#blueprint

402296 messages Β· Page 931 of 403

blissful grail
#

That doesn't solve the problem on why attach to component is not working.

trim matrix
#

@wintry geyserhow does it compare to a bpi?

wintry geyser
#

Interfaces?

#

Interfaces are still a type of cast, it's just lean. I don't have info on perf

#

@blissful grail Is the issue multiplayer?

blissful grail
#

No

#

I use this for weapons all the time, no idea why it's not working currently πŸ˜…

wintry geyser
#

Are you trying to attach the rope to the player, or the player to the rope. Because I think that's set to attach the player to the rope (Parent). With the Player as the location, and no socket πŸ€”

#

Swap the Parent/Target? Idk what's supposed to attach to what though. lol

blissful grail
#

Player should attach to the rope.

trim matrix
#

i need help

#

im trash a unreal engine

#

like

#

bad

mild tangle
#

hi i wanted to make a projectile stop being affected by gravity when a button is pressed anyone have any ideas?

#

i tried enable simulate physics and setting it to false

#

and i tried enable gravity as well

#

both didnt do anythign

thin panther
mild tangle
#

thinking maybe temporarily spawn an empty object and attach it but I feel like that's too complicated and there's probably a simpler solution

#

nvm

#

found out i could deactivate projectile movement

trim matrix
#

if that makes sense

#

idk

#

im new to this

#

so

vast kindle
#

Heya everyone - got an interesting question regarding Async Loading for things like Animation Montages. Is there any way to do the following in any sort of manageable fashion:

  1. Async load an array of animation montage soft objects (This steps the easy one)
  2. Store some way of accessing the animation montage AND its name (I use the name for logic, since I randomize which animation montage to call based on different parses of the string value)
  3. Access the said montage to run (I use a multicast to run it for everyone so that they can see the action take place)
  4. Based on some criteria (such as switching equipment) - unload all of these animation montages (and start the process over with a new set of animation montages)

I am using animation layers (similar to Lyra) for my unique locomotions based on what classification of weapons are equipped - but I am building randomized combos based on the weapon itself, which hand (determined at time of attack) and stage of the combo is used in the action. If I do my randomization logic, get the name of what animation I need to pull - I currently find data table row based on name (which matches the animation montage name), pull out the struct, break it, and then async load the soft ref animation montage and pop it into the multicast. This WORKS, but I do not think it is the most effective way since I would have to async load every time any character needs to take an action; and also, I am currently not unloading the animation montage which builds bloat over time.

Any thoughts as to the best way I can try to get a bit more impactful with this would be huge! πŸ™‚

languid spear
blissful grail
#

Cool - now my attach to actor isn't working. What in tarnations is going on...

limber parcel
mild tangle
#

ummm

#

why do the default cubes in the first person character starter level not get the impulse applied

#

but they recieve the impulse if i use a hit event instead

hybrid horizon
#

I would start by using to print string to confirm the projectile still has velocity at the time of applying the impulse

mild tangle
#

that was helpful lmao

#

i forgot i freeze the projectile mid air before the impulse

#

but i saved the velocity before freezing it as a variable and plugged that in instead and it still doesnt work

#

you know what, i think it may be smarter to look up a tutorial on how to make a grenade

hybrid horizon
#

And the overlapped component is valid?

mild tangle
#

yes

#

no hellos

#

and there are 3 objects in the array

#

doesnt consider the objects to be simulated physics

#

even tho the box is ticked

hybrid horizon
#

Print string the display name of the hit components to verify its actually hitting what its supposed to hit.

#

If it is hitting what its supposed, then I'm not really sure TBH

mild tangle
#

oh what the heck

#

its only hitting its own components

hybrid horizon
#

How are you triggering it exactly? Like what event? An overlap?

mild tangle
#

ohp i figured it out

#

thanks tho

#

the objects dont have generate overlap events set to true

#

lmao

wintry geyser
#

It's always something small and dumb

#

"Why isn't this replicating!?" .. Because it's not set to replicate.

blissful grail
#

What on Earth could cause my player to be able to attach to some actors but not others?

#

I have literally never had this many problems with just attaching to an actor or component

hybrid horizon
#

Collision maybe? I don't know but maybe there needs to be collision to do an attach?

wintry geyser
#

Maybe physics? I don't know what your rope is

hybrid horizon
#

Oh yeah that too^

blissful grail
#

There is no rope. It's just a class name.

wintry geyser
#

See I don't know!

#

Is it just some Actor? Does it have a specific root component?

#

Because I'm pretty sure that's what they attach to right

blissful grail
#

And I've already gone down the road about physics. I made extra sure that both collisions were set up to be identical

hybrid horizon
#

Unless you specify a bone, then yes I do believe it does use root, or whatever other component you tell it to attach to

blissful grail
#

Even their roots are the same

wintry geyser
#

So what happens exactly, does it spawn and is 100% separated, or does it spawn at 0,0,0 but is attached

blissful grail
#

Actor = root, component = w/e scene component you specify

hybrid horizon
#

wait, you said actor to actor, my bad. No component there

blissful grail
#

Let me record a video. It'll be easier to see.

wintry geyser
#

Do the thing, run around, then check the loc on the other Actor. It can at least help figure out what's going wrong

#

And getting the correct wrong is the first step to getting the right πŸ€”

blissful grail
#

The first cube I attach to - works as expected. The second one, does not. Both attaches are setup identically. Only difference is what I attach too

wintry geyser
#

But it's doing an array of actors to attach to, can you simplify that to 1 instance of the object?

blissful grail
#

There is only one actor in the world

#

It is just quick n' dirty code.

#

Specifically so I could keep these two attaches in the same location.

wintry geyser
#

Still

blissful grail
#

That literally makes no sense.

#

I am only getting one actor, because there is only one actor in the world that is of this class.

wintry geyser
#

From my perspective, that's the only difference. So it's difficult to determine a solution here lol

blissful grail
#

Changing that will have 0 effect on things. I am operating on the sole instance of the class.

wintry geyser
#

Is it actually teleporting because of the attach attempt, or is that separate?

blissful grail
#

Yes, because of the attach attempt.

#

That's the snap to location in action

wintry geyser
#

Got it, was concerned that maybe it was a race condition somehow, or the actor itself wasn't in the output. Weeeiirrd πŸ€”

blissful grail
#

Yeah - I am quite lost on this problem. I've honestly never encountered any issues with attaching to actors/components.

runic parrot
#

Hi! does anyone know how to check on UI if keyboard key "key" is down? (while on "Mouse button down" method)

#

Found it, you need to override the method "On Key Down" and cache the state, you can use that state to check if the key is down.

drowsy matrix
#

Is there a way to mimic the selection-highlight behaviour used within the editor? I'd love to have a highlight method that doesn't require duplicated meshes or post processing or a customized material

faint pasture
drowsy matrix
#

That is essentially my question

tight schooner
#

A rather elaborate Niagara particle system...
strains to think of other ways

icy dragon
#

Spoiler alert
||You can't||

cerulean fog
drowsy matrix
#

Ok new plan:
Is it possible to have a material/function append another material, so I can set up the existing material as a variable and add whatever I want to it without creating a new material each time?

swift hornet
drowsy matrix
twilit lion
#

Hi.
Best way to make recoil + recoil recovery? I can't seem to make it right.. 😭

iron bone
#

Any suggestions on how to make a character "dash" forward a set amount of distance and then stop? Basically trying to replicate the dash that is in Celeste but in 3D.
"Launch character" is good but I want it to be the same amount of distance each time regardless of gravity and speed.
"Add Movement Input" has close results as well except I can't "dash" upwards into the air or anywhere that the player can't normally walk.

trim matrix
#

im trying to find a way to make and set names on players only with the same tribe/team ID but when i do it like this it throws out not valid, and when i run the entire thing on the client it ignores the existence of tribeID's and does it regardless of whether they are the same or not, anyone know what im doing wrong?

#

Nevermind i worked it out

hoary palm
#

Okay I hope someone can help me out. I'm trying to get enhanced input working so I can let the player remap their keys. The problem is that we have primary and secondary keybinds. So I'm finding a new Display Name and then search the second mention of that display name, with which I then create a new widget. Which works fine until I try to remap them.

