#blueprint

402296 messages ยท Page 932 of 403

manic geode
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for example I found some tutorials about how to create the door

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not sure which one i need and for buldable prop, or just anything will gonna work

thin panther
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No you cant really just do anything, there are best practices, and also horrible ways to do things

thorny glen
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Hey Guys,
I am having issue in my game with my mouse, It is not being captured anymore.

Here is my scenario,
I started my game, my player start walking and reach a point where he overlap with box, and UI will appear and I set "Input mode to UI and game", then I press some buttons in UI and then close the UI with remove from parent and I set "input mode to Game only" but now my character is not receive input from mouse anymore (means now mouse dragging is not working So my camera is not moving anymore, I can only move my camera when I click and hold left mouse button and drag.)

If anyone know how can I get my mouse working after setting input mode to game only then please let know.

limber wing
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I love the idea of riddles

urban compass
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hello all , is any one know how to auto save levels and when pressed continue in main menu loads the level that autosaved or any tutorial

versed spruce
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How do i store data in a list and add all the data in the list together

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Its so simple but seems impossible to do in blueprint

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The lists data is added in real time is the problem. So data tables are useless

trim matrix
# versed spruce How do i store data in a list and add all the data in the list together

I'm not exactly Einstein or sure if it's suitable for what you want to achieve.

  • But you could loop through an array if that's what you're looking for (using for each loop).
  • Creating a variable "last result" which is value of the current index + last result, that stuff is set by the loop body.
  • When the loop is completed you can use "last result" to do whatever you want with it.
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perhaps I should create a visualization, that explanation was just to get an idea if I'm getting your question right + if I got the brain to answer it lol

versed spruce
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The idea is i need it to add all the devices requesting power. Subtract that by available power and return the % performance its allowed to run at. If half the power is available 50% if there is more power then is being requested 100%. I got all of it coded except the part that adds all the devices power requests. I thought an array would work but couldnt figure it out

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I need it to add all the values in the array together. And when a devices power draw is changed it had to update only its value in the array

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I dont understand arrays enough to make it work

icy dragon
versed spruce
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Right but when i drag out the array node there is no sum or add function

icy dragon
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If anything data tables are pretty much static array of struct

thin panther
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I dont see the issue here, cant you just for each and add the value into a variable?

limber jacinth
digital lantern
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Hey, I'm currently making a random item spawn system on 2 TargetPoint, except I have a problem, sometimes UE4 makes me spawn the same item twice and I don't want that to happen, how can I do that?

versed spruce
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Aw

thin panther
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You dont need to get the value as the array element does that

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You can just have an empty var and keep adding array element into it

trim matrix
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Quick question if anyone knows :

  • is there a way to get a reference to an asset by name ?
  • similar to the open level by name node
trim matrix
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Time for a plugin

versed spruce
thin panther
trim matrix
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Mh just playing around with some stuff. Basically importing a file and being able to reference it (rn, spawning a mesh)

pine ledge
trim matrix
digital lantern
versed spruce
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I think i got it

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The problem is i need this to fire every half second. So i need to find a way to reset the value before it recounts. I get just put a set 0 infront of the for loop?

trim matrix
urban compass
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is any one know how to auto save levels and when pressed continue in main menu loads the level that autosaved or any tutorial

digital lantern
# pine ledge

I'll try it, I'll come back to say if it works or not

thin panther
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Save a variable that holds the last level, and make your continue button open that level

versed spruce
urban compass
thin panther
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Wdym

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You can do it however you want

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You just need to make a save system

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However you want to trigger it is up to you

thin panther
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Adding up a few numbers is not intensive

urban compass
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@thin panther do you know any tutorial for this my brain is not working right now i would be appreciate

trim matrix
urban compass
thin panther
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No problem, sorry i couldnt do anything on the tutorial front

versed spruce
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Am i understanding how clamp works wrong. If the value coming in is above the max it is reduced to the max. Thats how it works right?

thin panther
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Yes

urban compass
versed spruce
trim matrix
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for the ''simple move to location'' node thats not on my main pawn but an enemy. What do I plug into the controller part? Does it NEED an AI controller for that?

versed spruce
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oh lol, its working how i want it too. I forgot if you turn a 10W light above 10W on a power grid that only gives out 10W it doesn't get brighter

manic geode
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Do I have to have a collision box on my door to make it open?

versed spruce
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So i tried adding another light to make sure it scales and it doesnt.

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Problem now is instead of adding together to 2 lights power draw its doing them separately

manic geode
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What does that error mean?

pine ledge
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It mean your Var is null and you trying to do something on that Var

versed spruce
manic geode
trim matrix
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not pointing at anything

versed spruce
trim matrix
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share the bp

manic geode
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how

versed spruce
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screen shot

manic geode
trim matrix
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๐Ÿค”

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is that even the right bp?

manic geode
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thats the door

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what is wrong with that?

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๐Ÿ‘€

versed spruce
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Figured my problem out i think

trim matrix
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I dont think thats where the error is tho lol

manic geode
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where else should I look?

versed spruce
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click on the error where it says static mesh and see what opens

trim matrix
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click on the error

versed spruce
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"set static mesh"

manic geode
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ah shi i already closed that box

versed spruce
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Just rerun it

manic geode
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darn

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not interactable and not showing errors

trim matrix
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its probably a bug where the reference goes missing

thin panther
manic geode
trim matrix
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could do like an is is valid check so it wont give you the error

manic geode
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no errors

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is there any other ways to grab them

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Where should i click

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it says none

versed spruce
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click any of them till it selects something

manic geode
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there

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๐Ÿ‘€

versed spruce
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One of your references is pointing at nothing is the problem

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What is build ghost set up too?

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It looks like the problem

manic geode
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Build Ghost is the green sillouette of the building block you are trying to place

versed spruce
versed spruce
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Go to its variables

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Its set to point at a actor type. Not a specific actor

manic geode
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Yes

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because I have multiple actors

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like walls , etc

versed spruce
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I learnt this recently. Its very annoying how it works

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you have to tell it to look for a specific actor that currently exists in the level. Which for your case sounds like it doesn't exist

manic geode
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why? I have the door in the menu....

versed spruce
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I dont know why it works this way. Its frankly stupid to me but its how it is

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I dont know enough about components but i can show you how i solved it

manic geode
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what should I fix? it works in the tutorial for some reason...

versed spruce
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your problem is a bit more dynamic then mine

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This is a button i made to turn on and dim my lights

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you can see reference light and light_2

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On the side where it says default value you can select a asset to tell it to target

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but it doesn't let you do it in blueprint

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this is the same button in the world. It lets you change its default value

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I selected the lights you see and now it knows the specific light to target

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Otherwise i get the error you were getting

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There are a few other ways to get a valid target

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If you dont care what one you are targeting which you might not in your case

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You can use get actor of class

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Which gets the first actor of its type it can find

tawdry surge
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You should get comfortable with getting references without setting them directly in the level.
It works well in a few cases but most of the time you'll need it dynamically

versed spruce
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They only ways i know to get them is as i showed. Cast to and get class

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if you know more ways please do tell

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its convoluted and ass

tawdry surge
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Manager classes and ID variables are common
Traces, overlaps, and hits all return a reference as well

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Event dispatchers are also helpful for interacting with multiple things like light switch to lights

thin panther
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Thats a component variable

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Which gets made automatically when you add the component

tawdry surge
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To a component i don't see

versed spruce
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I know overlap and event dispatchers. Which also need a reference to work themselves

thin panther
versed spruce
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Well i haven't fucked with components yet. but if i was getting that error i would know that would fix it for me

tawdry surge
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Overlap doesn't and dispatchers can be called from a global object like the game mode or controller

versed spruce
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See i want more global objects. I haven't played with game modes yet

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Do you know a way to make a actor be a global reference? Or a variable it has?

