#blueprint

402296 messages · Page 928 of 403

trim matrix
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i suppose it depends on how much data an individual clan would take up

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100,000 clans aint a big deal if they are only 1mb each

quaint geyser
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Yeah, but you shouldn’t have then loaded in memory at once

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On the game server

trim matrix
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Yeah

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Ill go read up on it

junior hedge
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what to GET if I am casting blueprint UI?

thin panther
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A reference to the ui

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That is spawned

junior hedge
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I meant the object

thin panther
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Yes

fallen glade
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Is this the best way to take a snapshot of a material and store it?

thin panther
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A reference ti the ui

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A cast is a type chexk

junior hedge
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these spawns?

thin panther
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Basically saying, is this reference what i want it to be before i try to do X on it

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Thats what a cast is

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When you create the widgey

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You need to store its reference in a variable

quaint geyser
thin panther
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You can also get actor of class

quaint geyser
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You can use getplayercharacter

thin panther
junior hedge
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warning when compiling

quaint geyser
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Or whatever it is

thin panther
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Also not for a ui

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If you are casting to a ui

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Thats not a controlled pawn

quaint geyser
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I mean the character variable

thin panther
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That still doesnt work

quaint geyser
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It does for me

thin panther
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The character has nothing to do witht a widget

junior hedge
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this is how I created the widget

thin panther
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Ok so you got a ui ref

quaint geyser
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Is what i mean

thin panther
quaint geyser
thin panther
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The character is not, and will never be the object to cast to for the ui

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If i cast to the ui, i need a reference to it

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Not the olayer

quaint geyser
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What are you on about?

junior hedge
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its fine

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just guide me

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please

quaint geyser
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I said the variable in the UI

junior hedge
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:)

thin panther
junior hedge
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@thin panther

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what should I be GETTING then?

thin panther
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Right

quaint geyser
thin panther
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Noooo

quaint geyser
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I’ve done it multiple times in my game

thin panther
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Arghhhh

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Get player character works anywhere as its saved in the gamemode

junior hedge
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it says warning though

thin panther
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But it doesnt help at all

thin panther
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Ok?

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Yes

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Ignore you

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Because youre trying to use the player var to cast to a UI

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Omg

quaint geyser
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I never said that

thin panther
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Yes you did

quaint geyser
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No, I didn’t

thin panther
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You said get player character

quaint geyser
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Scroll up and read through my posts

thin panther
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In the ui

quaint geyser
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Very carefully

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To see where you messed up

thin panther
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Youre assuming theyre in the ui

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They want to cast TO the ui

quaint geyser
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Cast a player to the ui?

thin panther
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That needs a reference to the ui

quaint geyser
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When did I ever say that?

thin panther
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It was implied

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As they were asking about casting to the ui, and what to use as the object, you replied with get player character

quaint geyser
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I said his multiple variables in the ui are unneeded.

mental trellis
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Maybe the UI is on the player's back!

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Or part of his hat.

quaint geyser
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Bruh I never said that

thin panther
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That doesnt answer his question

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Sure the vars are unnecessaru

quaint geyser
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I wasn’t answering his question

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I was making a statement on the specific image

thin panther
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Thats my bad i thought you were trying to help

quaint geyser
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That I replied to

thin panther
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But you werent

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Anyway

quaint geyser
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I was

thin panther
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To answer the question

quaint geyser
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But u have no reading comprehension

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So misunderstood what I was saying

junior hedge
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you guys want to start an argument when I ask a question

thin panther
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You need to get that ui ref you have saved to cast to the ui

quaint geyser
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What is your question?

thin panther
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Typically to keep things simple

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Ui is handled in a hud class

quaint geyser
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I made a remark on you saving multiple unneeded variables in the ui

quaint geyser
thin panther
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So you can get hud -> get all the ui refs you need

thin panther
quaint geyser
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Not from what I’ve seen

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HUD is deprecated iirc

thin panther
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Hud is deprecated definitely, but using it as a non persistent medium with easy getter/setters does help

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The actual hud specific uses are ehhh

junior hedge
quaint geyser
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Sure, but what if you need certain UI on certain pawns

thin panther
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But its a good container class

quaint geyser
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Easier to store references on controllers/pawns

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And usually what I’ve seen in games

junior hedge
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Ok I will restate my question

thin panther
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It all depends really

junior hedge
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I have a variable from a BLUEPRINT UI

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I want to get the variable

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from the blueprint UI

thin panther
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Yes

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You need to get a reference to the ui

quaint geyser
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But store a UI reference in the player controller

thin panther
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In some form

junior hedge
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can I have an example

quaint geyser
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GetWidgetUI.AddToViewport

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From anywhere

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Using the class with that reference

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Then to get variables from the ui, cast the player character to your character

thin panther
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Accessing the variable needs an actor ref, in a class you can already cast to, then you can get the ref, cast to the ui and do whatever shenanigans you want

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Again a cast is nothing more than a type check

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It just wants to see if the reference you have is of the type it wants

junior hedge
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I tried casting to newhud and didnt work

thin panther
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No no you missunderstnad

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The ui

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You have created

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That reference

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You save

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In a var called ui ref

junior hedge
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right

thin panther
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You need that as your object to cast to WhateverYourUIIsCalled

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So you need to access it somehow

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You can store it whereever you want as long as its easily accessible

junior hedge
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then what

thin panther
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I like mine in the hud if its for stuff like main menus of single player games

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We have given you a step by step

quaint geyser
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I would suggest looking into some more documentation on blueprints and the actor types

junior hedge
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I have UI Ref added and stored in a safe place

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now what

quaint geyser
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So retrieve that from wherever needed

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Using Get (variable name) on the actor it’s in

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And then do whatever you need with it

thin panther
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I swear they need to start paying me for that advertisement 😅

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Do be warned with the documentation tho

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Its iffy in places

junior hedge
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like this?

thin panther
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Like a lot of places

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No

quaint geyser
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No

thin panther
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Not like that

quaint geyser
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Get HUD

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Cast to newhud

thin panther
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Please take some beginner courses

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You will benefit a lot

quaint geyser
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Then get the ref from there

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Then set the variable on that object

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No cast needed after that

thin panther
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I apologize for how things got a tad heated back there Futurize, it was a misunderstanding blown a tad out of proportion

quaint geyser
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No problem

junior hedge
quaint geyser
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Get hud first

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Then cast that to new hud

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Or whatever the getter for hud is

thin panther
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Also make sure newhud is the hud class defined in your game mode

quaint geyser
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I store mine in player controller

thin panther
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I think it is get hid ye

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I lile mine in hud personally however that falls apart a bit for more multi use elements like enemy heakth bars etc.

junior hedge
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it is

thin panther
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I only use my hud class for doing main menu, and player HUD type things

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So if its an enemy health bar, specific to each enemy

junior hedge
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it errors out

thin panther
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Also needs a player controller hooking up there

junior hedge
thin panther
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Now you can use that ui ref to cast to the ui

junior hedge
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ok I think I got it now

thin panther
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Ok

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Now if you ever need to move that elsewhere, all you need to do is change where you get that UI ref from

icy dragon
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The ball might be simulating physics on its own

thin panther
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Now that sounds like a great chaotic game idea

icy dragon
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Personally I would've just fake it

junior hedge
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like this right?

