#blueprint

402296 messages · Page 934 of 403

cyan bone
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ahh exactly

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but that means if i move the camera around

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then the thing will be off right?

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it wont fade in against the background

versed sun
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thats part C

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I was thing a 2nd check in Event disparcher that can fire a "Retake Photo" that when the angle changes too much

cyan bone
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I see but there must be somthing of a fade into the background. Like in photoshop when you cut the background and then do a gradient into the transparent

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the issue is the sky

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if green (grass) goes into the sky then its over

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if i could take a picture of them without background as a png

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else it will need many pictures ticking

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and thats not good

astral stratus
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love having to scrap my entire inventory system and start over 🙂

versed sun
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is it top down ?

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or more of a floating camera

cyan bone
versed sun
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yes

cyan bone
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for now its more like age of empires

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but you can zoom in a lot

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im still undecided on this

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because the total war style gives more fancy zooms

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and you can look in the horizon and so

versed sun
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then you might need to retake pics when the angle changes too much

cyan bone
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i made a blueprint that makes a solid out of a convex hull from my soldiers batallion positions. So it takes their wrap, then converts it into a solid. A procedural static mesh.

cyan bone
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because of the sky

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and the grass. It would need a tick picture. And if i take a picture, then the soldiers must be there anyways, right?

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so maybe the idea of the cube would be better in this respect?

versed sun
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or... Top down Scene Cap Pic, put on a Decal ?

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i dont know the scale of how far things are

cyan bone
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its a huge battlefield. I tested 50k+ units the other day

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thank you ryckoshae

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this brainstorming was very important

versed sun
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You got some htings to think about and test

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Maybe even a particle system? i havnt used them much but just a thought

ripe pier
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Hello everyone, want to make a custom blueprint where I can change the colour of the new default UE5 car. How can I go about it?

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I know that I can change the material colour with the tint feature on the body but I dont know how to implement that into a UI with blueprints

topaz badger
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Anyone know why Im getting this error? It started happening ever since i move to ue5 but will go away and come back randomly. If i restarted it would compile fine.

echo mist
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Can I add "TriggerBase" as a component into BP?
I want BP_A to have reference to BP_B trigger collision, but the only thing I can add is Sphere/Box/Capsule Collision component and I didn't find a way how to reference default Collision component no matter the shape just like TriggerBase can contain Box/Sphere/Capsule Trigger

faint pasture
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Why would gamemode have anything to do with this?

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Just have some variable on pawn or on playerstate with a repnotify that adjust the material parameter or swaps the material out

lime moat
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Hey ya'll, i'm having an issue trying to get a SetText component to update its text in the editor. I am simply wanting to know what index each item is in editor. Heres a screenshot of what I have in my construction script. Currently, the setText is rendering out the last index for all of my BP actors I have in the map. I can see each item's index in the exposed variable, and in print string on begin play, so it's odd that setText isn't updating correctly.

edit, figured out my problem. I wasn't using the RenderText from the array

glass stump
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How do I save the 'state' of a BP?

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I guess there must be a variable for it I guess.

lime moat
worthy carbon
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Hey everyone i have an inventory system in my ue5 project but i'm missing the part where i click on 1/2/3/4 or 5 the item has to attach to the character... how do i set that up?

glass stump
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As there's multiple of these objects, each with a different state which changes depending on the players actions, and I thought that if I do it straight up like this it'll just change all of them to the same thing, but I might just be misunderstanding how it works.

lime moat
lime moat
glass stump
# lime moat if your states are all saved in an array, you should just be able to send that a...

ah, i wasn't sure because i used an array system to load (or rather not load) destroyed enemies today and that worked fine, been trying to update it to set the state of these other BPs too.

but i just realised i can actually directly create a variable of the exact state variable in the savegameobj, didn't know i could do that. XD just need to figure out how to set it to load each BP in the state set by the player in the game when saved atm.

lime moat
glass stump
tawdry surge
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I'm having a hard time pinning down an issue with some widget components.
I have two widgets in world space I'm using for interaction spots. They work fine but in the level (And only in the level) they render black (top picture)
BP editor viewport, widget editor, and material editor all look fine.(bottom picture)
Anyone have any idea why this could be happening?

elder mango
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what's the best for good collision?

tight schooner
# elder mango what's the best for good collision?

There are tradeoffs. Collision primitives like spheres and boxes and capsules are inexpensive to test against. Complex collision is expensive. If you're going to have A LOT of collisions on a complex surface, it might noticeably impact the game thread

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Sometimes you need the precision of complex, like on a spline road that vehicles will drive over

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But otherwise use simple when possible

pseudo wedge
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im trying to get ureals top-down template to work using the other event tick method, but the player literally doesnt move at all and just stands still

viscid hinge
pseudo wedge
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im a huge fucking dumbass nevermind

tight schooner
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@viscid hinge is your hit location exactly on the boundary of a grid snap?

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Maybe offset the hit location by the hit surface normal

viscid hinge
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Well I kinda fixed it but there is a problem, when I trace from a certain side the object gets placed inside the existing object

tight schooner
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How did you fix the original issue?

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Asking in case the new issue is related to that

viscid hinge
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I broke the hit loc to a 3f and snapped each invudal one, but now there is a new problem

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Il show you one sec

tight schooner
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Hmm. My thinking is the hit locations you're getting are straddling the line between two grid points and you need a way to disambiguate that

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Adding the surface normal of the hit to the hit location should be enough in my imagination

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Cuz that'll offset it away from the traced surface

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Which is where you actually want the new block to go

viscid hinge
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hope this helps

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i want a way to snap it to a face? is it possibke

tight schooner
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Yeah try my suggestion above

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Hit location + hit impact normal

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Then vector snapped to grid

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If it doesn't work try multiplying hit impact normal by 10

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Or use a Draw Debug Sphere node to visualize what's happening

viscid hinge
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like this?

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it works well but there is a new problem

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it works well tho

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can you please also explain to me what this did to make it work? thank you

tight schooner
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A "normal" vector is a vector with a length of 1 that points in a direction. For example, the "actor forward vector" in your line trace screenshot is a normal that points in the direction the actor is facing

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The impact normal... If I recall correctly... Is what's more commonly called a surface normal

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It points away from the surface

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So by adding the surface normal to the hit location, you're offsetting the location away from the surface by one Unreal Unit (cm)

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And that's enough to disambiguate the grid location you're looking for

viscid hinge
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i mean, its good for now i do thank you alot, i wish it wouldnt snap to corners tho

tight schooner
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Corners? Jeez. I don't have a great solution for that off the top of my head

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Other than doing a whole lot of conditional line traces to test whether there's

  1. a surface near the cursor
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and 2. an empty grid space on the backside

viscid hinge
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allright no problem thank you for your soultion

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btw again, is there a way to snap objects to box collisions on Static meshes instead of grids?

tight schooner
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Like place a thing on a surface without snapping? Basically do the same line trace and "impact normal" offset, but skip the grid snap part, and have to figure out how much offsetting off of the surface you need. If you have a spawned object, you can get the "bounds" of the object, which'll help you figure that out if the placable objects aren't all the same size.

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If they are the same 100³ size then you basically need 50 offset.

digital palm
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Hey, I'm trying to create a bed actor. This purpose is just let the character sleeping. I want to change also the input. I would like to only have the 'e' button could be pressed to exit the bed, and then if 'e' pressed, it gives back all inputs. How can I do that? I tried to disable input but it's disable everything (oh and its multiplayer)

viscid hinge
tight schooner
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Sorry I don't have one offhand. I never tried making this type of game @viscid hinge

viscid hinge
tight schooner
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Idk the proper jargon either 😅
Building system? "Minecraft"?

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I know there are a lot of "make minecraft in UE" type things on the web. Can't vouch for any of them though.

