#blueprint

402296 messages ยท Page 944 of 403

copper steppe
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If it isn't an actor, what is it then? a component or?

foggy otter
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a barebones object

copper steppe
foggy otter
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you can create them with this

copper steppe
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I don't think what you are trying to do is possible? How exactly are you doing it?

I would assume, that the object would have to be at least an actor ๐Ÿค”

foggy otter
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why would it need to be an actor? i dont need it to exist in the world or have any interaction with the world i just need it to hold a variable that i can retrieve later. i figured making a whole actor for that is overkill and a barebones object will be more efficient

copper steppe
foggy otter
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nope, it prints out the name and number of the object properly

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the reference is there as it should

desert juniper
foggy otter
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yeah but there is no multiplier code with this object. its just run fully locally

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so im not gonna be replicating it or variables from it or sending ot over an rpc

desert juniper
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rooThink1 what do you mean by run fully locally?

foggy otter
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that each client will use it on their own, in their own local actor. they will spawn it themselves, do things with it themselves and destroy it themselves.

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no replication with it, basically

desert juniper
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ah, and are you sure the client owns it?

quasi vault
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Is there an animation chat? I have a problem that is half blueprint half animation

foggy otter
desert juniper
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That's odd. so the player is creating an object, setting itself as the owner, and storing a reference to it. later moidying that object. at that point the changes aren't saved
right?

foggy otter
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wait, i need to explicitly set owner? its not inherited from the actor which creates it?

desert juniper
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I believe that's correct. let me check the source code

foggy otter
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im not sure a barebones object even has an owner that you can set or check

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or maybe its just not in the blueprints

desert juniper
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GetOuter would be it

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it returns the UObject that owns that object

foggy otter
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ok so i printed that out and it says /Engine/Transient

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so im guessing that means the owner is not set?

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how do i set it in bp?

desert juniper
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Okay in CPP you have to explicitly state the outer
auto NewItem = NewObject<UItem>(GetOwner(), Item->GetClass());
are you able to set it in BP? is there a SetOuter node?

foggy otter
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nope

desert juniper
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wait.

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why aren't you constructing it with the construct node?

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that allows you to set the outer when creating it

foggy otter
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wait shit you're right

desert juniper
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(along with instigator)

foggy otter
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yeah

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i totally thought they were the same thing

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didnt know there were two methods for creating base objects

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i just used the first one i saw cause i assumed its the only one

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thank you!

desert juniper
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I don't actually see the Create Object node you created, but that doesn't look like right. it shouldn't be a pure node, as there are side effects.

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is that one you created? in a bpfl or something?

foggy otter
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i dont think so

desert juniper
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hmm odd. ๐Ÿคทโ€โ™‚๏ธ
oh well. at least we figured out your issue ๐Ÿ™‚

foggy otter
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oooh its from extended standard library

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xd

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thats why

desert juniper
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side note, have you looked into subsystems?

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might be easier since it sounds like you're creating a singleton anyways

foggy otter
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huh, i havent

desert juniper
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oops. my b. looks like they're not yet exposed to BP

foggy otter
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i mean, i just want a thing that holds a variable and that i can nest multiples of it in each other as children in a tree structure. so i figured a base object would be most efficient for that

desert juniper
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sure. that would work out just fine.

foggy otter
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okay, thank you so much for the help! i think this should fix it

desert juniper
foggy otter
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cool, thank you

copper steppe
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I've been trying with this for a while now, but I have not been able to make it do it correctly so -

I've got an actor with a mesh, with two sockets at X distance from each other

When a spline with a spline mesh component overlaps the actor mesh, I want to figure out, which of the two sockets are closest to a specific spline point

I tried using a simple multi sphere trace but it ended up getting 4 different mesh components (Even though there were only two within the trace?)

I also tried calculating the distance from each socket, to a specific spline point, but my math looks to have been wrong/inconsistent in the correct answer

TLDR
How can I consistently find the closest mesh socket, to a specific spline point on another actor?

desert juniper
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do you have the (vector) location of the points you want to check?

copper steppe
desert juniper
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can you loop through all the socket points, find the distance, and save the closes point on each loop?

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once that loop is finished, you're left with the closes point

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there we go

copper steppe
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If that was understandable? I dunno if i made sence haha

desert juniper
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not really. because that's no longer the closest point

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rooThink1
so if they are overlapping, then you want to instead use the first point?

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isn't that just this?

tight schooner
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Distance(socket #1 world location, spline point world location) > Distance(socket #2 world location, spline point world location) = boolean

copper steppe
# desert juniper isn't that just this?

There are cases where we might overlap socket 1 & 2, if that is the case, we want the first socket overlapped, from the direction the spline is going (there of course might be 32 spline points, before the overlap)

tight schooner
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Uhh

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So you can get closest point along spline to world location

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There's a node like that

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And you figure out which one is closest to the end of the spline you're prioritizing?

copper steppe
tight schooner
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Basically the function has to start by answering the question:
Is there a double overlap? If yes, then...

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There should be nodes to determine the closest "time along spline" or "distance along spline"

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And you figure out which socket is closest to time (or distance) 0 along spline

tight schooner
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@copper steppe Find Input Key Closest to World Location

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get the closest input key for sockets #1 & #2 and the lower number is the winner

feral nexus
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is there a node for lets say. if number is between 3 and 6 then true otherwise false?

tight schooner
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@copper steppe

tight schooner
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oh actually there is a node

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InRange (Integer)

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lul

feral nexus
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ooh thank u that is exactly what i needed thanks

copper steppe
# tight schooner <@163958029757186048>

It works, I'll have to double check my previous work though, cause it seems I might have switched around, the closest and the furthest away socket namings

Thank you though, now I can finally go to sleep!

trim matrix
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hello

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i'm having a prob with a BP

tight schooner
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ask away... If anyone knows the answer they'll chime in

trim matrix
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whats wrong ?

tight schooner
trim matrix
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CHRIST, I did it. FINALLY

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the solution was simple. but I blame myself totally. I don't sleep much these days and are prone to small oversights. I work over night, and don't sleep when I get home. (I've been awake from 1145 PM CST all the way to now, and that was the same case as yesterday)

tight schooner
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yeah fatigue does that

trim matrix
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Thanks for working with me though I really appreciate your patience. Moving the remove icon function into the inventory widget instead of getting a reference from it inside the icon widget itself fixed it perfectly.

junior hedge
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and I also called an overlap event without adding a collision and got confused

trim matrix
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it be like that

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Here's it in practice, should be way more interesting for mobility once I've actually given each object it's unique ability other than kick

sage magnet
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Hey hey people,
I use child actor component to spawn actor inside an actor before begin play happens. When I test my stuff, my part actor moves, but the actor that was spawned by child actor component stays behind. How do I force it to follow the parent?

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I am just used to adding objects with functionality in Unity without any hassle and here it's very difficult.

broken wadi
sage magnet
broken wadi
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If the parent has a skeletal mesh, you can make things easier by passing in a specific socket.

sage magnet
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Do I have to use cast?

broken wadi
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Depends on your game, but it sounds like you want to attach the new spawned thing to the existing thing.

sage magnet
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yes

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I was hoping child actor component would do that automatically

broken wadi
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Then just make sure "Weld simulated bodies" is enabled and it will follow the thing its attached to.