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I looked up manager classes and ID variables and didn't find much. Maybe you could link a doc about it so i can find it?

tawdry surge
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If you only have one you can do get actor of class
The game mode/state/instance, player controller ,player pawn, etc.. have global getter functions

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The general jist is you make an actor class and make a custom event with an input for a reference to the objects you want it to manage. You then add that reference to a list and you pass the array index back to the object so it knows which reference is theirs.
Then in the object on begin play you can get actor of class for the manager and call the register event you made along with a variable to hold the ID (array index)

If the manager class is in charge of spawning the objects too then you can just register then on spawn and pass the index at the same time. All you need to do for that is make sure the id variable is marked instance editable and expose on spawn

wicked osprey
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Guys, which type of shooting is expensive for a computer line traces or physical bullet? Can there be problems with physical bullet at low fps

tawdry surge
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Line trace is way less expensive. Depends how many bullets and how low the fps

versed spruce
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Im no expert but pretty sure shooting physics enabled bullets is much worse then invisible hit scan

left fulcrum
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I got a weird thing happening where I get errors when adding the widget to the viewport if I don't cast to the controller, even though I am not using it for anything on begin play

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Not really sure why but if I remove it, I start getting errors again

trim matrix
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whats the error?

left fulcrum
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It says accessed none trying to read property, and says the issue is when its triggering add to viewport

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PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Create_ReturnValue". Blueprint: Human_Child Function: Execute Ubergraph Human Child Graph: EventGraph Node: Add to Viewport

rose elbow
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anyone know why this is happening

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can't connect it even though its from the playerbp

versed spruce
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Its a classic problem

tawdry surge
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Widgets are added to the viewport which is owned by the controller
By casting to the controller you are loading it into memory so the create widget function can find it. You could skip the cast and just plug the get player controller into the create widget node

versed spruce
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Which is more performant: interfaces or event dispatchers?

tawdry surge
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Basically identical
They work in opposite ways tho

left fulcrum
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Thats what I had originally, I was using the get player controller but it wasnt working, I had to use the cast. I get the same error when I use the get player controller so I was worried maybe I was misunderstanding something. And its still adding the widget even though I am getting the error

versed spruce
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My other question is in this set up. If the same device calls the interface again will it add to the array or replace its all variable. And how do i make it replace if it doesn't?

versed spruce
wanton galleon
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Hi, I'm looking for a way to solve that problem, but can't find one
I've a custom event "Fire" which is call and internally launch that PlayMontage. The problem is that I want to early exit animation when there is more action pending, the early exit works well, but it means that maybe 4 secondes later, I'll have the OnCompleted firing... When i'm in another call of this "Fire" event...
It is a way to solve this ? But for example stop the current execution of the event ?

tawdry surge
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@versed sprucein that image it will replace it

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If you want to add to it each time you need an add node from the array section

versed spruce
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How do i know it works that way. To me it seems like it would make a new entry since it doesn't pass any identifying info

tight schooner
tawdry surge
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Your making an array of 1 element and then looping through.
Every time it will make an array of 1 element and loop

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Unless you save the array to a variable and add to it, it will just replace element 0 with the new value

rose elbow
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thanks man

versed spruce
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Oh shit, i plan to have many devices call the same interface. How do i make each unique device call them and replace their old entry but not effect others?

tawdry surge
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It will only effect them and not the other instances

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But if you interact with the same thing multiple times this set up will not add new elements to the array. It will just overwrite the first element

versed spruce
white elbow
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Is there a nice and simple function that turns world location into a pixel location on screen?

tawdry surge
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Project world to screen

white elbow
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thanks

tawdry surge
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You wanna use add or add unique

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You'll need to save the array to a variable though so you can reuse it

wanton galleon
tawdry surge
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Are you stopping the montage?

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Or "interrupting" it

wanton galleon
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Stopping the montage

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Don't pay attention to the commentary, tried to understand what's going on

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It is branched on the normal sync execution pin of the animation montage

faint pasture
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Is that what you mean by physical bullet or are you talking more general, with a projectile that flies over time.

tawdry surge
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I'm confused are you using an anim notify to trigger this?

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Cuz if this is happening then the completed shouldn't still fire

wanton galleon
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Yeah it is here

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Branched on OnNotifyBegin and OnNotifyEnd

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actually the Completed is not fired, but the OnInterrupted is fire, and then there is other loop pass in the delay thing

tawdry surge
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Well then that sounds like it's working as intended
Not sure what you mean by "another loop pass in the delay"

wanton galleon
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Ok I think I got it

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I forgot to reset the "Listen for early exit"

urban compass
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is any one know how to auto save levels and when pressed continue in main menu loads the level that autosaved or any tutorial i am stucked and i cant find any tutorial for autosave

teal gull
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Hey, I have a question I can't figure out. I am trying to play a fire anim montage but it just does not work.
I have my slot

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I have tried these 3 functions and does not work

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tried this on the anim bp

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the only one that works is but does not trigger notify events

faint pasture
teal gull
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i have been playing with that too

faint pasture
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You are playing your montage on DefaultSlot. You are then in the anim graph using MainSlot, which is not DefaultSLot

teal gull
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forgot to change it back

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doesnt play it

granite pebble
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Hello I just joined I got a question if willing to answer

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I have a float and i only want my HUD to show unless the float value is changed this means anything health up down air meter etc.

faint pasture
icy dragon
faint pasture
granite pebble
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i am not sure a floatchanged node or something exists but I need it to be called on all changes of that float.

versed spruce
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Do sequences wait for the chain to finish before firing the next in the list?

icy dragon
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If player is damaged (or healed), do the damage and at the same time show the health bar if hidden.

dawn gazelle
granite pebble
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this changes all values in the health bar

versed spruce
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If sequence one takes a long time could that cause sequence 2 to finish before 1 does?

icy dragon
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Delaying on Then 0 won't stall the execution of Then 1, and so on.

versed spruce
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Hmm alright, not really a sequence then. Just a fire order

icy dragon
granite pebble
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so in my UI Widget I have a Show Bar (XXXX) and Hide Bar (XXXX) Custom Events

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Show health is connected btw

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i think this impossible due to the fact the float is updating constantly waiting for a change in value A>B wouldn't necessarily work

lime moat
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Anyone know if its possible to have a "set timer by function" ignore a paused game?

junior hedge
faint pasture
junior hedge
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If I understand you correctly

faint pasture
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@granite pebbleAre you using binding or otherwise notifying the widget to update?

teal gull
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flat nodes is free

junior hedge
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Ic

granite pebble
faint pasture
junior hedge
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@granite pebble what is calling out to do the show health event

naive stag
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How can I do it so that the execution pin will wait until another execution pin gives signal. Or something like that. Iโ€™m trying to make a system where only by a timer will loop be able to do each loop body

naive stag
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How do u think this will even work

faint pasture
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Not sure how capable bundings are, or if they're a real function.

