#blueprint

402296 messages · Page 929 of 403

solar sequoia
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Little eye icon next to the search bar in "variables" @marsh sedge

marsh sedge
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Yeah so that what I did, but it takes the parent default value when I call it in my image above

solar sequoia
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"Health" belongs to whatever BP this is a screenshot of. "Health Value" belongs to the consumable that you cast to

marsh sedge
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wait, I realised I had to variables in soda BP, im surprised it let me do that

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thank you for the help

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Im dumb

solar sequoia
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Yeah np

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So just remember that if you're inheriting a variable, you don't need to create it again

dapper marsh
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Has anything changed about line traces since UE4? I'm following this tutorial https://www.youtube.com/watch?v=kRW-xNArxlQ&list=PL4G2bSPE_8ul0VWqaxhv7gm2oXTVFC3as&index=7, and units always get the coordinate origin as target location. This is my current blueprint: https://blueprintue.com/blueprint/54e3fp5j/

Assets Available from here: https://marketplace-website-node-launcher-prod.ol.epicgames.com/ue/marketplace/en-US/profile/PolygonBlacksmith?count=20&sortBy=effectiveDate&sortDir=DESC&start=0

In this series we are creating the common mechanics found in RTS games, everything from unit selection, AI combat, and base building.

In Part 6 we get our ...

▶ Play video
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Key part of the tutorial is arround minute 8

marsh sedge
solar sequoia
marsh sedge
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Yeah Im surprised it let me make a variable of the same name

solar sequoia
# marsh sedge Yeah Im surprised it let me make a variable of the same name

Technically it's because the way variables work in C++ is that you can more or less say AParentCharacter::Health and AChildCharacter::Health and they're different variables. The child version can be shortened to just "Health" because the beginning part is implied. That variable node that has "Target" at the beginning of it is sort of the long version of the variable name because it's not the BP it belongs to

unkempt hound
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Question: I'm getting this error in editor and not sure when this started KEK but is there a way to track this down? I've done a project wide search for any vector/float divisions but couldn't locate the source of this issue.

solar sequoia
unkempt hound
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Hmm

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Thank you!

solar sequoia
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Np

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I know it doesn't help you find your error, but for future reference it's basically the same thing

unkempt hound
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Will see if it works, just basically do a safe divide on all Vector/Float divides in the project?

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there's like 10 so it's not that bad.

solar sequoia
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AFAIK it's not even less efficient or anything. All it does is check for denominator = zero and outputs 0 in that case

unkempt hound
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Hrm, safe divides are Float/float

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hnng

solar sequoia
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Now that you mention it, that may be the case

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I think divide by zero isn't an issue in UE? It's a yellow error, I've seen mean that it won't crash

unkempt hound
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weird syntax shit scares me.

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..So, who knows Sadge

solar sequoia
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Ideally you wouldn't have any warnings, but I come from modding minecraft a lot and most packs have like 85 errors every launch

tawdry surge
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it won't crash, but you should find where it's happening and skip the math if the divisor is 0

unkempt hound
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yeah having a difficult time locating it.

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i went ahead and disconnected all my vector/float divides and it still kept giving the same error 💀

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I'm curious if it is one of the C++ functions i have, but it doesn't even give me where the error is happening.

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Is there a way to expand the output log to contain more information about error lines?

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I'll try to run the engine on debug mode maybe that'll give a clue.

hidden stump
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I am new to UE, and I was messing with Silent Hill-like camera placement. I was able to switch the view between static camera actors placed on the map, but how would I switch back to this camera (which is the third person camera ofc)?

unkempt hound
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Nifty node, helps with that type of specific design really well.

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Just make sure to plug your Pawn back to the "New View Target" when you want.

unkempt hound
unkempt hound
hidden stump
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Ah yeah I was using that thing to switch between the static cameras

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my problem was calling the player cam itself

unkempt hound
# hidden stump my problem was calling the player cam itself

Yeah it takes in Actors. So it will look at the first active camera it finds within the actor you've given it, and since you have one camera on the pawn, and it's the only active one, it should just blend to that once you plug your pawn in to the new view target.

hidden stump
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Ah fair enough

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Thanks, ill try to screw around with it a bit

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Nice to see that the community is helpful, very appreciated!

unkempt hound
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You're very welcome!

hidden stump
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Ah I figured it out lets go

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Aaaand it works perfectly. Thank you so much!

unkempt hound
pine junco
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So I want to get started with learning Blueprints... I understand the logic just fine, my issue is the syntaxis

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How can I learn better?

serene pike
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When I flick my switches, which moves the highlighted bars down, it does move the bars but the collision seems to stay. Is there a way to move the collision too? Someone said it might be the BP hierarchy so I've included it

versed sun
pine junco
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Keep this in mind, I know how logic works

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I am just, completely and perfectly, unable to understand how the most basic things need to be done in Unreal

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Like, I can't make a character controller to save my life

wide jay
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anyone able to help me fix an issue in this blueprint section? towards the end the material setup i did for blood splatter and wall splatter for some reason its only utilizing the wall hit material and the target being shot at doesnt get affected by damage anymore not sure what im doing wrong with it

wide jay
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better shot here this is the section im having an issue on

snow summit
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Anyone ever use brushify and get this error when using levels? I've added a menu to my persistent level via levels (window->levels) and it happens after accessing the menu when playing. Have any ideas how to fix this?

Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetPlayerCharacter_ReturnValue". Node: Set Vector Parameter Value Graph: EventGraph Function: Execute Ubergraph Natural Roads Blueprint: NaturalRoads
Blueprint Runtime Error: "Accessed None". Node: Set Vector Parameter Value Graph: EventGraph Function: Execute Ubergraph Natural Roads Blueprint: NaturalRoads
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetPlayerCharacter_ReturnValue". Node: Branch Graph: EventGraph Function: Execute Ubergraph Natural Roads Blueprint: NaturalRoads

twilit heath
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your natural roads starts ticking before the character is spawned and possessed

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just pull the IsValid ? node from the Character pin and plug it in

wide jay
solar sequoia
# pine junco So I want to get started with learning Blueprints... I understand the logic just...

The neat thing about blueprint is that there kind of isn't syntax to speak of. If you haven't done the Matt Wadstein intro to UE tutorial, you should, as it starts from booting the editor for the first time, and covers a little bit of everything to get you started. I can't recommend enough that you should find a good learning project, like maybe you want to make an fps, so you follow a tutorial on that and just try new things with the concepts you're learning

pine junco
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A good* project sorry

solar sequoia
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For 3rd person, try a TPS tutorial, or maybe one for an rpg. They're really open-ended

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I would recommend not learning multiplayer at first though. Some of the concepts are a little counterintuitive, and it might be a little much if you're not confident with BP yet

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Do whatever you want, of course, because ultimately I'm just someone who watched a bunch of tutorials, but imo you can get a good start with something like that

tawdry surge
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If you've never done anything in unreal b4 start super simple and work up. The templates have alot of work done for you already which is great, unless you don't understand it. Thats how people fall into tutorial hell.
Make rock paper scissors or tic tac toe or pong first

blissful grail
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How can I rotate my actor so that it's local up vector points to a specific vector?

tawdry surge
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Use up vector and the location of the other actor to get the look at rotation

blissful grail
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Find Look At Rotation - doesn't seem to work. I've tried it already and doesn't always guarantee the up vector points to the vector

solar sequoia
blissful grail
tawdry surge
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Ugh.. Im too tired for the math behind that. Are you good with algebra and geometry?

blissful grail
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Algebra, generally fine. Geometry, not really.

tawdry surge
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This has the formula for calculating the look at in 3d

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It's not too crazy, but pry be messy in BP so I'd make a function

junior hedge
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Another way to do if statements besides branching and selecting?

tawdry surge
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Switch

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Gate

junior hedge
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can you use it for floats?

foggy escarp
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Select node

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Using select nodes allows you to have a bit of branch less programming and is from what I here a bit better for performance if you plan on have a lot of them.

tawdry surge
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Switch on int is one of them, so yes

remote meteor
tawdry surge
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Branchless or functional programming is more performant generally because the compiler tries to guess which branch you'll take ahead of time to help speed things up. If it guesses wrong then it has to stop and go back. Idk how much benefit it has in BP

zealous moth
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@junior hedge compare floats

junior hedge
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whats the node to print multiple things again? I forgot

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as in "Health: (HP)"

tawdry surge
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Append

junior hedge
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thx

bold phoenix
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Hi ! I have a HUB for my pawn but somehow the 'Event Possessed' node is launched on begin play. Is this normal ?

