#blueprint

402296 messages ยท Page 937 of 403

lean orchid
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what I meant was that whether there is a way to open the blueprint example in something and change the pointer there to the new thing or whatever

near wolf
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Hello, I bought this helicopter blueprint from the marketplace, but the rotor animation is not working. Can someone help me?

lean orchid
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ok i managed to open my base class now by changing its uasset name ๐Ÿ˜„

lyric glade
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how do i get animation bp from ai action code?

icy dragon
lyric glade
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play animations when ai does stuff

tawdry surge
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Normally you would use the task to set some variable in the ai BP and the animation BP should be pulling those values and using them to determine the animation output

paper gate
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when i end prone while in moving prone , my character destroyed automatically

gentle urchin
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This is not what destroys your character

paper gate
gentle urchin
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Define 'destroy' in this context anyway

paper gate
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i dont want to destroy

gentle urchin
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If you blend to some 0 anim. It'll ve invisible, sure

paper gate
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it will destroy automatically

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i test with this and it will become 0

gentle urchin
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Then somewhere some script is saying "Destroy Actor"

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And points to the player character

paper gate
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no i didnt use destroy actor anywhere

tawdry surge
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Or you are falling through the floor too close to the kill z of the level and just looks like an instant kill

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That would be a funny edge case to hit tho

paper gate
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yes i guess u correct

gentle urchin
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Dont drop below killZ

tawdry surge
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Well first id check your player location in the level and see if thats happening
It's a long shot possibility

paper gate
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what ss u need tell

gentle urchin
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Got a video of whats going on?

paper gate
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wait giving

gentle urchin
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Heh

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You drop below

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The floor

grave venture
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So after creating an interface and adding it to the class setings of a blueprint and I've done this quite many times before and never had this issue
When I'm trying to drag this function in blueprint it says, the function was not marked as blueprint callable
what's up with that maybe anyone knows?

paper gate
gentle urchin
paper gate
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ok so how to fix it

gentle urchin
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Adjust the location before swapping capsule height

grave venture
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Yes

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The simplest

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Create interface -> put it in another BP's class settings to use it

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but what is this

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like this icon

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shouldn'

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shouldn't it be like "F" written there ๐Ÿ˜„

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and I can just drag and drop

tawdry surge
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I just saw these in a project yesterday. Idk what they denote either and would be interested in knowing too

gentle urchin
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Ill try in a min ๐Ÿ˜‚ ue5.02?

grave venture
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Yes

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Weird thing is that this NEVER occurred

near wolf
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I have a helicopter with rotor animations. But it only works on the default map and not in another maps. I think it's something with the blueprint. What could be the problem ?

tawdry surge
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Where is the rotation happening?

near wolf
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it starts once you click spacebar to go up

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oh you mean where

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This is the blueprint for the rotor

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but Im not that advanced with blueprints and im stuck

gentle urchin
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wrong pawn in different level ?

near wolf
near wolf
grave venture
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Also so you knew it's a very default BP interface ๐Ÿ˜„

versed sun
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Did you set up Game Mode in your new level?

near wolf
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Yes, the helicopter works, but the rotors are not starting to spin

gentle urchin
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works like a charm

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but cant drag and drop the interface directly, no

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Not sure why really ๐Ÿ˜„

tawdry surge
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Was the one in the default level already placed or did you place it?

near wolf
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but it only works on the provided map

tawdry surge
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I'd look in the details of the one in the level. Sometimes they have different settings from the class

gentle urchin
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yeah, instanced ones may differ

near wolf
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yeah but what exactly ? The helicopter uses the same blueprints on different levels ?

tawdry surge
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Is your current top rotator speed in particular different

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0 means it won't spin

near wolf
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it's not how it should be slowly then goes faster like in the default map

gentle urchin
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sounds like it cant interpolate properly ?

tawdry surge
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Ok so if setting that makes it spin, then my next step would be to see where that is being set in the blueprint and making sure it's still happening

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I'm starting to suspect they did a dumb thing and tied it to the level BP somehow

near wolf
gentle urchin
near wolf
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there are no level blueprints

tawdry surge
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Yes there are. whether it's used or not..

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But ok so what is to the left of the branch?

near wolf
gentle urchin
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personally, i think this looks rather messy

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but thats not relevant for the issue i guess ๐Ÿ˜›

tawdry surge
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Haha it's always relevant
But you need to go inside the collapsed graph to see where your lerp values are coming from

gentle urchin
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like,

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wouldnt it be easier to keep track of rotator speed in the chopter_BP,

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and just feed it directly to the anim bp ?

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the fancy macro also throws me off

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latent like that

tawdry surge
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That's what it's doing, but it's not increasing the current max speed

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B for the lerp

near wolf
gentle urchin
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Oh, is this in the chopter_bp ?

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mb then

near wolf
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This is what is inside the lerp node

gentle urchin
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glad this wasnt confusing at all x)

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whats it compensating for, since its not a regular lerp ?

near wolf
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for me, it is lol

gentle urchin
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i was ironic, its very confusing

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overly confusing

tawdry surge
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Someone thought too hard

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But is that the lerp or the collapsed graph?

gentle urchin
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yep

tawdry surge
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Select value_2

near wolf
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I also messaged the guy who created the blueprint and he told me this : This project is fully functional, you can assign your own Input, depending on your requirements. Well, in order to connect a blueprint to another map, you also need to have some technical knowledge. Another map is not related to the project, if you connect it correctly everything will work on any map

gentle urchin
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just make sure you dont break it, because then you'll get literal float 4

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for whatever reason

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If done correctly, i'd say making a chopter work in any map shouldnt be more work than setting up the GameMode

tawdry surge
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That's not a great answer.. "you need technical knowledge to make it work on a new map"

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Makes me think he used the level BP somehow

near wolf
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Hm I just noticed something interesting

gentle urchin
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like..

near wolf
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This is the default map

gentle urchin
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along these lines

near wolf
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where the helicopter works fine

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But if I put the player start above the ground

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The rotors stop working just like in the other map

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so it's something related to the ground I guess

tawdry surge
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I'd gut it and make something less dependent

gentle urchin
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feeding RotorCurrentSpeed to the AnimBP -> Voila

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you have a working start

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assuming acceleration is linear, both ways

tawdry surge
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Zero reason for the helicopter to care about the ground or the level or gamemode

gentle urchin
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^ Exactly

near wolf
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hmm

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So I'm not very sure what to do now

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I can try recreating that blueprint but I think something else will break

gentle urchin
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Probably, really

near wolf
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ffs why did this guy not make it work everywhere but just on his map

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What about this

gentle urchin
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Getting there

near wolf
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I also notice that it's not just the rotor that is different, the handling and the moving of the helicopter also is different on both maps

gentle urchin
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As MW suggested, check the variables

lyric glade
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i click on the result but it leads me nowhere how can i fix it?

