#blueprint

402296 messages Β· Page 939 of 403

faint pasture
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Bruh you need some instanced meshes maybe

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or just let nanite save you

daring vapor
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I see why I was having trouble find that, I can't use the spawn actor of class in the construction script. Gonna keep looking....

gentle urchin
gentle urchin
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If you really want to

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Just toss it in a function

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and call the function from construction script

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(unless they fixed that)

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you can also make editor functions

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callable from editor

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there's some "gotchas" with that method tho

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like moving the owning actor would make it clear its array of references

median orchid
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Is anyone able to help? I'm trying to make a ricochet effect using physics based bullets. But everything I do it does this

flat coral
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Reupping, is there any way to search a level for actors with a specific component? Or even just get the components directly?

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Like, in BP at runtime

daring vapor
tight schooner
flat coral
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Which is probably more efficient now that I think about it, no traces or overlap tests

gentle urchin
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Is it a hack to store it in a manager

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I wouldnt say so atleast :p

flat coral
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This FEELS a little hacky to me lol

gentle urchin
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Usable components ?

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Is this like an interactable?

flat coral
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yeah it's a custom component that makes any object interactable and exposes an "OnUsed" event. Also handles things like on-focus prompts and highlights.

gentle urchin
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And you dont want overlap?

flat coral
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Overlap?

gentle urchin
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To register nearby interactables

flat coral
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Well like I said the problem is any object can be interactable, if it has this component.

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So I can't look for objects by class or whatever

gentle urchin
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No but this component

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Can add a collision component to the owning actor

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Which it uses to register to the player?

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If thats not usable then your method seem fine^^

flat coral
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Maybe but that seems like more of a hack than what I'm doing. Probably more expensive too this just iterating a short list once

gentle urchin
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Anything at that point is a hack , is it not

flat coral
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Yeah, but some things are more hacks than others πŸ˜›

gentle urchin
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my interaction component does exactly what i suggested πŸ˜›

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Was rather pleased with it, but now that you've made me aware that it feels hacky.. . perhaps it does feel hacky

flat coral
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Also the trick is I'm doing this on tick so efficiency matters a lot. What I'm working on right now is a sorta "scanner pulse" that highlights objects in an expanding sphere

gentle urchin
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Ah

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well iteration of a list might be better

flat coral
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I also kinda don't like the pattern of modifying the parent actor, if I can help it. These can be put on ANYTHING, even like static mesh actors in level.

gentle urchin
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That's a fair point

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It's usually not a desired pattern

zealous moth
flat coral
zealous moth
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@flat coral well... did using the dot product help?

zealous moth
flat coral
gentle urchin
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If theres many objects, you might benefit from using squared distance ^^

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Or generally c++ and then squared :p

flat coral
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I dunno, when I start optimizing this project, I think I've got way lower fruit than this

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Shit like "I don't know what level streaming is, and at this point, I'm too afraid to ask"

median orchid
median orchid
zealous moth
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how do you shoot?

median orchid
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I get the tank shoot arrow and use projectilemovement

gentle urchin
cloud citrus
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i have a static mesh in a blueprint actor pawn and it is not in the middle

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where it is right now is the place I want it to be in the game but when they overlap with the coin it doesnt trigger an event

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(print string)

mossy perch
cloud citrus
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no

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to test it, I put a print string and it doesnt trigger

mossy perch
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Show me the bp

cloud citrus
zealous moth
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what is the collision preset?

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of the actor as a whole and the coin?

vast horizon
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Can anyone shed some light as to why Call To Parent Function is not available for this event?
This is a child class of another blueprint, its a health pickup child of general pickups. I just need this one to check the player's health before continuing with the rest of the pickup functionality, but I can't seem to return the blueprints flow to the parent class functions

gentle urchin
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Its a delegate

daring vapor
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@gentle urchin Got the dominos working. Thanx for the help. πŸ™‚

gentle urchin
signal hornet
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Hey guys, I'm having issues replicating a mesh's movement, I've ticked the 'Replicate Movement' tick box in the meshes settings but still isn't syncing for all players? Could it possibly be because I have placed it in the level as apposed to having it spawn in after a set number of seconds (via say a gamemode bp). Any ideas?

fierce birch
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is it possible to add a row to a datatable from a text box?

gentle urchin
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No

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Datatables are static

fierce birch
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ok thankyou

mossy perch
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UE5.0.2
Trying to setup EOS but always fails on Create Advanced Session
It pops up the web browser to log me in, but then it fails.

fierce birch
# gentle urchin No

if i wanted to make a var that doesnt get deleted when i close the editor where would the best place be

mossy perch
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in the cache

fierce birch
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im assuming ill have to use a save game obj

daring vapor
bleak swift
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Still haven't found a solution to this. The character seems to do this when you hold down W or S and then instantly release that key and press A or D

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Here is my Code

rain egret
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i wonder, why can i create a child of a static mesh component but not of a procedural mesh component

torpid hound
rain egret
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hmm, so time to think around corners

cedar sparrow
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is there an enum variable type that is just Horizontal/Vertical or do I have to make my own?

faint pasture
faint pasture
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Convert from your velocity to a direction (int or enum)

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then select a flipbook based on that

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If velocity is under some number, just don't change direction

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If it's above that number, choose direction

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Make a rotator from X vector, then get its yaw, that'll be a single number representing the orientation. Divide by 90, round, and you got your int

winged wigeon
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is there anyone that wants to have a 1 on 1 with me about blueprints ?

faint pasture
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@bleak swift

limber parcel
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does this look solid or did i create an abomination?

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its logic for flag capture in a CTF game

faint pasture
limber parcel
faint pasture
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Are there many teams or just 2?

limber parcel
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for now i just made 2 but i will make it dynamic i guess

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for unlimited ammount of teams

faint pasture
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I wouldn't do the fancy looping, just loop through and add to score if teams match

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no need to early bail out on a 5 iteration loop lmao

limber parcel
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haha ok xD

faint pasture
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Also I would break out a TeamScored event

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passing over team

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then you can update score and do stuff like multicast events and sounds and FX etc

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is Game Gamestate?

limber parcel
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i did this now

limber parcel
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its not really a gamemode

faint pasture
limber parcel
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i want it to be spawnable inside the actual gamemode

faint pasture
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Component then

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but if it works it works

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I'd break out an Event Team Scored though

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Then you could use it for other ways of scoring later

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Game -> Call TeamScored

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done

limber parcel
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ok makes sense

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thx for ur review

faint pasture
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Just remember to keep logic where it lives. The goal doesn't adjust score, it just tells the game controller that someone scored and the Game actor handles it from there and does stuff

limber parcel
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my current setup is like this

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i have game actor which spawns a flag and team base actors

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the flag itself handles the pickup logic

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and the base handles the scoring logic

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and game handles the initial spawning and respawn of flag

true valve
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If I have a timeline in a variable how do you get the output?

limber parcel
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if i pass a struct reference to an actor like this, is it actually a reference or will it make its own instance of that struct?

faint pasture
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I'm pretty sure

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just pass the team name over if that's how you're indexing teams

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the flag or goal has a team name string right?