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The blueprint is n a character i can posses by hitting E

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But here the HUB appears straight away even though I posses another character that don't have this function

limber parcel
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how the hell do behavior trees execute code without triggering a break point?

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the FinishInvestigate has code that sets Is Investigating? to false, which it does, but it never activates the break point

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this is confusing the shit out of me

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like none of the breakpoints are triggered

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added one inside the function now too

junior hedge
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how can i make a double variable?

limber parcel
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u mean a double precision float?

swift hornet
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Should I create a custom BP function and set the scale for each gun?

limber parcel
solar sequoia
bold phoenix
radiant silo
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UE doesn't have an integral function, right? need to calculate character stop distance with non-constant deceleration, so summing the distance under a curve / timeline given remaining time

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I guess I can build one but I've gotta be overlooking something, right?

tight schooner
serene pike
tight schooner
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@serene pike dunno. If you run out of ideas, maybe disable collision when it opens

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But by description I don't see what's going wrong

serene pike
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There's a way to do that for an asset itself inside a blueprint?

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Well, I have one blueprint, has switches and 'opens' the door. Flick the switches and it'll move the door, which is in the same blueprint, down. It does move it, but the collision stays

tight schooner
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If the collidable mesh is the "move door" component, put that component on your event graph, and I think you can use an enable collision node

serene pike
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Not particularly technical so that'd be the best description I can give

serene pike
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Also a separate issue, I have a bunch of 'accessed none trying to read' for add to viewport nodes but as far as I know they should still be able to read them, so I'm assuming its because of previous compression and migration what sort of change do I need to make for all the errors to realise they still have it?

tawdry surge
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#1 don't make and remove widgets on tick. Just no..
#2 what does your components tab look like for the bars BP?

cyan bone
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How do i use a procedural mesh as my instanced static mesh?

hollow bronze
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Not sure if it's the right place, but i'm trying to make some custom collision object channel so that my player projectile ignore my player, i managed and know how to set up the channel, but i'm not sure how to give my player the "player" object type i created?

tight schooner
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@serene pike oh I didn't know it was some multiplayer thing. Can't help with those. Do the client and server agree about the door being there and collidable?

serene pike
tawdry surge
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@hollow bronze you set it in the details panel of the capsule and/or mesh component in the collision section

hollow bronze
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Yeah thanks i think i just found it as you answer me, thanks for the confirmation tho

junior hedge
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this script keeps event 3 times when I click mouse down and idk why

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I have a copy paste of this script and it doesnt do that

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(functions are also the same)

junior hedge
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(I had 3 of them spawned on the map)

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also is there a way to pause a sequence, or stop it?

tight schooner
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Each spawned instance of that BP is listening for your left mouse button then executing your code. So yeah. Why are you processing inputs for your player pawn outside of the player pawn (or player controller)? Esp on a BP you're spawning multiple of, thus causing this issue?

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I gotta zzz right now so that's a rhetorical question for you

junior hedge
undone surge
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in simple oop terms what does cast do. bcuz sometimes i see it being used when i feel its not imp but i feel i should know

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only used when we want to convert variable type ?

dawn gazelle
undone surge
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got it

trim matrix
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Hello. unreal engine 4 where is save game folder location , after I build the project ?

twilit heath
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can be 3 different places

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Project/Save/Cooked

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install folder/save

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or where you told it to save manually

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depending on if its installed and how you ran it

jagged stone
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I have a DataTable filled with "Team" custom struct. When a player joins I pull a "Team" from the DataTable and pull it into a "Team" variable on the player. The problem is that it appears to Copy the Struct when setting the variable, as opposed to setting it as a reference. So if 2 players have the same Team set, updating one players team struct will not update the other, as both players have a separate copy. How should I handle this?

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Would I have to store the Teams in a map on the gamestate instead; and then just store a key reference on the players instead?

tribal plume
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When I am spawning a projectile the size is not of the Blueprint, and its of the actor size from which it was spawned from. I am unsure of how to modify the scale of the spawned actor, but this is what I have for the spawning. The Spawn Arrow variable is just an arrow component

jagged stone
maiden wadi
fair magnet
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btw what's the shortcut for NOT since everytime I search for not it gives me the not equalwhich absolutely annoys me

trim matrix
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@twilit heath ok . Thanks for the answer

neat lava
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some one help can't add Timeline to Gameplay Ability why

fair magnet
neat lava
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okok

versed sun
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if you check this favorite star the node you want should be default when searching

opaque acorn
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Hello guys is there any function which returns true when two actors are coming closer??

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I need to make a device which will look light up if the receiver is coming closer

jagged stone
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Get Distance To gives you the distance between two actors

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Or you would make the device an AI pawn, and then add a pawn sensor (so that when it "sees" an actor in a certain range it does something

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Or you could make a collision box and wait for overlap

versed sun
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and save New Distance as a Float and plug it into Old Distance every time you use function

maiden wadi
uneven geode
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where should i control which pawn spawn when level opening? player controller?

elfin wolf
opaque acorn
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I would start with something like this
@versed sun

Thank you

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Or you would make the device an AI pawn, and then add a pawn sensor (so that when it "sees" an actor in a certain range it does something
@jagged stone
No it has to strictly work when distance is getting closer

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Its like a bomb detection thing or radiation detection as you get closer the deep and light on off gets intense and more frequent

sullen horizon
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So I noticed after messing around with navigating that there is no (Can navigate to location) function inside of unreal. Is there a way that I can choose that from scratch?

opaque acorn
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So I noticed after messing around with navigating that there is no (Can navigate to location) function inside of unreal. Is there a way that I can choose that from scratch?
@sullen horizon
Wat u want to do?

tawdry surge
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Ai move to has successful and failed pins

jolly cairn
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hi i have an actor that represents a tool and when the player selects the tool, i want it to spawn and attach to the camera. the player does not have a mesh and will never have a mesh so can't do this with sockets. Is this doable?

gentle urchin
tawdry surge
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@jolly cairn scene component

jolly cairn
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like, this is a tool that the player uses

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saying scene component isn't very helpful...

tawdry surge
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Use a scene component in the player BP to mark the relative transform where you would like the tool to attach to

jolly cairn
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found a way with sockets now

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ye no not working now

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ok so scene component, where i want it to spawn

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spawn the actor on it and attach to camera component, right?

tawdry surge
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Nah attach it to the scene component.
As long as the component is parented to the camera it'll hold it's offset

jolly cairn
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ty got it now

junior hedge
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is there a way I can make an empty attachment in ui? (For easy visibility settings)

serene pike
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If my print nodes suddenly have “client” or “server” before them when playing in editor, does that indicate it’s trying to do something online? Or has some box been ticked somewhere

tawdry surge
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It indicates you are probably playing as listen server with more then on player in the session.
Beside the play button there is a drop down menu.
Set players to 1 and net mode as standalone if you want single player

plucky yoke
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Is it possible to enable and disable nodes with an action? In this case I have a component with couple of different functionalities. Instead of going through multiple branches I though I could just disable or enable some of the nodes during begin event.

errant snow
plucky yoke
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Ok, though so too. I guess optimization is then looots of copypasta, if I ever feel like it 😂

trim matrix
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hEy sweEtiEs

- is there a way to get the body volume of complex meshes ?

  • aka not primitives because their volume can be calculated via actor bounds which is not the case with complex meshes
  • this would need to work on dynamic or static meshes runtime

any thoughts ? merci in advance

chrome fractal
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Hey, I am working on a project in which I have some save game files which are perfectly working for pc but not for android. Can anyone help me with this issue.?

astral epoch
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"Working" in what sense, Karan?

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My first guess here is that you're saving/loading from a location that exists on PC but not on Android. Can you do a check first to make sure the file is valid and print out whatever data you need from it before trying to use it?