desert juniper
urban compass
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is any one know how to auto save levels and when pressed continue in main menu loads the level that autosaved or any tutorial i am stucked and i cant find any tutorial for autosave

urban compass
faint pasture
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Start small, start by saving ONE thing, like the position of the player.

tawdry surge
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If you learn how save games work it shouldn't be hard to load the last one you saved

faint pasture
urban compass
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@faint pasture i dont need player position of player i just need save the level when continue pressed at main menu the level loads just this

faint pasture
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Is the state of the things whithin the level saved or just what level they're on?

urban compass
faint pasture
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Is it like Mario where it remembers what level you were on?

urban compass
faint pasture
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Read that documentation i linked

urban compass
tight schooner
lime moat
urban compass
thin panther
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you wont find examples for every specific need of yours

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it teaches you how to create and set up a save system, and the functions needed for saving and loading, it is up to your to figure out how to adapt that

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you aint gonna be able to do much in the engine if you cannot learn how to adapt examples to your requirements

urban compass
thin panther
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not every game does this

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point is

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you need to learn to adapt things

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if you cannot figure out how to change a save system to save a level name instead of a player name, then you should be learning more of the basics

urban compass
thin panther
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it being the last part of the project has no bearing on this

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no ones saying delete the project

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im saying you need to learn how to adapt things to your need

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if you arent wanting to preserve the exact state of the level, then saving only the level name, and making a button utilise that in your ui is fairly simple

urban compass
thin panther
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the only way is up my friend :)

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i reccomend looking at various other examples of saving

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then breaking down what you need to save

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if its just to reopen a level, losing current progress in the level then you only really need to save 1 thing

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otherwise you need to break it down a bit more into what is needed

urban compass
faint pasture
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A rough outline

Main menu
Does savegame exist?
If so, read it, load that level
If not, you're on level 1

etc

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On exit/back out
Make save game, fill it with the current level name/ref
Save it
Go back to main menu

urban compass
glass stump
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How do I do this but make it choose a random target point out of a selection?

faint pasture
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GetActorsOfClass(TargetPoint) -> GetRandom will do it

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However you want to choose which actors to consider

glass stump
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Ah, thank you, I'll try it out! :)

hard lily
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Trying to add a inventory system to this game, Ive got it opening and displaying the cursor however it wont close after being opened and after exiting theres an error (Following a tutorial video went throught it 5 times so far everything looks same and no comments on it with a fix)

Anyone have any idea? xD

prisma stag
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One thing that I did when I had this issue, was to just set the visibility of the widget. This works because when you not only hide the widget, but set the input mode to game only, you won't be able to click on it.

glass stump
hard lily
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I dont want to be able to click on it though when Its not open? @prisma stag

prisma stag
brittle raptor
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Potentially a silly question, can I filter by class when in a utility widget when doing get selected assets?

tight schooner
teal viper
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is there where i can ask a question about widgets? cuz i rly need help with smthn asap

frigid mesa
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I have a widget that I call 'get user widget object' on in the beginplay of an actor component on the same bp class, but it returns null unless I put a delay in front of it. Is this a lifecycle ordering thing where the actor component beginplay somehow fires before the component is actually ready?

surreal peak
teal viper
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i mean it involves blueprints

surreal peak
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Don't ask to ask then

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Just post your question

teal viper
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So im trying to have a black screen fade out on Begin Play

surreal peak
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Check if a delay 0 helps already

teal viper
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so what I did was On BeginPlay, play the animation where a large blank black screen fades out

surreal peak
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That's a frame delay

teal viper
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works fine

frigid mesa
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delay 0 works

surreal peak
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Yeah then it's just the order

teal viper
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but because the screen is overlapping other widget components like buttons and stuff

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and is on top of them

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i cant click them

frigid mesa
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do I maybe need to put a fn on the actor component and call that from the main bps beginplay then?

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if I don't want to use a delay

surreal peak
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Communication between 2 components is not so nice in ue

teal viper
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i suppose i could set the black screen's position off-screen once the animation ends

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All I need is to have the black screen click-thru

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do u know how I can do that

surreal peak
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Which sits below the UI

teal viper
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True

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But what if i needed to know this for anything else

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like how can u have a purely-decorative image

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there has to be an option somewhere i just cant find it

surreal peak
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Set the visibility of the widget to collapsed or hit test invisible once it's fully faded out

frigid mesa
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ok if I put a 'event construct' node on the widget and log something maybe I can figure out the order? Think I'm on the right track? That the only reason 'get user widget object' would return null is if it hasn't been constructed yet?

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I just don't want to use a delay and then have some weird race conditions

surreal peak
teal viper
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There is a "No Hit" visibility option

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Thank u โค๏ธ

surreal peak
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But if both components use BeginPlay

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Then one will do it before the other

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We only have one game thread after all

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In CPP you can ask if an actor has begun play. Not sure about components

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Either way, you could also try to let your actor tell the component about the widget

frigid mesa
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I was under the impression that all things would be constructed before any beginplay, maybe the widget component's beginplay has to run before 'get user widget object' will work? I'm tilted... I'll debug it tomorrow since the delay works

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thanks

surreal peak
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Just check the CPP of the compoent

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Component

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And see where it creates the widget

frigid mesa
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whats a good way to find the cpp for the widget component?

surreal peak
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It's totally up to the programmer when they want to create the widget and BeginPlay makes a lot of sense

frigid mesa
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I wish the docs directly linked to github lines or something

surreal peak
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Easiest would be to have a solution for your project

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But if it's BP only project then you would need to check GitHub I guess

frigid mesa
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you mean visual studio solution?

surreal peak
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Jop

frigid mesa
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its a bp project but I do know enough cpp to maybe figure it out

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the widget component is just the builtin thing added via the blueprint 'add component'

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and I assigned it a widget bp class

surreal peak
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Yeah

frigid mesa
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alright thanks m8 I'll look into it tomorrow, i'm too annoyed now

brittle raptor
tight schooner
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But yeah I misread you

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I thought you were selecting stuff in the level editor

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Idk about editing assets outside of the uh, batch editor thingy

brittle raptor
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No worries, It's an issue I've never run into

frigid mesa
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couldn't help myself, yea the widgets object is constructed in beginplay so its just a beginplay ordering issue

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too bad unreal has their github repo private so google doesn't work on their code

slim vector
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Is there a way to access the new async physics thread in UE5, either through blueprints or C++? trying to make custom physics more predictable (AddForceAtLocation, etc) , almost like FixedUpdate in Unity

viscid hinge
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what shortcut to make the true and false connect to one line going to spawn actor

faint pasture
viscid hinge
cedar remnant
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Ok so I'm designing an inventory system for my FPS game similar to Destiny where you have a "current weapon" "Stowed Weapon" and a "utility" which is just a combat knife that the player can never drop and has infinite ammo. I have a master weapon class "BP_Weapon" and I intend on using object references to refer to the children (the individual weapons).

My questions is how would I best setup the containers "Current Weapon", "Stowed Weapon" and "Utility"? Would I use a data structure? Actor component that has it's own inventory system? A Set of variables on the character?

viscid hinge
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im trying to add left mouse button action but its not showing up

junior hedge
viscid hinge
viscid hinge
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sorry i cant join

junior hedge
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try typing in

viscid hinge
#

how can i snap the transform to grid? the options arent compatible

junior hedge
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"Mouse Events"

viscid hinge
junior hedge
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np

trim matrix
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wtf is this node?

cedar remnant
trim matrix
# cedar remnant Anyone have any ideas. Anything welcome

Can have an array of BP_Weapon object references called EquipedWeapons. This array can have 3 indexes.
Index 0: holds reference to primary weapon
Index 1: holds reference to seconday weapon
Index 2: holds reference to utility weapon

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each index is where you will store a reference to that equiped weapon

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You can then have an intiger variable called CurrentWeapon. This int will keep track of which weapon is active.