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ok it works now thanks

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appreciate it

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oh yeah I promoted to variable

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I will change it

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thx

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also everytime I press save all it makes me name a level idk why

thin panther
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You only need to save the vars once really, anything else is a precious waste of bytes

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If you press save all and it does that then it means you have a new level that hasnt actuakky been saved into content browser

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Sort of like an untitled word doc

junior hedge
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im not creating new levels tho

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idk why its doing that

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they're just dupes

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of my level

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just checkd

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checked

thin panther
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Thats odd

junior hedge
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yeah I just backed them up and deleted

thin panther
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Dont think ive heard of that one before

junior hedge
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maybe ue5 bug

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or somehow my fault

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how can I set a level to boot up when I load a project

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when I moved my level to my content folder now it starts with no level

thin panther
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Priject settings > maps and modes

junior hedge
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thanks

thin panther
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Theres an option for edotor startup level

junior hedge
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it says its not here how can I get it back without having to remake entire sequence

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nvm ill just copy and paste

desert juniper
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Is possible to disable input on a character, but still have it enabled for one of the actor component?

real notch
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Is there a better way to invert a vector than this:

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In c++ I can just -vector. So this feels weird :p

real notch
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Thank you

lapis ridge
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My skeletal mesh flies away whenever my character moves! Does anyone know what could be causing this? It seems to magnify the input (when my character moves a little it flies off)

timid thunder
junior hedge
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what is flipflop node?

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what does it do

desert juniper
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Matthew has made one of these for almost every node in unreal

junior hedge
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idk why i had that in my node wtf

gentle urchin
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Its a branch basically

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Going true/false every other time

runic moss
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im trying to rotate the root bone in my animation blueprint for this character, but instead of rotating laterally, it rotates into the air. is there a way to force the rotation to happen on a certain axis (i think thats whats going wrong). i have the aim offset yaw set for the rotation.

junior hedge
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any good way I can trace this into a blueprint>

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?

spark steppe
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trace?

sick condor
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hey I need someone help xD I made an openable chest for my fps game but it won't open can anyone maybe take a look at it I've looked through it but I cant quite find the point where it went wrong (msg me for the code its very messy and long)

oak owl
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Hi everyone, I've managed to get my virtual camera working in unreal. Is there a way to map a vive controller to a cameras zoom focus etc using blueprints?

jade zinc
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Hi, why does MultiLineTraceByChannel actually stops on the first hit?
And so MultiLineTraceForObjects returns two, but still not all hits???

tawdry surge
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If it hits something that is set to block either the channel or object type it will not trace behind it
If you want it to return everything make sure your collisions are set to overlap for the trace channel or object you are using

exotic warren
spark steppe
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the non pure ones negate permanent

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at least that's what one would expect

runic moss
drifting steeple
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Hi guys I trying to make a sliding blueprint for my character that triggers when I press the walk, the sprint, and the crouch key at once Can anyone tell me how I could do that? I would be very important to know

broken night
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Hi, I'm having some troubles using my "Interaction" interface. The interface has a function (Interact), which receives a PlayerController as an argument. (pic 1)

When I then try to implement this function in a class implementing this interface, I get this (pic 2). However, I can't seem to understand what the error is there. Can someone please point out?

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Oh and this is the error

runic moss
tawdry surge
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@broken night what does it look like on the parent class?

high ocean
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Oh no! I'm retarded again... I need some math help with something so simple I'm ashamed lol. I want a variable that would set playback speed of an animation "in seconds". If my var = 0.5, the playback speed (which is always 1 second for all anims) is 2. If the var is .25, then playback speed is 4... Oh man, being dumb is so hard, I swear!

high ocean
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@trim matrixThank you! *somehow feel like crying not smiling now tho

trim matrix
naive stag
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How can i find the vector from the centre point?

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I want to create 4 walls around the square

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in runtime

slim grove
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i made this death BP to respawn the player when it falls too far down im just wondering if it is efficent or if there is somthing very wrong with it

tawdry surge
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Unreal has a kill z built into the level by default

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Set it in the world settings tab

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The way you should respawn is in the controller you bind a delegate to the on death event of the player, unpossess, spawn a new character at the respawn point, and possess it

slim grove
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how could i do that and what is a delegate

zealous moth
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@icy dragon I am considering it but at the same time, i really want this to work somehow...

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here's the issue

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ignoring the fact the ball is always visible, it just rolls off and i can control it

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hm lemme upload it instead

naive stag
zealous moth
tawdry surge
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@slim grove inside the player controller event on possess-> "get controlled pawn"-> assign on destroyed
That will make you a delegate event.
Off there do what I described above

naive stag
zealous moth
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get actor location. This is your central point. Get forward vector -> you can use that direction and offset it by X in front and back. Get right vector -> same but for the sides

tawdry surge
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Get bounds of the square
It will return the origin and extents.
Use them to place the walls

broken night
naive stag
tawdry surge
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Just get the bounds. They give you the extents and the origin

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Add to the x extent to the origin for the front, subtract for the back
Repeat on y for left and right

naive stag
tawdry surge
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You want to place a wall along each side of a square

naive stag
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First of all, one wall per square

desert juniper
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Is possible to disable input on a character, but still have it enabled for one of the actor component?

naive stag
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and it has to be a random direction out of 4

tawdry surge
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Ok so you want one wall per square and you want it to be totally random which side it spawns the wall?

naive stag
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Do u understand what i mean?

tawdry surge
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Ok. Did you spawn the grid in the construction script or place it in the BP viewport tab by hand?

naive stag
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I later on inside of the blueprint made an array that connects all of those panels together

tawdry surge
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So in this instance it'd have been easier to do it procedurally.
However you can loop through each tile in the array get the forward and right vectors, invert them to get back and left. Do the 4 line traces to determine if there is anything along the sides and use those results to place the walls

zealous moth
tawdry surge
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Still need the bounds to place them on the selected edge(s)

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Assuming corners have 2

naive stag
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I only have problem with getting walls vector

tawdry surge
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What do you mean?

naive stag
tawdry surge
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Maybe I wasn't clear. When you "get bounds" of the tile it will return the origin and a vector for the extents.
The origin is the location vector for the origin point of that tile.
The extents are the distance from that point that the tile extends.
If you split it and add the x value to the x value of the origin point you have the edge along positive x.
If you subtract the x value from the x value of origin point you have the edge position along negative x.
Same thing applies for Y.

proven loom
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hello. is there a way to save all of my blueprints with all of the latest class redirects so i can remove them all from my DefaultEngine.ini?