grave venture
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So how do I do when I click the button with my third person character, It triggers something in another Blueprint

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was trying with interface but can't pass it to "communicate" with another blueprint

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idk

trim matrix
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when possesing someone, the character freezes in air. (if i have jumped)This is a problem as I am making a multiplayer game

near wolf
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I cna make the rotors spin, but it's not how it should be going from slow to fast

trim matrix
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I am possesing a sort of drone on a keypress

sinful marlin
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#work-in-progress For anyone wanting a tutorial on how to make a notification system in BP!

tawdry surge
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I don't have time to watch that at the moment, so idk if it's good or not.. However from a marketing standpoint point, basically saying in the description "I'm still learning how to code but let me teach you" doesn't fill me with confidence

tight schooner
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Yeah the content examples are that all day

grave venture
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But I was trying to JUST CLICK THE BUTTON and something happens (pushes the object, doesn't matter where im standing or looking or doing)

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Just with a push of button (Q)

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Didn't want to cast it, wanted to utilize it with an interface

dusky crane
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I have multiple characters and each character has a customizable ability loadout. i want these loadouts to be saved so theyre the same when you restart the game.
my question here is, do i have a saveslot for every single character or do i just use a single saveslot that contains a map with the character's name and relevant data?

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okay, thanks!

shut escarp
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hello, when i do a cast my function gets called and works perfectly but if i set the player variable and try to call the drop weapon function using the saved variable it does not work and i get the accessed none error. am i doing something wrong? (this is being done in my player controller)

subtle hatch
shut escarp
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yeahh its global variable

subtle hatch
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can you try to disconnect the line from the cast to the function DropWeapon

fast finch
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no

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thats what they are there for

faint pasture
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.... have you tried it? Certainly it's faster than coming here to ask

fast finch
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you cannot edit them

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only read

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and that is super fast

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3000 row entries are not even alot

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if you have a system this big tho

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i advice you to look into sql

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just for that final bit of power and accessibility

shut escarp
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this is so weird lol

rain egret
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at the start of my game i have, for debug purposes, a actor that instantly spawns, initializes and outfits a airship within a few seconds.
this causes a massive lag spike, is there any way to lower the lag? i already made a custom for-each macro that uses a delay.

tight schooner
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@rain egret isn't game start the most acceptible time for lag? Otherwise put those objects into the level so that they're already there at map load. Or spread the work of spawning stuff over time.

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Or make the lag more acceptible by having a discrete spawning phase at pre-game and fading in the view once everything is spawned

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If the computer has to do that work no matter what, then be strategic about when it does it

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It also depends on the source of lag. If it's a DX12 project and you're seeing stutters the first time certain things are presented (in play-as-standalone or packaged) then it's due to runtime shader compilation. My project has this issue with gpu particle systems, heh.

rain egret
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the ships are made at runtime from scratch

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the shipyard first turns this mesh into a frame structure thats created procedurally. then each wall is made and attached.

tight schooner
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Yeah sorry, I don't have experience with that. If you've narrowed down the laggy part of the process, I guess do it in advance in a strategic moment where the spike is less annoying

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And then let the cosmetics happen afterward

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You can construct the physics thing earlier then enable collisions on that component at the right time during the animation I guess

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If the physics and the visual mesh are the same component then similar idea. Construct it with physics/visibility disabled in advance then enable that stuff later

rain egret
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you think the lag purely comes from displaying the mesh? worth a try i will test it out

tight schooner
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I can't say. Acc'd to you it comes from spawning it in the first place? If that's true then you have some control over where the lag spike occurs

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Cuz you can spawn it invisibly, paying the toll, then do the animation afterward

rain egret
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i solved it aaaaa

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all it took was that for each with delay

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now i can combine this with your solution of having it invisible until its all done and thatd work great

sterile jacinth
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Hello folks! I have a problem with buoyancy. For some reason my character doesn't float on water when being ragdolled. I used the same skeletal mesh and added buoyancy to it, and it floats just fine. Anybody knows what is the possible issue here? Thanks in advance

tight schooner
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@rain egret btw if you haven't yet, try "stat raw" in the console for a frametime graph

trim matrix
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can someone help me out with this?
while im aiming this box collision rotate with my camera and when ever it collide with those actors "cubes" it store them in array?
how can i do that

tight schooner
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Break the problem down. You need to make the collision component generate overlap events with the cubes. Use the overlap event to get the actor reference, check if it's one of the cubes, and "add unique" into your array.

broken quiver
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how blueprint source control works in UE5?

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like merging two different blueprints

modest monolith
wanton prawn
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Does anybody know if .sav files created with a UE4 build of a game have compatibility issues with UE5 builds?

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My game released using 4.25, and I upgraded the engine to 5.0 when it came out. But now it seems to be reading my settings save incorrectly, unless I delete and recreate it. I'm wondering if it's possible to establish backward compatibility for the sake of my players, or if I should just instruct them that their old saves are no longer compatible once I push an update.

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Worth noting that this issue seems to only crop up in packaged builds. I've attempted to shove UE4 saves into the place that (I think) the editor puts its saves, but so far I've had no luck replicating it.

trim matrix
trim matrix
tight schooner
trim matrix
hazy fulcrum
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Does anybody have a method of getting the spring arm component to retract to the offset position and not to the component origin when it detects a collision?

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I've been playing around with the settings and none of them seem to prevent the camera from retracting into my character's back whenever the spring arm hits something.

gentle urchin
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Custom springarm

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Or simply set its origin at the camera location

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And point it towards the viewtarget

hazy fulcrum
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So my 'fix' was to use two spring arm components, one parent for target length and one child with 0 length and just the desired offset, with the camera attached to the child.

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Which kind of works, but feels really ghetto.

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How would you go about setting up a custom spring arm?

undone surge
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im trying to get a projectile to spawn in sky and hit a target area. i managed to get it to spawn directly on top of the target and come straight down but i want it to spawn a little sideways and hit in random places but within the target , how would i do that

gentle urchin
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With your own defined logic

deep geyser
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Does anyone know a good algorithm for calculating which direction would fluid flow through a pipe network?

faint pasture
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Is it just simple projectile motion with no drag?

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There's a suggest projectile velocity node, it can math for you

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There might also be a suggest angle node

undone surge
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yes its a simple one i have the velocity set and everythng

faint pasture
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if you want a constant speed

undone surge
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i just want it to start at and angle and land at a specific location

faint pasture
undone surge
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no i just want it to randomly hit a circle location in a random pattern like a shotgun spread

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like this

faint pasture
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So figure out the orientation to make it hit perfectly, then randomly pitch and yaw it a little bit

undone surge
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one thing i was confused on is which node to use to orient the launch direction

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on begin play

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like i start a little away on x axis of hit location then after that how do i turn the launch orientation

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towards the target

undone surge
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ok thanks i will see this

faint pasture
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Do that, then just rotate the output by a tiny random rotator and you'll get your spread

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start with getting it to hit first

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one problem at a time

undone surge
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alright i got it

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also i have a projectile movement component which has the speed

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shouldi put this speed in suggest vel ?

