#blueprint

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tight schooner
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@still rain yeah that's what I saw too.

trail sierra
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sweet that worked perfectly, thank you.

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Helps me learn in tutorials if I can go in and turn off what I entered and see what happens

safe iron
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I found out it's a problem with the struct because it works with an standalone array, I have no idea why tho!

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Solved it! Needed a get ref

tight schooner
safe iron
still rain
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the only assets i can access for now is spline mesh actors

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so the method in videos may not apply to my situtation

tight schooner
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welp. I'm not sure what you're up to. But you could maybe make some sort of editor utility widget BP (or editor function) that basically does the same thing with a spline

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but instead of creating spline mesh components on a custom BP actor, it spawns spline mesh actors

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and then you can have your multi-spline-mesh thing with several points

still rain
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emm, little confused. here my situtation.

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i get a curve made with spline mesh component. all i need is to access all the points of that "curve"

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the curve is made with a bunch of spline mesh actors/component

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i can get the spline mesh component list, but then i cannot get things like each point on it

tight schooner
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don't think the array will be in any particular order, but otherwise it should work. Drag out the "Spline Mesh Component" pin on your screenshot and uh

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"Get Start [...]" and "Get End [...]" functions should be available

gentle urchin
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Sounds like going the wrong way about it

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Surely they are deformed by a regular spline initially?

tight schooner
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Yeah getting spline points from a series of spline meshes is backward but I didn't question it...

still rain
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whats the differece between them? seems to be exactly the same

next carbon
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how do I remove a slice from an array?

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this is the closest I could find, other than making a for loop

native willow
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in bp you probably do a for loop, in cpp can remove a slice easily

bright nest
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this would delete last index but you can change the green int with the index you want to remove

native willow
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it doesnt answer the question tho

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they want to remove a slice

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like from index 2 to 5

bright nest
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oh a slice means more than one? Gotcha!

bright nest
native willow
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but it still doesnt remove a slice, it does something completely different

next carbon
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How would I do it in C++? I'll just make a bp callable

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Just usual C++ syntax?

limber parcel
wary tinsel
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Hey guys, I have my pawn spawning a particle system and I moved this function over to c++. Can someone tell me why I get this warning? The particle is working normally
GetVectorParameterValue called on ....... with invalid ParameterName 'None'. This is likely due to a Blueprint error.

native willow
undone sequoia
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is get platform user name showing name of machine used ? or can I also get name from epic game launcher via I am logged in

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?

fluid reef
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Okay, in an AI Blueprint Task I get some data, specifically a "Transform" and "Vector". I want to set two variables in another Blueprint with these new values. What's the best way to communicate?

limber parcel
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blackboard

limber parcel
undone sequoia
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๐Ÿ˜„

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imrich

limber parcel
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if you are testing locally in editor it will show name of machine

undone sequoia
limber parcel
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by running standalone version i guess

undone sequoia
limber parcel
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have u actually enabled the epic subsystem?

undone sequoia
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yea I am also logged and see overlay and friends

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๐Ÿ˜„

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and its printing my machine name

limber parcel
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thats weird then

undone sequoia
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on google i just found platfom user name is just name of os,win,android,linux

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so then I have to try it other way

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fck

limber parcel
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you could add UI for entering username at start

undone sequoia
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Why I just start game login via epic because I am using eos and then I Wanna print nick in the corner

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nick from epic launcher

limber parcel
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maybe this helps

last charm
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what's wrong? When i click R nothing happens

tawdry surge
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Toggle physics animation isn't connected maybe

last charm
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ah yes im stupid

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thanks

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nope still doesnt simulate

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do i have to have a specific mesh to do it?

shrewd briar
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hello everyone i hope you are doing great ! I'm kinda lost as to how i can trace a line from the screen(Camera) in the cursor's position to anything that would hit behind it

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I would appreciate any help even if it's little

tawdry surge
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Theres a node, Hit under cursor or something like that

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@last charm no, any skeletal mesh works fine

shrewd briar
last charm
tawdry surge
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Unlikely. At best the ui may have changed
Are you following the live stream from epic?

cedar sparrow
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Hey, is it possible to put the multicast and server call into a function library? Or does it only work in the actual bp that needs to run it?

still plume
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hello everyone i need a solution to save the sound wave that the player create IN GAME. I found this BP node, but i don't understood wich reference it need

cedar sparrow
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@solar sequoia never mind

dry condor
last charm
still plume
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@dry condor i have found SaveLoadedAsset node, but i don't see in my project. It can be a part of a plugin? You think can this be what I'm looking for

dry condor
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im not sure what you want to do ?
you are allready saving it as "as sound wave"

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ah i think i understand, you want to save it as a new file ?

last charm
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I couldnt follow the unreal live because the ui si completely different and i

still plume
dry condor
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yeah #audio seems like the best place for this question

timid rock
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How can I get my "Get control rotation" node to look like this? right now, on the right it only has a "return value" output

fallen glade
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right click, split

timid rock
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Thank you

tawdry surge
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@last charm they have a couple but yeah. That's what I used to learn how to use the physics animation component

faint pasture
coarse skiff
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Im a total noob, I'm in 3rd person game, I know the camera is in the BP_ThirdPersonCharacter, but if I make my own camera in the level, how do I have the game run on that one instead?

fallen glade
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sorry but I forget every time I need to do it haha

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You can also possess a camera but I don't think you mean that

coarse skiff
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ok that sounds way harder than i thought. i just right-click place camera, position it, then i wanted the game to use it when i hit play. i guess i will look up "game instance"

fallen glade
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I'm not the best but I can help I think, I've done it a few times. Drop me a message I think this would clutter the chat

gentle urchin
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The cameraActor being the target

coarse skiff
gentle urchin
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Setting viewtarget would update this

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So thats how itnwould know.. youd tell it

coarse skiff
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In my level blue print, I make a reference to CameraActor, I drag out a pin I dont see View Target. The closest I see is "Find Camera Component When View Target"

gentle urchin
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Get player controller -> set view target with blend

timid rock
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Sorry for dumb question, but does anyone know why I can't look up or down?

tawdry surge
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Your camera isn't attached to the springarm btw

zealous moth
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Is there a way to clamp the spring arm rotation?

tawdry surge
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Camera manager let's you clamp control rotation

timid rock
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I can only rotate my character itself now, not the camera. Definitely some dumb mistake im making

limber parcel
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why did u even trap ur character in a cylinder lol

timid rock
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There is no mesh, cylinder is a placeholder

limber parcel
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why would u use a cylinder instead of manny lol

timid rock
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its not that big of a deal

proven loom
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where can i add a timeline? i'm trying to add a timeline to a gameplay cue but i can't. i also tried adding a timeline to a function. can't either. at this point i have to make an event in cpp and expose it to blueprint and then make a timeline off of that. is there another way?

