#blueprint

402296 messages Β· Page 946 of 403

remote meteor
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by anychance you can look into the ThirdPersonTemplate

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there are some examples how they do things

dusty schooner
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Fair. I guess if I'm jumping I can overwrite the current animation with a new jumping anim

remote meteor
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or better and if you are feeling adventurous

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go check out Lyra Project

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its on UE5

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its a good example on how things should be done

gentle urchin
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What do you mean its not showing up? At which point? You must debug it at runtime

gentle urchin
dusty schooner
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Makes sense. Though I do wanna knock out getting this interface working as a learning opportunity XD

remote meteor
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yes commands does run on shipping builds

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ok could πŸ˜‚

dusty schooner
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I'm going through some Udemy courses at the moment so anything new is a must know lol

remote meteor
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by the way

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those inputaxis are also ticks

dusty schooner
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I like it

remote meteor
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anyway

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to get the bool from your ABP

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you can just do this

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or if you want to use an interface

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you can call the interface instead in the abp

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then implement the retrieve function in your chara bp

dusty schooner
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Right right. How do I call it? Custom event?

remote meteor
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for example

dusty schooner
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I did this in Character BP to handle the ticks.

dusty schooner
# remote meteor

Looking into this. Trying to figure out what node I need to use after Set HasPlayerInput

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To send my function with boolean param in BPI

remote meteor
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to the abp right?

dusty schooner
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Yeah so it's like Char BP > Interface function > ABP

remote meteor
dusty schooner
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Where ABP could honestly be any other BP in the future I want to communicate with another BP via interface

remote meteor
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from your skeletal mesh > GetAnimInstance() to get the ABP

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calling interface is just simply typing the name of the function

dusty schooner
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Interesting.

remote meteor
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it should appear anywhere

dusty schooner
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Ohhhhhhhh

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That makes sense. lol

remote meteor
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whether if it resolves it depends on what is your target

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if it doesnt have it

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it simply does nothing

reef crypt
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@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.

faint pasture
gentle urchin
faint pasture
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You don't duplicate BP_Pickup, you subclass it

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Actor
-BP_Pickup
--BP_Ammo
--BP_Flashlight

etc

gentle urchin
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The spawner was ment to just be a stupid spawning class with some simple random item functions based on user configured array

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While the actual items were based on inheritance

remote meteor
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SpawnPoint can be useful tooπŸ˜†

gentle urchin
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There are ofc tons of ways to set up the configurable array aswell, for reusability

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One could have items in tier lists objects, and simply select the correct tier in the spawner config as an example

junior hedge
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keep hearing people talk about it

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oh i found it

queen sphinx
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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.

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I am pretty sure it has something to do with nav mesh it being viewed as a closed off section.

faint pasture
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You're probably annoying them.

queen sphinx
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hahah,

faint pasture
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Just tell them to do it once

remote meteor
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πŸ˜‚

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yeh once is enough

faint pasture
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They're probably recalculating pathfinding as soon as one of their buddys is blockgin the way

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Try having the AI characters NOT block navigation.

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well first, try not spamming them with orders.

queen sphinx
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I have already switch that based on your advise

faint pasture
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They still rerouting?

queen sphinx
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still doing the doorway shuffle.

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but not as bad

faint pasture
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Turn off Affect Navigation in the (capsule I think) on their BP

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that should make them NOT affect navigation. They'll just cram up like a bunch of shoppers on black friday

queen sphinx
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that solved the original issue.... hahah onto the next one

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But thank you, that fixed the door way shuffle and that was driving me crazy.
I will try to fix the jamming issue tomorrow.

faint pasture
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They're just doing what they've been told, just shoving their way to the player

queen sphinx
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that makes sense.

junior hedge
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maybe not actually

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lol

faint pasture
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it'll enforce some personal space so they aren't stacking up like that

queen sphinx
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Thank you, Just looked up and found the unreal doc about it. Thank you. Going to have to try this out tomorrow after work.

faint pasture
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IDK how automagic it is but it's prolly worth looking at

midnight roost
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Has anyone tried migrating/integrating the ROG robes and armor with Universal Character Customizer that just went on sale?

queen sphinx
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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.

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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

royal helm
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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

queen sphinx
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@faint pasture Spot on advice, now I can sleep tonight.

gentle urchin
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The cameramanager

royal helm
surreal peak
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What is your ViewTarget ?