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or should i make that 0

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and copy that value here

faint pasture
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Yeah put the speed into launch speed

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it'll tweak the angle of the resulting vector to make it hit (if it can, there can be impossible situations)

deep geyser
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Does anyone know a good algorithm for calculating which direction would fluid flow through a pipe network?

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I need something for a hydraulic simulation, where a system could be custom made, with levers to switch flow during gameplay

faint pasture
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I'm working on an arbitrary flow network plugin

deep geyser
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Lol wat ๐Ÿ˜‚

faint pasture
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You trying to switch flow or pressure?

gentle urchin
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Adriel the flow guru

faint pasture
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Like are you trying to have a bit of hose be ON/OFF or have a pressure or what

deep geyser
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For now flow

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I'm working on a prototype simulator for a school, so the functionality would be limited for it

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If it kicks off, so will the complexity and budget

faint pasture
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Give an example use case, what does an interaction with this system DO?

faint pasture
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I'm trying to suss out if you're talking about a full bidirectional effort/flow system, or something more analogous to light switches, or what

deep geyser
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I'll contact you tomorrow, I have to go offline

faint pasture
flat coral
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Which sound function would you use for something that should travel with the player and isn't directional, but is in world space and so things like attenuation and echos might still apply?

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For example, the engine sound for a car the player is inside

faint pasture
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Spatialization distance is a setting on the sound attenuation settings

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once you're close enough it's no longer directional

stoic echo
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Hey, I've been looking for a proper way to set audio areas. Whenever i enter a box it plays a certain audio file (ambient music) and as soon as I leave it it shall play a different one.
I couldn't find myself a proper tutorial for that since I watched a few on youtube. If there's anyone who has done that before I'd be grateful if you'd help me out.

zealous moth
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@stoic echo iirc you should use the same audio player. So when you overlap a new zone, make new song start at volume zero and increase with time as you decrease previous song to 0 and disable.

stoic echo
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which is a variable for track01 and track02 for example and it just stops the first track and starts the second one

flat coral
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Okay so you know how the "Box" rendering of images lets you take a margin along the edges, consider that the border, and then the center is the only thing that stretches?
What are the odds Unreal has a tool like that, but for audio files?

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I've got a lot of audio files that have a very clear starting, middle, and ending, and I want to loop them but i only want to loop the middle part

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So like, play the beginning, play the middle on loop for X seconds, then play the ending

stoic echo
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same, im a bit confused. also i am somehow not able to select the sound that should be played in the audio volume

faint pasture
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I'm not sure. I haven't touched it for years

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But if sound in an volume is what you're after, that seems like a sound volume

faint pasture
pine trellis
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@faint pasture does it charge in your car with the car phone charger?

faint pasture
hazy fulcrum
tranquil gorge
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Hey does anyone have a moment. Ive been working on creating a camera system for quite a bit now and i would love it if someone can be in chat with me and help me figure it out while i screen share if they feel they are capable. Would be much appreciated ๐Ÿ™‚

exotic warren
austere ingot
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i have a config variable (loaded from a config file on a dedicated server) that contains a list of admin ids

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works in editor to pull from the list, but no when compiled?

raven pilot
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is there a way to disable input without disabling camera?

jaunty summit
raven pilot
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finished audio prints?

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seems like the event might be part of the problem

jaunty summit
raven pilot
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yea thats very strange, not sure why it doesnt print

tawdry surge
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Only if you call it on the controller. If you call it on the character it shouldn't

raven pilot
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i actually have a event set up on one of my nodes, its a bit similar

tawdry surge
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Unless your camera code is in the character too

raven pilot
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haha yea strange

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not sure if it should skip a node like that

raven pilot
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maybe there is an event limit? maybe try putting that event before the intialized_event

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ahhh i see

jaunty summit
# raven pilot it does : (

Yes. Then all your inputs are on the character. Then have the mouse input on the controller and call the disable on the character

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I think this can be done in a more neat way using the Enhanced Input System

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As you can load and unload mapping contexts

raven pilot
raven pilot
jaunty summit
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Same goes for Pitch

jaunty summit
raven pilot
jaunty summit
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It's not

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You can clearly see the names

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Target is Pawn

raven pilot
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thanks

raven pilot
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i tried using get player controller node

jaunty summit
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And do the setup there

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Same red nodes

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Different blue nodes though

jaunty summit
jaunty summit
raven pilot
raven pilot
jaunty summit
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You simply open that class

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Forget about the character class

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Just leave it behind

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And go to the PlayerController class

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Find it in the content browser

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Look for the one used by your GameMode. That's the one you should be looking for

raven pilot
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i think its thirdpersongamemode

jaunty summit
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If it's a cpp PlayerController class, make a BP child of it

raven pilot
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is it this?

jaunty summit
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Yes

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It's cpp

raven pilot
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k

raven pilot
jaunty summit
jaunty summit
raven pilot
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k

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hmm

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thanks

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will try

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@jaunty summit so i did it here and removed the one from old BP, but camera doesnt work now

jaunty summit
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You already in PlayerController

raven pilot
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do i need to switch to playcontroller somewhere?

jaunty summit
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Do you see?

raven pilot
jaunty summit
jaunty summit
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You need to do this in the PlayerController class you just created

raven pilot
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gamemode

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how would i change to player controller class?

jaunty summit
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Do you know how to make a BP PlayerController class?

raven pilot
jaunty summit
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Yes

raven pilot
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k

raven pilot
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not working, guessing i need to change gamemode or something?

jaunty summit
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Nope

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You need to make sure the GameMode is using it

jaunty summit
raven pilot
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what about my other movements?

jaunty summit
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They stay in character

raven pilot
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k

jaunty summit
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By the way, is this a cpp project or BP only?

raven pilot
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can barley in BP

raven pilot
potent bear
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I'm getting a blueprint runtime error, do any of you know how to fix it?

what I'm trying to do is this ( UPhysicsHandleComponent Result = GetOwner()->FindComponentByClass<UPhysicsHandleComponent>(); ) but in blueprints and I'm getting an error for some reason

jaunty summit
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GetOwner is null

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How do you do it in BP?

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Provide info

potent bear
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ok, give me a minute and I'll share the info

potent bear
# jaunty summit GetOwner is null

I created a system that allows you to pick up any object that has a custom collision ( Grabber ) in C++, but I'm working with some people were when I updated the gitlab with my code, no one else was able to run it because they could not rebuild the project, so I'm making a Blueprints version of the code.

The problem I'm having is that because blueprints and C++ work a little bit differently I'm having a hard time figuring out how to translate it with ease, the code works fine, but the blueprint version is not working properly.