maiden wadi
tawdry surge
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@timid rock try checking the use control rotation box

proven loom
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yes, it's a UObject

neat stream
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Hey there can I Use DataLayers with Standard map on ue5?

tawdry surge
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Think you'd just use sub-levels

neat stream
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arg !

mossy perch
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@fallow sleet
Unsure where to go for reports on stuff.
But within the Lyra Project on the assets listed below
AnimBlueprint'/Game/Characters/Heroes/Mannequin/Animations/Locomotion/Unarmed/ABP_UnarmedAnimLayers.ABP_UnarmedAnimLayers'
AnimBlueprint'/Game/Characters/Heroes/Mannequin/Animations/Locomotion/Unarmed/ABP_UnarmedAnimLayers_Feminine.ABP_UnarmedAnimLayers_Feminine'

The Anim Sequence of Jump Fall Land is set preset to
AnimSequence'/Game/Characters/Heroes/Mannequin/Animations/Locomotion/Unarmed/MM_Unarmed_Jump_Fall_Land.MM_Unarmed_Jump_Fall_Loop'

While it should be.
AnimSequence'/Game/Characters/Heroes/Mannequin/Animations/Locomotion/Unarmed/MM_Unarmed_Jump_Fall_Land.MM_Unarmed_Jump_Fall_Land'

crimson jolt
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When using Event Hit in an actor with a skeletal mesh + physics asset, how do I get the specific body/bone (of the skeletal mesh) that generated the hit?

rotund heath
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I've been up all night and haven't been able to figure out a fix for my crouch. It works single-player, but once i try to connect with a client I get no crouch action at all, no logs, but my print string still appears after the crouch has been called.

Has anyone else had a similar thinghappen

tawdry surge
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Are you calling it on both client and server?

rotund heath
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I'm pretty new. I have a light understanding of replication but idk how to answer your question than to show you I tried to call it via server

tawdry surge
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You only have crouch on the server event

maiden wadi
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Isn't crouch already replicated? I swear it was.

hybrid ether
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I have multiplayer game first person with model. I set head owner cant see because it was clipping front of camera sometimes. But Shadows also doesn't have head rn. What could be good way to make head disabled but shadows still render?

maiden wadi
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I need to double check that, but memory thought you only had to call Crouch on client.

rotund heath
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AFAIK, the Character Movement Component is out of the box replicated as long as you check your little boxes.

tawdry surge
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Movement is replicated but the settings on the Movement component still need set on both client and server to prevent cheating

rotund heath
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From what I've been reading the crouch commands should be replicated. @tawdry surge How would I call it on client side, another custom event just not replicoated?

mossy perch
tawdry surge
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Same as changing max walk speed for sprinting

maiden wadi
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CMC doesn't replicate ever if memory serves, it uses it's actor to do that. It was created before networking was extended to components.

rotund heath
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Thank you all for setting me straight. I can finally crouch..

neat stream
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So on a normal map I can assign actor to a datalayer but the datalayer is invalid in runtime ... that's weird

maiden wadi
rotund heath
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It's working.. but at what cost..

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So the thing to do here is get rid of all custom events for crouching and just call the action input?

maiden wadi
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You can simplify that immensely.

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Unreal's implementation of crouch handles the networking for you already. You just have to call the Crouch/Uncrouch on the owning client.

timid rock
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noob question: is "Control Rotation" of a pawn different to its rotation transform?

rotund heath
maiden wadi
timid rock
cursive ermine
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Hey Quick question. How do I remove from a Float e.g 12,589 the first digits? So that I have only 0,589 at the End

fallen glade
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Is there any way to tweak the Skylight shadow/occlusion distance?

thin panther
thin panther
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Npnp

desert juniper
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Assuming you mean 12**.**589 (unreal uses points to define decimals, not commas)

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then it's just 12.589%1 = 0.589

gentle urchin
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Mod is easily forgotten but awesome

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For floats there is also a division and remainder

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Which does the both mod and division

humble vine
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Looking for a method to check network card mac address in published game? Doing something that after publishing should only run on single computer and need a way to lock it

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As in, if UE can check the mac address being the same as the one saved on some blueprint variable, otherwise game won't run

desert juniper
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doesn't your mac address change when PC components are swapped out?

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and won't it change on some computers if they're on a different network?

humble vine
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well the network adapter mac address should remain the same as far as i know, and i can always update new version if part breaks and is returned to me

cursive ermine
humble vine
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if not mac address, i need something that can be saved inside each published game that can be checked from hardware to lock it to work on single computer. Network cards are cheap so locking it to mac address if it stays the same would be easy way to do it. Someone buys license and gets both the executable and network card to unlock it. If their comp breaks, they can just move the card and license to another computer but can't run two systems same time

gentle urchin
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Mac is unique to the network card

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Wont change

humble vine
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this is specialized use case for venue based solution, so it will only need to run on singe computer

gentle urchin
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Unless you change adapter

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Or card

desert juniper
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ah okay, that's good to know

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MAC addresses can be spoofed though.
Why not just look for some standard DRM plugins?

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If their comp breaks, they can just move the card and license to another computer but can't run two systems same time
This is a surefire way to piss off your potential customers and get bad publicity/reviews

humble vine
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no it won't be, this is special case licensing

desert juniper
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ah. missed that

humble vine
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i found before there CPP way to check it but seems like it would be deprecated.. (and i don't know cpp)

desert juniper
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Google doesn't really show a way either
If it's for a simple enough use-case, then just learn the required code

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looks like this is what it was replaced with
@humble vine

humble vine
cursive grove
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Getting assets by path does not work on a packaged project, How can I solve this?

silk hinge
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hello guys
I'm having an issue to access a post process material make a Dynamic material instance out of it and tweak the values of the post process material.

Here is what I came out with, but it dosent seems to do anything, but I checked with a print strings and break points, the cast dosent fail, the material name that comes with the each loop is the real PPM (post process material) set up into the pawn, so I'm out of ideas, maybe just a known bug ? I'm on UE4.26

https://prnt.sc/8k_WvXa2E1YS

Lightshot

Captured with Lightshot

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This looks like a bug to me, but I'm not too familiar with this type of material work especially with post process

cursive grove
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this is how I did it

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and on your function use this

silk hinge
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So your having a plane or something to display you post process ?

cursive grove
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I have a blueprint component that takes the owner and making them transparent

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so wherever I place the component, it changes the material

faint badge
# silk hinge https://prnt.sc/UYi9d3kuLzx_

You're making a new material instance dynamic but you're not actually assigning it to anything. You're effectively making a new thing, modifying it and then throwing it away. You need to actually do something with the new thing you've made

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In your case probably just assign it back to your post process settings array

silk hinge
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oh okay so the missing part of the code is to re apply the new options set up to the old post process used, correct ?

faint badge
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Correct, you need to take the return value of your create material instance node and feed it back into your settings

tawdry surge
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If you use the mesh component as the target to create the dynamic material instance it assigns automatically

silk hinge
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There is no mesh component in my case, it's directly a post process component into the pawn class

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I dont see why you cant just access the post process material assign to the post process component without going trough all the structur options.
Cause now I'm having a super hard time to transform my instance back into a post process settings struct so I can re-apply the new settings to the post process component xD

plain helm
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What is the point of putting PlayerStart in the level instead of putting BP Player?