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maybe like a commandlet?

manic geode
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Erm... somehow Ctrl+W does not work in UE5... I cant duplicate the collision box.

spark steppe
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CTRL + D

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idk why the HECK they changed it

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CTRL + W now closes windows, which is so fricking annoying xD

proven loom
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ctrl+w is used everywhere now

spark steppe
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yes

proven loom
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it'll take a bit to get used to for sure

spark steppe
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but if your mind is trained to use it to duplicate in UE you'll have a hard time

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i honestly even manage to hit CTRL + W, open the blueprint which i closed and just do it again 😄

wheat aurora
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Always thought you can't duplicate them up until ue5 cuz I always used ctrl + d 🗿

quasi folio
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is there a way to arrange an array? Say I have 2+ players, and I want to identify Player 1 and 2 respectively.

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or is that not possible?

gentle urchin
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You can sort it however you like ofc

quasi folio
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Yes, but how would I go about it? I'm using get all actors of class to get all my players.

gentle urchin
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You can make a function with insert if the players may enter at different times yet beeing pre-destined to a specific player numero

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Youd usually add them to the array when they join the game

quasi folio
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right, they're not online players

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They'd be AI.

gentle urchin
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Assuming multiplayer

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Ah

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Then on their beginplay Register them to your AI Manager or whatever 😄

quasi folio
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Have you played the Xenoblade series for example? You can order your players, and they all have their health in the respective order at the side.

gentle urchin
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No i havnt

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Hmm

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Isnt that just representation

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So their bg array would be the same

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Just the index references differ

quasi folio
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Wouldn't this clear it up? Basically I want the controlled character to be in position 1.

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@gentle urchin I was hoping for it to be possible to sort the array by a variable perhaps?

mental trellis
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There's no real advacned sorting methods in bp, are there?

quasi folio
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Not that I know, and its annoying.

mental trellis
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Somebody wrote one in here a week or two ago if you can find it!

gentle urchin
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Ive shared some sorting before

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But i dont think you need it here really

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You know which pawn the player controls

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And which pawns are in the group

quasi folio
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Yeah, I use auto possess.

mental trellis
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Whether it works or not, I have no idea.

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The get node and the < operator in the middle is where the comparison is

quasi folio
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LE Extended Std Library seems to do what I want

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if it actually installs

manic geode
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Its somehow in Simulating mode and I cant add a new function

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The button is grey

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ah

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got it

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I have a problem. I hit 'play' but My dummy character does not appear and vurtually nothing changes. Im an still not there. What do?

glass stump
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my gosh making a save system has to be the most complicated thing in blueprints. varideLaugh

glass stump
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wait nvm looks like you have history i won't interfere.

manic geode
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no

glass stump
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not sure the history of the project so not sure what you want so probably i shouldn't say anything. varideLaugh

manic geode
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Im already several days in it

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I had my character running in it before, now I dont

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And the play button has some extra 'gears' in it

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weird

spark steppe
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press the 3 dot button next to the eject button

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and check if play in current viewport is selected

wheat aurora
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Yeah, the "gears" indicate that you are playing in "simulation" mode

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Gotta go to PIE (Play in Editor)

mental trellis
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Simulation is basically just physics sims, not proper gameplay.

spark steppe
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so we live in a simulation

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matrix confirmed

zealous moth
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So here's what I did.
I set up the BP ball to work as you would want it to do (minus all damping logic) so it rolls and doesn't overslide.
I added that same ball into a character, did some set up to change the camera to the ball when needed and to move the actor with the physics object.
However there is something wrong in the character setup where the ball inexplicable slides too much or spins too much.
Any ideas?

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bp ball:

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character ball:

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literally everything is the same

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i thought maybe the char movement comp is the issue so i set the tick to nothing and it didn't do much

spark steppe
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probably gimbal lock

zealous moth
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a what?!

spark steppe
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how do you set the rotation?

zealous moth
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this is for the char

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and this is for the ball in char

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this is for ball

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the manip in the ball is so that if i move my camera, the direction is updated

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roll torque amount is the same for both

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the accel change bool did nothing

spark steppe
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print the torque on screen every frame?

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maybe you just need a cap for the torque

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i haven't worked with torque yet, so it's just an assumption of mine

zealous moth
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pffft the vector torque results are.... wow

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for character

fallen glade
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Is there a better way to store material values then this?

spark steppe
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yea probably because you keep adding torque

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so limit that somehow (idk if theres an option in the physics settings, or if you have to limit it by comparing the actual torque to some limit before you add more)

zealous moth
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i just compared, the torque amount is fine

tight schooner
zealous moth
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huh actually weird behaviour

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if i start and make it go forward, for char i get torque in Y for max amount and X for some reason

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but for ball i get only Y

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actually nvm

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same behaviour

fallen glade
zealous moth
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gonna ask in physics

wraith eagle
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Is it normal to get this many landscape "parts" when making a landscape??

spark steppe
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also if your ball is ON the character, it may inherit the torque?

zealous moth
spark steppe
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the same as what?

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on all axis?

zealous moth
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no no, it is limited to the roll torque i set and when compared to the regular ball it is the same

spark steppe
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the values you showed are insanely high

zealous moth
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again, same as the template

limber parcel
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i couldnt find an offtopic channel so i will just ask this here:

anyone know how to disable the ukraine flag emoji on a discord server? im getting tired of seeing this political shit all over the place

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🚮

fallen glade
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I don't think you can stop people using emojis, I've never seen anything political here, only people helping each other

spark steppe
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from all the places this is the wrongest to ask this

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my advice: pick your discord servers wisely 😄

marsh sedge
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Hi, I was wondering if anybody could explain why my character doesn't rotate copying the code from the unreal documentation on top down character movement:

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they seem to be able to have a character rotate and move with this, but my character doesn rotate, I added additional blueprint to have them rotate, but now when they finish the movement, they snap back to their default rotation

versed sun
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I have a Parent class , and many children.
I bind a few events to a custom event on the Parent, but don't need/use them on most of the children.
If I want to use the bound custom event, I Call it and add code after

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What can an interface do that a Parent/Child cannot ?

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anything special ?

spark steppe
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it can exist while not existing

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and you dont have to fully implement it for every class

versed sun
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ok

spark steppe
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i think his case is exactly the opposite

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the parent uses things which some childs dont

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?

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maybe you should rather do that special case in a child then

versed sun
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its empty on parent, if a child uses it , I add code

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yes, Basic question is, does an event with nothing in it cost anything ?