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or actually, maybe that only depends if physics is involved... hmm

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For my CTF game, I used to have it so whenever a character pickups a flag it was being destroyed, then spawned and attached to the character. But I found this was slow and causing some noticeable hitching. So instead I did a trick where the character is actually always carrying an invisible flag and its simply made visible whenever they go to pick up one instead.

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You may want to do something like that because spawning actors (with lots of hard references) can be expensive and slow if it happens frequently.

sage magnet
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Hm, I have a belt with items attached on it.
I can't figure out how to force those items to follow the belt

broken wadi
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The belt is on a character ya?

sage magnet
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Yes, so it's kinda child actors of a child actor ๐Ÿ˜…

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Player is parent

broken wadi
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Is the belt part of the skeletal mesh?

sage magnet
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Nope, it's a VR capsule

broken wadi
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Okay then just attach without using a socket and adjust the relative location after

sage magnet
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I'll try that, thanks

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I wish UE5 could support flexibility of GameObjects from Unity

faint pasture
broken wadi
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Better network performance to just do a bitwise operation then do the visual effect client side.

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Instead of attaching the flag to the character

faint pasture
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I mean it happens like once per minute, it's literally nothing

broken wadi
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I have many different flags in my game and they have stuff happening on tick. Rotate to face player for example. So I decided to hide them and disable tick then toggle the visibility of the fake flag directly on the character.

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Also when I was testing with a bit of packet loss the RPC to do the attach wasn't working 100% of the time.

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So now I replicate an enum because of the different flag types.

winged sentinel
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hi everyone, im even getting accessed none with an is Valid check. Why? shouldnt it prevent execution if theres nothing valid?

fiery glen
winged sentinel
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in the branch

fiery glen
winged sentinel
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nvm i missed pins

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lol i forget to connect them

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embarasing

fiery glen
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oh, I see it now

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I missed it too

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don't worry, I do stuff like that all the time

winged sentinel
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thanks for the help it all works now!

modest terrace
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how do we set a jump height in for the jump node ?

jaunty summit
gentle urchin
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In the settings

modest terrace
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got it, thanks

gentle urchin
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If this is what you want then just do it in the settings

junior hedge
bold barn
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what is the return value of the set timer by event function? in this case, does it change every 1.5 seconds?

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im watching a tutorial btw

frigid hill
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Hey there, anyone know of a way to execute (launch) external .exe softwares from disk, in runtime using blueprint from Unreal?

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I want to make a game launcher

tight schooner
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That's what makes it more powerful than a delay node

mortal wharf
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Why can I change the inputs of some custom events, but not others?

limber parcel
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how to get the scale of something as a float?

jaunty stirrup
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Can someone tell me how works this node? I want to know if i can get the water surface location giving it close location

limber parcel
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why not just do a raytrace?

jaunty stirrup
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Good idea thx

tight schooner
worthy tendon
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how to get players in blueprint and know which player is for which client?

tight schooner
limber parcel
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GetPlayerCharacter

tight schooner
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and that'll be the diagonal length I think

limber parcel
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no i need like the scaling ammount

tight schooner
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maybe Get Actor Scale 3D and pick your favorite axis

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or average them

limber parcel
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i tried that but for some reason it always returns 0 lol

tight schooner
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huh.

limber parcel
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nvm i guess im just too tired for this

bold barn
tight schooner
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Can't say much more about it personally. You'd probably have to dig into the source code or something.

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But you can treat it like an object ref; you can save it to a variable to manipulate the timer elsewhere e.g.

bold barn
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if the return your getting is a reference to the function wouldnt that make the return value a lambda?

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@tight schooner

tight schooner
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sorry, dunno

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dig into the source or ask #cpp if you want specific information about it

bold barn
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ok ty

tight schooner
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I only know enough about timers to use them in BP

bold barn
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when should i use functions vs macros vs events

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macros just seem like functions but you can use time

tight schooner
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@bold barn Macros are nearly equivalent to copy-pasting nodes on the graph. They're for ease of BP'ing within a class; signal flow is a good use for macros because they don't have limits on exec pins. It's like a collapsed graph that you can duplicate and update in one place.

The problem with using macros for everything is they can't be called outside of the class, and they can't be inherited or extended or overridden in child classes. And ofc you can't set timers on them. Functions have more rules governing what they can do, but if you can work within their limits, then they have more power

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esp. when it comes to logic that directly or indirectly involve multiple classes

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You can take from UE itself -- the "standard macros" included with the engine are signal-flow type things

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Loop, Gate, Do N, FlipFlop, etc.

bold barn
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you can have timers on macros

tight schooner
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you can't "call" a macro so I don't think you can connect a delegate to it (the red pin on the node) like you can with a custom event

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I mean, you can, if you give it that input, but internally there's nothing to execute per se

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cuz you can't wrap an event in a macro

bold barn
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so macros are just for ease of use and organizing

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does it improve performance in anyway?

tight schooner
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pretty much. I tend to use it for simple stuff, like if I'm checking the state of something and branching execution several places in a class, I turn that into a macro for convenience

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nah, it doesn't do anything for perf. Placing a macro node onto the graph is equivalent to copy-pasting the contents of the macro

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when compiled

deep geyser
tight schooner
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length will give you the diagonal instead of the transform scale

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it sounded like he wanted the transform but somehow represented as a float

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idk why it's giving him "0" though

finite flax
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Why my PNG file not being transparent?

tight schooner
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Probably want to use masked opacity too

finite flax
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its png with alpha yes

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oh sorry about that, thought there was a material #channel

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thank you

queen sequoia
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hey, I just have a small question real quick, How do I stop a random int variable from getting the same integer more thane once in a row for example right now its like (1 1 1 3 2 4 4 4 ) when in reality I need it to be (1 4 2 3 4 1 3)

valid grove
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Is it not possible to hide actors in a streamed level from another or persistent level ? In my test, even though the HiddenInGame bool is enabled, the actors are still not hidden.

deep geyser
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Does anyone know how to dynamically bind a child actor component with physics constraint component through blueprints?
I casted to the child actor component's actor class and trying to bind the root static mesh component, but I did not work.
Here is the BP function that I call on construction
https://dev.epicgames.com/community/snippets/PVA/unreal-engine-bind-child-components-with-physics-constraint

serene bramble
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Having a weird issue. Added a UI animation to our menu that fades it in. Works fine when you hit "Play" and play in editor or in a separate window. But if you build and click "Launch" it doesn't play the animation. Any help??

dawn gazelle
# queen sequoia hey, I just have a small question real quick, How do I stop a random int variabl...

You can't as that's not a random integer.
What you can do is have an array of the values you want to use, then perform a "shuffle" on the array thus randomizing the order in the array. When you want to get a value from the array, use an integer variable that you increment each time you do which keeps track of what index of the array you're on. When that index tracker hits the maximum number of items in the array, do a shuffle on the array again and reset the tracker to 0.