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Does the same thing: spawns player at that location

silk hinge
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you mean placing the player manually ? or spawning the player directly ?

tawdry surge
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Player start is connected to the gamemode and provides a spot to respawn after death or spawn point for teams.
If you use a character BP and auto possess it'll work, but you'll have to handle respawn another way

night bear
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Is anything wrong with this since i can only change my settings once and when i try to chaneg settings again it fails

solar sequoia
night bear
silk hinge
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Yes so, this is gonna be a huge issue incase of respawn, multiplayer games etc...
Cause the spawn Is able to grab any pawn that has a player controller assigned and spawn it at the player start

keen anchor
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After watching the very excellent Blueprints In-depth videos from Unreal I realised why opening my player BP takes so long. (blueprints loads as assets, everything they reference is loaded as well)

I looked in reference viewer and the player BP references enemies that can be spawned, all possible textures (char customization), a bunch of items etc.

How would I go about moving these references (that are needed) so they won't be loaded as a consequence of loading my player BP?
Datatables? Components? Not sure if components offset the problem as they are referenced so I assume everything they point to are loaded up as well.

night bear
gentle urchin
solar sequoia
solar sequoia
dawn gazelle
silk hinge
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@faint badge sorry for tagging you, my last question would be, how to transform the material instance, back to a post process material, even tho it's parent is a post process material, it's considered has a dynamic material instance, and casting does not allow me to make it a post process material.

So I cannot Apply this instance, to the post process material and use it has a setting, those are not compatible, I tryed many nodes and struct but nithing seems to let me transform my material instance to a post process material, even tho my instance is a post process material at the begin xD

https://prnt.sc/D7x_kggAmlIv

https://prnt.sc/GX2CPzudGcxN

Thats a huge mess to my brain xD

Lightshot

Captured with Lightshot

Lightshot

Captured with Lightshot

tight schooner
versed spruce
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What variable should i use to specific a single item? Between inventory transfers and actor deletion and recreation. I basically need to assign a unique number to a actor i can use to reference its data even if the actor is deleted

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Is its actor variable unique or can another item take its number after the old one is deleted?

dawn gazelle
silk hinge
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it's giving me an array tho

main lake
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I want to have multiple levels of speed for my player, what should I use please ? Like people will be able to train to get a higher tier for their speed

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I need to see the values for each speed tier

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Please ping me if any answer ๐Ÿ™‚

solar sequoia
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you can drag off of the cmc and set max walk speed directly

silk hinge
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@dawn gazelle I freaking love you bro
@faint badge you too :p

Thaaaaats a damm mess https://prnt.sc/jFRUeOiwBmZy

But it's working so I can now edit the post process at run time to make it more or less blury etc... might be expensive on resources but for this project it dosent matter

Lightshot

Captured with Lightshot

main lake
livid furnace
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I'm losing my mind here, i'm trying to figure out what side of a cube's pointing upwards by using get world rotation and it's for some reason spitting out random numbers if 2 of the 6 sides of the cube are facing up, i'm just getting the rotation of the cube, sending it through a break rotator, rounding it, and then printing it.

dry condor
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hi slackers, soo i built a spawner tool for spawning child actors and setting their class, how could i get the mesh of the childs ?

dawn gazelle
solar sequoia
faint pasture
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Or just math

solar sequoia
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you can hard code it, even. Not sure how many levels you want

main lake
faint pasture
keen anchor
main lake
faint pasture
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You probably want that stuff in data tables as soft refs.
DataTable_Monsters for example

main lake
keen anchor
dry condor
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how can i connect these? which node am i missing ?

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the target doesnt match with the array elements and i cant find out how to get the mesh of that array element

main lake
# faint pasture https://youtu.be/HrHFpAxnBZQ

If i'm not mistaking this video shows how to do stuff over time, in my case it's not really about doing stuff over time but more precise values ๐Ÿค” I don't take initiatives until I learn the thing.

main lake
solar sequoia
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this is what I have in my editor, even

dawn gazelle
dry condor
brittle osprey
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so I have a question: Im "fairly" new to UE and im trying to program a point pool that, when pieces are placed on a board, the value of said piece is subtracted from the max point pool. Honestly, I have no idea where to even begin or where to ask for help....

dry condor
brittle osprey
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think of it like placing a chess piece on a board

dawn gazelle
rocky ore
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hmm im having a problem, lets say im at Level1, from there i can go to Level2 and safe go back to Level1, but if i try to go to Level2 again it crashes, any reason for that?

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i can also do the otherway and it crashes

brittle osprey
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it exists before hand and you place it on the board.

dry condor
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thats what i get for trying to avoid casting ๐Ÿ˜„

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ty

brittle osprey
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@toxic jay so this is what i think might work? idk ive never really used UE all that much outside of rendering stuff

dry condor
brittle osprey
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i see what you mean ill fix it. er try to

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could you clarify?

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this one?

meager vessel
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Hey, so i got a question about item/loot systems. I'm using a data table and a blueprint class itempickup master that i can spawn and give a mesh to look like the item i want to spawn. So at this point I have an actor that is spawned in my world. It's kind of inspired by path of exile where the base item can come with different modifiers. Now i want to pick this item up and save it in an inventory. What is a good way to make an inventory system for this? Even if its a generic base item it has unique stats to it so i cant just save the row name for the basic data table entry. An actor is spawned in the world and after pickup i have to destroy the actor. So i would probably lose the info when i just make an array of those actors. Should i just use a struct that holds the generic item identifier and the unique modifier stats? Or are there better ways/datatypes to use?

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I just need a pointer in a direction to look up

brittle osprey
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okay so id want the pieces to "call" on the game mode then the game mode subtracts the piece value from the max?

rocky ore
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huh i figured out how to solve it but now im curious
why by name works infinitely and by reference crashes when returning to a level i was before hmmm

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is it a bug

meager vessel
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So a struct is the way to go i guess. You mean i should create the struct in c++ instead of creating it in the unreal editor? @toxic jay

brittle osprey
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another question: where exactly do i put certain code at? everything has an event graph so how do i know where to put things?

meager vessel
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Thank you very much @toxic jay

fiery swallow
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anybody know of an efficient way to organize an array of integers from least to greatest?

cursive grove
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Guys I want to save an array of numbers with an editor utility blueprint and with that, set another blueprint's array. How can I send the variable from Editor utility blueprint to e.g. Game Mode's editor script?

sand flame
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Quick question, If I add "Movement input" component to make my character move, does it scale with world delta seconds automatically or do I have to multiply it with it? To avoid movement speed being different with different framerate

fiery swallow
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WE HAVE THE TECHNOLOGY

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this node actually sorts floats for you

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thanks for the help though!

timid rock
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How can I make a 3rd person character controller that makes the character NOT change direction at all when I look around, unless the character is moving (Essentially the exact same as the default 3p character controller)

I'm trying to learn ue5 and blueprints, I've looked at the default controller and (to my noob eyes) the bps are functionally identical, but my controller will always face the way the camera is facing. Thanks for help

tawdry surge
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Anyone know how to change the origin point of a sub level?