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so, if I have 100 actors that DON'T use the event , and 5 that do, I should remove that event from the parent and add it just to the 5

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ok

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learning C++ is on my to-do list, hoping to make some income with blueprint projects first

desert juniper
versed sun
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unit ?

desert juniper
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Top is control
Bottom is 500 line traces on tick

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you should only worry about performance when it becomes a problem

spark steppe
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weird test case

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and more weird to take a conclusion from that

desert juniper
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🤷‍♂️ they're concerned with performance of a single event not being used. here we're showing that tick called to perform a linetrace 500 times/tick has almost no performance hit

spark steppe
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yea, in a scene with like 10 collision primitives 😄

desert juniper
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rooThink1 let me try a more complex scene.

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my theory is nothing's gonna change

versed sun
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3k child actors all doing something at same time, but not on tick

desert juniper
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Control

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500 line traces on tick

spark steppe
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hah

desert juniper
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in a fairly complex scene

spark steppe
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more fps, so yall better do as many line traces as possible

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so from 12ms to 17ms game thread time

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which is almost an 50% increase

desert juniper
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you got a point there.

spark steppe
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yea capturing a single moment isn't cutting it

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the graph could tell more, if you had it for both, scaled to the same values

versed sun
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stat unitgraph

spark steppe
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or maybe allow toggling it on and off, and enable the line traces for half the graph time

desert juniper
spark steppe
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too bad we cant see the game thread there?!

#

nvm

#

it hides behind the frame time

desert juniper
#

yeah, just hiding there

spark steppe
#

yea, its not 50%, but it still has an noticeable impact

desert juniper
#

unreal did a cool demo a while back where they were able to get thousands of traces without a performance hit, but can't find that video now

spark steppe
#

was it an empty level? 😄

#

also it depends on what you trace for

desert juniper
#

it was lol, but they had something like 25k traces

spark steppe
#

e.g. if you trace on a specific channel with only a few objects on it, it is obviously cheaper

desert juniper
#

very very true

versed sun
#

I Don't see a performance hit between this and empty code

desert juniper
#

and you never will

versed sun
#

cool, that solves that, starting question was:
Does an event with nothing after it cost anything ?

desert juniper
#

something yes

#

but so miniscule it doesn't matter

versed sun
#

nothing much tho

desert juniper
#

the only ones that don't are the ones that are semi grayed out

#

like beginplay and tick before you do anything with them

versed sun
#

yup

desert juniper
#

IIRC those have no overhead.

spark steppe
#

keep in mind that the code from the parent will execute on all childs, too

#

unless you override the event in each child

versed sun
#

yes

drifting steeple
#

hi guys can anyone tell me how I can trigger an event by pressing multible keys at once like shift and sprint for slide etc?

warm glacier
#

I do not understand how to configure the physics asset. Why the sled is not touching the ground?

fickle dune
#

Hello I'm trying to access my shop using the Interact Interfact that I have, it was created using Ryan Laleys new inventory system for UE5
Basically I used to just walk on my trigger box and open up the shop UI but I want to be on the Trigger box then press E so I can open my ShopUI to avoid overlap issues of the shop opening upon exiting the shop.

#

My question is how do I do that? I can't seem to get it done

spark steppe
fickle dune
#

I'm sure I'm missing something simple

warm glacier
spark steppe
#

all of this also works with a static mesh

#

you only want a skeletal mesh if it has moving parts

warm glacier
#

attach actor to actor doesn't work with a static mesh

spark steppe
#

neither with skeletal mesh

warm glacier
#

then how?

#

lol

hybrid horizon
#

Attach to component

spark steppe
#

attach actor to component^

warm glacier
#

and what component?

spark steppe
#

the static mesh component

warm glacier
#

and I just simply add a relative transform on the forward axis so the character can stand behind?

spark steppe
#

you create a socket in the static mesh "editor"

#

and that name you can use in the attach actor to component call

#

it works pretty much exactly like with the skeletal mesh

warm glacier
#

oh damn ...

#

using this?

hybrid horizon
#

yep

warm glacier
#

🥴

#

thanks

astral mural
#

Can I just 🤮 at my code real quick? I don't know what I was drinking, or what that execution wire was drinking.

fading raptor
#

For some reason, my landscape material wont save when I do edits to the material itsself. I want to change it to masked and add a landscape visibility node so i can edit the visibility, but whenever I save, it fails to save
Any help would be greatly appreicated

limber parcel
#

so i guess we actually have to make a bot that removes them, and maybe even puts people on timeout

#

like if we post a model in showcase, nobody wants to see a shitty ukraine flag on it lol

#

same for russian or any other flags

wheat aurora
#

POV: you got offended/angry by an emoji

marsh sedge
#

🇺🇦

limber parcel
#

we just dont need any political hype stuff in our community

#

🇦🇹

#

my country flag resembles a stop sign lol

wheat aurora
#

I don't see the Ukraine posts often anymore, I rarely see it

limber parcel
#

depends on the server i guess

wheat aurora
#

Maybe your server is full of Ukrainians

spark steppe
#

now you brought that convo here, for what?

limber parcel
#

i dont want to ban all ukraine supporters so i would rather just disable that emojis

wheat aurora
#

Do that and you gonna lose your community

limber parcel
#

i dont really care tbh, someone who has nothing better to say than posting ukraine flags isnt exactly credit to the community

wheat aurora
limber parcel
#

but yeah i just wanted to know if there is an easy way to disable them, sorry for the offtopic i couldnt find a correct channel

zealous moth
#

@spark steppe
So if I use the ball BP, works fine
Ball inside character BP, slides
Ball spawned by character BP and possessed, works fine.

I disabled the movement comp. No effect.
I disabled collision with capsule. No effect.
I disabled mesh collision. No effect.
I have no idea what is causing this...

#

@spark steppe oh! My! God!
Begin playing scale 0 bug....

#

Physics applied are inconsistent

#

Starting scale must be non 0

spark steppe
#

so if physics mesh is scale 0 on begin play it bugs out?

pulsar path
#

Nvm i found a better way to do interactable detection that returns the value i need as well
is there a way to change the output pin of 'get overlapping actors' to have the same type as the one its searching for? i need my array (Overlapping Interactables Array) to be an array of Interactable Object Reference but the get overlapping actors returns Actor Object Reference Array which i cant append to a Interactable Object Reference Array

zealous moth
#

@spark steppe yup. And I knew this. You must use near zero values. Physics uses coefficients so when you scale 0 you are way too near 0 and your physics are messed when you scale out

junior hedge
#

why wont this work

#

no errors just refuses to play animation

zealous moth
#

@junior hedge what is the timeline looking like?

junior hedge
zealous moth
#

Show me

junior hedge
#

@zealous moth

zealous moth
#

@junior hedge change length to 3

#

Top right corner

#

Top left

#

I mean

junior hedge
#

so (0,0) (3,3)?

zealous moth
#

No the length

#

Top left corner

pulsar path
zealous moth
#

It is set to 5 now

#

I don't get your lerp

#

What are you doing?

junior hedge
#

I changed it to 3

junior hedge
#

the timeline is saying it's paused

#

could that be the reason?

zealous moth
#

What is the initial vector?

junior hedge
#

before it starts the animation?