limber parcel
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the goal and players have

faint pasture
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K

limber parcel
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guess ive set this up in a very dumb way

faint pasture
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So
Overlap -> if Player.TeamName == Self.TeamName -> Game.TeamScored(Self.TeamName)

limber parcel
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why didnt i just make everything components of Game actor lol

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REEEEEEEEEEEEEEEEEEEE

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ohh wait can i just add the flag and bases as child actors?

zealous moth
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@limber parcel yes and actor components are also limited in what they can do

limber parcel
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in which way?

zealous moth
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For instance they cannot hold primitive components

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Or other specific classes like a camera

limber parcel
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they can hold entire actors

junior hedge
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what do i add to a character for it to be able to be casted to as a character?

junior hedge
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Character Blueprint

zealous moth
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Should work

icy dragon
limber parcel
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he is casting to the same class...

junior hedge
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it doesnt inherit character

zealous moth
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Should work still

junior hedge
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ik why

limber parcel
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did you even make the character class the base of your class?

junior hedge
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i accidently made controller

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instead of character

icy dragon
junior hedge
icy dragon
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Also try Get Player Pawn

vivid inlet
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How do I do this but with multiple widgets in the one reference?

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My pause screen has multiple widgets depending on what buttons are pressed and if I press 'P' to close the pause screen but the other widgets are open they stay on screen.

zealous moth
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???

bleak swift
icy dragon
junior hedge
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if i understand you correctly

vivid inlet
zealous moth
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@vivid inlet yes

icy dragon
junior hedge
zealous moth
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You can also tab widgets

junior hedge
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itll be here

zealous moth
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I forget what it is called but in a widget container you can have multiple sub widgets to pick from

vivid inlet
# junior hedge

Ooooh I've been doing it all wrong. XD Okay, thank you guys! :)

signal ibex
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actually this may be a question for the multiplayer channel

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sorry

junior hedge
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np gl

vivid inlet
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ty! :)

junior hedge
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okay actually now fr the cast is failing

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Prints hello when starting the game

limber parcel
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but i had to add a cast

junior hedge
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lol?

faint pasture
junior hedge
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if I run this my unreal crashes

faint pasture
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Although IDK why your game controller has children actors, that's weird

limber parcel
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well this way i dont have to pass the game reference to the base

junior hedge
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does anyone know why my unreal crashes

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when running that code

faint pasture
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Later

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Overlap -> LOGIC -> Get GameController -> CallSomething

last abyss
# junior hedge

is the player character even loaded in when you are using the get all actors of class at beginplay in the level blueprint?

limber parcel
junior hedge
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@last abyss

junior hedge
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it looks like trying to possess the player character at all is crashing the game

icy dragon
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Also show the crash callstack

junior hedge
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LoginId:36c270444227ab3e806b4c9294c95206
EpicAccountId:d346b317fb7f44a39fe0f81c37226c46

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

UnrealEditor_SequencerScripting
UnrealEditor_SequencerScripting
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

limber parcel
icy dragon
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Finally got to use this again lol

limber parcel
junior hedge
icy dragon
# junior hedge

Also this setup seem to be super jank. Get All Actors of Class then get at 0?

limber parcel
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i never had to do this to use my character, it seems weird

junior hedge
icy dragon
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What's the rationale for that using Get Actor of Class at all in this context?

junior hedge
icy dragon
junior hedge
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thats not the problem tho

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when I run the possess node it crashes unreal

icy dragon
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It is the problem.

junior hedge
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this runs perfectly

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so its not

limber parcel
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this weird add posessable must be the issue

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all characters should be posessable out of the box

junior hedge
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well I am just a floating pawn when I load the game

icy dragon
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I can't rationalise with this anymore, sorry SerikaNo

junior hedge
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this also works btw

limber parcel
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sounds like u didnt set the default player character in your gamemode

junior hedge
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yeah

limber parcel
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whatever ure trying to do, add posessable is wrong

icy dragon
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Why even using Get (All) Actors of Class for possessing character is just beyond my sane thinking

junior hedge
icy dragon
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This is truly peak XY Problem syndrome

junior hedge
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so rude for no reason

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just leave

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instead of solving my problem you just try to shit on my day

icy dragon
junior hedge
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i alr fixed it

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just leave me alone pls

icy dragon
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Whatever, it's your project, not mine 🀷

heady jay
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How can I get a reference to a static mesh actor from a line trace? Thank you!

icy dragon
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Also Static Mesh Actor is really just a regular Actor with Static Mesh Component

bleak swift
limber parcel
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why is the value set to unknown class?

faint pasture
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it might be an unknown class because it hasn't been set yet

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idk

limber parcel
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ohh i found my issue nvm

faint pasture
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bake velocity down into a direction, then select based on that

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Velocity -> yaw -> int -> select your enum or flipbook directly

heady jay
faint pasture
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A static mesh actor is NOT a static mesh

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it HAS a static mesh

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rather, a static mesh component, which has a static mesh

bleak swift
faint pasture
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ya

heady jay
faint pasture
bleak swift
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So every select should be replaced with this method?

faint pasture
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That will reduce it to the -2 to 2 range, or maybe the 0 to 4 range, not sure which

faint pasture
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select enum on int, then from there on you use the enum to select stuff

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or use the int directly

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but calculate it only once per frame

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There's 5 options because -2 and 2 are the same rotation

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just like how -180 and 180 are

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But you can select enum from the int, then just use the 4 enums later. The first and last option would select the same enum

bleak swift
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Wait so is each Option a reference to a flipbook?

limber parcel
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the score variable in my struct doesnt seem to update

faint pasture
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then the rest of your code should work as is

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Select LastMoveDirection based on Round(Yaw(Velocity)/90)

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Not based on that boolean rat's nest you have right now

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Then all your animation stuff can select Flipbook on LastMoveDirection

bleak swift
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So remove all of this

faint pasture
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Yes

bleak swift
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Keep this?

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And connect the return value of this to Set LastMoveDirection

faint pasture
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@bleak swift

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You might have to do some math to get int to map to 0-4 but you get the picture

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my enum is construction mode but you get it

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First print the integer that spits out to see if its the -2 to 2 range or 0 to 4 range

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you'll have to add 2 if it's the former

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or add 180 before dividing, either way

limber parcel
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what am i doing wrong?

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struct refuses to update values

faint pasture
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Read, modify, write

limber parcel
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so i have to set the struct to the output of set members thing?

faint pasture
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I'm pretty sure anyway, I know structs are weird in BP

limber parcel
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this is cancerous lol

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now something else broke

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it adds 2 score instead of 1

dusty wind
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The print string shows it increasing by 2 every score?

limber parcel
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yes

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apparently only the print though

bleak swift
dusty wind
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Can you show the whole function

limber parcel
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guess i have to give it the score from break instead of from the add

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yeah that worked

faint pasture
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does it go down to -2 or 0?

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try all directions

dusty wind
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Yeah because it’s reading the score after you add it and then adding another

bleak swift
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Every other direction says 0

faint pasture
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K then work your way back, print the yaw

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does it seem to make sense?

bleak swift
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Left Print's 180 and all other directions print 0

faint pasture
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dafuq

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Does velocity seem to be printing the correct values?

