#blueprint
402296 messages Β· Page 946 of 403
Fair. I guess if I'm jumping I can overwrite the current animation with a new jumping anim
or better and if you are feeling adventurous
go check out Lyra Project
its on UE5
its a good example on how things should be done
What do you mean its not showing up? At which point? You must debug it at runtime
could :p
Makes sense. Though I do wanna knock out getting this interface working as a learning opportunity XD
I'm going through some Udemy courses at the moment so anything new is a must know lol
I like it
anyway
to get the bool from your ABP
you can just do this
or if you want to use an interface
you can call the interface instead in the abp
then implement the retrieve function in your chara bp
Right right. How do I call it? Custom event?
I did this in Character BP to handle the ticks.
Looking into this. Trying to figure out what node I need to use after Set HasPlayerInput
To send my function with boolean param in BPI
to the abp right?
Yeah so it's like Char BP > Interface function > ABP
Where ABP could honestly be any other BP in the future I want to communicate with another BP via interface
from your skeletal mesh > GetAnimInstance() to get the ABP
calling interface is just simply typing the name of the function
Interesting.
it should appear anywhere
whether if it resolves it depends on what is your target
if it doesnt have it
it simply does nothing
@gentle urchin hey man sorry for the ping, i was just wondering something. so i was going about my RNG item spawning project and i duplicated the parent BP_Pickup, and was going to try just making each of them individually like (BP_Ammo, BP_Battery,BNP_Flashlight, etc. by changing the default class to be each of those, but the duplicated blueprints have this error of:
"Can't connect pins Self and Item: Self object reference is not compatible with BP Pick up Object reference."
"Can't connect pins Item and Self: BP Pick up Object reference is not compatible with Self object reference."
i was wondering as to how i would go about fixing this, any help appreciated thanks.
hMMM
Are you familiar with inheritance?
Is this according to my suggestion? Feels like it has driftet off a tad :p
You don't duplicate BP_Pickup, you subclass it
Actor
-BP_Pickup
--BP_Ammo
--BP_Flashlight
etc
The spawner was ment to just be a stupid spawning class with some simple random item functions based on user configured array
While the actual items were based on inheritance
SpawnPoint can be useful tooπ
There are ofc tons of ways to set up the configurable array aswell, for reusability
One could have items in tier lists objects, and simply select the correct tier in the spawner config as an example
where is that
keep hearing people talk about it
oh i found it
Ok, So have this issue with my having multiple characters trying to run out a doorway 01 "it is open".
They all run for the door, but as soon as 1 enters the door the rest redirect and head for the other door 02.
And then as soon as the 1st character runs out the door "freeing it up", all the characters then redirect back to door 01
I would like them to run and bunch at door 01 and then run through it.
I am pretty sure it has something to do with nav mesh it being viewed as a closed off section.
Why are you telling them 60 times a second to chase the player
You're probably annoying them.
hahah,
Just tell them to do it once
They're probably recalculating pathfinding as soon as one of their buddys is blockgin the way
Try having the AI characters NOT block navigation.
well first, try not spamming them with orders.
I have already switch that based on your advise
They still rerouting?
Turn off Affect Navigation in the (capsule I think) on their BP
that should make them NOT affect navigation. They'll just cram up like a bunch of shoppers on black friday
that solved the original issue.... hahah onto the next one
But thank you, that fixed the door way shuffle and that was driving me crazy.
I will try to fix the jamming issue tomorrow.
That might be an AI thing. You're telling them to go to the player, not to go to the door and wait for a clear path
They're just doing what they've been told, just shoving their way to the player
that makes sense.
i mean idk anything about that but maybe turn off to stop on overlap?
maybe not actually
lol
There's a crowd avoidance AIController you can look into
it'll enforce some personal space so they aren't stacking up like that
Thank you, Just looked up and found the unreal doc about it. Thank you. Going to have to try this out tomorrow after work.
IDK how automagic it is but it's prolly worth looking at
Has anyone tried migrating/integrating the ROG robes and armor with Universal Character Customizer that just went on sale?
If game design was easy, we would have more versions of mine craft. But it looks like it is worth the try, based off of the doc.
my next thought was creating like a doorway lane, that once the AI runs into the door area, then it would file them through. But going to try the Crowd Management.
Anyways off to bed. Night
What component do I need to modify in order to move the player camera? I literally cannot find one that works.
I am trying to force my camera to point a specific direction when interacting with a ladder. I want to lock the camera and then move it into a predefined position. Setting rotation on the camera component does not work
@faint pasture Spot on advice, now I can sleep tonight.
The cameramanager
It literally doesn't work. I did this as a quick test, and it doesn't work. Nothing happens to the camera
Yes, I have a camera component on the character
If the character is the ViewTarget and it has a camera component you could try rotating that one. But you might need to toggle between it (or any spring arm it sits on) using control rotation or not
The PlayerCameraManager sits kinda on top of all of that. It has functions you can override to return whatever location and rotation you want
That function usually also gives you the ViewTarget and current pov
I tried directly editing the rotation of the camera component on the character, but that didn't work. You're suggesting I turn off using control rotation when I want to take control of the camera manually?
Yeah otherwise it might just not react
Also as cedric mentions, the cameramanager has overrides for the actual loc/rot of the camera
If you wanted it to say.. react in a very specific way in a specific scenario
Like when entering a door you wanted it to lerp close to the char shoulder without waiting for the cameraboom trace to hit something
Or perhaps you dont even have a spring arm, who knows^^
Yeah as soon as you need custom camera locations without changing ViewTarget, it's golden to know and use the camera manager
I see the overrides in the camera manager blueprint, but I can't seem to access those functions inside any other blueprint, even if I cast to the camera manager
I see. The workaround tuning off pawn control rotation seems to work, so unless I run into problems, I'll try this method first. Otherwise I'll do a bit more reading up on the cameramanager π
The PCM call those functions every frame, giving you the last pov and ViewTarget. You can then decide in that function what you want to return as the new pov
Based on outside factors
E.g. maybe the match state being waiting for players and you want to show some camera that is in the center of the map
Or you have a stationary camera that shows the whole map anyway
If you want to keep the character as ViewTarget, which you should, you would get that special camera that sits in your level and use its transform there
Or maybe you have a battle camera for a pokemon like game that should always point between both characters with a slight angle. All of that can be done in that function
Sounds great! I'll do a bit more reading up on this. Thanks for the help
It probably does work but you're fighting the "Use Control Rotation"
You're setting the rotation, then later in the frame it's getting overridden
Hey guys! What's the recommended approach for dealing with global variables across levels?