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If CurrentWeapon == 0, that means you are holding the primary. etc

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when you press Y, check the value of CurrentWeapon. and switch to the correct weapon.

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I suggest using an array to store weapon references because later on in your game, you may want to add more weapon slots. Using an array now will make that easier later.

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You could use a map as well.

tight schooner
#

I'm hesitant to brainstorm cuz I never made such a system... But if you want an top-of-head idea... If you had a custom struct that represented all possible data about a weapon (class, ammo count, is loaded with ammo, has these mods attached, whatever else) then you can represent the weapon inventory as an array, and this array can go into Game Instance or a savegame etc for carrying it between level loads. I'm sure if you Google you'll find a million examples of actually functional UE4 inventory systems to take some inspiration from...

#

Cuz you're just making a thing that has fixed slots and limited complexity, a lot of different approaches can work

trim matrix
#

Yes there is a billion ways to do what you are asking.

tight schooner
#

(I guess total ammo count would necessarily be a separate array if you're doing it boomer shooter style)

haughty egret
#

Has anyone ever ran into a problem where a line trace fails at exactly the position where the landscape component edges are?

#

It's uncanny, I move it 1 unit and it's fine but along the seam of the components it fails

pine junco
#

What's a good tutorial series to get started with blueprints?

#

Also, can you make do with just bps in the long run?

obtuse yoke
#

Where can I find this in UE5?

sudden nimbus
#

ctrl+f

obtuse yoke
#

i tried

sudden nimbus
#

in a blueprint

obtuse yoke
#

doesnt pop up

#

oh

sudden nimbus
#

๐Ÿ˜›

obtuse yoke
#

wonderful

#

there goes 20 minutes

#

thank you

sudden nimbus
#

and the binoculars

#

does it across all blueprints

pine junco
#

Well like, I'm an artist

obtuse yoke
#

thank you

sudden nimbus
#

np

#

happy blueprinting

pine junco
#

I want to make games but I'm tired of any small hobby project dying instantly

#

I just want some portfolio fodder to join a serious entrepeneur project

limber parcel
#

try kickstarter

trim matrix
#

is it okay to put a for loop inside a for loop?

limber parcel
#

sacrilege!!!!!

#

why would it not be ok?

trim matrix
#

I dont know lol just asking, maybe its bad practice

#

inefficient?

limber parcel
#

would complicate alot of stuff quite alot lol

pine junco
#

Uhh

#

@limber parcel I live in argentina

#

I have money

#

If I could legally pay someone, I would

trim matrix
limber parcel
pine junco
#

For starting a company I would need local people to work with

limber parcel
#

u dont

pine junco
#

You have NO IDEA how Argentina operates

limber parcel
#

i started a company with me (austria) and 2 friends (canada and belgium)

pine junco
#

I cannot legally use paypal

#

Or any other service like that

limber parcel
#

are u sure u dont live in russia? ๐Ÿคจ

pine junco
#

Not to mention, doing a standard transfer has insane tax rates

#

I'm just desperate for real

limber parcel
#

un real

pine junco
#

It's easier to cheat money into the country using some payoneer shit

limber parcel
pine junco
#

Getting it out is the issue

#

That's why I need to learn bps

limber parcel
#

you can also start a company in a different country i guess

#

just find a friend who doesnt lives in argentinia or russia or something like that

#

btw its also hard to get money out of canada lol

pine junco
#

I never worked as a lead...

#

That's also scary

limber parcel
#

none of us has xD

pine junco
#

Should I just gamble and do my best or something?

limber parcel
#

u just need solid plan for game and skills to make it

tawdry surge
#

Pick something tiny and build it the whole way out.
If you can make rock paper scissors with some production value people will see you know what your doing and can finish something
and you'll be able to get a job at a real company

pine junco
#

My skills are mainly art tho

#

I model and animate and shit

#

I can't make the innards of a game

limber parcel
#

then u should probably look into joining someone elses project

tawdry surge
#

rock paper scissors? I believe in you

pine junco
#

Aight but like

#

Rev share projects are always the same

limber parcel
#

good artists and animators are always wanted

pine junco
#

They die before anything is done

#

And I end up with no proof of what I did cuz they die before I even manage to makr it

#

For example

#

"Hey make a model"

#

"What and why"

#

"idk make it"

#

I have seen far too many people who want full fleshed out models before a prototype has even been made

limber parcel
#

sounds like average bannerlord modding scene lol

tawdry surge
#

That's how it always goes with newbies

limber parcel
trim matrix
#

not to be a killjoy but this aint really BP related is it? ๐Ÿค”

tawdry surge
#

Thats why if you don't have a portfolio then you will likely not get a real job

limber parcel
#

now i have a well paid job at the guys ive been modding with for years

trim matrix
#

i mean youre called source control, they gotta hire you

tawdry surge
#

So you completed a spell framework to demonstrate your ability.. so you had a small portfolio..
Something to show you can do work and also follow through on something.

limber parcel
#

well at least it gave me enough confidence to start making my own game

tawdry surge
#

Everyone should. Keep it small af, but knowing how to do the basics of every role and the various parts of the engine is invaluable

trim matrix
#

nothing feels better then figuring out your own system from scratch

limber parcel
#

exactly

#

like literally every other magic mod went and replaced arrow and bow with fireball and staff xD

trim matrix
#

lol

limber parcel
pine junco
#

Well im back

#

@limber parcel What's your opinion on what to do in my situation?

limber parcel
#

like i said before, make a solid plan for game, find some friends who like your idea and have skills to make it happen, then you can start making a company (preferable outside of argentinia, russia, north korea etc...) and take ur game to kickstarter

#

if you make models and animations its always good to have something to show off to convince people to join u

limber parcel
cedar remnant
#

So this event exists on my player character. On "Begin play" I attempt to set the inventory of my player character by passing in children of my Parent "BP_WeaponBase" into the "Equipped Weapon Array" where I then get index 0 (what I want my equipped weapon to be) and attempt to equip it. Problem is i'm not getting anything out. I tried printing my "Equipped Weapon array" but nothing happens.

Is it possible to store child_BPs (Such as a weapon) as an object reference on a character and then give them to a player?

mental trellis
limber parcel
#

digitally

mental trellis
#

You're just not trying!

limber parcel
#

haha

#

well its just much of a hassle, and paypal wouldnt let us send money to some people xD

#

but it works

haughty egret
#

Hey does anyone know the ordering of input actions vs key events works? I have an event on Alt+S but it's not working because an input action for S is hitting first. Is there a way to order them without just unticking consume input?

limber parcel
mental trellis
#

You can always send them crypto. You lose a bit in the conversion, sure, but still.

limber parcel
#

you lose more in crypto than in normal transfers in most cases

trim matrix
#

can I somehow keep the original array ive made so when I add or remove indexes I can still have an original copy? Do I just make it another variable?

limber parcel
#

yes just save it to a variable on start

mental trellis
#

But it will work pretty much anywhere to anywhere.