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Probably on the UE marketplace as well

viscid hinge
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Building system has only 3 proper tutorials, once is something I don’t want, second has a part of code I can’t do/ add wish if you could help me with it it will help bec he shows how to snap to boxes,

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And no I’m not making “Minecraft” it’s a realstic sandbox building game, not close to mc but inspired by it

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I will show you the part I’m stuck at

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5:10

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I can’t find anything called set camera

viscid hinge
desert juniper
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it's just a variable of type Camera

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if you don't have one, then you forgot to create it whenever he did

viscid hinge
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Thank you I will try

astral stratus
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hey guys im following a tutorial on youtube how do i find this node?

tight schooner
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In an event graph you can just set a variable directly

astral stratus
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im inside a function graph right now and cannot find this for the life of me

viscid hinge
tight schooner
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@astral stratus does your function have a "pass by ref" input? Try dragging the diamond shaped pin out and search for "set"

astral stratus
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im actually not sure why im not seeing that node

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this is the tutorial im following in at 5:54

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any ideas?

pulsar path
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idk but just a 'set variable' (that is of type integer) will work just the same

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oh thats interesting

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it might be a struct thing, you can try dragging off the struct?

astral stratus
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so drag off quantity and try to set the integer ref?

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from the struct break?

pulsar path
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'set by -ref var' is what its called

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yeah

astral stratus
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you are a king ❤️

pulsar path
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np

astral stratus
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any reason why i couldnt find the set ref though from typing it?

pulsar path
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you actually can
i only just found out about this
its just called set by -ref var and it changes to whatever type of variable you plug into it

astral stratus
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ohhhh ok interesting

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ty again

pulsar path
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i believe that should work ™️

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if not you could just grab the velocity, and apply an impulse thats the opposite of it, effectively stopping movement

viscid hinge
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thank you

astral stratus
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love how helpful everyone is in here

pulsar path
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its weird being on the other end of it, i got a lot of help from here when i was still learning

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still kinda learning tbh, always gotta be learning

astral stratus
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yeah im learning as I go this tutorial im following explains everything fairly well

foggy escarp
gentle urchin
fervent bramble
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Not entirely sure where to ask for help with this.. I'm trying to recreate a similar camera system to this, I already have a system setup to switch between cameras, I'm just not entirely sure how to have the camera sorta float with you as you go down a hallway if that makes sense? Any help would be greatly appreciated

surreal peak
rough warren
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Hey guys, I'm just wondering how I might change which direction my attach to socket is

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Is there a way I could create a socket attachment on the item and then just attach socket to socket maybe?

surreal peak
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What stops you from just rotating the socket on your skeleton?

rough warren
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I rotate it and it just doesn't change

shadow sentinel
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Hello everyone. My friend has just finished another year of programming at a university and he's looking around for a good place to start learning Blueprints so that he can eventually make his own, small souls-like clone. Does anyone know of any decent tutorials that would be a good place to start for someone with no prior UE knowledge? Thanks! 😄

rough warren
surreal peak
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I mean theoretically you just need to make sure your times follow the same orientation

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But if you want to use this you can just use the second socket on the item itself to drive the offset params on the attach node

worthy carbon
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Hey everyone i have an inventory system in my ue5 project but i'm missing the part where i click on 1/2/3/4 or 5 the item has to attach to the character... how do i set that up?

rough warren
umbral merlin
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Hi.
Me and my team trying to make a FPS game to shoot words as bullet.
Is there any ways to input Python output (Or Array or just print() ) to UE4's blueprint? Because we use Python to recongnize audio and convert to text

umbral merlin
# icy dragon Don't use Python.

I am a new guy who joined UE4 and programing.
I just want a function can recongnize audio and transfer to text. (Japanese as main)
Any suggestions?

icy dragon
umbral merlin
icy dragon
oak ember
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See i have the FPP melee animset ... i want to use it with alsv4 i know how to play anim montages in alsv4 and i am able to attack but ... i want the animations to function only the upperbody i want to know how to blend layers in alsv4..... any tuts??

shadow sentinel
open latch
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Does anyone know why this doesn't work properly on built ? It does work as intended in the editor, but when packaged it doesn't function

umbral merlin
jagged stone
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Given a location, a rotator and a distance. How can i calculate the ending location? This is what I came up with i think it works:

jagged stone
dreamy yacht
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Hi, can somebody help me? I have followed this tutorial to make a simple outline for objects ( like here )

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I want to start outline for A.I. cars when they are in certain range from player's camera, but as test object I chose the simple box static mesh\

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( maked on the image in red circle )

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*marked

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The problem is: the game engine finds the box and shows the outcome with print string

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but looks like the engine can't find the tagged test object

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and no outline is visible

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looks like the engine can't find the searched actor , although it has the tag

marble tusk
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You're not inputting anything into the traced actor pin

twilit lion
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Hi. What's the class name for getting Material Instance? I tried "Material Instance", "Material Instance Object Reference", "Instanced Material".. If I try "Material", I get all materials, except for the Material Instance ones.. Anybody know what to type as class name to get the Material Instance assets?
I can get all assets, and then filter out, but it'll take more time to get the array than if only materials.
EDIT: After getting all assets, then filter by name, I was able to retrieve the asset class name from the material instances that it found, and printed to a print string.
Short answer, "MaterialInstanceConstant" is the class name. 🙂

dreamy yacht
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okay, looks like the searched, tagged actor is found

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but still no outline is visible :/

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damn, looks like there'is an internal error in material code

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gimme 5minutes to fix

dreamy yacht
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seems 2be workin' now

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THANKS 🙂

dreamy yacht
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another problem - the detection range is set for 250000 units, but the outline rendering range is very short ( like 20metres in front of outlined actor )

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I mean the range, where the outline starts to show up is very short like 20m

versed sun
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can you make outline thicker ?

dreamy yacht
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that doesn't help

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I have to make the outline visible range wider

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for now it's like

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and I want to force the engine to draw the outline sooner

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and I don't know if it's related to LOD of the car or not

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The wanted function is: when A.I. car moves away from player car ( player camera ) , the A.I. dissapears in dense fog ( disabled at the moment of testing ), then only the A.I.'s car outline is visible

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do you know how to change the outline rendering range ?

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do you think, that outline rendering range is stored inside the outline material itself ?

dreamy yacht
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okay, I found it

glass stump
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If I wanted to save the state variable from a BP into a save game obj, would I create a variable in the save game obj of the varaible type 'BP state variable' (directly referencing it) or would I create a new state variable, or maybe even a bool variable?

maiden wadi
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Your state is nothing but a number of some kind. All you have to do is copy that number into the savegame object, and be able to read it from the savegame object.

glass stump
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And then I can load it back when the level starts so it assigns the correct last states to each object and implements the appropriate conditions?

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Hmmm, so I guess a integer would be best.

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thank you!

quick grove
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sorry guys, how can I check if an "Input Chord" variable is empty?