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Try GetRotationfromXVector and break out its yaw, maybe that GetYawPitchFromVector isn't working.

bleak swift
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@faint pasture Well I tried that and the same thing still happens where only left reports 180 and other directions are 0

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I can tell by you saying "dafuq" that this isn't supposed to be happening

faint pasture
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Are you moving in X/Y or X/Z or what

bleak swift
faint pasture
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that's the problem

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Rotations break down in X/Z as pitch can't loop over. Why'd you pick Z?

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Anyways, you can work around it by rotating the velocity vector before getting its yaw.

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Roll it 90 degrees and it should work

rare gale
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Anyone know the difference with interfaces in Blueprint in UE5? I had an issue converting a UE4.27 project so I'm having to rebuild from scratch with copy/pasta and interfaces don't seem to allow you to make a function anymore? I had interfaces with input pins, but the default event style now doesn't allow for that. Am I missing something?

rare gale
topaz scaffold
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Is there anyway to sprint while swimming?

faint pasture
topaz scaffold
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Thanks. Super helpful.

spare folio
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hi, is there a way for one-sided physical interaction between two physical actors? Lets say hitting actorX with actorY will make actorX fly away, while hitting actorY with actorX will result in actorX bouncing off (as if actorY mobility was static), I am trying to solve problem that I am having hard time finding solution and this could be a way, but never saw anything like this done before myself

bleak swift
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It works except I can't seem to get the Down animation to play no matter what order I put these in

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Anyways I'm not sure what this was for but the primary issue still exists

faint pasture
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if it's -2 to 2, then add 2

quiet shuttle
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I'm new to meta sounds, are you able to call blueprint events with meta sounds?

tawdry surge
bleak swift
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It hasn't seemed to fix the issue in the video

tight schooner
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Or thirdly, if it fits within your design, animate the other actor without physics sim at all β€” just math-based movement

faint pasture
# bleak swift Fixed. Anyways so what was all this for?

Are you following what this is doing or just copying along? You have a velocity, you want 1 of 4 direction enums.
Convert velocity to a yaw or compass heading, divide that by 90 and round to get your north/south/east/west/up/down/left/right

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Start with the first bit, make sure that the float output is giving a distinct number for all 4 directions you're moving it.

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It's complicated by the fact that you're moving in X/Z and not X/Y

bleak swift
quiet shuttle
faint pasture
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that's why you were having your bugs

faint pasture
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Uh what are you trying to do?

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like
pow pow pow ......................... pow pow pow?

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Probably a timer and some function for iterations and random time range

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well it's decimal...

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Do you HAVE to fire the event 5x or can the event have a loop count parameter?

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Wait a second, if you hit this 5x will it create 5 timers?

quaint geyser
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Nope

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I tried it

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Hacky trick - just having a sequence node with 5 outputs

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Not the cleanest, but works until I decide to rewrite it properly.

gentle urchin
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Make sure your hack doesnt make it to the final.build

gentle urchin
crimson saddle
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does anyone know how to get the file path of a packaged game? It seems like I can get every directory besides the one I want

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the ProjectDir does not seem to work in a packaged game

sweet knot
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Hello everyone. Can you please tell me how to animate the texture depending on the speed of the object? This is necessary to animate the tank tracks. To get something like this: https://youtu.be/KpeUaKUeuPs

The FV215b (183) is a British tier 10 tank destroyer.
β–Ί Send your replays at: SendBlitz@gmail.com

FV215b 183 WoT Blitz Gameplay: 9711 damage, 5 kills
Map: Yamato Harbor, supremacy
Server: NA

Video upload schedule: 12:00 (GMT+3)

β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬

Move Out by MK2 is part of the YouTube Audio Library

β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬β–¬

β–Ά Play video
crimson saddle
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this is exactly the problem I am having

heady jay
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How can I get the world location of vertices in a static mesh?

gentle urchin
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Perhaps the panner node may help you

gentle urchin
crimson saddle
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blueprint does expose the FPaths

gentle urchin
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Ah

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I assumed cpp due to FPaths :p

crimson saddle
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I'm not sure why GameDir no longer exists, it used to in UE4

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I originally thought ProjectDir was its replacement but since that doesnt seem to work when packaged I am at a loss

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nevermind, it seems to be working now

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must have been a weird thing on my first couple packages, oh well

harsh grove
gentle urchin
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what about just multiplying by self?

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Guess it's not what you asked πŸ˜›

harsh grove
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Well, it could work too, but how do I get the value at a random point for lets say x=17,5 from the graph as a float/string popped out?

blissful widget
harsh grove
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It looks like an interpolationor am I wrong :>?

blissful widget
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Yeah, going off two distinct steps if that's all you can access

harsh grove
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Is there a way to viszualize the function in unreal and search for the point on the curve based on the variable for scale? Lets say input "5.0" should give me a string message of 1550 then?

gentle urchin
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you can do a print string on it , as you're doing

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make a custom event

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make it editor callable

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add a parameter to test with

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there's also the float graph thing that murphy just talked about

harsh grove
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hm... it gives me an "inf" value when I use the value 5 for x. I am using the node setup on the picture before.

gentle urchin
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but that's for a short timespan

faint pasture
faint pasture
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Do you want them to move faster or take slower steps?

harsh grove
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Just the movement speed value at this point. I think once I can grab a value from a curve I will be able to sync that to the animation too

faint pasture
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Do you want them to walk twice as fast if twice as big?

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NVM i saw your post

harsh grove
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Well, that is what I got working so far. But the issue is that I have an exponential increase in speed :D

sweet knot
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Sorry, I downloaded UE a couple of days ago - I don't know how to do it yet. While it turns out only to animate the car

faint pasture
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Why? It's not THAT exponential, why not just make it linear?

#

How did you generate those numbers in Excel?

harsh grove
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Yes, but below the value 5 it seems to bring my walk speed into negative values. SO I am thinking my node setup is just wrong or I have lacking knowledge about functions

harsh grove
faint pasture
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I mean are you super attached to the really gradual exponential curve or is a linear one good enough?

harsh grove
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Well, A linear could work too, I think I just need to know for now how to get a value from the graph depending on what scale is there inputted.

faint pasture
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Then just use the same equation

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But you're making this way more complicated than it has to be. Start with

Speed = 200 * Scale + 400

and tune to taste

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or just make a curve

gentle urchin
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^

harsh grove
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Alright, tried, thank you very much!

faint pasture
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I'd actually prolly make it a curve asset tho, then you can just fine tune it graphically and make it any shape you want

harsh grove
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If I do make a curve asset, I would need to convert the timeline into a float range right? I mean thats what my intuition tells me....

uneven geode
#

someone have a tutorial or some approach of how to achieve a road following curve in unreal? like blender with nurbs curves

faint pasture
faint pasture
harsh grove
faint pasture
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Time is the x axis of a curve

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It's just a function. Put in number, get out number

paper nexus
#

Can someone advice please: I construct a set of trees in a construction script in a blueprint. Pretty simple, I spawn them with the "Add Child Actor Component" node. It looks good in the editor, but during runtime, the child actors are gone. Any ideas?

harsh grove
faint pasture
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Do you need stuff done at construction script time?