So I can't modify the player mappable options when mapping the key. I can output them but I am not sure how to set them. Triggers and Modifiers are also not carried over. Which then breaks the search algorithm because it can't find a match to the first key. Is there any way I can set those values?

late gorge
#

is there a way to create an instance of a primary data asset in blueprint or editor utility widget?

#

i want to be able to take a bunch of data from an actor to turn into a primary data asset (the data can be loaded from said primary data asset, then changed, i want to be able to save those changes into a different primary data asset)

#

this is the closest thing i could find

summer shadow
#

Hi there,

I have a scene with three meshes and some materials(colors). I set up a variant manager to switch the materials of the meshes (mesh 1 has 3 color options. mesh 2 has 2 color options and mesh 3 has 4 color options). This means there are 24 combinations of colors.
I also have a Blueprint which reads out the index numbers of the LevelVariantSet and loops through all the combinations and takes a screenshot of each one.

All this works perfectly fine, but only for this case. If there would be 4,5,6,... meshes instead, I need to update the Blueprint manually, creating new loops.

Now I am looking for a more dynamic solution where I for example only needs to define the number of meshes in a variable.

Does someone have an idea how to achieve this?

blazing pollen
#

guys i were adding draw line and circle debugging, they were working fine at start but now they r not shown in the previewing reference pose

dreamy yacht
#

Hi! I need to create a car selection menu ( level ) with 2 cars to choose, toggled with arrow left / arrow right, but first I need to set the auto possesed, default camera view to a static camera in level CameraActor_Hooligan_Level_CarSelection, but I cannot make it work

#

something is wrong with code

#

can you help ?

#

I don't want to use autoposses camera ( player0 ) in camera detaills

#

LOL

#

I've just found it

#

the playercontroller was not set in worldsettings

regal venture
#

Is there any way to support inheritance with data assets?

ornate dragon
#

Hi. Does anyone know how to make player character not being able to pass through enemy characters, but enemy characters can pass through each other (not blocking)? As well when enemy character dies, allow that player character to walk over dead body of the enemy characters?
I tried switching up collision presets, but without a success.

tawdry surge
#

You can make a custom object channel for the enemies and then just set collision on the enemy to overlap pawn when it dies

ornate dragon
tawdry surge
#

Enemies should ignore the custom channel and block pawn.

#

On death set them to ignore pawn too

#

I'm not at my pc yet so I can't do a screenshot

ornate dragon
#

Thanks a lot! I'll try that

trim matrix
#

Hey there.

Quick question : How do I get the OnClicked of a button to work if it's created at runtime ?

In the img you can see what the WBP's event graph looks like, wondering what I'm fudging up.

I also noticed that other changes (setting style) didn't work, that seems like a relevant datapoint.

tawdry surge
#

Did you enable click events on the controller?

trim matrix
#

uno secundo

#

Yes, it was already enabled

One thing I should look into though is the fact that the button wasn't even visible - I confused it with a button used for testing, that my so so smart me forgot to remove lol

shadow saddle
#

does anyone know how to make your character move towards the direction of camera ?

tawdry surge
#

You can turn off orientation rotation to movement on the character movement component and set use control rotation yaw to true in the class defaults

shadow saddle
#

yes but i dun want the character to turn ,it only turn and move to the direction of the camera when i press wasd

tawdry surge
#

I don't understand what that means. You don't want the character to turn or you do?

shadow saddle
#

ok im working on a third person game

#

i dun want to set use control rotation yaw to true so player can rotate and see their chara face

#

the character only turn to the direction of the camera when player press wasd

tawdry surge
#

Ok so you want the camera to face the way the character is moving. Not the character to face the camera direction

shadow saddle
#

ok so i want my character to move towards the direction of the camera ,if i rotate left or right when moving my chara rotate to that direction ,but when i press A key or D key instead of moving to the direction of button (like orient rotation to movement) i pressed, it strafes left or right (walking left/right while chara facing forward)

#

for example ,i rotate my cam so see front face of my chara

#

if i press w the chara move towards the direc of camera

devout dove
#

I'm moving my scene root instead of the static mesh, and because of that the collision doesn't work because the root scene has no collision. Is there a way to make the scene root without any meshes inherit the static mesh collision? So if the air plane static mesh hits an object the root scene inherits it and "bounces" of the wall?

tawdry surge
#

@shadow saddle use the camera forward vector for the direction pin of the add movement input node instead of the capsule

tawdry surge
#

Yeah, except you can skip the get rotation

#

Follow camera-> get forward vector

#

There's another one that takes a component rather then a rotation

shadow saddle
#

now it moves to the direction of cam but how do i rotate my chara to that direction?

tawdry surge
#

Turn orient movement to rotation on

manic geode
#

How do I find this one? It seems that its not there

shadow saddle
#

ok thx

tawdry surge
#

Its just multiply now

manic geode
#

integer?

tawdry surge
#

All math functions are wild cards in ue5 so just make the operation you want and plug in your variables. It'll do the rest

manic geode
#

what is that

#

door is not opening, how do i fix the error

versed spruce
#

I made a button that tells another light in the scene to toggle. To place the button in the world i had to make a actor blueprint and put the widget in the actor and place it. I cant set the buttons actor reference in the world because the actor i had to put it in doesn't have the reference. How do i pass the actor variable from the widget actor to the widget or give the widget the buttons variable?

short pawn
short pawn
manic geode
#

no

#

it should open like in rust

short pawn
#

What type of door is it

#

If u are trying to translate it, then it needs to be set to moveable

tawdry surge
#

You are trying to access static mesh component 4 after destroying it

manic geode
#

Its movable

manic geode
#

but it doesnt work

versed spruce
iron bone
#

Any suggestions on how to make a character "dash" forward a set amount of distance and then stop? Basically trying to replicate the dash that is in Celeste but in 3D.
"Launch character" is good but I want it to be the same amount of distance each time regardless of gravity and speed.
"Add Movement Input" has close results as well except I can't "dash" upwards into the air or anywhere that the player can't normally walk.

icy dragon
manic geode
#

Is it correct node structure?

icy dragon
#

Though I'm not entirely sure if you can sweep collision with it

manic geode
versed spruce
manic geode
#

And I double checked twice

#

And redone it

#

Not working

#

It gives me the erroes, and I cant interact with it

manic geode
#

It should open and close, which it doesnt

icy dragon
versed spruce
#

This is mine

#

It works just fine

manic geode
#

Unfortunately I cant reach that guy because he banned me from his server for me being Russian

icy dragon
#

I bet it's invalid reference.

manic geode
manic geode
versed spruce
manic geode
#

and I dont know how to fix it

icy dragon
# manic geode

I won the bet.
That means you owe me $50 your interaction interface function points to invalid reference.
Show the part where your player triggers the function.

icy dragon
manic geode
manic geode
versed spruce
# manic geode Im new so I dont understand what they mean)

I was new a week ago. When i make a button in the world set to open a door. That button needs to reference the door in the world i want it to command. I make a actor variable. In my photo its called door. And i tell it to target that door in the view port

#

Its kinda contrived but its how it works

manic geode
#

πŸ‘€

versed spruce
#

Search on YouTube how to fix "Accessed none trying to read"

#

It should explain the problem

manic geode
#

ok

versed spruce
#

They dont explain it well but it gives you an idea

icy dragon
#

Ah, yeah, that channel kinda mixbag in terms of explanation and practices
||also can't forget one time where he passed off widget with fixed delay as "loading screen"||

faint pasture
manic geode
#

may be its smth wrong with the door?

icy dragon
versed spruce
#

I set up a button function to set parts of it. Makes it easier. You could press a button to test the door function. So you know if the trigger is broken or the door function

white elbow
#

how do I make a blueprint stop "thinking"?

#

or rather an instance

icy dragon
white elbow
#

set active only applies to a component so ig that's not what I need

icy dragon
manic geode
#

Erm... WHAT

white elbow
icy dragon
white elbow
#

wouldn't it call other events?