#

159.465613 254.878637 332.826019

#

I know the issue I think

#

ok it works with autoplay but the script wont execute

#

normally

#

i think its my bind

#

idk why this isnt working though

#

(Action Mapping)

#

yeah my binds wont work idk why

#

i changed to J, U, even tried making a new bind

#

my old ones work tho so idk

faint pasture
junior hedge
#

binds that are X out won't work and idk why

#

if anyone was wondering you need this

#

is there a node to stop all timelines?

#

nvm

wraith eagle
#

anyone got a few min to help a noob, Im stuck

tawdry surge
#

Just ask your question. If someone knows they'll chime in

wraith eagle
#

Imma send a few screens, this is the normal way to move the camera in game

#

But Im making a game where you cant move camera normally, but I want it to be possible at some locations

#

here I made a new camera for this area

#

but I also want to enable camera movement here

#

everything is in third person blueprint btw

tawdry surge
#

Easy fix is to use a bool and branch to only allow the input to reach the add controller yaw if it's active

quaint geyser
#

I wouldn’t run that in eventtick

tawdry surge
#

The axis input event is already running every frame also, so you could leverage that instead of having a tick too

quaint geyser
#

Just set a boolean to false in certain areas and create a branch with that boolean in inputaxis turn

wraith eagle
#

gimme a sec

quaint geyser
#

Using an actor overlap event in that area

wraith eagle
#

inputaxis event must be in thirdperson blueprint?

#

Am I suppose to be able to connect these somehow?

#

This is just giving me errors

#

Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Array_Get_Item_1". Node: Branch Graph: EventGraph Function: Execute Ubergraph BP Third Person Character Blueprint: BP_ThirdPersonCharacter

#

I understand you guys dont have time, sorry 😦 Im noob

hallow night
#

What are you even trying to achieve

wraith eagle
#

When I enter a room, I want to be able to move the camera with my mouse

#

lite you normally can, in a third person game template

#

but only inside, not outsie

hallow night
#

Just have a boolean variable that changes to true when the player enters the room using an overlap box or something

odd creek
#

Hi does anyone know how do I get the foliage instance of the grid where my character is currently standing? (I am using world partition)

wraith eagle
#

Whyyyy dont this fuucking work :((((

faint pasture
#

Break things down into logical parts.

faint pasture
#

Show the error. It tells you what's the problem.

wraith eagle
#

I dont even remember, I tried everything

blissful grail
#

How can I make my character's up vector always point towards another actor? I've tried using Find Look At Rotation, Make Rot from Z, Make Rot from Y, Make Rot from XZ some googling and all that.

Scenario is - I'm trying to have my character's head point towards a grapple point. Sometimes it works, sometimes it doesn't. This beautiful illustration is what I want. But depending on the angle, sometimes, it will do it completely upside down. Like, if I attach to the Grapple Point from the side, the character ends up completely upside down, when it should be the other direction.

hybrid horizon
# wraith eagle

You will NEVER get a true from "Camerakebab". Your "for each loop with break" is effectively doing absolutely nothing

naive stag
#

How can I optimise this so that I wouldnt have to check for every chunk

trim matrix
#

what is the usecase of this node?

mental trellis
#

It's for teaching you how to take screenshots without using a phone camera

slender sky
#

Seen this happening more than once, does nobody use the printscreen button anymore?

mental trellis
#

Shift+Windows+S is the best way.

hybrid horizon
# naive stag How can I optimise this so that I wouldnt have to check for every chunk

A for each loop is going to check every index in the array regardless. If you are looking for the first index in that array that meets a certain criteria, you need a for each loop with break. Once the criteria is met, add your variables or whatever needs to be done with met criteria and feed a line back into the "Break" input on the loop and that stops it from searching the rest of the array. Something like this.

#

If you know the specific index you need, you can forgo the loops and just use a "get" node on the array and tell it what index to get.

junior hedge
#

how to break away from your in game camera

zealous moth
naive stag
white elbow
#

How do I organise my variables into different "folders"? I have like 30 already and it's becoming a concern

faint badge
# white elbow How do I organise my variables into different "folders"? I have like 30 already ...

You can assign them a category in the details panel for the variable. Variables in the same category will be grouped together and can be minimized. You need to type the category name the first time to create it but then afterwards you can find it in a dropdown list.

If you want subcategories you can use the | symbol, for example Character|Input would make a category called Character with a subcategory called Input within it:

white elbow
#

Thanks!

junior hedge
#

cant call event

#

both actor bps

icy dragon
#

It's basically Windows's new Snipping Tool, but you don't have to have it open all the time and just works.

mental trellis
mental trellis
zealous moth
#

@mental trellis if you begin play and your mesh is at scale 0 all physics get messed up if you scale back to 1 later

junior hedge
#

anyone know?

tawdry surge
#

Your cast is probably failing.
What BP are you inside and what's it's relationship with L_Door?

junior hedge
tawdry surge
#

Casting is changing the level of classification of a variable. The player character is also an object, actor, and pawn. varying information applies to each of these classifications.

hybrid horizon
tawdry surge
#

What you're doing is never going to work

junior hedge
tawdry surge
#

You are asking is the parent actor of the player an L_Door

#

The answer is no, so cast failed

junior hedge
#

what should I get then

hybrid horizon
#

Well if you had print strings on the cast failed you'd know that's why its not firing the event

junior hedge
#

I said thats the only part of the script that is wrong

tawdry surge
#

You need a reference to the door to call one of its functions

#

How best to get that depends on what you are doing

junior hedge
#

I dont know what to reference

hybrid horizon
#

Then why ask why the event isn't firing if you already knew the cast failed?

tawdry surge
#

The door you want to shut

junior hedge
#

idk what i can get

livid marlin
#

how to add self object reference to array

faint pasture
livid marlin
#

if i add it it becomes integer

#

and i need to make an array again right

faint pasture
# livid marlin

Are you only ever gonna ignore self or potentially others?

faint pasture
livid marlin
#

like this then i need to plug it to the array in linetrace but how

faint pasture
livid marlin
#

thx

faint pasture
#

Depends on what you're trying to do. What else is meant to be inside of Actors To Ignore?

livid marlin
#

the self and the on in array alr

faint pasture
#

"I want to ignore self and allies" or "I want to ignore self and children" or whatever

junior hedge
#

so is there nothing I can grab to cast?

faint pasture
#

you can cast anything to anything, but it sounds like you don't know what casting does

junior hedge
#

I know what casting does

#

I just dont know what to grab from L_Door

#

I dont need an explanation

faint pasture
#

You need to get at the door in some way

#

line trace, saved ref, get actor of class, however you want

#

You only need to cast if you only have an actor and you want to CHECK if it's the door

#

if you KNOW it's the door, you can just do door stuff to it.