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I mean... if key is set to none

zenith trout
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get key name i think

quick grove
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maybe "Get Input Chord Display Name"?

zenith trout
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most likely

quick grove
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ok thanks let me try

zenith trout
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i dont remember the exact name

ornate trail
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'fallback struct structure'? why would a create widget revert to this? Caused issues with my inventory and took a while to trace

remote meteor
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refresh the node and recompile the bp

ornate trail
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refreshing the node and reconnecting fixed yeah.. but more concerned as to why

quick grove
remote meteor
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blueprint struct sometimes are like that

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especially when you modify an existing already being used struct

ornate trail
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oi yoy, ok good to know. took forever to trace before I noticed some vars where getting passed as null

jolly cairn
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hi all, i have this blueprint to move the players camera up close to the computer terminal i made. The position works fine but it's keeping the direction the same as what the player was facing

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when all is said and done, i essentially want it to be like this

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im not sure if it's the transform not working, or if im doing it on the wrong thing

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this is what i want,this is what i get

ornate trail
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zero out the rotator on the transform maybe?

true folio
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ANyone wanna tell me why my object isnt rotating on pressing X?

tawdry surge
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Actors don't receive input by default

true folio
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Oh so u need to create the input?

slim grove
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im trying to move my movement code to the player controller but i keep getting BP errors
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetPlayerCharacter_ReturnValue". Node: Add Movement Input Graph: EventGraph Function: Execute Ubergraph BP Player Controller Blueprint: BP_player_controller

lilac storm
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hey guys need your help , here is a screens of pivot exact same static mesh in Blueprint and on Level, why pivot is changing when i put bp into the scene? is this ue5 bug?

undone surge
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is there a way to put a delay in an anim graph? like if i want to put a delay between these states?

solar needle
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i have confusion

keen pendant
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I'm losing my mind here. Anyone have experience working with the new Chaos System for Destructibles? My anchor field is constraining inside the box, and I can destroy elements close to the ground floor, but whenever there's any height involved, its just ignored and the projectile shoots through the walls.

maiden wadi
# jolly cairn hi all, i have this blueprint to move the players camera up close to the compute...

Not sure if you've solved this. But if you're moving the player's actual camera, then usually these are affected by ControlRotation. You would want to set that instead of the camera's rotation. However as another note for general design patterns I would advise not messing with the player's Camera at all and instead simply calling SetViewTargetWithBlend on this terminal actor. And then SetViewTargetwithBlend back to the character when done.

jolly cairn
solar needle
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how to make spawned drone that follow the character. include the rotation. without using socket ?

quick grove
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hi guys, I've just created an .html page where there's written only the current game version

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how can I tell the game to go into that online page in background and check what's written using bp?

solar needle
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nvm. how find look node actually work ? it just set mesh to look at the other mesh ? however it cuase the object. even in socketed mesh rotate whatever it wants

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as long it find look at. i cant find constrain for it

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i still didnt find how to anchor it

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confused af

gentle urchin
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If its attatched to a moving socket you need to apply the opposit delta rotation of the socket

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**

solar needle
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i repair my question

gentle urchin
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I repaired my answer 😄

solar needle
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i have my actor A set to look at other actor C with limitation of yaw only. so far so good. however, the actor attached to socket which is actor B. which is spaceship with all rotation. this cause the Actor A look at Actor C but didnt respec Actor B rotation like pitch and roll

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which is pain in my head

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despite being socketed

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geez how the hell world of warship turret work like tht

gentle urchin
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Wait, so you want actor A to follow actor B despite being set to view at actor C?

maiden wadi
solar needle
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i want Actor A to follow Pitch and Roll Actor B while it have yaw to see Actor C

gentle urchin
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Follow ==> look at

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Only set its yaw then

solar needle
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yes. the problem that Actor A didnt like to follow the rotation of Actor B Pitch and Roll

gentle urchin
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Read its pitch and roll

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And set only yaw from the find llook at

solar needle
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this cause the problem like i said

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the turret (actor A) didnt have Yaw and Pitch follow Actor B

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3 hour i cant find a clue

gentle urchin
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Show some code

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Easier :p

solar needle
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i will show it

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i feel 0 pitch and 0 roll need to fill with something

maiden wadi
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The easiest method for turrets is usually to calculate and set Yaw and Pitch independently. The Base(Yaw) simply projects the target's location into it's own space and interpolates towards that on one axis and Pitch does the same. Applying clamped local space rotation clamps before setting the final rotation.

gentle urchin
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You're not reading its current pitch and roll

solar needle
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@maiden wadii follow this method

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if it doesnt work i probably abandon project

maiden wadi
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Part of the issue is you want to avoid Rinterp. You don't want a full rotator calculation. FInterp each axis independently.

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The target point needs to be inverse transformed into the turret's local space. After that you can do easy assumptions like Zeroing Z out on the new local point to get a clean Yaw rotation. And it makes pitch easier as well. You remove the complexity of the ship altogether.

solar needle
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what is F interp and R interp ?

maiden wadi
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Interp means Interpolation. F means Float. R means Rotator

gentle urchin
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You dont want interp tho

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You want the other one

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With something like const speed

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Erh forgot its name 😂

maiden wadi
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FInterpToConstant or something.

gentle urchin
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Ahbyes. I mixed with lerp

solar needle
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so Rinterp is changed to Finterp ?

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ok

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do i need to have socket ?

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still causeing more bugs

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what interpolation means ?

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at this point i just need to know what is interpolation

thin panther
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Blending between two things

solar needle
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what blending ?

maiden wadi
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You have a speed, and two points, and a current timeframe. With those numbers you can extrapolate a point between your two points given the time and speed.

solar needle
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what is extrapolate ?

thin panther
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Lets say yiu wanted to interpolate between 300 and 600, halfway through your timeframe you would be at 450

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Extrapolate means to extract a piece of information iirc

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Google could answer that one too

maiden wadi
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"Extrapolation refers to estimating an unknown value based on extending a known sequence of values or facts. To extrapolate is to infer something not explicitly stated from existing information."

solar needle
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so interpolate means information on middleground ?

maiden wadi
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Interpolation - Estimating a value inside a set of data points.

solar needle
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oh

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it estimate between 2 point of data

maiden wadi
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Correct. Your current rotation and your target rotation.

solar needle
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yeah i have to redesign my project. again. it just that it cause unwanted bugs

maiden wadi
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This small hiccup is causing an issue with your entire project? O.o

solar needle
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changed to Finterpolate

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the gun part didnt follow the main part

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the R interpolate work fine

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and the issue still unsolved

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try to fix cause turret to jitter

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i try to make turret follow the pitch and roll of the spaceship. it cuase the bug

maiden wadi
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If RInterp works, and you're having jitter. Just set the rotation to the target rotation if it's within a margin. Should eliminate that.

solar needle
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hm

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lets try it

maiden wadi
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When does the jitter show up?

solar needle
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when it find the actual target

maiden wadi
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Yeah. Just set it to the target rotation instead of interpolating then. It's causing it to over adjust.

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There should be an easy nearly equal function you can use for detection of that.

onyx violet
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so I'm making a system where in a 1st/3rd person game, turning with the mouse decelerates a player, I have a basic function setup to calculate it, there is a problem tho, changing FPS limit seems to make this equation more sensitive.

How can I factor in delta seconds from event tick to make this equation work the same regardless of FPS

maiden wadi
# onyx violet so I'm making a system where in a 1st/3rd person game, turning with the mouse de...

Usually it's just a simple multiplication. Not sure about your function, but most times you'll multiply a multiplier or a speed by Deltatime. So if you have a speed that does 800 units in 1 second. You multiply the 800 by Deltatime. This causes you with 13.33 at 60fps for example, meaning in straight linear you'd be able to move 13.33 units each frame for a total of 800 units in a full second at 13.33x60

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It's probable you have a variable that dictates how much slowing to apply to reduce current speed. You probably need to multiply that by Delta before using it.

onyx violet
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ok i'm gonna read this slowly to make sure I understand it but the way it works is the equation generations a multiplier number that's in range from 0.6 to 1.0, 1.0 just means you're not losing speed, while 0.6 you're going at 60% speed

maiden wadi
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How are you setting the speed? Is this for lowering a max speed, or are you actively reducing current speed?

tiny meteor
onyx violet
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all i'm doing is taking the input axis value and multiplying it by this number that is outputted by the equation

tiny meteor
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anyone know why this happens? I am spawning an actor and getting all child components, and it is returning 0

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if it is placed in the world it returns non 0 value

outer elbow
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Hi does anyone know how i can make this work in first person? Im following a tutorial on how to make a slide mechanic, but my project is a first person and their using an animation with a character, but I cant make a character because its first person and it would ruin it. Thats their blueprint with the animation (some nodes are cut off) And this is mine without the animation, how can i make the slide work without the animation?

tiny meteor
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@onyx violet if you are applying a constant speed per frame then yes higher framerates will make objects move faster,

outer elbow
tiny meteor
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you just multiply it by world delta

onyx violet
#

that's not what i'm doing...