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The character?

royal helm
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Yes, I have a camera component on the character

surreal peak
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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

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The PlayerCameraManager sits kinda on top of all of that. It has functions you can override to return whatever location and rotation you want

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That function usually also gives you the ViewTarget and current pov

royal helm
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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?

surreal peak
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Yeah otherwise it might just not react

royal helm
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Okay, let me try it. Thanks for the tip

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Hah! that did it. Many thanks! peepoLove

gentle urchin
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If you wanted it to say.. react in a very specific way in a specific scenario

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Like when entering a door you wanted it to lerp close to the char shoulder without waiting for the cameraboom trace to hit something

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Or perhaps you dont even have a spring arm, who knows^^

surreal peak
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Yeah as soon as you need custom camera locations without changing ViewTarget, it's golden to know and use the camera manager

royal helm
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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

surreal peak
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They aren't meant to

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It's not meant to be a "Set Rotation from outside" situation

royal helm
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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 πŸ™‚

surreal peak
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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

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Based on outside factors

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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

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Or you have a stationary camera that shows the whole map anyway

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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

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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

royal helm
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Sounds great! I'll do a bit more reading up on this. Thanks for the help

faint pasture
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You're setting the rotation, then later in the frame it's getting overridden

south timber
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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?

faint pasture
south timber
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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.

gentle urchin
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Sounds perfectly reasonable

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Pair that with a global bus and you're golden πŸ˜„

south timber
gentle urchin
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Yes exactly πŸ˜„

surreal peak
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Just make sure you don't ref world stuff in the GI

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Cause theoretically the GI shouldn't have anything to do with world stuff (e.g. an actor)

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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

steel wedge
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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.

gentle urchin
south timber
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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„’

gentle urchin
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Daym, thats handy !

south timber
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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.

reef crypt
# gentle urchin Is this according to my suggestion? Feels like it has driftet off a tad :p

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 πŸ˜…

shrewd hedge
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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?

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ill send ss now

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I figure it's this, no idea though

tight schooner
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I don't see in the screenshot how the ship position is set

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I assume it'd be the transform input pin on a "spawn actor of class" node

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Or some logic that sets actor location

compact plover
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using random to randomize mesh, but in this case i want to avoid repeat. Any tips?

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got a BP screenshot?

shrewd hedge
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thank you

reef crypt
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i tried destroying the actor and then spawning the other (the random one in the array) but im definitely not doing it right πŸ˜…

tight schooner
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@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.

teal inlet
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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.

gentle urchin
wooden river
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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 :<

glacial bison
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Using a oculus quest 2, trying to get getplayercontroller failed as it returns void

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How can i gef oculus controller reference

tight schooner
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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"...)

desert relic
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how do i fix this

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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.

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it doesnt do anything when i disable threading

tight schooner
thorn ermine
desert relic
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oh good idea i will try

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it didnt work

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i tried to log the rotation reference from animgraph

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just shows 0 0 0

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from event graph it shows some values

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that it should show

wooden river
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@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

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pink is rotated

tight schooner
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that's an interesting problem and idk the answer, sorry πŸ˜“

supple hemlock
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need help with FindObjectSamicc

desert relic
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How to cast in animgraph?

icy dragon
desert relic
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how do i then rotate head of the character to direction i want

icy dragon
desert relic
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how do i put location vector here

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oh i found how

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and it didnt work

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i logged the vector it gives 0 0 0

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from event graph its good but in anim graph it doesnt work

thorn ermine
gentle urchin
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Reading from the correct bp etc

desert relic
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its the same variable

gentle urchin
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I guess 0 to 1 represents 0 to 360 degrees?

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Oh. Nvm.

mental trellis
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0 would represent the original haed rotation and 1 would be looking in the direction of the location.

desert relic
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why is animgraph not being able to read fucking values

pure hemlock
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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?

desert relic
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is there a way to change bone rotation on skeletal mesh outside of animgraph?

trim matrix
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how do I find the blueprint call stack of a node?

sweet osprey
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Could someone tell me how to get the size of an bounding box?

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Im trying to get the mesh size of an actor

little cosmos
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Using editor utility BP, seems like you can't assign physical materials to your mats. Can anyone verify this?

gentle urchin
thorn ermine
desert relic
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i print in event graph

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it prints what it should

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but i log from anim graph

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and it logs 0 0 0

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i dont know why it doesnt read correctly

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maybe it doesnt update in animgraph?

thorn ermine
desert relic
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i cannot hard code location where robot should look

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since he should look to an enemy

thorn ermine
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for testing you can, pick a spot , and look there πŸ™‚

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use a cube, in the world, get the position, and see

desert relic
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its all pointless if animgraph cannot read the value

willow tendon
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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

white elbow
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Why do I keep getting these errors every time I start the game?

tawdry surge
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@willow tendon you want to use the message unless you have an interface reference

willow tendon
thorny glen
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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.

