
Not a great way to learn if you blindly follow them for too long
Is the randomize transform missing from Unreal 5? wiki make it seem like it should be there
Because often times YouTube tutorials sucks and promoting bad practices. Doesn't mean there aren't good ones, but newbies won't know any better.
Also the lazy question seanny mentioned.
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?
because the unreal tutorials i watched so far are retarded and mostly teach u how to NOT make a game lol
like most of these guys spam casting everywhere like they never heard of interfaces or components
A lot of the tutorials WILL show you how to do things, and they WILL work, but many of them will do it the wrong way. I once spent an entire day making an advanced dialogue system only to learn in this server through @icy dragon and someone else that the way I was doing it was not at all practical
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
Trick to tutorials is watching several and not worrying about clicking along, but stealing a concept or two
and unrealengine.com learning section is curated and usually decent
Because following along with tutorials is bad
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
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
almost like your giving it instructions
Exactly. Start with the data.
For fast travel, you'd think "well, it's sorta like a save/load operation, can probably use a lot of that functionality"
(Obviously to implement a fast travel system there is a myriad of things the computer needs to know)
Im pretty sure its EXACTLY that
Yeah, someone should make a set of instructions. And then a language to make it easier to write them. And some sort of thing to compile the language into those instructions. IDK if it's worth it tho.
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
I tell my students to imagine you want to explain something to your dumbest friend who also doesn't speak English
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
Exactly. Computers are REALLY REALLY REALLY dumb, they don't infer anything or read between the lines AT ALL, but they do EXACTLY what you tell them to, very very fast.
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
A good term for that sort of thinking is "Start with the data". Start by thinking about what the data involved in whatever you're trying to make looks like.
Yeah
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
And it needs to know how fast to move it, and so on
Are youtube links allowed on this server? (It's about what tyou are talking)
I think so
Read the rules and make sure
Didn't see anything regarding that, so I'm gonna take the risk. As a programming teacher, I love to do this kind of things in my first day of class: https://www.youtube.com/watch?v=cDA3_5982h8
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
Also, to anyone who has an idea, to shorten this up, is there a way I can make sure the player doesnt go inside or through any collision while being moved with a "Move Compnent To" node?
I know that to do that I would need to have a way for the computer to know exactly where the object is, in order to avoid going inside of it, but im not very sure how to go about that.
Yup. A single typo and the computer will have NO idea what you just said to it haha
You have to write the code as perfectly as the computer will execute it
is there a way I can make it so something will not force the player to move?
for example I have a coin that should dissapear when it is collided
I want it to still be collided but I don't want it to be a solid block I guess you could say?
Change the collision preset?
Even if I told you, you wouldn't get what I told you to change
Read a bit of docs about collisions
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?
For better debugging, is there any way I can split a string up to make it detailed? For example VELOCITY VALUE (velocity)
i dont get what you mean
also what do UI's inherit from? for example my NewGameState inherits from Get Game State
It doesn't.
how to use local variables in a macro library? i made this but it doesnt seem to work
basically i want to calculate weight of my resources and then output it
where are the settings for physical animation profiles?
ask in #animation ?
can do - wasnt sure if that counted
guess u will have more luck there
guess im using the local variables wrongly but i cant really figure out how to use them
Macros can't use local vars, they don't really have a "scope" They aren't functions. If they're anything like cpp macros anyway.
Let me introduce you to JavaScript
i replaced the local shit with an input now but its still not working :/
Maybe your code is just wrong then.
@candid geyser what kind of object? Skeletal mesh?
Because you can use a physics asset for that
Otherwise use blocking volumes or blocking colliders
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
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.
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?
Thank you
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?
Does nothing as in.. your print string dosent even print?
or does nothing as in, does not posses
i was just starting to type that same question
https://gyazo.com/fb7b20b1c720f96a09f798b1d5de88b3 if it doesn't you might want to find and configure this part of your PlayerController in its class defaults
yes, make sure EnableClickEvents is checked
@unique turret do not use child actor components
They are unreliable
Just a side note as well though, you do not need to cast to TopDownContoller to use the posses function.
You can use a normal PlayerController reference to run that.
It doesnt print anything. But it does print with a topdowncharacter. so maybe its something in the controller?
EnableClickEvents is checked?
You said TopDownCharacter?