#

I get paid via wise

trim matrix
#

but how?

limber parcel
#

add variable

trim matrix
#

im being dumb lol

limber parcel
#

drag it out and select set

#

connect pins

#

???

#

profit

trim matrix
#

yea yea I get that lol

#

but the array starts empty

#

stuff gets added in a loop

limber parcel
#

then save it when the loop is completed

trim matrix
#

like this? lol

limber parcel
#

exactly

trim matrix
#

so messy

#

oh well

limber parcel
#

you can get another copy of that var if you dont like the spaghetti

trim matrix
#

yea but how? its in a loop tho?

limber parcel
#

its basically just a reference

trim matrix
#

cause if I grab it from the variable list on the side its being annoying

limber parcel
#

?

trim matrix
#

or not

limber parcel
#

btw ure working on same shit as me rn xD

trim matrix
#

maybe? Im making a turn based game lol

limber parcel
#

im making an rpg but i guess differentiating enemies and allies works the same in every game xD

trim matrix
#

yea

limber parcel
#

im making an array of enemy actors based on faction tags

trim matrix
#

btw, if you cast to a parent class it all the children can go into it?

#

ah nice!

limber parcel
#

no

trim matrix
#

im not sure what append and to array does tho lol

limber parcel
#

if you cast to a base class then u can only access the information thats in the base class

trim matrix
#

but what if I cast to the parent class?

limber parcel
#

i meant parent class not base class

trim matrix
#

oh

#

hm

#

thats annoying

#

I guess ill just use BPI's

limber parcel
#

the parent has no access to information stored in its children

#

but children can access all in their parents class

#

its like reverse parental control lol

trim matrix
#

thats what I meant tho, if I have a parent class called enemy with a speed stat, if I plug in a child class like idk. fucking goblin or something. Can I acces the speed stat

#

oh why bother bpi's probably work better lol

limber parcel
#

yeah basically u want to avoid casting at all cost lol

#

components are also really cool

trim matrix
#

thaaats not true

trim matrix
#

casting aint THAT bad

trim matrix
#

perfect use of comments I must say

limber parcel
#

u can right click it and there will be a small black bar where u can write comment too lol

trim matrix
#

wuuut

#

mind blown thats cool as fuck

limber parcel
trim matrix
#

lol

tawdry surge
#

You do not want to avoid casting at all cost, that's a fundamental misunderstanding of why cast can be a problem
Second unless there is a significant difference in the way enemy types behave, the functions, and variables then you do not need different classes.

limber parcel
tawdry surge
#

If I know the object exists, and if I have only one specific thing I want to talk to are the main situations

#

Passing a hard object reference through an interface is actually worse then casting
Components are good for encapsulating specific functionality but making a communication component is a lil dumb since the point is plug and play functionality. Making them dependant on other components sorta ruins the design concept a bit

trim matrix
#

does array length 0 means the array is empty or it has 1 in it?

tawdry surge
#

Empty

trim matrix
#

hm odd

#

did I do something wrong?

#

I feel like it should work

#

but it ends after 2 loops

#

theres 3 in the array im sure

#

nvm it works fine lmao

manic viper
#

From within a component, can you get the "Event hit" of the parent without putting code inside the parent blueprint ?

trim matrix
#

Is there a way to make only one socket change rotation?

#

For example, head turning

tawdry surge
#

@manic viper you can "bind on hit" and plug in a reference to the owning actor

manic viper
#

Thats the path I thought, but I must be doing it wrong cause its not triggering I'll mess around more down that route

#

thank you so much

gentle urchin
#

Thus it inherits all functionality and variables the parent has

#

You dont need to cast to the parent class either ^^

#

Since we're already lower on the inheritance tree:p

wintry geyser
#

Also Casting isn't bad, it's just badly used. But that really goes with any way you can call something. Know when and how to set references, how often, and which type of calls are best for which scenario. Doesn't mean Casting itself is bad just because someone wants to cast at the beginning of an event tick ๐Ÿคฃ

tawdry surge
#

Interface call on tick isn't any better either

gentle urchin
#

The workarounds are usually worse

#

Atleast those i've seen

wintry geyser
gentle urchin
#

Then again like 80% of the tutorials spread this false information so no wonder people think its true

gentle urchin
wintry geyser
#

I do everything on event tick with sequences

gentle urchin
#

No timelines on tick? Sad

wintry geyser
#

I never write Functions, because then I can't use Flip Flop or Delay. Always use Delayed Flip Flops

gentle urchin
#

Or nested loops with getAllActorsOfClass

#

Id hate reading that blueprint๐Ÿ˜…

fiery swallow
#

The best one so far

wintry geyser
#

Don't even, I saw that too lol

gentle urchin
#

Holy damn

junior hedge
#

Hi neon

#

My agent is cooler though

manic viper
#

ok so the next step, is whats the best way to get the linear velocity of an owner component from the actor component. Ideally this thing should be able to be put on any object with a mesh

gentle urchin
#

Owner componemt of actor component? What?

manic viper
#

lol

#

sorry terrible phrasing

#

i created a blueprint to integrate FMOD audio events to get dynamic audio and physics based impact sounds and sliding/rolling

#

i am trying to convert that to an actor component that I can place on any physics actor in the world

tawdry surge
#

@wintry geyser you know macros allow latency (aka delays) and a flip flop is just a banch that sets its own condition to the opposite of the pin that last fired (true sets false->false sets true)

manic viper
#

so right now inside of the component, I get the owner actor, set it as a variable and then bind to the owners on hit event. Then I run my code in there. the problelm is, when I created the blueprint I was doing it ON an actor to test.

tight schooner
wintry geyser
#

@tawdry surge I know it was a joke

manic viper
#

So im trying to figure out how to get the linear velocity of the components parent.

tawdry surge
#

Just checking

gentle urchin
fiery swallow
#

Lies

manic viper
#

because linear velocity needs a primitive component object reference

#

and im trying to build this component without being attached to anything so that I can drag and drop it onto whatever we need.

#

this is my current attempt at figuring it out

gentle urchin
#

Ohh

#

You could add the primitive component dynamically ^^

#

But maybe that defeats the purpose

tight schooner
#

Does the hit event struct contain the impacted components?

manic viper
#

omfg

#

of course it does

mental trellis
manic viper
#

it doesn't have the self component, just what it hit

#

the hit struct contains the actor but not the component

#

hmm and its actually NOT tracking the hit impulse

#

from the parent

#

disregard that last part. I'm dumb and forgot to generate hit events off the simulation. But the linear velocity is still iffy

fiery swallow
#

Event tick -> get all actors of class (actor) -> destroy actor SCGclown ๐Ÿ‘

gentle urchin
#

That one would be over really fast :p

manic viper
#

I figured it out. Thank you @tawdry surge for leading me down the right path!

I finally have a component that i can place on any object to simulate physical impact noises and sliiding + rolling sounds

#

( with Fmod integration)

teal talon
#

Question?: When using Hide Bone on a Mesh anyway to not have it hide child bones too?

trim matrix
#

heres the blueprints

#

it works when playing as server so its definitely replication shit

summer shadow
#

Hello Everyone,

is it possible to disable Widget Navigation with Gamepad Thumbstick? i only want to navigate in widget with gamepad D button.... ๐Ÿ™‚

Thanks in advance

spark steppe
#

anyone had the problem that when adding roll on a spline, it totally flips everything?

#

like i try to add 2deg rotation on the roll axis, and it flips upside down Oo

#

is this wrong?