#

What are you trying to do, shut whatever door is in front of the player or shut a specific door no matter the situation or what?

junior hedge
#

the script I am doing just plays a timeline animation

#

and the script thats connected to the cast is a mouse hitscan

faint pasture
#

OK so the hitscan will return an actor. THat's the one you cast to your door class to see if it's a door

#

break the hit result

junior hedge
#

so I need to cast the button im hitscanning aswell?

faint pasture
#

No, that's not what casting is.
You do the line trace. The line trace returns a hit result. The hit result contains the actor that was hit. You cast THAT reference to your door (to check if it's a door), and then do the door specific stuff.

#

Is your trace hitting a button or a door? Is the button meant to control the door?

junior hedge
#

the button is meant to control the door

faint pasture
junior hedge
#

seperate actors

faint pasture
#

K so the button should have some ref to the door it is hooked up to. The flow would go like this
Line trace -> Cast hit actor to Button -> call event

and then in the button

Event -> get MyDoor -> open door

#

The button would have a door actor variable MyDoor, which you would set when you place the button in the level or whatever.

junior hedge
#

like this?

faint pasture
#

Then you wouldn't have to do any casting

#

It depends on what your plans are. If you plan on having buttons be able to activate lots of things you'll want to look into interfaces but I'd get this working first.

junior hedge
#

this?

#

didnt work

junior hedge
#

@faint pasture

hybrid horizon
# junior hedge

Just setting a variable to a specific type is not all you have you to do. Even though that variable is "L_Door", it still needs to know what "L_Door" instance to reference.
You can use your hit result to set the MyDoor variable to the hit actor if it is the correct actor

junior hedge
#

I've already modified it

hybrid horizon
#

Does it work?

junior hedge
#

I did it a different way

#

I made a function in player character and called it from the door

junior hedge
#

is there a way I can make 2 different input events? (same keybind)

hybrid horizon
junior hedge
#

by key I mean mouse click

hybrid horizon
#

Unless I'm misunderstanding you, you would just need to create a check to make sure the correct event is fired if the conditions of your check are met

junior hedge
#

script 1:

#

script 2:

#

only script 2 will execute

#

@hybrid horizon

hybrid horizon
#

Use a sequence

#

and 1 input

elfin wolf
junior hedge
hybrid horizon
#

different bp's you mean?

junior hedge
#

if I remove script 2 then script 1 works

junior hedge
elfin wolf
hybrid horizon
#

Ok, then click the input node and there are some options on it for allowing the same key to be used more than once. Its been awhile since I've used the normal inputs but it's something like allow use in children or something along those lines

#

Thats it^^ what paranoid said

junior hedge
#

both of you

swift hornet
#

I'm following this tutorial series for holding multiple guns. Particularly I'm working on equipping and unequipping different types of guns (rifles, hand guns): https://www.youtube.com/watch?v=-_ss4Cnyb5I&list=PLl5i300DoPxeHtoK45l1MxEy-15ZseSyT&index=6

We will complete the all weapon attachment and equipping system in this tutorial. After this you will see a complete AAA grade weapon system with any errors or bugs.

We will continue blending animations and gun mechanism in further tutorials.

Thank you so much for watching

Like and Subscribe

▶ Play video
#

Right now, I'm getting an infinite loop error for my pistol holster. I think it has something to do with the way the YouTuber is coding the pistol holster slots.

#

By holster slots, I'm talking about the sockets I added to my character.

swift hornet
#

Also, how could I rescale my gun meshes without changing the scale of the sockets?

faint pasture
#

make it public and exposed on spawn

junior hedge
#

I'll look into it tmr

swift hornet
# swift hornet Right now, I'm getting an infinite loop error for my pistol holster. I think it ...

We will complete the all weapon attachment and equipping system in this tutorial. After this you will see a complete AAA grade weapon system with any errors or bugs.

We will continue blending animations and gun mechanism in further tutorials.

Thank you so much for watching

Like and Subscribe

▶ Play video
prisma snow
#

Hi, I am working on a game but I have a problem with the camera, how can fix this problem? I want to have a smooth and nice camera like battlefront 2 heroes vs villains

swift hornet
prisma snow
#

is there any fast way to fix it ? since it is just for a demo showcase, do I need to work on all objects collision channels in the environment as well?

swift hornet
#

I tried setting the world scale for each weapon in BluePrints but the gun still changes size when I attach it to the player.

#

Should I use "Attach To" instead of World Scale 3D? The "Attach Weapon to Player" is a custom function.

#

I tried both snap to target and "world scale" but it doesn't affect my guns.

spark steppe
#

is there any persistent unique ID for actors?

#

actor guid is editor only?! 😭

mental trellis
#

Persistent between what?

spark steppe
#

i guess editor only works for me, but apparently i cant really use the GUID without c++

#

i went with an random int64 for now as unique id :>

#

fingers crossed that it will be random enough for the amount of use cases it has 😄

midnight wedge
#

So I have a pretty standard aim setup that when triggered toggles between a free circle cam and aiming, but I when aiming is toggled the characters rotation instantly snaps. What would be the best way to smooth out this rotation? I have a rotation lerp system already that I use for smoothing out dodgerolls, but the best I can do is get it to lerp to the value fed in at the start which if the camera is moved during the lerp time a hitch still occurs

#

My first thought is to somehow use a float to create a weight influence between the two modes (0 means that rotation is only influenced by movement, 1 means that rotation is only influenced by camera, making .5 a 50/50 average between the two for z rotation as I could just plug that into the same alpha output I use for smooth camera zoom in)

#

(I also just realized I set the target arm length in the bp above which was redundant given my use of a timeline, so ive already fixed that)

#

TLDR is there a way I can use these bools as two ends of a scale from 0 to 1

midnight wedge
#

Ok I figured it out and this is what I have

#

All I did here was clean up the error from earlier and remove the use control rotation setup from aiming as it is controlled by the timeline. The reason I check the alpha value and use that to enable controller rotation yaw is that it makes the transition between modes seamless, while you get a bit of a camera hitch if you check on finish while in slomo (Apologies for posting all this I'm admittedly proud of this solution and want to share)

#

Missed and error and fixed it with this. Still a little hitch in slomo so theres still improvements to be made

odd creek
#

Hi,
I am currently playing around with instanced foliage in combination with world partition.
The first issue I had was to find a way how to get the foliage instance from the current position of my character.
I found a way going through all foliage instances of the world partition and picking the one which is has the closest distance to my character position.