Do you mean TopDownController?
it prints message if i click on a TopDownCharacter. But it doesnt print if i click in the imported ThirdPersonCharacter.
Its a TopDown template.
Im trying to possess a thirdperson character in a topdown template
but not even the click is working in the the thirdpersoncharacter only in the topdowncharacter it prints.
and im doing exactly the same so i dont know
your collisions are likely fucked then
Check the collision settings on the ThirdPersonCharacters CapsuleComponet
Im pretty sure, by defualt, it ignores the visability trace channel
And by default, the click events, use the visailibty channel for its linetrace.
Make sure the capsule componet blocks visability channel
It is exactly the same as the TopDownCharacter that is working. Its a pawn collision.
How can i diagnose why its not working?
You may be clicking another part of the TopDownCharacter that does in fact block the visability channel.
Try setting the collision preset to custom, then set the visability trace response to Block
you are a legend. that worked.
thank you
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
On your TopDownCharacter, there is another componet that you are able to click on
Some other componet in it blocks visability im sure.
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.
try to get the velocity in the vector rotation and re-apply that force? with apply force node? maybe π I am not certain about it
Isn't this just a physics issue?
Do you want your "release" to be realistic, or accurately controlled?
Realistic.
I've tried that. Was one of my first ideas π
What you can do is simulate physics.
umm maybe watch a grapple hook tutorial it will give you the idea of how to revolve your code around the grapple physics?
None of them work at low FPS.
They all follow the same logic. But if the game has low FPS, it completely breaks.
I went through at least 6 researching my issue.
so is the issue with the fps or with the code? i am not following
When I tried that - the actor wouldn't stay attached to the body.
you can attach a physics actor with physics handle
The issue with your 2nd suggestion is that the code in the tutorials doesn't work at low FPS. The reason I know is because I already tried it.
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.
This is the result: https://streamable.com/743vxz with using physics handle,
when i release the battery it launches as the direction and with the force it has applied
like this ^
if that's what you need i think ^_^
Looks promising. Does that go on the actor that is swinging?
what? π
Right now, I have a semi-jank way of doing it π .
no no
The physics handle.
its not complicated at all
like literally childs play
Equip your pshysics thing you want to launch with the physics handle and you will have functions to play with
This is the player's code looks like
Pretty simple to understand @blissful grail
Yeah - it's more of a matter of getting it integrated with my setup. That's all.
Alright, good luck! I am not much of physics expert just sharing me experience for the hope it will help ya!
I'm doin' a side scroller, so I need to get it working with the character swinging on the grapple point and what not.
How can I clone an object when doing something (Pressing a button), and it will clone that object while the game is running
Make a custom event that sets a variable using your object and assign it to an input key?
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.
that
i sighed but i didnt know the ue docs were this good
is there an updated docs version for ue5 though?
its the same blueprint code
inputs?
if so DefaultInput.ini
where is that located
Ai resisting a task π I made an AI but it doesn't go along with the behavior tree any suggestions?
yes input bindings. theres like 20 other things that can be bound, so being specific helps
gameroot>Config>DefaultInput.ini
right
thanks
π
is there an unreal doc for clamping the Z camera rotation? I cannot find one
In regards to what? Clamping Z rotation is rare. Pitch is usually a more common clamp.
I want to make it so you cannot look behind you
So you can only look left in right
For example like you're sitting in a room
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.
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 ?
[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?
Anywhere I can read up on the PlayerCameraManager min/max yaw?
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 π ... 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
If you wonna do a Slide show then I would suggest doing it the Screen Widget. You can add a Picture and Change the Texture (the Picture Content) in BP over Time depending on the selected Index in your Array. Its pretty easy to do. Just some Index Addition, a Delay and Replacement / Change Texture Node
I would put ImageIndex variable inside the Screen_Widget blueprint directly.
and you can control the slide show with a delay node, increment index, if index reaches array length then reset index to 0.
actually a timer would be better than delay node
so you can dispose of it
Thank you both. So i need to make a new var. called Imageindex in the screenwidget_BP. How do you increment index Integer+ and reset index to 0. Is that like loop node? and use some Timer node?
all of this should be inside Screen_Widget
call StartSlideShow to.. well... start it π
call EndSlideShow before calling RemoveFromParent
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
please help
(index + 1) % length will become 0 when index+1 reaches length.
what is the name of child actor component in your CharacterMesh?
