#blueprint

402296 messages ยท Page 935 of 403

trim pollen
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Which part of the code isn't functioning as expected

raven pilot
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yea so that code is my attack animation

trim pollen
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Your question isn't about the animation, it's about how to check which attack hit a character

raven pilot
trim pollen
#

You told me it was the opposite

spark steppe
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so you don't really know yet when the attack did hit anything?

raven pilot
raven pilot
spark steppe
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that depends on what would cause the hit to succeed

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is it the collision with gaia, or the collision with one of those waterballs that you spawn?

raven pilot
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its collision

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or waterball

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but collision would be better to learn

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so i prefer that

spark steppe
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collision should fire an hit event on both characters when everything is set up properly

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either on the capsule or the skeletal mesh component

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so right click the one which handles your character collision in the blueprint hierarchy, and theres an add event entry in the context menue

hushed cobalt
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This is dumb, but how do I get the Comment bubble to show on my comments

raven pilot
hushed cobalt
hushed cobalt
raven pilot
raven pilot
hushed cobalt
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lmao yea, I found it

static cipher
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Hey I wanted to ask a kind of general question but one I dont quite get yet. Pretty new to object oriented languages/coding in general but I think I get the general concept of using event dispatchers to make it so that you can tell multiple actors/objects/etc what to do when x thing happens in a clean manner.

My question is, is there anything logically/theory wise I should consider before making something an event dispatcher or not? I get "if you need multiple actors to call something" but wondering if there's a more in depth answer.

slender sky
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Simplistically, more or less use events if you're not sure whether the result of an action can be provided within the return value of the next function call that you'll be making.
The actual implementation on when to use events depends on each case though.

static cipher
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Ah right that makes sense

raven pilot
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@spark steppe do i make like a "is animating" boolean

static cipher
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I suppose that last part is exactly what I'm a bit worried about lol. There's one end of making everything an event dispatcher which is probably unnecessarily and then vise versa

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but I suppose it also probably comes with a bit of time/experience to figure out exactly when that is too

slender sky
static cipher
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Awesome, thank you :)

mossy jolt
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Is it possible to store values in a BP then use a BP class reference to get those values ?

tight schooner
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I would look into data assets

mossy jolt
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Mh i would still need a link between the BP class and the datas

tight schooner
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Basically it's hard to interact with BP classes without spawning an instance of that class into the game world

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The benefit of a data asset class (a little tricky to set up in BP but can be done) is you don't need to spawn it

mossy jolt
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I can't have something like c++ to get the CDO ?

tight schooner
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Downside is you can't write anything into it

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It's a stone cold asset

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Mathew Wadstein has a vid on YT on how to make a data asset class purely in BP

mossy jolt
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Well if i have to handle an ID system manually i will make it in c++ i think, but i don't really like the design

tight schooner
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Maybe I misread what you're asking for. You said class reference which is different than an object reference which means you want data from something that isn't spawned into the game world

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If you need to write to such a thing... I'm not sure what all the options are. Savegame files for one...

mossy jolt
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This is the default values, i would like to get those values, i can get them with the CDO in C++ i'm looking a way to do it in BP

desert juniper
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GetDefaultValues?

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that will get the default values of the class without needing an instance of the actor/item/object

tight schooner
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Yeah, I was about to say. Didn't know if you needed to spawn it

desert juniper
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sorry. it's Get Class Defaults

mossy jolt
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Is that a node ? can't find it

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oh

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Perfect, thanks !

raven pilot
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any advice on how to program simple crowd control on enemy like a knockdown?

tight schooner
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@static cipher I suppose one way to think about event dispatchers vs other methods of "blueprint communication" is how you want to manage dependency relationships. When a BP class binds to a dispatcher, it necessarily needs a class specific object reference to the thing it's binding to. There are lots of other ways for BPs to communicate and you should look into all the options (casting, BPI, BP components) before making everything a dispatcher.

static cipher
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Ah okay Ill make sure to do that then

tight schooner
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Oh and class hierarchies. Casting to a parent class to talk to child classes is also a form of interface. Gotta know about those.

static cipher
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Ah parent class make a little more sense to me actually

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this is very good stuff thank you

junior hedge
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whys it not working

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input is on so dw about that

raven pilot
junior hedge
raven pilot
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Advice, should i set trace responses to overlap or block?

raven pilot
junior hedge
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i wanted to mess around trying to create a 2d game

raven pilot
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nice

junior hedge
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how do I fix

mental trellis
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It says how to fix it right in the error message

junior hedge
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I wasn't born yesterday

mental trellis
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Is it something you've placed in via the editor?

junior hedge
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ye

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viewport

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bp

mental trellis
mental trellis
junior hedge
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thank you

plucky trellis
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I've got a question:
When playing a Level Sequence as a cutscene, what is the best practice for accepting an input to skip the cutscene? What object would it be attached to?

Right now, most of the level sequences are created & played from the level blueprint.

Thanks for any help.

mental trellis
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I guess you'd use a player controller?

plucky trellis
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Where would it be scripted? On the level blueprint? On the level sequence events?

mental trellis
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Honestly using the level bp isn't a great idea. It's fairly insular.

plucky trellis
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The button to skip would be "interact," used for many other activities in the game. When the cutscene is playing, I want interact to skip to the end and stop.

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Ok what would you recommend?

mental trellis
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I'm not sure if oyu need to change it or not.

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Can you access the level sequence outside of the level bp?!

plucky trellis
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I'm sure it's possible to do so. I currently have not tried.

mental trellis
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Well you have 3 options. Either you access the level sequence outside the level bp, see if you can accept input inside your level bp or set up a link between the level sequence and the player's player controller from inside the level bp.

plucky trellis
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Which would you recommend?

mental trellis
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I'd try #2 first. It seems the easiest to test and the one most likely to fail.

plucky trellis
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Perfect. Will do. Thank you for your prompt responses @mental trellis !

pearl zenith
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@here Hey guys, i'm having some issues setting lighting channels in my character BP, I just have a point light I want to affect the scene but not the skeletal mesh. It works in editor but on begin play doesn't work at all. I've tried setting the lighting channel in the bp itself but no luck either...any ideas?

fast thistle
desert juniper
junior hedge
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i am being honest ๐Ÿ˜…

plucky trellis
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I am going to work on it tomorrow. I was fixing many things today and this was just one on my very large list of changes needed.

faint pasture
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You want to store original location to a variable before firing off the timeline

junior hedge
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i got it tho so its fine'

faint pasture
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You're moving it, so its location for the lerp will be different every time the timeline update fires

junior hedge
faint pasture
junior hedge
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They are the same thing

faint pasture
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I'm suprised your timeline does anything close to what you want. You are lerping A from A to A+20.