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@chrome fractal

junior hedge
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for sequence mode is there any way to make the movements not smooth? just instant transform switches?

night tartan
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Having placed 4 instances of the same actor in the level, how can I get a ref from a specific instance from "Get all actors of class"?

astral epoch
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4 instances shouldn't be that hard to go through and find differences (assuming this is like characters with names or something) but try to avoid it if you're doing say 100s of instances.

tawdry surge
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@junior hedgeif you mean in sequencer, you just key frame the location and then next frame mark the new location

astral epoch
junior hedge
tawdry surge
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If it happens in one frame then it will be a blink

junior hedge
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oh ic

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so do I just need to copy the keys every frame?

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or is there a less tedious way

astral epoch
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Animations work by smoothing between each keyframe like a lerp.
I've not tried it but I imagine if you have a keyframe the frame before you want to blink that is equal to the last frame?

tawdry surge
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Any time you want an instant snap from one spot to another you'll have to mark the keys frames
However there is a record button that makes it pretty quick

junior hedge
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I cannot copy keys in UI animator for some reason

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idk why

astral epoch
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Anyways question:
How can I stop a camera attached to a pawn from rotating with the pawn?
I want to be able to orbit around the squad but every time it turns a corner the entire camera shifts with it.

tawdry surge
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On the pawn turn off use control rotation yaw

astral epoch
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It is turned off.

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For context, camera is on the pawn, the controller is using Set View Target to it.

tawdry surge
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Is the spring arm using control rotation?

junior hedge
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the reason I couldnt copy and paste was because you cant do it with 2 objects at once (even though they are in the same sequence)

astral epoch
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No but it is inheriting yaw.

tawdry surge
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Ok.
And the pawn capsule/meshes aren't correct?

astral epoch
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The pawn itself has no capsule/mesh. Its an invisible marker that the camera focuses on.

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Think like an RTS camera?

polar wing
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Hi, can anyone help with this Lyra Project issue im having? I have so far managed to get the hit effect to play on my target and stops when the damage = 100f by adding the ability system component.

But i have a hard time finding a way to apply the death ability that this post mentions. So either removing the actor once shot or once the health is drained which would activate the death ability.
https://forums.unrealengine.com/t/trying-to-work-with-lyra-unable-to-do-simplest-thing-create-a-cube-that-can-be-damaged/572512/2

tawdry surge
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Ok, so are you attaching it to the units?

astral epoch
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Sort of.

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You ever play Total War?

tawdry surge
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How is that happening?

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Yeah the original one

astral epoch
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Right, think that but the camera "snaps" to the currently selected squad.
Way its handled in the controller is you have an array of your useable squads and a reference to the currently focused one.

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Like I said, "set view target" to look at the current one.

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And yes I know its jank and miles off what Unreal was intended for

neat stream
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How can I get the "Play from here" position in the GameMode?

tawdry surge
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Ok, so set view target is possessing a new camera on the currently focused unit?

astral epoch
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Yes

tawdry surge
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Ok, so that camera/spring arm settings are the ones you need to be looking at

astral epoch
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Yup

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Though now I'm thinking about it, I might have a different solution.

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Just possessing a pawn that moves to the squad itself instead? Decoupled from the actual units though.

tawdry surge
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Is that spring arm inheriting yaw as well?

astral epoch
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It is

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Yeah I think just having a separate pawn for the camera alone that follows the focused squad's position (but not rotation) might work better

tawdry surge
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I think hitting that check box might help you out here
But attaching the player pawn to the active unit works too

astral epoch
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On the springarm, what's the different between the socket and target offsets?

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They seem to be giving the same results to changes.

tawdry surge
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I think they refer to the origin and ending point of the line

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I usually only mess with the target offset

astral epoch
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Right, just didn't seem like there was a difference. I imagine changing the start would change the end too.

night tartan
# astral epoch 4 instances shouldn't be that hard to go through and find differences (assuming ...

Thanks for the answer, you are right, I get the array, have tested the length and returns me the correct number of actors placed, and yeah... It would be 100s of instances. I've add a public int variable to the actor so I can change it in the editor, and it works if I "get actor of class" it returns me the highest number of all public ids, but at least changing that ID shows the correct row from the datatable. Visualize 100 different markets with their own goods to trade, different names, cultures ( this may be shared between markets), etc.

astral epoch
tawdry surge
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Well if you give each market an int as an ID either in the level or on spawn it'd be better to have them register themselves with the manager. This way they can populate a map using the store id as the key and a soft object reference as the value

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Faster lookups and you don't have every market always loaded like you do for a hard object reference array, like the one from get all actors of class

versed spruce
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Ive reached a point where im ready to ask for help. I am trying to make a fluent power grid. All the devices tell one blueprint how much power they are consuming and the blueprint updates them every second at what % speed that are allowed to operate at. So for example if the grid has 20W of power and it has two 20 watt lights connected. They would both run at 10W or 50% power and the brightness would be reflected in that. I cant figure out how to make the blueprints talk in a smart way

tawdry surge
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For that I'd probably do an event dispatcher or two

radiant silo
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UE doesn't have an integral function, right? need to calculate character stop distance with non-constant deceleration, so summing the distance under a curve / timeline given remaining time

versed spruce
tawdry surge
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You 100% can add inputs to a dispatcher and pass them to the listener

versed spruce
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I looked for it and didnt see it. I found it now

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let me try that

tawdry surge
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@radiant silo FIntegralCurve?

radiant silo
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you know, I saw that but honestly didn't understand how it worked - that's a curve itself

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I'd have expected a function that took in a curve and a timestamp and returned the sum, I guess?

tawdry surge
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I mean thats a timeline essentially. You can assign an external curve asset and update returns the current value.
I think you'd have to get the time and the value at that time yourself otherwise

radiant silo
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wouldn't the timeline just return the value at a point in time though, rather than the sum?

tawdry surge
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You can get other information from it too

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You'd have to sum it yourself still

radiant silo
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I guess that's the part that shocks me, haha

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integrals feel pretty integral (lol) to doing any math with curves, shrug

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I guess I'll homebrew an integral function

tawdry surge
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Vector has a calcIntegral function but thats all I can see

radiant silo
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hm yeah, I saw that but the description said "over the surface of a sphere"

tawdry surge
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Yeah

radiant silo
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I guess I could maybe drop / zero out the third axis

faint pasture
radiant silo
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that hurts my brain

versed spruce
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How do i make one event call all the listeners without having to tell the caller every instance that is listening?

radiant silo
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will think a little more, thanks guys

faint pasture
radiant silo
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yeah, I get what you meant haha

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the implications are kind of complicated

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@versed spruce shouldn't that happen implicitly if the listeners are subscribing to the event?

faint pasture
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When a dispatcher is called, it calls all things bound to it

versed spruce
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All the event dispatchers ask me to select a target for what to call

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Then the bind also asks for a target

radiant silo
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if you're trying to make a bunch of objects on the floor react when a player jumps, for instance:

  1. objects that need to react need to bind to an "on jump" event on the pawn
  2. the controller calls the "jump" function on the pawn when you hit the spacebar
  3. the "jump" function on the pawn dispatches an "on jump" event (plus makes the actor jump etc)
  4. objects will automatically fire their bound handlers for "on jump"
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so the pawn has an "on jump" event dispatcher, plus a "jump" function that runs your logic + dispatches the event

versed spruce
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omg it worked

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My brain is so fried. Ive been doing this for 12 hours straight

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Thanks for the help, gonna take a break now

compact scarab
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hi i want to convert byte array to string (utf-8) but that feature in low entry plugin doesn’t seem to work for me in ios but it works for other platforms'

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how do i implement that without the use of that plugin

radiant silo
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@versed spruce haha I know that feel, rest up

faint pasture
warm glacier
#

Does anyone know why Line traces by channel don't work when the actor has physics simulation?
The only way I can pickup and drop the log is by not using physics at all.