Cool.. thanks so much I will give it go.
Child Actor
cast to your type
i will try it
just get ChildActor (this is the component) and from that get ChildActor again (this is the actual child actor)
i dont get it
something like this
here, from MeshComp, get child actor twice like the image i gave to you
then cast it to sword.
okok
note that when you type get ChildActor it appears at very bottom of the search (so you should scroll way down to see it)
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.
I would do it in the Player Character. Cause this is the one who has to handle all that (e.g Check Health -> if =0 -> death Anim). If you do it in a Controller all the Health and Mana will be dealt there and this doesnt make much sense casting from the Charcter to the Controller (or the other way around) just to get the current Health and Mana.
@worthy tendon is this what u mean, anyone is this ok to cast to 2 time
does somebody work with simpleUGC here?im loosing my mind
woops, didn't notice MeshComp is a component. yeah this should work, it should be ok since it doesn't happen every frame (even if it does, two casts per frame is nothing)
ya its is working thanks
I'm looking into it.. That Slidershow Timer Handle.... what's that for node. Is that var? thanks
drag from ReturnValue of timer, and promote to variable. handle is used to later destroy the timer.
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!
@worthy tendon how do u get the Owner of the Child Actor Component
Ok thanks for the help π
GetOwner should work, just like what you did with MeshComp. but by Owner im assuming you mean the actor that has that child actor component.
to get the actor inside child actor component, then just ChildActor.
when i do that it return NULL
hmmm
ya
did the cast run successfully?
ohh nice
Hi, does this look right? its not going to next image when I press E key, maybe I need to add some stuff here too? or is one of the vars set incorrect?
hi, any reason why the component doesn't get created and added?
the exec pin after fires off, no errors or anything. just no component is created
did you call Start Slide Show?
right, but you should call StartSlideShow from Screen_BP after AddToViewport.
my aim is to have the component pop up here so i can use it later on
drag from return value of Create Screen_Widget node and call StartSlideShow, put it next to AddViewPort.
component is added but unfortunately, it wont show up in there.
ah, i need to be able to see if it's adding the correct data to the component when it's added. How can I do that?
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
basically it gives it the data from my data table i'm already fetching
the only way would be to add variables in your actor, and copy them in your newly created component.
oh, if you just want to be able to see variables, then copy them from the component to your actor,
is this inside your component?
the fetching of the data? no, that's handle by my actor
i have an actor called TaskManager, that is responsible for randomly choosing the tasks the player has to do
what does the component do?
the component is each task
just has functions/variables like is it completed, how many ticks have been done, etc
first, I would suggest you to pack these variables inside an struct.
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
i will have functions on these components though, will structs allow that?
(im new so dumb question)
your question is fine π
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
kind of like a debug view
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.
thanks! will give it a try π
Still trying to figure things out... you mean like this?
since its editor only, i would suggest you to mark CurrentTasks as transient as well.
Is this possible to βbendβ 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.
oh no
like this?
yup, this should work now, does it work?
woops, missed that. in this image, you are getting ImageIndex from player character, dont do that, use the ImageIndex inside Screen_Widget
also here, you are setting Image integer to ImageIndex in player character. you should set that to Screen_Widget instead.
and remove ImageIndex from player character. since it's in Screen_Widget.
what is the best system to use when controlling cameras in unreal 5?
....sequencer?
How do I even know where something like this is coming from?
A pawn obviously, but which pawn?
Is there no traceback?
that depends on what you want to "control"
you can also make cameras follow a path, without a sequence iirc
i would search the specific node (enableInput or whatever) in all blueprints and add debugging/breakpoints if you can't figure it out another way
how can i get a reference to the my widget for the HUD that's added to viewport from another blueprint?
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.
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.
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?
Yeah, don't use child actor components
They randomly fail, lose references, and suck in general
@jolly cairn where did you make it and add it to the viewport from?
Yeah, I'm seeing that, haha! Is there an alternative, though? It's nice to have the functionality propagate across the board. I can rebuild all the doors with no childactors, but then any minor adjustments that need making have to done 20+ times.
level blueprint because this only comes up on certain levels
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
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
Or not using level BP at all
@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
it's being set on the character by the level
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
tried that, still getting accessing none error
if i view the character in the inspector during debug, it's getting set
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?