I'll send the code now with details on how they function, but the basics is simple, it has two functions, one is Grab and the other is Release

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Problem 1.
I'm not sure why it's returning an event instead of a function

the one that works is the one on the right were the code was first implemented

jaunty summit
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This is not a problem. Those are just symbols and this is how they look in cpp and BP

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Your real issue is: How to convert cpp code to BP

potent bear
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yea

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I have the full code that I made, I'll send it here as a text file so that it will not clutter the chat

jaunty summit
potent bear
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I'll send the blueprint one now

pulsar path
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is there a way to make kind of a 'reverse function'? i think its commonly referred to as a hook in modding.
essentially just where i call a node in a blueprint, and then somewhere else (potentially in multiple locations) things are listening for that node to be called, and then they all go off. I heard you can do it with interfaces but i cant seem to figure it out

for instance i could have a node that is fired when my player shoots, and then an enemy could listen for that node call and do something with it, an ally could be listening for it, etc

potent bear
jaunty summit
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I wouldn't really do GetOwner without checking if it's valid first

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That way you can prevent such crashes too

potent bear
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good news, there are no errors now, bad news is that it still will not pick up the objects

jaunty summit
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Not saying this is the issue but why...

thin panther
potent bear
thin panther
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You basically fire a dispatcher and have separate things "subscribe" to that event

jaunty summit
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But it's not any different from how it's implemented in cpp as I see

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Not saying you should ignore it, but your friends not being able to rebuild the project isn't a good reason to do move it to BP

potent bear
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I know, which is weird

jaunty summit
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cpp is more performant, and you should stick to it

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Especially that you're doing some tracing there as I saw

jaunty summit
potent bear
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I know, if you want I can show you a video of what's happening with both the cpp and the blueprint version

pulsar path
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i cant figure out using interfaces, dispatchers seem like what im looking for though

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thats a good video series, will give that a watch

jaunty summit
potent bear
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no problem, thanks anyway, you helped me solve some errors that I had, so thanks

hasty sage
#

Heya. Could anyone help me with a blueprint component question? Posting my unreal forum link here

https://forums.unrealengine.com/t/how-to-search-get-component-of-an-actor-from-a-blueprint-component-class-that-it-is-attached-to/595722

blissful widget
tight schooner
cloud citrus
#

I have a texture sample "internal_ground_ao_texture" and AO
Im assuming AO goes into Ambient Occlusion
but what about the other one?

gentle urchin
blissful widget
#

The only thing about data tables is the API revolved around fetching rows (a struct?), while fetching exact cells is more tedious

gentle urchin
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(InputA*NumberOfColumns)+InputB

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Not very nice to work with, but a simple editor util widget would solve that

blissful widget
#

If I cared about that particular function, I'd go DataTable + BP accessor for the struct itself, should just be 2 node calls then

#

Ha yeah that too, but with BP questions I'm reluctant to suggest mathy solutions. How would that work with adding new rows or columns?

gentle urchin
#

Dynamically?

#

New columns would update the NumberOfColumns value, so i'd bet on reading it somehow

#

Like.. can you read entries to an enum?

#

Probably not tho

#

Or you could take the length of the array

#

And sqrt it

tight schooner
#

Make a series of collision channels and collision profiles and do overlap tests on the door alex

#

Yeah idk, any approach is complicated on the inside so the stuff that matters is how you want to store the data for which element opens which door type, and how you want to retrieve it (probably a function that has an element type and door type enum inputs and a boolean output)

#

One way to pick an approach is to consider how much of a PITA would it be to add 3 more element types and 3 more door types

#

Picture the workflow for doing that

gentle urchin
#

Yepp thats definetly something to consider

acoustic lava
#

Are there any good recourses to setup gamemodes

#

I want to setup a basic deathmatch

gentle urchin
#

Pain in the a*s

tight schooner
#

I could go for a quesadilla...

solar bison
#

does this print run after the loop is complete or somewhere in the middle?

lime fulcrum
#

parallel

#

they start at the same time

solar bison
#

yuck. so I hjave to drag out a pin after complete if iw ant sequential logic

#

well....that makes the sequence pin somewhat useless i guess

lime fulcrum
#

not rly

solar bison
#

then?

lime fulcrum
#

what do you need to achieve?=

solar bison
#

run the print after the loop is complete

lime fulcrum
#

pin it to COMPLETE

solar bison
#
foreach() {}
print(xyz)
lime fulcrum
#

COMPLETED

lime fulcrum
#

๐Ÿ˜‚

#

why would that be a problem?

solar bison
#

looks ugly, hard to read

lime fulcrum
#

well, I use to collapse nodes when it starts to become ugly as you say

#

way more organized and cleaner to follow

solar bison
#

thanks

lime fulcrum
#

np ๐Ÿ™‚

gentle urchin
#

It doesnt to paralell

#

It does the loop first

#

As long as theres no latent nodes related to the loop exec

lime fulcrum
#

yeah but then immediately goes down

gentle urchin
#

That it does. During the same frame

lime fulcrum
#

yah ๐Ÿ˜„ sorry I didn't explain that detail xD

paper galleon
#

Sequence just helps to organise code. It's not an automatic parallel node. Hence the name sequence. Each then branch completes execution before moving to the next. Unless there's an async node as Squize pointed out.

icy dragon
#

It's not parallel but ignores latent nodes in between

gentle urchin
#

Using functions over a low ball also tends to help with the organisation of the code

#

And eases readability

#

And saves you trouble down the road

solar bison
#

how to check if a value is null in bp

#

nvm

pine trellis
#

is there a special way to delete folders in unreal engine through the editor? I try to delete but it never goes away

gentle urchin
#

Sounds like you have some redirects or files that has not been completely deleted

gentle urchin
#

If you know theres nothing there you can always force it in explorer

#

At your own risk, ofcourse

limber parcel
#

after u move files u have to delete folders manually

#

also never do shit like that in explorer

gentle urchin
#

Theres no option to it

pine trellis
#

@limber parcel I cant delete it from unreal

gentle urchin
#

Ones files are 'stuck' in the folder.

limber parcel
gentle urchin
#

No bueno

limber parcel
#

pizdec.

gentle urchin
#

Soo just do it in the explorer :p

#

Once youve fixed your redirects and made sure theres nothing left

pine trellis
#

ok...

gentle urchin
#

Fix redirects by right clicking the folder :p

#

Should calm the fire

solar bison
#

i don't see events i can bind to for my button, why?

limber parcel
#

you are drunk comrade

solar bison
#

coz my button wasn't a variable

#

noob

#

๐Ÿ˜›

gentle urchin
#

So you unticked it yourself? ๐Ÿ˜…

#

I think its default as a variable ๐Ÿ˜„

solar bison
gentle urchin
rose gull
#

Is there a way to run axis mappings only once? Im having my leaning system on axis mapping using a timeline and the timeline keeps playing, is there a way i can make it work such as only when the value of axis changes to smth it runs the timeline

tawdry surge
#

Make a branch save the axis value to a variable and check if the new one is not equal to the saved one. But you're better off with one of the interp to nodes

trim matrix
#

I want my character to ragdoll and it does, but it's in tpose. I have the physics asset and everything.