For example, i have a quest that may or not may be completed. So i could have a "bIsTheQuestCompleted" bool and depending on the value I could have stuff happening in different places in the game.
Is using the game instance the way to go? Should i create the variable there and get/set it when needed?
GameInstance or savegames if you gotta be able to save them anyway
Thanks. I'm asking because I'm making a global variable system using Game Instance Subystem and Gameplay tags. It ended up being easier than expected and it works fine but I wasn't sure if it's a good idea to use it at all. But it's technically similar to storing variables in the GI so I guess it is.
π€ do you mean something like subscribing to changes on those variables so I could execute events when a change happens?
Yes exactly π
Just make sure you don't ref world stuff in the GI
Cause theoretically the GI shouldn't have anything to do with world stuff (e.g. an actor)
I would probably build a system like this as a World subsystem and use Savegames. But in the end it's probably both a working solution
Hi guys! Can I use kismet functions like 'Shuffle Array' or 'Random Integer' to generate dice rolls? How random will the values be? At 10,000 throws, the proportions match. Is this a good way to generate random die rolls?
I am not entirely sure if these values are random enough.
This is probably a better approach to it, but as you say, both ways likely work. Still havnt gotten around to touch subsystems.. are they as easily transferred to other projects as a plugin?
Yes, that's their strength. If you don't have any other dependency in your subsystem, you could just copy/paste it to another project and it will just workβ’
Daym, thats handy !
I have a few Game Instance subsystems as well, putting all that code into my GI would make it look like a monolithic mess. So that's another advantage.
this is what i tried last time...
i followed another tutorial i saw on yt where i was able to make the items randomized, but weren't able to be interacted with or show up in the inspect screen. my thought process was maybe i could duplicate the BP_Pickup, then just set the default classes to be the things like ammo, battery, etc and then follow that guide.
i really dont know what im doing but i wanted to try at least before i keep asking questions
sorry if this should be a lot of easier than im making it out to be π
hey guys I have this problem with my code where whenever I spawn a ship, it always spawns like 5000 miles away from my character. Any idea how to fix it?
ill send ss now
I figure it's this, no idea though
I don't see in the screenshot how the ship position is set
I assume it'd be the transform input pin on a "spawn actor of class" node
Or some logic that sets actor location
using random to randomize mesh, but in this case i want to avoid repeat. Any tips?
got a BP screenshot?
yeah it was that
thank you
https://cdn.discordapp.com/attachments/221798862938046464/996157553316732989/unknown.png @gentle urchin when i tried that, this was the result
i tried destroying the actor and then spawning the other (the random one in the array) but im definitely not doing it right π
@compact plover shuffle array node, then spawn index 0, then remove index 0. Repeat spawning & removing until array is empty.
If you want to reshuffle the deck when it's empty, then do it on a working copy of the main array.
Thanks
Hi. After unloading the level, the objects of it still remains in the scene. I read that I need to set the owner of every object in that level, so when it is unloaded, they get destroyed automatically. I don't know how to do that. Thank you.
The new actoe spawning is of the correctninteractable class?
How to rotate "Box Sphere Bounds"? When I pass rotation to "Draw Debug Box" it's rotated correctly, but I don't know how to do that without it
and get that rotated struct :<
Using a oculus quest 2, trying to get getplayercontroller failed as it returns void
How can i gef oculus controller reference

Your switch on int branches execution into three possible lines. The first line doesn't apply a morph target value at all, so it'll never affect anything except for those float variables. The second line affects width but not height. The third line is vice versa.
What you could do is set both morph targets at the end of those lines. (There are other ways to structure this logic, but in the interest of "solving the problem in front of me"...)
how do i fix this
Node Transform (Modify) Bone - Bone: Head uses potentially thread-unsafe call Try Get Pawn Owner . Disable threaded update or use a thread-safe call. Function may need BlueprintThreadSafe metadata adding.
it doesnt do anything when i disable threading
what's your use case for that? Like what do you actually need a rotated bounds for?
You can move that calculation to get the rotation to your AnimBP tick event in the animation blueprint's graph, and set it to an instance variable, then there in your animation graph just reference the variable. Calls between game tick and animation ticks are not guaranteed to be thread safe.
oh good idea i will try
it didnt work
i tried to log the rotation reference from animgraph
just shows 0 0 0
from event graph it shows some values
that it should show
@tight schooner I need thighter bound to better tell where on image object is positioned, because its not rotated its sometimes is stretching object position
pink is rotated
that's an interesting problem and idk the answer, sorry π
need help with FindObjectSamicc
How to cast in animgraph?
You don't.
how do i then rotate head of the character to direction i want
Just do a Look At, supply the location vector that event graph sets by any means.
how do i put location vector here
oh i found how
and it didnt work
i logged the vector it gives 0 0 0
from event graph its good but in anim graph it doesnt work
Just check that you are setting, and using the same variale π€·ββοΈ
Reading from the correct bp etc
0 would represent the original haed rotation and 1 would be looking in the direction of the location.
why is animgraph not being able to read fucking values
Is there any way to uncollapse all these subcategories in single click/shortcut for function so I don't have to click each and every one of them for 10th time after I close the editor?
is there a way to change bone rotation on skeletal mesh outside of animgraph?
how do I find the blueprint call stack of a node?
Could someone tell me how to get the size of an bounding box?
Im trying to get the mesh size of an actor
Using editor utility BP, seems like you can't assign physical materials to your mats. Can anyone verify this?
Get mesh -> get bounds -> extent
We use exactly the same way.
We setup values in the eventgraph from the character
And then use those same variables in the animgraph to do spine and head aiming
And it works. Not 100% sure, but you need to probably do a little more debugging.
i print in event graph
it prints what it should
but i log from anim graph
and it logs 0 0 0
i dont know why it doesnt read correctly
maybe it doesnt update in animgraph?
It def does. UE4.27. Maybe try another variable, try hard coding values, try some stuff.
i cannot hard code location where robot should look
since he should look to an enemy
for testing you can, pick a spot , and look there π
use a cube, in the world, get the position, and see
its all pointless if animgraph cannot read the value
do BP intrerfaces sort of work like event calls? im having a hard time trying to get a variable from one BP to another via interface.... seems the event wont fire
Why do I keep getting these errors every time I start the game?