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
even when the HUD is set, it's saying Accessing None
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
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
and i deleted the functions i made to start over, so got none now on the player
but this is on the player, creating the HUD and storing it
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
and at the moment, i created one for the HUD to literally print something to test
So
Task Manager -> Player -> HUD
Ok.
I don't see a "debug hud" variable in the task manager or where you're calling "show tasks"
ye because you asked for code and i dropped everything to get a screen shot
Haha well if you don't have those two things how is the variable supposed to be passed around
on task manager, this is essentially what i want to happen
task manager won't want to know the whole HUD
goes to
Ok, so you're just calling a function on the player and letting them deal with the hud
yes
this goes to this
i've decided that's the best way to approach this as i'm then not exposing the entire hud to the task manager just do one thing
Blueprint Runtime Error: "Accessed None trying to read property DebugHUD". Node: Show Tasks Graph: ShowTasks Function: Show Tasks Blueprint: BP_FirstPersonCharacter
ok for some reason it's just not getting set at all
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
Occasionally that works
even with restart, not working...
hmm
my float tracks seem to have just erased themselves, anything like that happened to anyone?
How can I make a macro that will check if a number is even and then have an output of a Boolean
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.
even with a new variable, pc restart, it's just refusing to set it now
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?
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?
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
Not like an actual object, it's just a cube right now that I want it to not go through
Alternatively I could just make it go straight up and then over a bit
are you on ue5?
Please help
use Mass plugin, go with ECS instead of OOP
but it has to be in c++
Watch our evangelism talk βLarge Numbers of Entities with Mass in Unreal Engine 5β from the State of Unreal 2022 livestream.
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...
That's the issue I have absolutely no experience with C++ at all, or programming outside of blueprints.
unfortunately, for that amount of actors, blueprint is just not good enough.
blueprint can be used, but core of the simulation must be in c++.
Ah, damn that sucks for me!
Perhaps they can bridge them later in the future.
== 0 not 1
this is a particular challenge even to me. What you would need to do is a series of traces and behaviours hardcoded in to avoid obstacles
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
@naive stag modulo
if the return is 0 it's even
not sure how long it takes for them to do this, but it has to be some kind of nativization algorithm on your blueprints to make it efficient. otherwise it just defeats the efficiency of ECS. (you want to avoid cache misses)
erm... Did they change the Static Mesh icon in UE5?
I see. It might just be better if I do the component movement in such a way where the player wont clip inside. Or at least the camera wont.
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
Oh jeez, sounds rough..
Definitely, only issue is that I dont know how to set the target destination for a move component node in such a way where it knows where it needs to go, but only moves along the Z axis instead of all of them
Actually, I have an idea
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?
That immediately did not work haha
only Z?
do a for each, get the difference and whichever has the lowest difference is closest
WAS ABOUT TO SAY THAT HAHAHA
WOOO IM SMART
S M R T
Yeah.
why only Z?
SHHH
Kay i'm stupid, how do I get to the difference?
Int - RandomInt
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
that's an ugly looking brick π
where is the house
A simple temporary fix could be to add a instance editable boolean with a branch on construction that you can toggle off before moving then back on after moving
is that correct icon?
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 ?
Disable/remove the breakpoint.
you mean by doing f9 on the red node ?
it does not trigger any action if I remove the breakpoint
Well, typically you want to breakpoint something after an event...
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
the break point there is used for debugging. If you dont want it to pop up like this, right click the node and at the bottom it says "disable breakpoint"
I thought it was used to trigger the action π thanks !
np, breakpoints can be very useful to follow around logic and see what happens to values
I'll look for more on youtube to see if I can understand the logic behind this π
Every time I restart the editor, the Orientation Warping node gets deleted. Has anyone experience this?
can you successfully save the asset?
yeah
weird
i even saved and push to my github
made a copy after a saved, and its gone after restart
try duplicating the asset and see what happens for the duplicate.
same thing
oh
all the dupes get deleted
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
i check the .uproject and the Animation Warping plugin is enabled.
ill try that
hmm, didnt get removed in a new anim blue print
is your project C++?
yeah
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
its Unreal 5. i've been using Live Coding
yeah hot reload has corrupted my blueprints before
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
i use it because hot reload has gave me a lot head aches
I would duplicate graph by graph, that would be faster but tedious nevertheless.
yeah i could. but i made most of my functions in c++. just matter of calling them again
that's nice
damn it disappeared again lol
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
its probably the nodes that you duplicated? so maybe just redo it without duplicating. then there should be no way for corrupted things to leak into new blueprint
it's just weird for a node to disappear. never had that issue lol
try collapsing the node, maybe it prevents it !
yeah well ill keep messing with it later. gotta log into my work computer and do boring programming
thanks for the help
Breakpoints are essentially just a way to pause a running program, to see if part of a code is executed or not. It's mainly for debugging purposes.