#

it's not quite as simple as that

#

i have an equation that factors in mouse movement value and it's returning higher/lower depending on the players FPS

#

I guess I could just multiply that actually

#

i'll try messing around with that actually

tiny meteor
#

world delta is frame time, you just need to scale it by frame time

maiden wadi
# tiny meteor

Are you absolutely sure that this component's actor has any SceneComponents attached to the root?

tiny meteor
#

yes, I have the same actor placed in the world and it returns 3 child components

#

when its spawned, I can see the components in the editor view, it has components its just returning 0

maiden wadi
#

Really odd. All of that should definitely be valid at beginplay. :/

tiny meteor
#

yeah, idk why its nor working

#

could be cache issue

barren sonnet
#

Anyone know if there is a way to instance a blueprint on a spline instead of a mesh ?

gentle urchin
normal dew
#

sorry noob question, is there such a thing as a flip flop node but with 3 outputs? i want to have 2 inventory systems, pockets for small objects (batteries, meds etc) and large objects (fire axe, flashlight etc) can only go in the hands and can be swapped between hands or dropped

#

3 way flip flop node would be for swapping and dropping hand inventory items

gentle urchin
#

Just do a switch on int

#

Or switch on enum, if that could make sense in your system

valid bolt
#

anyone know how to move preview assets without moving the socket it is attached to?

onyx violet
#

I'm making a system in a 1st/3rd person game where turning with the mouse declerates the players, there is a problem where lower FPS is making the turn deceleration more sensitive, meaning they slow down more. The problem is that because they are getting less frames, the delta seconds is bigger, which makes multiplying by that makes the player slow down more, does anyone know how I can address something like this?

flat raft
#

Hey Hey! What asset type is this?

unborn maple
#

muzzle flash not spawning where muzzle is located it spawning underneath it

#

also tried get socket location

flat raft
unborn maple
#

yea it still underneath the socket

#

i added the muzzle socket as an extension to the barrel

#

so it might be because of that

flat raft
#

hmm.. it should still know where to put it. You muzzle asset might have an offset. Spawn a sphere or something instead of the muzzle and see if it's in the right place

unborn maple
#

will try that.

ivory light
#

does Download Image work with .jpg? i can't get either success or fail out of it woofdog

unborn maple
#

cube is spawning undermeath me too

cobalt gulch
#

How can I add post processes to a widget? I need this to only effect a part of the screen

onyx violet
faint pasture
small shore
#

using UE5 and AI perception hearing is giving off this stimulus location

faint pasture
flat raft
# unborn maple cube is spawning undermeath me too

add a socket to your hand to see if it spawns there correctly. Basically, start removing stuff to see where it works correctly, then procced forward slowly and see where it breaks. That's what i do.

faint pasture
#

MovementMultiplier = SomeFunction(TurnRate)

#

SomeFunction probably just being a map range clamped on TurnRate

faint pasture
cedar sparrow
#

Is there something that I can use to notify all blueprints on the board? Specifically, I have some units on the board and some of them regenerate health at the start of the "upkeep" phase of a new round. In my game mode, when I switch to the upkeep phase, how do I send out a message to all blueprints that "upkeep" has started and they should trigger whatever their upkeep events are. Or, do I have to do a "get all actors" and run that event if it exists?

onyx violet
faint pasture
faint pasture
#

Your game controller, wherever that is, can have a dispatcher to notify everyone what turn and phase it is

#

Everyone who cares binds to it on begin play

cedar sparrow
onyx violet
faint pasture
#

Or you can just get all actors with interface

faint pasture
cedar sparrow
#

appreciate it

faint pasture
#

Interface would be simpler

unborn maple
gentle crest
#

hey I had a quick question, do you guys think I should only use one player save bp for each person?

faint pasture
gentle crest
#

yea

faint pasture
#

Yeah I think that's a good idea for serverside saves, that's how Minecraft does it

#

1 save file per world and 1 per character

gentle crest
#

ok cool

#

thank you

drowsy nexus
#

multiple weapons

one that is fully automatic
one that charges up and explodes on impact
one that is semi automatic

i want to be able to switch between these weapons at will, they will have different models

#

is there any guides or things i can use as reference to do that?

faint pasture
drowsy nexus
#

i have a character who can switch between 3 guns (all identical just different colours and when i shoot text is displayed (3 different texts) but not shooting occurs )

faint pasture
drowsy nexus
#

there is an adult gun and 3 childs

faint pasture
#

Do you mean you have a Gun class and 3 subclasses of it?

drowsy nexus
faint pasture
#

K that's good

#

So you said you can already swap between the guns?

#

Make a StartFiring and StopFiring events in GunBase.

drowsy nexus
#

yeah with the mouse scroll wheel

faint pasture
#

In the child classes, implement the logic on StartFiring and StopFiring

drowsy nexus
#

i am just nor sure where to put the shooting code? do i put it on the individual guns

faint pasture
#

The base class just has the StartFiring and StopFiring events, so in your character it can be like

MouseButtonDown -> Get CurrentGun -> StartFiring
MouseButtonUp -> Get CurrentGun -> StopFiring

#

and they'll behave differently

drowsy nexus
#

so in the specific guns i would have

Gun 1: event start shooting---fire bullet

#

then for my fully automatic gun i would have the start stop

faint pasture
#

Then for your chargup you'd have a different bullet and you'd fire on StopFiring, passing some info to the bullet about charge

#

You could make a function in BaseGun called FireProjectile which takes a class for the projectile and does all the math on where to spawn it and what direction it shoots in etc.

#

But do it all seperately first

drowsy nexus
#

makes sense.
currently I have nothing but the shooting stuff just using the default gun and character models etc. once i have the 3 guns down should i then get all the scaling correct? maybe replace the preset gun models with some bad models i make

#

in prior projects i have had ammo stamina health etc sorted so they could be my next step

drowsy nexus
#

@faint pasture so i have this for my fully automatic gun but it is still semi automatic

last briar
#

guys i was trying to make a vaulting system from this tutorial but it isnt working and idk what to do

#

i dont really know what to do

#

bruh

faint pasture
zealous moth
#

@faint pasture terrible advice in fact you should add more features until it works

tight schooner
#

@last briar if you're serious about making that work, you need to debug it by

  1. Understanding what every part of that node graph is supposed to do
  2. Determining if every part is producing the output you expect by using breakpoints, print nodes, and debug shapes
#

If the tutorial didn't convey point #1, then it's a bad tutorial and you should instead learn BP generally until you can make your own vaulting system

outer sandal
#

Hi, can anybody explain to me, why does the node keep coming out like this

#

When the code is like this

#

Shouldn't return anything
And the input parameter... should be as an input, like honestly...

#

UFUNCTION(BlueprintCallable) ofc

dawn gazelle
#

Using an & on the variable type means it'll return a pointer, no?

thin panther
#

as seanny said

outer sandal
#

So I'm just asking if the editor just handles it like that or if I'm doing something wrong

#

Ofc, I may be completely wrong

#

Basically trying to figure out the whole blueprint workaround

dawn gazelle
#

Putting the & on a variable type on a function parameter makes it return that variable, even if your return type is set void. You're basically declaring that variable to be of a pointer type, so if you set its value within the function, when the node is executed the output will be whatever its value was set to.