#

0deg 1deg 2deg

#

(when i enter them as value in the start/end roll calls, but pretty much the same when rotating the spline point)

icy dragon
spark steppe
#

wait, does that method take radians? ffs

summer shadow
icy dragon
icy dragon
civic notch
#

I'm trying to randomly generate a 64-bit integer, but it seems to always return zero, but I can't seem to figure out what is causing it. The given range is between -9223372036854775808 and 9223372036854775807

icy dragon
maiden wadi
#

Amusingly, It handles floats really well. ๐Ÿ˜„

civic notch
maiden wadi
#

Ancient code most likely. Never updated. Possibly never will be due to a few factors. First anyone who needs it on a scalable level just makes their own. Second is that it is used on older projects that would break if it's changed and Epic isn't going to deal with that fallout.

civic notch
#

Seems fair enough. I could probably write it myself in c++ instead then, seeing as it seems to be a bit unreliable

forest crater
#

Hey, I got a couple of questions:

  1. Is casting on Begin Play and saving the cast to a variable, and then using it as needed more efficient than casting each time? Or is this the same action, just shorter?
  2. Interfaces are better than casting, but realistically, how much should casting be avoided? Like is there any good practice to differentiate when to cast, and when to use an interface?
tawdry surge
#

1.) Yes saving and reusing is better then casting or interface everytime.
2.) Interfaces are different not necessarily better then casting. There plenty of situations where casting is better then interface and vice versa.

Use casting when you know the other actor exists and you only want to talk to one specific thing

Use an interface when you want to talk to one of many things or the object may not be loaded

Use a dispatcher when I want one thing to talk to many

forest crater
#

Nicely explained, thank you so much!

trim matrix
#

whats an easy way to see whats in my array at any point?

tawdry surge
#

For each loop and print it

#

@umbral merlin is this for an editor utility or something you expect to work at runtime?

umbral merlin
prime steppe
#

is there any way to search for a function specifically for a certain target? I have this scenario where I have a bunch of components added to my character and elsewhere which need initializing via a function, when I try to find all instances of it, it just searches for the name which is the same for each of these components
should I just uniquely name these functions, or is there a way to specify the target at all?

polar violet
#
humble vine
tawdry surge
#

Python is too slow a language for use while the game is running

#

Its only included to help you script editor utilities. Tools you use while developing not playing

#

@prime steppe you can add tags and search for component with tag

trim matrix
#

Does anyone know how to freeze a player in place and then unfreeze them? Im trying to make them frozen when the tutorial dialogue starts and then unfreeze them when its done

thin panther
#

Disable movement

tawdry surge
#

Local time dilation too

trim matrix
#

set global time dilation to 0?

tawdry surge
#

Global would pry freeze the tutorial also

trim matrix
#

oh right! lol

#

making a turnbased system is more complicated then I thought lol

#

fun challenge tho

#

I only got these

#

Ok so the dialogue still plays which is good now i just need to figure out how i disable mouse

tawdry surge
#

Player controller-> set show mouse cursor and set enable click events

jagged stone
#

Is there way to get the number of preview clients from within the blueprints? I have a function that starts the round when all players have joined...normally this would be pulled from the number of players from the previous level...but when previewing i'm jumping straight into the level

wanton galleon
#

Hey, it is possible to know in blueprint how many layers there is on a material layer instance ?

glass stump
#

Currently, when the player dies in my game I use the blueprint 'open level' to start the level again. However, the thought occurs to me that this might not be normal?

#

As I want to add checkpoints and I assume checkpoints won't save if I use 'open level' right?

#

Unless there's a way around it?

cedar remnant
#

What's the best way to construct an actor from a class?

limber parcel
cedar remnant
limber parcel
#

go to sleep and try again tomorrow i guess ๐Ÿคทโ€โ™‚๏ธ

cedar remnant
#

what about

#

???

limber parcel
#

im not sure what ure trying to do but this is definitely not the right way

trim matrix
#

it crashed

#

you love to see it

limber parcel
#

i just had to make this abomination cuz apparently delays destroy foreach loops lol

tawdry surge
#

@glass stump in the game mode, state, or controller class you can "bind on destroyed" and then just unposses the dead character, spawn a new one and possess them

glass stump
limber parcel
#

what if your character gets obliterated before u can unposess him?

#

game always spits errors at me when i jump off map lol

tawdry surge
#

On destroyed fires before garbage collection takes it away

#

Although supposedly its getting replaced by "on end play" at some point

cedar remnant
cedar remnant
limber parcel
#

why dont u just give him the blueprint?

cedar remnant
#

I tried to do it by object reference last night

#

But I need to populate the reference with the actual BP

#

I thought the only way to do that was to construct it from a class

lucid current
#

hi guys,,, is there anyway I can straight show my character in my viewport without clicking the play/simulation button ? im using the city sample crowd from marketplace

cedar remnant
tawdry surge
#

Have you tried just using instance editable variables marked expose on spawn? You can just pass the values you want on construction that way

faint pasture
cedar remnant
# faint pasture Spawn actor

Wonโ€™t that just spawn it into the world? Iโ€™m trying to equip it to my player character and his inventory

faint pasture
#

Actor being exactly the thing that's not letting you do what you're trying to do.

limber parcel
tawdry surge
#

You can spawn and attach an actor in the world
You can add a component or just reassign the settings on a component you made on the player character

cedar remnant
#

Hmm

limber parcel
#

you can literally just do this

cedar remnant
#

Right but it needs a transform

limber parcel
#

just make a new transform then

kindred remnant
#

Hey people, in my level i walk into a trigger box, I have to press E and i've got some level sequences happening. Do you know how i'd activate a Post Processing Volume to start when I press E?

limber parcel
#

its just this

cedar remnant
#

So it wonโ€™t look stupid when the weapon flies from across the map at 0,0,0 and then attaches to a specified bone on my player?

limber parcel
lucid current
cedar remnant
#

Hmm

tawdry surge
#

@cedar remnant spawn it at the transform of the socket on the player you plan to attach it to

lucid current
cedar remnant
#

Yeah ok

#

Just seem janky ๐Ÿ˜ญ

tawdry surge
#

Click on the variable
Its the 3rd option down in the details panel

#

@cedar remnant well I have a component on my character and just assign the mesh and values I want when I equip/unequip a weapon

unreal marten
#

is there a way to handle movement that allows for full collision without removing the scene root of an actor?

foggy escarp
lucid current
foggy escarp
#

Search for it in the place actors panel or just drag it from the browser

lucid current
trim matrix
#

whenever I set the player pawn transform it doesnt work and just faces where the camera is facing?