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I have an existing level I want to use as a sub-level, but I need it to not be centered on the persistent level

brittle osprey
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anyone know how to start a minigame sequence with a button? Ive got the button set up it just doesnt start the game mode

timid rock
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I see "use controller rotation pitch/roll/yaw" but not anything to do with movement

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ah, I see it under the CharMoveComp, thank you very much!

brittle osprey
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alright i think i got the point subtraction down now

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that is on a playable piece so theoretically, once the piece is placed, it accesses the game mode and the game mode does maths

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btw thanks @toxic jay for the help!\

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fak

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no its not. the idea was once the piece is placed, it talks to the game mode

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aparently i executed that wrong theo

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though*

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hmmmm. then im misunderstanding what casting is. Based on what i read, i thought casting was using (in this case) the game mode to access its math function

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i think i understand what you mean, but could you clarify?

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so when setting a target for a function, would you want the target to be itself? like this for example

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the way im understanding this, is that after the melee unit is placed and casts to the gamemode, the game mode access the math function and calculates its variables. Idk if im understanding this right and i do apologize for the constant questions/verification

zealous moth
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@tawdry surge how do you get or use a camera manager? Separate actor?

tawdry surge
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camera manager is owned by the controller

zealous moth
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Oooooo

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Gotcha

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I kept looking at character

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No wonder

snow summit
#

Hey all, I was hoping some of you wonderful people could help. Anyone have any advice on making a quiz with data tables and widgets?

Iโ€™m making a lab simulation game for virtual biology instruction, where after the player runs a lab test they need to go to a computer and answer questions about the random lab test result that spawns, which is scored at the end. The player can go to a computer actor in the level and interact with it, kinda like in fallout, and a widget is added to the viewport.

Iโ€™ve been trying to use a data table and struct to populate the widget with multiple choice questions to set the text, but Iโ€™m having some issues getting it to work. There are 10 possible lab test results that can spawn for the player to read, and 5 questions with 4 possible multiple choice answers that can be selected for each lab test result.

If you guys have any advice I would super appreciate it!

flat raft
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Random every time?

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If not random, consider using a MAP?

snow summit
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The spawn of the lab test results are random, but the questions are not random and have to go with the particular lab test result that spawns.

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Ooo I have not tried MAP variables yet, thank you! I'll give it a go

flat raft
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Sounds like datatables is the way to go though

dim tapir
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Team, I'm trying to make a very basic dodge roll for my game. I don't need any animations yet. Is there some kind of "forced move forward at x speed" function I can call? All youtube tutorials are super advanced with animations

gentle prawn
#

This feels like a dumb question, but I can't get my character to crouch. "Can Crouch" is checked, I can see "crouch" getting called in my blueprints, and yet, the capsule doesn't change at all. I've checked the capsule's half height and the crouch half height, and they're different. i can't seem to change it at runtime with "set capsule half height" either. What am I overlooking? Thanks!

#

I've made characters crouch before in ue4 and never had an issue :/ But in ue5, it's just not happening

flat raft
dim tapir
flat raft
dim tapir
#

I'm just trying to make my character move at an increased speed for a very limited time forwards my mouse location

#

I'm testing out some abilities and before I take the time to do something advanced I just want to see if the idea works. It can be very scuffed

flat raft
#

@dim tapir ok for that , try multiplying the movement input by some number. And then use a timer to kill the effect

gentle prawn
dry condor
#

you could do something like a linetrace in direction of mouse position

snow summit
# flat raft Sounds like datatables is the way to go though

Yeah, that is what I had thought originally. I'm a biomedical artist, so a total coding noob. It could very well be that I've just missed something important in my code! I thought the issue was originally a communication issue between the spawner blueprint and the computer actor blueprint and widget but the blueprints in theory should be talking to each other fine. At least I know I'm on the right track using data tables and structs! If you think of anything else I should try let me know! (:

reef crypt
#

@gentle urchin @faint pasture thanks for the help the last few days appreciate it, got it working PekoraSalute

dim tapir
dim tapir
ocean meadow
#

Hello! whenever anyone has the time, I could use a little bit of help concerning my inventory I just created.

Whenever I have my inventory open, and when I attempt to pick up an item, the inventory does not refresh with the current item I have picked up, unless I close and reopen it again.

This also may have an affect with my drag and drop operation as well, where my inventory just multiplies the current item when dragging it over to an open slot unless I close and reopen it.

I am not sure whether the problem is associated with my refresh slot function, or if it is something else, any help is appreciated! ^^

dim tapir
# gentle prawn Have you tried using launch character?

Yeah that seems to do the trick as well. However I would like to determine how long the roll should be (0.2 for example). Also, same as before, I'm not able to determine what direction it should throw me it only throws me forward

gentle prawn
#

If you're trying to aim it with your mouse, you might want to use "convert mouse location to world space" and do some math on it to find the direction between your character and it, and then use that to determine what to set the launch vector to.

Otherwise, there's some tutorials on Youtube (I've seen it under projectile path) that can tell you how to calculate a direction based on your camera's rotation/angle.

tawdry surge
#

"Hit under cursor" will do that for you

tight schooner
#

@ocean meadow sounds like you need a function to update the inventory UI with the latest data so you can call it whenever there's a change

karmic tapir
#

Does anyone ever use the built in LastHitBy from the damage system? I can't get it to work despite setting the instigator correctly

ocean meadow
ocean meadow
faint pasture
cedar crypt
#

how can i prevent this from happening? bp in the second video of that link

#

this is the blueprint

foggy escarp
ocean meadow
junior hedge
dawn gazelle
pulsar lantern
#

Is there an efficient way to concat strings and variables in blueprints?

I'm debugging values I'm shoving in a map and I want to print out the name and value of each member in the map to console when they change.

pulsar lantern
#

Mmmmmmmm

dawn gazelle
#

You can also use a format text node. Then you can use {variables} and format it how you want, and input the values into the node.

pulsar lantern
#

So a List is going to be the way?

ocean meadow
tranquil gorge
#

hello im trying to use the print string function but it seems to only update on launch and not change value after even though i have it on the same line as event tick. Ive tried this on more than one blueprint. any ideas as to whats wrong?

pulsar lantern
#

This is the most disgusting thing I've ever done

#

this is why I prever C++ lol

dawn gazelle
# ocean meadow Thank you ^^ I know that I may sound uneducated in UE4, but please pardon me for...