#

I attach the log to a socket because I want to use animations in the future.

faint pasture
warm glacier
warm glacier
faint pasture
warm glacier
#

Is there another way I can check beside just activating and deactivating simulating physics?

faint pasture
#

Show your setup for the actor, maybe you're simulating physics on the mesh but tracing vs some other collider

warm glacier
#

that's all

faint pasture
#

Are you sure it's the trace that's the problem? How are you doing the pickup when it's simulating physic?

slate ruin
#

Hi all, quick little vector math challenge. I have the Z height and the angle of the projecting line, but I'm trying to find X length. Any help appreciated.

faint pasture
#

You are probably just attaching the actor which only attaches the defaultsceneroot and leaves the mesh to continue simulating along

warm glacier
faint pasture
#

@warm glacierI think this is your problem

#

That'll grab the root component

#

which is great and all, but does nothing

#

add another mesh with NO collision and not simulating physics just so you can see if it snaps to your hand

#

I bet it does

slate ruin
warm glacier
#

I replace the rootcomponent with the mesh?

faint pasture
warm glacier
#

alright I'll try right now.

faint pasture
#

I've used a tiny root cube for when I want a static or skeletal mesh on subclasses of the same thing

#

the base class had a cube collider as root

warm glacier
#

Yeah it works, thanks. Now, I imagine I disable physics when carrying it right?

timid thunder
slate ruin
faint pasture
slate ruin
#

yeah, it doesn't give me what I'm after

faint pasture
#

and output number, is your angle in degrees?

slate ruin
#

yes, degrees

#

the values are all variable, so no fixed values

faint pasture
#

Just print one set of them

#

or a bunch

slate ruin
#

ok

slate ruin
# faint pasture Just print one set of them

ok, I tried a few and figured if I set the angle to 45 degrees then the X value should be identical to to the Z value (as the angle is perfectly between them). Like this (values shown on variables).

#

except it's not, it returns 70, so no, it doesn't work

#

so at 45 the two distances should be equal, like this. Then as Z increases, X decreases and vice versa. Makes sense?

faint pasture
#

tan

slate ruin
#

ah ok, will try

faint pasture
#

read up on your trig functions

#

it might be tan(90-angle) but just check

#

yeah tan(45) is 1, tan(0) is 0, so it should be it

slate ruin
#

I was, just struggling to find someone tackling this general issue, all examples seems to assume you knew two side's length

faint pasture
slate ruin
#

Yeah, I ultimately need a vector location

faint pasture
#

where is this angle coming from

slate ruin
#

It was tan as you said, and I had to minus the angle from 90 as well. Thanks a bunch!

faint pasture
slate ruin
#

So I'm building a set of tools using geoscript in UE5. I'm working on a roof builder right now and I'm just tidying up some of the finer details. A bit hard to explain, but I need to make sure the inner walls of the loft stay at a consistent height though the angle of the roof will be adjusted

#

In a real house, the side walls of lofts don't just taper away into the angle of the roof, they're usually boxed off, to create a more square room, I hope that makes sense

slate ruin
#

That's it! a 'knee wall' didn't know they were called that

faint pasture
#

I'm building one at my house right now, finishing the attic

slate ruin
#

nice!

faint pasture
#

Do you know, is it possible to use Lumen with geoscript stuff?

slate ruin
#

Looks like this right now, bit hard to show the tool off in a picture, but it just let's me dynamically create roofs, it's part of a bigger set that does walls / floors etc then bakes out to nanite geo.

slate ruin
faint pasture
slate ruin
#

Everything I'm doing is in editor, then baked out to nanite static

junior hedge
#

anyway I can get good shadows without having to use raytracing?

#

was using Lumen and was getting 70 frames with like 2 light sources

slate ruin
junior hedge
#

yeah yeah mb

slate ruin
#

I can answer it there

junior hedge
#

can you just tag me

slate ruin
#

yeah

junior hedge
#

someone was on me cus I posted somewhere else last time

#

k

#

thx

hybrid ether
#

How to I get angle between 3 vectors? I have location of sun/player/center of earth

serene pike
faint pasture
#

This should get you started

hybrid ether
#

Okay thanks!

faint pasture
#

Angle = acos(dot(A, B)/(Length(A)*Length(B)))

blazing kite
#

It might also work by converting both vectors to rotators, then doing the subtraction, then using the "Euler" node to get the angle

amber hill
#

Where is the best place to run events for a widget switcher.

For example I have 3 different types of units, with sub units. I wish to change the UI when each type of unit is selected. This info is stored in an array in an interface in the game mode, Any ideas would be appreciated?

blazing kite
amber hill
blazing kite
#

How does he select a type of unit ?

amber hill
blazing kite
wet shore
#

Hey so I am trying to bind text in the widget blueprint it doesn't appear in game. the text isn't disabled either and appears when not binded

blazing kite
# faint pasture ew no

Because it might not be the same rotator if doing R1 - R2 or R2 - R1 ? That's right lol

blazing kite
sullen horizon
bold sedge
#

any reason why I can't delete this? I'm not using world partition

hidden stump
#

Yo! I was experimenting with metahumans

#

followed that tutorial exactly till 10:10 about

#

and like

#

it doesnt look right

#

the body parts should kinda like snap there

#

tf

#

I fixed it a bit but the hands are still looking really wrong

#

ok bro wtf

amber hill
#

Any idea what an object a parent actor would use when being casted to from a HUD Class?

hidden stump
#

fixed my stuff nvm

analog canopy
blazing kite
# faint pasture ew no

After some calculations :
R1 = (20, -50, 70)
R2 = (-30, -90, 50)

R3 = R1-R2 = (50, 40, 20)
R4 = R2-R1 = (-50, -40, -20)

Didn't tested with the Euler node but the Angle of R3 and R4 should be the same right? And this should be the angle between R1 and R2

I might be missing something

blazing kite
analog canopy
#

Okay Thanks!

#

i'll try that

blazing kite
# analog canopy i'll try that

But in the video you linked, it says it is using physics so the method i told you is different I think
And it might be weird if the snake is falling like at 1:15, the tail will stay in the air if the snake stops

analog canopy
#

Im trying to make a Chinese Dragon game so my dragon wont have gravity and it has legs so its not that important

faint pasture
blazing kite
faint pasture
#

Yeah just don't do that, it's gross. You can get the delta, but now you need the angle between them from that rotator. Unless you get super lucky and the rotator is only in yaw or whatever, you're back to where you started.

cyan bone
#

Can hierarchical instanced static meshes perform worse than instanced static meshes?
I set HISM up with LODs and im getting less 40 fps when compared to the same static mesh that uses only one LOD 0 of the former.
Is this because a HISM has to check for distance constantly? I thought an HISM was just an ISM with extra LODs?

faint pasture
#

Unless we have a magnitude of rotator node, dunno if we do

blazing kite
faint pasture
#

You'll end up with a delta like (30,-22.4,0), and then now what? You still don't know the angle between them in the plane they're in.

#

converting stuff to euler just makes a rat's nest out of it.

blazing kite
#

Oh you're right, it doesn't return a float

wet shore
river pine
#

GENERAL Question 🙋🏻 Is it affecting the speed of response in Game if the code is long? Should it be chunked in parts or does it not matter? Like a on overlap Scenario do this and that…

faint pasture
#

I mean, more code can cost more than less code, but if you need the same amount of code, just broken up, there's not much of a difference. Don't worry about it.

river pine
#

Ok, i was thinking about to speed things up. I make a game where a ggostwomen runs at you and the player needs to press a key to prevent the attack. So works mostly but unfortunately not always @faint pasture

radiant silo
#

it's more about what you're doing than the length of the code

wet shore
river pine
#

And much more but sometimes it doesn’t even cast to the anim bp

radiant silo
#

doesn't sound like a performance issue, you probably just need to check validity of the player / weapon / etc

#

try the "is valid" node

river pine
#

Yes its just a boolean

#

Oh is that quicker?

blazing kite
river pine
#

So is valid is faster than boolean/branch/true? @radiant silo

radiant silo
#

you don't have to worry about performance of either of those nodes

river pine
#

Its just 0.5 seconds time frame. 😅

radiant silo
#

boolean checks are essentially free

#

if casting is failing, you're probably calling it on an invalid reference

#

and if you're trying to troubleshoot performance, it's probably related to the actual logic on the branch nodes, not the branch itself

river pine
#

Yes, mh i wonder what could cause the unreliability

#

Its literally…. On overlap

#

Probably overlap is the bottle neck?

wet shore
blazing kite
river pine
#

Yes can do it tomorrow

#

😅

blazing kite
faint pasture
river pine
#

Ok

#

Is on overlap maybe the bottleneck?

faint pasture
#

Your bottleneck is probably VSync lol

wet shore
river pine
#

No, unfortunately i has a similar problem where i tried to catch projectils on overlap. After a certain speed it was not responding

faint pasture
river pine
#

I have ccd on

#

😕

wet shore
river pine
#

Or do i need ccd on the ai and the player?