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What are you trying to do?

paper nexus
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I am trying to create a wood from individual tree actors

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I construct the wood, it looks fine in the editor. The trees won't appear at runtime, even if I put the init into beginplay, though

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This is my blueprint

faint pasture
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Child actor component sucks

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Just spawn actors

paper nexus
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I cannot spawn actors at construction time afaik

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the node is also not availble in the construction script. And those actors will then not be grouped

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That means, I might be able to remove the wood, but the trees will remain πŸ˜…

faint pasture
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They won't if they are child actor components. Delete the wood and the trees delete too.

paper nexus
#

but if I use the spawn actor node, they won't be child actors, will they?

#

they will just be regular actors of the scene

faint pasture
#

Child actor component is just a component that spawns an actor and manages its lifetime. The actor lifetime is tied to the components.

paper nexus
#

wonder why it won't work at runtime, though

faint pasture
#

Idk, it's your code. It should. Child actor component is still gross though.

paper nexus
#

Well, I am not doing much

gentle urchin
#

Why do you need them to spawn on construct?

#

You want them to spawn on beginplay, thats where it matters

#

For testing / visual / editor stuff you can just expose an event to the editor

#

Mark it editor callable

paper nexus
#

I found the problem, I had "Is Editor only actor" checked πŸ˜…

#

Sorry to bother you with my errors

#

but thanks for taking the time πŸ™

gentle urchin
#

We'd still suggest moving away from cac :p

bleak swift
#

Is there any node or way to tell the distance to another player?

gentle urchin
#

Find distance to is a node

paper nexus
#

well, I'd use foliage but the sprites are billboarded. The materials suck because shadows won't be correct when I billboard via material

#

Thus I billboard in a blueprint

bleak swift
paper nexus
#

and UE5 can't do actor foliage

bleak swift
#

Nope.

gentle urchin
bleak swift
gentle urchin
bleak swift
#

Well I wanna find the distance of the closest player

gentle urchin
#

Any player?

#

Multiplayer?

bleak swift
#

Yes

gentle urchin
#

Theres trouble up that road πŸ˜…

#

Without a firm grip on regular concepts like blueprint communication.. friendly warning/advice

bleak swift
#

Any Slight idea where I should start with this idea

#

Let me sorta explain it

#

I disabled Player Collision and instead of you just walking over other players. When walking through them their character's sprite fades away for you

gentle urchin
#

You can still have overlaps without blocking

bleak swift
#

I mean I set my collision to custom and set Pawn to Overlap

#

Didn't disable everything

fast egret
#

Morning, I've setup a way to handle fov settings in my game instance. A slider in a widget control this, let's say I set it to 50 in this context. Works good 'til the point i die -> respawn. The value is then reset to 90 upon spawn. When I aim down sight and stop aiming down sight, the value is back to 50. Am I missing something? I've called the fov setting upon begin play of my character. Seems to be briefly overwritten because of something I'm not regarding. Perhaps lack of coffee on my end πŸ˜…

gentle urchin
#

Beginplay on char calls load FOV?

fast egret
gentle urchin
#

What happens on death?

#

Since the fov is reset

fast egret
#

FOV retains, once spawning fov resets.

gentle urchin
#

So you actually respawn the char

fast egret
#

Yes

gentle urchin
#

And this load fov is done in the character being spawned ?

#

Or in game instance?

fast egret
#

I tried to call "load fov" on spawn but the same behavior takes place

gentle urchin
#

If the latter, you must explicitly set the fov again likely because of new camera

fast egret
#

Hmmm. Thanks. Let me try this once again. Bit odd it does it ... Probably not enough coffee on my end or something (overlooking the obvious) πŸ˜„

gentle urchin
#

Try to load fov on the char beginplay instead

vast crow
#

oh god why, unreal engine, are you google?
(this is global search which is for some reason case insensitive)

rugged edge
#

is this "right way" to make players able to pickup/destroy objects with sound effect, it works but can i do it better? just asking cuz im new to ue

#

"DenaOtettu" means Snus taken or something if you are wondering

vast crow
rugged edge
#

well i should learn to name things correctly cuz i can imagine how hard its to understand anything if i were to make big game πŸ˜„

gentle urchin
#

Lookslike the bool is wasted aswell

uneven geode
#

I have just came back from vacation i have this error to the same project i was working and i dont know how to proceed. any idea?

#

"already added key"

rugged edge
#

but now somehow it seems to be working

tawdry surge
#

Since you're never resetting it you'd save yourself a variable and a couple nodes with a "do once" instead

rugged edge
#

well i didn't know about "do once" so ty

#

im used to do things like in unity

swift kestrel
#

Whats the best way to do a aimoffset in a sidescroller?

limber parcel
#

any idea why the multicast sound wont trigger?

slender idol
#

hey is there any way I can check to which plugin a specific bp node belongs to or is from?

tawdry surge
#

Chatouille posted on the forums

In Visual Studio you can press Ctrl+, or Ctrl+T to search for symbols or filenames.
Most of the time, blueprint nodes call an underlying C++ function of the same name. So press Ctrl+T and type the name of the node without spaces (eg. β€œProjectWorldToScreen”) and you should find results very quickly.
If you are out of luck and get no result, that means the node was given a different name via the UFunction meta DisplayName="…". In that case you can launch a full search (Ctrl+Shift+F) for the node name and you should find it.
If you already have editor open, another solution is to copy the node and paste it in text editor. There you can easily find information about the function reference

limber parcel
#

and i dont understand why it doesnt

jaunty stirrup
#

I want to ccreate a simple destructible rock which is destructible with a bomb , how can i do with fracture ue5?

#

there is no destructible components

limber parcel
#

the what?

jaunty stirrup
limber parcel
#

well then create one?

#

im not sure what ure asking

jaunty stirrup
#

The destructible component is the Listener?

jaunty stirrup
#

πŸ™‚

#

I want to put a destructible mesh in a blueprint to control when it explode

#

as a component

limber parcel
#

well then create a new mesh component and add it

jaunty stirrup
#

oh ok !

#

not posdsible as a static mesh

#

possible*

#

ah its a geometry collection

#

my bad

swift kestrel
rain egret
#

I have been thinking, how costly are scene components?

#

Like let’s say moving 100 of them as attached components, is that costly?