That's one place, but your inventory should not be stored within the widgets if that is what you're doing. Personally I use an actor component to house all the logic of the inventory and then my UI reads the values from that to display what the inventory contains. Using an actor component also makes it reusable with other actors, so you can have a chest that has an inventory without having to put all the code into the chest again.

Whatever you may be doing, the idea is that whenever you're updating your inventory, whether it be through picking up something, using something, spending something, you should have some sort of function or event dispatcher that gets called that refreshes the UI that represents your inventory.

maiden wadi
quasi relic
#

Hi, is there a BP function that can get all the bones in a hierarchy? ex: all the bones, including, 'upperarm_l'?

pulsar lantern
pulsar lantern
#

This is my practice project for learning UE5 so I'm implimenting things myself in C++ and pulling things into blueprints

quasi relic
tight schooner
# pulsar lantern

Not everything in a Format Text node needs to be an input. You can write e.g.
One: {1} | Two: {2} etc. I like format text a lot for debug

ocean meadow
pulsar lantern
dawn gazelle
dawn gazelle
#

That should output something like:
0: 35
1: 86
2: 42

etc if you're printing out numbers between 1-100

pulsar lantern
#

Sanity check, is this incrementing on key correctly?

dawn gazelle
#

Top one is key, bottom is value.

pulsar lantern
#

No, the number generated (supposed to be 1-2, so 50%) is they key. When that key is hit I want to increment the value of that key by 1

#

I'm testing 0-3 to see if those are being hit as well as testing distribution

dawn gazelle
#

Yeah that should be right then.

pulsar lantern
#

Thanks all I'm getting the feedback I was looking for ๐Ÿ™‚

0-2 was getting hit instead of just 1-2

ocean meadow
dawn gazelle
ocean meadow
#

Thank you I accidentally set that as bind rather than call, I also set a bind event to my UI window if that makes sense.

dawn gazelle
#

You don't need to constantly rebind it. One bind on construct would suffice. Your refresh can just call your loop that you have there.

ocean meadow
#

Thank you, When I followed the steps prior to Ryan Laley's inventory tutorial, he placed his refresh_slot in the Inventory Slot UI, instead of Inventory_Window, so when I chose the "create matching function" option, I don't have the refresh option there

#

I apologize for the inconvenience T_T

#

OH

#

I THINK I GOT IT!!!

flat raft
#

has the working datatable and shows up in the ui

#

compare to what you have and see what you missed

#

ignore everthing else in the scene, just look at this. Open DTQnA (datatable) and see the structure. Change Q1 to something like " What is 1 + 1 ?" and hit play. it will update the widget. You can also change the possible answers and see them update. F key while playing to bring up widget. I didn't style anything. ๐Ÿ˜„ WBP_Quiz, in the graph section, is where the datatable is read into the widget. A different test, Test02, can be selected here also with a different set of questions you set in the data table. You can create as much tests as you like from the datatable.

ocean meadow
jaunty stirrup
#

I have an issue with " find text in localisation table" node. It no longer find the table in editor play mode

#

It returns an empty string

maiden wadi
#

I ask mostly because using that function is usually the same as just using a MakeLiteralText node.

jaunty stirrup
#

I want to store all my character's dialogues in tables , is it right?

icy dragon
royal trellis
#

Is there a way to do a drag and drop operation(widgets)\ that checks for conditions on the object we are dropping it into? I wanna use this to combine inventory items

jaunty stirrup
#

Data table dosen't accept strings or text as i see

maiden wadi
# jaunty stirrup I want to store all my character's dialogues in tables , is it right?

I would make a datatable out of it. But this requires making a struct. The struct can be something as simple as a single text property, or any other properties related to the line of text, like a speaker's name, portraits, audio, etc. When you input the Text field for the dialog line, you link that to your StringTable entry. You keep your stringtables in a single place(can use subfolders of this) for easy localization export.

#

The Datatable is used for your code runtime lookup. It's your own way to handle your dialog data. You can have one or sixty datatables for organization.

The stringtables are just for localization export. You use them so you don't double up on things. For instance if you have a dialog that is played multiple times, you only create it once in the stringtable and use that line multiple times in the datatable or elsewhere, which saves on localization costs.

jaunty stirrup
#

ok thx

flat raft
#

there are a few tuts on YT on character dialogue

junior hedge
#

guys i have a question

#

lets say i have 500 actors in a level and i destroy them all. would the next actor start at 0 when getting or 500?

karmic tapir
#

How would I go about calculating the X and Y for a given Z, using an origin point and a direction? Line tracing seems to only support hitting things? I need it to work with the Z having air too.

flat raft
#

use line trace

civic badge
#

I can't seem to figure out why this isn't growing, I had it working earlier slightly different

#

it just doesn't grow

junior hedge
#

is there an event that calls when an actor is spawned?

#

wait nvm

flat raft
#

begin play

jaunty stirrup
#

The problem is i can't read the string table

junior hedge
maiden wadi
junior hedge
#

this is what I did if anyone is wondering

civic badge
jaunty stirrup
#

I am making a dialogue BP component reusable for NPCs and others

#

It needs to read the datatable to purt the text in a Widget

jade coral
flat raft
#

@jaunty stirrup look at the project i posted above for bex. it has a working datatable. see if thats what u need

manic viper
#

whats the best way to approach this?
I have my character throwing dice. It hits then stores a variable inside the dice ( a rand int between 1-6) then after 2 seconds destroys itself.
Currently Im doing the hit , rand, and destroy on the die itself.
want i "want" out of it.. is that I can access the last number, have to do something in the world based on the number and also have a UI element that shows the number.
Is the dice the wrong blueprint to be running this in, should I be doing this in the level blueprint so that I can access those variables easier ?

maiden wadi
#

To better explain. Your code never changes your values until next tick, the while loop continues going.

jade coral
civic badge
jade coral
#

sorry my bbb ty for answering tho

tight schooner
# manic viper whats the best way to approach this? I have my character throwing dice. It hit...

Other BPs needing that rolled number suggests you want to store it in an easily accessible manager class, whether that's in one of the provided game mode/state/instance classes, or a custom manager-style actor class, or maybe some other form of data storage (savegame file?)

Obv. you don't want to store it in the dice because it dies. Generally bad practice to store it in the widget too, cuz widgets are ephemeral; they're meant to read data and display it rather than store it.