tawdry surge
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Nah the clock event you're calling has multiple nodes to call it

mental trellis
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Child actor components are pretty terrible btw

tawdry surge
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One has (message) on it

mental trellis
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They cause lots of issues.

thorny glen
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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

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any other solution which I might try?

mental trellis
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Sounds like you need to unstick yourself from them.

willow tendon
thorny glen
tawdry surge
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Where you are sending/calling the function/event

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Instead of the function call, use the message one instead

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The event in the receiver will then fire

willow tendon
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okay ill look for that

tawdry surge
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@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

willow tendon
cyan bone
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Is anyone able to Add Component By Class a Spline Mesh Component to any actor?

tawdry surge
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If you are pulling off an actor reference it should pop right up

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Execution pin shows the function call iirc

gentle urchin
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Opening

cyan bone
gentle urchin
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procrastination at its best

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"oh, you've got an issue? Let me get right on that before i get back to my own project"

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Spline or spline mesh ?

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spline mesh ok

cyan bone
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spline mesh

gentle urchin
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worked

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instantly

cyan bone
gentle urchin
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getting any error ?

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it didnt work when mobility conflicted

cyan bone
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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.

gentle urchin
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there we go

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so there's the issue

cyan bone
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i saw this on a post

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but he said he changed to static

gentle urchin
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thats what i did

cyan bone
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and it broke his game 😱

gentle urchin
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lol

cyan bone
gentle urchin
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this works for moveable

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now my watch begins (daughter woke up so gotta leave pc) πŸ˜›

valid grove
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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.

near bramble
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Hello I'am trying to play interface event on BP_Rilfe for these I trying send message from FirstPersonCharacter
but it isn't work.

cyan bone
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But now im getting the issue, that i cant move my character. Because its static.

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Mobility of /Game/TopDownBP/Maps/UEDPIE_0_TopDownExampleMap.TopDownExampleMap:PersistentLevel.SplineMeshTestTemp_2 : SplineMeshComponent_0 has to be 'Movable' if you'd like to move.

gentle urchin
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Which is

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Why i gave you the last solution

tawdry surge
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@near bramble where are you setting object?

dawn magnet
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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?

cyan bone
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oh i see

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set mobility

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ok it works now

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thank you @gentle urchin

near bramble
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@tawdry surge it's just a varible

gentle urchin
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Variables are by default empty

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Pointers (references) are null

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So you must set them with some value... Some reference..

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Like the rifle.. either you can spawn the rifle and use the return value reference for it

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Or you need to handle it during pickup

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Or some trace or whatever

near bramble
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okey

magic summit
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hello does anyone know how to spawn physics constraint that would constrain two different skeletal meshes of different actors?

gentle urchin
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Sure you just dont wanna fake it with force towards eachother scaled by distance ?

near glen
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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

gentle urchin
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Spline, spline meshes

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Is what you're after

magic summit
gentle urchin
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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

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Way easier, is what i could make of it

magic summit
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yeah, I think it might be even better for less glitchy stuff

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I want to simulate hoverbike crashing and character holding onto it a bit more

lone sonnet
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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.

near glen
gentle urchin
trim matrix
cursive grove
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Can I somehow check if this asset exists as a world map?

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by class or something?

lone sonnet
# gentle urchin What variable could you possibly save there :p

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.

cyan bone
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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?

faint pasture
faint pasture
cyan bone
faint pasture
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Can you confirm that this trace has ever been able to hit any army?

lone sonnet
cyan bone
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i need those little spheres to detect collision

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they belong to the second Army

faint pasture
cyan bone
faint pasture
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Show the collision settings on those spheres

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ALso what's your framerate lol

cyan bone
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it was overfap dynamic

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why did i put it overlap dynamic

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its working now

fallow sentinel
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I trying shoot the gun but this keep popping up.

cursive grove
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How can I check if a map (world) exists?

mild ore
faint pasture
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What are you trying to do here, what actor is this code in?

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Why not just spawn the bullet in the correct orientation and have it give itself an impulse in its own forward direction?

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or pass over the forward vector when you spawn it

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the bullet shouldn't be asking the gun which way to go after spawning

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@cyan boneThis is what I was talking about last night for using a couple splines to shape your squads

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One soldier is AWOL

still plume
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i don't have the Load ASSET BP in 4.26 πŸ€” i need to install any kind of plugins?

cyan bone
zealous moth
hexed loom
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One message removed from a suspended account.

faint pasture
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Do you know what casting is?

reef crypt
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it also would let me interact with the new ball that spawned

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orange highlight meaning i can interact with it, but doesn't actually randomize on play :[

hexed loom
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One message removed from a suspended account.

faint pasture
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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"

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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

hexed loom
#

One message removed from a suspended account.

faint pasture
hexed loom
#

One message removed from a suspended account.

faint pasture
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Learn what actors, pawns, controllers, etc are

hexed loom
#

One message removed from a suspended account.