#

I think if you remove the & it'll behave as you expect.

outer sandal
outer sandal
dawn gazelle
#

and failing removing the &, put a * in its place... I'm not super great with the syntax yet myself XD

quiet shuttle
#

Im wondering if there is a way to call functions or events on certain points of a music/audio track. I have a couple different actors that I want to light up in sync with the music they play. Would something like a sequencer be able to do this?

outer sandal
#

Anyway, thanks for the input, much appreciated

tawdry surge
#

You can do that with meta sounds in ue5, or by analyzing the sound file and saving the playback positions you want to fire events, either in a 3rd party software or manually

iron bone
#

Any ideas for why my character is teleporting to the "predicted location" instead of interpolating there? I've tried seemingly every combination of numbers in the two spots I circled

#

this is ue5 btw

tight schooner
#

If you're only running it once, then you'll only see it move on that frame

#

It's interesting you're saving the start location to a variable though. Usually you see that in timeline-based movement where you directly interpolate between two locations...

#

If you have no idea what to do, try disconnecting that Set Actor Location node from the execution line, and reattach it to Event Tick (and enable actor tick in the class defaults panel)

#

Then you'll see it move around or something when you push the R key

iron bone
#

thank you seanny! Going to try this

crimson saddle
#

I have two small-ish questions:

  1. What is the best way for an object to store a reference to a player in a multiplayer setting? (Potentially with Ai players) String id, direct reference to a pc, a reference to the playerstate, etc?
  2. What is the best way to keep track of player resources or score in a multiplayer setting? (Also potentially with Ai) What object (on the server I assume) should be keeping track of all the players and their scores? (The first question kind of applies here too)
crimson saddle
#

Thought of a third question:
What's the best way to kind of simulate multiple owners to an object? I know it isn't possible to literally have multiple object owners, but I'm not sure how to best make a mechanic that acts that way. This is also kind of related to the first question because I assume I need an array or map of players in the object.

faint pasture
faint pasture
#

Depends on your design

crimson saddle
# faint pasture What specific mechanic are you thinking of?

If players could all "own" a stake in an object on the map. Essentially I think the object would just store all its owners in an array, but I'm not sure if that is the best way, and I don't know who the "real" owner would be in an underlying engine sense

gentle urchin
#

Would the real owner be important

#

I imagine not

crimson saddle
#

In a multiplayer setting it would just for calling events and functions on that object I think. Maybe I am thinking wrong though

gentle urchin
#

Is this a loot sharing mechanic?

crimson saddle
#

No it's more of like a plot of land sharing mechanic

gentle urchin
#

Yet you can have several owners?

#

Id hate to share my land with others 😅

crimson saddle
#

If a team owns something then multiple players could control the land

gentle urchin
#

Ah like that

crimson saddle
#

I just know that server calls don't work when called by a non-owner (I think)

gentle urchin
#

Id let some team entity own it i think

crimson saddle
#

Wouldn't my query still be applicable though? The entity has an singular owner technically right? How would I operate on it without actual ownership?

gentle urchin
#

True, it would

#

For access id just check if the player is part of the owning team i guess

crimson saddle
#

Would my server rpc calls still get through?

#

I was under the impression they always fail if not called by the owner

gentle urchin
crimson saddle
#

Right so even a team entity needs to be owned by someone, if I wanted to operate on an object owned by the team I'm not sure what I would do

#

I guess I would have to start all server calls in the player pawn/controller and run that somehow through the team entity or just directly to my team-owned object

#

I'm not entirely sure

gentle urchin
#

I think the team entitiy would be owned by server, so only server can verify access to it ?

#

How one would go from there im not 100% sure about really

crimson saddle
#

I think anything that needs to be called on a team-owned object would need to start on a client so the server can do the rest

#

I suppose the team entity is really just holding an array of player states, and maybe a score or whatever

#

Feels a bit like a task that could be given to the game mode or game state

gentle urchin
#

Sounds reasonable

acoustic lava
#

Anyone not able to save their project when using a macro library?

#

4.27

trim matrix
#

hi guys

#

my anim montage is not playing

#

its in character bp

#

i didnt changed any defaults in anim montage i created it and added it to character bp

#

can anyone help me with this?

icy dragon
trim matrix
#

i have this

#

and do i need to change defaultslot?

#

to attack ?

#

i cant see attack in slot names

desert juniper
trim matrix
#

i added this

#

in that slot i want to change to attack? from defaultslot

#

right/

desert juniper
#

leave it on default

trim matrix
#

ok

#

still its not playing

#

anim montage also i need to leave as default?

desert juniper
#

yes

trim matrix
#

ya i set every thing to defaults

#

but its not playing

#

i added round one

#

rest is from ue5 default anim graph

desert juniper
#

should be fine 🤷‍♂️
is it that it's just not replicating?

trim matrix
#

iam not useing any multiplayer

neat stream
#

I'm trying to get all data asset from class what I'm doing wrong?

lapis ridge
#

Hey everyone! I'm making a character and trying to get it so that the skeletal mesh reacts to the world with physics (they don't phase through walls if outside collision) any ideas how I could do this? Thanks!

wanton galleon
#

Hi, don't really know where to ask that. My character is not affected when I set my Max Walk Speed, do you guys have any idea what could be happening ?

quick grove
wanton galleon
#

Yeah :/ And even when I set it to 0 in the detail panel directly, it seems like it is not affecting the character... i'm using the simple move to location to move

dreamy yacht
#

I have problem, that sucks. A car mesh ( schoolbus ) with only base lod ( LOD 0 ) behaves in such way

#

When the camera changes then it looks fine

#

seems like LOD is the problem, but there is only base LOD ( LOD0 )!

#

wtf

#

the other car behaves in similar manner

abstract mulch
#

Hello! this is my first time posting and I hope this goes here?

I am trying to make an endless runner for my first game, but I dont want the player to run for ever I want the player to stay in place and make the ground and everything move past the player.

the problem is that eventoverlap fires twice. Always! It keeps spawning the tile twice. A ''do-once'' should do the trick but it doesn't fix the issue. I tried looking up online but people say delay is best way to fix it but I feel like I want to just make it work with out delays... If you need extra information I'm happy to provide.

icy dragon
last briar
#

wait what

last briar
#

i saw that and its kinda broken still

#

yeah i put it into the branch

#

dummy

#

its kinda broken

#

want me to show you with screen share

quick grove
wanton galleon
last briar
#

my character

#

doesnt wanna vault

vapid grotto
#

Hi, does anyone have an idea how to set 1 camera in front of player on monitor 1 and another back camera of the player on 2nd monitor display?
Thank you any help in advance.

quick grove
#

guys do u know why the input selector key doesn't take the ALT and the CTRL keys?

vapid grotto
#

here result i need,
ignore ms paint my skills 😉

spark robin
#

Like I set the active pawn to be my "mainMenuManager", I iterate every tick to make sure that all camera components in my "mainMenuManager" except the correct one is inactive.