#

You might remember the ships and how the performance dipped as soon as they moved. Each wall has 2 triangles , those triangles have one scene component each that serves as a access key to the mesh data

limber parcel
rain egret
#

i will try using sockets instead

tawdry surge
#

Sockets are much better for that

rain egret
#

on it chief

#

damn, cant create sockets at runtime

#

i will just use the location as a key

maiden wadi
polar violet
#
rain egret
#

i dont see any problem with my new method, instead of using a actual component as a key i rely on the location and just transform it with the ships transform to get the actual location

#

hrmm

tawdry surge
#

Are the frames dynamic too, or are they single static meshes

rain egret
#

all procedural mesh

#

it turns this into a wireframe structure

#

adds wall and flooring and if sockets are available can even outfit it with modules

#

oh you meant the movement type

#

they are movable when attached

#

i could change that after i figured out how to less explode my ship

gentle urchin
#

Proc mesh hmm

#

Wasnt that one slow aswell ?

icy dragon
#

I wonder how does it compare with UE5's proc mesh tools HaruThink

faint pasture
rain egret
#

now this is weird. green is where floor actor is spawned, yellow is where procedrual mesh component of floor actor is located and purple is the vertice data that is created. they all fit perfectly, yet the actual flooring is offset like this

#

vector math yay

#

rotating the generation causes this

gentle urchin
#

Not slow at generating, but slow in general uses aswell

#

I may recall incorrectly tho

rain egret
#

now thats interesting, after replacing the scene component with a simple vector the performance of 12 ships is still below 30 during collision

ocean gate
#

Hi! I'm trying to play a sequence but I want to do it from my Game Instance and not from the level blueprint. But I can't drag and drop the sequence from the level into the game instance, what am I doing wrong?

rain egret
#

given the walls still dont work cause of some vector math fuckery but this seems to be great progress

rain egret
#

its like being unable to use delay in a function

ocean gate
#

well I figured that but is it possible to cast to anything to get that particular sequence or something?

#

*cast to the level blueprint or something

#

from the Game Instance

#

or I could just do it in reverse

#

but that's a bit annoying

gentle urchin
broken quiver
#

is it possible to have lets say i got one mesh. I made two git repos. One got mobile port version and another got pc port version. Main gameplay mechanics is in primary or other repo. In this way, can i support multiple repos?

rain egret
#

so thats not an option, frankly i dont think the procedural aspect is the issue here

zealous moth
#

how can you check if a key or button (on game pad) is tapped or held down?

gentle urchin
#

Use the dot product of the input

#

Jk

zealous moth
#

HAHAHAH

#

oh you

gentle urchin
#

Isnt there a "is key down"

#

Or button down

#

If not, just track it manually

zealous moth
#

down

#

cannot find that

gentle urchin
#

Pressed?

zealous moth
#

hm, what context?

#

ohhh

#

i see @gentle urchin

#

different targets

#

bleh

gentle urchin
#

Same target, playercontroller

#

Otherwise manual is the way

polar violet
cyan bone
#

Is it possible to have an impostor moving. If i combine the impostor plugin with the flipbook?

zealous moth
#

I guess those two functions do work however the idea is that I want to have different behaviours if I lightly tap a button vs press it and hold down...

#

Any ideas?

gentle urchin
#

Put a delayed branch to it

zealous moth
#

hm

#

@gentle urchin what is that called?

#

all i see is branch

gentle urchin
#

Its just a branch

#

With a delay in front of it

#

Well

#

How exavtly do you want it to behave ?

#

Just to make sure

#

Should the variable action happen on release ?

#

Or when pressed long enough / released fast enough?

zealous moth
#

@gentle urchin I have a ball and if I light tap I want it to bounce but if I hard press I want to ground pound

gentle urchin
#

On pressed -> set bHeld(false) -> delay -> set bHeld(true)
On released -> branch(bHeld) -> true if it was held for duration, false otherwise

#

Your branch outputs is where you do logic

#

This assumes actions happen on release

#

If you want it to happen during hoold then you must alter a few things

#

On pressed -> set held to false -> delay -> set held true -> ground pound
On released -> branch on held -> false -> try bounce

flat coral
#

Is it better to do zooming in by changing the camera's FOV or by moving it forward? Or is there some smarter way to do it?

faint pasture
#

A zoom is a change in FOV

#

Do both at the same time for a dolly zoom

#

For the classic aim down scope, that's a FOV change

flat coral
#

Yeah ADS is pretty much what I'm going for

icy dragon
#

I have this kind of fascinations with dolly zoom, makes a scene looked more unreal engine

solid belfry
#

Can you use both anim blueprint and anim montage on a single skeletal mesh? For example,, to have an anim montage a node in an anim blueprint?

icy dragon
#

The Slots is where the anim montage will be played in the anim instance. If your anim graph didn't make use of it, nothing will happen

faint pasture
#

so it's like a conditional override of the pose

solid belfry
#

Thanks

faint pasture
#

There's blending stuff too, like you can only play the upper body part of a montage or whatever, so you can punch while running etc

solid belfry
#

I looked into montages because I needed to be able to immediately play an animation in my ABP in a specific state machine. And someone told me anim montages are the way to go.

manic geode
#

Hello. Can you tell me where is this '--' node in UE5? They changed it

solid belfry
solid belfry
manic geode
#

ah no its not there

solid belfry
#

I don't use UE5 so can't suggest you anything further... Good luck!

manic geode
#

πŸ‘€

ocean gate
#

Hi again! Is it possible to move "Player Start" somehow whilst in-game? Using blueprints I mean

#

Or do I have to make a custom spawn system

flat coral
#

FWIW I don't even have "player start" in my level, I just handle spawning otherwise

faint pasture
flat coral
#

You can spawn a pawn wherever the heck you want, and then just possess it

ocean gate
#

Ah possess was the one I was thinking of! Then it isn't too bad I don't think

#

Thank you

solid belfry
cedar sparrow
#

is it possible to convert a bp project to a cpp project?

flat coral
#

Correct me if I'm wrong guys, but I think when you pick CPP or BP project you're just picking which version of the base content UE should generate

#

If you took all the BPs in a BP project and converted them all to CPP, then it's a CPP project I think

gentle urchin
#

Anyone recall what murphy uses in his blueprints to give him draggable "handles" for adjustments directly in the scene?

trim matrix
#

https://blueprintue.com/blueprint/z09lk7z2/
I'm making this BP Actor that Gets all actors of NPC class, then I did a For Each Loop and tried getting setting the NPCs var values into a character struct, my game instance has an array of character structs so i tried plugging it in there, then putting print string to check if it printed the id and name of the NPCs. The id of NPCs is set manually by me before entering the game, which works, but the NPC display name is generated by the NPC's BP on Begin Play but it's not working in saving that data because it just returns None when I try to print string it

I tried putting the display name generation in the construction script of the NPC bp, which makes it print a display name in the WriteNPCDetails actor's BP from the NPC BP, but it doesn't match the display name of the NPC (when I click on the NPC ingame i made a script to print its display name)

mellow folio
#

Is this multiplayer at all?

#

It sounds like you have a basic timing problem

#

When does this forloop run

#

Try making the forloop run a few seconds after the game starts?

#

see if that fixes it

trim matrix
trim matrix
#

even when i put the npc bp to generate random details from the construction script instead of on begin play the Detail collecting actor will store something instead of none, but itll be a different display name than the actual one on the npc. makes no sense at all

#

I thought that maybe im not casting/setting it properly to Array of character structs inside the game instance, but if that was the case how come it properly stores the id’s of each NPC? the only difference between id and display name is that the id’s default value is manually set by me in the editor beforehand

trim matrix
#

Thank you^

flat coral
#

For something like a laser sight on a weapon, I know how to do a beam with niagara, but how would you actually add the laser sight dot to the world where it touches?