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One message removed from a suspended account.

mental trellis
#

Damn, wrong channel.

icy dragon
hexed loom
mental trellis
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Still probably useful.

icy dragon
hexed loom
icy dragon
mental trellis
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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.

tight schooner
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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

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But yeah you need to learn the basics

hexed loom
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One message removed from a suspended account.

mental trellis
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You're the one that doesn't seem serious, !zip.

hexed loom
#

One message removed from a suspended account.

faint pasture
icy dragon
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Even myself started by learning the basics, like 6 years ago

mental trellis
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You might get more help if you asked a higher level question too. "How do I do x?" not "why doesn't x work?"

icy dragon
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Yeah, I'm going to call this reaction uncooperative.

tight schooner
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"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

mental trellis
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@faint pasture (do watch tutorials)

hexed loom
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One message removed from a suspended account.

tight schooner
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An object reference that is that class is what you want to give to the cast node

mental trellis
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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.

tame pecan
#

@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'?"

faint pasture
# hexed loom One message removed from a suspended account.

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.

hexed loom
#

One message removed from a suspended account.

pulsar lantern
cyan bone
#

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 🍝 . How can i best keep this stuff yet without it being here activated.

tame pecan
faint pasture
cyan bone
#

it has timelines

faint pasture
#

That'll save it where it should go

cyan bone
faint pasture
#

Digital Hording

#

You'll know not to do this in the future

#

Ergo, you don't need it.

cyan bone
#

so there is no way to keep it around just in case

tame pecan
cyan bone
#

maybe i can collapse it to a macro

#

?

tight schooner
#

Collapsed graph I guess

cyan bone
#

that did it πŸ™‚

tight schooner
#

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

mental trellis
#

See the XY problem website I linked earlier.

hexed loom
#

One message removed from a suspended account.

cyan bone
mental trellis
#

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?

cyan bone
#

it was really a sphagheti al tomato

mental trellis
#

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.

hexed loom
#

One message removed from a suspended account.

#

One message removed from a suspended account.

reef crypt
# faint pasture Are you familiar with inheritance?

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

mental trellis
tight schooner
#

@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.

hexed loom
#

One message removed from a suspended account.

mental trellis
#

The Player would be that other actor pin, wouldn't it?

hexed loom
#

One message removed from a suspended account.

mental trellis
#

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.

tight schooner
#

@cyan bone you know... Maybe another way to "save" it is on that blueprintUE website or whatever

viscid hinge
#

whats wrong

cyan bone
mental trellis
#

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.

hexed loom
#

One message removed from a suspended account.

mental trellis
#

Yes.

#

"Hey other player you have entered a market!" but with blueprint nodes.

hexed loom
#

One message removed from a suspended account.

mental trellis
#

You've got a bool on your market? Add one to your player and set it to true / false

pulsar lantern
#

Is there an updated performance benchmark suite for C++/Blueprints/NativeBlueprints in Unreal Engine 5?

hexed loom
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

fiery swallow
primal anvil
#

Hey guys! Who can give me short explanation about blueprints? I need some basic explanations like tutorial in tutorial

hexed loom
#

One message removed from a suspended account.

primal anvil
#

This is like about to some spend your free time, so I am understand how is it in your case

faint pasture
#

or BaseItem or whatever your base class for items will be?

primal anvil
#

Adriel, why you are recommending to stop watching tutorials?

mental trellis
#

He's weird.

primal anvil
#

Is it better to read documentation instead?

mental trellis
#

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.

primal anvil
#

Because yeah, when you are watching someone's tutorials, you're actually repeating their's mistakes and thinking not by your own min

hexed loom
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

gentle urchin
mental trellis
#

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.

pulsar lantern
#

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.

fiery swallow
#

Tutorials are great for exposing you to nodes that you might've not known about party_manny

hexed loom
#

One message removed from a suspended account.

#

One message removed from a suspended account.

primal anvil
#

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

mental trellis
#

Good job, !zip.

gentle urchin
pulsar lantern
primal anvil
#

Someone please add me to the friends if you are ready to help

mental trellis
#

Just ask questions in here, aleksandr.

primal anvil
#

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...

β–Ά Play video
viscid hinge
primal anvil
#

So, here is the tutorial

mental trellis
#

Not many people like helping 1-to-1.

primal anvil
#

What does it mean "game input and UI"?

gentle urchin
#

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

mental trellis
pulsar lantern
#

^

mental trellis
#

Just UI would stop input events firing.