#

Ive done debug prints to make sure the correct actor owns the players viewport (so Im actually looking through the right actors camera, unfortunately it doesnt seem to be a way of ensuring you are looking through the right camera component other than disabling the other camera components of the actor)

#

Yet somehow, my view is located in a different location from the camera

#

The pattern is that the view location is offsetted by the location of the viewport when I start PIE. My first though was that the player controller must be doing something funny, so I double checked that its truly set to the default "PlayerController". Ive also made sure that y player pawn blueprint inherits from "Pawn" and not something else

#

Even stranger is that I can see the camera Im supposedly looking through - clearly being in a different location

icy dragon
vapid grotto
#

hahhaha 😆

crude fjord
vapid grotto
#

thanks

gentle urchin
#

Sure theres an event for every time it should change

glass stump
#

Is there a step-by-step guide on saving and loading different types of variables in UE4? Like even stuff like saving the last state of each button, etc?

crude fjord
#

Is there a BP equivalent to the "Camera Position" material node? This works most of the time, but it does not always match with the currently rendering camera (for example when overriding the camera or when ejecting in the editor)

#

I would think it's quite common to want the current active camera position, but google seems to disagree as most people seem to use the above

tawdry surge
#

Well when you eject you're no longer possessing the player controller, pawn, or associated camera, so it makes sense it wouldn't work then.
If you change view targets or however you're switching cameras, it might not be updating the camera manager. Not sure why else it wouldn't work during regular runtime

crude fjord
#

It indeed makes sense, but I can't find another way to access the actual rendering camera

gentle urchin
#

GetCameraViewpoint perhaps?

trim matrix
#

Does anyone know what does message means ? At first i thought it was an error but everything is working well

#
LogScript: Warning: Script Msg: Divide by zero: Divide_DoubleDouble
LogScript: Warning: Script call stack:
    W_Healthbar_C.ExecuteUbergraph_W_Healthbar
    W_Healthbar_C.OnHealthChanged
    PlayerController.ClientRestart
crude fjord
#

Also that one doesn't seem to be blueprint exposed, if it has to be done in c++ so be it, but I'd prefer a BP only solution

crude fjord
trim matrix
gentle urchin
#

Even if so, it should be fixed imo 😄

gentle urchin
#

But cant recall what it was (nor which project)

icy dragon
hybrid herald
#

I have a savegame that doesn't read when its in a packaged game? Any clues what is going on?

#

or rather..its just a MAP-variable (string to string) that is not being read

#

other data loads just fine

crude fjord
crude fjord
spark robin
#

The fix I found was rather strange: If I set the gamemodes default pawn & player controller back to default (so the player controller & pawn is no longer the classes I created that I want to be the player controller & pawn) and then instead set them to the correct ones on begin play in the player controller & pawn itself - the issue went away

#

You get the idea that the game mode would spawn a duplicate pawn or something - but according to my print statements that isnt the case

#

So... I did something... it worked... and I still have no clue what the issue really was, feels like an engine bug

next carbon
#

Does anyone know how to work with physical controllers? I'm creating a second local player controller but it's not picking up my second gamepad

icy dragon
next carbon
gentle urchin
wanton galleon
#

Hi, it is possible to get in blueprint the number of UV channel of a mesh ?

mossy falcon
#

Since I just started to really get into unreal engine I got a little confusion to clean up
does each 'Material' only got their respectiv blueprint or can I for example place two door. I want to leave door 1 as is. But with door 2 I want to change something in the blueprint. Do those changes affect door 1 or does each entity of the door have the main blueprint from wich they inherit everything and I can make changes however I want for each instance of the door?

mossy falcon
#

thanks, one confusion around BP less

light harbor
#

Does anyone know how to do a checkout that adds total prices and subtract from wallet, I am trying to make a supermarket/ shopping game where I interact with groceries by pressing E which then goes to a cart then I go to the checkout till which will show the total price to purchase etc.

#

https://www.youtube.com/watch?v=GuRZfr8ZeWI the only one similar that I have found online

The online business is growing dramatically in all sectors and especially the e-commerce. Most of the retail stores are using or planning to implement an e-commerce platform. It is well known that the market shares any store drop without the online shopping.

On the other hand, Virtual Reality is gaining ground and reaching many applications, ...

▶ Play video
icy dragon
mossy falcon
#

set total to 0
for each ITEM in CART
total += get item price
wallet -= total

this would be a basic pseudo code for what u want

light harbor
#

ok thank you for the suggestions

worn gyro
#

I have an issue here, whenever this pitch passes 90, it will go in the opposite direction

#

so if i add for example, current relative pitch + 46, first time it goes 46 fine, next time when it hits 90 it will drop back ddown to 88, 46+46 = 92 so 90-2 = 88

#

WTF am I doing wrong here?

burnt grove
#

Anyone managed to get spawned actors working with world partition? I can't seem to get them to unload

mental lake
#

can anyone please help me

I am doing GameDev.tv 's Blueprint Course and in the Crystal Cavern Game my ball Pawn isn't spawning

(fixed)

quaint dagger
#

Having some issues with a timer based on when a switch is on. It should calculate the time passed from turning on and multiplying it by a given variable and setting total usage. But it always reads 0, anyone know where I've gone wrong?

faint pasture
#

Just use some float for seconds or whatever

mental lake
gentle urchin
#

They're often very lacking ^^

#

And some even teach you bad stuff

faint pasture
gentle urchin
#

Like getallactors on tick 😄

faint pasture
#

Just following along blindly will not teach you a thing, just learn the fundamentals and try to make something.

gentle urchin
#

Needle in a haystack

mental lake
#

Have you learned from Udemy?

gentle urchin
#

Yeah

#

Aswell as yt

mental lake
#

Well then you might be looking at the wrong people

icy dragon
digital palm
#

Hey guys, I'm trying to create a mini game like repairing generator on dead by daylight like here (https://youtu.be/zV4gwFsazMs). Only inputs here are exit and qte actions(space for example). But I don't want other inputs to be executed like jump for space. Creating a new pawn, and switch during the qte is the best to acheive that?

faint pasture
#

The concept of following along and painting by numbers is an awful way to learn. You won't REALLY get it until you branch out and do something on your own. By all means, tag along for a little while, but you're gimping yourself. Once you sort of understand how the engine works, just go for it and make something on your own.

mental lake
icy dragon
gentle urchin
icy dragon
#

Their pricing sucks

#

And I'm getting good at UE even with free resources

#

The learning resources for UE4 were even wilder 5 years ago

gentle urchin
#

Way past tutorials at this point

#

Yeah^

#

I watched 4 different people , picking apart their good and less good methods and went solo from there

#

Watching back, they're pretty shallow

#

Then again , people do it for free, and its a lot of effort often

faint pasture
#

Mathew Wadstein is all you need TBH

gentle urchin
#

So dunno why im complaining 😆

icy dragon
#

Because a tomato a day keep shitty tutorials away

glass stump
#

I understand the concepts of how to save/load, but I'm not sure exactly how to do it, are there step by step instructions somewhere?

#

I've managed to save some variables but when I try and adapt it for others it just doesn't seem to work. 🤔

remote meteor
#

first and foremost, objects cannot directly be saved

#

only values

fast thistle
#

I think this is problly a blue print issue . My stamina bar won’t go up nor down .

#

Any help would be appreciated 🫡

mossy falcon
#

please use the snipping tool @fast thistle

mossy falcon
#

for screenshoots

glass stump
fast thistle
#

I never knew this existed

remote meteor
#

then you set those info into the SaveGame Object, then we can save it

fast thistle
#

I tried : smiling_face_with_tear:

#

Can I be helped or I’m I too far gone

#

😭

remote meteor
#

are the stamina values printing correctly?

fast thistle
#

I very new to this

remote meteor
#

do a print string after you set stamina values

#

check whether if the values are correct in the first place

fast thistle
#

Yea I think so

iron bone
remote meteor
#

if you sure values are correct, then check your progressbar widget value binding, if its set to the correct function

fast thistle
#

This seems to be find remember my progress bar for stamina is not responding

#

Well I don’t think so 🥲

remote meteor
#

this one 🙃

fast thistle
#

That’s in there

#

i cant change the value , is that right?

remote meteor
#

yeah if you selected the binding you cant change it

#

then do a print string within the GetPercent2() function and see what values it is getting or whether if its running or not

fast thistle
#

It works

#

I think I did something wrong 😑

slim grove
#

how can i loop through an array that starts with nothing in it

hushed cobalt
remote meteor
# fast thistle

drag the Stamina value into the String variable in the Print String Node

#

😅

slim grove
#

well i need to do whats in the loop to get stuff in it

hushed cobalt
#

What I mean is don't attempt to access or iterate through the array until it has at least one child. So you'll need to do a null check somewhere

slim grove
#

also how can i replace an element in it

fast thistle
hushed cobalt
slim grove
#

wdym reassign

#

like whats the function

remote meteor
#

set array element

iron bone
#

Any suggestions for adding a second of floaty-ness to a character after being put into the air? Similar to how the jump makes you not immediately fall but I don't want to launch the character

fast thistle
#

( apologies)

remote meteor
#

yeah, we want to see the actual numbers that is being set

fast thistle
#

Yes Sir working and decreasing

hushed cobalt
#

I'm trying to get an actor to rotate to point at the location the mouse clicks on. This is just setting the actor to look in one direction. I also noticed that when I get the world coordinates of the mouse, it's way off compared to the location of the actor, even if I click on the actor.