#

Probably not , the ai should get it with ccd

faint pasture
#

Give a video of your problem if you can

river pine
#

Ok its late here, may i send you tomorrow the code and a 5 sec example video?

faint pasture
#

sure

river pine
#

Ok sended you a pm

#

Thanks

warm glacier
#

here we go again. This worked PERFECTLY one hour ago, I'm starting to hate this sled. Anyone with ideas?

blazing kite
wet shore
#

yup

#

but they had the same name 😅

blazing kite
#

That happens ^^

wet shore
late tusk
#

Say I want to use the same eventgraph initialize animation in multiple animinstances and dont want to copy past, I tried makeing child ABP's but then the parent ABP initialize animation dont run and I cant find a way to call partent eventgraph functions, does anyone know how to do this ?

fiery swallow
blazing kite
trim matrix
#

how can i detect the edges of a mesh in blueprint?

faint pasture
#

Unless there's some new stuff with UE5

plucky plank
#

Hey, I'm having a strange issue with the Get Velocity node. When I read the velocity of my pawn, The X and Y component of the velocity seem to always be zero no matter what I do. Any idea why this could be occuring?

#

I feel stupid, I've used this node before several times and never once had an issue

faint pasture
#

You mean the literal edges, the thousands of them?

trim matrix
trim matrix
faint pasture
trim matrix
faint pasture
#

You'd probably want to author those points in there in winding order, with sockets.

late tusk
faint pasture
#

and probably impossible in BP

#

I'd use sockets

trim matrix
#

im sorry ain't using splines

faint pasture
#

Yeah that's gonna be damn hard, bad enough just getting the perimeter, but mapping a 2d area to it? good luck.

#

Doable tho

trim matrix
#

ye looks like im gonna use c++

late tusk
faint pasture
#

@trim matrixHow many distinct meshes are you expecting this to be used on?

trim matrix
trim matrix
faint pasture
#

You might not need the corners at all, use UV mapping to do it.

trim matrix
trim matrix
faint pasture
#

You are severely underestimating how hard this mechanic is.

#

You're talking like this right?
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faint pasture
#

Start with being able to move a dot on a cylinder. You'll want to be comfy with UVs, and probably have to have a seperate scene that is then rendered to a render target and applied to the cylinder

#

The 3d surface is basically the "display" that you are playing a seperate scene on.

#

You don't need to get the corners of anything for this.

trim matrix
faint pasture
trim matrix
mental trellis
#

UVS are pretty simple. Top-Left is 0,0. Bottom right is 1,1. Each triangle on your mesh sits in that space somewhere

faint pasture
trim matrix
#

and how will be i able to set like sprites on a cube

mental trellis
#

A very bad box uv wrap.

faint pasture
#

That's the least difficult part of doing this

mental trellis
#

Fixed*

trim matrix
#

any channel that can teach me uvs?

faint pasture
tight schooner
#

Yeah you'll need to learn how to make custom UVs cuz that determines how the 2D world maps onto the 3D surface. As far as learning goes that's more specific to the 3D modeling software you use and not UE?

faint pasture
# trim matrix any channel that can teach me uvs?

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#

Learn about it, then you'll get a better picture of how hard this is.

trim matrix
warm summit
#

In my BP, I am messing with different ways of setting the location of things. Lots of contingencies etc... Im working through options. But there does not seem to be a resource, in the online documentation, to know all the ways. Set world location, add local offset , add world offset.
[2:37 PM]
so my question is, is there an online list of ALL the nodes. The Bluprint API ref is hard to navigate.

SO Alternately..., if I just R-Click in the middle of a graph and make sure "Context Sensitive" is off. Will I find ALL the nodes under the "Transform" group? I believe i see most I have encountered so far there. I don't see a "Location" group.

Is that actually my best reference? seems like it is but I just want to make sure. Thanks!

tight schooner
#

@warm summit in the BP editor node graph, there might be a sidebar called something like Library or Palette (going from memory here)

#

If not, see if you can reveal it with the menu — "window" category

warm summit
#

@tight schoonerAwesome found it, THANK YOU!!!

long whale
#

hello, I'm building some level design blueprint classes. Every time after editor restart, the array variables lose all stored values. Is there a solution for that?

#

For example this contains 4 object references to other objects in the world before I closed the editor

smoky rivet
#

trying to make minecraft like world gen, how come when i try to generate chunks automatically upon runtime the engine says infinite loop detected, but if i drag a chunk actor into the editior window the chunk will generate just fine? i dont see what different this makes as the actor is being spawned in regardless

long whale
#

yes

worthy tendon
#

is it a soft ref? also make sure it's not transient by accident

reef marsh
#

I have my player camera at the end of a SpringArm and I have it offset (TPS perspective) to the right of the character. We'll be adding a toggle to swap the camera from left to right offset (sort of over-the-shoulder). However, when you rotate the character (like strafing side to side), the camera does a weird bob of kinda coming in then going out. I moved the camera with the SocketOffset parameter. Should I be handling it differently?

worthy tendon
# long whale yes

go in the blueprint and make sure Roads is not marked as transient

long whale
worthy tendon
long whale
#

no it's not ticked

worthy tendon
#

thats weird

long whale
#

it's weird. Happens only to arrays. I have single variable ref and they are fine.

long whale
# worthy tendon thats weird

An update. The array elements are added by blueprint call in editor functions. I tried to manually add the values in editor by actor picker, and the values seem to be kept.

#

but my objective of creating this blueprint classes is to automatically create objects link information.

faint pasture
onyx token
#

idk if this fits into #animation since i'm using it for blueprint-

Is there a way to "get" what point an animation is at right now?

#

like from 0-1

#

there's a start-position
but is there a current-position?

quartz pawn
#

it's like there isn't gravity

#

or maybe thats just me

worthy tendon
#

sorry for late reply, you there?

smoky rivet
#

trying to make minecraft world generation, i have chunk actors that generates blocks then builds meshes (only visible faces).

When i drag it into the editor normally, the chunk generates fine and everything works. When i try to generate this same chunk during runtime (spawn it in after my character spawns in) i get infinite loop detected.

how to fix and what difference do the 2 make?

long whale
#

Think it's not a problem with array, but variables modified by call in editor BP functions. Tried to change a single integer property. not saved at all

#

I didn't touch them in construction script.

worthy tendon
#

try this

worthy tendon
long whale
tawdry surge
#

@smoky rivet if are you spawning more then 1000 or so at a time, it will trip the infinite loop error. To get around this do it in batches of 1000 or less, or use a loop with a delay

smoky rivet
#

ive tried only spawning in one, same error always

#

loop with delay shoots same error as well

worthy tendon
tawdry surge
#

Show your code

long whale
#

It works without the transact object node.

worthy tendon
#

yeah, this is what you should do for every editor button. it also gives ability to Undo/Redo these actions.

long whale
#

understand.

#

without the second node, the variable saves but can't undo?

worthy tendon
#

probably, I haven't tested it like that

#

but if i remember correctly, without Transact Object it wouldn't be able to undo some changes.

smoky rivet
#

editor keeps telling me that the branch nodes after the for loops are what caused it

#

but that confuses me because thats the easiest instruction

long whale
#

Thanks a lot. I wouldn't be able to continue building those BP without being able to save changes in editor functions.

worthy tendon
#

you're welcome. glad it helped 😉

worthy tendon
tawdry surge
#

That's the one that's called the most but if it works when placed but not at runtime it might be a timeout issue maybe.. BP loops are terribly slow and you're nesting a few

smoky rivet
#

should i rewrite the entire bp in c++?

tawdry surge
#

I mean you should eventually anyway simply for performance

worthy tendon
smoky rivet
#

i was going to, but new to conversion so it will take abit before i get the hang of what i need to do to transfer everything over

#

from what it seems like everything has an extra step because the header file

worthy tendon
tawdry surge
#

Its my preferred workflow

smoky rivet
#

will do thanks boys

worthy tendon
#

just do it from scratch

#

I wouldn't recommend converting that blueprint into c++.

tawdry surge
#

Then you're goofy

smoky rivet
#

i cant think of another way to do it tbh

tawdry surge
#

Thats what its for

faint pasture
#

that's unreadable

#

ballpark, what's your total loop count?