#

Just game = no cursor.

primal anvil
#

So, right

mental trellis
#

By input events, I mean key/axis bindings, not UI mouse events.

primal anvil
#

And how it works "Self"

mental trellis
#

Self is a reference to the object you're currently making nodes for.

#

At this point you should do some more basic tutorials...

pulsar lantern
#

@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)

primal anvil
#

Yup

primal anvil
#

So, you're guys just helped me in some case

fiery swallow
reef crypt
faint pasture
#

so you can have an array of Pickup classes and put all your subclasses in them

long iris
#

event Begin play is not called when i spawn an actor how to solve?

fiery swallow
long iris
#

yes i tested it

#

its also go trogh

#

i maybe found smt

feral parrot
#

can anyone have a call ? Need some help with bp, will be easy to share the screen. Simple stuff πŸ™‚

long iris
#

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

tawdry surge
#

Is it on a nav mesh?

long iris
#

yes

#

it moves when i place it manual

#

but not when it spawned

zealous moth
#

how do you access the post process material in a PP component?

long iris
#

any guess whats are the source of theese artefacts?

#

medium shadow setting starting to break all

tawdry surge
#

Oh, is it set to be possessed by the ai controller on placed and spawned?

#

Its usually set to placed only by default

reef crypt
# faint pasture so you can have an array of Pickup classes and put all your subclasses in them

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?

faint pasture
#

You can just make a data table or array full of your classes

#

the type would be your BASE item type

reef crypt
#

i had the destroy cause it was spawning the sphere and i thought i would be destroying the sphere -> then spawning the item πŸ˜… '

tight schooner
vivid inlet
#

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.

faint pasture
#

or whatever channel your character is blocking

vivid inlet
zealous moth
#

ty

tight schooner
# zealous moth ty

I don't have much experience with it, but you can see if "set members in struct" works or not

humble sleet
# tight schooner It's in this fat struct

Dahala Khagrabari (#51) (Bengali: দাহালা খাগ঑়াবা঑়ী (#ΰ§«ΰ§§)) was an Indian enclave located on the Bangladesh–India 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...

long iris
#

@wispy lark

woven moon
#

Hello ! Is there a way to show a actor component variables on the actor details panel ?

tawdry surge
#

Just select the component of the actor in the little window above details

tight schooner
#

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

gentle urchin
#

Could it make sense to store the morph targets in an array instead..

#

Not sure i really understood the question/desired outcome :p

reef crypt
faint pasture
#

later you can deal with data tables

pulsar lantern
#

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

velvet forum
#

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

junior hedge
#

then plays the animation?

naive stag
#

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.

lyric rapids
#

how would i make an event ignore a branch until a bool happened

velvet forum
junior hedge
#

I am asking what exactly are you trying to do

junior hedge
#

lol

velvet forum
junior hedge
#

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

faint pasture
faint pasture
#

attach it

#

is a chunk an actor?

naive stag
#

ye

naive stag
faint pasture
naive stag
naive stag
naive stag
maiden helm
#

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

lyric rapids
#

how would i set a bool to true only if a certain thing from a enumeration happens

tawdry surge
#

enum ==

#

It's not the math one tho, it's a special comparison operation for enum

faint pasture
#

idk if that defaults to self

naive stag
faint pasture
#

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

flat coral
#

Wait so what is the point of filter array if you still have to pipe it to a foreach cast node?

naive stag
fiery swallow
flat coral
#

Isn't it O(n) either way?

flat coral
#

Oh hey is there a way to include a parameter when you start a timer, for use by the function you're calling?

tawdry surge
#

Same way as any other function/event

naive stag
fiery swallow
# flat coral Isn't it O(n) either way?

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

pulsar lantern
#

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?

fiery swallow
flat coral
tawdry surge
#

You gotta add one to the function or event you are using as a delegate

runic parrot
#

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

flat coral
tawdry surge
#

Hmm, works for by event. can't test function atm

fiery swallow
flat coral
#

Siiiiiiiiiiiiiiiiigh

#

Fuck it I'm just gonna rearchitect this whole damn thing

reef crypt
# faint pasture If it's your first time just make an array of BP_Pickup classes and fill it with...

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?

steep basin
#

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?

gentle urchin
#

Class random is basically just a plain old actor

#

With an array to pick from

#

Spawn picked item -> destroy self

reef crypt
#

ohhhhhhhhhhhhhhh my brain is tiny thanks i will try that

junior hedge
foggy otter
#

guys, is there a way to get all children of a barebones uobject via blueprints?

worldly notch
#

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)

limber parcel
#

is possible to make like a partial class in blueprint?