#

nvm

#

i had to change the mesh collision type to ragdoll

trim matrix
#

Hello Guys I'm pretty new to UE and I had a quick question/Problem. When I added a full auto system to my gun, it allowed me to skip my reload animation and it will fully reload my weapon. Any fixes so that my gun stops firing when I click my reload button and forces the animation to play? This only occurs when I added the full auto system, without that part of the blueprint, my gun forces the reload animation just fine.

#

maybe don't allow to reload when firing?

#

I tried that but for some reason that piece of blueprints on the bottom just ignore it

#

as long as i remain holding down the shoot button, then I can override any checks

#

For example I'm not supposed to be able to shoot and sprint but it allows me to as long as I'm holding down the button

tawdry surge
#

Because you need to trigger stop firing when reload is hit

#

Then if you try to fire again it will hit your checks

trim matrix
trim matrix
tawdry surge
#

Nice

gentle urchin
#

Not just stop i guess? Block aswell i'd think

#

so you cant start shooting while reloading

#

e.g. gun is in an "unfireable state" , just like when you run out of ammo

limber parcel
#

shroedingers gun

gentle urchin
#

Thats only during pickup, with an unknown mag :p

dry condor
forest sable
#

Greetings, I have a question...
What if the BluePrint system could generate any kind of code for any kind of programing language, just with the click of a button ?!

blissful widget
forest sable
blissful widget
lime fulcrum
#

Hi!
What was that parameter in Character Movement to make the character NOT stop immediately as it is not walking

#

Like an inertial effect... I can't remember which one was it :\

lime fulcrum
#

I did set that to 0 but I Think the AI is just moving the character by changing location :\

blissful widget
#

Sorry, BrakingDecelerationWalking maybe then

lime fulcrum
#

Did that as well

blissful widget
#

And GroundFriction?

lime fulcrum
#

all 0

manic geode
#

How do I add this?

lime fulcrum
#

hold 3 + LEft click

#

It's Vector3

prime stump
#

Hi, can anyone tell me why this scroll box is being a freak? If I have it in the Horizontal box that its nested in, it just doesn't show in game at all for some reason so i have no settings, but if i have that Horizontal Box as a Vertical Box, it shows in game but the scroll box doesn't work at all.. why would it completely disappear in game with a horizontal box but I can see it in the editor just fine?

manic geode
#

And how do I add those ?

prime stump
blissful widget
#

@lime fulcrum I wonder if you're after Add Force instead of Add Input Vector, in addition to Physics Simulation on the character's root component

lime fulcrum
#

@blissful widget I'm trying to use the Charachter class with AI Controller and move the character

#

it does move and follows the behavior tree but when it stops it's just instant stop

gritty plover
#

Hey, anybody know why the comment "bubble" option is unchecked by default every time I make a comment in BPs, despite showing that it should be checked by default?

manic geode
#

And where are the anchors in UE5?

#

thats in UI blueprint

cedar sparrow
#

how come for the paragon character assets, all of their controls and locomotion are in their character BP and not the player controller BP? is that not what a player controller is for?

mossy perch
#

Trying to get the game to login when Gamemode is launched.
Somehow i manage to login, but also not according to my checks

#

It fails on creating the session (ue5.0.2)

gentle urchin
velvet viper
#

Hi all! Hope everyone is alright,
I've got a pretty specific but straightforward problem which is doing my head in for some reason
Essentially I want to trace along a plane/wall to get the edge point clamped by the volume bounds (imagine i've got a middle point of a wall, and I want to get the edge point)
Hope the images can make it a bit clearer!
Any help would be greatly appreciated, cheers

gentle urchin
#

Otherwise youd need to trace in multiple directions to find nearest corner, would you not ?

desert juniper
#

otherwise, what about doing multiple traces, and figuring out which is the highest point

junior hedge
#

hi, I want to do this but I have no idea how I could do it. I have an array string [0] that has a text body in it, and I want to send that data to another array but instead of 1 data I want every letter to be it's own "section" of the array, including spaces

desert juniper
#

i think there's a cone trace

desert juniper
#

if building has a ledge rather than a straight vertical wall. you're going to run into an issue where the straight vertical trace won't work as you expected

junior hedge
gentle urchin
#

Ah

#

Theres a string to array node

#

Which gets each letter of the string in array format

cedar sparrow
#

Has anyone had a problem with the Murdock Paragon asset? He's the only one whose running animation freezes when he reaches max speed. Every other character has worked fine

junior hedge
#

like this?

#

how would I specify if I want only the letters to be assigned

#

into different "section"

gentle urchin
#

Not "get"

desert juniper
gentle urchin
#

Makes sense

#

I went for pure traces myself

junior hedge
#

ok so this kinda works but it only splits into words

desert juniper
#

one of those that you don't fully know/undersatand until you try it yourself I assume

junior hedge
#

I want it split into letters

junior hedge
gentle urchin
#

Just parse to array

#

I think

#

Hmm

#

No

#

Thats not it

#

Ah

#

GetCharacterArray

#

Thats the one

gentle urchin
junior hedge
#

I tried this and got an error

blissful widget
#

I always wonder that with skeletal meshes, can you programatically get the bounds? EG spawn something at the top or bottom of a character, without a socket or scene component.

gentle urchin
#

Shouldnt matter tho

#

What error you got?

#

"An error" is not very descriptive :p

junior hedge
#

I was able to do this

#

T.h.i.s. .i.s. .a. .t.e.s.t

#

but idk if it is a smart way to go about things

gentle urchin
#

Get character array from string should work..

junior hedge
gentle urchin
#

The array is empty

junior hedge
#

ik

gentle urchin
#

Try a make literal string

#

Instead

#

To test the node :)

junior hedge
#

make literal string?

gentle urchin
#

Just

junior hedge
#

I tried this it errors

gentle urchin
#

Type a test string

#

In the make literal string node

#

Unplug the get

junior hedge
#

Upe?

gentle urchin
#

Phone, one hand, glueing plastics. Pardon my typos

junior hedge
#

you're fine

#

I cannot plug the array into the make literal string without the get

#

oh

#

i see what you mean now

gentle urchin
#

Ignore the array for now ๐Ÿ˜„

junior hedge
#

it works now

#

prints first letter

#

so intended

gentle urchin
#

Verify that it works with a space aswell

junior hedge
#

I did

#

it odes

#

does

gentle urchin
#

Goodie

junior hedge
#

ik the reasdon

#

when I was getting the array I accidently plugged in the wrong variable (at the beginning)

#

appreciate the help

#

how do i create the break?

blissful widget
#

Plug something into the exec pin? Or do you mean break the element?

junior hedge
#

oh I thought break meant like delay

blissful widget
#

Nah break in this case means stop iteration, I believe

dry condor
#

break is a condition under which the loop stops executing

junior hedge
#

I tried converting it into a text bind with a boolean so it stops after 1 time but its only printing T in console and the text isnt showing at all

#

this works with event construct

young frost
#

Using dot product, can I find out if I am in the left or right side of a box?

blissful widget
young frost
#

What if I use two both foward vector and right vector

#

Forward*

tawdry surge
#

You can get relative position to the box and that will tell you if you are left or right of the root

trim matrix
#

Hi, I have this rope plugin in my game that does not respond to raycasts, but consists of individual particles that make up each segment and I'm trying to spawn sphere collisions along each segment in order to collect collision data like I have represented by the sphere traces in the video above. I've made a few attempts with no success, I reached out to the creator of the plugin who originally suggested this solution to me in the first place, but has not elaborated with me further.