@willow tendon you want to use the message unless you have an interface reference
not sure i understand... both BP's have the interface implemented if thats what you mean
Hey guys,
I have an actor which has many child actor components.
My question is:-
Can I delete my actor without deleting it's child components.
Nah the clock event you're calling has multiple nodes to call it
Child actor components are pretty terrible btw
One has (message) on it
They cause lots of issues.
Yeah I know But now I'm stuck with them.
I tried detaching them from parent and then deleting the parent but it ends up deleting everything
any other solution which I might try?
Sounds like you need to unstick yourself from them.
where im sending? or trying to receive the event call?
Actually I'm saving the level and each child actor has functionality to save itself. So when I'm saving level It ends to Saving multiple copy of same thing
Where you are sending/calling the function/event
Instead of the function call, use the message one instead
The event in the receiver will then fire
okay ill look for that
@thorny glen How you should unstick yourself depends on what your problem BP is actually doing, but sounds like you'll need to do some gutting and rebuilding
AHHH i see it... yeah, had to shut off context to see it
Is anyone able to Add Component By Class a Spline Mesh Component to any actor?
If you are pulling off an actor reference it should pop right up
Execution pin shows the function call iirc
Still here huh π
Opening
yup π
procrastination at its best
"oh, you've got an issue? Let me get right on that before i get back to my own project"
Spline or spline mesh ?
spline mesh ok
spline mesh
It doesnt work π¦
AttachTo: '/Game/TopDownBP/Maps/UEDPIE_0_TopDownExampleMap.TopDownExampleMap:PersistentLevel.SplineMeshTestTemp_2.DefaultSceneRoot' is not static (in blueprint "SplineMeshTestTemp"), cannot attach '/Game/TopDownBP/Maps/UEDPIE_0_TopDownExampleMap.TopDownExampleMap:PersistentLevel.SplineMeshTestTemp_2.SplineMeshComponent_0' which is static to it. Aborting.
thats what i did
and it broke his game π±
this works for moveable
now my watch begins (daughter woke up so gotta leave pc) π
Hello guys, I need a guidance for an approach in a Shooting game.
I am working on creating ADS mode with scope for a third person game. For this, Should a separate camera be used to render the view inside the scope using render target ? Is that the correct approach ? Because if I integrate external zoom for scope, I do not want the scope mesh to move away from camera. More like how its working in PUBG.
I am new to integrating this. So please correct me if there is a better approach.
Hello I'am trying to play interface event on BP_Rilfe for these I trying send message from FirstPersonCharacter
but it isn't work.
That worked. Thank you
But now im getting the issue, that i cant move my character. Because its static.
Mobility of /Game/TopDownBP/Maps/UEDPIE_0_TopDownExampleMap.TopDownExampleMap:PersistentLevel.SplineMeshTestTemp_2 : SplineMeshComponent_0 has to be 'Movable' if you'd like to move.
@near bramble where are you setting object?
Hi, I'm animating a metahuman and have created some Bone Driven Controllers on a jacket. I then plugged those at the end of my characters post-process animbp. However, when I put an animation track onto my character in the Sequencer, the jacket disconnects. My current work around is to add the same animation track to the jacket and the metahuman, but this is a poor solution as I need to bake and cleanup the animation.
I've tried putting this post-process animbp in the Details of the jacket in the BP, which disconnects the jacket from the character in the sequencer and the Bone Driven Controllers don't work.
I've put the post-process animbp in the Details of the jacket in the SkeletalMesh, which also disconnects the jacket from the character, but the Bone Driven Controllers do work.
The jacket is in the ConstructionScript.
Anyone have experience with this?
@tawdry surge it's just a varible
Variables are by default empty
Pointers (references) are null
So you must set them with some value... Some reference..
Like the rifle.. either you can spawn the rifle and use the return value reference for it
Or you need to handle it during pickup
Or some trace or whatever
okey
hello does anyone know how to spawn physics constraint that would constrain two different skeletal meshes of different actors?
Sure you just dont wanna fake it with force towards eachother scaled by distance ?
Heya! Can you please hint me on how to find proper guides of how to make dynamic roads and stuff? I want to make levels where roads are like flexible curved bridges. And I want to make those roads out of something like curve points in space
huh maybe its possible to do it that way
Im no physics guy so i could be wrong but i seem to recall a convo a while ago about a similar setup(players bound by invisible rubberband) and that was solved this way
Way easier, is what i could make of it
yeah, I think it might be even better for less glitchy stuff
I want to simulate hoverbike crashing and character holding onto it a bit more
How would one go about exposing a level blueprint variable for editing in a level sequence? Under variable details it has the 'expose to cinematics' bool you can tick, but I cant for the life of me find how to link the two so I can change the value of my float over time in a sequence.
thank you much!
What variable could you possibly save there :p
Please help!
I have multiple objects I want to fade in over time. They all have the same material, so I went down the dynamic material route. I loop through and update the opacity every tick in the material component of each object (It is a smaller scene), referencing a level variable to know what the material should change to. This all works, but if I want to change that level variable over time to match a sequence action I cant figure out how to expose it in the sequence editor for manipulation.
Does the ignore self also ignore actors of the same type? For example, i have an actor Army0 and another actor Army1 they are the same type. I ticked ignore self, so my trace doesnt hit my Army0, but it doesnt hit my Army1, why?
Material Parameter Collection
Does it ordinarily hit it anyway?
Its hitting a cube on the way, but it doesnt hit collisions spheres that i spawned
Can you confirm that this trace has ever been able to hit any army?
Thanks! Didn't know about this.
i need those little spheres to detect collision
they belong to the second Army
They are Add Sphere Collision on the enemy Army
oh wow. you already saved me
it was overfap dynamic
why did i put it overlap dynamic
its working now
I trying shoot the gun but this keep popping up.
How can I check if a map (world) exists?
Asset registry is a great way to do stuff like that. Once you add the maps, you can search the list as well.
The get actor of class is returning nothing
What are you trying to do here, what actor is this code in?