#

Maybe like a super emissive decal or something?

icy dragon
#

Or light probe near the hit location, but not exactly on it as to prevent clipping (add by multiplied hit normal vector)

flat coral
limber parcel
#

whats the deal with these OnRep functions it generates?

fallow umbra
#

Hey, what's a better alternative to structs that's also replicated, I've seen that plain Objects could do the work, but these are not replicated

#

I've come across Components but are these reliable with a lot of data? MEGAthonk Or are there better solutions

grizzled ember
#

What type can we put in a struct to accept both Material and Material instances ?

#

Matrial Interface, thanks !

flat coral
tight schooner
#

@flat coral probably temporal anti-aliasing. If the dot isn't a physical moving object with an opaque material then it probably doesn't generate motion vectors, which can produce ghosting trails when combined with temporal post-processing

vapid ibex
#

I'm mystified. My actor has a Collision Box, that has these settings, but in the game itself it is still intangible. What might be the cause of this?

flat coral
tight schooner
#

If that's the case (try turning off TAA to see) then #graphics might have better suggestions on what to do. TAA has some parameters you can tune @flat coral

vapid ibex
limber parcel
trim matrix
#

Is calling "Play Animation" the ideal way to do a specific animation? then do I have to reset back to the animation blue print after its done?

vapid ibex
limber parcel
thorny acorn
trim matrix
thorny acorn
#

if you go to an animation, right click, hover over "create" and than make a montage, an animation montage will play and than instantly revert back to the animation blueprint or blendspace

trim matrix
#

ah, so you don't have to time each animation

#

and set back to your animation blueprint

#

after set amount of time?

vapid ibex
# limber parcel

Thing is, this is another actor. It inherits from the same parent class as the problematic one, this box collider is inherited from the parent class. And it collides with the player just fine despite having identical settings with the problematic one (to be more precise, it had, before I switched it to "custom" to begin checking what's wrong with the it).

limber parcel
#

maybe u need to change some settings in the root idk

vapid ibex
trim matrix
#

When I call PlayAnimation it works fine, but not on Montage.

thorny acorn
trim matrix
#

It said that it needed character

#

instead of mesh

vapid ibex
#

Ah, little shit, I got why it was not working. Apparently it doesn't work with negative numbers for SetBoxExtend. Once I put Abs node in here, it began colliding again. =_=

vagrant oracle
#

Hello can anyone help me with my camera issue because I don't get what is happening.

sonic crest
#

of the camera

vagrant oracle
sonic crest
vagrant oracle
#

This is the code for the camera.

#

oh

#

good idea

vapid ibex
#

Or 0 and 179, I don't remember

#

Though do remember that the values that InputAxis gives are additive, so clamping them won't work.

tacit summit
#

Hello Everyone, I'm relatively new to Unreal and I'm having some issues. So I've created a function that makes the player characters sprinting speed double with the use of a item. However it does not go back to its original sprinting speed. How exactly would I accomplish this?

vapid ibex
sonic crest
#

tf is this? never ever had this issue

tacit summit
vapid ibex
daring vapor
daring vapor
#

Yea, it's a known issue for both Epic and Nvidia

sacred canyon
#

is it not possible to overwrite save games? Ive set up a save system for customisation which works completely fine but saving the same one twice doesnt update it

sacred canyon
#

even tried deleting and recreating the save, for some reason just messes everything up

daring vapor
sacred canyon
#

CAN IT NOT JUST OVERWRITE

#

whatever Im not fighting with this thing anymore

sonic crest
#

ok I fixed it @daring vapor

#

the issue was RTSS

#

RivaTuner Statistics Server

daring vapor
#

Nice!

gentle urchin
deep geyser
#

I need to debug a hydraulic network simulation, so I'd like to render some 3D debug lines for it.
What would be a easy way to draw debug lines, visible in VR and without being occluded by other geometry, i.e. like the move gizmo?

sacred canyon
#

just the normal save game slot thing based on a name the player will put in

#

I can easily just disable saving over an existing one and tell people to rename it for a new save, but overwriting would be nice though

gentle urchin
#

Well if all else fails, just delete it before saving again?

sacred canyon
#

thats what I tried, still the same result, or not saving properly

gentle urchin
#

Show some code i guess..

sacred canyon
#

its like it doesnt realise its deleted

#

idk what to show tbh because it becomes such a mess that I cant even get my head around it myself sometimes

#

but it does work other than that

gentle urchin
#

Got a feeling you're doing it wrong, thats all

lapis violet
#

So I'm putting together a Choose Your Own Adventure style project (with video files), and when I reach the end of a sequence, I'll have a GUI pop up with the options available to the player (clicking will result in a new sequence being played), but until they make their choice, I wanted the current sequence to loop between the time the GUI pops up, and when the sequence ends. What would be the best way to go about doing that?

If this isn't the right channel for this question, lemme know and I'll move it

sacred canyon
#

but no why wouldnt it be

#

I even tried not changing anything because all it does is save into a slot name using the name you put in, so if you dont change the name, itll just save to the same slot, why is that a problem? god knows

crude cradle
#

hello, i'm having a weird issue.
I've got a widget ui, that has a function, which receives an array of structs. πŸ—³οΈ

It loops over the array, gets a copy of the struct from the array, generates another widget, that has a function to receive that struct. ➿

That widget tries to break that struct and pull information from it, for example to update an image, or a text component.

HOWEVER, it logs out errors when doing that. Saying it is accessing "None" from the given struct. NOP
FURTHERMORE, I have prints that use those fields from the structs that print out the actual correct values AFTER the above happens, πŸ˜•

so what gives?!
I've been stuck on this for awhile, at first I thought it was an issue passing the structs from server to client, or the for loop scope being destroyed, but then the prints shouldn't work, right?

#

maybe the above problem is resulted because I'm creating a local variable in a function with that essentially filters a bigger array of structs.

Is there a limited lifetime cycle for local variables sent out as outputs? that sounds like that shouldn't be an issue

tawdry surge
#

The local variables as output is fine.
You really shouldn't be doing all that in the widgets themselves

#

They're really only meant to display information

limber parcel
#

arrays of structs are cancer

tawdry surge
#

What are you talking about?

unkempt hound
#

Got a logistics question about where to store some data.

#

So currently I have about 20 pawns planned that a player can take control of - 4 at a time. I am currently storing the variables for ALL these characters in my Player Controller, so I can go grab the pawn information from the data stored there. However, I don't really NEED the data about all the other characters until I hit the player select spots in the game.

#

When I get out of character select, I don't need to load all the other animinstance data etc. while i'm playing with a squad of 4 characters.

#

Could a Secondary Player Controller just for the player select work for this purpose?

#

Have that be the one to load all the data when I go into player select, pass the information I need to the other player controller through the game instance?

tawdry surge
#

You wanna look up soft references

unkempt hound
#

Ooh

#

Reading up.

unkempt hound
#

Awesome, that's how I'm loading them up already.

#

So basically when I create a variable for any object types, make them "Soft Object" types?