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If you have a lot of values and don't want to pre-populate an array, then you can instead populate an array with each number pulled and check that array each time you roll a number. If the number is already in the array, then re-roll your random number.

trim matrix
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Does anyone here use WWise and knows how to use it for adding door sounds and different footstep sounds depending on what ur walking?

tawdry surge
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Pretty sure wwise just helps you make the sounds. You still need to implement them like any other sound. #audio would be a better place to ask tho

trim matrix
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oki

serene bramble
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How can I make my game's source code smaller?

spark steppe
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you can't

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do you want to work with multiple people on it?

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(Config), Content, (Saved), Source, Plugins and the uproject file are the important ones

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DerivedDataCache, Intermediate, Build and such can be regenerated from that data

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they contain mostly compiled/encoded stuff from the other directories

tawdry surge
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I mean you can delete unused stuff and remove any platform targets you aren't releasing on

fallen glade
tawdry surge
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It says assertion failed, which means it expected something to be true and it's not.
The rootLOD is not the the result of that list of functions.
Why this is happening idk

serene bramble
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We're already 7zipping the submission so it's down to 2.4GB as we're told to, but that's ok

spark steppe
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well, you really need to only add the folders that i mentioned

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and pack the build game separate

serene bramble
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Alright

modest terrace
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I downloaded an asset pack where the origin point of the asset is way off the mesh

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can someone tell me how to fix this ?

fallen glade
tawdry surge
vivid inlet
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How do I save a character's transform between levels. I find that due to using the standard PlayerStart it doesn't load in the character's saved transform I think?

short pawn
vivid inlet
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It saves and loads the current level okay, just not the transform.

short pawn
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You have to set position of the character

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After it is loaded in

vivid inlet
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Hmmm. Like this?

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Should I add a delay maybe?

vivid inlet
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Nope that didn't work, hmmmm. It's weird, I've followed multiple tutorials but it just won't save/load the player's transform.

zealous moth
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is there a way to not have the epic launcher disappear when opening a project

zealous moth
thorn ermine
zealous moth
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๐Ÿ˜ฎ

vivid inlet
zealous moth
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IS THAT WHAT THAT MEANT?!?!?!

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FINALLY!!!!

thorn ermine
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I know. not super clear

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๐Ÿ˜†

zealous moth
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so tired of opening, it closes, open it again, open another project, it closes!!

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.<!!!

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whack a mole

vivid inlet
gusty shuttle
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I'm brainfarting on something
I need to simply check is the actor(s) are the same class. So I have a Parent and child in my map, and I'd like to be able to line trace and scan both and process it

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But when I mouse over the child, it does not recognize it. Probably because I'm casting to the master, not the child npc

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But I know there's a way to check if the actor is of x class and if so, then game on

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I'm brainfarting as to how to do that for some reason haha

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This works, but seems dirty

tawdry surge
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Why not just let the cast handle it?
If its an actor of the child class a cast to the parent class will still succeed

gusty shuttle
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Hence why I was brain farting haah

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Actually, testing that out, it worked

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This was probably a case where I made things more complicated than they needed to be

tawdry surge
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It happens

gusty shuttle
# tawdry surge It happens

Indeed. Next question, instead of casting via timer/tick, I need to make a ref to the Civilian Master/Parent class. I need a reliable way to get the object ref, any rubber duck ideas?

faint pasture
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Are they both on the map at load?

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or are they spawned at runtime

gusty shuttle
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@faint pasture They are already spawned in the world. I just want to walk up to the npc, find out if I can interact with it. That's all this is really doing. It's paired up with the UI stuff too. I just want a better way than casting all the time

faint pasture
gusty shuttle
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Yes, other actors that are under the Use parent class

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Like a gun would be under the Use parent

faint pasture
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That should be an interface

gusty shuttle
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Aye

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Not disagreeing, I'm also trying to work with someone else's code haha

faint pasture
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Then cast Actor to UseParent

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that's gross tho

gusty shuttle
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Interface would be ideal, but the developer who programmed this system did things weird

faint pasture
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a character and gun under the same parent class..... ugh

gusty shuttle
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Nope, the NPC is under Civilian Master parent. The gun is under Use parent

faint pasture
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OK what are the base classes for everything that can be interacted with?

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That's super fucky, just tell him you need an interface lol

gusty shuttle
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bahahah fo sho

faint pasture
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or a component

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I use a component myself

gusty shuttle
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Good call

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If I wrote this from the ground up, I would of did an interface with a message

faint pasture
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So how many base classes can be "used"?

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Character, Use, what else?

gusty shuttle
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Well to be fair, I'm shoe horning the use functionality inside the NPC

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Anywho, just need a cheaper way to get the ref to the NPC instead of casting

faint pasture
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Fuck cheaper, just cast.
Input -> Sphere trace or whatever -> choose an actor -> cast to CivilianMaster -> if failed, cast to UseParent

gusty shuttle
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Aight, if it works (which it is right now) then screw it haha

faint pasture
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I'd push for an Interaction interface or component tho. It'd be easy to implement as you'd just replace events and you're good.

gusty shuttle
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Thanks man

jagged stone
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Does anyone know how to get a point in front of the character? So for example "100" in front. I tried to do it like this, but it doesn't work correctly (I'm not good at vector math)

faint pasture
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vector x float

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right click lower pin, convert to float

zealous moth
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1 is a valid vector length

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you want 0

faint pasture
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what no

zealous moth
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i meant for Y and Z

faint pasture
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he wants Forward x (100,100,100) if he did it that way but just replace with float

zealous moth
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wut...

faint pasture
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Vector x Vector is an element wise multiplication, so if he was facing right, forward would be 0x100, 1x0, 0x0, or 0,0,0 which is obviously not right

jagged stone
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I see that this works? Is it basically doing the same thing as multiple forward vector 100f?

faint pasture
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That will change with actor scale tho

jagged stone
spark robin
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Can I like, resample a spline to get even distances between spline points?

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Im also curious, how do you see all child members of a Blueprint component or object?

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Like, when you drag out from a variable/object/component/class, it gives you a list of all sorts of stuff that you can hook it up to, but what if I just want to see things that live directly under the variable/object/class/component?

shrewd hedge
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can anyone help me with something really really quickly

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how do I put my FPP camera higher than my TPP camera
im trying to make my first person camera activate first than my third person camera
even with auto activate on, it still wont work
well it will
I'll be in first person
but I'm also able to move my camera around like im in third person
so its weird
because then I can see my head when I look around

lyric rapids
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how does one clamp camera rotation

fiery knoll
fiery knoll
lyric rapids
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cheers

fiery knoll
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Is there a way to have a property/variable on an actor component that can be set with a scene component of the owning actor in the blueprint editor?
Example: Set the SphereCollision as a value of the variable on MyActorComponent.

faint pasture
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what are you trying to do

fiery knoll
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I have an actor component with functionality about a bunch of trigger volumes that can be set on the actor. Would be handy to populate an array on the component with the triggers needed.
I'm looking at FComponentReference atm, maybe that's the way to go.

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Seems that only works for referencing components of another actor.