#

basically i want to add code to an actor, without actually editing that actor

fresh sluice
limber parcel
#

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

fresh sluice
#

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

limber parcel
#

not really but components are the next best solution i guess

gentle urchin
#

Components is the closest you'll get really

limber parcel
#

what exactly does it mean for a component to be active?

lime fulcrum
#

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?

gentle urchin
#

With even distribution the probability would be equal to your selected value

limber parcel
#

yes, else it would be random int in range

lime fulcrum
#

IT looks like it's working just fine. πŸ˜„

gentle urchin
#

So a value between 0 and 0.3 would give you a 30% probability

lime fulcrum
#

yah πŸ˜„

gentle urchin
#

If your range is bigger (0 to 1 being just an example) you cqn normalize the range and quickly see the probability :p

lime fulcrum
#

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

gentle urchin
#

Id expect the probability to be a float value :p

#

Not a true false statement

lime fulcrum
#

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

gentle urchin
#

Yepp, you're right, im a dumbass πŸ˜„

lime fulcrum
#

nah it's fine

gentle urchin
#

For ease of use and no confusion for others

#

Id make the input in %

lime fulcrum
#

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

#

πŸ˜„

#

should be Random Float in Range 0.01 to 1

gentle urchin
#

Random float in range is inclusive?

#

Perhaps it is

lime fulcrum
#

yah, I guess

#

This should be ok now πŸ™ƒ

gentle urchin
#

You could add a branch

lime fulcrum
#

so putting 0 will never be chosen

gentle urchin
#

And instead check that the input > 0

lime fulcrum
#

well, that too

gentle urchin
#

Oh well, solves it all i guess

lime fulcrum
#

Damn I just crashed UE xD

gentle urchin
#

But now you removed an entire percent

lime fulcrum
#

I tried to divide by 0

gentle urchin
#

So you cant do 0.05% on something

#

Like a mythic drop

lime fulcrum
#

It isn't so important to me for it to be so precise

placid goblet
#

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
dawn magnet
#

Hi, any idea why my custom bone driven controllers don't work in a metahuman?

hollow schooner
#

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

maiden lava
#

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.

high frost
#

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

gentle urchin
# maiden lava Hey Calvin for sending data through multiple blue prints I suggest looking at c...

@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?

hollow schooner
#

Yes its a pawn

#

The "player" is a separte pawn blueprint

gentle urchin
#

And the widget is created where?

#

Is this car possessed?

hollow schooner
#

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)

gentle urchin
#

Right, but who creates the widget?

hollow schooner
#

I did?

#

Not sure I understand, sorry

gentle urchin
#

....

#

Where does the "create widget" node get used?

#

No worries

#

This seem very familiar in general πŸ˜…

hollow schooner
#

Im not sure what you mean with the crate widget node. I created a button in the UI and added the "onClicked" event

gentle urchin
#

Right, but some actor must create it at runtime and add it to the screen?

hollow schooner
#

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)

gentle urchin
#

So... a component ?

hollow schooner
#

Im also using it to switch between varient sets of the car

gentle urchin
#

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

hollow schooner
#

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 πŸ˜’

gentle urchin
#

Right click it, reference viewer

hollow schooner
gentle urchin
#

Bp ui builder sounds responsible

#

Or the car itself(which would be practical in this usecase)

hollow schooner
#

So, what should I be doing?

gentle urchin
#

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

hollow schooner
#

How would I add the widget in the car blueprint? Didnt know whats possible

gentle urchin
#

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"

hollow schooner
#

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

gentle urchin
#

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

hollow schooner
#

What do you suggest I call it?

junior hedge
#

You need to plug the door rotation into A

hollow schooner
gentle urchin
#

Being a car reference, what about... CarRef?

#

πŸ˜…

hollow schooner
gentle urchin
#

Guess i got confused

hollow schooner
# junior hedge UI button?

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

gentle urchin
#

By the widget variable

#

Which is what i thought we were talking about, for now

junior hedge
#

In the UI bp when you click just get the car actor and plug in open r door

hollow schooner
junior hedge
#

Show the UI bp please

hollow schooner
#

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

junior hedge
#

Ok so on construct create a "get all actors" node

#

"get" the value 0 from the array

hollow schooner
#

In the Cars Blueprint or in the Widget (UI) blueprint?

junior hedge
#

Widget

#

Then when you get the 0 index in the array promote that info a variable

#

That will be your reference

hollow schooner
#

I believe I already have those first few steps setup for my varient sets:

junior hedge
#

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

gentle urchin
#

Bad practise but for a car configurator i guess it doesnt mean the world

hollow schooner
#

Like this?

gentle urchin
#

This doesnt do anything

junior hedge
#

No set it on construct

gentle urchin
#

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..