#

I have a bunch of custom ones

icy dragon
#

IIRC even in paused game state actors can still execute events that aren't in tick

slim grove
#

how am i meant to fix this with blueprints i know im meant to render the player on top of everything but i dont know how

#

the player is a full body mesh in FP mode so would that cause more issues?

versed spruce
#

It looks like you squished a slug on the wall

#

Im not experienced enough to help with that

slim grove
#

then why would you post a message like that

versed spruce
#

So you don't think im ignoring you because i helped the last guy to ask a question

slim grove
#

ah ok sorry

vast kindle
#

Heya any guys - any thoughts come up regarding how to handle Async Loading/Unloading with Animation Montages? I could really use someones thoughts on how best to approach this one:

#blueprint message


1) Async load an array of animation montage soft objects (This steps the easy one)
2) Store some way of accessing the animation montage AND its name (I use the name for logic, since I randomize which animation montage to call based on different parses of the string value)
3) Access the said montage to run (I use a multicast to run it for everyone so that they can see the action take place)
4) Based on some criteria (such as switching equipment) - unload all of these animation montages (and start the process over with a new set of animation montages)

-------------

I am using animation layers (similar to Lyra) for my unique locomotions based on what classification of weapons are equipped - but I am building randomized combos based on the weapon itself, which hand (determined at time of attack) and stage of the combo is used in the action. If I do my randomization logic, get the name of what animation I need to pull - I currently find data table row based on name (which matches the animation montage name), pull out the struct, break it, and then async load the soft ref animation montage and pop it into the multicast. This WORKS, but I do not think it is the most effective way since I would have to async load every time any character needs to take an action; and also, I am currently not unloading the animation montage which builds bloat over time.

Any thoughts as to the best way I can try to get a bit more impactful with this would be huge! :slight_smile:```
crimson saddle
#

I would like to show map previews in my map selection screen but I am not sure how to go about doing this. Maps are not predefined, nor is there a set amount. If anyone could point me in the right direction that would be great

faint pasture
fiery swallow
#

So I'm guessing sequencers active each execute on a different tick? so 8 pins in an execute will take 8 ticks to fire all of them? Can anyone confirm this or am I wrong?

faint pasture
#

Then you can have a data table of all levels and cruise that at runtime to present all the choices in some widget.

fiery swallow
#

si

faint pasture
#

You prolly want soft references too unless you like to clog your RAM up, but I've never done this so idk

icy dragon
fiery swallow
#

ah very nice, thank you

lethal frost
#

I can't get the enemy units to go into the true portion. It says, "Array of Enemy unit base references is not compatible with array of party unit base references." Anyone know what could be the cause of this? both party and enemy units are child classes of the main unit base

crimson saddle
faint pasture
crimson saddle
#

editor time is not an option because of player made maps. I guess I'll just enforce a preview image then, thanks

tight schooner
lethal frost
#

both of them have the same parent class which is why I'm so confused that they aren't compatible

tight schooner
#

Hmm... I wonder if the ForEachLoop wildcard was of the parent class, could you connect a child class array to it...

#

Your array types are either party or enemy so the ForEachLoop becomes either party or enemy when you connect it

#

I'm actually straining to think of a good way to handle it. I guess you can try to make a getter function... Just a new function marked as "pure"

#

And this function has 1 input (the boolean) and 1 output (an array of your shared base class)

lethal frost
#

I could attempt that, see if it would work. worth a shot at this point

tight schooner
#

And that's what you connect to the for each loop

#

Inside the function you do the select

#

Oh, I guess it would need your game mode ref too

#

But you get the idea

lethal frost
#

yeah, for sure, hopefully that works

normal rampart
#

Is there any other way to call the construction script on an actor placed in a level other than moving it or going into the class and clicking compile?

tight schooner
#

In other words it requires installing that or dipping a toe into C++

quick grove
#

sorry guys, why when I package the project for Windows 10 it gives me those errors?

tight schooner
#

(or did I steal it fro Rama's? I can't recall at this point)

#

In any case I stole a code snippet from the internet

cyan bone
zealous moth
quick grove
#

thanks! I just recompiled it and now it works!!

trim matrix
#

@crimson saddleif its tilebased you could just make lowres versions of the maptiles and use those for the preview right?

#

could make a snapshot of the current map and use that for a preview aswell maybe?

tight schooner
#

if you want them to play at different speeds

cyan bone
tight schooner
#

I'm hesitant to suggest different designs from the outside but you already see the crux of the issue... You're controlling all things with 1 timeline but want different behavior from each.

crimson saddle
tight schooner
#

... and the way to have multiple of something is to put it in a class and spawn multiple of it into the world (whether that's an actor or a component, though in this case components can't have timelines)

cyan bone
#

So you suggest i create a timeline for each line?

#

Isnt that overdoing ? there must be a simpler way

#

Like for example, the float output of the timeline. What if i do something with it?

amber gazelle
#

can I get some help what's going on here

crimson saddle
#

Odd question, does anyone know of a way to resize a brush at runtime? I have some volumes and I don't want them extending too much or too little in maps of different sizes

wintry geyser
#

@vast kindle Did you get an answer? Technically because there's a chance to load ALL of them into memory anyway just because you're loading P1's Montage List + P2, P3, P4, etc. Couldn't you just keep them loaded but then the assign/un-assign* is just the string assignment you made before? So I guess reverse order of what you're doing currently? I'm curious what your 'bloat' would actually be if you loaded them all, or had a priority load list. Sometimes it's better to just preload if it's a fast paced multiplayer environment. πŸ€”

#

But I'm not sure what the environment spec is, and if you're trying to save memory every chance you get.

tight schooner
#

@cyan bone
I could suggest stuff but they're all ugly hacks. But in the spirit of "solving the problem in front of me", you can generate an array of floats ranging from (say) 1 to 1.3... Each element corresponds to a spline path array. (If you want to be fancy you could make a custom struct but this is a dirty hack.)

During timeline update your ForEachLoop gets the corresponding float element (use the Index output on that node). Now you have this random float that ranges from 1 to 1.3.

Lerp alpha = clamp(timeline * float)

#

Clamped from 0 to 1 ofc. Or use a Min node with 1.

cyan bone
gentle urchin
#

Couldnt each cube have Speed ?

cyan bone
cyan bone
gentle urchin
#

They represent some actor tho, dont they?

cyan bone
gentle urchin
#

Right, but thats less important than what they represent , right

#

Being one ism actor makes sense, but the actors represented needs some data being stored somewhere

trim matrix
#

@tight schoonerwhy not float in range?

gentle urchin
#

Which could have speed

amber gazelle
gentle urchin
#

If its an army unit it would be weird with totally random speeds

#

But perhaps thats the chaos desired

trim matrix
#

but I imagine you spawn the cubes in right?

tight schooner
#

And that's your speed scaling factor.

cyan bone
cyan bone
tight schooner
#

Damn, no shamisen emoji

#

For future reference, if you find yourself centrally storing arrays of values for things beyond the mere object reference (like a lerp scaling factor), then you're probably on the wrong track for how to structure a system

#

Ideally each thing that needs customized values is a spawnable object that can hold its own data and manage as much of its own behavior as possible

desert relic
#

I have an issue with first person character, when i try to walk upstairs im unable to but when i change my view angle i am able, its not max step height i have already tried it

cyan bone
#

I thought it was better to have everything in the same place

#

Was even struggling in one actor blueprint that has so many functions and stuff

tight schooner
#

@cyan bone I'm speaking in general... I don't know all the considerations for your project. But maybe each spline path can be its own actor that has a timeline and a scaling factor. And each line of soldiers can be assigned to it? Idk. The complexity of a Total War style RTS in all of its crowdsim glory makes my head spin. Idk jack about crowd sims.

But generally speaking in terms of architecture you want to put things "where they belong". If you have a central manager, it should only have to manage the stuff that requires real coordination, like telling a line of soldiers what and when to attack. And then the lines of soldiers have their own self-managed behavior for attacking, rather than having the manager run a timeline and update individual unit locations.

I guess a chain of command is a decent metaphor here. The people concerned with high level strategy don't care about the battlefield tactics. The people managing battlefield tactics aren't ordering individual soldiers around. There's a hierarchy of delegation

#

I'm sure this is general object oriented programming best practice type stuff that I'm explaining poorly

cyan bone
tight schooner
#

Computers are fast... You're not gonna choke the system by multiplying some floats

#

That's not the part of UE that's slow. The stuff that makes UE slow is unintuitive in practice and hard to predict

#

So I would just code stuff in a way that makes the most sense from a human perspective

#

And then use profiling tools if it's actually slow

#

To optimize in a targeted way

cyan bone
#

I should split it into parts

#

yup spaghetti πŸ™‚

spark steppe
tight schooner
#

Yeah. Functions, collapsed graphs, multiple event graphs, having a class hierarchy and putting functions "where they belong" in that hierarchy, and/or putting them into BP components... The strategies are endless

cyan bone
#

How do you do that?