Does someone have a way to get the actor to rotate to the x,y position of a mouse click based on the terrain?

remote meteor
fast thistle
#

The numbers are working like the bar should be 🥲

hushed cobalt
#

I also tried using get hit result, but unsure how to use that tbh

remote meteor
ornate dragon
#

Hi. What would be the proper way to disable game input when mouse is over the widget and it's child elements, while still allowing game input to work outside the widget?
Example: When mouse is in the inventory window, clicking on item icon or inventory background performs actions with character.

remote meteor
#

actually never mind

remote meteor
hushed cobalt
#

Any advice

fast thistle
#

So the numbers increasing , decreasing, refilling , but the bar is solid grey

remote meteor
remote meteor
fast thistle
#

Ok

hushed cobalt
fast thistle
#

You a. Genius

#

Thank you so much

remote meteor
#

breaking a struct in blueprint means a node that allows you to see all the variable in the struct at once

#

while making a struct in blueprint means you can make up a struct with a set of values

#

its like a container

hushed cobalt
#

Oh ok, I think I get it. So "break" in this context just means breaking the variables out of their structure?

#

That's sick. I appreciate it

remote meteor
#

🎉

remote meteor
glass stump
#

If I have multiple doors in a level that are opened only when all of the associated switches with the door are 'On', how would I be able to save this in my SaveGame Object so it will load with the right switches set to on as when the player last left the game, plus whether the door was open or not?

#

I know I have to save the variable(s)in the object but how exactly and how do I reimplement it on load?

remote meteor
#

on load, you tell the doors here is you current state and update them accordingly

slim grove
#

how can i loop over an array of a struct and see if one of the struct's value matches another value

remote meteor
glass stump
remote meteor
#

you probably have something similar in your savegame TMap<FName,EState>

#

on load, you can get all your doors, check if they have an already saved state in the save game, if exists, set them accordingly

glass stump
remote meteor
slim grove
#

the thing is i care only about one value and the input is an array aswell i cant execute the rest of the loop until a result is found

remote meteor
#

so we are finding duplicate "unique key" in an array?

slim grove
#

yeah i cant use a map because it needs to be replicated

remote meteor
#

i guess?

slim grove
#

wait no i dont need a dupe i need to see is any value matches another value and return the index its found at and if its found
ex:
array [["e", 1],["d", 4],["yeet", 9]]
and im looking for "e"
return: true, 0

#

im sorry

remote meteor
#

e matched with one of the e in yeet?

hushed cobalt
#

Back again, after using the get hit, which mostly works, it seems to be off a few degrees when looking anywhere aside from true north or south. Screen shot for example, I was clicking directly on my enemy

Is there some padding I may be missing? Or is this just a limitation of the "Look at" function and I should write my own..?

hushed cobalt
slim grove
#

no i mean [[struct][struct][struct]]

and i need to check if one of the values in a struct is equal to an input and return the index its found at

remote meteor
#

because of the height difference

hushed cobalt
slim grove
#

thanks! that should work

#

also how can i make a function that can be used by any BP

#

without a cast

remote meteor
#

a function library

#

but minimum needs actors to access it

gentle urchin
#

Some rules to it, but you'll figure them out

#

Like you cant reference something from inside a bp etc

#

Must be an input to the function

dim tapir
#

This might be a more accurate channel for my question.

"Hi, new to coding and working on my first game. I'm trying to make my character take damage but I can't get it to work. It does the "damage applied" print but not the remaining health..
First image: Enemy BP
Second image: Character BP"

gentle urchin
#

Damaged actor

#

Is not connected

dim tapir
#

Umm, not sure how to call on my player for the damaged actor. I set a tag on him "Player" but my "has tag" doesn't go in that box

faint pasture
dim tapir
#

Sorry complete beginner.. what?

faint pasture
dim tapir
#

By using the damaged actor I believe

gentle urchin
#

Are you sweeping for hits?

#

Overlapping? Tracing?

#

Range checking ?

dim tapir
#

I would like it to be on overlapping

manic geode
#

Guys, can you help? Im trying to make a building system but these pieces (the transparent ones) are not interactable and I dont know hot to fix them. They were interactable when they had collision with the character, but when I switched that off - they became just fog

sly nova
#
#

Has this bug been resolved? I can't import enums from a csv

faint pasture
daring maple
#

Hi! I am trying to create a blueprint that will automatically create a material layer instance for the texture sets I import into the engine (Editor only). It seems that material layer instances are not exposed to blueprint? I can't seem to find a way to do it.

sturdy garnet
#

i am trying to make it so i take damage over time

#

like standing inside fire for example but when i walk into the zone nothing happens

tawdry surge
#

Set a function or event by timer and use that to damage the character while overlapping

flat bison
#

guys where can i learn BP thoroughly ?

#

i couldnt find any good channels on yt

oak ember
flat bison
#

i did that already

#

no luck

oak ember
#

documentations ?

flat bison
#

most of them arent written yet

oak ember
#

try that

flat bison
#

i'll check, thanks

crimson saddle
#

Does anyone have a workaround for trying to use map variables in multiplayer? I have just come to the sad realization that replication on them is not supported, for whatever reason...

smoky rivet
#

do for loops automatically detect whether the index should increase or decrease?

thin panther
# flat bison guys where can i learn BP thoroughly ?

Leanr the general programming principles rather than a hyperspecific tutorial series, from htere you can use MathewW's YT channel as a resource for various nodes
With a bit of knowledge in progammatic thinking, debugging, vector math, and built in functions, you should be able to break down your own problems into a solution

#

You wont find a compendium "learn bp thoroughly" course, because it differs for your need, and a lot of it is just knowing how to break a problem into a set of logical steps

faint pasture
#

Just make a for loop from 10 to 0 and print the index. Remember the first thing printed is on the bottom

tawdry surge
#

I think for loop goes forward and reverse for loop goes backwards

#

Don't think it detects which way you're trying to move

faint pasture
#

You're talking about a raw for loop and not a foreach right?

thin panther
#

they should really have called the nodes
"for loop" and "pool rof"

digital palm
#

Hey, I changed the default character camera inside the lobby to have like in other games lobby. What should I pass to New View Target to the new Set View Target with Blend? How can I set the default character camera?

faint pasture
#

What are you trying to do here.

runic nest
#

Does anyone know if it is possible to pause the custom rotator node in a material?

faint pasture
runic nest
# faint pasture Does it have a speed parameter?

Yes I have included a speed parameter but when setting it to 0 to stop the rotation the image is reset back to the original rotation (I was hoping for the image just pausing at whatever angle it happened to be at when the speed is set to 0).

digital palm
# faint pasture One question at a time. The Set View Target with Blend, is that for setting th...

well ok. Basically the lobby is inside the same map as the gameplay. So What I'm trying to do first is to set the lobby camera in the begenning when the player enter the map. Then (where I said OnGameBegin) I want the default pawn camera, when players are teleported to the player start for game (not player start lobby).
So I tried to set the first view target with blend inside the level blueprint, because this bp is load for each client. I have another view target with blend inside my game, but idk what to put inside new view target.