junior hedge
#

That's what I said

hollow schooner
#

thats the issue Ive bene having

#

how does that work

gentle urchin
#

Drag from the open door

hollow schooner
#

Im sorry for being such a pain by the way

junior hedge
gentle urchin
#

Search for "open door"

junior hedge
#

Drag onto it

#

Type open door

gentle urchin
#

(This is why the variable name is bad)

junior hedge
#

I mean he's trying to get an example

#

No need to cherry pick

gentle urchin
#

I know he is

junior hedge
#

Just gets off topic

#

@hollow schooner any luck?

hollow schooner
#

like this?

junior hedge
#

Mc laren isn't a real ref afaik

#

Delete it

#

Useless

hollow schooner
#

Here is everything in one frame

#

okay

#

I cant connect the two blue dots now

junior hedge
#

You need to actually cast or to get the actor to set a variable like that

#

Ok so

#

Inside the car stuff node

gentle urchin
#

No need to cast

junior hedge
#

The right blue dot

gentle urchin
#

Its already type checked

junior hedge
#

Drag it out

#

Type in open r door

#

Oh

gentle urchin
#

Because of the variable

#

Open door

junior hedge
#

You aren't getting the car actor@hollow schooner

gentle urchin
#

He will get thag in the result list

#

Being of the same type as the actor ref dragged from

junior hedge
#

You need a new get all actors of class node

#

And select your car actor

gentle urchin
#

Just use the exposed widget variable

#

Why confuse him more...

junior hedge
#

What are you talking about

gentle urchin
#

We exposed the car ref long time ago

#

So its accessible from the car. Which creates the widget

hollow schooner
#

like this?

junior hedge
#

Is mc laren your car actor?

hollow schooner
#

Yes

junior hedge
#

Ok

#

Drag it of the dot

#

Type in open r door

#

The bottom right side dot of your "Open Door" set node

hollow schooner
#

liek that?

junior hedge
#

Sure whatever

#

That should work

hollow schooner
#

HOLY BANANS

#

it works

#

Jesus

gentle urchin
#

Atleast now its the right event call

hollow schooner
#

guys Im so sorry for my incredible noob-ness

#

This is a setup that I actually understand

junior hedge
#

There are many ways to cast btw

hollow schooner
#

thank you for your patience and time

gentle urchin
hollow schooner
#

I shall

gentle urchin
#

Casting is not the issue here.

hollow schooner
#

I only started with UE last week so my understanding of the different concepts is still very limited

gentle urchin
#

(My typos might be lol)

junior hedge
#

It's fine

#

It's 4am

gentle urchin
#

10 in the morning here

junior hedge
#

Rip

gentle urchin
#

Outside, trying to get baby to sleep

junior hedge
#

@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

limber parcel
junior hedge
#

Lol

gentle urchin
#

Generally id avoid get all actors of class aswell

limber parcel
#

smarter to save groups of actors in an array in the gamemode or something

junior hedge
#

^

hollow schooner
#

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)

junior hedge
junior hedge
#

People here are here to help especially like me

hollow schooner
limber parcel
junior hedge
#

Looks very well

hollow schooner
#

etc.

junior hedge
#

Construction scripts are instant

limber parcel
#

havent really found a video that explains all of this

#

construction script runs in editor

#

event graph not

junior hedge
#

Oh

#

Mb

hollow schooner
#

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

junior hedge
#

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

limber parcel
#

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

junior hedge
#

Idk anything about macros

junior hedge
#

I do know functions are instant though

limber parcel
#

what do you mean?

tight schooner
#

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

gentle urchin
#

Construction script is ran when constructed

junior hedge
#

Event graphs aren't on a timer from what I've heard

gentle urchin
#

While beginplay runs when game starts

junior hedge
#

Functions try to get stuff done asap

gentle urchin
#

And the actors beginplay starts

junior hedge
#

No offense

limber parcel
hollow schooner
gentle urchin
#

Whats vague about constructed?

junior hedge
#

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

tight schooner
limber parcel
#

yeah i was about to say xD

tight schooner
#

Functions can also produce an output when called, unlike events

hollow schooner
#

That information already answeres a lot of my questions

junior hedge
#

Think of it from a programming perspective if you can

#

Helps alot

limber parcel
#

my advice for macros: just stay away from them xD

hollow schooner
#

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?

limber parcel
#

wherever u set it to open

hollow schooner
junior hedge
#

You would just create a boolean or flipflop and do the same thing essentially

junior hedge
#

Perfect for closing it

hollow schooner
#

Using another custom event?

junior hedge
#

You would just create a new custom event called close r door and plug it in there

hollow schooner
#

perfect

limber parcel
#

can widgets use interfaces?

junior hedge
#

And then call it from the bp using either a branch + boolean or a flipflop

hollow schooner
#

Like this?