#

Putting a function inside a BP component?

tight schooner
#

Yeah. Let's say you have some function or some variables that actor class A and B use. If A & B share a common parent class, it might be best to put it in the parent class.

If they don't share a parent class, you can put it in a BP actor component. When you create a new BP, "actor component" will be one of the options IIRC

#

Then you can add that component to actor classes A & B

#

Slap that component onto the event graph and you can use its functions and variables

ashen hearth
#

When would you want to do that vs putting it into a function in a BP Function Library? If it has to track some state?

cyan bone
tight schooner
#

and the third reason I guess is if you want the component to have its own self-managed logic (events, timers, etc.)

ashen hearth
tight schooner
#

yeah, it avoids casting in a similar way to BPIs cuz an actor can take a generic actor reference and "get component of class" and talk to the component directly

cyan bone
#

So practical

lament geyser
#

Does anyone know how to fix this issue?
Tried all the usual things, like restart the editor and computer and it still does this?

I'm using 4.27...

tight schooner
#

mash every button on the keyboard in case something's stuck? lol

#

oh ok it works in the BP event graph... sorry, idk

lament geyser
wintry geyser
ashen hearth
#

Is there an event accessible to BPs for when the viewport is resized?

vast kindle
# wintry geyser <@107704868193460224> Did you get an answer? Technically because there's a chanc...

Hello - I hadn't yet. But I am curious as to your thoughts. I definitely can load them all which would be just fine. My question is tho - how do I access them later on and later on still unload them.

I tried to save the primary asset IDs from the objects into an array. The values returned nothing though, so not only could I not recall the animation montage to play, I couldn't even grab it to unload it.

I think that is my biggest issue at the moment; I can load these montages just fine (And honestly, prob would be fine loading all the ones of that respective selection); but how do I access them to run them and later unload them after the fact?

Currently, to get an animation, I go through my data table logic - grab the corresponding row, break the struct, grab the soft reference, async it and then run the montage/multicast. If I have them all loaded already, I no longer need to async them, which is cool, but my data table method still takes up resources in excess since I already found that animation once, and ultimately would only give me a soft reference - not point to the loaded montage. Which my only idea to potentially make that work seemed to return null values from the array.

mental trellis
wintry geyser
#

Sorry I had to, I see it so often on people's Player BP's. It's so wild.

mental trellis
#

I mean, why the second sequence?

#

Is there a limit?!

wintry geyser
#

Of course not, this is UE baby!

blissful grail
wintry geyser
mortal quarry
#

Hello, i need your help pls. I am using UE5 and do a Tutorial from UE4 and cant find in Blueprints: Vector - Vector; Vector + Vector, Float * Float. Is it possible to do it in any other way.

quick grove
#

sorry guys, how do I get the player's internal IPv4 so that I can show it on a widget? is that possible?

spark steppe
#

the nodes have been replaced by one universal math node for each operation (+,-,*&/)

mortal quarry
#

i got this problem

#

that i got only 1 pin

#

left is what i need

#

and right my bp

wintry geyser
#

@vast kindle You got me in a rabbit hole on batch Async now. lol

rich axle
#

Hey guys I have an actor with two components. If I place that actor into a level and modify it's instance, let's say the relative position of one component to change the offset to the second component, the change is not accounted for in the event graph or the construction script. It always takes the relative position with which it was originally placed in the blueprint viewport. Is there an option to consider the current instance value within the level instead of the "default" value?

tawdry surge
#

No
Any modifications you make to an individual instance are only for that instance

ashen hearth
rich axle
vast kindle
wintry geyser
#

I think I'm running into some similar issues, where it's mostly about the best way to run the Batch Async, while also pulling that same list for referencing to play later. But I think the first step is just a basic Struct of Anim Types you want, where something like 'Rifle Animations' would be an Array of those Anims/Montages in the Struct. Then doing a For Loop on Begin Play to Async Load them.

I was thinking a 'Map' of the Animations would be neat, but Loop + Async doesn't like that at all.

manic vessel
#

Hi. I have slots I put my hands in and im calling a function inside the overlapped slot to highlight when my hand is overlapping. and to end when the overlap ends. GREAT! .... BUT some of the slots are small and close together and results in me overlapping multiple and having more than one highlighted. I tried to force it to only allow one slot to be valid But its causing another issue. anyone got a better idea than this.

limber parcel
#

im kinda having a problem here, i made cuttable trees (they turn on physics and fall over) but the actor location of the tree doesnt seem to update when i do that

#

so my woodcutter would just keep attacking the spot where the tree was

#

how would i best fix this?

wintry geyser
#

They're probably still interacting with the Root Component's location @limber parcel

#

I'm assuming this isn't multiplayer?

limber parcel
#

so i have to actually get that phsyics mesh location?

#

its just singleplayer for now

wintry geyser
#

Yeah, because that's the thing that moved

limber parcel
#

cant i somehow parent everything together?

#

and how would i best handle this when the mesh is sometimes a skeletal mesh and sometimes static mesh?

wintry geyser
#

You could also just output the loc of the fallen child component and on bool fallen, get that loc instead of the root

limber parcel
#

i made this abomination before

#

but i guess im overcomplicating things?

wintry geyser
#

I can't tell where that is in the thread of functions, or when it happens. How do we know the location isn't just saved from before it fell? When is this get loc occurring?

mortal quarry
#

hello can someone help me please i use unreal engine 5 and the tut is ue4

#

if i make multiply i get x,y,z

#

but in the vid he got only 1

limber parcel
#

so yeah it gets the location directly from the actor object

#

i try to get the static mesh with this but it doesnt work either

#

btw do all mesh components have a common base?

#

like can i use this and it will find the first mesh type component it gets to?

wintry geyser
#

Might be a bit redundant, but I typically set a location var in the actor on play, and then on state change. Depending on how I need to interact with it, or if I need to interact with a sub component of it in a different state. Especially when dealing with AI and Multiplayer. So then your AI would get the Actor's loc var instead of fiddling with different components at different times. Also helps keep the AI functions and Tasks clean if they don't have to fiddle with a shit ton of different location conditions, and it's only set in the interactable actor itself.

#

Begin Play get/store self loc
rep bool tree fall get/store component loc

#

At least to me, it's way less fiddly down the line when you're potentially dealing with like 10-20 other AI interactables

#

I also do this for interactables that could cause AI to fail nav too. So if they're a sliver outside of navmesh somehow which can cause get pathing to fail, I'd run a conditional check valid nav within distance, and set loc.

#

Then in the Task, get that loc and not the actual actor root.

white elbow
#

Is casting too expensive to do every tick? I heard it's not recommended

glass stump
#

If I've got an enemy BP and multiple of these on a map, would there be a way to make individual changes to specific ones in the map?

white elbow
#

I'm trying to find a workaround but unsuccessful so far

wintry geyser
#

@white elbow It's not advisable to do really anything other than basic functions on tick. I'd almost advise you never touch it, especially when you're not sure if cast is expensive.

#

Why do you need to do it on tick? Is there a place you can set the reference instead?

#

What functions occur in which you need to pull that reference?

#

You should typically do an Actor Is Valid > Set Reference as Var

#

Then call that reference how you need it

limber parcel
white elbow
#

I need to check if the current weapon object var is rifle, set visibility of the widget, and get some variables from it

limber parcel
white elbow
#

but I think equipping/unequipping the rifle should fire these events now that I think about it

limber parcel
white elbow
#

wdym by interface?

limber parcel
#

blueprint interface shit

#

this

white elbow
#

never used it before, but I'll take a look at it, thanks

limber parcel
#

basically u can attach it to ur weapon and make it output a type component with which u can work

limber parcel
wintry geyser
#

Only problem is if you're using physics, you'd need a way to get the location again. So I'm thinking maybe your issue is the get model location isn't valid. Or you're still pulling the root component location because the model loc isn't valid for some reason.

#

That's good πŸ˜„

limber parcel
#

but that just sets the variable once?

wintry geyser
#

@white elbow So the question there is, how do you set the current weapon to Rifle? You can use an Enum and track it that way, then set your visibility off of that.

#

@limber parcel It's an example of just conditional setting. You can add a branch condition for 'Fallen' to the Event Begin Play too ofc

limber parcel
#

i think i will make an object variable instead that refers either the root or the mesh component

wintry geyser
#

Yeah tons of ways to do it, I just try and keep that type of info in the actual actor if it's something like a changing resource.

limber parcel
#

how do you make the links like this btw?