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
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...
hey guys, for some reason if i use chromatic aberration in my post process volume it doesnβt seem to change anythingβ¦ Any ideas why?
set the bodies to kinematic in the physics asset
instead of default/simulated
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?
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
What exactly are you trying to do?
I just want collision on my character that roughly matches the skeletal mesh
How can I make lots of actors rotate 90 degrees horizontally
Are you using the typical Character setup? Like the Unreal Character?
no I have a custom setup that uses raycasts for ground interaction, so no typical large capsule collider
Then that's on you to handle collisions between the skeletal mesh and world.
ACharacter uses the capsule, you want to use the skelmesh simple collision, right?
At runtime or in the editor?
Runtime
Get actors -> for each actor -> add rotation
No, I want all actors to rotate 90 but still have their own positions
That's exactly what I told you. Have you tried it?
Ye. I just need to rotate those actos as if they are the same object
Instead of rotating all of them separately
@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)?
I'm not inheriting ACharacter, I'm inheriting AActor. I'm not sure what you mean by "skelmesh simple collision", but I imagined I'd have a single rigidbody being simulated with its colliders being defined by the character's physics asset, if that makes sense...
Good question... Might have to do line traces? There is this node but only works on simple collision https://docs.unrealengine.com/5.0/en-US/BlueprintAPI/Collision/GetClosestPointonCollision/
Second one
There's a way to simulate physics on a skelmesh but still have animation drive it. Don't recall the specifics but dig around, it's in there
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.
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...
There's a way to do it, I've done it. Don't recall the specifics though
Something to do with simulating physics on the pelvis only
or whatever the rootest of your colliders is
thanks
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?
Whoah whoah slow down.
Is this a 2 parter?
- Line trace towards some component
- If it hits the component, do something
?
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.
Do you have the first part done? Are you able to detect a hit?
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
Do you have 3 widget components or one with 3 child widgets inside of it?
@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?
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!
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
No you don't
Do you always have 3 choices? or is it dynamic (1-X number of choices)
The for loop body will fire all the times in sequence, then later, the delay fires once.
no the delay is firing for each call
its not a delay node exactly but something that extends UBlueprintAsyncActionBase
You're telling me the output of that delay fires X number of times, not once?
What node is it exactly
Currently only the 3 options; a work around I have found is making BP actors that contain each seperate widget and spawning that inside the. Original BP with the widgets in. That way I can get a specific actor hit and do what I need
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
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.
Show the CPP for that node
Chances are that it just doesn't pull data until it's ready to execute maybe. At which point the for loop is done.
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
@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
The hit returns the actor AND the component
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)
hmm, it wasn't working for me; any sort of casting option was giving errors, got example BP code?
Can you show your BP setup relevant to the loop?
@faint pasture I am aware of what casting is but components have been causing me an issue with making them work as intended
Try implementing what I laid out
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
Where are you getting SelectThisComponent from? Are you referring to the break hit result 'Hit actor'?
When you break the hit result you can get the hit actor AND the hit component
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
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
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
currently it only works because of the branch in this format
I am unsure of your method :3
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?
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
right ok, you want to add a parameter to the event, I get you
wasn't making sense the first time round
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
@faint pasture is this the setup you are envisioning?
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)
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
yep
Yeah events get weird. By the time you get to AfterDownload, that event pin will probably have the value last given to it.
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?
you can definitely wrap a delegate call with a function or another event
though delegates don't return anything, so not quite sure what you're trying to do
it looks like in C++ I can do it with
MyDelegate.BindRaw( &MyFunction, true, 20 );
https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/ProgrammingWithCPP/UnrealArchitecture/Delegates/
but I can't seem to do it directly in blueprint
can you explain what you're actually trying to do?
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

Ah okay. I don't know if there's a way to perform a callback with delegates. Okay maybe someone else can chime in
Is it possible to make Text still Bindable in a User Widget that is a child of text widget? Perhaps a dispatcher?