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Do you see how every tick, your start location is moving?

junior hedge
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I modified it to my liking and changed the timeline for .1

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works perfectly as intended

faint pasture
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So every frame, you just lerp more of your +20, and you're framerate dependent. Just do it like this

Nothing on tick

Move -> Store StartingLocation -> Timeline -> Lerp from StartingLocation to TargetLocation (or from StartingLocation to StartingLocation +20 or whatever)

Done

faint pasture
junior hedge
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well yeah

faint pasture
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It'll go a different distance

junior hedge
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it only works at 30fps (I capped it)

faint pasture
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Just fix it, that's super borked

junior hedge
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how would i

faint pasture
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What is HeartLocation meant to be, the current location or the target location?

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Or is target location always X distance forward?

junior hedge
faint pasture
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So when you press move, how far in what direction do you want it to go?

junior hedge
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I want it to work constantly if the mouse is down

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its a movement thing

faint pasture
junior hedge
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ASWD

junior hedge
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was on stationary

faint pasture
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What is the heart? This is a super confusing setup.

junior hedge
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the PaperSprite

faint pasture
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Show the actor BP outline

junior hedge
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this?

faint pasture
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K so just do this on tick

Tick -> Make some MovementVector from input -> Position = Position + MovementVector x Speed x DeltaSeconds

Done

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That's the simplest movement code possible really

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Now if you want collisions etc that's another matter, I'd just use some movement component for that so you don't go reinventing the wheel.

cedar sparrow
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Did unreal 5 add any support for loading screens that are blueprint only?

gentle urchin
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Grid based movement often seem paired with turn based, if so, then a few more steps would have to be made

grand bison
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If you're using a struct to save some information in a blueprint, how would you go about checking whether or not that struct has actually been set with a value? Would it be correct to just break it and check if one of the values that should be set isn't, or is there a different way of going about it?

trim matrix
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How do you extract info from a struct?

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I have an array of structs inside of a struct and im trying to get to info within that array

mental trellis
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Get an index from the array and then break teh struct

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Or just split the pin on the get node.

gentle urchin
trim matrix
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It isnt letting me break it anymore

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im trying to get the NPCinfoarray

gentle urchin
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Get

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Then break

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You must specify which index you wanna read

trim matrix
trim matrix
trim matrix
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Yeah it's not saving into the Display Names variable, i dont understand

faint pasture
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Make it straightforward instead of pulling values that probably don't exist at the time from all over the place.

trim matrix
faint pasture
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You just put a name in there but that's the least of your problems. Look at your execution, you're making an array of one struct, who's name value will be .... What exactly? The for each node doesn't even do anything

trim matrix
faint pasture
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The for each doesn't execute anything

trim matrix
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'fixed' it

faint pasture
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That's still borked. When that big ass set node is hit, you won't have a valid name

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Break this up, make a variable for each field in your save game struct, populate them all separately, and then make the savegame struct at the very end and save.

trim matrix
faint pasture
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  1. Loop over NPCs, adding their info to the arrays.
  2. Plug the resulting arrays into your savegame struct
  3. Save game
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Add being the key word here

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An array has multiple entries

feral cairn
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dont understand why this is not working ;/ am i doing sothing wrong i assigned this to left ctrl

faint pasture
feral cairn
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pressing this green arrow and testing

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i even compiled it

faint pasture
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What do you expect the crouching to do?

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Is your anim bp set up to use crouch?

feral cairn
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? look man i just followed a youtube tut im just trying to learn blue prints

faint pasture
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By default crouching only modifies capsule size and movement stats. Search for crouch in the character and CMC properties

feral cairn
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ok

gentle urchin
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Isnt there a state to the cmc?

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So at default, capsule size and statw would change?

faint pasture
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Yeah but if that state isn't used for anything how would you tell.

gentle urchin
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And youd usually make your animB graph transition to crouch based on the state

faint pasture
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Idk if default crouched state is anything different from not crouched

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That's why I asked how they knew it wasn't working. It probably is working, and doing nothing

gentle urchin
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Yeah true

feral cairn
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any ways after i get crouch working ;/ im going to try attempt pickup mechanics ;/ not sure if good idea but meh il tr

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try

gentle urchin
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Its a place to start atleast

faint pasture
gentle urchin
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This is the key ^

feral cairn
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where do i find the information? i dont wanna keep looking at youtube

gentle urchin
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Break it, fix it, understand it

faint pasture
feral cairn
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i only know python, java and basic website coding

faint pasture
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Oh then you're fine just do it

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Make a bp actor class that launches any character that overlaps it. If you're totally new read up on what an actor, pawn, character, component, controller are

feral cairn
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what bp stand for? XD

faint pasture
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Just searching for nodes in BP will get you most of the way there. It's context sensitive so just drag off a thing and search for what you can do with that thing

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BP = Blueprint.

feral cairn
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ah ok

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my first though should i learn c++ or blue prints but i think this be first step

faint pasture
feral cairn
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fair enough

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might take longer because i got learning difficulties but im trying to supass it

faint pasture
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You can do plenty with BP only.

feral cairn
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what if i wanna make a escape room game... ๐Ÿ™‚

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i wanna make a horror escape room

faint pasture
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Minecraft, Factorio, Unreal Tournament, that stuff is c++ land.

feral cairn
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emmm im sure minecraft is java

faint pasture
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I mean the tech

feral cairn
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well when notch made it

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ah ok

faint pasture
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You wouldn't want to try doing voxels/blocks in BP

feral cairn
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well i know if i wanna make my game multiplayer im sure thats C++ aswell

faint pasture
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Yeah but learn to crawl before trying to sprint.

feral cairn
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sprint easy

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i already done that

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jk jk this is all youtube

faint pasture
feral cairn
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ahhhh

faint pasture
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MP is 5x the work minimum of say, but it depends on your design.

feral cairn
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also more pricier aswell :/ if im correct

faint pasture
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Idk, price your game how you want. But that's a long ways off. Start with making something happen.

feral cairn
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ok il start trying the pick up

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and drop

sinful marlin
feral cairn
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O.o

faint pasture
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Just strugglebus through it on your own first

feral cairn
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ok

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this is my starting point ;l

sinful marlin
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Whoop whoop!

feral cairn
trim matrix
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Hi everyone! is there a node in BP to fire an event when materials finished rebuilding?

chrome fractal
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How can I make mannequin stay on ground without capsule colision.?

mental trellis
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Random Bool will be either true or false, 0 or 1.

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Random does not mean 50% 1 50% 0

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You realise that, right?

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Chance not guarantee

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It will tend to 50% the more it happens

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It will not start at 50%

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Show code. I'm not sure I trust what you're saying after you talked about random bool in the same sentence as integer select.