But I have found another issue which maybe some of you can help me with.
I want to spawn a instanced foliage on the position of my character via blueprint.
The issue is to use AddInstance I need the HierachicalInstancedStaticMeshComp from my foliage type so I can add another foliage of the type to.
In case of using World partition there is no HierachicalInstancedStaticMeshComp in case there are no foliage placed in the grid with the editor.
Means I can only add foliage if there is already a foliage in the grid placed with editor.
Does anyone know how I can add a HierachicalInstancedStaticMeshComp on my own or maybe some other idea what I can do?

slim grove
#

when i added a camera to my player i cant look up or down anymore and without the camera it clips through the mesh is there a way to fix this in the BP or is it an unrelated issue.

tawdry surge
#

They have a course on unrealengine.com in the learning section on making a character from scratch. It covers how the camera and controller work together as well

slim grove
tawdry surge
slim grove
#

its first person so this wouldnt work

tawdry surge
#

Thats almost entirely irrelevant

slim grove
#

ok

tawdry surge
#

Your only difference is gonna be final placement and weather you have the pawn rotate with it

wicked osprey
#

Guys, I've never asked a question, but I would like to understand what is the difference between the visibility trace and the camera channel?

tawdry surge
#

They are different types of traces.
You can set them to be ignored, overlapped, or blocked
You can also make your own custom channels

#

Its just a way for you to organize what things are relevant to a particular trace

slim grove
hybrid latch
#

Can someone please explain to me why this is not working? I have checked that the owner is the actual player

#

I can still see the damn thing 😅

solar sequoia
#

Actually, I know it's your character. The one who does the "seeing" is the player controller, meaning they need to be the owner of that actor

hybrid latch
solar sequoia
# hybrid latch Character

Yeah, so the "player character" shouldn't be considered the player. That's the purpose of a player controller

#

That's to say that the controller is the one who actually possesses the pawn and sees through the camera. You need a reference to the controller to make it the owner

hybrid latch
#

Okey will correct it and try again. Thx for the input 🙂

solar sequoia
gentle urchin
spark steppe
#

i should make a subsystem for that 😛

bold phoenix
#

Hi ! For a character inventory, is it better to create multiple blueprint, or one blueprint and change the skeletal mesh/default values on construct ?

tawdry surge
#

Your inventory has a skeleton?

bold phoenix
#

no sorry

#

I'm selecting a character in the inventory

#

Let me explain it better :

#

So I have an inventory and the player can select a character to place it in the level

#

But when selecting the character, is it better to obtain a 'actor class reference' or a 'skeletal mesh' + default variables values

tawdry surge
#

Ok the placed characters do not have to be different classes
It depends on how different there overall logic and behaviors are

bold phoenix
#

No it doesn't need to

#

Just the animations, default variables, skeletal mesh are changing

tawdry surge
#

If they are essentially gonna do the same stuff then I'd just have an enum or something to determine in the construction script which sk mesh, animation BP, and default values to use on spawn

bold phoenix
#

Yea I'm using a structure right now

#

Thank you !

limber parcel
#

why are all the tutorials out there keep using casting? isnt it much smarter to add a component or interface?

#

are they just eejits or did that stuff not exist in UE4?

#

or is there actually something behind it?

spark steppe
#

because 90% of tutorials are made by noobs or are for the sake of the tutorial simplified

limber parcel
#

our code is littered with castings which doesnt only make systems incompatible with eachother but also costs alot more resources

#

because other team members actually adopt that shit

thin panther
#

It really depends what you are doing to be honest

#

In some places casting is relevant

limber parcel
#

yeah like here

#

but my friend made interaction system that literally casts everything to some base class instead of just using actor

spark steppe
#

yea thats shit on the first function call

#

and can't get any better from there

thin panther
#

Oh yeah interaction is better suited to an interface or even a component, but im just saying casting isnt always bad

limber parcel
#

yeah sometimes u cant avoid it, but in general its really bad practice

solar sequoia
# limber parcel

How did I never know about "Find nearest Actor"? I could've used that half a dozen times by now but I've done some janky line traces instead

spark steppe
#

yea but dont use it like that....

limber parcel
#

what would be a better way to make this?

limber parcel
#

good thinking

solar sequoia
#

Limiting the scope at all is always better, yeah

faint pasture
# limber parcel

That cast is redundant there. You already know it's a patrol point actor

limber parcel
#

weird but ok

faint pasture
limber parcel
#

guess it saves u some casting in other cases

#

so yeah thats one of the rare cases that i found where u actually need casting

faint pasture
#

You need it in a lot of places, just not all of them

tawdry surge
#

If you made it just change the return value. If you are taking in a patrol points array, then I don't see a benefit to dropping down to actor ref

remote meteor
#

i dont like how pure node with multiple output in bp would get called multiple times if you lined off multiple of them, give me an unpure version of it 😥

faint pasture
#

I've seen some dumb shit like
Get MyCustomActor -> cast to MyCustom Actor

remote meteor
#

like in the case above

#

it would been called twice

#

since you linked off both distance and return value

#

the function gets executed all over again when the value is taken

faint pasture
remote meteor
#

yeah

#

i checked it with frontend

#

it does get called twice

faint pasture
#

I'd think it'd be called per usage of the main return value but idk, BP can get weird

remote meteor
broken night
#

Anyone has an idea why my Axis Value is ALWAYS equal to 0? The binding in the project settings is correct, and I'm able to move my camera. It's only this part which doesn't work for some reason

remote meteor
#

luckily the return value is exactly the same within the hit result -> blockinghit, so i went and use that instead

faint pasture
faint pasture
remote meteor
faint pasture
broken night
# faint pasture You're saying it all works, just not the debugging?

Sorry, that's not what I mean. I'm using BP_FirstPersonCharacter as my playercontroller, and I'm trying to make a replicated grabbable door. I need to lock the cam/movement while grabbing, which works, and now I need to pass the angle of my actual X axis so the door can move. I'm unable to get a working Axis Value in here

faint pasture
broken night
#

And if so, why does this works?

tawdry surge
#

You need to put a player pawn reference in the target pin

broken night
remote meteor
#

yups, i even tried using the same randomfloat node, same thing

tawdry surge
#

Nvm. Misread your question.
Is your axis event called anywhere else?

broken night
#

No, it's the only place it's called on this BP

tawdry surge
#

What does the binding look like in project settings?

desert relic
#

why does my animation bp stop working when i add a state

broken night
broken night
tawdry surge
#

Hmm
Looks ok to me

broken night
#

Would it be this?

#

Well no it's not possible as it still doesn't work when removed

tawdry surge
#

I mean disabling input would stop it from receiving the axis value

broken night
#

Well even without this the axis is still 0

tawdry surge
#

Are you disabling input to the player anywhere else?

broken night
#

No, that's the only place

#

But I'm just disabling Look input

#

I'm enabling input back right after

tawdry surge
#

Try it without that

remote meteor
#

can it be this? 😆

broken night
#

without the two last blocks?