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.
Anyone know how to make a light blind a player when looking into it? The light doesnt reflect on their screen for some reason
Use a Trace from the light source to activate a Post Process?
Ok, not a bad idea. What settings would you change on the post prcoess? I haven't really messed with that before
Probably Exposure, White Balance, and Bloom if its enabled
Ok, ty
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.
Is there a way to store a delegate in blueprints?
is it in a Widget or regular BP?
Regular BP, parent class is Character
Generally if it's in a character, you can get that pawn's controller and cast it to player controller. GetPlayerController can fail at times, specially on listenservers that servertravel. Certain cases lead to the client ending up with a controller before the server. Which leads to index 0 being a client and not the local listenserver's controller.
What does SKM_Manny_Invis do?
Bloom and exposure can do the work for you but it'll all depend on what you mean by "blind" and how your lighting is being done
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)
I can't think of a single situation where you'd want or need to get a client or playerstate by index, can you?
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?
I would guess that your first branch is giving a true and your spawn actor is coming up not valid.
That's where I would think the infinite loop could be coming from
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
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.
Maybe it needs something plugged into target actor?
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 π€¦ββοΈ
adding a delay instead of the move to gives me the same error
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
no it will still do same shit if i remove the execute at the end
whats in find buildable location
this really sounds like something that could benefit from behaviour trees
here find buildable location
behaviour trees would solve a lot of this
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?
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
Is the streamed level loaded?
Yes, my character is literally standing inside it, and I can see the Actor
I just tried from the game mode...also returns 0
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?
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?
Yeah
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.
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
That's honestly one of my largest weaknesses lol. I never know what spawns before what
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
Depends on the situation. Local Coop uses that system a lot. But even there I'm not sure if it's necessary given everything in widgets runs through their owning HUD and Controller. At least as far as UI there's no use for it. I don't know about coop gameplay.
is there a proper way to toggle ray tracing that is intended to be shipped with the game other than setting through console commands?
Probably game user settings but idk for sure
okay so my first person character scripts work but I cannot spawn off them, idk why. I simply spawn wherever I am hovering
add player start actors to the level
thanks
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?
re-make the health system?
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
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)
Show Mouse Cursor, Enable Click Events, and possibly Enable Mouse Over Events. in Player controller
Yeah, literally just deleting all the nodes and then remaking them exactly the same fixed it... weird.
you have to set each pin to use float again, even if it already says it does. Thatβs essentially changing float support from βsingle-precisionβ to βdouble-precisionβ.
well the weird part is the nodes that weren't working were on a callback from a c++ delegate, that is just using "float"
Sorry if this isn't the idea solution but idk anything that would fix it more easy.
ideal*
thanks
np
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 ?
Absolutely. That sounds like a fine idea.
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 ?
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Hi guys in step by step tutorial i will make a character swap effect in gameplay in unreal engine. For this effect i will retarget ue4 default character skeletal to mixamo charatcers and then my thi swap effect using blueprint and i will also ad a vfx fire effe...
Yup.
You can just spawn an entirely new actor and possess it.
Don't screw about with mesh swaps.
Wait so how do i add custom InputActions ? Because i've seen there's jump inputaction but i want to make for crouch.
you switch to one of the Sub roles
Right.
check out #gameplay-ability-system its much better to add such there
each role has its own Quest's, Inventory, Ability and such
so its a bit complex
but i think best way is to use Gameplay Tags
Project Settings -> Engine -> Input
wasn't so hard. it was easy. just some little words like Rappy
Thanks.
Hello everyone, This is system i sm creating is a bit more complex then the usual, i wanna start by describing the process then an example or two and hopefully someone can direct me to the right path. First of all this system is based on Roles, in the open world the players by default are set as Adventure Role (Non-Combat Role). Once they Appro...
I don't necessarily get why you wouldn't just switch actors. You already mention needing some type of UI to make the transition, so just do it then
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
so you mean i make multiple player Actors ?
yeah. make a parent character first and then subclass them from that one so that you can make them inherit as much as possible
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
"player BP" isn't a thing BTW. There's the controller, which you should probably just use one of for now, and then the pawn/character, of which only one can be possessed by the player controller
you can set different UIs (Game HUD) for each subclass right ?