Why not just spawn the bullet in the correct orientation and have it give itself an impulse in its own forward direction?
or pass over the forward vector when you spawn it
the bullet shouldn't be asking the gun which way to go after spawning
@cyan boneThis is what I was talking about last night for using a couple splines to shape your squads
One soldier is AWOL
i don't have the Load ASSET BP in 4.26 π€ i need to install any kind of plugins?
thats awesome. its what im doing right now.
how are you shooting a gun like this???? Check the First person template and use that as a guide to make a gun/projectile
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Do you know what casting is?
i believe so? i was able to select the new "Random" class just like the others when placing the BP_PickUp
it also would let me interact with the new ball that spawned
orange highlight meaning i can interact with it, but doesn't actually randomize on play :[
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OK so learn what casting is.
Casting SomeActor to SomeClass is asking "Hey, is this actor an instance of this class? if so, let me do that class's stuff to it"
Say you had an Animal. You want it to bark. You can't just say "Hey animal, bark!", because it might be a fish, or a squid, or a bird.
You'd cast the Animal to Dog, then you'd have access to Dog stuff like Fetch, Bark, FurColor, etc
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Learn what actors, pawns, controllers, etc are
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Sir, this is not the real #cpp
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Still probably useful.
Take the first hour course from that.
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If you take it that way 
If you don't know what goes into the object pin, !zip, it's a l2p problem, unfortunately. People aren't going to spoonfeed you.
If you mouse-over the input pin on that node, you'll see it wants an object reference. An object reference refers to a spawned thing somewhere in your game world. A cast checks the class of that object. That's the direct answer to your question @hexed loom
But yeah you need to learn the basics
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You're the one that doesn't seem serious, !zip.
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You plug whatever reference you want to cast to that long ass class name into that pin
Even myself started by learning the basics, like 6 years ago
You might get more help if you asked a higher level question too. "How do I do x?" not "why doesn't x work?"
Asking about your attempted solution rather than your actual problem
Yeah, I'm going to call this reaction uncooperative.
"why doesn't this cast node work" is dependent on your game design so nobody here can tell you which mouse clicks are going to fix it. Gotta learn what object references are, and the various ways they get handed around between BPs
@faint pasture (do watch tutorials)
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An object reference that is that class is what you want to give to the cast node
Your question was, "what's the object?" That's something we can't answer. It depends on your blueprints and game design. And it's a very simple question that learning the basics will answer for you.
The real answer is, "what do you want to connect to the pin?" You need to figure that out.
@hexed loom A cast is a "what are you?". You don't magically get whatever you are thinking about. The "object" is what you wanna check. And whatever you're casting to is what you wanna check against.
So a cast to "ThirdPersonCharacter" is basically asking: "Hey 'object'! Are you of the class 'ThirdPersonCharacter'?"
You get that input object however you want. Line trace for it, have a stored reference, get random object. We don't know what you're trying to do so can't answer that. That's like asking "Where do I get the objects I want to weigh on this scale". It's a non-question, get them however you want.
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I'd like to add to this, as someone that misunderstood casting for years, that when a cast succeeds, it's basically saying "yes that's me, you can treat me as this object you're casting to and use my member functions", and actual conversions occur when the types are compatible and implement those operators.
I have this big mess of nodes, that i need out of my sight but need to keep it just in case i need to look back at it in the future. I know it looks horribly spaghetitious π . How can i best keep this stuff yet without it being here activated.
Is this a function or a event?
Select all, press delete key, save project
That'll save it where it should go
lmao. no i cant. i might need some bits in the future
Digital Hording
You'll know not to do this in the future
Ergo, you don't need it.
so there is no way to keep it around just in case
I'd suggest to break some of it into functions
Collapsed graph I guess
that did it π
Or make a new event graph and put it there. But in the long run you'll want to convert the useful bits into functions and prune the rest
Rephrase that again without telling us what you've done - just tell us the effect you want to produce.
See the XY problem website I linked earlier.
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Text is part of the player's UI?
In the overlap event, save the reference to the actor you overlap with (e.g. the market) and use that in your cast node?
the issue with that is the connections, i need to keep them. Else i wont be able to remember where everything goes and not goes
it was really a sphagheti al tomato
Something like that?
I'm not sure if there's an "unoverlap" event? So maybe you need ot check if you're still overlapping hte market to remove the text.
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didnt know that term exactly, but i think that's what i've got going
i have the BP_PickUp and then other classes of Class_Ammo, Class_BatteryFlashlight, and i was wondering how i would go about a Class_Random that will choose one between the others
So how do you expect the UI to know about this? Where are you telling the player or the player's UI about this change?
@cyan bone for future reference, you can mark functions as deprecated, which is one of the benefits of breaking stuff down into functions in general. It lets you put something in a limbo state of "I need to delete this but not yet", and the engine will remind you not to use the stuff you marked as deprecated.
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The Player would be that other actor pin, wouldn't it?
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You can't say "I'm overlapping" and then expect another actor to know about this new, glorious state without having some link between them.
@cyan bone you know... Maybe another way to "save" it is on that blueprintUE website or whatever
yup i knew about that. but making it a graph is great, its out of my sight and i know its stuff from the old idea.
So instead of (or as well as) setting the "is overlapping" on the market, maybe set a reference on the player to the market so it knows it's currently in a market?
Do something to inform the player.
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You've got a bool on your market? Add one to your player and set it to true / false
Is there an updated performance benchmark suite for C++/Blueprints/NativeBlueprints in Unreal Engine 5?
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everything
What's the goal here?
Hey guys! Who can give me short explanation about blueprints? I need some basic explanations like tutorial in tutorial
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This is like about to some spend your free time, so I am understand how is it in your case
Are Ammo and BatteryFlashlight child classes of PickUp?
or BaseItem or whatever your base class for items will be?
Adriel, why you are recommending to stop watching tutorials?
He's weird.
Is it better to read documentation instead?
A lot of tutorials do things badly or just plain wrong.
But you can get a general idea, just don't take them as gospel and use a range of tutorials to build a better picture and then think for yourself.
Because yeah, when you are watching someone's tutorials, you're actually repeating their's mistakes and thinking not by your own min
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Yup
Thats usually the error of the viewer, and not the tutorial lad
No, a lot of tutorial makers don't have a clue.
I'm sure they're lovely people, but that doesn't make them good coders.
Blueprints is just visual scripting core C++ set pieces and linking them together in a stack.