#

the curved ones are cancer xD

wintry geyser
#

The noodles are difficult for me to read sometimes lol

devout dove
#

Hello, is it possible to detect a hit/overlap of a static mesh inside a root scene while moving the scene not the mesh?

vestal plinth
#

My AI character is only in the level once, but the AI controller is spawning five times. is that normal?

#

also the AI isn't running

devout dove
vestal plinth
#

it's being very inefficient

crimson saddle
#

I am using the ImportFileAsTexture2D node and my textures look blurry, how do I import them with the correct mip settings?

white elbow
#

Apply Point Damage seems to apply an impulse to physics objects, can I modify it somehow?

limber parcel
white elbow
#

It doesn't seem to have any relevant nodes

limber parcel
white elbow
#

is it... not used that often?

limber parcel
#

sounds kinky

limber parcel
#

basically u would always apply damage to an actor or not?

near folio
#

@limber parcel why ?

white elbow
#

so it's better to use the simple apply damage instead?

limber parcel
white elbow
#

ok, noted

glass stump
#

do i have to make a child blueprint actor in order to make minor changes to a BP?

#

(say like give an enemy a different gun for example.)

devout dove
limber parcel
#

never say that in unreal engine lol

tawdry surge
#

no

#

you can set that type of stuff in the construction script easily

limber parcel
tawdry surge
#

the animations would be handled by layers in the animation bp and you can set those too or set your animbp with all the layers to handle any weapon they might have

crimson saddle
#

does anyone know how to force textures imported at runtime to have the correct LOD settings? normally it gets done through a texture group but I can't get anything to apply at runtime

crimson saddle
#

quick unrelated math question. I have an x,y grid of a known width and height, and an array of grid "tiles". How do I find the array index corresponding to a coordinate?
My math brain isnt working right now

tawdry surge
#

usually it'll be ((column -1)* row length) + row = index if they were added in order

#

Idk something like that

limber parcel
#

how to paint actor foliage in UE5?

#

for some reason it only lets me select static mesh foliage

tawdry surge
#

Anyone know if actor velocity is only calculated on physics actors?

#

This is how I'm rotating my base pawn class to face the direction it's moving and move based on the direction the camera is facing.
I tried using velocity but couldn't get it to work right. Anyone know if I'm missing something? (Purposely not using movement components btw)

limber parcel
#

were you drunk when you made this?

tawdry surge
#

prototyping i'll make it pretty later

#

Is that better?

limber parcel
#

just search for "your_game_type unreal tutorial series" and the first video usually shows u how to set up your camera

#

(and in some cases how not to)

limber wing
#

Does anyone know of a good tutorial for lap times around a race track? The one Unreal provided on their official YouTube is too complicated

I just want a lap time to appear

tawdry surge
#

Because a tutorial would show me how to use the character or pawn movement components which already have this functionality built-in..
Base pawns do not and cannot even use the add movement input node.
This works perfectly. I was just wondering if anyone knew of a more elegant solution for determining the direction of movement and rotating to face it

#

@limber wing at the start of the race save game time in seconds and then when they pass the finish line subtract the current time from the start time

limber wing
#

Yeah, that sounds like what I'm trying to do, but will it work for multiple laps in a row?

tawdry surge
#

If you save the current time you cross the finish line each time

limber wing
#

Would I need two hit boxes in the same spot? One to initiate stopping the current lap, and one to start the next one?

tawdry surge
#

No you can do it in one overlap

limber wing
fiery glen
fiery glen
tawdry surge
#

Thats what I did but it felt like unreal provides this somewhere

fiery glen
#

he had a specific question in mind, not "how make unreal game"

limber parcel
#

well i have set up my camera like shown in the rpg series tutorial and it works

tawdry surge
#

@limber wing yeah basically, but you'll want to subtract the start time from the current time before replacing the start time with the new lap start time

fiery glen
#

I actually think just storing the prev location manually is fine because it can be controlled more

#

your solution makes sense except for maaaybe the delta time distance length thing

#

maybe have that raise interp speed rather than multiply delta time @tawdry surge

#

of course internally the math might cause an identical result πŸ˜…

tawdry surge
#

I'm actually only using delta time so that when I stop moving it doesn't 0 out my rotation but I probably should use it for interp speed too just to keep it even

fiery glen
#

of course it may also be helpful to consider when you don't want them to rotate

#

but that should be straightforward to figure out

limber wing
#

I think this is correct

#

It might do something weird for the first time I cross the start/finish line (when there is no lap start time to pull)

tawdry surge
#

You can do a branch and if start time =< 0 then skip the math and just set the time

limber wing
#

Smart

limber wing
#

I'm creating a function to display the laptime, but what would be my object reference when I cast to it?

My checkpoint is just a box collision

tawdry surge
#

Since the player overlaps the box collision you can save the time to the player and then have the player call to the widget (since the player controllerowns it) and set your text box on the widget

limber wing
#

Oh ok

tawdry surge
#

This way you can let each player pawn/character handle knowing it's own times.
You may want to move it to player state or something if you end up doing multi-player tho

limber wing
#

Gotcha, yeah that makes sense

#

This is in my racecar pawn, I'm not sure exactly what to do to get rid of this warning. Sorry I'm a noob

#

Or should a Custom Event trigger this?

tawdry surge
#

It's saying you don't have a box collision component called checkpoint1

#

Just delete that event and make a new one

limber wing
#

Nevermind, I can't use the event begin overlap because it's not in my racecar blueprint

#

I am out of my league with this stuff lol... but I think I finally figured it out

tawdry surge
#

Nice

limber wing
#

Thank you for the help

#

Looks like it works about 70% of the time, and the other 30% it returns a laptime of < 1 second, usually like .008-.025

#

Which makes me think the event is getting called twice

tawdry surge
#

Maybe..
You can add a do once node and reset it after a 1 second delay

#

Just to make sure it's not getting called for each component

limber wing
#

Oh good idea. I added a delay node after casting, which works sort of, but it probably changes the laptime

tawdry surge
#

Yeah probably

ornate dragon
#

Hi. I know it's related to physics, tried some forces, putting a high mass to the enemy, changed Collision Enabled to QueryOnly under collision presets, for both target and player characters, but nothing (might have done incorrect something or missed something if it's related to previous settings).
I want to disable physics pushing for enemies, while still leave physics objects (in the gif you can see how just by walking in the enemies they are getting pushed at times, not always, and I want to get rid of this pushing).

tawdry surge
#

Are you simulating physics on the enemies and character?

ornate dragon
tawdry surge
#

There's a check box in the details panel in the physics section for simulating physics. If you turn that off that should stop.
They'll still have collision and physics things will still react to them

ornate dragon
#

If you mean for CharacterMovement "EnablePhysicsInteraction" it did not change the behavior.

#

Not sure what's causing this, it's for sure Physics side, but by unchecking that checkmark I though it would work as well.

lapis ridge
#

Hey guys, what does inverting a rotation do?

#

I thought it'd turn all values to their negative version but it just seems to subtract 5 or so from them

mental trellis
#

I imagine if the rotation would point in direction A, inverting it would point in direction -A

lapis ridge
#

Me too

#

Thankfully the unreal docs clear up everything

tawdry surge
#

@ornate dragon nah I mean on the collision volume and or skeletal mesh are you simulating physics. Itll be a check box in the details of the component under the physics section

trim matrix
#

is it normal for the default movement of Defaultpawn to not replicate even with replication on?

limber wing
#

How do I expose "Class Defaults" in a Blueprint as variables? Trying to set up a function that simulates tire wear

#

This doesn't seem to control anything?

trim matrix
#

u can just pull them like this

wintry geyser
#

@limber wing Can also 'Show Inherited Variables' in the Variables tab

limber wing
#

Looks like that's already checked for me. It's not showing anything. Maybe because this is a chaos wheel blueprint?

wintry geyser
#

Sorry not sure, not super familiar with physics related classes 😦

limber wing
#

I guess I'll try Can Be Damaged

cyan bone
#

How do i detect when my character is rotating? I have a Mech that must play a sound when the character rotates. And then stop playing the sound once the rotation is finished.
Normally the rotation is done automatically when you click move the character just like when moving

worthy tendon
#

maybe compare rotation on previous frame with rotation on current frame?