#

No, that doesnt seem to work just yet

junior hedge
#

Yes but you need to actually create a variable

hollow schooner
#

Ah

#

of course

gentle urchin
#

Or move the flipflop to tge car, rename tge event Toggle door. And do it that way

junior hedge
#

Then one true set the variable to false and vise versa

gentle urchin
#

Car knows the state of itself, so widget doesnt need to

hollow schooner
#

okay, so what would I use for the condition?

storm dove
#

yo! can i convert selected actors into blueprints (with base class) each separately?

gentle urchin
hollow schooner
#

Ah right, didnt know that was a real node lol

#

Works, perfect, you guys are awesome

limber parcel
hollow schooner
#

Now the same for Left foor, but that should just be copy/paste

gentle urchin
#

Flipflop is a branch and a bool πŸ˜…

junior hedge
#

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

hollow schooner
#

no but thats great, you guys are giving me loads of great info, really appreciate it

hollow schooner
#

maybe access directly from file explorer

#

and remove from there

junior hedge
#

The reaction? Lol

tight schooner
gentle urchin
hollow schooner
dark harness
#

Anyone know of a way to mass re-parent all BPs of a certain class?

gentle urchin
#

Unless thats Actor. Then you're doomed :p

#

Perhaps mass edit via property matrix?

dark harness
#

their common parent is a C++ class... so almost the same as Actor πŸ™ƒ

gentle urchin
#

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

hollow schooner
#

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:

gentle urchin
#

Only thing left for the widget to do is call the event

gentle urchin
hollow schooner
#

Yes I am using a seperate line trace for the CameraPawn

gentle urchin
#

Which is feeding the actor reference in the "MoveToFocusedActor" , right?

hollow schooner
#

Although Im onl yusing it for the Depth of field, sorry

gentle urchin
#

What is calling the "MoveToFocusedActor" event ?

hollow schooner
#

This, I believe

gentle urchin
#

Open the "check if Hit Actor" function

storm dove
hollow schooner
storm dove
#

also that doesnt merge the selected actors, it just replaces them with another

gentle urchin
# hollow schooner

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)

hollow schooner
#

How and where do I add a "tag"?

gentle urchin
#

open up the "Object" blueprint (assuming there is one)

#

then in the "Class Defaults" you search for tag

hollow schooner
#

Of the object that i want to exclude?

gentle urchin
#

Or those to include, whichever is less work

hollow schooner
#

its just a simple box, so no BP

#

let me thibk

gentle urchin
#

simple collision box?

#

trigger or smth ?

hollow schooner
#

I think I'll add the tag to the meshes I want to be able to select

gentle urchin
#

anything placed in the world that has a transform is an actor

hollow schooner
#

In this case the car

#

so, in the car BP i wadd the Tag?

gentle urchin
#

yeah

#

And on linetrace hit, check if the hit actor has the tag

#

like this

#

Replace "None" with the desired tag

hollow schooner
#

Okay, and I'd add that to my "check if click hit act or" function, correct?

gentle urchin
#

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

hollow schooner
#

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

gentle urchin
#

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 πŸ˜›

#

the last one is correct

#

for a generic trace

#

this would be mouse trace

hollow schooner
#

hmm, still not quite working. I dont get the error anymore though

#

Nothing is selectable right now

gentle urchin
#

You're connecting the wrong bool

jagged stone
#

Is there any blueprint for "InArray" and "NotInArray"?

#

For example if a name in an array of names

gentle urchin
hollow schooner
jagged stone
#

😐 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

gentle urchin
#

I mean..

#

you can "find"

#

which will give you what you want

#

Not sure why i didnt think of that xD

jagged stone
#

oh i see, yeah that works (sorry thought find was only for maps), thanks

hollow schooner
#

IMO my setup is the same as yours, but still, nothing is selectable o.O

gentle urchin
#

Have you added the tag to the selectable actors?

limber parcel
#

are there any good tutorials on using actor tags efficiently?

hollow schooner
#

Yes, Or should I not use the "Mesh" component?

versed rune
#

You have to add the tag in "Actor tag", not component tag, they're different πŸ™‚

versed rune
versed rune
hollow schooner
#

Awh man, thanks for pointing that out. So many damn variables and little differences to look out for πŸ™ˆ

gentle urchin
#

If you want it on a per component basis instead, you can check the hit component for the tag πŸ˜›

hollow schooner
#

Since I added the tag to the component, my pc is frozen (writing from phone app ATM). Is that normal? πŸ˜•