HUD isn't supported anymore AFAIK so I usually just put the UI logic in the character
someone told me Player BP xD
i was working on the level Design and 3D Modeling for so long
The HUD class in the framework isnt supported? Is this in UE5?
i haven't had the time to test it out
so UI for each SubClass
Well idk because I don't use Hud objects, but I heard they were phasing it out or maybe don't recommend using it anymore
and ill use GAS and GamePlay Tags to filter between them and give each SubClass its own Stuff
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
that is lame, the HUD class is great
Design abilitys yourself from scratch in the best way you can come up with. You will learn an infinite amount more that way.
I was trying it for a while, but then I realized that the toggle bool doesn't do anything, so I just use one master widget, basically
I am not that New and also not a pro, C++ isnt a problem, and GAS is gonna actually make my life easier xD
i am more of a Level Designer
but in Solo Projects
you need to learn everything
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
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
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
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.
You can code it manually fairly easily
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
lmk if you find anything
Try printing out axis values
In the turn and lookup input events
And see if I get any results
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
how to remove that delay for full lighting, I just want the full compacity of the light immediately
Project Settings > Auto Exposure (uncheck)
no idea then
allg
Are you using post processing?
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
Youβre creating a dynamic material instance and never assigning it to the object
I had a similar issue
But I canβt remember how I fixed it π
ah damnit! But then i know where to look, thank you π
Try using the created dynamic material and set the material for the object using current index from the for loop
To replace them.
ah, will try that, thanks!
It worked! Now i need to figure out how to make it update in the correct order. Thank you! β€οΈ
Still need help ^
Hey π is there any way for my "Overall Settings" to not override my "Res Scale Settings"?
Thank you
do you mean bloom?
I am not quite sure
here or in your post process volume
disable bloom and let me know if that worked
alr did
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
wheres that
turned off eye adaptation still does it
what exactly you talking about though? What delay?
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.
is tehre a way to define sockets in to de fbx object?
import sockets from outside of unreal
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
Yes, look in the unreal documentation for the fbx pipeline page or whatever it was called, the example for it is in there somewhere
Thnaks its so easy, i wasnt searching for the correct words xD
Hmmm... Where did they move the highlighted tab in UE5?
I dont have it in my window
Its literally empty
Upper left corner, windows-> my blueprint
@jagged stone afaik macros can't be inherited
ty
You can add a macro library though which can be used across multiple blueprints
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
I think i can't use a library as the Macro needs to set some variables
the controller light remains turned off and doesn't show any color even if I do this
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"
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
Alright cool was just wondering since adding that seems to add the whole size of my player blueprint to it in the size map which is roughly 200mb
is there a good alternative i was just gonna use tags
Soft references, interfaces, and event dispatchers
thanks
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
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
Show more of the player code.
What you've shown should work provided the trace is working properly
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.
Its probably better to use a map and look up the data based on grid position
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
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).π Is this possible? How do you do this without bypassing and tinkering, thank you π
You can just make one text object on the canvas
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?
ok but my question its possible?
but yeah "details panel and then you can set the text at run time"
yeah
Yeah
So on the event graph you'll be able to get the text box reference and it has a set text function
okkk
You can just make a text array and iterate over or whatever you wanna do and feed that in as the new text
i dont found but i have hope, and i know existence of object on UiWidget
big thanks
Nah I was just talking about the text box itself
hhm hhm hhm hhm i understand that, :DDD
thanks!
Its early and misspoke when I said object
ah! ahahah
can anyone help me with that? how to unblock the window
π¦
I cant work if I dont unblock
Never had that happen. Try restarting the editor
@manic geode fast tip:
start button of windows
disconnect
type password and fast relaunch
OR
how can i make a world widget visible thorugh walls? is friday evening and my head is dying xd
ctrl+shift+escape and kill process (less easy and less sure)
Post processing
ah ok, I just closed and opened the window inside the editor and it worked
some weird bug that must have been
Post processing -> yes but i have a image in a custom widget, i should create a custom material? or postprocessing options?
I've already thought about that, but I didn't want to have all the code in the player and outsource things. In addition, it becomes difficult when fields communicate with each other
@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
i used this for know, but thanks for the info i will look forward into it
Space: Screen instead of world
Nice
@livid vessel in that case, line trace would be more efficient then a box unless you want data from more then one square
That's the overlay when moving a panel around to snap it to various sides of the current panel. I think the easiest way to fix it is to drag another panel over it then off it to make it go away
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...