cyan bone
#

but maybe its the only way 😦

twilit heath
cyan bone
# twilit heath entire engine runs on Tick

This made me think. If the standard character rotation and character movement is maybe expensive? I could try to make an empty actor, and just move the army by click and lerp. Wouldnt that be cheaper?

twilit heath
#

you're worrying about wrong things

worthy tendon
twilit heath
#

premature optimizations = death

worthy tendon
twilit heath
#

especially when you don't fully understand what you're doing

cyan bone
#

set throttle input

worthy tendon
#

you know what? I think I found a better way

#

forget my throttle nonesense

#

just use a timer.

gentle urchin
cyan bone
#

Its mesmerizing to look at πŸ™‚

dawn gazelle
#

If I recall correctly, there's a 2-sided setting in the material?

jolly pine
mild tangle
#

moved to proper channel my b

gentle urchin
cyan bone
quick grove
#

guys just a question... how can I create a session with a code? I mean... when the player wants to join a friend session he must write the session code

#

and not the player's internal ipv4 (ofc u can't join a session from another Wi-Fi inserting the host internal IPv4)

gentle urchin
hybrid ether
#

Which node should I use? I have input value in range (0, 0.7) and I want output alpha (0, 1) so that 0.7 is 1 and 0 is 0?

tight schooner
#

I think there's a Map Range

#

Otherwise it's... Input Γ— (1 Γ· 0.7)

hybrid ether
#

Thanks

pseudo wedge
#

how would i increate/decrease ortho width over time?

#

right now i can only set the ortho width and it jumps to that value, i want it to somehow slowly increase/decease that value with the mousewheel

tight schooner
#

Probably have to animate it on tick? Set a new float variable named Ortho Width Target or w/e

#

And then on tick use fInterpTo node

pseudo wedge
#

maybe timeline would work?

tight schooner
#

Yeah you could use a timeline. It's tick-like. I suppose it depends how you want the animation to work, though you'd have to set two variables β€” one for the starting value and another for the target value

#

And lerp the two floats

#

with a timeline float track that goes from 0 to 1

pseudo wedge
#

i have another(unrelated) question. I want to set the pitch of my ortho camera(up/down) between two distances/degrees. I am able to rotate the camera in the yaw but i cant figure out the pitch. This is how im doing yaw:

tight schooner
#

I never used an ortho camera before so idk exactly. Can you get mouse Y axis and plug it into pitch?

pseudo wedge
#

i tried that but i cant figure out how to clamp the values

#

its not like camera rotation where it can be clamped between -60 and 30 for example

tight schooner
#

Probably set world rotation by getting the springarm rotator and manually adding the axis value to the pitch

#

And then clamping before setting

#

Maybe there's some more elegant way

#

But that should work

pseudo wedge
tight schooner
#

I'm not seeing what the issue is

#

Axis values go from - 1 to +1

pseudo wedge
#

im stupid, clamping that would do nothing

tight schooner
#

You take the current pitch, add the axis value to it, and then clamp

#

And then set

pseudo wedge
#

ill try that

#

like so?

#

that kinda makes the camera go crazy

tight schooner
#

Put mouse Y on its own execution line

#

And on that line, use "set world rotation"

#

Keep roll and yaw as-is but modify pitch just as you're doing

#

The problem with your screenshot is you're using a world rotation value to add relative rotation = camera goes nuts

pseudo wedge
#

that sets the yaw to 0

tight schooner
#

Plug the break rotator yaw directly into the set rotator yaw

pseudo wedge
#

when the mouse go y itll set the yaw to 0 it looks like

#

that works mate thanks for the help

cyan bone
#

@tight schooner I have been experimenting with the tip you gave us yesterday on using actor components to reorganize functions and variables.
But there is an issue. Its not possible to use timelines. Is there an alternative around this?

#

Well its possible to use Set Timer though

tight schooner
#

The problem with timelines is they're already components, so you can't make a BP component with components

dreamy totem
#

What am I supposed to put here?

tight schooner
#

Cast checks the class of a spawned object

#

You need a reference to an object somewhere in your game world

#

Not sure what you're up to, so that's a general description

dreamy totem
#

alright. I'm trying to make it so when the missile hits, it will tell the spawner to create a new missile.

limber parcel
#

replace the cast with an interface then

#

interfaces will help u get around alot of problems

tight schooner
#

When your spawner spawns a missile, the output of the spawn node is an actor reference... That's a reference to the missile you just spawned

#

And you can save that to a variable for convenience

#

(optionally)

#

In any case having that reference lets your spawner know about the missile and talk to it

dreamy totem
#

like this?

tight schooner
#

Well, almost. The first missile has to be spawned right?

limber parcel
#

as a rule of thumb u never want to cast to your own types

tight schooner
#

Does a missile even exist before beginplay?

dreamy totem
#

no, it spawns on begin play after a delay of 5 seconds

limber parcel
tight schooner
#

Huh. Does the spawner spawn it?

dreamy totem
#

yeah

#

Messiness is temporary. but on begin play the spawner creates a missile after a 5 second delay, then im trying to make it so the missile tells the spawner to spawn a new missile on deletion

tight schooner
#

OK, the order is kinda weird. It needs to start by spawning a missile. It can't bind to the missile's event if the missile doesn't even exist yet lol

#

The order of operations is like... Beginplay, wait 5 seconds, spawn a missile, save the return value to a variable, set your homing target and whatnot

#

And bind to the event

ember oracle
#

Hey, any idea how I can get my camera to move on its own X and Y axis even if it's rotated? I'm stumped

dreamy yacht
#

Did anyone of you, who followed this tutorial had a problem, that no character was spawned in desired map/level ? Looks like that level loads with default view set at 0, 0, 0 XYZ and with no pawn

tight schooner
#

And then you'll have two layers of rotation to play with

limber parcel
#

and keep checking if it still exists

#

and spawn a new one if not

tight schooner
#

It's better to make logic event-driven if possible rather than continually re-checking the state

limber parcel
tight schooner
#

The missile can report its own death with a dispatcher... That seems to be what theyre doing

limber parcel
#

thats a bit overkill imo lol

#

just use interface

#

call interface on launcher when missile explodes

#

and done

serene crown
#

Hey unreal slackers, wanted to know how I could add Nav movement to an actor that is not the default character?

serene crown
#

I'm specifically looking to implement the "IsFalling" node

ember oracle
#

sorry its a small sized gif

#

i just need a way to always get the forward vector and have the mouse x/y correlate to it :/

limber parcel
#

scuse me it has to be a character / pawn type

tight schooner
limber parcel
serene crown
limber parcel
#

are u calling it on the character or the AI controller?

serene crown
limber parcel
#

try on the controller then

serene crown
#

still not working XD

limber parcel
#

it should

serene crown
#

it doesn't even connect

limber parcel
#

the controller has the nav movement component

sacred plover
#

Can anyone tell me what the heck it is I'm doing wrong here that would cause this to randomly not work? I've read that sometimes there are issues using delays in widgets (the code behind it doesn't fire off) but I have no idea why that is

limber parcel
#

ohh wait im retarded, the character has it

#

i was looking wrong blueprint xD

limber parcel
tight schooner
#

@ember oracle idk, it is what I had in mind

serene crown
limber parcel
#

well if you want to use nav i guess u need it

tight schooner
#

@ember oracle oh actually you're straight up setting world location with the axes. Probably looks like there's no panning at all?

#

Try adding

#

Add offset or whatever

#

Otherwise the camera won't move anywhere

#

Otherwise the camera won't move anywhere

#

Cuz the result of Rotate Vector Around Axis is an offset and not a world location

serene crown
# limber parcel well if you want to use nav i guess u need it

Okay... so I'm making a platformer and I've been using a line trace to replace the IsFalling node... the problem is I've added a wall run, but sometimes the linetrace activates while wall running which interrupts the wall run

Is there another way to make a better "Ground check" ?

ember oracle
#

thank you

serene crown
#

My last resort would be to make "ground" boxcollision with an overlapp event... but that would make the level creation way longer πŸ˜›

onyx token
#

so...

#

how would one go about making a branching dialogue system

#

a nice component that i can slap on an npc, and i can put in as many dialogue options / response options / branching paths - as i want to

tight schooner
#

I figure people write the dialog into an external CSV file or something... God forbid you do the writing in UE...