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I think I'm designing this the wrong way. Should probably just make a good base class with the functionality in this case.

faint pasture
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You can probably just tag the components and get components by tag on owner

fiery knoll
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Yeah, thought about using tags, but in general I don't like them because it's less error prune.
Thanks for your help! I'm putting my functionality on the actor instead of the component.

daring carbon
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Hi, I'm working on VR game and I have problem with UWidgetComponent ---> it's based on UUserWidget with a few UButtons and I want to trace the buttons with UWidgetInteractionComponent in my hand controller, but the UWidgetInteractionComponent is always tracing only UWidgetComponent and not the buttons which UWidgetComponent includes...

finite flax
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So I had this decal on the plane the (5A-DNO) Text, but problem is there's some sort of mirrored one above, how can I make it only 1 ?

tight schooner
# spark robin Can I like, resample a spline to get even distances between spline points?

Yeah, what you're describing is possible โ€” use Get Whatever at Distance Along Spline to build arrays of data at consistently spaced points along the spline, remove all the preexisting points, then build a new set of points. It's not simple esp. if you need rolls & tangents preserved, but if you're willing to make all the functions and loops then yeah, it's possible

bold barn
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when should i use structs vs classes in blueprints

spark steppe
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structs for data, classes for stuff that needs functionality

bold barn
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why not classes for data or structs for functionality

spark steppe
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because structs cant have functions

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you can still use classes/objects for data, if you want too

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specially in BP world they are more robust than structs

trim matrix
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how can I have a Light communicated with using object reference, while it is present in the level?

naive stag
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How can I add actor to another actor to make a single actor in constructive script

trim matrix
#

using Child Actor component, maybe

faint pasture
gentle urchin
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^ +1

trim matrix
#

trying to solve this problem - Interaction with Generator results in Lights being ON/OFF, that's what I am trying to achieve

junior crown
#

Hi Guys, Does anyone know how to animate skeletal mesh position on x and y using CSV data? so i can make sequences

faint pasture
faint pasture
#

that's the simplest

trim matrix
#

I used Get Actor of Class right now, should it work?

#

I mean, related to performance issues as well, need to use best method

shrewd hedge
#

Hey guys, I'm using a blueprint from U4 inside of U5 and I need help with these 2 nodes. They are InputAxis Thrust, MoveUp, and MoveRight. I'm new to Unreal and they aren't quite working. There are warnings on them, and I don't know how to set them up so that they are up to date in U5. Can anyone help? I appreciate any time and any advice.

gentle urchin
#

Project config?

dawn gazelle
gentle urchin
#

this sort of warning right

faint pasture
cursive grove
#

Is there any way I can call an editor utility blueprint through a construction script?

shrewd hedge
#

thank you though

shrewd hedge
#

thank you!!

astral stratus
#

finally escaped tutorial hell ๐Ÿ™‚ working on my own and it feels so good

trim matrix
#

Is there a way to find where a specific variable is used in the BP Event Graph?

#

Its a huge BP and I cannot find it

remote snow
#

is there a way to Merge multiple viewport assets (cubes) in to 1 so that i can use the merged object as a target in order to bypass the 1 target limitation? (found nothing online only actor merging but that only works in the ingame preview and not in the viewport) (been searching so long for a simple thing and this is driving me crazy)

faint pasture
trim matrix
#

@faint pasture thanks

cursive grove
#

what object should I cast to an editor utility blueprint?

tight schooner
#

@cursive grove what are you trying to achieve? Usually an editor utility widget(?) reaches out to the world to affect objects rather than vice versa

dusk pollen
#

hi, uhm, i need help. Me and a friend wanted to connect via multi-user, but we get this error message:

do you know how to fix this?

astral stratus
#

make sure you have all the runtimes downloaded

dusk pollen
#

the patch engine version seems to be a different one, and we don't know how to fix it

dusk pollen
limber parcel
#

i need help, my PIE session is starting detached from player for some reason and its causing errors, how to fix

autumn sedge
#

I have a how-to question.
I can use Class Reference variable to specify in an instance of a blueprint BP_ObjectSpawner what type of object it should spawn (using "Construct Object From Class") but how do i specify it's public and instance editable variables of spawned object? I don't want to subclass from spawned object type or a BP_ObjectSpawner

cursive grove
#

Unless you have a better idea of setting a dynamic level system ๐Ÿ˜…

limber parcel
#

why are u doing this in the player and not the gamemode?...

cursive grove
#

because I didn't know any better.

cursive grove
limber parcel
#

what?

cursive grove
#

Youtube video ๐Ÿ˜…

cursive grove
#

The character has the 'level complete' 'load next level' functions

#

It's working as intended though ๐Ÿ˜…

#

@limber parcel so I'll transfer those functions there. How about the list?

#

How can I access the variable from the utility blueprint?

limber parcel
#

make array from folder?

#

do get gamemode and then get ur variable

cursive grove
#

Can you get the assets from the paths, just like you do with editor utility blueprint?

limber parcel
#

no its impossible, u cant access assets in editor

cursive grove
#

What I did was, I created a function that stores all the world maps's names into an array, and I'm trying to find a way to access this array from my Game mode's blueprint

limber parcel
#

ohh and i think u have to cast to ur gamemode first

autumn sedge
limber parcel
#

why my PIE session keeps spawning in spectator mode? its obviously turned off in my gamemode

#

yes, everything worked fine before i went to sleep

#

everything is set correctly in my gamemode and the file didnt change

#

i tried reverting to an older commit but same error

autumn sedge
#

one-off items. So i want to avoid subclassing, if possible

limber parcel
#

so i guess the issue is with my editor settings or something

#

did that too

faint pasture
limber parcel
#

it works in standalone mode

#

just not in PIE

faint pasture
#

But you can do data only BP subclasses of Gun and do that, or make some struct that represents all the info about a gun and use a data table of those, or use a data asset but idk much about those.

autumn sedge
#

I can specify the type of bullet rifle will shoot using Class Reference, but after that i can't specify parameters of bullets, even if they are public, instance editable

faint pasture
#

I'm sure there's other serialization approaches but I really like just having stuffed be a plain old data truck if it can

#

So are they like data table entries that can exist as a separate file and can have inheritance I guess?

autumn sedge
#

Yes. In a rifle blueprint script by using "Construct Object From Class" if I plug i plug variable that contains Class Reference to, say, BP_BulletBase i will have access to variables in BP_BulletBase. However, how do i specify things that are present only in some children, like an "Explosive power" in an BP_ExplosiveBullet

gentle urchin
#

so a pure data bp

autumn sedge
#

it does look like a factory, you're right!

faint pasture
#

Yeah I still haven't really wrapped my head around exactly how all that works. I'm guessing something like a static mesh asset is already a data asset? Specifically, a data assett with a custom editor I guess

autumn sedge
#

I can't put blueprint scripts into structs and data assets. Explosive bullets from example have custom behaviour and a variable that other bullets don't have

faint pasture
#

You have a two level problem here. You have the gun stats. And you have the projectile. Just include the projectile definition inside the gun definition

#

SplodeyShotgun
Projectiles = 7
Range = 500
ProjectileClass = SplodeyProjectile

autumn sedge
#

or should I make a data asset of a projectile with "SplodeyPower = 10" too and refer to it from rifle asset?

faint pasture
#

Idk anything bout assets but the struct/DataTable approach, sure

naive stag
faint pasture
#

Or use Child actor component if you have no standards

autumn sedge
#

iirc structs don't support subclassing. I will look into data assets

zealous moth
#

wait too personal

faint pasture
autumn sedge
autumn sedge
# faint pasture It all depends on what you need. You could easily have an AOE range, power, what...