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Just why

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Nevermind.

fast thistle
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i have a problem , when my actor respawns , my stamina bar, empties and stops working , any ideas

fast thistle
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this also comes up

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yes @thorny cipher

thorny cipher
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Show the stamina progress bar bind function

fast thistle
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ok

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any ideas

thorny cipher
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You sure the stamina is always 100 after the respawn?

fast thistle
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yea stamina values work correctly, just the bar not working

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the bar goes empty,

mental trellis
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Is your char ref set correctly?

fast thistle
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it works correctly when i remove destroy actor , in the above picture

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when i do that , i basically disable the respawn system

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my stamina bar

mental trellis
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And if you respawn, that doesn't get reset to the new character, right?

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Why not bind it to the player controller (which won't change) and do player controller -> get pawn -> cast to your character type -> get stamina

mental trellis
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It really doesn't matter.

fast thistle
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ok

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any ideas , what to do about this ?

fast thistle
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sorry, for stupid questions, still new

fast thistle
mental trellis
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It's cool!

fast thistle
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By any chance do you know how i can rig the stamina to go down , when i swing a weapon

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ill be back, im going to try this

mental trellis
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You would need to hook that up in your attack event.

last briar
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can somebody help me with this blueprint vaulting script?

fast thistle
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what is vaulting?

mental trellis
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This is why I don't like BP

undone surge
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is there a way to get my character to climb steeper surfaces?

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how do i get my character to*

lyric onyx
#

Hi everyone, I have a problem involving parent-children actors.
I have created my parent actor, and leaving the Default Scene Root on it, then I created my Child, and I added a Cube on it, but when I'm moving the Cube, it leaves behind the Default Scene Component at the place where the Cube was, causing my code based on its location wrong. I'd like to attach this Cube as my new Default Scene Root but I cannot because it's a Child Component, do you know a way to attach it as the new Root? Or is there a way to force the Default Scene Root to follow its Children components?

tawdry surge
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Why not just move the default scene root instead

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Or the actor as a whole

lyric onyx
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How do I do to move the whole actor?

tawdry surge
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Set actor location

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Moving the default scene root does the same thing

lyric onyx
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Yes but when I grab my cube, the Default Scene Root stays where it is

tawdry surge
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Because the cube is patented to the root, not the other way around.. move the root, everything else moves too

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Btw set world location and set actor location are different nodes

lyric onyx
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Ok but how do I Simulate Physics on the actor itself? If I enable Physics on the Cube, it will move when I kick on it but it leaves the Root behind, and if I disable Physics, the component does not move anymore

mental trellis
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Have you tried using a static mesh actor which has its static mesh as the root component?

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Reparent your first BP to static mesh actor and your default scene root will disappear.

lyric onyx
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I can create a static mesh on the parent and set it as the root, but if I want to create multiples shapes (not only cubes), how do I do for the future children?

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e.g all children will be created with a Cube Root

mental trellis
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You can set the static mesh on the component on child classes

lyric onyx
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Yes, I tried it, but if I do that, the shape will not be centred, as shown on the picture (Box Collision is the center of the actor and SM the inherited component)

dreamy yacht
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Hi, for several days I have been thinking for days about function, which will add a cooldown of 8 seconds at the game start before the proper function can be activated

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but after those 8 seconds ( at the beginning of game ) this proper function should be fired immediately

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like on this graph

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I don't have to add, that delay is not a way to go, because it will add 8 sec cooldown before each "fire"

lyric onyx
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Did you try using a "Do Once" node?

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I didn't fully understand your problem, should the function fire at every tick after 8s? In any case, I think the "Do Once" may be the solution

dreamy yacht
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let me clarify

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it's about arcade racer

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at the game beginning there is a camera thingy and countdown all in total of 8 seconds

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I have several custom functions including player force respawn ( triggered by the player with enter key )

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and I want to set custom delays for each of custom funcions to prevent player from using them

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and after let's say the race starts

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player is allowed to use them

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this is the countdown

mental trellis
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At the start of each function: if !RaceStarted return

dreamy yacht
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create boolean ?

mental trellis
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The race started bit is whatever you want it to be.

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A bool. A function. Whatever.

dreamy yacht
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thanks

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looks like it's working

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( from event begin play )

tawdry surge
#

@lyric onyx that depends completely on the pivot point of the mesh. If you make sure all your shapes' pivots are either center mass or center bottom then they'll line up fine

lyric onyx
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(But yes, set the pivot point at the center of the actor is the solution)

tawdry surge
#

It's how it was exported from the dcc it was made in.
If you export to blender, set the mesh center at the world origin and export back to unreal, it'll be set to the center of the mesh

normal dew
#

morning all. following this tutorial on sprinting/regen but i dont want an overlay on screen and would rather use audio cues https://www.youtube.com/watch?v=seGQy-GBfhY&ab_channel=MattAspland. anyone have an "audio tutorial" for that part of the blueprint? sorry if this is in the wrong channel

Hey guys, in today's video I'm going to be showing you how to create a sprinting (running) system with stamina that drains and refills. The stamina will also be displayed on-screen for the player to see in a progress bar.

#UE5 #UnrealEngine5 #UE5Tutorial


00:00 - Intro
0...

โ–ถ Play video
lyric onyx
tawdry surge
#

Its free and it'll take 10 mins of youtube videos to learn how to import, move, and export a mesh

queen sequoia
#

Hey I have a question, I want to make my mesh somewhat see through and a different mesh more visible like this, does anyone know how id go about that

slim grove
#

im trying to cross compile for linux and i installed the SDK but it still says its unsuppourted but it shows the linux penguin on it

gentle urchin
queen sequoia
#

Oh ok, my bad

blazing pollen
#

guys does anyone know the Auto scalability command ?

drifting cipher
#

Hey guys, what's the right collision setup for trigger volumes on actors? I assume there's the right way to set things up so that two trigger volumes don't detect each other but generate overlap events for all the other actors along a particular channel

spark steppe
#

overlap with pawn and ignore everything else?

drifting cipher
#

Oh yeah it's kinda basic but like - I got a projectile with particular logic I'd like to execute on other projectiles of the same class when they enter a "proximity volume" of sorts. but I don't want that proximity volume itself to generate overlap events on the same volume of the other actor, only on the dedicated, smaller collision body in it that hugs the mesh.

So basically I want the volume to "see" other actors but not be "seen" itself if it makes sense. To query other collision bodies but itself not respond to queries. I got tangled up with my understanding of how profiles, channels, responses etc. work and it'd be sweet if you could spoonfeed me just this once, I think it'll make sense from that point on

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I normally use shape sweeps for that kinda thing, but this use case is continuous, on a lots of actors existing in the same level all the time, and I only really need to know when an actor enters and leaves said volume. I assumed that it'd be smarter for me to use a collision volume for this specific thing

dreamy yacht
#

Hi, I am trying to re-write my AI car respawn logic

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but I cannot figure out how to count 5 seconds while car is stuck ( moving with speed under 10kph ) can somebody help ?

drifting cipher
# blazing pollen explain with example

Really I think the best example is that I'm trying to achieve the same thing as a shape sweep every frame, so that the collision volume itself does not trigger events in other actors

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im just trying to do it the "proper" way ig

dreamy yacht
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I need to get the info somehow, that 5 seconds have passed

gentle urchin
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Start a timer

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If speed is < treshold

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Reset if above

dreamy yacht
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could I ask wich specific "timer" function ?