#

I really don't know though. Sorry for the useless response alex

onyx token
#

i guess i'd have to make like a struct array for dialogue...
and one for options....

#

And then i'd need like an integer value for which stage of dialogue i'm on
and which branch i which stage...

#

that sounds like pain

#

i am creating physical pain as we speak

tight schooner
#

Seems like the type of thing you'd be able to google though?

#

Or even UE marketplace?

onyx token
#

google doesn't have any neat ones

#

and UE marketplace is cheating rooMad

#

i wanna make it.

weary lodge
#

Hey,
I am a beginner and looking for an Unreal Engine dialogue system blueprint tutorial, where the actor or camera is not moving, just like in a visual novel for example.

Please ping me of DM, because I legit can't really find any good ones on youtube.

Thank you! PES_Heart

weary lodge
#

wtf

#

hhahahahahaha

#

hi

onyx token
#

go away grag

#

this is my helpstation

ember oracle
#

@tight schooner because you were a genius with mouse X/Y, any idea how I could replicate that into keyboard axis?

dreamy totem
#

@tight schooner @limber parcel Thank you for the help. I went with interfaces and got it working, I however had 1 concern, on my first time testing it when it worked properly, it crashed UE5, i opened UE5 and tested again and it worked good.

onyx token
ember oracle
#

so A/D = left/right, W/S = up/down

weary lodge
serene crown
#

Another questions I have... I'm using some high "forces" in my game which often result in me breaking through the collisions... is there a way to "Strengthen" the collisions?

tight schooner
weary lodge
#

I think it's a general problem in communities about game engines and such, that there are too many people who have questions but too little experienced devs who can actually answer them, sadly

ember oracle
#

I've done that, would I have to have two separate functions to do the left/right and up/down or could i do it all in one with the axis?

tight schooner
#

It's kinda night shift in here. Try asking again in 10 hrs or something. I'm scrub tier next to some of the other regulars here @weary lodge

weary lodge
#

hah

tight schooner
#

@ember oracle idk when it comes to mouse axes vs input axes. At worst you could get them all and add them up before rotating the vector?

trim matrix
#

Unless sleep schedule broke and just wake up at 3am MorganaSad2

#

I don’t know of a tutorial for that Greg sadly. I wouldn’t even imagine there is one. And then even if there is one, I’d imagine it’s a bad tutorial anyways.

#

Kinda not a standers camera setup that people would usually make tutorial on

#

Though it is a incredibly simple camera setup.

tight schooner
#

Maybe something to look into is whatever UE has for cinematics? Idk jack about it myself

limber parcel
#

set ur shit to save on compile

trim matrix
ember oracle
#

thank you so much again

weary lodge
#

that was the question

trim matrix
cursive grove
#

How can I prevent this?
I'm trying to get a BP component from overlapped meshes, but not all of them have it so I'm getting this error. I've tried "isvalid" node but returns the same result. I've also tried != than null but still I get the same errors

weary lodge
trim matrix
#

It’s usually hard to find recommendations about β€œhow to do system” tutorials here

#

Most of us would tell you to never ever watch a tutorial

tight schooner
#

@cursive grove IsValid shouldn't produce "accessed none" errors on its own seeing that the whole point of that node is to prevent those

#

As long as you don't try to do stuff with the invalid data before/after checking whether it's valid

cursive grove
#

Yea I was looking at the order of things, I did it now. I was checking if the static mesh of the component's owner was valid, weird stuff. I plugged in the component itself and it's cool now

tight schooner
#

@weary lodge I wouldn't take a tutorial as gospel but sometimes I look at them to get inspiration for how people approached a problem

#

It's the... learning how to write BP via a random YT tutorial is where things can get iffy. Epic has its own learning courses for BP if you need something formal and official

dreamy yacht
#

Did anyone of you, who followed this tutorial had a problem, that no character was spawned in desired map/level ? Looks like that level loads with default view set at 0, 0, 0 XYZ and with no pawn
https://www.youtube.com/watch?v=ziAkrTv59TA ?

Hey guys, in today's video, I'm going to be showing you how to create a character selection menu. In this, you can choose which character to play as before entering the game from the main menu.

Main Menu Tutorial: https://youtu.be/K1vVbwMJCTQ

#Ue4 #UnrealEngine4 #Ue4Tutorial
_____________________________________________________________________...

β–Ά Play video
trim matrix
#

Yea stick to official epic services if you are trying to learn how to write BP. Most all other sources promote horrible practices. If epic doesn’t provide something on it, then like he said, it’s best to just look at other sources as inspiration instead of actually following along.

#

Talking to Greg I am

dreamy yacht
#

And only the blank screen widgets is visible

#

Please help

trim matrix
#

The tutorial made you make a custom gamemode?

dreamy yacht
#

yeah

#

looks like the pawn is saved, but I cannot check it

trim matrix
#

Oh does this character select screen change the pawn that is supposed to be used?

#

I see

#

Show the code that is responsible for switching the character.

dreamy yacht
#

I have done a simpler function just to check if the pawn class is stored and it seems so

#

ok

trim matrix
#

That looks fine to me, now in the game level, how is the correct pawn being spawned and possesed?

#

and to make sure, you are seeing "FINAL CAR HOOL CHOSEN" and "FINAL CAR BUG CHOSESN" print correct?

dreamy yacht
#

maybe smth is wrong in the project settings ?

trim matrix
#

I think the level BP executes before the gamemode spawns its pawns.

#

One sec i think i remeber where i can check.

dreamy yacht
#

you think I should add the delay node ?

#

in here ?

#

0,5 second should be okay ?

digital lantern
#

Hello, I have a problem, I want to spawn 2 random objects that will be chosen in a list, except that if there is not as many TargetPoint as objects then I have an error, how can I stop the object appearing when 2 objects have already spawned Ping me please
*It appears if there is a target point, otherwise not, and it makes me appear only the first two of the list

dreamy yacht
#

added 0,5 second and still the same

trim matrix
#

anyways then, is the correct pawn being spawned and possed? It may be that the spawn location is just incorrect.

dreamy yacht
#

i will check

trim matrix
#

during runtime, you can press F8 to unposses the character.

#

you can then look in the world outliner

#

and check everything that is spawned in.

#

Make sure the correct pawn is spawned in or not.\

dreamy yacht
#

I have set another spawn point ( spawn location ) just above the ground

#

right here

#

still nothing

#

looks like it's not colliding with anything else

trim matrix
#

Ok well first, I need to know, was the correct pawn spawned in?

dreamy yacht
#

nope

#

no pawn is spawnedf

#

I 've checked with F8

trim matrix
#

Then that’s the first issue.

dreamy yacht
#

camera only spawns at 0,0,0

#

the game default camera at 0,0,0

trim matrix
#

try this

#

make sure that value is actualy correct.

#

You said this comes from begin play? Does it directly come from begin play? Im asking cause in my mind I have not ruled out the possiblity that this may not be executed.

dreamy yacht
#

yes, directly

trim matrix
#

ok good.

dreamy yacht
#

but from sequence

trim matrix
#

From a sequence? can you show?

dreamy yacht
trim matrix
#

Just so I can be 100% sure MorganaLaugh

#

ok yea, thats alot, but it will work

dreamy yacht
#

okay, fine πŸ™‚

#

where to paste it ?

#

and how to run ?

trim matrix
#

right before you spawn the actor.

dreamy yacht
#

begin play ?

trim matrix
dreamy yacht
#

and this one ?

trim matrix
#

@dreamy yacht

dreamy yacht
#

correctly ?

trim matrix
#

yes, what does it print.

dreamy yacht
trim matrix
#

It is not being saved then.

dreamy yacht
#

what seems to correspond with selected car type

#

hmmm

trim matrix
#

wait hold on

#

I really hope its not what im thinking

#

but ima go check.

dreamy yacht
#

I did a simpler function activated with P

#

but the outcome is the same

#

saved pawn is: CAR HOOL CHOSEN

trim matrix
#

What it prints that?

#

Not

#
CAR HOOL CHOSEN```
#

there is a diffrence when there is a space

dreamy yacht
#

sorry I don't exactly get what you men ?

#

*mean

#

do you think there's an issue with typing ?

trim matrix
dreamy yacht
#

damn I have no idea what may be the problem

#

but you say, that the actor class doesn't get stored

#

?

trim matrix
#

Anyways, the problem lies before you even make it to the other level.