#

Some of the variables are structs, not sure if i can make them soft references?

tacit oyster
#

Hi everyone. Is possible to create procedural mesh component from a static mesh component at runtime? Thanks.

faint pasture
#

if they are hard refs then they'll all have to be loaded all the time

#

whether or not that's a problem depends

#

Start with hard refs and make them soft later if needed IMO

tacit summit
#

As of this moment the characters speed does change from the boost to regular. however the change only happens after the sprinting key has been let go and toggled again. how would I make it happen without this?

faint pasture
#

call it every time anything that would change movement speed is activated OR deactivated.

deep geyser
#

Is it possible to record just my VR movement and input in UE when playing in the level, save it as a file, then playback in the same level so it operates the VR character, i.e. if when replaying, it's replicating my input, picking up items and using levers?
That way if I have a table with tools and devices, I can have a recording of their assembly, so when I update my blueprint or C++ code, I can retest the assemblies functionality with the recording.

faint pasture
#

it'd be much easier to record the state of the world

#

and load that

#

so you could not record the actions that built the thing, but the finished product

#

The topology of all your connections should be a struct anyway, just save it to a savegame and it's done

#

That's what I do in my vehicle game to save/load vehicles

#

Array Parts
Array Connections

Initialize()
Done

arctic notch
#

Is there a way to get the button associated with an input tag? I am trying to show it in the UI from a Gameplay Ability

deep geyser
#

I've looked online through a couple of UE tools, but dunno if they could help:
-Take recorder - makes sequencer clips of added actors
-DemoNetDriver - logging replication messages to a replay, like the ones used in MP games.

long whale
#

hello, is there a way to add spline mesh component outside of construction script?

#

in a call in editor function.

#

this node gives warning if not placed in construction script and does nothing

deep geyser
#

what is the warning and do you even set the mesh and start and end?

#

I made a the same thing, but updating in a function I call in runtime when adding points

cedar remnant
#

Hi! I'm using the Enhanced input system and when I play on network/client 2 player mode my mouse input for looking around works only for the server and not for the client. All of the other input functionality works on both characters. Below is how I have my input setup on my player character.

deep geyser
# faint pasture Maybe but difficult

What about having repNotify variables set by input, then in the repNotify function, run the code that the input originally did.
Recording my character with DemoNetDriver as a replay and running it somehow in the level?

long whale
#

The added component outside of construction script is always deleted after compile or editor restart. How to stop them from resetting?
Update: After some search I found AddInstanceComponent(UActorComponent* Component) does the job. Surprisingly this function is not exposed to blueprint as an option. Or maybe it's somewhere but I didn't see.

faint pasture
trim matrix
#

Im setting a boolean called Stored? to true when the game stores details of an npc. problem is when i switch levels the boolean resets, how do i make it so that the boolean of the npc is constant as long as the game is open?

tranquil gorge
#

distance to opponent value is not consistantly reading. I even have it chained to the event tick. It just doesnt want to work. Anyone know what i can do?

echo mist
#

How can I open Pause Menu and close it with action mappings when input is set to UI only? Or is there another way?

gritty plover
#

Hey, is there any way to quickly check if all items in a boolean array are true, or do I have to check each one?

tawdry surge
#

"Contains" and check for false maybe

echo mist
#

I found out that there is a node called "Listen for Input Action". So when opening Pause Menu I disable input for player and in Event Construct of pause menu I listen for the input action but nothing is working.. How so?

trim matrix
#

I have an array of structs. an array of character_details struct basically. I want to make a script that finds IF ANY of those structs in the array contain a certain text in the first index of the array (which is a string) to fire a boolean

#

how do i do that?

#

Say if any of the character structs in the array contain "bob" in the name field, then fire boolean

dense furnace
#

@echo mist that event doesnt work when the game is paused ue supports normal input actions in widgets now though

#

*note that might only be for enhancedinput i dont remember but i know its possible now

trim matrix
#

Im storing the details of my NPCs by adding structs inside an array of structs, i dont want it to keep adding more than one struct for the same NPC though. so i want it to be able to find if that NPC's id/name is found in ANY of the elements inside that array of structs, to return a boolean, then i can branch it and make it not add another struct if its true/struct with the same id already exists

echo mist
dense furnace
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you can just have input in your widget now

#

no need ofr the listen

#

listen for input action also doesnt work if in ui only mode

echo mist
#

That was the first thing I tried but it still doesn't work, don't know If I'm doing some stupid mistake or why it's not working, tried both input action as well as key event

#

Also tried both UI only mode and Game&UI with disabling Player Controller input

dense furnace
#

add a input action but first call enable input on the widget

#

i think at least

#

i only played with it when they added it

echo mist
#

This is the only options I can see in User Widget

dense furnace
#

no i mean i node

#

enable input

#

like you disabled it on your player

echo mist
#

you mean node Enable Input in User Widget?

#

that doesn't seem to exist

trim matrix
#

How can I check if a variable exists inside a structure?

faint pasture
trim matrix
#

and if it contains a name im looking for i want to do operations on it

faint pasture
#

Check if it's equal to whatever you're looking for

trim matrix
#

the name/id variable is the first listed variable in the struct if that helps

faint pasture
trim matrix
bold sedge
#

Does chaos work well the city sample project? I keep crashing when trying to generate the chaos mesh

trim matrix
#

Not just one struct

faint pasture
#

The variable always exists

#

That's like asking if X exists in a vector

#

It always does. There's no such thing as it not existing. You want to check if it's equal to some value

trim matrix
#

Thing is that's what i tried doing, i have for each loop for all NPCs that can be in a scene, then inside that loop element im running another for each to check all the elements/structures in the npc structure array, for each npc. If npc has a matching id name with ANY of the structures inside a loop, i want to return a bool

#

what i made is, if the id is matching it says its already stored it so it breaks loop. If it doesnt find a matching id it stores it/adds to struct array, then breaks loop. The problem is, is that the FIRST item it finds to not match, it runs the store script. I need it to check ALL items FIRST, AND THEN if no matching is found, run the store script. not just if the first or next immediate item in the loop doesn't contain it

#

@faint pasture

#

for each doesnt work, it needs to look at all of them first, not just sequentially because then it starts adding to the struct array the next immediate sequential item that doesn't match it.

#

See something like this DOESNT work (see image), It'll loop for sequentially through all the elements in the struct array starting from 0. Say I have 5 structure elements in this array, and ONE OF those struc elements is named "Bob", it's just going to check if element #0 is named Bob, if its not, then itll store it << I DONT WANT THAT. I need it to check every element in the structure FIRST to see if any of them is called "Bob" not just the next element in sequence, because then it starts firing when it shouldn't.

If the 4th element is named Bob, it's going to run through 0, 1, 2, 3 and fire "Bob does not exist, im going to create a struct named Bob then" for 0, 1, 2, 3. Instead of checking all the elements first to see if any of them are named Bob before creating the struct. With that faulty method its going to create a bunch of Bob structs first before reaching the index that already contains it.

#

@faint pasture

zealous moth
#

Why not use "contains"

trim matrix
#

Because 'contains' force checks all those other useless values, i dont care if the other values are matching or not, only the id

zealous moth
#

Oh that

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You can remove pins no?

trim matrix
#

i dont think so

#

right click it and nothing says about removing it

zealous moth
#

I dunno If the issue is because you split the structure in the for loop but try to break it outside

trim matrix
zealous moth
#

The screenshot you provided before should work

#

So you don't want it sequentially?