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*which to pick

gentle urchin
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Whichever you want

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I tend to use timer by function, iirc

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I dont like typing the name manually ๐Ÿ˜„

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Then save the return value (timer handle) and use that to clear and invalidate it if above treshold

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On below, first check if the handle is validz and if so, do nothing

remote meteor
junior hedge
#

with blueprints how to give the opposite value (C++ !value) 9000--> -9000 | True ---> False

fast finch
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depends on what this is

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but generally

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knowing my algebra calculus

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multiplay by -1

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reverses everything

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especially positive values

junior hedge
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what about the boolean

fast finch
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you want to check if a value is below 0 or above?

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do a less

junior hedge
fast finch
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is float less 0

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is integer less 0

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it can be either less 0

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or greater

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9000 is greater

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-9000 is less

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thereby negative.

junior hedge
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2 negatives make a positive

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-9000 x -1 = 9000

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what's your point

fast finch
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i dont know what your point is XD

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one method makes a value either negative or positive

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the other method checks if a value is negative or positive

junior hedge
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I asked what about the boolean

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if there was a simple way to do it

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Other than a branch method

fast finch
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ok youre not explaining it good enough then haha

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if you dont want to use a condition then you could try a select

junior hedge
#

alright

ancient stag
#

Hello! Does somebody have an idea what would be the best way to get all names in an array and set them in a text box?
Like this:
Map1
Map2
Map3

I've tried using a for each loop, but with the node format text it replaces that one variable each time (obviously). So I'm not sure how to go about this... ๐Ÿค”

fast finch
#

youre plugin an array into a single

ancient stag
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(image is just for context, I understand that arrays are not supported)

fast finch
#

you need to get an array element first

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drag

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and write get

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either copy or ref

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doesnt matter for reading

ancient stag
#

Yeah, that's what I wrote in my message. Using a for each loop I could get each array element. But I don't need just one, I'd like to have all of them in the text box.

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Format Text is probably not the best way to go about it.

fast finch
#

ah

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there might be a node to combine all array entries

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maybe via string convert

ancient stag
#

Thank you. Converting them to strings I was able to join the entries together. ๐Ÿ™‚

raven pilot
#

seeking help, how can i apply a knockdown animation to enemy, when my animation overlaps/collides with another actor

remote meteor
#

use a NOT for boolean..

blazing pollen
trim matrix
#

is there a way to make a sphertrace by channel move along my camera?

thin panther
#

Project the end location from the cameras forward vector * the distance you want it to go in cm

raven pilot
trim matrix
thin panther
#

You want it to cinstantly move in camera direction?

trim matrix
thin panther
#

Well ur gonna have to

#

Cause thats tick based behaviour

faint pasture
thin panther
#

You cant do somethinf every tick without... doing it every tick

faint pasture
trim matrix
#

here's my blueprint
how in the world im gonna use the event tick here

thin panther
#

Generate the trace based if a boolean is true or false on tick, in that code there set the boolean to to true or false

#

So instead of having the speher trace there tgat just sets a bool to true

trim matrix
#

im gonna try that

junior hedge
faint pasture
#

the not node

#

not is the negation operator for booleans

#

it has an exclamation mark
True = !False

#

False = !True

junior hedge
#

yeah that works thx

visual granite
#

Hey I want to make a simple following logic and for that I've used one enum that tells the AI that it is in following state and one boolean that tells the AI whether he should keep following the target depending on distance

#

I have a problem that even when I clear the blackboard value keep following it still goes to Move To node

#

What is the reason for that?

trim matrix
#

Oh nvm i fixed it

#

Fixed version

remote meteor
visual granite
#

Thanks

#

Just used it

#

And it indeed changes

#

but like after few seconds after the value is cleared

#

the tick is every 0.4 to 0.6 secs

jolly island
#

Hello, any ideas why the variables in my struct keep resetting to default after I restart the editor?

faint pasture
#

Variables in struct in what?

jolly island
# faint pasture Show it

Nevermind, for some reason it seems to work now. It was probably my fault somehow. Anyway, thank you for answering.

trim matrix
#

Having this strange bug where when I hit save after a save game exists, all the saved values of the NPCs except for their name seems to be broken

fallen glade
#

is it possible to get a random point on mesh collision in blueprint?

trim matrix
#

I put delete save game slot 1 if a save game already exists in slot 1, then just save it normally, but that doesnt work

#

works fine for the first save but totally breaks after

plucky trellis
# mental trellis Any luck?

In the level blueprint, I setup interact as seen in the image below. I then modified each level sequence to assign to "current_cutscene" and then play.

I used the "On Stop" event for all events to be triggered upon sequence completion.

All other uses of "interact" are kept within respective blueprints, and input enabled and disabled as needed.

Not sure if it's the most ideal, but it's working! Thanks for the help.

mental trellis
#

No worries.

#

I so didn't expect input to work in the level bp!

trim matrix
#

Hi everyone! do you know how to end a game? is there a node?

cedar sparrow
#

can function libraries be accessed from any blueprint?

cedar sparrow
trim matrix
#

yes!

cedar sparrow
#

yeah there's a node called quit game

#

that's connected to a button on my widget blueprint

trim matrix
#

thank you!!

trim matrix
cedar sparrow
spark steppe
#

it can get tricky on widget blueprints iirc

trim matrix
#

Uobjects canโ€™t

cedar sparrow
#

ok ill keep that in mind

spark steppe
#

and using them on save game objects kinda works, but throws warnings

#

so probably not a good practice either

thorny rover
#

Hi!!! Is it somehow possible to get a Texture2D object from Material Instance preview image?

#

or somehow Material Instance in a Texture2D format, perhaps projected on a cube or rectangle

faint pasture
#

Depends on what your'e trying to do tho

thorny rover
#

and i have a reference to the material instance, but turns out there is no texture2D to reference it to.. i'll look into render target but not sure if that's it..

raven pilot
#

@remote meteor haha am struggling with writing the non boolean code for what am trying to do

waxen rose
#

What is the correct node to make a cast for a blueprint class widget

thorny rover
dusty mulch
#

Hello, guys

#

what are these ?

#

this is a fresh repo, i just created and character, a controller and a bt with a blackboard

mental trellis
#

That's the external map actors.

#

I forget what it's called.

#

Basically the actors in your level are saved externally to help with multi-user editing.

dusty mulch
#

So should I commit them ?

mental trellis
#

Yes.

#

If you don't, your level won't work properly for other people.

dusty mulch
#

Ok, thank you

raven pilot
#

@mental trellis do you know how i can make it so when my character hits another character during that animation, that the enemy will play a certain animation (a knock down animation)

mental trellis
#

You'd probably use regular collision events?