#

Still nothing, and even with the "Overrider parent binding" which makes sense as I have not override anything :p

solar sequoia
#

I could imagine that the controller would be consuming the input before the character gets it in some cases

tawdry surge
#

Only if the axis event is called on both

solar sequoia
broken night
tawdry surge
#

Try with a different controller class

limber parcel
#

i have set up a key to play a sound but for some reason the sound isnt playing, any ideas?

#

the sound works when i call it from this

tawdry surge
#

You know play sound isn't connected

limber parcel
#

i added breakpoint but it doesnt seems to trigger the input action

limber parcel
tawdry surge
#

Ok

limber parcel
#

i have set the distract action to C key, it just doesnt seem to actually trigger

#

maybe its conflicting with something else

#

ok yeah changing the key worked

broken night
tawdry surge
#

It was probably used by another input and consumed

tawdry surge
#

If you mean what would using a blank controller class change. It's just process of elimination. Switch out everything one by one to pin point what is causing the issue and then you can focus on figuring out why it's causing the problem

drowsy pumice
#

What was that MoveTo-equivalent node that has an 'on arrival' execution pin?

tawdry surge
#

AiMoveTo?

drowsy pumice
#

Ah yes, that was it

#

Thank you

summer jetty
#

Not sure how to phrase this question, but my textboxes are 'jumping' into where they should be positioned after my menu widget is already loaded/visible. I thought it was just my slow pc, but realised it's an issue with the game itself. What causes this and is there a way to stop it happening? Or does anyone know what I'm referring to so at least I can know what to search for on Google? I haven't been able to find anything so far.

serene pike
#

How do I get a single instance of a blueprint I've used multiple times as done in this image?

solar sequoia
hybrid latch
solar sequoia
hybrid latch
solar sequoia
# hybrid latch

How about when you spawn it without attaching? You'll probably need to put it near the player character atm to be able to test that

hybrid latch
#

Can try that

#

I have also tried the no see in the actual BP of the spawned part

solar sequoia
#

It's definitely redundant to set it at runtime, then

hybrid latch
#

Cannot spawn actors in constructionscript and set no see there

#

All other mesh that is predefined the no see works fine and are set in constructionscript

solar sequoia
#

Are they actors that you're attaching to the character, though?

#

It's likely that the issue relates to ownership rather than "owner no see" not working

hybrid latch
#

Yes, NVG ref is an actor that is attached to the chars helmet mount. I have double checked ownership with printstring, and from what I can tell, no issues there

#

Tried no see before attaching. No difference

solar sequoia
hybrid latch
#

For sure

solar sequoia
#

I can hardly guess what the issue would be in this case

wraith eagle
#

Guys, can you see a reson why I cant move this arrow?...

#

Im crying

solar sequoia
hybrid latch
wraith eagle
#

hmm, got it to work like 5 min ago

solar sequoia
hybrid latch
#

Thing that is different is that they are components added in the BP manually and not spawned in

#

But I`ll search some more and see if there is something that I am not seeing atm 🙂

solar sequoia
#

I can't remember if I ever got owned actors to work like you're doing but I was having issues with it a while back

#

That was different, however, because it was a widget component in screen space

serene pike
#

If I push a button and a door in the same blueprint moves down in response, does it not move down the door's collision too?

spark steppe
#

depends on your collision setup

#

show the blueprint hierarchy

modern mountain
#

hi all, I'm trying to create a circle of line traces (for now) around a point defined in front of the player. Having issues figuring out how I can generate the axis for the 'Rotate Vector Around Axis' block as it will always be different.

tldr need a way to get the axis between 2 vectors or help rethinking this approach

spark steppe
#

why do you do that? @modern mountain

solar sequoia
#

My first thought would be, why not do a sphere trace or something similar?

trim matrix
#

My ball when bouncing off of something is calling the "onhit" event more than once on contact. is there any way I can only make it call once? no matter the angles I try it seems to call the event more than once.

marsh sedge
#

If I have two blueprint objects with variable "Health Value" and want to call those in another blueprint, how do I refer to that variable? Whenever i refer to that variable I get a specific variable reference to just one of the two blueprint object classes, Ex: get Healthvalue from class Cake_BP

modern mountain
solar sequoia
modern mountain
solar sequoia
marsh sedge
robust edge
#

I'm currently trying to make a laser maze inspired game but the lasers only render for a frame

solar sequoia
robust edge
solar sequoia
robust edge
solar sequoia
#

Couple things. 1. Your duration is set to a single frame 2. I'm like 90% sure that the debug line is editor-only

#

Or dev-only maybe, but you can't ship with it

robust edge
solar sequoia
robust edge
dapper marsh
#

I'm following a tutorial on how to tell some units to move to the mouse position on screen, but they always get [0,0,0] as destination from the "get cursor position by channel" node. Ground collision is set to block all, and the trace is using a custom channel. How do I make them go to the trace hit location against the ground instead of the coordinate origin?
Also this is the tutorial: https://www.youtube.com/watch?v=kRW-xNArxlQ&list=PL4G2bSPE_8ul0VWqaxhv7gm2oXTVFC3as&index=7

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sour tundra
#

is there a node to restart the game as if it was just opened?

marsh sedge
solar sequoia
# marsh sedge

You need to drag off of the cast node's output pin to actually use the reference. Casting is meant to take an input object and give you an output object of class if it inherits

marsh sedge
teal gull
#

its casting to consumable

solar sequoia
marsh sedge
#

but I dont want to cast to the child Soda_BP because I want it to be able to take any child of Consumable_BP's health value

solar sequoia
#

You also might have made a health variable in both the parent and child. That would be redundant

solar sequoia
#

Casting an object doesn't change what it is; it changes what the engine interprets it as. Casting contextualizes a generic reference to make it usable in a specific context

marsh sedge
#

So how can I generically retrieve a variable from different objects of the same parent class?

solar sequoia
smoky rivet
#

hi, trying to make a voxel world that generates similar to minecraft.

For some reason, whenever i walk right or left my test chunks wont generate, but only front and back.

solar sequoia
#

@smoky rivet start by checking your vector math. You're probably only using 2 dimensions in something

undone stag
#

Boys Can I ask for helP?

solar sequoia
marsh sedge
#

Yeah I have a variable in both, but if I delete it in the parent then I can't refrence it

#

I cant make this

solar sequoia
smoky rivet
marsh sedge
smoky rivet
#

does ue5 have a chunking system?

#

i tried using open world map but not sure if thats a chunking system or if i should make one myself

#

cant find documentation on it

solar sequoia
marsh sedge
#

so like held item is a child of consumable BP

undone stag
#

Can someone say me why my actor won't move along sprite

solar sequoia