#

Make some functions with local variables and it'll cut down on the spaghet

smoky rivet
#

lmao 5

faint pasture
#

I mean total

smoky rivet
#

in the entire script

faint pasture
#

5 layers?

smoky rivet
#

no

#

3 loops in that layer

faint pasture
#

What i'm getting at is there's a max loop count where it shits the bed and says "infinite loop"

smoky rivet
#

do you guys have a better way of generating voxel worlds?

faint pasture
#

That's absolutely unreadable, break it up into functions

faint pasture
worthy tendon
# smoky rivet i cant think of another way to do it tbh

its up to you but it will take you more time to refactor and debug the mess it's going to generate. I would say you will save your self a lot of time by doing it from scratch. you can look at blueprints while writing the code of course.

faint pasture
#

That's like asking a gameboy to compile Unreal Engine in one frame.

faint pasture
#

Break it up

#

What algorithm are you using?

smoky rivet
#

simplex noise

worthy tendon
smoky rivet
#

well

#

it works fine before runtime

#

but i get the point

#

il try rewriting it tonight

faint pasture
trim matrix
#

I mean if that is unreadable you don't wanna see the bps in my test projects

smoky rivet
#

editor window

#

i can drag it in

#

works fine

faint pasture
trim matrix
#

Sometimes I wonder myself what I was smoking when I coded them

smoky rivet
#

half a second

#

maybe faster

#

havent counted

faint pasture
#

Try just turn up the max BP loops

#

Somewhere in project settings

#

but this is C++ territory for sure.

#

Prototyping in BP is fine tho

smoky rivet
#

i tried spawning in 16 of them at once (4 render distance) and it took 140 seconds for the engine to realize it was infinite loop

faint pasture
#

I prototyped wavefunction collapse in BP, don't ask how slow that was

smoky rivet
#

so i think im going to c++

faint pasture
#

yeah nah bruh you need threading or some sort of way to break the work up

smoky rivet
#

im not trying to render anything crazy though

#

its a bunch of blocks

#

no texture

faint pasture
#

It's not the render, it's the cpu time

trim matrix
#

I recreated the pong angle calculation logic in bp... that was beyond spaghetti

faint pasture
#

the game can't do shit until it's done making your minecraft universe

smoky rivet
#

if unreal even suited for voxel style worlds?

faint pasture
faint pasture
smoky rivet
#

or should i just use opengl and try to make my own complete rendering engine

faint pasture
smoky rivet
#

good point

trim matrix
faint pasture
#

The engine can do anything you want

#

You're asking it to do all that procgen in ONE TICK

faint pasture
trim matrix
#

One tick is all it takes

smoky rivet
#

minecraft does it in one tick

trim matrix
#

Bogging the cpu with me

#

Possibilities

faint pasture
#

but I doubt that

smoky rivet
#

yeah thats what im doing

trim matrix
#

Minecraft has 16x16 textures and a custom 3d engine designed for that

faint pasture
#

The rendering has nothing to do with it

trim matrix
#

As well as a height limit and falloff distance

faint pasture
# trim matrix You wish

Wouldn't it be something like
BallVelocity = Reflect(BallVelocity, PaddleNormal) + PaddleVelocity x Friction

smoky rivet
#

are there any extra things that might be eating performance that i may never use in ue?

faint pasture
#

using vectors instead of gross trig

trim matrix
#
  • velocity as well
#

Also my paddle was procedural (don't even ask) and could change on the spot so the calculation had to be done relative to a dozen different things

faint pasture
#

So then that's 1 more function. No reason to be spaghet tho.
I made an entire drivetrain simulation and Pacejka tire model in BP, it's still in BP actually, and it runs just fine and doesn't look that spaghet.

trim matrix
#

ew functions

faint pasture
#

BP can be very organized if you don't drag pins all over the goddamn place.

trim matrix
#

I like having the bigger picture on one blueprint panel kappaross

faint pasture
#

That's an entire static friction tire model

peak plaza
#

Minecraft I'm fairly sure doesn't and was highly flawed early on. It loads x chunks around you and has huge loading screens first.

#

That's time to build a world.

trim matrix
#

Oh yeah also fuck referencing variables, I just drag them from the same one because lazy

faint pasture
smoky rivet
#

are chunks considered actors in minecraft or just raw data

trim matrix
#

It makes it look hackerman though

#

Also it's way more fun to debug later

#

(I'm trolling in case you didn't realize)

faint pasture
smoky rivet
#

cant find good documentation on minecraft worldgen, if you have any sources id appreciate it

faint pasture
#

You can break your work up and process X iterations per tick or whatever.

smoky rivet
#

tried searching up 50 different things and got a bunch of stupid minecraft videos and some wiki info

tame pecan
faint pasture
#

or just do it in C++ and fire off a task to do it and report back when it's done.

smoky rivet
#

thats what im using

#

for blocks at least

peak plaza
#

Chunks are data in a way, only visible faces (aka exposed to air) are rendered

smoky rivet
#

yep my chunk actor renders the same way, only visible faces

peak plaza
#

There is a dude with an old tutorial for minecraft in blueprints

faint pasture
#

As far as I know it's some sort of complex noise function and diffs from it. So an untouched chunk costs no memory other than the visible parts.

peak plaza
#

Tefeldec

#

Tefeldev

trim matrix
#

Might I ask why you're making yet another mc-like clone? @smoky rivet

smoky rivet
#

i saw those videos

#

i just need to learn how to program the worldgen

#

trying to make different game

#

not really minecraft related

trim matrix
#

okay

smoky rivet
#

just same world and artstyle

faint pasture
#

It's like sampling noise. THe noise isn't taking up memory, it's just algorithmically "there", you sample it to make stuff visible.

smoky rivet
#

1/4 size of minecraft voxels, adventure based and procedural

#

been stuck for a few days on tackling very basic worldgen xD

faint pasture
#

Good luck, you're gonna need it.

smoky rivet
#

yeah ik

trim matrix
#

procedural is fascinating

faint pasture
#

I'm doing map generation by wavefunction collapse on a 1k grid and it's heavy AF

peak plaza
#

Lol done a bit, if you're good enough you can translate udemy courses by penny de byl from unity over

#

Not a simple challenge for sure

faint pasture
#

Just learn enough to know what you're doing and implement the algorithm yourself, you learn much faster by just struggling and doing vs copying

peak plaza
#

And I certainly wouldn't want blueprint for it, too many loops

smoky rivet
#

yeah i wasnt planning on sticking with blueprints

#

do i need to include all the uproperty bs in my c++ files or can i just write a normal class file then have ue run that? from what ive learned all the stuff in the header file is for blueprint to show it

faint pasture
#

You need to start by making a BP function library and making one function in it

#

get that working

peak plaza
#

I'd use Unreal for memory management

faint pasture
#

then work your way up

peak plaza
#

Unless you like handling memory

trim matrix
#

Everyone has 32gb ram anyways

smoky rivet
#

16gb gang

faint pasture
#

You probably want a Subsystem for this btw

#

64gb gang

trim matrix
#

12 gb ddr3 gang

faint pasture
#

64gb with a Ryzen 5 1600, like a fiat with a huge gas tank

peak plaza
#

Pfft, I'm 16 and crying as the rest of my pc is beef, gotta do up the motherboard so I can get to 64g

trim matrix
#

I've been meaning to ask, aside from timers and tick and loops what are other ways to handle time in bp? Like, having a variable change over time and do something with it

smoky rivet
#

im a little confused though, does the "generating world building terrain" in minecraft actually do all the math for the procgen and then while actually in the game it just reads a datafile on what to render?

faint pasture
smoky rivet
#

i use fastnoise

faint pasture
smoky rivet
#

alright will take all of this and come back in 5 years, hopefully id have been able to render 1 chunk by then

#

enjoy boys

faint pasture
smoky rivet
#

one more question, header file does what exactly?