I don't think all of them can be described in 1 struct.
But i think i can make use of data assets - i can make a data asset blueprints for all actors i have, and mirror their inheritance hierarchy, and will have "spawn instance" function that would return actor asset is describing
However, I don't like that solution very much. Either i should try to automate creating them, or think of something else.

faint pasture
lime fulcrum
#

Hi!
Anybody has an idea on how to send Mouse Scroll Wheel to a 3D Widget over Widget Interaction Component?

tight schooner
#

@cursive grove There are many places one could store data, like a BP class or data asset or data table, but an editor utility widget is not one of those places; you should consider editor widgets/functions as apart from the game itself. They're just helpers for level design in the editor.

#

Not even sure if they make it to a packaged build

autumn sedge
# faint pasture How many variations of projectiles and weapons are you picturing?

If you mean in terms of inheritance - i'd like to limit that.
If in terms of different instances of the same class - a lot, especially for projectiles.
Each projectile carries list of debuffs it will apply to enemy. Debuffs also have parameters. That allows for a lot of variation.
I'd like to make it simple to add a new projectile type if game designer wants to make a new weapon/enemy

shrewd hedge
#

Hey guys I'm new to Unreal and I really don't want it to seem like I want you guys to make my game but, I don't understand much of this blueprint and I need help

#

I want to make it so that even if the input isnt being held down, it doesn't reduce the speed

#

any help would be greatly appreciated

dry condor
#

i have a button setup in my game over screen to start a new game, but when i use it in game this error happens. why would this happen and how can i fix it ?

#

im doing basically the same thing with my "back to main menu" button and it works just fine

edit: i just found out this is only happening when i am in Level01

faint pasture
#

Do you follow any of that code at all?

fallow umbra
#

NE_confused Hello guys, does anyone have an explanation for this? Cause I'm losing my mind

faint pasture
#

Show more of the code so we can see WTF is going on

fallow umbra
fallow umbra
cursive grove
shrewd hedge
#

but thank you

#

ill try it

#

@faint pasture like this? If so, what do I do with the Get World Delta Seconds node

shrewd hedge
faint pasture
#

CurrentSpeed = CurrentSpeed + Acceleration* Input * DeltaSeconds

#

That's what this function should do.

#

The clamp is enforcing a max speed

shrewd hedge
#

lemme try to fix it

#

one sec

shrewd hedge
#

code that i dont undestand

#

oh yeah thank you btw

faint pasture
#

Then why are you doing this. This is exactly the problem with tutorials, you just tag along without understanding what you're doing and then wonder why you're lost. Do you know anything about programming at all?

shrewd hedge
#

im doing this because I want to create the game of my dreams

#

and no I don't understand coding much

faint pasture
#

I'm not trying to be snarky. I'm just literally asking if you know programming before this or if this is your first introduction to programming.

shrewd hedge
#

I do understand nodes tho coming from blender

#

but blender nodes and unreal nodes are different obviously

shrewd hedge
#

i made a game in unity... following a brackeys tutorial

dry condor
#

math, math and MORE MATH, thats what you need ๐Ÿ˜„

shrewd hedge
#

gotta love C#

faint pasture
#

So what kind of game are you trying to make?

shrewd hedge
#

a space simulator

#

a space flight simulator*

#

it'll be bad but I don't really care

#

but I want it to be atleast workable

#

so im finding my way through the internet

faint pasture
#

My first question is, do you want it to be physics-driven or no?

#

Cuz what you got going on is not physics driven, it's just doing your own movement.

shrewd hedge
#

no, not physics driven

#

the ship I'm using can defy the laws of motion and gravity

dry condor
faint pasture
fallow umbra
dry condor
#

setting Lives and Score to default values

shrewd hedge
dry condor
#

its only happening because the level is allready loaded i think, because the error only appears when i am in level01

faint pasture
faint pasture
#

spin if hit,

#

anything like that?

shrewd hedge
#

No not yet

faint pasture
#

You gotta remember if you're doing all the moving by yourself, you gotta do ALL the moving

#

I'd recommend using physics. You'd just add force to thrust, and optionally implement drag by adding force opposite your velocity if you wanted space drag

shrewd hedge
#

okay

#

is implementing physics harder than what I'm trying to accompolish

#

I don't even know where to start with physics

faint pasture
#

It'd just be
AxisEvent -> Add force
to start out with

#

You'd make a Pawn with a mesh as its root component, have it simulate physics, have it ignore gravity

#

IDK what your camera setup is but it'd be the same, you can probably turn your current ship into one that uses physics

#

Show your component outliner (top left) in the BP editor

shrewd hedge
#

yeah I just disabled the mesh's gravity

#

I made it simulate physics now

limber parcel
#

lol are u working for lucas arts?

shrewd hedge
#

for sure

#

lmaooo no I just really love the ship

#

I've always wondered what it would be like to fly one

limber parcel
#

download star wars battlefront 2 ๐Ÿ˜„

shrewd hedge
#

NO.

#

I have it

#

I wanna do it in 1st person tho

#

Yoda's isnt good

faint pasture
# shrewd hedge

OK that's good. Enable physics on mesh, disable gravity, then do
InputAxis -> AddForce on Mesh

#

Force being AxisValue X 1000 or so, and check Use Acceleration on the AddForce node to make it ignore mass

#

Er rather

#

AxisValue x 1000 x self.forwardvector

shrewd hedge
#

I don't have a self.fowardvector ๐Ÿ˜ฌ

#

is that a different node

faint pasture
#

yes you do

#

just right click adn start typing forward

#

you'll find it

quasi vault
#

how do I set a character to player start? I want to add another character but when I add another player start I relised that I dont know if you have to set a certain sprite to player start. By the way, this could is a bad way to do this but Im just experimenting

shrewd hedge
quasi vault
#

do I have to state something in a blueprint or something?

faint pasture
shrewd hedge
mossy perch
#

The docs didn't make me any smarter on the case tho =/

faint pasture
shrewd hedge
#

i should stop asking so many questions

#

im sorry

#

aaa

faint pasture
quasi vault
dry condor
#

honestly you should try to understand what you are doing and how UE works, no offense

shrewd hedge
#

i know

#

none taken

#

thanks anyways

#

I dont wanna seem like you guys are making my game for me so I'm gonna go try to figure this out on my own

#

thanks for the help though

#

I really appreciate it

faint pasture
#

@shrewd hedgehttps://www.youtube.com/c/MathewWadsteinTutorials/playlists

shrewd hedge
#

YES

#

THanks

#

Thanks*

#

I've been using Matt Aspland

faint pasture
#

Just go look up the WTF is whenever you find a node and you're not sure what it does

dry condor
#

Adriel posting Tutorials ๐Ÿ˜ฎ

faint pasture
#

They aren't really "hold your hand and tell you what to do" tutorials, but just quick little explanations.

dry condor
shrewd hedge
#

Adriel Approved Tutorials

faint pasture
#

@shrewd hedgehere's your first assignment. Make a custom event in your ship, and have it teleport the ship 10,000 units forward.