Is that more clear x)

faint pasture
#

You log in and have the lobby pawn with the lobby camera

#

You choose your character

#

then you update the player pawn class and call restart player

#

To preview characters, you can spawn them locally

#

So effectively, at game start with multiple players, they all have an invisible pawn with just a camera at the same location and are all looking at different characters locally on their own machines

#

once they choose one, you set the pawn class for the controller and restart them. You'll need to adjust some of your functions in GameMode but it should be pretty slick and robust

digital palm
#

ok I'll try this. So posses the lobby pawn? When the game start, switch to character pawn right?

faint pasture
digital palm
#

yea a function to teleport players where I want, give them input mode game...

faint pasture
#

Look into the choose start spot and choose pawn for player and restart player functions in Gamemode, you can override a lot of them

fast thistle
#

Does creating a lote of widgets slow down performance

digital palm
sharp sigil
#

Hi, I have a teleport ability which teleports the player (duh), but I'd like to move the camera smoothly between the two points. Any way to do this

digital palm
sharp sigil
#

If you mean interpolating the position between the two points, I was trying to avoid that due to potential issues (having to disable collision, networking problems possibly) but I'll look into it

elder mango
#

can someone help me

#

I loaded my project and this happened

#

the whole map is dark and everything is gone

trim matrix
#

can someone help me with this?
i want when im aiming, my box collision when he touched those actors "cubes" store their transforms in an array then spawn like a particle effect in every single one of theme

olive orchid
#

Hey all, maybe someone here can help me out with a quick audio(?) blueprinting dilemma
I'm setting up a system that uses raycasts to determine the size of the space the player is in to adjust reverb settings. So far I'm just trying to find the average distance of the past 16(can change, just what I have it at right now) casts, each hit stored in an array.

I have a function made up to calculate the average array, which is the Float Array Average node. The issue I'm having is that the average value keeps rising, and never stabilizes.

Here's what I've got so far: (edited)

faint pasture
#

@olive orchidYou sure you need an array?

#

Each tick, can't you just do

Average = 15/16 * Average + 1/16 * Current

#

Or just filter it with a slow FInterpTo

#

That'll average it for you and is easily tunable

olive orchid
icy mason
#

Hey, I have a pretty stupid problem, my cameras don't work when I get in the car, instead it puts me in the ground
Any idea ? I really can't find any solution

zealous moth
dusty coral
#

Hello guys how can i do battle royale zone with different closing point? Like "first zone closing to bla bla bla location." tahnk you

faint pasture
#

That won't be very accurate and also will be distributed weirdly.

dusty coral
faint pasture
icy mason
#

BP_PlayerCharacter

faint pasture
#

@icy masonDoes it work fine if you just spawn it on the map and possess it?

#

Which camera is it looking out by default?

icy mason
#

The one of my character, But when i enter in the car, None of the cameras are set up to be on the floor, and the character is deleted so is not his cam (If we follow the logic)

faint pasture
#

Also your logic for handling possession and deletion is wacky, that could be part of the problem. You should do that through the PlayerController or GameMode

icy mason
sturdy garnet
#

anyone got a solid guide on how to make fully automatic weapons?

astral stratus
#

could someone help me with an issue im having, im trying to make a building system but when I added the box trace it seems like my build is always red and i cannot build because the ground is an "obstacle" how can i ignore the ground with the hit actor?

faint pasture
#

What's your desired building mechanic, like Space Engineers?

prisma stag
#

Hello just curious, I am working on creating a parking lot where AI vehicle can park. Now, the lot will be "upgradeable" so is there a way to create a spline path for the vehicle to follow based on any open parking spots using a socket on the mesh?

trim matrix
#

Is it possible to have an array of maps?

#

Im trying to store multiple maps. Each NPC has a map for their morph targets and corresponding morph t values

#

store every NPC's facial keys on a save game

icy dragon
astral stratus
#

@faint pasture followed a tutorial learning how it all works

trim matrix
#

theres multiple/several morph targets per npc

trim matrix
#

Sorry theyre maps**** @faint pasture

lavish tusk
#

hey! I'm looking for some help with the projectile movement component. I want my actor to shoot out when triggered, and put back in place when a button is pressed. I'm having trouble activating the projectile movement component twice, though. I'll trigger it, and it'll fire off, but then when I reset its position and stop its movement, I can't activate it again. does the projectile movement component only fire once per instance?

faint pasture
faint pasture
lavish tusk
faint pasture
lavish tusk
faint pasture
astral stratus
#

@faint pasture well it all works if i unhook the entire box trace. im trying to learn how to make it ignore the ground so it will allow it to build on the ground

faint pasture
faint pasture
astral stratus
#

correct

#

and it all works until i hook up the whole box trace

lavish tusk
prisma stag
faint pasture
faint pasture
astral stratus
#

@faint pasture I will look into that

trim matrix
faint pasture
#

Or rather, using structures

#

but that smells

icy dragon
trim matrix
faint pasture
trim matrix
faint pasture
#

Your savegame can be a struct full of structs with your map in them

#

You're telling me you can't create a struct in BP?

thin panther
#

Not ideal

#

You can make one in c++ and expose it to bp as well

faint pasture
trim matrix
faint pasture
#

Your save struct can have members which are structs or arrays of structs

manic knot
#

Im trying to use the HUD class. This doesnt add the widget and the variables remain invalid. Am I doing it wrong?

trim matrix
faint pasture
#

SaveGame
-NPCDataArray
--BobData
---Shapekeys
--AliceData
---ShapeKeys

#

Although why the hell are you saving this stuff in a savegame, does it change at runtime?

#

You'd think your saved NPC data would be stuff like location and inventory etc

trim matrix
faint pasture
#

I was sketching out what your savegame could look like

trim matrix
#

how do i set a variable to be 'array of structs'

#

its to save the faces/appearance of npcs

#

so u dont lose it when u reload the save

#

Like im not sure what to put in membervar 20

manic knot
trim matrix
#

to get an array of structs

thin panther
#

your struct

#

then change the type to be an array

trim matrix
ember mortar
#

Hey guys, how do you change rich text block styles in runtime? Any ideas?

tawdry surge
#

Its probably a property of a struct on the text block. You'll have to make one with the settings you want and set it to be the one the block is using

ember mortar
raven pilot
#

seeking help

#

lets say my character uses a melee ability on another character, and then i want the receiver of my attack to play a certain animation, how would i do that?

#

(but i dont want the enemy to play an animation every time i hit them, only with that certain attack)

prisma stag
icy dragon
prisma stag
trim pollen
#

If you can do both of these then should be pretty straightforward

raven pilot
trim pollen
#

We need to see how you have designed things to help

raven pilot
#

yes ur right

raven pilot
trim pollen
#

I can't read that

#

Super low res

raven pilot
#

k

raven pilot
trim pollen
#

Ya

raven pilot
#

k

spark steppe
#

that's still awful low res...

raven pilot
#

(ignore the ability rotation)

raven pilot
#

am using snip it

spark steppe
#

don't zoom out that much

raven pilot
#

i try to zoom in as much without cutting out code

spark steppe
#

well, if you hide/resize the panels on the right, you would be able to zoom in further...

#

but now it's at least readable

raven pilot
#

hows this

spark steppe
#

perfect

#

if it was cropped 😛

raven pilot
#

lol

spark steppe
#

but now it's good readable, so 9/10

raven pilot
spark steppe
#

go for that in the future and it's more likely that someone will look at your "code"

spark steppe
#

because its highly annoying if you have to guess what is what

raven pilot
#

yea i can see that

trim pollen
#

Also not entirely sure how this snippet relates to your question