#

Sorry for the non-straightforward answer, but it's hard to say what's best when it comes to structural questions without having a deep understanding of the game design

junior hedge
#

how do I call an event from ui bp to level bp using binds? or am i thinking incorrectly

gentle urchin
#

Youd let the level bp bind to the widget delegates via whichever actor created the UI

junior hedge
manic viper
junior hedge
#

can you explain in further detail? I dont really get what you mean

gentle urchin
#

For example if you create the widget in the hud class.
So in levelbp it would be something like:
BeginPlay -> GetPlayerController()->GetHUD()->CastTo<MyHudClass>->GetMyWidget()->BindToMyDelegate

junior hedge
#

GetMyWidget()?

gentle urchin
#

Whatever you named your widget variable

junior hedge
#

wait so am I casting something?

gentle urchin
#

Yes, sorry,

#

The hud must be cast

junior hedge
#

k

#

this is what I have so far

gentle urchin
#

Perfect

#

Now from UIRef, assuming you have created the event dispatchers, you can search for "Bind", and they should show up

junior hedge
#

not sure how to make an event dispatcher

gentle urchin
#

Ah

#

Go to the Widget BP

#

Below where you create macros theres a section for event dispatchers

junior hedge
#

like this?

gentle urchin
#

Simply add a new one, name it, and consider if there's any information you want to pass along to whoever listens to this event

junior hedge
#

i try searching for it in level bp but cannot find it

junior hedge
gentle urchin
#

When the new dispatcher is selected, in the detailspanel you can add new inputs to it

#

Or even copy a signature from another

junior hedge
#

oh ic now

#

this right?

gentle urchin
#

These will show up in the delegate event of the reciever

#

Yes buuuut

junior hedge
#

i wasnt selecting with my uiref that was the problem

#

i didnt mean to select beginplay btw

gentle urchin
#

Youd usually either:

  • Create a new custom event
  • Create a function which you can find by reverse-dragging from the event pin and search for "Create event"
#

For the function to be selectable in the "Create Event" nodes drop down list the signature (inputs) must match

#

And that would be it

#

Whenever something calls the delegate, the levelbp's corresponding event will fire

junior hedge
#

how would I have the bind disabled at the start?

gentle urchin
#

Not sure what you mean

#

You can unbind from it whenever youd like

#

If you wanted to block someone from reseting for some "Cooldown period" you could handle that with a bool in the levelBP or by disabling the button in the UI for a given time

junior hedge
#

right

#

i tried calling the bind but it said its accessing nothing

gentle urchin
#

Binds are blind messages

#

They dont care who recieves it

#

Or even if someone recieves it

junior hedge
gentle urchin
#

UiRef is not updated yet

#

This is why i prefer to create Get functions for things that hit race conditions

#

Or generally things tbh

junior hedge
#

get functions?

gentle urchin
#

Yeah

#

Its just a function

#

That returns the widget

dawn gazelle
#

Like this, but in a function!

gentle urchin
#

close

#

I wouldnt add it o the viewport ๐Ÿ˜„

#

But yes, essentially

junior hedge
#

how would this make it access the bind successfully?

gentle urchin
#

It would make thenwidget exist

#

Regardless of when you ask for it

#

Your accessed none comes because level beginplay runs before the hud class' beginplay

junior hedge
#

right

gentle urchin
#

Allowing whoever Gets the widget first to create it, means you're good either way

#

Just a small pure function

junior hedge
#

i think im starting to get now

gentle urchin
#

Very usefull imo

junior hedge
#

how would I fire this function though?

gentle urchin
#

You'd just use it in the levelbp

#

Instead of the Uiref variable directly

#

Youd grab the function instead

#

Call it GetUiRef

#

Id also suggest marking UIRef as "private" in the hud class, this should iirc hide it from external bp's , forcing you to use the function and not directly accessing the variable

#

Which is good practice in general

junior hedge
#

like this?

#

sorry i dont understand how i would call it

gentle urchin
#

Just like how you grabbed the UIRef variable

junior hedge
#

this is the function

gentle urchin
#

The function should be in your HUD class

junior hedge
#

oh LOL

#

how would I make it private?

#

nvm

#

so would I cast to newhud the same way?

gentle urchin
#

Yepp

#

The only thing that would change is the UIRef variable

junior hedge
#

also why do I need to turn off context to do GET HUD?

#

is it a bug>?

gentle urchin
#

Depends on the cintect you have

#

When searching for it, did you drag from playercontroller?

#

If not, you're searching in the context of the levelBP

junior hedge
#

ahh

gentle urchin
#

Which cannot access HUD directly

junior hedge
#

right okay

#

this is what I have rn

gentle urchin
#

So ditch the UIRef,

#

And replace it with the new function

#

Also, in the LevelBP you dont need the GetAllActorsOfClass

#

LevelBP can access any actor in the level

#

Placed at editor time

junior hedge
#

even without context I cannot find it

gentle urchin
#

Whats the function called ? Did you mark the function private aswell? ๐Ÿ˜…

#

And did you compile the hud bp?

junior hedge
#

๐Ÿ˜ข

#

maybe

#

weird, I no longer get the error but it's not actually doing the event

gentle urchin
#

(You can also mark the getter as 'pure')

#

You probably need to change some more code

junior hedge
#

you mean the get actors?

gentle urchin
#

No, the GetUiRef

#

In the hud class

junior hedge
#

also about getting the actors in the level

#

how exactly would I?

#

all i have is get (a copy)

gentle urchin
#

Not sure if theres many ways to do it, but the one way i know is :
Head to the world outliner/viewport
Select the actor in the level
Return to the levelBP while the actor is still selected
Right click -> add reference to SelectedActor

junior hedge
#

that worked

#

this wont print hello

gentle urchin
#

Probably because you're adding the widget from the initial method

#

So the next thing you want to do

#

Is chevknin the HUD class where you add the widget to the viewport

#

BeginPlay would be my guess

#

Make sure you use the very same Getter function

junior hedge
#

this is the HUD bp

bleak swift
#

Is there any easy built-in method either UE4 or UE5 for making procedural generated worlds

junior hedge
gentle urchin
# junior hedge

Ah, this is missing a step. First check if the widget is valid. You only wanna create a new one if its not already valod

#

So you're basically creating a new widget every time the function is called currently

junior hedge
#

like this?

gentle urchin
#

Almost

#

For the output

#

Simply get a fresh reference to the UIRef

junior hedge
#

done

#

yeah that fixed it

#

thanks

#

i really appreciate it

#

learned so much about level bps td

gentle urchin
#

They can be usefull in some scenarios

#

I prefer not using it, especially since its partly deprecated by the new world partitioning

junior hedge
#

wdym by that

gentle urchin
#

In ue5 theres a new system for handling big worlds

#

Which sorta conflicts with some usecases with the levelBP due to how it's set up, and what can be accessed feom where

junior hedge
#

ic

gentle urchin
#

For something like a global reset event, that may aswell live in one of the other globally accessible classes like GameMode, which youd usually want to inform about the reset anyways

#

Then each "Bird" or whatever BP this applies to could access gamemode on beginplay and bind to its Reset dispatcher

junior hedge
#

alright

gentle urchin
#

But if it works, it works ๐Ÿ‘ It could be that the world system does not conflict with your case so may aswell stick with whats working ^^

junior hedge
#

also, have you tried setting up a project for multiple pcs? is it any hard?

gentle urchin
#

For what purpose?

#

Multiplayer testing?