#

Then add a new InputAction, and hook it up to that event. So you can press button -> teleport

dry condor
#

hmm hacked my way around it but i dont really like my solution, because now i must have a duplicate of level1 ๐Ÿ˜„

faint pasture
#

What are your options in the dropdown for the open level node

dry condor
#

"absolute" and "opions string"

#

node docu wasnt helpful with the options for options string

#

the error was/is only happening when i am trying to load the level i am currently in

shrewd hedge
#

wait guys I was just doing more stuff and somehow my axismappings got deleted and idk how

#

but now I cant walk forward backward left right

#

etc

#

look around

#

and idek how since I wasn't even messing with the axismappings

faint pasture
#

Are the mapping deleted or just the events in the BP graph?

#

Project settings -> input

dry condor
#

absolute is apparently just to reset the options set with the options string

#

it sadly didnt fix my issue

fallow umbra
shrewd hedge
faint pasture
shrewd hedge
faint pasture
#

What is this in, gamemode?

shrewd hedge
#

I know idk anything about coding but trust me, I wasn't messing with the mapping

dry condor
faint pasture
#

Start small. Get the walking dude OR the ship to work right now.

shrewd hedge
#

I have both

#

the ship is starting to walk

dry condor
#

this is in game over widget

shrewd hedge
#

work**

faint pasture
#

You just got your learner's permit, don't start off with an F1 car, start off with a go kart.

shrewd hedge
#

that is actually

#

wtf

#

thats inspirational asf

#

but yeah I had the walking dude

#

i started with him

#

but for some reason

fallow umbra
# faint pasture What was it

the bug was a logic bug on my side, real values didn't match the ones that the live debugger showed (Blueprint Debugger does show the actual ones)

And about why the debugger showed me the wrong values, I don't know. wutdelizoom

shrewd hedge
#

he got messed up out of no where

#

im fixing it rn tho its fine

faint pasture
#

Or is it like GTA where you're either driving the dude around or the ship.

shrewd hedge
#

its like gta

#

but that first idea isnt so bad

faint pasture
#

OK so you possess ship to drive it.

#

The first idea is hard as fuck

shrewd hedge
#

i might learn how to implement it

shrewd hedge
faint pasture
#

The character movement component implies and relies on Z being down etc. It doesn't play nice with things that can be upside down and rotate all over the place etc.

shrewd hedge
#

lmaoo yeah

#

it would be cool if there was a feature where

#

you can like

#

add gravity

#

to a certain

#

location adn rotation

faint pasture
#

Unless you did physics walking too, that'd be what'd I'd do. but it'd be too much for a first project.

dry condor
#

you would have to stick the character to the ground like a magnet ๐Ÿ˜„

shrewd hedge
#

so it doesnt have to be down

#

it can be up

#

or sideways

faint pasture
#

also, if your ship took off and you weren't seated, you'd slam against the back wall lmao

dry condor
#

or no gravity fly through the ship

faint pasture
#

Yeah I'd do all physics driven for a space game but you better NOT even consider multiplayer

shrewd hedge
shrewd hedge
#

the possibilities are endless once you are the creator

#

MWHAHAHWAH

#

joke

#

obviously

#

I'm like 90% sure this idea I had would fix my walking dude

dry condor
#

until the turorial ends ๐Ÿ˜‰

#

jk

shrewd hedge
#

is it weird that I'm listening to the minecraft soundtrack while making a space game

#

im not weird

#

its just

#

i can explain

#

okay I fixed the walking dude

#

I'm a genius

#

not really

faint pasture
shrewd hedge
#

it was a simple idea

shrewd hedge
faint pasture
#

Much easier with physics then trying to wrangle the character movement component into playing nice.

shrewd hedge
faint pasture
#

just forget about multiplayer, completely

dry condor
#

like mario galaxy

shrewd hedge
#

maybe like 10 years in the future

#

when and if I recreate this project

faint pasture
#

Then do it all physics.

shrewd hedge
#

good idea

faint pasture
#

It's the simplest, just gotta be comfy with forces and torques etc

shrewd hedge
#

i mean without physics this game is working just fine

#

well the dude has physics, the ship doesnt

#

but it's still working fine

idle maple
#

i need help asap

faint pasture
#

and what stops ship from flying through something?

idle maple
#

my question is simple

shrewd hedge
#

absolutely nothing

idle maple
#

im making endless runner game

shrewd hedge
#

just be a good pilot

#

ez

#

I'm adding a roll rn, I got the idea of just mocking a jet

idle maple
#

and there will be floating enemy big spheres on the sides of way
and they re shooting special bullets
and i want to program bullet simply

shrewd hedge
#

ill stop talking now

idle maple
#

bullet to go to current location to player

#

like self aim rocket missle

faint pasture
idle maple
faint pasture
#

does it always hit or does it home in on them

#

does it go through stuff?

idle maple
#

hit or get blocked

#

blocked by lightsaber of main character

#

but it is supposed to always hit, and dont get blocked by other objects

dry condor
#

there is an option for "is homing" or something in the projectile movement component

idle maple
#

this one isnt workin

faint pasture
#

Either use the projectile movement component with homing with very high acceleration, or make your own bit of code that just updates position towards TargetActor.Position

faint pasture
#

Make an actor with the projectile movement component on it, play around with it

idle maple
dry condor
#

AI Bullets sound interesting xD

idle maple
#

this one inst working too

#

@faint pasture help

#

and should i stop watching tutorials?

dry condor
shrewd hedge
faint pasture
dry condor
#

yeah and shooting around walls or w/e too ๐Ÿ˜„

faint pasture
#

Make a bullet actor

#

give it a projectile movement component

#

and a collider of some sort(mesh, sphere collision, box, whatever)

#

play with the projectile movememt component settings. Put it in the world, hit simulate, see what it does

#

Get it to fly

idle maple
faint pasture
idle maple
#

i mean i can add it but then?

faint pasture
#

Then mess with its settings for speed and velocity and bouncing and gravity and homing and whatever else

#

then drag it out into the world, hit simulate, and watch it go

dry condor
#

set initial speed, put it in the world and watch it go brrrr

idle maple
faint pasture
#

Then later make your enemies SPAWN it at runtime

idle maple
# idle maple

i wanna make it following player just when bullet spawns

faint pasture
# idle maple

Sure, make the mesh the root component is what I like to do but that might work

idle maple
#

so how can i trigger it?

faint pasture
dry condor
#

patience young padawan

faint pasture
#

I want to make an MMORTS too but I haven't made the M or the O or the RTS yet so I'm not doing that.

idle maple
idle maple
faint pasture
faint pasture
idle maple
#

to find applications etc

faint pasture
idle maple
faint pasture
#

Just keep it bite sized. Following along to a 50 part series on "how to make an mmo in unreal in 30 days" isn't very good because you'll get lost instantly. Watching "What is an actor in unreal?" is good because you're learning the one thing you're stuck on, then you go back to struggling on your own to do the thing.

sterile jacinth
#

Hello, I'm trying to separate world model from first person model in online environment using listen server. I use these nodes in my sword blueprint.
On server everything looks fine. But on client everything is mismatched (server holds sword in first person and client holds sword where his third person hand should be)
What might be the problem?

faint pasture
#

Why don't you run 1 mesh component but swap the actual mesh out depending on if local client or not?