#

Make a concatenated string and search it then

trim matrix
# zealous moth The screenshot you provided before should work

No. It doesn't. I tried it. Sequentially fucks everything up, because If I have 5 Npcs, and the 4th NPC is ID'd/named Bob, I dont want it to record another Bob because there already is a Bob, what sequentially/for each does itll check if the first NPC is named Bob, and since the first one isnt, itll create a duplicate record of Bob, and so on until it reaches the 4th. If I add a 'break' in there as soon as the record is made, itll still fuck it up and make a duplicate until it reaches the 4th index. just less duplicates than if not using a break, but still totally broken/useless

#

That's an example, in a scene I have dynamic varying numbers of NPCs, and Bob could be in literally any index number

zealous moth
#

Sounds like the issue is your order of operations

#

Why make it create then?

#

Run the loop as a function with a bool output

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If false when completed then add

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Like run the loop and based on presence create or dont

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At the end of it all

trim matrix
zealous moth
#

Use datatables?

#

Make a copy of that instead?

#

Or like I said use a concatenated string

trim matrix
trim matrix
zealous moth
#

You have Bob Billy and joe

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Bobbillyjoe

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Search string for joe

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If true do nothing

#

If false add Joe and add him to the string

#

So instead of searching a struct array you search a single string

#

Same thing

#

But different

trim matrix
#

So how do I make it so that if completed, and that Exists bool is still false, THEN do something?

zealous moth
#

Use the completed pin and branch it

#

Remember to reset your bool

trim matrix
#

Oh just like that

zealous moth
#

Reset bool

trim matrix
#

This is for multiple NPCs

zealous moth
#

At the end if it is true

trim matrix
#

It's inside the for loop for how many actors of class NPC there are

#

It's running that for each NPC

zealous moth
#

Should be fine, maybe make it a function

trim matrix
#

Thanks.. I'll try your suggestions

zealous moth
#

Np

#

Gl

jaunty stirrup
#

How can i make a geometry collection component explode when taking damage?

trim matrix
#

didnt really understand how to use that completed function in operations, now i know

ripe zenith
#

Hello, I am using "Distance Matching" which is contained in the "Animation Locomotion Library" plugin. The issue that I am facing is every time I close and re open the project, I have to refresh this node to compile successfully. I am not sure what could be the reason behind this. Any help appreciated, thanks

#

Also, I get these errors when I re open project!

gentle urchin
open arrow
#

Trying to initiate the Dialogue Tree without approaching the NPC

#

Tried this as well, didnt work

gentle urchin
#

You could have a global event bus for this πŸ˜„

#

I have yet to try it, but it sounds like a very usable thing for remotely activating events without fetching direct references to them

#

Also, as a note to your current test, if you ivalidate thenobject by settingnit to null first, surely nothing will be pointed to by it

#

You're setting the dialogue component to null

#

You simply want to "get" the component

gentle urchin
#

Yeap, thats it

#

Thats exactly what i had in mind

bleak swift
burnt citrus
#

Hey I have a question
I made a variable of animation montage, but it always be invalid even though it is substituted by a montage
How to solve it??

#

Of course animation is not invalid, it's a completely good animation

gentle urchin
limber parcel
#

why does this compile but the other doesnt?

#

it worked yesterday but now it gives me compile error lol

mental trellis
#

Replace the node.

#

It's not even remotely correct with that error message. It's fubar somehow.

limber parcel
#

cursed node

#

i already replaced everything with float now lol

high ocean
#

How would you guys handle two UIs that have the same logic/functionality but one is designed for mobile and the other for desktop/tablets? I can't seem to find a decent solution and having 2 versions means double the work, bugs & fixes every time I touch them. Any ideas on how to divorce all widget logic from design/layout?

limber parcel
#

i wouldnt design games for mobile

high ocean
#

it's not a game, but we both know that's besides the point πŸ˜›

high ocean
#

lol that's disturbing

mental trellis
limber parcel
high ocean
#

That's the point - question is, where to move the logic and how would that translate into a uniform framework

limber parcel
#

idk i would move it to gamemode or whatever

high ocean
#

yea, "whatever" won't do actually...

limber parcel
#

you could also try game instance

mental trellis
#

Put the logic in an AHUD wrapper.

#

Keeps it all nice and UI-centric.

high ocean
#

gameinstance is full - hardly compiling - but I need something similar to gameinstance, i need it to survive level travel and singletons won't do either since they can't contain async nodes

limber parcel
#

make an actor with save/load functionality xD

gentle urchin
#

or a subsystem

mental trellis
#

Subsystems are singletons, surely?

#

They literally just got ruled out!

high ocean
#

@gentle urchinfinally, you got into it πŸ˜› tell me more...

gentle urchin
high ocean
#

oh... ya 😐

limber parcel
#

lol

gentle urchin
#

Didnt know they couldnt do async stuff πŸ˜›

mental trellis
#

What's wrong with gameinstance exactly?

gentle urchin
#

there's to much stuff there already

mental trellis
#

Have you seen ACharacter or the CMC?

gentle urchin
#

For sure

#

which one of the 13k lines you want to inspect

#

x)

mental trellis
#

If you want it to be less "busy" start putting stuff in sub-objects.

high ocean
#

it's full of stuff already - it's an older app/software and the guys used two, three versions of UI - I can't do that, I just... can't. It's too distressing for me πŸ˜„

limber parcel
#

sounds like u need to save/load stuff

gentle urchin
#

sub objects sound appropriate really

high ocean
gentle urchin
#

then you dont need to compile untouched stuff whenever you mess around in the GI

mental trellis
#

How is that going to fix anything when you need async (I assume) actions to be happening between levels?

gentle urchin
#

ouf, sounds like you got your hands full with this app tbh

mental trellis
#

When you say you can't do async nodes on singletons, you mean blueprints, right?

high ocean
#

I got into a team that has been slowly working while learning so older code is bad AF

mental trellis
#

Because you totally can with c++ and if your project is this big, you should probably be using c++ for some of it anyway.

gentle urchin
#

Given that you can have its lifetime similar to the gameinstance aswell, I felt it was a good fit

high ocean
#

some stuff needs redesign, and I rly want to find a way out of multiple UI implementations.

mental trellis
#

You can implement the base elements and just arrange them differently?

gentle urchin
#

parent widgets with the overall implementations ?

mental trellis
#

I was thinking more 2 layout implementations, but having the widgets themselves unchanged.

gentle urchin
#

honestly just spitballing, because i got no clue what logic you're actually doing and how different they may be

#

2 layouts sound reasonable

#

thats what he wanted to achieve by moving the logic out of it I assume

high ocean
#

Ok, the only option I've thought of was making a layout-empty widget class for the functionality and have the two layout designs (mobile + desktop/tablet) rely on the parent's functionality - basically just drag functions around and feed them with what they need (button, wrapbox, textbox etc).

mental trellis
#

I'm not sure you're getting what I'm saying, but you'll figure it out!

gentle urchin
#

So whether its a parent widget, or a different implementation class, the result would be mostly the same as i see it

high ocean
high ocean