#

i understand i need to include all my properties and stuff for ue to recognize in blueprints, but is that required?

last walrus
#

can you guys explain me what is "world context" for? I created my function library and if I use this function inside of other library function then it has this pin (I didnt add it myself ofc)

peak plaza
#

You can do event dispatching, things like that instead of tick for sure.

last walrus
peak plaza
#

Yeah minecraft generates chunks around the player ahead of time.

#

Nah that was at soldier earlier

trim matrix
peak plaza
#

Um, that's more for replication offhand afaik, but basically anything you can call and listen for allows handling stuff when finished, async stuff might be worth a look too, but in world generation in cpp, leaving the blueprint side to handle rendering I haven't had much trouble.

worthy tendon
last walrus
#

(same function from above)

worthy tendon
last walrus
#

weird
thanks again

worthy tendon
#

2/3 AND is a function of a function library right?

worthy tendon
#

right, no worries

last walrus
#

👌
gonna do my weird stuff again

desert folio
#

is there a way to detect for trackpad gestures and movement on a laptop the way you can detect mouse wheel down?

swift hornet
worthy tendon
swift hornet
worthy tendon
swift hornet
# worthy tendon weird, Set World Scale 3D should work.

I tried it on my AK47 but it didn't work. The gun's at a normal scale before I pick it up. Then, it's massive when I pick it up. I'm following this tutorial series: https://www.youtube.com/watch?v=ajUN9Qe1XKU&list=PLl5i300DoPxeHtoK45l1MxEy-15ZseSyT&index=4

In this tutorial we will continue where we left. We will discuss the algorithm of the weapon equipment, And then we will create the holsters and attach one weapon in the holster. We will finish the whole system in the next tutorial.

Thank you so much for watching

Like and Subscribe

▶ Play video
#

Then some of my other guns shrink when I pick them up.

jaunty crow
#

I'm currently using a on component overlap to get the physics material of the object my sword hit but it always returns empty and says theres no physics mat even though i've added one. this doesnt work for blueprints or just static meshes

fiery glen
#

you might have to manually trace

#

I avoid overlaps like the plague though so I have no great ideas here

jaunty crow
#

Would a like box trace work?

#

Ah yup using a trace worked, thanks

serene pike
#

Is there a node for replacing an in-blueprint static mesh with another? Got a switch that I can't just rotate, hoping there's a magic node to solve it

zealous moth
#

@serene pike get static mesh and pull out of it and then set static mesh

#

@serene pike why can you not rotate?

zealous moth
#

Uh.... wut?

hybrid horizon
serene pike
zealous moth
#

Oh I see. It is 1 compone t not 2

serene pike
#

So my groupmates ended up doing it wrong, but the texture and all is already set

#

Yes, sorry

zealous moth
#

You can fix that in blender or maya

serene pike
#

Luckily the lever was a separate object so I've just rotated it down, so is there a way to replace this switch with the flipped one in a blueprint?

hybrid horizon
#

Just rotate the lever in the bp

zealous moth
#

Lol

serene pike
#

That would visibly show the texture flipping too

hybrid horizon
#

But yeah, you can swap the meshes with an event

zealous moth
#

Like I said get the mesh component and just set static mesh

hybrid horizon
#

Why would the texture "flip"?

#

If it didn't "flip" when you "rotated" it down, there's not reason it would if you rotate in bp

#

Unless your material is using a world position, it should stay the same no matter how it's rotated

serene pike
serene pike
hybrid horizon
#

You said the "Luckily the lever was a different object so I just rotated it down" which led me to think you meant the actual lever and the backplate were separate pieces but now see that you meant the lever and backplate is separate from another mesh. MB

serene pike
#

I'll have to reflect on what I just said 🤨

hybrid horizon
#

Isnt the flipped mesh your going to swap out also going to have the texture upside down also?

serene pike
#

Oh, I meant in the modelling software, sorry

hybrid horizon
#

If you're in blender or whatever, just export it as 2 differnt parts and make sure the origin of the moving part is on the hinge and then you can rotate just the actual handle

serene pike
#

Meant I'd flipped it like this and other than the rotation no changes were needed, so I dont have to worry about the texture

serene pike
hybrid horizon
#

Yeah the material will work fine as long as you don't edit any vertices or anything. Detaching parts of a mesh won't affect the texturing

serene pike
#

I was hesitant to step on any work the others had done as I'd landed in trouble before for backtracking their work, should be fine if its just a reexport

hybrid horizon
#

Totally understandable

#

But yeah, that's your best bet. Then if you want, you can use a timeline or similar to rotate over a short time so it's not instantaneously flipped

chrome fractal
# astral epoch <@742508311043244093>

Hey @astral epoch , it's the issue with api levels. Save game is not working in 29+ api. That means Android 10+ having issues in saving and loading file.

astral epoch
#

what

trim pollen
humble flume
#

My fps arms montages are not playing i have used the slot default slot then also no animation is playing evrything is fine animation are also correct but not playing any solution

#

Can we use anim montages for first person arms

gentle urchin
#

You probably just want a new state in your locomotion

#

Or perhaps layered locomotion

prisma tree
#

Pls help a math challanged person: I want to find out the difference from one number to another, ie
5->6 = +1
6->5 = -1

5->15 = +10
5->-5 = -10

Any ideas?

gentle urchin
#

B - A

#

Or target value - starting value

prisma tree
#

Omg so simple thanks so much! 🙂

gentle urchin
#

If you dont care if its positive or negative you can simply do abs on it

prisma tree
#

Oh but I wanted the negative so this is perfect 🙂

gentle urchin
#

Cool :)

burnt citrus
#

Hey I have a question
I want to play anim montage, but it won't play
I set slot and correct montage, and even though it is actually active when I use "Print String" for "Get Current Active Montage"
but Animation won't play, strange
Any idea?

copper bison
#

Has the IOS IAP flow changed in UE4 to UE5?

nimble lichen
#

so you have default slot set in your anim bp directly before your output node in anim graph? @burnt citrus

#

and if so, i think from a tutorial i saw a while back that theres 2 play montage nodes in character's bp may want to try the one you are not currently using

burnt citrus
#

I don't play animmontage twice at the same time

nimble lichen
#

no im saying that theres 2 different play montage nodes

burnt citrus
#

As you can see, montage is actually active, but animation won't play

nimble lichen
burnt citrus
#

Because it's not character, but Gun

#

Anyone any idea?

#

Solved! I set back "Optimization setting" of Skeletal mesh to default and correctly play montages!

civic sand
#

Hi guys , anyone have any luck getting values from get control rotation ? I’m using both the pawn and controller types and getting zeros across the board.

icy dragon
#

So is there a way to partially load save game files to read minimal variable from them, without loading them all wholesale? Is having separate save game file containing the slot index and stats the way to go?

maiden wadi
earnest tangle
#

Not in blueprint definitely. Might be possible in C++, if everything else fails at least using a custom file format

mental swallow
#

My via Blueprint constructed Object (Outer is AIController) seems to be garbage collected. Here is my setup.

#

How does Blueprint handle constructed Object not being garbage collected?

white goblet
#

Hi there, as many of you guys I looked in the Lyra example and see that the naming convention has changed. What can be seen is that the blueprint classes are now called B_ instead of BP_. Is this the new epic convention and how do you find it?

tawdry surge
#

Idk but your convention should be different from there's so it's easily identifiable what you made and what is from epic

white goblet
#

Identification is not the problem but if everyone is now changing to this new convention which I thought of as a standart to stick to epics conventions as much as possible

tawdry surge
#

@limber inlet there should be a comment about how to calculate direction in newer versions

limber inlet
#

sorry my bad

#

I watched the video in the comments but it is also outdated, but i didnt look at the comments on that video

tawdry surge
#

Identification is not the problem today. Anything you did more then 6 weeks ago might as well have been done by someone else, and if you ever work on it in a team setting it's important to make sure everyone is clear about what was made for the project and what wasn't.
Personally I put my convention at the end so that it organizes by the object name not the type, and it's enough to differentiate

limber inlet
#

I'll dig into that! I've literally spent hours searching!

wraith cave
#

I wrote a blueprint code that is suppose to reduce my character health by 1 when it's attacked by the chicken but i'm getting this error any idea why?

tawdry surge
#

The ref to your 3rd person character is null

white goblet
#

@wraith cave It is because once the chicken is dead maybe the function is still trying to access it but already being destroyed (null) and you still want to reduce health from it

wraith cave
white goblet
#

@wraith cave try branching or casting if he has more than 0 health and is not null

wraith cave
tawdry surge
#

Where is the reference to the 3rd person character being set?