#

Nobody needs to see the 1pp mesh but the local client right?

#

I see MY 1pp mesh, everyone else everywhere only sees the 3pp mesh

shrewd hedge
#

hey I need help with this physic thing, everytime I click the start button, since my mesh is divided into 2 parts (the auxiliary and the main hull), they just come apart and kinda explode away from eachother

#

I tried parenting the aux to the main hull but still

dry condor
#

i guess they are colliding with each other

shrewd hedge
#

how can I fix that?

faint pasture
#

and make sure you have auto weld turned on

shrewd hedge
#

okay thank you

#

problem, it's saying that I need to simulate physics on the child in order to have torque

#

wait hold on

#

no not the child

#

im stupid

#

it says the plane

#

but I can't add physics to the plane

faint pasture
#

Start with no child meshes

#

Just 1 mesh that is simulating physics

shrewd hedge
#

okay I did it

#

it works now

#

buuuuuut of course theres another problem

#

when I star the game the camera is infront of the ship for some reason

#

it looks like the ship is going reverse

#

I see the problem

#

for some reason the bum camera got moved somehow

#

wtf is going on man ๐Ÿ˜ญ

#

well I fixed the camera

#

but now the ship is actually going reverse

#

im a great programmer ๐Ÿ’ช

#

im gonna stop spamming this chat now

#

its a bad habit

#

sorry everyone

faint pasture
#

X (red) is forward

shrewd hedge
#

its a really big BP

faint pasture
#

Show the 3d view

#

with all the components

shrewd hedge
#

in the viewport?

faint pasture
#

ya

shrewd hedge
#

got it

#

I think i see the problem

#

the ship is rotated

#

but it doesn't say its rotated on the side

dry condor
#

because this is how you imported it

#

so thats rotation 0,0,0

#

just rotate it 180 and you are good to go

shrewd hedge
#

okay thanks

#

yet another problem

#

I made the main hull part the parent of all the components

#

I cant rotate it

#

I can only rotate the auxilery

teal talon
#

Question: I have an array. How do I ask " If all are true "Player Ready" then do x"

faint pasture
#

don't ask widgets

#

widgets are local only, they should only be the VIEW of the data

#

where is the source data for if a player is ready?

#

Should be a bool on PlayerState probably

teal talon
#

In the widget this is all single screen local. But there are 6 local players setting to ready. I need each time a player click ready to check if everyone is ready.

hardy spoke
#

Anyone have any good advanced movement blueprints? Titanfall style movement

dry condor
#

i think the lyra project has a pretty good one iirc

faint pasture
#

bStartGame = True

Foreach Whatever in WhateversArray
bStartGame = bStartGame AND Whatever.bIsReady

after loop
read bStartGame

#

that's the branchless way to do it

mental trellis
#

You can break the foreach loop if you find 1 person who isn't ready too

#

Not that that really matters too much, but yet.

faint pasture
#

ya that too

#

get all 100 of your buddies on the couch and save that perf

sterile jacinth
tawdry surge
#

Set the mesh asset your mesh component is using to something else

vapid ibex
#

How to create persistent ID for objects and actors that would remained the same between game launches? (lets say I need it for a save system of sorts for instance)
I've found people saying that I should use GUIDs, but it seems that the only way to generate GUID is to create a new completely random one? So I do not know how to assign same GUID to same actor every time level loads (and how to assign GUID to some non-actor assets altogether). What should I do?

blissful widget
cyan bone
#

Im dealing with a very tricky challenge.
I made VAT from a skeletal mesh, using the VAT plugin.
The VAT automatically resets the pivot point to the bottom of the static mesh.
And me like, "huh ok i can just set pivot point" ๐Ÿ˜
But then that screws the VAT entirely. What should i do?
I tried all kinds of tricks.

cedar sparrow
#

Is there a reason to use Text or Name variables over String?

dusty schooner
#

Hey all! Silly question but what exactly do I use for && and || operators in Blueprints/UE5?

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(I've been googling the past hour and have found nothing useful)

north onyx
# cedar sparrow Is there a reason to use Text or Name variables over String?

Text is generally used for localization, The Name are case insensitive and used for simple things. The string is between of them but more functional rather than Name.

Use Name if you just give it a name. Most efficent in C++ mostly in BP's too.
String is combination of names you may think, more handle but not localized.
Text is mostly common to representate in localizatiom especially for Menu UI Text's, cinematic subtitles, a text can be appear different of languages.

cyan bone
dusty schooner
#

Oh I see them both now. They're under Math > Logical Operators and not plain Operators. My bad ๐Ÿ˜…

tawdry surge
#

Most things will just come right up if you use context sensitive and pull from the relevant pin

north onyx
#

The Vertex Animation 3Ds Max script offers two different ways to store the vertex animation data. One method will store the vertices positions in a 2D Texture while the other method will store the vertex position data in the UV's of the mesh. Below you will find links that show you how to setup and use both methods.

Key framed Methodย - This method uses individual key frames that can be exported from other 3D packages and imported into 3Ds Max. That information is saved to the meshes UVs.

Animation Timeline Methodย - This method uses the 3Ds Max animation timeline and the results are encoded into a 2D Texture.

Here is what may be related with your provlem. I found this on offical docs.

cyan bone
#

yes thats the one im using VAT

north onyx
#

Maybe you exceeded the limitations

cyan bone
#

thats working great. now the issue is the pivot point being right under the feet

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im trying to make it on the chest of my units

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nothing is working. maybe its not possible and ill have to get over it

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i tried merging actors and setting pivot point zero

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and using mesh bake tool

north onyx
cyan bone
#

but not in the actual asset

north onyx
#

Yeah

cyan bone
#

so in case you need to use them in the construction for example, then it must be in the asset

north onyx
#

Hmm

cyan bone
#

yes that one too. it wont work

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i think i will have to get over it and work with the weird pivot that i have

manic adder
#

hi. i have an interface that sends a vector to a 'dynamic sky' blueprint via an interface. how can i similarly send another vector to a bp that controls 3 pointlights ?

dusty schooner
#

Another silly question (I appreciate the help): I'm attempting to grab input from a character to use in an animation blueprint on the same pawn. I've been trying to access the variables in the default BP from the Animation event graph with try get pawn owner but I'm not seeing anything yet. Is there a good way to pass variables like this?