#

For some reason the class reference is just not being set properly

#

I think the problem is on the Enter input event

dreamy yacht
#

maybe there is smth wrong with the car bp ?

trim matrix
#

no there is not.

#

will you

surreal peak
#

Have you checked if the P Input is actually saving the variable?

#

Cause right now they are only printing a hardcoded text

trim matrix
trim matrix
#

this is on another level

surreal peak
#

There was also an image of a P key input

#

Where they print in all caps some stuff

trim matrix
#

yes, that was on the game level, it was a debug key to check if the variable was being saved or not

#

oh wait

surreal peak
#

But is it being saved? because that was never actually checked

trim matrix
#

that debug key sets it hah

#

yea idk what that key is for.

surreal peak
#

Despite the print at the end

trim matrix
#

yes

surreal peak
#

Nothing is actually checked here

trim matrix
#

that is what I was about to say, he needs to make sure its being saved.

surreal peak
#

Does pressing P already cause accessed none errors?

trim matrix
#

this debug key is on the character select level, it does the same thing as code elsewhere that also is not working.

#

So im sure its just not being set correctly.

#

Oh oml, do you even have the pawn placed in the level??????

#

on the character select screen?

#

and why do you even need todo that?

#

you can littelry just hardcode the value of the class set node

surreal peak
#

Unless it's a child class

#

The setup in itself is of course utter garbage

#

But if they are learning, then it's fine

final brook
#

I have this simple setup for my blueprint. I'm trying to get the scale of the Tire component. I tried using Get Relative Transform and Get World Scale, but both simply return 1, 1, 1. What am I missing?

#

That's the transform of Tire

dreamy yacht
#

the pawn is not placed on the car selection level, nor on the "race" level

trim matrix
#

then that is the issue

surreal peak
#

You should get errors with what you are trying to do

#

It's helpful to share those

trim matrix
#

I thought this was the car

#

in the character select screen

surreal peak
#

They would instantly tell you that the GetActorOfClass returns null

trim matrix
#

but ig just a mesh

#

lol

#

and yes, if there are errors. pleas always provide them

surreal peak
#

Nothing that resets the scale or so?

final brook
surreal peak
#

Indeed strange. If in doubt you could make your own variable and drive the tire scale and whatever other logic you need it for with

final brook
#

I suppose while I'm here: what's the recommended way to only scale a single axis inside a blueprint?

#

So far I've only found nodes that take in a vector

#

Do you have to fetch the component's current scale for the other two axes and feed that in?

surreal peak
#

Only specify one axis and keep the rest the same

#

Yop

final brook
#

Y and Z are always 1.0

dreamy yacht
trim matrix
#

Did placeing each pawn in the car selection level fix your issue?

#

you can litterly just put them under the map or something

dreamy yacht
#

sorry!

#

there is something

#

my bad

trim matrix
#

yes?

dreamy yacht
#

accessed none

trim matrix
#

yes exactly

#

that is the one

dreamy yacht
#

there is one new, related

#

one one the top is the new one

trim matrix
#

yes, the GetActorOfClass node searches the entire level for a actor that matches the ActorClass input.

#

If it cannot find one, that node will return an invalid reference.

#

If you try to use an invalid reference, the accessed none error will happen.

dreamy yacht
#

and if I set actor class by manual

trim matrix
#

Therefore the solution is to place each pawn inside your character selection level, so that when GetActorOfClass node runs, it will search the enitre level for the pawn and it will actualy find it now, because you actualy placed it in the level.

dreamy yacht
#

everything is fine

#

ok

#

I'll check

trim matrix
# dreamy yacht and if I set actor class by manual

And yes, that is what you should really do, this whole get actor of class node thing is not a good way of doing it at all. But before you move away from it, it is important to understand why it was not working.

#

and understand how it could have been fixed

dreamy yacht
#

WORKS WORKS WORKS IT WOOOOOOOOOOOOOORKS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

#

YEAH YEAH YEAH !!!

#

THANKS THANKS THANKS THANKS THANKS !

#

πŸ™‚ πŸ™‚ πŸ™‚ πŸ™‚ πŸ™‚

trim matrix
dreamy yacht
#

yup

near wolf
#

Hello. Can someone please help me as im stuck for long time now ... How can I make sure that the player controller will only have it's mesh changed ? I wanna change the mesh of my character, but keep manequinn on AI

dreamy yacht
#

it looks for an entity in a level

trim matrix
# dreamy yacht yup

Ok good, now feel free to delete it, and just set the saved actor class variable directly.

dreamy yacht
#

YOU'RE GREAT GUYS!

#

Thanks a lot!

tawdry surge
#

@near wolf you need a reference to the mesh component and then you can "set static" or "skeletal mesh"

near wolf
weary lodge
#

Hey!

#

How do I change the field of view of the playerstart actor?

#

Without using a camera

#

is there some global FoV option?

tawdry surge
#

@near wolf If you make a skeleton mesh variable and set it to instance editable and expose on spawn you can set the mesh in the construction script of the character

novel haven
#

Hey guys this is pretty basic but I dont get it. Is this a bug idk what im doing wrong

spark steppe
#

there's a get random array item node

#

at least in 4.27+ iirc

tawdry surge
#

Also those debug boxes in the BP editor are buggy af
You gotta print the values to be sure what they are

spark steppe
#

specially if you do stuff in a loop

novel haven
#

yep i found it

weary lodge
#

Let's say I have a botton, when I click it it opens another level.

Now, in this scenario, I want to have the click be influenced by a %. So, if I click on the botton, it opens up lvl 1 40% of the time and lvl 2 60% of the time.

How would I do that?

weary lodge
tawdry surge
#

That will open the 2nd one virtually everytime. Id do a random int in range and set the range to 0-1000 and check <= 400
Same principle but it'll be a bit more even results

#

And yes put it on clicked

weary lodge
#

I need to apologize, but I am a complete beginner, so I would need something visual to understand it

#

I have currently this:

tawdry surge
#

Yeah

#

Plug 1000 in the max

weary lodge
#

okay

tawdry surge
#

And check if that result is <=400

weary lodge
#

How would i do that?

tawdry surge
#

Pull off the result and type <=

weary lodge
tawdry surge
#

Yep

weary lodge
#

Correct?

#

Apprieciate it !!!

tawdry surge
#

That'll give a larger range and will end up with more accurate results.
Still won't be exact, but should be good enough

weary lodge
#

Let me see if it works, one second

#

it works

spark steppe
#

stop doing that float/int nonsens

tawdry surge
#

Oh nice! Didn't know they had that
The int bool nonsense is fine for what they just did, but this is definitely a time saver for things that need more accuracy

spark steppe
#

thats way cleaner to read, too

undone surge
#

is there a way to get a nav mesh bounds volume with custom dimensions and not in a square/rectangle

high ocean
#

is there an equivalent node for strings that behaves like formattext for text vars?

#

Or are appending and building the only options?

placid tundra
#

Hi!

I've been trying to make tricky blueprint riddles on twitter the past few days for fun. And then I was going to give people the answer a bit later. But I realized that there is one riddle that I just don't know why it works like that πŸ™ƒ

Basically, the riddle is. what happens if you make a ForLoop that loops a few times and you add a delay node inside of it. The "trick" here is that we don't slow down the forloop with the delays.

But when I think about it, this doesn't work as I expected. I would have thought that if I create a ForLoop that loops 3 times and executes the delay(1) node that it would just create 3 async tasks that will all finish after one second

But it looks like only 1x task is created. And its the last one.

Does anyone know how this works behind the scenes or have any insight? Would love to learn more πŸ˜„
https://twitter.com/GisliKonradsson/status/1539639095827173376

Unreal blueprints riddle #2

Similar to the last one, but not super obvious what's going to happen

#UnrealEngine #programming #blueprints #gamedev

manic geode
#

guys

#

tell me one thing

#

is UE5 as versatile as photoshop ?

jagged stone
#

What's the best type of component to use as a mounting point? So i have a skeletal mesh, and then I want to add a mounting point child component so that i can attach stuff to its position. Should i just use a static mesh without any mesh?

manic geode
#

can I do the same thing by numerous ways and it will work normally?

jagged stone
#

Note that i don't want to attach the thing directly to a socket on the skeletal mesh, as I might change my mind where the mounting point should be, and then i don't want to have to dig back through other actors and change the socket