#

Maybe overlap?

raven pilot
#

if objects, i can just create a blueprint class

#

but idk how to do with animations

mental trellis
#

If its animating, does it move? Like the collision capsule?

raven pilot
#

yea

mental trellis
#

Then you should just be able to use regular collision.

raven pilot
#

how would i write that?

#

(am still new to coding)

#

this was my attempt

dusty mulch
#

I think u should use events

#

i did it from c++,

#

they are called onspherebeginoverlap or something like that

#

and that is where you write the code for the anim montage

raven pilot
dusty mulch
#

Game Dance ?

raven pilot
#

and input key starts the animation

raven pilot
dusty mulch
#

When is it called ? I think the collision capsule has custom events

raven pilot
dusty mulch
#

Ok, I understand now

raven pilot
dusty mulch
#

I'm a beginner, but it should work

raven pilot
#

k

#

haha yea am beginner to

dusty mulch
#

so the montage is not playing ?

raven pilot
#

yes

#

the knock down montage

#

this is the attack animation btw

dusty mulch
#

ok, put a print string just before the play anim montage

#

see if it gets there

raven pilot
#

k

dusty mulch
#

yes

#

where did you get the Toff mesh from ? thats so cool

raven pilot
raven pilot
dusty mulch
#

did you use the correct slot ?

#

oh, if its not printing it doesnt matter

raven pilot
#

oh kay

dusty mulch
#

so then

raven pilot
#

lol yea idk what slot is

dusty mulch
#

:))

#

if its not working, when u fix the bug, its prob that

dreamy yacht
#

Hi, what's the fastest / easiest method to implement A.I. car braking in certain areas ? I have decided to place overlap volumes, but I am little confused about brake settings

#

I use cast to ( overlapping AI car ) and then I set the braking force to AI car, but the braking is not evident / apparent

#

I don't know if this is caused by too low brake torque value, or something else

dreamy yacht
#

I have set wheel long stiff value to 100 000

#

and the brake torque to 9 000 000

raven pilot
#

my cast to character is failing, any advice useful

mental trellis
#

The actor you hit isn't of that class.

worthy jasper
#

cause according to that you arenโ€™t hitting what you think

raven pilot
echo mist
#

Is there performance difference in using Foreach with array that could be empty rather than checking first if its empty so Foreach doesn't need to be executed?

raven pilot
mental trellis
#

That's some over optimisation there, MrJay

raven pilot
#

@mental trellis @worthy jasper okay its working a lot better now, thanks!!!

astral stratus
#

@raven pilot love that Toph mesh

raven pilot
faint pasture
#

Probably slower on average actually, since you have 2 nodes when you could have 1

#

depends on average size of array but nah, totally not worth it.

rapid robin
#

Hey all, does anyone know if it's possible/how to write to CSV (or a text file) from blueprints? (UE5)

rapid robin
desert juniper
#

yeah, sorry. looked around for a minute and didn't find anything that was just a BP approach

rapid robin
#

Might need to summon some C++ support by the looks of things? Unless any BP ninjas here know of a way?

faint pasture
#

But typically writing to arbitary files at runtime is a no-no for BP. Can be hacked together in C++ but that is a bit smelly TBH. What's the use case?

rapid robin
#

This won't be happening in normal gameplay. But I am creating a special map that takes a series of screenshots of various characters wearing varying bits of kit in different poses/backgrounds etc.
So what I'm after is I want to write some data somewhere that references each image and tells us what kit attributes/backgrounds/poses are set.

faint pasture
#

Is this for design or is the end user doing this?

rapid robin
#

It's a one-off design thing only, so happy for it to be a bit hacky ๐Ÿ™‚ Hmmm let me look into SaveGame...

#

I'm not sure if SaveGame is going to work, as I need external teams to be able to access the data (outside of the Engine)

#

I just had a browse through the nodes in the LE Standard Library on the Marketplace (some of which already seem super useful), but I'm not seeing anything specific to writing to (CSV/text) file. Is there a specific node you think would do it?

faint pasture
#

We have a map for making stuff, it saves to a savegame

#

then we have an editor utiltiy to read savegame and write to a data table

#

you can export data table as csv

#

OR you can do some editor scripting but that is a PITA

rapid robin
#

you can export data table as csv
Oooh do you have any info on how to specifically do this step?

faint pasture
#

Just look up CSV/JSON stuff for Unreal though, there's prolly some free plugins

faint pasture
#

IDR the specifics but we used to just have it write/read to/from a spreadsheet

rapid robin
#

OK, that sounds like what I need. Will investigate further. Thanks!

vestal holly
#

are camera shakes exclusive or can have multiple of those running simultaneously?

faint pasture
#

Just dont' go all Vlambeer

vestal holly
#

lmao, thanks

fervent bramble
#

How would I go about that? I recognize putting a spline on a camera might be the trick but I'm not sure how to have the camera move on the spline dependent on the characters distance from the camera

faint pasture
trim matrix
#

Are UGameInstanceSubsystems available for inheritance by blueprints?

mental trellis
#

If you tell it to be.

#

Make a c++ one that exposes it to BPs!

#

(if it isn't)

trim matrix
surreal peak
#

There is some math involved though

#

Depending on how your game works, you could place the spline on character height and put a spring arm between spline and camera@fervent bramble

#

And then just set the spring arm location to the nearest location on the spline (nearest to the character location)

#

But that's just theory

dim tapir
#

I am trying to make a simple heart based health system, where if I get hit I lose a heart. I found a guide online but for some reason I get errors that I don't understand. Any clue?

burnt citrus
#

I have a question
I think there is a website that can copy and paste blueprint nodes like Pastebin, but I forget the link
Does someone know?

trim matrix
#

this @burnt citrus

burnt citrus
dusty mulch
gentle urchin
#

Well.. maybe not complicated but

#

Is it only full hearts or partial hearts aswell?