If someone doesn't really understand basic coding practices, blueprints will get out of hand very quickly, and a lot of tutorials will not be scoped around practical scalable usage.
Tutorials are great for exposing you to nodes that you might've not known about 
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So, I am watching RTS Tutorial and actually I am understanding the idea, but some of the nodes I can't even understand why I need them to use
Good job, !zip.
They probably are, and they usually spend quite a bit of time on it π But as you say, it doesnt make them good
Do you have a specific example?
Someone please add me to the friends if you are ready to help
Just ask questions in here, aleksandr.
I am no expecting to something complicated or etc, just any your possible help
Assets Available from here: https://marketplace-website-node-launcher-prod.ol.epicgames.com/ue/marketplace/en-US/profile/PolygonBlacksmith?count=20&sortBy=effectiveDate&sortDir=DESC&start=0
In this series we are creating the common mechanics found in RTS games, everything from unit selection, AI combat, and base building.
In Part 1 we create o...
I step on the floor, door gets removed, Iβm off the floor door comes back
So, here is the tutorial
Not many people like helping 1-to-1.
What does it mean "game input and UI"?
Fewer even like to spend half a day to get into the issues at hand, so if there's a question, be precise about it ^^
Higher chance of getting an answer
I believe that means input events will fire and you can also use the mouse to interact with the game UI.
^
So, right
By input events, I mean key/axis bindings, not UI mouse events.
And how it works "Self"
Self is a reference to the object you're currently making nodes for.
At this point you should do some more basic tutorials...
@primal anvil So if you have Visual Studio (You really really should), you can click on any blueprint and see it's C++ code. Every node has a corresponding UPROPERTY or UFUNCTION that exposes different systems of the engine to visual scripting.
Nodes like that one do just that, interact with something (in this case the mode of the 'mouse' and whether it is driving the playercontroller or not)
Yup
So, you're guys just helped me in some case
Oh I think it's suppose to be the opposite but it's the same concept
Yes they are! π
K so anything that operates on PickUp can operate on them
so you can have an array of Pickup classes and put all your subclasses in them
Are you sure? Can you connect a print string at the start of beginplay, or use a breakpoint to be sure
can anyone have a call ? Need some help with bp, will be easy to share the screen. Simple stuff π
AI Move to is called:
When i manual spawn the Actor it Moves, When the BP spawner spawns my actor it wont move. Any Ideas?
it says success but it dont change position
other one i placed manual moved
Is it on a nav mesh?
any guess whats are the source of theese artefacts?
medium shadow setting starting to break all
Oh, is it set to be possessed by the ai controller on placed and spawned?
Its usually set to placed only by default
so would that mean i would be doing stuff to PickUp instead of making another class? i tried doing this to no avail
my thought process was maybe i could make another subclass that would just change itself into another of the specified subclasses (or nothing)
in this case i wanted a class of random pickups that were just the ammo, battery, or nothing, with the battery or nothing having a higher chance of likelihood because they occupy more pins?
First off why are you destroying yourself before doing this
You can just make a data table or array full of your classes
the type would be your BASE item type
i had the destroy cause it was spawning the sphere and i thought i would be destroying the sphere -> then spawning the item π '
It's in this fat struct
how do i make it so a platform is able to have physics but doesn't collide with the player?
if i have collision on the platform falls like i want, but sometimes it can propel the player forwards.
but if i turn collision off the physics no longer work.
Have it ignore Pawn
or whatever channel your character is blocking
Ah, thank you so much! :)
I don't have much experience with it, but you can see if "set members in struct" works or not
works
brings this to mind
https://en.wikipedia.org/wiki/Dahala_Khagrabari
Dahala Khagrabari (#51) (Bengali: দাহালা ΰ¦ΰ¦Ύΰ¦ΰ¦‘়াবা঑়ৠ(#ΰ§«ΰ§§)) was an Indian enclave located on the BangladeshβIndia border belonging to the district of Cooch Behar in the state of West Bengal. This was a piece of India within a piece of Bangladesh within a piece of India within Bangladesh, making it the only third-order enclave (or counter-counter...
Hello ! Is there a way to show a actor component variables on the actor details panel ?
Just select the component of the actor in the little window above details
I get that each line of execution coming from the Switch on Int is kinda trying to load a preset, but the lines don't apply all of the morphs at the end, so
fundamentally the line of execution associated with int #0 isn't going to morph anything ever, e.g.
Maybe you want some new function/event named ApplyMorph or something
and all that does is apply your nose width and nose height parameters
to your skeletal mesh component
Then at the end of each line, you call that function/event
just as one way to structure that for example
Not sure if that's what you're asking for, but at least it will do stuff
Could it make sense to store the morph targets in an array instead..
Not sure i really understood the question/desired outcome :p
how would i do this? would i create it within the BP_PickUp? sorry lack of knowledge when it comes to coding and most of this in general, kinda first time with a lot of these
If it's your first time just make an array of BP_Pickup classes and fill it with the subclasses
later you can deal with data tables
So I have a library in C++ with all the blueprint stuff needed exposed, what is the correct way to bring that into a blueprint? Construct node? It inherits directly from UObject
This is what I have currently
Hello good morning
i have a problem here
how can i call widget 1 from widget 2 with button click
i want to play aniamtion in widget 1 from widget 2
as in it takes off widget 1 and shows widget 2?
then plays the animation?
im working on a chunk based procedural generation system and im wondering on how I can attach one actor to the chunk, so that whenever for example i move that chunk in game, the actor attached to it will move with it.
how would i make an event ignore a branch until a bool happened
sorry can you explane more
I am asking what exactly are you trying to do
another branch?
lol
im trying to make building UI with 2 widgets
1 = main widget
2 = item card
so, in main widget there's 10 "item card" and when i click on card i want "main widget" to play aniamtion
create the widget 2 cards then drag it into widget 1, in the event graph of widget 2 create a widget (like how you would in your hud class) and then play that animation using the ref
AND the bool into the branch
please help
You already answered yourself
attach it
is a chunk an actor?
ye
I did and it didnt work
Show how you attached it and also show how you move the chunk
this is chunks blueprint
is that enough or do I need to ss something else?
so I have this UI with a button that should change the postprocessing material, I need a regular looking image then other one that looks sketchy. I have the material and I linked as Dynamic material on the blueprint, but it doesn't works.