#

It's telling you it's empty

wraith cave
#

im casting it when the chicken collision overlaps my player

tawdry surge
#

Is that the same line as the first screen shot?

white goblet
#

@tawdry surge maybe I wasnt clear enough before, what I mean with the naming conventions is in tutorials and and even in epics example projects everyone called Blueprint classes a BP and wrote it like this BP_MyClass. Now we see in Lyra that the blueprint classes are called just B_MyClass. And my question is if all developers switch to the new convention now.

wraith cave
#

if this is visible

tawdry surge
#

Hmm.. that should be fine

white goblet
#

@wraith cave but you dont destroy the player but the triggeractor itself dont you?

wraith cave
#

Yep i destroy the actor (chicken) and -1 health of the player

wraith cave
tawdry surge
#

Are there multiple chickens?

wraith cave
#

yep they spawn randomly in random times

tawdry surge
#

Any chance the player is dying between the overlap and the end of the .2 second delay?

wraith cave
#

Nopee it's not

tawdry surge
#

@white goblet I'm not dropping the p on my bp unless they made a new asset that fits it better, but I doubt it

wraith cave
tawdry surge
#

Well no it's saying it doesn't know what character

#

Can't hurt you if it doesn't know who you are

wraith cave
#

Aah but why doesn't it know why is it so dumb xD

#

Lemme try casting it again

#

ok what the hell dude just adding a new cast near the new event works

#

Moral : don't be lazy and use the same character cast

#

thank you @tawdry surge @white goblet

tawdry surge
#

Just promote the return from the first one to a variable if it was timing out some how

#

Casting is more expensive then saving the variable, plus it's easier to re-use later

jolly island
#

Hello, I have split my level into multiple streaming levels but I have problem where NPCs reset their variables etc when the level they are in gets loaded in and out. Is there a way to save the NPCs states or do they have to be in the persistent level?

tawdry surge
#

You can save the npc states to the game state and have the npc grab its data on spawn. Game instance also works, or save game object if you want it to persist between play sessions

blazing pollen
#

guys how to tell the transition to go to the next state when animation end

tawdry surge
#

Time remaining(ratio) <0.1

night tartan
#

From here how can I select a specific array element from a public var int ( ID ) inside all actors of class in the level?

tawdry surge
#

Pull off the array element pin -> get "ID"-> == ID you want-> branch

versed sun
vapid grotto
#

how can i control depth of field for my character BP camera in BP, similar effect as the middle image

#

what parameter should be needed for foreground and background blur in-camera post process ? i found it cine camera easly by epic tutorial on DOF but not for normal player camera.

quaint dagger
#

Hoping someone is able to help solve this, probably something simple. I'm trying to attach a stationary actor to a another actor that moves via interaction. I've tried the below code but with no luck, any ideas where I'm going wrong?

dreamy yacht
#

guys

#

I have some small problem - making an arcade racer

#

but on the top left corner I have total race timer feature

#

and when there is less than 2 digits after coma

#

the blank space is visible

#

so for example: when the race lasts less than 1 minute, the engine displays 0 :26:13 instead of 00:26:13

#

when race duration breaks the 1 minute, then everything displays fine like: 01:26:13 or so

#

I think there is some option in widget settings, but I cannot find it

tawdry surge
#

On the node where you convert the values to text

#

There is an arrow for advanced options

#

Set minimum places to 2

#

@quaint dagger In a vacuum that should work. Are the two objects blocking each other or simulating physics?

quaint dagger
#

Neither are simulating physics, stationary objects are the elevator keys and the moving (interactable) is the elevator

tawdry surge
#

Oh, are the keys set to movable?

quaint dagger
#

Yeah they are all set to movable

tawdry surge
#

And the collision between their object types isn't set to blocking?

#

Last thing I can think is, are you sure the elevator up event is firing?

quaint dagger
#

Both events work, I have another elevator which does the same thing but with stationary buttons on either end.

ornate dragon
#

Hi. During EventAnyDamage I'm trying to cast Instigated By to PlayerController Blueprint and execute PC event. Issue arise during cast to PC_BP, it just fails. What could be the reason why the cast fails?

tawdry surge
#

The controller didn't instigate the damage. The pawn, character, or weapon most likely did

dreamy yacht
#

directly

#

I think you mean integer to float ( int -> float )

#

?

tawdry surge
#

@quaint dagger that's weird.. I'm not sure why else it wouldn't attach

quaint dagger
#

Ok no worries, thanks for trying anyway 👍

tawdry surge
#

@dreamy yacht nah where you put it on the screen

dreamy yacht
#

you mean widget ?

tawdry surge
#

Yeah

dreamy yacht
tawdry surge
#

Event graph

ornate dragon
tawdry surge
#

Or did you bind it?

dreamy yacht
#

yeah, I did

tawdry surge
#

Ok is there a binding function

#

@ornate dragon ah, then are you sure it's controlled by that controller class? And are you passing an input to the instigator pin on the apply damage event?

ornate dragon
#

Yeah the second part, I'm not passing it to ApplyDamage. Missed it completely. Thanks a lot.

tawdry surge
#

@dreamy yacht basically you need to find the code where you are setting the text on the count down text box so we can define the format

#

Idk if you can do it in the details of the box itself. Never tried

dreamy yacht
#

each value has it's own function as miliseconds / seconds / and minutes

#

but I don't know which node in settings is corresponding for visible number amount

maiden wadi
dreamy yacht
#

ok

maiden wadi
#

Unless you actually want the 00.

dreamy yacht
#

I've just spot this option

#

too

lofty hound
#

How do I get the move component to blueprint to move an actor backwards relative to the actors rotation ?

solar sequoia
#

or maybe you're asking how to get the character movement component? if it's a character, you can just "get" it in the event graph

dreamy yacht
#

setting the justification for all three didn't solve the problem

solar sequoia
#

with the right settings, a horizontal box will remove excess space and move everything to whichever side you'd want it at

rancid sorrel
#

Hello, sorry to cut into the conversation but I have this issue that I was hoping somebody here could help me with. Currently my 'Was Input Key Just Pressed' node keeps returning false no matter what I do. Does somebody here know why this is happening?

tawdry surge
#

@dreamy yacht the "text to(integer)" in the above screen shot

#

Click the arrow at the bottom of the node and open the advanced settings

#

Set minimum places to 2

limber parcel
#

im having a little issue here, i got this tree but the generated collision mesh isnt useful for what im trying to do, so i added a cylinder attached to the mesh for collision purposes

#

problem is that the tree mesh and cylinder move independently

#

i tried adding a socket to the tree and attaching the cylinder but that changed nothing

solar sequoia
#

First I'd ask why not generate collision data for the tree mesh, and then modify that however you'd like

limber parcel
#

because i dont know how to do that and i basically only want to simulate the stem so it can fall over

#

but i dont want the branches to have collision

solar sequoia
#

right click on mesh -> generate collision. Pretty self-explanatory after that

limber parcel
#

so i just added a cylinder

solar sequoia
#

you can form it exactly how you'd want in collision data

limber parcel
#

do i just delete the shapes i dont want?

dreamy yacht
solar sequoia
dreamy yacht
#

Thanks so much!

solar sequoia
limber parcel
astral epoch
#

So question on performance
How bad will it be to use "On See Pawn" and casting from it?
The thing I want to "see" is a squad pawn but will have a large number of characters attached to it that would also trigger the event.