#

Any ideas?

unreal marten
foggy escarp
cedar remnant
tawdry surge
#

Physics collision uses the collision of the root
You can use set location and get sweep results to deal with collision instead if you want

foggy escarp
unreal marten
# foggy escarp What's your limitations with not being able to change the root?

its 2d game using flipbook for the model, if I set the flipbook to the root then collision works fine but it makes any sort of rotation tedious as I have to account for the initial rotation of flipbook (can't find a way to bake in a starting rotation) and then any changes I make to the flipbook like scaling will affect anything attached

trim matrix
#

@foggy escarpchange the pc's location and rotation for a turn based battle style

foggy escarp
trim matrix
#

no like stationary

#

just facing a certain direction

#

but its stuck on where the camera is facing

#

i guess theres a setting to not follow camera rotation?

foggy escarp
trim matrix
#

i mean it should just be 0

foggy escarp
#

This would spawn it facing the right direction

trim matrix
#

cause thats what I said its transform too

#

but something overrides it

tawdry surge
#

@cedar remnant you could do that, but I was just talking about the equipped items' mesh and properties.
For the weapon, if the player will always have one, I would just have a skeletal mesh or static mesh component. Then swap the mesh and any other values I want.
For general items or if the weapon is more dynamic, I'd probably spawn them in the world and attach simply because if I drop or throw them it's easier to handle.
As for the inventory itself, you can just have a datatable of all weapons and their related base info. Mesh, attributes, etc.. and then make an array or struct to hold the ones that the player has. Whether you wanna encapsulate that in a component or if you want to build it into the player character class is up to you

kindred remnant
cedar remnant
#

The rest makes sense thank you

tawdry surge
#

@unreal marten you can set the scale to use absolute world instead of relative and that will stop things from scaling with the parent.
Also you can get the class defaults value. In 2d you're usually at 0 or 90 to start so you could just hard code that as a constant or save it on start and use it for whatever you need

unreal marten
strange pike
#

interesting question: is it possible to set casts initially as pure in editor settings? ๐Ÿค”

tawdry surge
#

@cedar remnant I use the datatables for storing all the default properties so when I spawn a new one I have those to plug in
Then the item would handle it's own data from there.

unreal marten
tawdry surge
#

This is because I don't have 30 weapon classes. I have more general classes and pass in the data I need to make it work for the one I want

faint pasture
strange pike
limber parcel
limber parcel
cedar remnant
#

That's fair I'm just trying for best practices

tawdry surge
#

That's gonna be more of a case by case thing.
You wanna shoot for having as little extra data loaded as possible and keeping things as self contained and independent as you can.
Static data like tables and assets and BP structs are cheaper to hold, pass around, and access, but not as great for data that you plan to change. So for your example current ammo count would be a variable on the weapon. Clip size, or max ammo count would be static data

limber parcel
#

what about actor components?

#

i use them alot

#

i put all the health and stuff into an actor component because its easy to access

#

no casting or interface required

#

and if ure lazy to make the nodes u can set up a macro

#

for each component

teal talon
limber parcel
#

just hide all bones and then un-hide the head?

teal talon
#

Hmm, Does it need a delay to next tick or can I hide unhide in same tick. I tried this but must have done it wrong.

#

Thank you for feedback

limber parcel
#

i messed with that today, i had to make an abomination to get it to work

glass stump
#

how do I get everything, pretty much, in the level to reset after the character respawns?

trim matrix
#

use the reset node

glass stump
#

ah, thank you! :)

lime yoke
#

Hey guys, I'm kinda stuck here. My character blueprint has attached an actor of a sign (first picture). It looks good here. The problem appears when I rotate the character (Second picture).
What I want is to keep the sign on the same location despite the character rotating.

tawdry surge
#

What do you want it to do?
Cuz if its attached then it's generally gonna move with you

lime yoke
#

Found it. The solution was create an arrow component and put there the sign.

#

It flickers a little bit when moving, but that's a problem for another day.

glass stump
#

Is there a way to use the 'Reset Level' node that doesn't cause spawned PlayerCharacter actors to get deleted?

shy yew
#

Hello, I have a big problem on a program and I can't find out where it comes from.
The goal of the program is to generate a maze. The tour of the wall is done correctly, the problem is what comes after, I have the impression that half the time the program thinks that a vector is not in the array whereas it is there. The problem is that walls are built where they should not and block the passage (which is annoying for a labyrinth).
If you can see where my mistake is I would be extremely grateful.

faint pasture
#

If it's world location..... just don't attach it?

shy yew
#

Which gives this:

amber hill
#

Guys, Does anyone know how large of a plane you can make UE5s water system to have as much effect on low performance as possible ?

#

Open question I know

hot ibex
#

does it loop without the condition ?

shy yew
#

me ?

hot ibex
#

No Hamilton sorry^^'
without the Charge value increment

white elbow
#

I just forgot to change the timeline length lol, sorry abt that

#

works as intended now

hot ibex
#

oh right it was you Super_Hahaa

#

the pic disappeared haha

white elbow
#

How do I make a progress bar that fills with rectangles, like this?

hot ibex
#

I'd say with an HUD component and a loop

white elbow
#

I've only found a percentage progress bar

tawdry surge
#

If you look in Lyra they have this type of thing for the player health bars. Its way more involved then a simple progress bar tho

hot ibex
#

Hey ! I have a problem with something that worked on UE4 and doesn't on UE5

Basically, I can't make an Interface Array to reference actors anymore, here is a very simple case :

  • Two kind of Door actors, implementing a "Door" Interface (so they get the same Open event)
  • A button that contains (as variable) an array of these Doors (so i know which targets which)

In order to target both kind of Doors, the Button's variable isn't a Door array but a Door Interface array, so I can reference all actors that implement this Interface with no additional check nodes

It works fine on UE4 and absolutely not in UE5 ,
it'll work if a use an array of Doors, or generic actor but not interface

trim matrix
#

U think I can give a decal projector some movement?

faint pasture
faint pasture
#

You need to get comfy with thinking in UV and think about how the material knows what color to output based on UVs.
In our case, we choose which color based on distance from the segment divider. Something like:

if Abs(Pixel.U - Round(Pixel.U * 4)/4) > 0.01, choose one color, otherwise choose the other

glass stump
#

Is there a node where it like exempts a particular actor from an event?

faint pasture
hot ibex
#

are you in a loop ?

glass stump
#

So I'm using 'Reset Level' because if I restart the level completely it won't save checkpoints.

#

I assume.

#

Unless I create a save system.

faint pasture
#

if you want ResetLevel to be how you reset the level

glass stump
faint pasture
glass stump
faint pasture
#

Depends, don't worry about perf right now

#

IDK if resetlevel does a full nuke and reload or not

white elbow
#

make a rectangle of some sort and repeat its texture as many times as I need? that's the only thing that comes to mind besides making separate rectangles and turning them on/off separately

glass stump
#

Ah, okay, well thank you I'll look into this and see what I can do. :)

faint pasture
faint pasture
glass stump
faint pasture
#

You have a persistent level the character is in, then can reset the streamed level

glass stump
faint pasture
glass stump
faint pasture
glass stump
#

I wrote a list somewhere.... maybe i can find it

glass stump
#

Yeah, I guess so.

faint pasture
#

Yeah that'd be easy. Just make a struct with all the info you need then make a savegame with that struct in it and you're in business

#

Save on death, load on restart

glass stump
#

Would that also save this if the player exits the game and comes back? (doesn't matter if not just curious)
But thank you so much, I'll try this out and see if I can finally get this to work! XD It's probably way simpler than I'm making it....

faint pasture
#

Save, change stuff, Load, see what happens

#

then incorperate reloading the level on another button

#

then tie it all together with exiting and dying etc

broken geyser
#

Hi there, is it possible to spawn actors in editor (not runtime)? I know that there's a EditorBlueprint or you could set a "Run in Editor" flag but that doesn't work if I spawn an actor in a construction script via Blueprint or C++

glass stump
fiery swallow
tawdry surge
#

@broken geyser afaik you can't spawn actors from the construction script.
You can for sure spawn components though

broken geyser
#

@tawdry surge Thats Ok for me, but my question is, is it possible to spawn actors during designtime? I need this for procedural level generation in editor

autumn comet
#

Hey, is there a way to construct or preload an actor that I can tweak its variables on runtime and then make instances of that preloaded actor later? Construct Object from Class doesn't seem to do that

tawdry surge
#

@broken geyser Ok, cuz you said the only problem with the two methods you listed was they don't work if you try to spawn in the construction script

broken geyser
#

@autumn comet Looks like a prototype factory pattern. Why not just spawn an actor (hidden) change the properties to what you want and call a custom "Copy" function. This function spawns a new actor with all properties from the prototype actor

autumn comet
#

prototype factory pattern? Is that a specific thing?