I have tested switching the blending property of the Postprocessing object but it only shows one style and doesn't switch between both style
how would i set a bool to true only if a certain thing from a enumeration happens
Looks like you're attaching Plate_Wall to nothing
idk if that defaults to self
it does. the blueprint is located at the chunk. so parent actor should automatically be the chunk
Located AT the chunk, or are you calling this attach node from the chunk itself?
Try pipe Self into the parent actor node to confirm
Wait so what is the point of filter array if you still have to pipe it to a foreach cast node?
Oh lol, it did work. However I dont really get what this attachment gives you. Is there a way for me to make those 2 actors the same thing?
It's pretty efficient, It's preferable to use that node when you don't actually need any hard references, but you do want to be sure that they are of a certain class. I use it when I know I'm going to be dealing with BPI's and components that aren't going to be attached to anything specific, sometimes I'll want to filter it depending on the case
Isn't it O(n) either way?
Attachment is attaching
Oh hey is there a way to include a parameter when you start a timer, for use by the function you're calling?
Same way as any other function/event
mb my blueprint had some errors so attachment fully didnt work, now it does. Many thanks
Not sure what you mean by that but I'll give you an example of how I used it once. I had an array of perceived actors by the AISightSense. You could scroll through the actors in that array to lock on to them. I wanted to give players the option to lock on to certain targets only if they wanted. So I just filtered the array to quickly get whatever actor of a specific type. It just made the code way cleaner then trying to loop through the entire array and cast each one to x class and then re add them to the new array
If I have a blueprint function that includes a for-loop, I have two exec outputs.
The Completed for loop, and the last exec at the end of the Loop Body.
Which one does the outlet of the function extend from and can I specify?
@flat coral I feel like it's a clear difference and one is much better in this case
https://gyazo.com/31922379b706d636fb045428cfc8186a
But it has no input pin for the variable?
You gotta add one to the function or event you are using as a delegate
Does anyone know if there's a way to make a landscape out of multiple custom meshes? like this.
Each hexagon is a custom mesh
I did, it doesn't show up
Hmm, works for by event. can't test function atm
you'll have to create a timer by event that calls the function
sorry for the constant pinging and not really getting it
so i currently have these blueprint classes with B_Basic_PickUp being the parent to the others
the rest are all data-only blueprint classes with their defaults (the SM, name, Icon, etc)
when i place the actual BP_PickUp in the level, in the default shows the dropdown as to which that specific pickup will be
ive been placing the array in Class_Random to spawn the actor based off of a class in the array, though i don't think im approaching this correctly still?
Help me to understand! I'm trying to make a custom progress bar. I made a widget with a separately filled ring by value from 0 to 1 and placed it in a widget with the main ui, is there any way to add a binding function for a custom value for this widget? An example of a standard progress bar, where you can add a function Binding
Can I somehow add a function "Create Binding", as in the standard progress bar?
Class random being a subclass of basic pickup isnt the intention
Class random is basically just a plain old actor
With an array to pick from
Spawn picked item -> destroy self
ohhhhhhhhhhhhhhh my brain is tiny thanks i will try that
i dont think you can, either set it via script or create a bind in the other widget
guys, is there a way to get all children of a barebones uobject via blueprints?
What is the best way to script an event?
Say, I want the player to interact with my character as if it were a story
(Platformer game)
is possible to make like a partial class in blueprint?
basically i want to add code to an actor, without actually editing that actor
So you want to change the behavior of the actor without editing it? :D probably not
i mean the same file
i want to split up the code into 2 files basically
in c# its possible by making a partial class so im wondering if there is something like this in blueprint too
I guess you could edit the instance of that actor by adding component but that's probably not what you looking for
Partial class o_o
not really but components are the next best solution i guess
Components is the closest you'll get really
what exactly does it mean for a component to be active?
Quick Question.
I have a variable from 0 to 1 . Is it ok to use "Get Random Float in Range 0 - 1 and then check if the result is in between 0 and X (Selected value) to find the "Probability Percentage" or is there a more official way?
With even distribution the probability would be equal to your selected value
yes, else it would be random int in range
IT looks like it's working just fine. π
So a value between 0 and 0.3 would give you a 30% probability
yah π
If your range is bigger (0 to 1 being just an example) you cqn normalize the range and quickly see the probability :p
Like this
You input a value you set as probability from 0 to 1 where 1 is 100% then it gets a random float in range 0 to 1 and checks if it's under the Probability then it gives TRUE as result
I need it to give me the bool to know if I will execute something
I set probability as input so it's float
I use the Float input as the probability to see if I should spawn en enemy
Yepp, you're right, im a dumbass π
nah it's fine
thing is.. if I put 0. Technically 0 probability should never happend but random float from 0 gives the probability 0 to be probable xD
π
should be Random Float in Range 0.01 to 1
You could add a branch
so putting 0 will never be chosen
And instead check that the input > 0
well, that too
Oh well, solves it all i guess
Damn I just crashed UE xD
But now you removed an entire percent
I tried to divide by 0
It isn't so important to me for it to be so precise
Hi, I'm trying to remove an actor component from a blueprint, but UE5 crashes every time. Any ideas why? The logs seem to indicate that it is being treated as a "renaming" operation but it isn't; oddly enough, trying to rename said component also causes a crash.
Here are the relevant logs:
=== Critical error: ===
Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp] [Line: 219]
Renaming an object (FSM_BP_C /Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.CombatManager_C_1.Combat FSM 2) on top of an existing object (StateMachineComponent /Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.CombatManager_C_1.Combat FSM_REMOVED_EBAB015640C7D044550866A3F1947348) is not allowed
Hi, any idea why my custom bone driven controllers don't work in a metahuman?
Hi all, I am having trouble with a blueprint I am working on.
The goal is to open a car door using a button (either in the UI or using a "Focus Point" Actor in the scene). I've managed to animate the door bone using the animation blueprint, and it all works correctly when I plug in the "Event BeginPlay". Now I would like to remap it so that it gets triggered by the button in my UI. How do I do this? I can find hundreds of tutorials on opening doors, but none cover the topic of referencing and sending data between multiple blueprints.
This is the Blueprint section that currently works and opens the door on BeginPlay:
I was hoping to reference the car model in the Widget BLuepring (UI) using a variable, but that doesnt work
Hey Calvin for sending data through multiple blue prints I suggest looking at casting or interfaces. I use interfaces a lot now, still not sure if it's optimal or whatever bit it works a treat.