rose charm
manic adder
rose charm
#

you are not seeing the variables because the get pawn owner will get a default class pawn, and you need a reference to your pawn class

dusty schooner
dusty schooner
rose charm
manic adder
rose charm
rose charm
manic adder
rose charm
astral stratus
#

in my UI

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then pulling off my character to "add score"

rose charm
rose charm
rose charm
astral stratus
#

not sure why it would be returning none...

rose charm
manic adder
tawdry surge
#

Your ui shouldn't be calling the player from the widget anyway. Character should be passing the score to the widget when it changes

rose charm
# manic adder can i add existing lights to a new bp ?

you will need to replace the 3 lights on your level with the blueprint actor, on the actor you can set the lights transforms to be the on the same location it was on the level, I don't know if this is what you want

rose charm
manic adder
rose charm
manic adder
astral stratus
#

@rose charm im just a bit confused right now because I followed what i did from another project and it dosnt seem to be working

rose charm
# manic adder from a separate blueprint (kinect hand vector)

you will need a reference to the lights on the blueprint, you can save the reference on variables of the light class, instead of creating a blueprint to the lights. with or without an custom blueprint actor to the lights you will need the reference to it

rose charm
#

you will need to do something like this(casting to your character class), but like MW_WHDS said you shouldn't be calling the player from the widget

manic adder
rose charm
#

but you can do it without interface, if you have a reference to the light

manic adder
rose charm
# manic adder

it won't work.
this blueprint will be placed on the level too, or will be spawned later?

manic adder
rose charm
manic adder
#

yes

astral stratus
#

@rose charm got it working!

rose charm
# manic adder yes

maybe you can check this option, then you will select it on the actor, click on the kinect bp placed on the level and it will be on the details panel

rose charm
manic adder
tawdry surge
#

It'll show in the details of the one in the level now. Set it there

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That's how you set a direct reference

manic adder
rose charm
#

the variable will show there so you can set the reference

manic adder
#

cool thank you for your time and for the basic lesson

faint pasture
#

Break it if you want

upbeat otter
#

is their a way to "extend" the characters collision? I have a cube attach to the character that sticks out from the pawn capsule and I want the cube stop the player from moving once it hits a wall

limber parcel
junior hedge
junior hedge
#

nvm looks like it is not possible

livid marlin
#

im using master Pose and i hope the line trace can trace bone name

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how can i do it

desert juniper
#

unreal doesn't have overlay cameras like unity does unfortunately

dark crow
junior hedge
desert juniper
#

I don't. i don't know if they've had any talks on that

junior hedge
#

I heard an idea of them using a PNG but doesn't make much sense

west creek
#

I'm trying to use an animation sequence as a variable. Anybody know how to plug it into say a blend pose?

desert juniper
#

I remember reading that you can render another camera ontop of the main one, but you'll need to modify the engine itself, since it doesn't have the functionality built in

junior hedge
desert juniper
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there's a few products on the marketplace that impliment a fix for this issue

junior hedge
#

Ic

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Any links?

desert juniper
#

rooThink1 interesting. I see there are some ways of doing the same with shaders too

dim tapir
#

Good morning team, I am trying to make a rather simple "press button again to trigger". I can't find any guides for this. Is there a function that does this, like sequence?

On first press do X
On second press do Y

surreal peak
#

Theoretically a flipflop. That will go back to X on the third press though

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Otherwise a branch with a boolean fwiw

dim tapir
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Fwiw?

surreal peak
#

For what it's worth

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It depends on what your third button press should do

dim tapir
#

What I want is to spawn a projectile on press and then destroy the projectile on second press. If I use a branch I'm not sure how to "call" the projectile to destroy it

surreal peak
#

Then you can use the reference to the projectile

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The spawn nodes return value is the projectile you spawned

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You can save that to a variable and use the variable with an IsValid node to check if the Projectile exists

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If it doesn't exist (Not valid) spawn it, save it to the variable.

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If it does exist (valid) destroy it and set the variable to "nothing"

dim tapir
#

I don't think I understood. So I spawn the projectile, set the return value as a variable, check if it is valid.
If valid, destroy
If not valid, set delay.

My issue is that its always valid, even if a projectile is spawned.
I'll try to get an image for you

gentle urchin
#

wrong order

blissful widget
#

Are you only ever setting the Spawned flag after spawning it? It'll never be false

gentle urchin
#

Spawn should happen if the projectile is not valid

blissful widget
#

Unless it's defaulting to false of course, but that's not what you are after

#

Roughly, you want to do this I think:

ability2():
   if spawned:
      boom()
      spawned = false
   else:
      spawn()
      spawned = true 
junior hedge
#

I'm confused

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Why exactly can't you just use the branch to destroy it?

blissful widget
#

Because you're branching off a value you've just set, IE it will always be the same value. You want different behaviours depending on whether there is a currently spawned one or not.

junior hedge
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You would just set it to the opposite value after running, I see no problem here

blissful widget
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It will only be false if the SpawnActor node fails, which shouldn't really happen in normal circumstances no?

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Also, don't name non-booleans things like Is ..., it suggests it's a boolean but it's actually an actor reference of some sort, which is pretty confusing

junior hedge
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I'm not the person asking the question

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I feel like this is being overcomplicated so much though

blissful widget
#

IK, that was feedback directed at them

junior hedge
#

You could just create a boolean called bIsSpawned

dim tapir
#

You mean like this?

gentle urchin
#

Overcomplicate?

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Bool vs isvalid check ?

junior hedge
#

You should probably make 2 booleans in this scenario

gentle urchin
blissful widget
# gentle urchin

The only thing is you don't have timeouts which I thought was needed? Super easy to add to this one though

gentle urchin
#

Guess i missed that part

#

timeout

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would be the projectiles LifeSpan

blissful widget
#

I'm not sure what exactly the timeout dictates though

dim tapir
#

Yeah, perhaps I should mention that I'm a complete beginner to both programming and game making. Started a few weeks ago after watching some youtube tutorials

gentle urchin
#

timeout being a moment in time where the projectile explodes either way ?

dawn magnet
#

Hi, I made a simple Control Rig that I want to bake an animation to. However, when I want to Bake to Control Rig, it's not there. Editing with FK Control Rig works as expected. The only thing I found online so far is that I need to enable that option to see it in the context menu, but I can't find that anywhere.

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hmmm, looks like I need to implement a backwards solve

rose flower
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Is it possible for 2 different instance (but the same object) of UI widget to share/use the same variable in blueprint?

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Like how you can use 2 different pointers in C++, but it points to the same object

rose flower
#

Ye, im trying it rn

wicked osprey
#

Guys, do you know how to reload an incompletely spent drum of revolver cartridges? With the condition that he reclines the drum.

junior hedge
#

?

gentle urchin
#

Recline the drum is a phrase unknown to me

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Then again i dont know much about guns in general

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Do you mean just to reload?

eternal cairn
#

What do i do if i want to make a base class for a type of physics objects, but i want to use different collider shapes depending on the child. Being forced to have a specific, non-overridable root component is making it difficult.

I thought about making the functionality into a component that i can just slap onto my BPs, instead of using inheritance, but i need timelines for the functionality i am doing.

gentle urchin
#

You could make the initializing function in the parent bp,