#

and when an actor is spawned I need their veriables to be tweaked before beginplay or tick events are triggered

#

which seems to happen even if I try to set their variables right after I use the spawn actor from class node

broken geyser
#

You can expose properties for construction script if you want, depends on the properties you want to change

tawdry surge
#

Yeah expose on spawn and then use those values in the construction script

autumn comet
#

I've never used the construction script of an actor before, I guess I'll look it up to see if it does what I want then. I need it for stuff like an explosion instance that I need its damage to scale with the exploding actor's damage before it can collide with an enemy

broken geyser
#

Sorry, Properties which are set "Expose on spawn" will be visible on a "Spawn Actor From Class" Node

autumn comet
#

ooooooh that's exactly what I needed! I just saw it

broken geyser
#

Ok, that means you don't have to preload or spawn an hidden actor, you just have to expose all properties for spawning and set it directly. Should do the trick for you?

autumn comet
#

yeye, thanks for the help!

crude iron
cyan bone
#

Also, how do i detect collision with a lerp? Should i check every lerp iteration if im overlapping someone?

paper galleon
hot ibex
dawn gazelle
#

Nevermind, I see it now... Just a bit confusing.

crude iron
#

I'm essentially creating a custom option box

dawn gazelle
#

Yeah, what happens if you print out the contents of the "Options" array?

teal talon
# limber parcel just hide all bones and then un-hide the head?

Question: Hide all bones then unhide head doesn't work: What am I doing wrong. I even setup a bp just to test this and the head doesn't show up on unhide. I've tried root too, and neck_01 the entire mesh stays hidden. I Tried it will scaling all the bones too but I can't scale the body without it effecting the head.

astral stratus
#

does anyone know how i can differentiate what makes an Item food or water? I have this set up so far but not sure where to go from here

teal talon
#

Question: Can I clone a bone to another bone or in to another mesh?, so I could take the head clone and put it in the root hidden. Or in it's own skeleton?

astral stratus
#

@crude iron thank you I will look into that right now

indigo bough
#

Am I right in thinking you can't add blueprint components to variables? I wanted to make an array of static mesh components within the blueprint that I could then act upon, but that doesn't seem to be possible. Do I really have to drag out a reference to every component into the graph to interact with them?

surreal peak
#

You mean components that are part of your BP Actor?

#

You can just make an array variable, connect it to a make node and add the components once by hand. Call that in e.g. construction script or BeginPlay and you can use the Array from there on

manic viper
#

Ive got a physics object and im constantly reading the hit impulse on it. Most of the time it will do its initial run of physics and then stop generating hit events as its no longer moving. But every once in a while it'll stick on and keep generating hit events. Is there a way to stop that ?

indigo bough
# surreal peak You mean components that are part of your BP Actor?

Yeah that's right. Just trying to avoid doing that in the graph itself because I have hundreds of components to set up this way, and was hoping I could streamline it a bit ๐Ÿคฃ

At the moment I've got a struct that carries the necessary information, and if it wasn't for the component reference issue it could all just live inside one variable ๐Ÿ˜ฆ

#

No less work of course, just less clutter.

tight schooner
#

@indigo bough Get all components of class... Or some such node could also work if you don't care how the array is ordered

#

Get components with tag etc

#

Otherwise yeah gotta make array by hand at construction

indigo bough
#

Seriously thinking about tags, but yeah that's also not fun ๐Ÿ˜„ Okay, no problem thanks!

dull tree
#

I neeed help!!!! i accidentally deleted my MAIN BP, i cant get i back

#

what can i do?

indigo bough
#

Do you have source control set up?

balmy apex
#

Does anyone happen to know how I can use blueprints to get the player's spawn location to move a certain amount on the X axis each time they press a button that restarts the level?

dull tree
indigo bough
# dull tree nope :(\

As far as I know, I think your only hope is to check the recycling bin, but I don't think stuff goes there at all

dull tree
#

๐Ÿ˜ฆ

indigo bough
#

Everyone has to learn this lesson at some point ๐Ÿ˜„ It's a horrible thing to learn, but you need to set up some form of source control, or do regular backups

dull tree
#

yeah :/

junior hedge
#

Check for backup in the folder of your project

#

I forgot exactly where it is (I'm not home)

#

It saved me, my entire level was deleted somehow

#

Simply pulled the level out of backup and was good to go

#

And the contents if you need them like I did

manic knot
#

Can anyone show me what Im doing wrong here??? Damage is only being applied to Client 1 no matter what I try. Running as Client

faint pasture
#

How does your game mode decide where to spawn a pawn at? If you haven't done much changing, it probably just uses a player start actor right?

balmy apex
dawn gazelle
faint pasture
#

Why are you not using player start actors?

balmy apex
dull tree
manic knot
manic knot
junior hedge
manic knot
balmy apex
faint pasture
dawn gazelle
# manic knot This is at the end of the Function that is on the Timer

In this image it shows that you've marked the event as an "Executes on All" / Multicast function which you cannot call from clients.
Normally you don't want to let a client tell the server that they've hit something as it opens the doors for cheating. The server should already be running the hit detection itself, and then it determines the values and replicates what happens to other clients. If you had an exposed RPC like this, you'd effectively allow those with know-how basically kill everyone anytime.

balmy apex
dawn gazelle
#

At most, you'd want the client to signify that they've started attacking, and maybe a target.

manic knot
faint pasture
#

Make sure to remove anything having to do with setting the character position on spawn from your character

manic knot
dawn gazelle
#

But that's not what the server would see. The server can only know what the client is doing if you use a "Run On Server" event.

balmy apex
dawn gazelle
#

Example:
Client presses attack button > "Attack" Run On Server Event

Server sets a boolean true indicating the player is attacking (which you can then later reuse to prevent multiple activations), and the server runs the line trace. The server then determines who to deal damage to and uses the "Apply Damage" node.

Client releases attack button > "StopAttack" Run On Server Event

Server sets the boolean to false and stops the timer.

manic knot
dawn gazelle
#

Eg.
If I was malicious, I could send a packet that spoofs that RPC at any time, and constantly set it true whenever I want to.

balmy apex
manic knot
dawn gazelle
manic knot
dawn gazelle
#

Perhaps your line trace isn't correct?

junior hedge
#

dk if intentional or not

faint pasture
limber parcel
#

is there like a beta branch for UE 5.1 ?

#

i need the navmesh fix

balmy apex
#

I have a Character and now a PlayerStart both on screen

manic knot
faint pasture
#

I'm saying delete it from the level

#

Don't delete the CLASS, just covering my ass here

balmy apex
devout geyser
#

@faint pasture covering your ass? you wont get a lawsuit lol XD

mint magnet
#

I am trying to use a spline inside a blueprint in sequencer but it doesn't keep the amount of points I create. Anyone run into this?