How do I add a scene component to an actor at begin play? I tried just adding a blueprint node Add Widget Component, but the tooltip says that I shouldn't call it manually
@hollow schooner casting won't automatically fix anything about two seemingly random blueprints communicating. You need something to cast from, a reference to the desired actor. Reference Variables are by default null and must be explicitly updated with a valid reference. This can be achieved in many ways:
- Collision/tracing
- global getters which have control over the given actor/widget
-GetAll**OfClass (not recommended)
The car model, is that a pawn or something? How is it related to the player with the widget?
The application is a car configurator where the user can orbit around the car
The BUtton is created in a widget blueprint (a UI interface)
Right, but who creates the widget?
....
Where does the "create widget" node get used?
No worries
This seem very familiar in general π
Im not sure what you mean with the crate widget node. I created a button in the UI and added the "onClicked" event
Right, but some actor must create it at runtime and add it to the screen?
I was hoping to send the "on clicked" information to the "open door" event in the car blueprint
That would the be the widget blueprint
it automatically displays it on screen (as long as its in the scene)
So... a component ?
Im also using it to switch between varient sets of the car
A widget component? Is thag whats used?
A widget never adds itself to the screen automatically
It has to be instanced by some codeblock
Be it a componemt or an explicit call
It's called a widget blueprint in the library. Im still really new, so im not sure about the naming of all these bits and pieces π
Right click it, reference viewer
Bp ui builder sounds responsible
Or the car itself(which would be practical in this usecase)
So, what should I be doing?
For now , with limited knowledge/experience about it,
The quickest way to goal would be to let the car create the widget
That way the car could update the variable in the widget on creation
And it would be a valid reference
How would I add the widget in the car blueprint? Didnt know whats possible
In the car bps beginplay
Add a 'create widget' node
In the widgetbp, select the variable for the car, and mark it as "expose on spawn" and "instance editable"
Just to clarify - in the WIdget Blueprint, I have a variable created called "OpenDoor" that uses the object reference of the car. That's the variable I set to "instance Editable", correct?
What do I plug into the "Create Widget" node in the Car Blueprint?
Also, this is the current Widget Blueprint setup:
If I use the WIdget Blueprint in the Car's "create widget", I get access to the varaible
Unsure of what to plug into it though
Open door is a bad name for the variable
Its a reference to the car itself
On clicked you drag from the car reference and call the OpenDoor event in the car
What do you suggest I call it?
You need to plug the door rotation into A
What are you referring to? The door animation works fine, I am just trying to trigger it with a button
UI button?
Just to clarify - we are in the car blueprint
Guess i got confused
For example. I might change it to a 3D widget in the viewport later down the line, but for now I just want to understand how to send a command from one blueprint to the car, to open the door
In the UI bp when you click just get the car actor and plug in open r door
That is exactly what I want to do. But it doesnt work.
Show the UI bp please
I created a button using the UI Blueprint and then created a "OnClicked" event
I then created a variable that is using the object reference of my car
In the Cars Blueprint or in the Widget (UI) blueprint?
Widget
Then when you get the 0 index in the array promote that info a variable
That will be your reference
I believe I already have those first few steps setup for my varient sets:
Now do it but this time for your car bp
Literally exact same thing
Then where it shows on click, drag your newly created ref and call onto the "open r door" with it
Bad practise but for a car configurator i guess it doesnt mean the world
Like this?
This doesnt do anything
No set it on construct
Youre just setting the ref to itself
Which doesnt make much sense :/
In the car bp theres an event for open door
This is the event you should call
In the widget..
That's what I said
I'd love ti
thats the issue Ive bene having
how does that work
Drag from the open door
Im sorry for being such a pain by the way
The right blue dot in the car set variable
Search for "open door"
(This is why the variable name is bad)
I know he is
like this?
You need to actually cast or to get the actor to set a variable like that
Ok so
Inside the car stuff node
No need to cast
The right blue dot
Its already type checked
You aren't getting the car actor@hollow schooner
He will get thag in the result list
Being of the same type as the actor ref dragged from
What are you talking about
We exposed the car ref long time ago
So its accessible from the car. Which creates the widget
like this?
Is mc laren your car actor?
Yes
Ok
Drag it of the dot
Type in open r door
The bottom right side dot of your "Open Door" set node
liek that?
Atleast now its the right event call
guys Im so sorry for my incredible noob-ness
This is a setup that I actually understand
There are many ways to cast btw
thank you for your patience and time
Id suggest checking out the blueprint communication tutorial
I shall
Casting is not the issue here.
I only started with UE last week so my understanding of the different concepts is still very limited
(My typos might be lol)
10 in the morning here
Rip
Outside, trying to get baby to sleep
@hollow schooner also if you are trying to get multiple UI refs just get the HUD class bp instead of individually casting them
It's when you do the promote to variable
When you add those uis to viewport you should be promoting them
the variables:
Lol
Generally id avoid get all actors of class aswell
smarter to save groups of actors in an array in the gamemode or something
^
Are you guys aware of any good videos that explain the concepts of all of this well? Most tutorials that I've seen are either way too high-level or a bit too advanced for my current knowledge (e.g. the 2h long blueprint lecture from UE)
I watched like 1-2 hours of videos and then just started experimenting
of what exactly?
People here are here to help especially like me
Here's the application in its current state
people help me and in return i get helped by people π
You are downplaying yourself tbh
Looks very well
What is the difference btween Event Graph and Construction Script. Whats the difference between variable, funciton and event
etc.
Construction scripts are instant
havent really found a video that explains all of this
construction script runs in editor
event graph not
Im suprised I got so far. To be fair, I've been banging in my head fo rthe past 1.5weeks trying to understand what Im doing. My brain has been on fire non-stop
I didn't read right
Functions are instant though
If you mean the on construction event that happens when the UI is added to viewport
i actually have no idea what exactly is the difference between events, functions and macros, i only know that macros are shit and events have more functionality than functions so i usually end up using events for everything lol
Idk anything about macros
lmao
I do know functions are instant though
what do you mean?
yeah functions have to be instant or else they couldn't produce an output on demand... it's part of what defines them.