#

A progress bar with a looping heart icon based on the widget size would solve this nicely i think

dim tapir
dim tapir
dusty mulch
#

Show the blueprint that works

dim tapir
#

I imputed another, 6th, heart to test with and I notice that it gets black as well so it has nothing to do with my code it seems

dusty mulch
#

You are using a for loop

#

What is this doing here ?

dim tapir
#
dusty mulch
#

Also, what is health ? The input, how many hearts are left ?

dim tapir
dusty mulch
#

I dont understand what that node does

#

But

dim tapir
#

I'm a complete beginner and have watched youtube tutorials so I don't really understand the code, only very basic

dusty mulch
#

What u can do is to try with only one heart, without the array, and the for loop, see if it works and go from there

dense furnace
#

its taking in a float and seeing if its less then the array

dusty mulch
#

Im a beginner too, but I work as a software engineer

#

Ok, i cant look rn, but do that, try it with one heart without the for loop, see what happens

dim tapir
#

Now I have the "Health" variable (in PlayerUI) set on a specific value. I want it to gather the info from my third person character instead, not really sure how to go about that

dim tapir
dusty mulch
#

U need a reference of the player in player ui or the other way around

dusty mulch
#

Now connect

#

Heart 1 to the pin

#

And the red pin to the index pin of the node Select

dim tapir
#

I can't input the heart into anything, not "False" "True" or "Target"

dusty mulch
#

Ok

#

Then just make the for loop again, but connect only Heart 1 to it

#

So make it exactly like before, but c9nnect only one heart to the make array node

dim tapir
#

Same issue, all black

dusty mulch
#

From the for loop node take array index and connect it

dim tapir
#

Same issue, all black hearts

dusty mulch
#

Hmm, then it might have to do with the widget itself

dim tapir
#

I looking at this guide, and when he sets the custom event and adds a input/variable he doesn't have to specify any number for it, while I do. He uses UE4 and I use UE5.
https://youtu.be/nI1KcW3mjAA?t=6296

#

Nvm, I remade it and not I don't have any value on the input. Still get all black hearts though..

#

I'm going crazy I'll go take a walk and cool down. BRB

dusty mulch
#

But in the tutorial he is using a progess bar

#

You are using hearts

faint pasture
# dim tapir

You are setting the color and opacity on the widget all the hearts are inside of

#

not the individual hearts

#

Get a rubber duck and talk to it

dusty coral
#

Hello guys, how can i use render target on local for fog of war system ? how can i turn off replication for render target

hollow jasper
#

someone have liks that experience? all works fine. just screen looks like this,

near wolf
#

Hi, can someone tell me what's wrong with my code ? What im trying to do is go to an actor and make it spawn projectile

#

but it's not spawning

digital palm
#

Hey guys, Iโ€™m trying to do something equivalent with the generator from dead by dead light. So when the player start interact, all basic inputs like movement and so are disabled and only exit and use are on. What is the best way to do that, have a different pawn and switch?

tawdry surge
#

Probably just a bool,
Or run the "use" and "exit" inputs from the controller. Keep the rest in the pawn and disable input to it.

#

@near wolf without knowing if shot target is pointing where you want, my first guess is that you're spawning it inside something and the collision handling is canceling the spawn

kindred remnant
#

Hey guys. I've got this skeleton on a physics simulation to fall apart, however I want it to happen as soon as I go through that door's box trigger. Currently it just falls to the ground as soon as I start playing. Anyone ran into this before and could help please?

steep linden
#

Does someone have any idea why the montage isn't playing?
The add impulse function gets called and executed but the montage is only playing on the listen server and not multicasted

dusty coral
#

do you guys know how to use render target on only client

#

i want different renders client by client

manic geode
#

Do we have this in UE5?

versed sun
#

just do divide, and then you change bottom pin type

near wolf
dim tapir
tight schooner
fleet heron
#

hi. how do i use a slowmotion (Global Time Dilation) for everything except the player character?

trim matrix
#

Any good tutorials to learn blueprints for UE4?

tight schooner
thorny glen
#

Hey guys, My left mouse button is not working after Unpausing the game.
I tried to input mode game only and Input mode Ui and game.
None of those working.
Anyone know to to get my mouse control back.

Note:If I'm clicking and ad dragging only then it is working

limber parcel
#

what is cheaper on the engine? getting an actor health value through an actor component or through an interface?

tight schooner
#

That's such an esoteric question you probably have to test it by doing a loop of 100,000 and measuring the frame time spike ("stat raw" console command on a packaged or play-as-standalone game)

#

Memory wise I guess an interface will use less because it doesn't contain any code?

#

Either way I suspect the perf and memory impact will be infinitesimal

#

Either route is not expensive

limber parcel
#

well basically the component doesnt contain any code either, you just get the component of the actor and then get its member variable

#

its really hard to tell where to use interfaces and where to use components

tight schooner
#

Interfaces are structurally simpler but don't have any behavior/data, so I guess it depends if you need that

manic geode
#

Erm... hello guys. What should I do to get the physical representation of the sun in my project?

tight schooner
#

So if you find yourself remaking the same system on every actor that implements an interface, then...

manic geode
#

In my case it just turns on and off like a light

limber parcel
#

tbh i cant really tell a difference between the components and interfaces, they have almost same functionality for what i can tell

tight schooner
#

Epic's own example use case of a BPI is when each actor has a unique reaction to something โ€” their example was a flame thrower that might set things on fire, blow them up or do nothing

#

All the flamethrower does is spam an interface message on everything it hits

blissful grail
#

Components help encapsulate things to help describe an actor. Such as a movement component or a Skeletal Mesh component.
Interface is more of a contract saying that some object has some kind of method on it.

#

You can have executable code in a component. You cannot have executable code in an interface (unless we want to get in the realm of default implementations for interfaces, but we don't have that in BP land)

limber parcel
blissful grail
#

Sure - you could do that.

limber parcel
#

at least for health and everything related i think it makes more sense to have a component

#

and some function library for it

blissful grail
#

Up to you.

#

If it's just a simple health counter - I just put it on the actor directly. Less overhead than anything else.

limber parcel
#

currently i have set up a component for all health / mana / stamina stuff, it contains the current and max values and regeneration rate

#

and i can basically just slap that component on any actor i want to have any of these stats

#

i guess thats alot more convenient than having to set up an interface every time i want to use these stats on a new actor type or whatever

blissful grail
#

Yup. That's part of the purpose of a component.

#

Encapsulated functionality that can be used to describe an actor.

manic geode
#

Guys. Can you tell me, how to enable that menu? I dont have those buttons

limber parcel
#

but then why do all tutorials recommend casting or interfaces?

blissful grail
#

Because they solve different problems.

limber parcel
#

i havent seen a single tutorial using components for these things

manic geode
#

Guys pls help

blissful grail
#

@manic geode Be patient. You literally just asked your question.

#

Not to mention that this doesn't have anything to do with blueprint

manic geode
#

ah right, sorry

limber parcel
#

yeah the new buttons really look massively different lol

blissful grail
#

Most tutorials also just try to get you the intended lesson as soon as possible, so they would circumvent doing things "correct" for the sake of brevity.

limber parcel
#

problem is that everything fits about everywhere and its had to tell which is the best way to go xD

blissful grail
#

That's just programming in general.

zealous moth
#

is there a way to impose drag onto a projectile motion?

limber parcel
#

guess ill just have to do some testing and figure out what works best

zealous moth
#

i meant through the component

limber parcel
#

i think u want damping

limber parcel
faint pasture
#

If you want a real projectile with good drag modeling you'll want to roll your own. While you're at it, switch to line traces and not sweeps.

limber parcel
#

line trace superiority lol

faint pasture
#

Unless your projectile has a radius worth caring about.

south merlin
#

Does something like "Get Random Point in Navigatable Bounds" exist? So instead of a radius it's a square?