#

Heres what I have atm the spline point vectors normally plug into a multipsheretrace node, as shown in the video above. but with the bp now it only renders one point at the very start of the rope.

lilac storm
#

Hey , is it possible to use FindLookAtRotation() to find right or up look at rotation not only forward ?

near wolf
#

to the guys that were helping me with the helicopter yesterday ... I found the issue and it got fixed with just ONE single click

#

god damn, I love when I spend 2 days on a issue that get's fixed with a single click

gentle urchin
near wolf
#

This need to be turned on

#

on the ground

tawdry surge
#

@lilac storm no. Find look at rotation always assumes that you want the rotation to make forward x look at the target

near wolf
#

how can I make this work only on button press

#

what I mean is right now I have an input that works for both vehicle and character. But I want the free look to be available only when you hold a button for the vehicle

gentle urchin
#

Sounds like something the pawn should control

near wolf
#

right now when rotating the mouse, my vehicle rotates, but the camera also rotates around the vehicle

#

I want to make on of them activate with a button

spark steppe
#

add a button event which either opens/closes a gate which you use in the axis event, or which sets a bool that you check in the axis event

#

@near wolf

near wolf
near wolf
#

Im not very advanced with blueprints, most of the things I try is trial and error haha

spark steppe
#

close but not quite yet there ๐Ÿ˜„

#

in the q event only set/unset the bool (do nothing else, dont connect it to you camera setting stuff)

#

in the axis events add a branch to both at the beginning, which check the bool value

#

so only execute the camera rotation if the freelook bool is true

near wolf
#

Right now my camera keeps spinning around the heli

#

So something is not right ๐Ÿ˜„

junior hedge
#

is there no way to get a delay inside a function? (for loop)

lilac storm
#

Hey i got a missile which launches from ground to hit targets in the air . I got direction vector (Target.location - Missile.Location) , but i want missile to rotate as this vector , How i can make it ? here is my "great" illustration of what i want

near wolf
#

Ok, I did some progress my camera rotates on button press, but doesn't stop

near wolf
tawdry surge
#

@lilac storm so just rotate the missle mesh to be fired along its forward vector and then you can use find look at rotation()

verbal pagoda
#

Hi. Having some issue with using aim space in UE5, pretty standard setup from UE4 tutorials (didn't work when I tried to do it when using bone rotation either while aiming, only without aiming)
When I'm actually aiming my entire character gets rotated, instead of it using the aim space additive animation. Anyone know where to start debugging that kind of issue?

gentle urchin
junior hedge
# near wolf

you could do a flip flop to set to false or you could have a boolean checking the mode if i understand you correctly

spark steppe
#

i said only connect the set bool on button press, nothing else

#

you still have your camera settings attached

verbal pagoda
#

Maybe someone will recognize the great aim walk ๐Ÿ˜„ I'm kinda clueless at this point, tried like 50 things to fix.

blissful widget
verbal pagoda
#

I do this, but without that it doesn't turn at all. I thought the aim space would apply that rotation only to it's own input information.

spark steppe
#

-.-

#

are you kidding me?

near wolf
#

why would I be kidding ? I said im not advanced with blueprints, Im still learning

#

I don't understand everything

spark steppe
#

then copy the set free look node and connect the copy to the released event of your button and unmark the checkbox

#

then show a screenshot again of what you have right now... doing one step a time xD

near wolf
spark steppe
#

now drag the free look variable from your variable list on the left in the blueprint and pick get

#

and connect it to the input of the branch

#

and show another screenshot then xD

near wolf
#

Done, what's next

spark steppe
#

show it

near wolf
#

Im not that bad ๐Ÿ˜„

spark steppe
#

now connect the true output of the branch to where you set the camera rotation

#

and copy the branch/variable get to the other axis, too

junior hedge
#

this works until I put the delay then it only does the loop once, this is called on event construct

surreal peak
#

You can't put a delay into a for loop

junior hedge
spark steppe
#

show ๐Ÿ˜„

near wolf
spark steppe
#

ok

#

now, does it work as expected?

near wolf
#

no, nothing happens

surreal peak
# junior hedge any other way I can do what I want to do?

I think you can make your own Makro with a delay, but I never did that.
The more manual way is simply keeping track of the index yourself, getting the element by hand from the array, increasing the index and checking if the index is still in bounds of the array and then calling whatever function does all of that with a timer or a delay at the end

near wolf
#

I wanna have Q rotate the camera to the left and E rotate to the right

#

but Q is still not working

spark steppe
#

what the heck

#

i thought you want free look only to happen when a button is pressed

#

if you hold down Q you should be able to freelook now

near wolf
#

you mean with the mouse ?

junior hedge
spark steppe
#

yes

#

hold q and move the mouse

surreal peak
#

So basically:

EventDoStuff -> Get array element -> Increase Index -> Check if Index is valid -> If true set timer to call EventDoStuff

blissful widget
near wolf
#

Ok I found a node that I haven't connected

surreal peak
#

You can just use IsValidIndex in this case

near wolf
#

it works now

surreal peak
#

I exposed that sometime during UE4 days

near wolf
#

I can free look with the mouse, but it also keeps rotating ot the left

#

when holding Q

junior hedge
surreal peak
#

No

#

On the array

#

It's context sensitive

#

And you need to keep track of the index as a variable yourself

surreal peak
#

Then you only need to hook up each of the two axis events with either AddControlInputYaw and AddControlInputPitch

#

And guard them with the boolean like you already do

#

Your spring arm then needs to be set to use control yaw and pitch

#

And that should be all

#

But maybe I'm missing more info about your setup

near wolf
#

I think It works fine now, the only small issue is that when free looking, the helicopter also slowly turns to the side

#

but Ill try to fix that

#

thanks anyway

junior hedge
#

@surreal peak it is printing false

#

i dont get what you mean

surreal peak
#

IsValidIndex is an Array function, similar to the GET node you already have.