#

Or developing ?

junior hedge
#

developing

gentle urchin
#

Using a sourcecontrol system should keep things under control atleast

junior hedge
#

so this?

gentle urchin
#

Havnt had to much use for it myself, so sure others can share better insight

#

Yes exactly

junior hedge
#

alright

#

thx

icy dragon
jaunty summit
#

Is there other ways to reference it other than Event Dispatchers/Interfaces?

junior hedge
#

@icy dragon

jaunty summit
#

Probably through a C++ BPFL?

#

Somehow get the LevelScriptActor and cast it to the BP one?

ocean meadow
#

Hello!

I have a little tiny problem with my inventory drag and drop function,

Before, I used to have a refreshing problem when collecting an item with the inventory open.

Since that is fixed, I have only one problem where the items I drag and drop duplicate when I don't want them to.

Below is an image of the current problem, and my On Drop Blueprint.

icy dragon
livid furnace
junior hedge
tight schooner
# livid furnace Anyone have any idea? I still haven't been able to fix this

It's gimbal lock. When pitch hits +/- 90 degrees you get gimbal lock issues; it's an inherent problem with euler (3D) rotation. I don't have an off-the-shelf elegant idea for determining which side of the die is facing upward; maybe you can google that. (I have an inelegant idea involving multiple dot product comparisons on the die's forward/right/up vectors, but there's likely a better way...)

jaunty stirrup
#

Hello , How to use "Inverse transform Rotation" node to use with " Move component to" node?

#

I want to place my character to the ladder rotation

#

but this sh** move component to node is in relative rotation

#

I simply want to move my character's capsule rotation to the ladder rotation using Move component to node

foggy escarp
jaunty stirrup
#

I 'll try this

foggy escarp
livid furnace
thick orchid
#

Using CharacterMovementComponent - adding input value 1, but no velocity is getting added. It's been working fine for.. well since the start, but I've been playing with a blend space not related to movement and it's suddenly not working.

junior hedge
#

wont even print string

#

(I tried replacing string with hello didnt work either)

#

collisions are on blockalldynamic and all actor location sets are on sweep

#

my actors go through eachother

#

maybe its because they both have defaultsceneroot?

thick orchid
#

UGH

#

ROOT MOTIONJJ

#

@junior hedge still struggling mate?

junior hedge
#

I got off after asking that

thick orchid
#

Happy to help you if I can

hollow schooner
#

Good day guys & gals

junior hedge
hollow schooner
#

I am currentyl working on my UI and was wanting to add a "Restart" and "close application" button. Do I add thaat functionality into a new BP or do I add it to one of my existing ones?
I'm still very new to Unreal Engine in general

#

These are my current main scene BP's

thick orchid
#

@hollow schooner Up to you, tbh. Do you use that function in many places?

hollow schooner
#

No. I am working on a car configurator, and want the user to be able to restart or close the app when he is done

thick orchid
#

I'd probably run that back to your PC; I'd imagine there might be a number of steps involved when closing or restarting a game?

#

App, as in the actual game itself?

hollow schooner
#

Correct

thick orchid
#

yep yep.

hollow schooner
thick orchid
#

Player Controller.

hollow schooner
#

aaah

thick orchid
#

PC->HUD->UserWidget.

hollow schooner
#

The thing is, the car comes driving into the scene

#

so that would need to be reset too

#

Do I need specify all of tehse things, or is there a global "reset" button?

junior hedge
#

I think you could literally just reload the level

hollow schooner
#

That sounds like what I need

#

Is there literally a "Reload level" node that I add to the scene? if so, do I do that in a new "reset level" BP?

junior hedge
#

I'm not sure

hollow schooner
#

okay, I'll do some research, cheers

junior hedge
#

@thick orchid anyway I can fix it without removing the scene root? Because I'd have to basically remake my entire project

thick orchid
#

@hollow schooner there'll be a few functions on the PC about closing and restarting the application I think - maybe on the GameMode.

#

@junior hedge take me through what you're trying to do.

junior hedge
#

Flappy bird

#

Not using sprites though

#

Bird has gravity and "jump" nodes pipes have scroll nodes

#

When the pipe touches the bird no event hit is considered, and they go through eachother

thick orchid
#

right

#

So, let's cover some territory you've probably been over a few times by now

#

What's the collision settings for your pipe & your bird?

junior hedge
#

Block all dynamic

thick orchid
#

You simulating physics?

#

Can you take a SS of both for me?

junior hedge
#

Sure

thick orchid
#

The collision settings. Thanks.

junior hedge
thick orchid
#

Screen shot.

junior hedge
#

one sec

thick orchid
#

thanks.

junior hedge
#

bird

#

both cubes have same setting

#

(2 cubes make pipe)

thick orchid
#

You using a custom mesh or just the default cube for now?

junior hedge
#

default cube

#

bird is also a cube

thick orchid
#

Can I see a SS of your mesh and scene root hierarchy too ?

junior hedge
thick orchid
#

Any particular reason you're using the scene component for the root of your actors ?

junior hedge
#

its fine if i need to delete it its just test program anyways I just need to know how to do it and avoid things like this

thick orchid
#

You can just drag and drop the static mesh into place of the scene component?

#

Alternatively, you could also setup a trigger or box collider that acts as your collision and use that as the basis for any collisions.

thick orchid
#

Delete one maybe?

thick orchid
#

Yeah cool.

junior hedge
#

now i cannot transform

#

Not sure why you are being rude? Did I offend you?

thick orchid
#

?

#

Well, a few things.

junior hedge
#

huh

thick orchid
#

I think what you want to look into is an overlap, not necessarily a hit.

junior hedge
#

how would I get which component was hit though?

thick orchid
#

And yeah, your scene root is gonna be a no-go.

#

Which is fine,because you probably don't need to manipulate your mesh via the editor there.

junior hedge
#

if I can use overlap then I can keep the sceneroot

#

but I cannot get components with overlap

thick orchid
#

Sure you can

#

But in your case you only have the one component?

junior hedge
#

pipes has 2 cubes

thick orchid
#

And your cubes are just passing into each other, yeah?

#

Which implies it's not so much an event hit, but your actually actors aren't blocking properly.

junior hedge
#

right

thick orchid
#

So, I'd look to your scene root for your pipes OR make the root itself a collider .

#

Which you probably don't want, cause you have two static meshes under the one actor.