#

(I tried exactly that of course and didn't see anything like it)

#

Alternatively is there a test for a point to see if it can be navigated to?

limber parcel
#

just set the origin to that point i guess?

south merlin
#

oh yeah, set that to the origin and maybe a small radius.

#

then use the bool to check if valid

#

thanks

#

looks like Random Point in Bounding Box exists

limber parcel
#

just check navigation tab

steady elk
#

Is there a way to control the execution order of blueprints? For example unity has this window (see pic) which allows you to control the order. (Not to be abused but useful in a case such as mine)

Use case: All my units/bps depend on the grid. To avoid race conditions, I'm hooking up to an event after the grid is set-up, only then I'm executing the rest.
This is tedious to go through most scripts and error prone. Wondering if there is a similar solution where I can set the order and forget about it.

limber parcel
#

sounds like ure overcomplicating this

faint pasture
#

There's also tick dependency

steady elk
#

I only care about the order of the begin play tbh

#

I can do it as I am right now, by hooking up to the grid's "setup event" then doing my begin play when that fires

#

It is just a convenience question really

#

In unity, I would just add the grid class to the list and drag it into order position. I know this isn't unity, just wondering if there is an equivalent method or something

limber parcel
#

go back to unity if you liked it that much (jk)

tight schooner
#

Lazy man's approach is put a tiny delay on the beginplay on each grid-dependent actor lol. Otherwise manage it so that the grid informs all of its associated actors that it's constructed. I suppose you could do it backward too, where the grid has an event dispatcher for when it's finished, and each associated actor checks if the grid is constructed, and if it isn't, binds to that dispatcher.

#

I'm a lazy man in this case, so in my project I have a parent class that has a 2nd, "delayed beginplay" custom event

limber parcel
#

why dont u just put that stuff into the gamemode? i think its loaded before the actors

faint pasture
#

Are units spawned at runtime?

steady elk
limber parcel
#

u can build the grid in gamemode blueprint

steady elk
zealous moth
#

i ended up using a timeline

faint pasture
#

So if units and grid exist at map load, what's the problem

#

Unit begin play -> get grid

limber parcel
#

you store an instance of ur grid thing in gamemode and then the actors can access it

tight schooner
#

in a hypothetical situation where the grid dynamically constructs on beginplay (cuz randomization or w/e), and the grid actors can't do stuff until the grid is constructed, I can picture why you'd need to manage execution order

#

if the grid is static, you can put it in the construction script and add it to the level, and it'll be pre-constructed

limber parcel
#

or just make use of the games natural flow

steady elk
#

this is what I am currently doing, I am trying to cut down the part circled in red

limber parcel
#

where exactly are u building this grid?

steady elk
#

the question was: if i can make the grid's begin play (the setup stuff), execute before all other custom bps

#

it is an actor in the scene

limber parcel
#

then ill tell u a third time, build it in the gamemode instead of an actor

#

the gamemode stuff gets executed first and then it loads all the actors

#

im assuming its a building grid?

steady elk
#

building grid?

limber parcel
#

or what do you need this grid for?

steady elk
#

I'm trying to make a tactical grid-based game

#

think disgaea or ff tactics type of game

limber parcel
#

ok then what i suggested previously should work

#

What happens when you start up your Unreal Engine game? This video is a guided tour of the Engine's initialization process: along the way, we'll glimpse the high-level structure of the Engine (modules, game instances, local players, and viewports) and we'll see how all the different parts of the Game Framework (game modes, game states, player co...

โ–ถ Play video
#

i recommend u watch this video

#

@steady elk

steady elk
#

thanks bow2

gentle urchin
#

Thats a good one ^

limber parcel
gentle urchin
#

Flow control is a vital aspect of game dev and systems in general, especially when they depend on other stuff

#

Guess the video doesnt really teach you the how-to but atleast walks through the engines framework and some nice to know sequences of things

fast thistle
#

Hi,anyone know how can I set up a damage multiplayer

faint pasture
limber parcel
#

i heard rumors of UE4 having a built-in health system lol

#

i wonder if they have to remake all that stuff when they switch to UE5

faint pasture
#

There's a damage "interface". Not really an interface but pretty much has the usage of one, it's on all actors.

#

No built in health but that's simple

fast thistle
#

I built up , health system , damage system , stamina system etc

limber parcel
#

make the actor health a component and set it to replicate

limber parcel
#

then you have synced health

fast thistle
#

Iโ€™m still new ( apologies for stupid questions)

limber parcel
#

maybe watch some multiplayer tutorials then

fast thistle
#

Yea, gonna do that

#

Iโ€™m trying to make a system where after killing an enemie mana builds up , when you press a button it uses the mana which results in high damage

faint pasture
#

Then on the enemy, if it dies, it calls some event on whoever damaged it.

#

Then back in the player character, that event adds mana.

#

Character
Input -> whatever -> Apply Damage to Enemy

Enemy
Event Any Damage -> HP Stuff -> About to die -> Notify Character

Character
Enemy Died -> Add Mana

limber parcel
#

add component to character -> enemy dies and tries to get component of killer and tries to add mana

faint pasture
#

Pass damager over in the damage event

#

If die, cast damager to character, call an event on it, die.

#

Character should be touching its own stats, not the enemy itself

limber parcel
#

the character doesnt do anything in my scenario

#

except holding the component

#

basically all the functionality would be in the enemy death event

faint pasture
#

That's pretty dangerous and fragile. Try to think in the minimum amount of communication needed.
Enemy dies -> It tells killer or character that it died and optionally some other info (its level or whatever)

lyric onyx
#

Hi people!
I have a question about Arrays:
I have an array of Floats. All these Floats values come from variables. I'm using a "For each loop" to calculate a new value for all these variables but I don't know how to propagate it to them... I manage to do the calculation and apply it to the Array, but original variables remain unchanged. Does anyone know how to apply it to the variables please?

mental trellis
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You have to go through and set the original variables with the values from the array

lyric onyx
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Ok but how do I do that?

mental trellis
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How did you get the variables in the first place?

lyric onyx
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I created them in the blueprint, set drag and "get"

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At the Event Begin Play, I placed a "Make Array" with all these variables, and "Set" the Array

mental trellis
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I created them in the blueprint, set drag and "get" "set"

lyric onyx
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then drag*

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mb

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Current I got this

faint pasture
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You need to get index 0 then 1 then 2 then 3 then 4

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but time dilation should cover you

lyric onyx
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5 variables but I'll add more later

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My goal is to make my Delays unaffected by Time Dilation, because I'm using a Custom Time Dilation for my Character, but its Delays nodes are affected and make it unplayable

tawdry surge
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Can we not have an array of variable references in BP?

heady patrol
tawdry surge
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I mean base types.. obviously object types we can

faint pasture
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If you must do it this way, I'd make a struct with Name, Float pairs and make an array of those.