@limber parcel You can't put a "latent" node in a function (delay, etc). BP waits for the function to finish executing before moving on to the next node
Construction script is ran when constructed
Event graphs aren't on a timer from what I've heard
While beginplay runs when game starts
Functions try to get stuff done asap
And the actors beginplay starts
That's very vague tbh
No offense
ok makes sense thx for explaining
Do I understand correctly that functions are basically node trees (actions) that you create yourself that you can use in the event graph?
Its sorta in the name. First the object is constructed. Then its put into play
Whats vague about constructed?
Well I don't find it confusing but I probably wouldn't learn anything with an explanation like that lol
I probably think they are asking what exactly construction means if that makes sense
that is correct
well, that description could apply to macros, functions or even collapsed graphs. Functions and events are the only things that can be inherited, overridden, and called externally (from another BP)
yeah i was about to say xD
Functions can also produce an output when called, unlike events
That information already answeres a lot of my questions
my advice for macros: just stay away from them xD
One more question I have regarding the "open door" button.
If I want to close the door again - do I set that functionality in the Car Blueprint or in the Button BLueprint?
wherever u set it to open
Sorry, but that's absolutely not going to be possible π€£
You would just create a boolean or flipflop and do the same thing essentially
See that "reverse" button?
Perfect for closing it
Using another custom event?
You would just create a new custom event called close r door and plug it in there
perfect
can widgets use interfaces?
And then call it from the bp using either a branch + boolean or a flipflop
Yes but you need to actually create a variable
Or move the flipflop to tge car, rename tge event Toggle door. And do it that way
Then one true set the variable to false and vise versa
Also could work
Car knows the state of itself, so widget doesnt need to
okay, so what would I use for the condition?
Replace with flipflop
Ah right, didnt know that was a real node lol
Works, perfect, you guys are awesome
same xD
Now the same for Left foor, but that should just be copy/paste
Flipflop is a branch and a bool π
If you wanna do it that way you could just create a boolean
Like a new variable
Name it anything
Then on the true you would set it to false and on false you would set it to true
because these things arent already confusing enough lol
no but thats great, you guys are giving me loads of great info, really appreciate it
bump, any ideas?
The reaction? Lol
If you mean replace with an existing class in a level design sense, you can right click on an actor and "replace selected actors with..."
Youd probably wanna read up on inheritance aswell. Would fit nicely to a car configurator
Cheers, I'll check that out!
Anyone know of a way to mass re-parent all BPs of a certain class?
Reparent their common parent
Unless thats Actor. Then you're doomed :p
Perhaps mass edit via property matrix?
their common parent is a C++ class... so almost the same as Actor π
For clarification, this is what i suggested doing ;
BP MasterCar creates the widget, and passes a reference to self to the widget's variable "Car Ref", which is marked instance editable and expose on spawn
this means that when you access that variable inside the widgetBP, it is already updated and valid
Alright guys, I got another question.
How do I exclude a mesh from being selectable in-game, but still contain collisions?
Basically, my car is using a branch to switch from throttle to brakes. It uses a "LineTrace" to detect an object. If it traces teh object, it enables the brakes, and stops on the platform.
The Object is invisible (the "visible" check box is disabled).
The problem, I currently have, is that my camera pawn can move to objects to inspect them, by selecting them. In this, it can also move the my LineTrace-Collision mesh. I dotn want that. Any idea how to exclude that mesh?
I believe this is the section in my CameraPawn Blueprint that is responsible for the movement:
Only thing left for the widget to do is call the event
If you're using a linetrace to determine what object to focus to, you can filter the hit's there to make sure its focusable
Yes I am using a seperate line trace for the CameraPawn
Which is feeding the actor reference in the "MoveToFocusedActor" , right?
Although Im onl yusing it for the Depth of field, sorry
What is calling the "MoveToFocusedActor" event ?
This, I believe
Open the "check if Hit Actor" function
yeah but i've got 100 of them, can i do them all separately?
also that doesnt merge the selected actors, it just replaces them with another
the easiest thing to do without adding collision channels or modifying them, would be to add a tag
to the actor that can't be focused (or those who can be focused, whichever is less work)
How and where do I add a "tag"?
open up the "Object" blueprint (assuming there is one)
then in the "Class Defaults" you search for tag
Of the object that i want to exclude?
I think I'll add the tag to the meshes I want to be able to select
anything placed in the world that has a transform is an actor
yeah
And on linetrace hit, check if the hit actor has the tag
like this
Replace "None" with the desired tag
Okay, and I'd add that to my "check if click hit act or" function, correct?
That's what I'd do ,
But it depends on if you're using this function for other things aswell, where this would not apply
If this is the only use case you have for it , then inside the function is fine
if you have other use cases where this does not apply, you can either do it outside the function, or create a separate function, with the tag as an input
like this perhaps
Like this?
I'm getting the following error now, and AFAIKT nothing is selectable anymore:
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_BreakHitResult_HitActor". Node: Return Node Graph: CheckIfClickHitActor Function: Check if Click Hit Actor Blueprint: BP_CameraPawn1
You forgot to check if there was a hit
Also, You should check if the actor has the tag before returning the actor*
sorry about that, i was a tad quick about the screenshot π
the last one is correct
for a generic trace
this would be mouse trace
hmm, still not quite working. I dont get the error anymore though
Nothing is selectable right now
You're connecting the wrong bool
Is there any blueprint for "InArray" and "NotInArray"?
For example if a name in an array of names
No nodes for that sadly
Oh, I didnt see you have two branches in your screenshot, sorry
π I guess need to make a general function for it (seems like that would be a basic function)
The pain is your have to make a function for each data type
I mean..
you can "find"
which will give you what you want
Not sure why i didnt think of that xD
oh i see, yeah that works (sorry thought find was only for maps), thanks
IMO my setup is the same as yours, but still, nothing is selectable o.O
Have you added the tag to the selectable actors?
are there any good tutorials on using actor tags efficiently?
Yes, Or should I not use the "Mesh" component?
You have to add the tag in "Actor tag", not component tag, they're different π
And here for example you're looking for the actor tag
So here you should click the actor (the first in the component list) and in details search for actor tag
Awh man, thanks for pointing that out. So many damn variables and little differences to look out for π
If you want it on a per component basis instead, you can check the hit component for the tag π
Since I added the tag to the component, my pc is frozen (writing from phone app ATM). Is that normal? π