#

Whatever you have there in your screenshot is wrong

gentle urchin
#

the macro with a delay is probably the easiest solution

#

๐Ÿ˜›

limber parcel
#

consider other type of loop

#

i literally made a foreach loop with break that restarts itself like some retard lol

#

obviously its not optimal but at least it worked lol

gentle urchin
#

Delayed one is easy enough tho

#

or rather

#

external continoum

limber parcel
#

yeah u can also make custom loop with delay

#

some indian guy made tutorial for it iirc

gentle urchin
#

I should have a project just for these macros and functions lol

surreal peak
#

*Plugin

gentle urchin
#

^^ yes

surreal peak
#

But it's probably also not wrong to understand how to hook up some simple timer, Get and IsValidIndex Nodes.

gentle urchin
#

very true

#

understanding whats going on and why is key

fair dove
#

Hey guys, I have a c++ class that is a child of ACharacter, and it has a TriggerVolume that I added to it. I then created a blueprint class based on the c++ class. When I drag it and place it on the map everything looks good but the TriggerVolume is always at 0, 0, 0. Is there a way to make it in the same location as everything else (the capsule component etc) ?

#

One one the left is the triggervolume

#

And when I move around the bp i placed on map with the arrows the trigger volume doesn't follow, i have to move it manually

surreal peak
#

That's a #cpp question and it's probably cause you didn't call SetupAttachment on the trigger volumne component

fair dove
#

Thanks cedric, i'll check that first and if not i'll post in the cpp section

#

yeah that was it lol, thanks again

undone surge
#

is there a node or function which gives u an output based on given probability or chance ? i want a zombie to drop items based on a propability. is therea node for it or do i do it manually

surreal peak
#

WeightedBool or so

#

Random Bool with Weight

undone surge
#

so this is 50 % ?

#

if its 0,5

surreal peak
#

Yes

undone surge
#

ok thanks

surreal peak
#

I wonder if I can somehow find out when that node was added

#

Ha, found it

#

I knew my wife PR'd it :D

#

Man the amount of shit comments on these PRs sometimes

#

Damn 6 years ago. time flies

blissful widget
surreal peak
#

Yeah, I mean it probably wasn't good, she was still learning. But yeah, those comments are often awful.

#

What I dislike the most is this "Just make it a free plugin"

#

That's the whole reason people have to install 5+ plugins to get decent amount of nodes in UE that should be available from the start

blissful widget
#

Even if the code is bad, starting like that just gets your feedback ignored or twisted because they get defensive from there on. Providing cold, hard technical feedback pointing out significant issues is 100x better than that still

dry condor
#

yeah but those trolls dont have that knoledge 99% of the time

surreal peak
#

The comment from danroconnor is probably the best

#

Being open to the idea

#

And posting exact steps to make the PR go through

obsidian coral
icy dragon
icy dragon
#

Something like

There's a mistake on the formula

Is that so hard?

thin panther
#

if there is a way you can be more constructive, you should be if your intention is to help

blissful widget
#

Show, don't tell. If there's issues point them out, and don't lead with something that might make someone defensive, ever.

icy dragon
#

I know it's hard to be constructive.

covert bough
#

Is there any way to programmatically adjust the GroundRadius of a SkyAtmosphere component in BP, or cpp for that matter? Im currently doing this in BP. Im trying to procedurally generate planets, this includes generating their radius, however, whether pre-adding the SkyAtmosphere component or adding it in the construction script, I cant find any way to set its Ground Radius. In UE5 btw.

obsidian coral
#

I disagree about any attitude to be frank, like i said i take his as a literal wording, and not an aggressive one, as in the code does not function as intended(i.e: it's bad/broken).

surreal peak
#

I didn't want to kick off a discussion here

#

:D I was just curious cause I remembered her being annoyed the node doesn't exist

thin panther
icy dragon
thin panther
#

the latter doesnt give you anything ot go in in terms of improvement

#

a lot more likely to result in someone shutting down on the matter

lavish tusk
#

Hey! I'm trying to make a base class for a trap actor. Part of the class is a "trigger" that sets off the trap if the player overlaps it, and the other part is the "killer" that moves as a projectile when the trigger is activated. Then, when the player is respawned, I want the trap to go back to its initial location. My problem is that I want to use "projectilemovement", but it appears that component can only be activated once per instance of an actor, so when its position is reset when the player respawns, it can't be activated again. I tried to work around this by destroying and respawning the actor completely, but I want things to be changed in the level in the instance of the actor, which isn't accounted for in the "spawn actor" node. Thanks in advance and let me know if anything needs to be clarified!

versed sun
surreal peak
#

You should be able to set that back to the root of the projectile

#

That should make it work a second time

#

You can def activate projectiles more than once if you set the updated component

#

I think stop movement nulls it

#

Caught me off guard before too

lavish tusk
covert bough
#

@versed sun hmm, yeah, that could work, though that would drastically limit the range of planets i could generate, right now, depending on the planet type, im generating them anywhere from from 10 to 2000 km diameter

#

i dont want to have to create 1990 streaming levels ๐Ÿ™‚

surreal peak
#

There is also interpolated component which is usually the mesh but that's more for network games

versed sun
#

Yah, no clue on your scale of what you can see, but you could just load the Ground Radius Levels for just planets in range, and unload them when you cant even see it

lavish tusk
surreal peak
covert bough
#

ah, yeah, may give that a shot

surreal peak
#

By checking the header

#

And if so expose it to BPs yourself

#

Or at least protected then you could make a CPP child of it and use that for your BP spheres

#

Or skyatmosphere or what it was

lavish tusk
covert bough
#

@surreal peak is there a guide somewhere on how to set up a dev env to start making engine code changes like that?

spring jolt
#

First time posting to this thread. I just tried converting my project that was mainly developed in UE4.26 to UE5.0.2, and I hit a critical issue right off the bat. My character movement is skipping/lagging and I can't understand why. Has anyone heard of/dealt with this issue before? I'm not getting any errors in my Player Controller, where movement is implemented. You can check the video here to see the issue: https://youtu.be/V9ZL21_ZScI

Just starting to migrate our project to UE5.0.2 from UE5.0 Early Access....and boom...character movement is broken...ugh. I hope this won't take too long to fix.