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Then adding a new parameter is just adding another struct to that array

lyric onyx
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It's still a viable solution however!

faint pasture
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and you can control a timeline's speed

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and probably(don't quote me) have it ignore TD

lyric onyx
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I don't know

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However it may be a great solution to adjust cooldown even if time is slow down

faint pasture
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You want to have stuff happen in an order at different times.
That's a timeline.
You can have it drive all sorts of stuff too (audio, particles, mat parameters)
All in a one-stop shop.

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It's like an animation for whatever you want it to control.

lyric onyx
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I just want to control delays

faint pasture
faint pasture
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Think in terms of messages

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If I want you to unlock your door, I ring your doorbell, then you unlock the door and let me in

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I would not just reach in the window and start messing with your door. I just tell you what I want and let you do it

limber parcel
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i dont see a difference, its basically just 1 message in both cases or not?

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i just butchered my sprint ability to make it multiplayer compatible

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again using components to do all the stuff

lyric onyx
# faint pasture

I never used Multi Gate, how does it work? (I guess I just have to read the doc)

faint pasture
cursive elbow
limber parcel
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so it basically lets u run multiple codes on 1 input?

cursive elbow
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:D

limber parcel
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go home george, you are drunk

cursive elbow
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?

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im very new to ue4

limber parcel
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the what

cursive elbow
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ik its probably a big mistake

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lol

limber parcel
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why use ue4 then

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and not ue5 when ure new anyways

cursive elbow
cursive elbow
limber parcel
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why are u setting the owner to gamemode?

cursive elbow
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Oh sorry thats from b4 i learnt abt replication

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gimme a sec

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changed it to playercharacter

faint pasture
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only the servers machines actors are replicating out

cursive elbow
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how do i make it broadcast to the server when you place

limber parcel
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you need to set up a proper server-client logic

faint pasture
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you need to change it to
Input -> run on server event

Then serverside
Spawn actor

limber parcel
cursive elbow
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soooo

limber parcel
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i just tested with this because im also working on multiplayer rn

cursive elbow
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ok ty

faint pasture
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@cursive elbowThe only way the server knows about ANYTHING is through a run on server event (RPC)

limber parcel
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so you have to do the spawning on the server and on your multicast

cursive elbow
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wait how do i get player controller to place it at?

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wait how do i get player controller to place it at?

limber parcel
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yeah i guess it should be owning client sorry

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actually not

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it needs a multicast here

faint pasture
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don't multicast the event that spawns the actor

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just spawn the actor on the server

limber parcel
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ohh i forgot to set that actor to replicate

faint pasture
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or is it in the PC

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either way, just get self

cursive elbow
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its in the pc

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but the server cant get self?

faint pasture
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Sure it can

cursive elbow
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or you mean like as an arg

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but then wont it always spawn under the character hosting the server

faint pasture
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thats why you don't do that

cursive elbow
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ok

faint pasture
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this is happening in the PC/Pawn

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so get self

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then you know WHICH PC/Pawn is doing it

cursive elbow
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so do i do the index thing and replace 0 with self

limber parcel
faint pasture
limber parcel
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this is in my player character

cursive elbow
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o ok ty

faint pasture
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@cursive elbow

cursive elbow
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wait sorry complete nooby thing: how do i make server event?

faint pasture
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Read the Network Compendium

faint pasture
cursive elbow
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o is that what i need ok

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i assumed that would be a replicating client event

faint pasture
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@cursive elbowThis is doing it in the pawn

cursive elbow
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thank you

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honestly

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you are so helpful adriel and source control, ive learned so much in like 5 minutes!

faint pasture
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This is from controller

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I'd do it in pawn but it depends on if it's more the PAWN that's doing the building or the disembodied PLAYER

fast thistle
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Out of curiosity, I have 3 things to add to view port , using 1 event begin play . How can I do this ๐Ÿฅฒ

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( I donโ€™t apologise this time for this question, lol)

faint pasture
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add one, then the other, then the other

fast thistle
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The 3 things are stamina , Xp and mana

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Ok

faint pasture
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I would make one widget which holds those 3 widgets as children but start with what you got right now

fast thistle
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I see , lmao

faint pasture
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Begin play -> make stamina widget -> add to vp -> make XP -> add to vp, etc etc

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Later you can just do
Begin Play -> make UI Widget -> add to vp

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and UI widget would handle its children

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but baby steps first

fast thistle
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Yes Sir

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Is it true you donโ€™t watch tutorials ๐Ÿ’€

faint pasture
gentle urchin
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Dont need to watch tuts when Adriel is around. A walking tutorial๐Ÿ‘

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Sounds like a #cpp question

limber parcel
modest monolith
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Does someone know how to do that every actor spawned can be overlapped only one time and therefore activate the bound event only one time? (If you tell me to use do once I kill you)

limber parcel
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and actually on client too

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pizdec

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so you actually only have to do like this @cursive elbow

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and if u set actor to replicate it should show on server and client

tawdry surge
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@modest monolith If you want a more complicated method you can set the collision to block or ignore after the first overlap
Or you can make a collision component or something to handle the overlap and destroy the component afterwards

modest monolith
limber parcel
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i did this any my friend is wondering why his game is lagging lol

dreamy yacht
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Hi! I am making an arcade racer and I need to set some needle render angles for TACHOmeter. One car works fine, but when I set ( create ) the reference for/ to the second car and want to use that reference and link it, every time I get an error saying "pawn object reference is not compatible with Wheeled Vehicle Movement Component Object Reference" WTF?

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I have no idea what this is

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the first car below

modest monolith
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Do you know guys if it exists a node that returns a boolean value when the float number is closer to one between 3 values ?

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Like if Y location is closer to -175 do this, if closer to +175 do that, if closer to 0 stay

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I have to make that my character when he lands he will teleport to the closest lane (endless runner)

thick bramble
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Is there a way to automatically scale actor(with skeletal mesh) to always fit scene capture?

clear bone
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how do i add code variables to my blueprint?

thick bramble
clear bone
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uhm not sure if this will help but
i have code that reads the position of a hand and i want to implement that but idk how

limber parcel
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sounds like you should watch some beginner tutorials

thick bramble
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Just click "+", and choose variable type

clear bone
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thank you

faint pasture
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make TeleportToClosestLane a function or event, and just call it when you land

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easy breezy

limber parcel
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for some reason the interact event wont work on my client

faint pasture
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It should go:

Clientside Pawn
Input -> Run on Server -> Interact

Serverside WhateverYou'reInteractingWith
Event Interact -> Do Thing

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The Client -> Server RPC (The Run on Server Event) needs to happen in your PlayerController/Pawn/Character/SomethingElseYouOwn

limber parcel
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so basically i have to make new function here?

faint pasture
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Yes