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.
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
What kind of map do you mean? Like a variable map referencing every tile or like a structure array knowing every data at coordinates or something else?
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?
Hello guys! Still me π
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?
@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
Ok thx for the advice. I havent yet worked with soft references so I think it is a good time to start learning it XD
How can I delete a Row Structure?
You mean alter a datatable at run time?
no, I have created a Structure and I delete it but I can still see it when I want to make a new DataTable
Oh, have you restarted the editor? Might just have not updated the list
You can make a right click with your mouse on the folder where the structure was located and choose the option "fix up redirectors in folder". This fixed it for me
Anyone have any idea how the rolling is achieved with the pill bug?
you can see that it is not 100% static centered and does roll at angles
what did i just watch xD
super pillbug sonic 64
ngl, that's pretty good animated
almost cute
my guess is they change the collision to a sphere for the rolling?!
the whole animation is good
could implement wall climbing and keep the wall jump because it looks funny af π
It would depend on if they're simulating physics or using kinematic movement. They might just be using physics
kinematic?
In that case, roll the thing up, and let this sphere collider simulate physics and roll
Like the character movement component
ah i see
yea, i would also try to use physics, while input adds some force
Yeah that looks like physics to me, at least the rolling bit.
Those animations are top notch though
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
i will repost to not interrupt your question
all good dude
I tried but it's not fixed π¦ thnx anyway
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?
why are u not using the built in rotation shit?
I have tried with adding collision boxes and so far the the impact seems really low. I only lose round about 1 Fps every 100 tiles.
what do you mean
lookat rotation?
set actor rotation?
they dont work
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
doubt
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
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
well then what Ben said
so you have an offset
so most likely the forward vector of one of your actors is wrong
are u sure u have set the proper roation in the mesh?
they usually are 90Β° off by default
not sure
make sure it faces the direction of the blue arrow
Set Actor Rotation
well i was rotating the root bone because i cant set actor rotation
because the mesh is the one rotating
maybe this helps
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
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
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
so why if i search up a function or what ever it doent show up sometimes
using ue5
never done this in ue4
sometimes it only finds them from dragging a pin, sometimes it only finds them from right click
but when i uncheck context sensitive it doesnt appear
Usually means you didn't compile the BP the function belongs to since you made it
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
Doesn't work => I'm deleting the variable in blueprint and all usages are removed too for some reason
Im trying to convert a Character or its skeletal meshes to a Static Mesh at run time.
What should i do?
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
Afternoon peeps! what would be the best method to stretch a mesh (cylinder) to match a line trace path?
Is the line trace path straight?
Is it one line trace or a bunch in a curve
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
What are you trying to do? Bullet traces?
laser?
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 π
Yeah if it's in 2d on screen, do it through the HUD/widgets/drawing.
Our current project has most of the UI in 3d but it's a personal choice
That sounds cool, takes a lot of updating to keep it tracking right so it's something that can be cut if necessary
I mean if it's gotta update every frame, it gotta update every frame. Everything that changes per frame is driven by a tick, somewhere. Don't be scared to tick things that need to.
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
Does anyone know how to do stuff like custom directorys with setting.dat or txt files in?
any suggestion guys?
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.
you can select an actor in the editor and convert it to a static mesh
if that's all you need...
Yup. But that converts the whole character. Then i cant change its armour, or helmet.
But thats what im doing for now.
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
In plain English, what is the end result you're trying to achieve?
guys do u know anyway to set the dualshock light color?
How do you increase friction on a ball with physics?
Make a physical material and modify it's friction
But do you mean sliding friction or air drag?
rolling i guess
Yeah that's the physical materials
in the rolling ball template there iis a bridge
ball when stopped keeps rolling off
Hey @faint pasture i'd need to get a reference to that widget in my bp actor in order to connect it to the target pin of my event dispatcher
I mean in terms of the game. You want to add a health bar above something, show some dialogue, what?
Sliding friction won't stop that. Is the bridge sloped AT ALL?
it is
So why wouldn't the ball roll off
Balls roll down slopes
I'd like for it to stop and stay stopped
Does it roll or slide?
roll
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
oh ok i need it to change the material attributes of a specified mesh (that is inside my bp actor) pressing a button on my widget