โ–ถ Play video
plain plaza
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I have a widget Blueprint for a Button that is calling onClick a Event Dispatcher. I added multiple of those widgets to my mainmenu widget. I want to know what button is pressed so i loop over all buttons to check who triggers the event. Unfortunately i always get the last index as output. Can someone help? Iam sure there must be a better solution ๐Ÿ˜ฆ Iam pretty new to ue.

versed sun
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Add a Reference to the button on your event dispatcher

feral cairn
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hi, been looking at this error for while now... i dont understand what it means, been looking through my blue prints for a while. the pick up will only wokr if i move item by knocking it

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leads to this ;/

spring jolt
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This is the character movement code in my Player Controller BP.

tawdry surge
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@feral cairn use that branch above the hit result node and check if you hit something before trying to access it

astral stratus
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quick question how did everyone learn blueprints so well? found myself stuck in tutorial hell, Bought a course on udemy to help me and I also bought a 600 page book on unreal engine blueprints and making small games. Am i going the right way now?

feral cairn
astral stratus
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yeah i dont feel like thats going well for me id like to do things on my own so i took this step

feral cairn
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to be fair its causing me issues doing so.... so im at the point on trial and error

astral stratus
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hence why im on the road to break out of tutorial hell. Goodluck though!

feral cairn
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thx gl to you to

blissful widget
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BP is just visual programming. If you can program, you have a head start. Aside from that, just practice till you intuitively know how to approach things

feral cairn
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;p the only thing i done related to blue prints is skratch xD

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but that was when i was in school

tawdry surge
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It's the same process
Identify a problem you wanna solve-> break it into tiny steps->work from the beginning forward

astral stratus
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๐Ÿ‘

mental trellis
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A lot of the issues newcomers to BP make are because they don't understand the basics of OOP.

astral stratus
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@mental trellis im on that road right now.

mental trellis
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Good luck then!

astral stratus
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thank you

tawdry surge
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Any of my game dev students who have no coding experience, I usually assign the cs50 series from harvard on youtube. It covers all the basic stuff really well

late tusk
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Anyone know if there's On selection changed event, I can use in a Editor Utility Widget, or do I have to run a check in the Tick event ?

winged sentinel
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Hi would anyone know what Iโ€™d have to figure out to fix these red pins? These are on a custom c++ node

mental trellis
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One made with UFUNCTION or an actual custom k2 node?

brave grove
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Hi does anyone know what would be the reason why my plugins components keeps on unloading from the blueprint when I restart my editor. Currently happing with my motion warping plugin.

winged sentinel
junior hedge
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I still don't know about macros and stuff but yeah

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I'm learning alot even now

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but I was able to create a very big project (couldn't finish due to no modeling experience) in about a week while learning MANY things and implementing them into the project

tawdry surge
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If you made a "very big project" in a week as your first attempt, I would bet that it wasn't structured well and would probably be hard to scale, modify, or reuse..
Stick to small single player projects till you're comfortable with the basics of oop and BP communications, then move on to larger projects.
Jumping straight into the deep end rarely speeds up the learning process

junior hedge
warped niche
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Hey there! Do any of you guys know of any super introductory courses or resources for blueprints that actually show you the fundamentals of it? I find I just find tutorials and I come out not understanding any of it any better at all

warped niche
desert juniper
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BP will be a much better introduction ๐Ÿ™‚

mental trellis
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Is is that void*?!

desert juniper
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it be &void believe it or not ๐Ÿ˜‰

mental trellis
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Your efforts are null(ptr) &void!

warped niche
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As a first proper coding language I mean

desert juniper
junior hedge
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isn't java extremely similar to C#?

desert juniper
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it's C# which is much more digestible
Everything up to chapter 27 is directly transferable to C++ and blueprints (with some obvious syntax differences)

mental trellis
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c# is not c++

junior hedge
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It's nickname is literally "Microsoft's Java"

junior hedge
mental trellis
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I am!

desert juniper
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every language has their differences. but i do find that C# and java share a lot of similarities

mental trellis
desert juniper
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I think it's C#

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C# is such a joy of a language to learn as your first

junior hedge
desert juniper
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java as well. but C# is a bit more relevant

mental trellis
junior hedge
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infinite loop detected

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(Ready Text sets "Reading Text?" to true)

desert juniper
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while loops shouldn't really be used unless you know exactly what you're doing

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they'll block the thread

junior hedge
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oh i didnt know that

desert juniper
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yeah. insta crash

junior hedge
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what's a good way to do this then?

mental trellis
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Somewhere in that loop body exec bit, you need to set that bool to false.

desert juniper
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if you really need to do a loop, just use a timer, or a delay node

mental trellis
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Or events

junior hedge
desert juniper
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really shitty code here.but shows how to use a delay in order to run a loop that won't actually crash

junior hedge
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I think I get it

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yeah that completely worked thx

desert juniper
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np, look at what @mental trellis said though. there's likely a much better solution for what you're trying to do. i just gave the closes to the one you were asking for ๐Ÿ™‚

junior hedge
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this is what I did

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if wondering

desert juniper
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events in general would probably help. but would have to spend a bit more time understanding what it is you're trying to do exactly

junior hedge
desert juniper
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yeah you don't want to hardcode any data. you want to build a generic system to parse your dialogue

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I haven't made my own dialogue system yet in UE, but I've made one in java before.
basically had all dialogue in a json file with pointers as to where to go next if certain dialogue was selected, or choices

tawdry surge
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You would do the same in unreal. Inkle is also a great tool for designing branching narratives for games and exporting them as json

desert juniper
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0 learning curve is purely anecdotal evidence...
though it was the same for me ๐Ÿคฃ

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really though. both languages are a pleasure. though I'm not advanced enough to understand why java gets hate. ๐Ÿคทโ€โ™‚๏ธ

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is C# cross platform now?

tawdry surge
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Yeah but going from c# to c++ many people still struggle. Thats why I like the cs50 course as a starter.
It isn't focused on any particular language and covers the super low level concepts that hold people back when learning lower level languages

desert juniper
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not to mention unreal's macro heavy C++

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it's fine once once you really get used to it. but man what a learning curve that was

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rider is what changed it for me. VS is trash

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unreal without proper intellisense is just for masochists

tawdry surge
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That's a breeze once you learn BP since you can use your BP functions to track down the c++ ones.
It's the people who never learn about memory allocation or what big O is that struggle as they try to advance

desert juniper
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well.. the great thing is you can impliment C++ to your BP project if you ever need it, and if you don't.. then you're good anyways ๐Ÿ˜„

junior hedge
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how about with speeds?

desert juniper
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Java performs not as bueno. C# is closer to the metal than Java. somethign about the hypervisor? ๐Ÿคทโ€โ™‚๏ธ

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it was built for cross platform compatibility. it can run on anything

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I could have been misled. Its been years since my CS courses

tawdry surge
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Well not really

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C# is both

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Its compiled for a vm that runs it

desert juniper
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oh yeah, I always leave that to BPs
all my C++ actors and components are just the "Base"

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and then all my implementations are in BP

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like my items and inventory system. I have a AWieldableItem and that has all the basic info all wieldable items need
but I still leave it up to the BP to perform all the implimentations and item specific logic

tawdry surge
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Thats how you should build it.
Functions, loops, and heavy math in c++
Anything the designers may need access to in BP

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Although I start fully in the BP child class and then transfer to c++ on the parent once im done prototyping