#

Forget scene root as a root component.

junior hedge
#

I am able to do overlap

#

if I can get the components from the actor I can fix this problem but idk how

#

nvm I found it i didnt realize there was a component overlap event

thick orchid
#

ok cool

#

I gotta go. Good luckl

safe iron
#

Hey there, very brief question
I am using a for each loop to cycle through various elements in the player's inventory and check their availability, it checks through like 10 arrays, each being expected to contain between 1 or 3 elements, most of the cases it will be one
And I am worried about its possible impact on performance
So, do you know if a for each loop checking around 50 elements would cause a noticeable FPS drop? Please advise

copper steppe
safe iron
#

But it stops once it finds something that can be equipped

#

To be precise, each slot is one array, it runs a for each to check if a slot is empty and if it's not it check all the elements in the array (slot), if none can be equipped, it checks the next array, and so on...

copper steppe
#

Uhhhh, why not just scroll once->Equip next slot

If they try to use something in the equipped slot -> Check availability

safe iron
#

It would be kind of awkward in a fight situation (it's a weapon inventory), having to scroll through 6 depleted guns before finding the one you can use, would hinder gameplay

copper steppe
#

What kind of weapons?
Personally I've just created a variable for storing the ammo in the weapon, and ammo on the player, to check if it's usable, seems like a better way depending on the use case(?)

I can't think of a better way to do it, problem with the foreach loop, would probably be if they do 10 scrolls, then you'd have a lot of loops going to do checks

dry condor
#

add a do once node so it doesnt fire 10 times

#

but make sure to plug in something to reset ^^

safe iron
copper steppe
#

Why not let them find a usable weapon themselves then though, as long as they have a ammo UI for the weapon, I see no issue in not checking for them, that's what happens in most games

safe iron
safe iron
#

It might seem passive aggressive but it's not, I was laughing while writing this

copper steppe
#

sure sure, you probably know that project better, just thinking aloud haha

safe iron
#

Yeah, no worries, I appreciate the hints

#

anyways I gotta go now, thanks a lot for the help ๐Ÿ˜„

gentle urchin
cursive grove
#

How can I set those meshes to ignore character? I don't want them to move when the character bumps onto them

gentle urchin
#

Not bound to levelbp..

soft wharf
#

Hi all, I'm working on an inventory system and I have a couple of issues with loading. My item structure contains a soft class reference of the item bp. When the game starts, I dont load the items in the inventory, opting instead in async loading items when they would be used (a weapon being equipped for example). I use the async load node, then use that asset to properly spawn and equip a weapon. The issue is that the first time this loads, I get terrible stutter and low fps! Shouldn't async load avoid these issues? Should I perhaps load all items on begin play?

gentle urchin
#

Just load it blocking

#

Shouldnt matter in this scenario anyways

soft wharf
#

Doesn't that create stutter too though?

gentle urchin
#

Test it and let me know :p

#

Makes me wonder how large your weapon asset is , if it creates stuttering

lyric rapids
#

is a line trace by channel just a raycast

tawdry surge
#

People use the terms interchangeably. Rays don't have a defined ending point tho, and lines do.

dense thicket
#

Can someone help me here?
I have "kinda" made my first bounce when my char hits an object, i need him to bounce back, or in another direction.
It kiiiiinda works, all though it only works sometimes, when my char is in the air ....
As you can see in the image, it register the collision, but dont launch the char..

Can someone tell me why that is?

trim matrix
#

does anyone know the difference between async and normal save/load?

tawdry surge
#

One is asynchronous

trim matrix
#

elaborate

tawdry surge
#

@dense thicket if the character bumps into anything it will stop the launch in its tracks.

#

@trim matrix feels googleable, but asynchronous tasks occur independently.
Synchronous tasks happen in "sync" with other tasks.

trim matrix
tawdry surge
#

Basically..

trim matrix
#

i see

fleet cedar
dense thicket
fleet cedar
#

Hey no need to call him names... I'm sure he's trying his best

#

(/s)

trim matrix
#

oh well id probably wanna do sync for my purposes then

#

thanks

fleet cedar
river pine
#

Questio, those spheres are from cue in the bp which are not playig, but stored.. are they creatign any overlaps or are more heave on performance in any case`?

limber parcel
#

and why do i see UE4 UI ๐Ÿคฎ

fleet cedar
#

Possible to "set view target" with a cine camera?

limber parcel
fleet cedar
#

I thought it had more settings on it

#

Does it not?

limber parcel
#

do you need them?

fleet cedar
#

The look at tracking feature would def be nice

#

Is that in the normal one?

#

Post processing

limber parcel
#

i dont know but if you attach a normal camera to your character it will track him anyways

fleet cedar
#

I'm using it for sort of cutscenes but automated ones

#

It tracks him positionally but not rotationally

limber parcel
#

the camera rotates with the player or not?

fleet cedar
#

yes, but that's not what tracking is for

limber parcel
#

you can always make ur own tracking

fleet cedar
#

True

#

But seemed like it'd be faster to use the one already made if it was pos

limber parcel
#

well the cine camera has no preview like the normal one, u would have to make ur own there

terse bridge
#

hi, i'm new to unreal and i'm wondering what i can't do with blueprints and what are the cons of it?

dim tapir
#

Team, my attack hits the target multiple times. I tried a "Do Once" but I'm not sure how to reset it.

limber parcel
dim tapir
#

Yeah I get that, but if I just take the "apply damage" to reset it still hits multiple times

limber parcel
#

add wait until next tick at the end

dim tapir
limber parcel
#

its weird because that code should trigger only once anyways

dim tapir
#

It's probably because my animation is a weapon swing and it deals damage on the "backswing" etc

limber parcel
#

add a bool

#

HitSomething?

#

set it to true if hit

dim tapir
#

The tutorial i was following made a boolean with a delay, which I'd rather try to avoid so I can control with attack speed

limber parcel
#

and make a branch from it

#

and reset that bool when ur attack ends

dim tapir
limber parcel
#

that code never gets executed

#

whats the base class of Weapon_Sword?

#

you are literally trying to make ur character into a sword lol

dim tapir
#

Haha

limber parcel
#

the sword should be a component of ur character

dim tapir
#

I'm new to UE so I'm trying to follow youtube tutorials. However I'm trying to avoid the super scuffed workarounds as I'm trying to make something a bit more complicated than pong. Usually I manage to find a solution in a couple of hours but for some reason I can't get this shit to work

dim tapir
limber parcel
#

it seems like u misunderstood an integral part of the tutorial, better try again from start

#

and follow it exactly and make whatever changes after ure done

limber parcel
#

spawning an actor as ur sword

#

and then attaching it to player

#

instead of just feeding data to a custom weapon component in ur character

#

maybe actually try with a different tutorial

dim tapir
#

That's what I mean the tutorials I have been following is basic (which is nice) but I don't think it's great to learn to do it this way. What usually happends is that I follow a tutorial then a couple of days later I find a better tutorial and redo everything

winter frigate
#

Hello
How do you cast to a VR character?

acoustic wing
#

anyone know how to make a glide for a character with blue prints

limber parcel
dim tapir
limber parcel
limber parcel
winter frigate
#

Im sorry I shouldve been more specific

I am making a trigger box which automatically open a sliding door, I followed Matt Aspland tutorial but I cant really work on the blueprint since its a VR

limber parcel
winter frigate
#

I want to make a door that automatically open when vr player get close by.

In the Matt Aspland tutorial, the cast was to a third person character.

If I am going to make that in VR, to what should I cast to?

quasi steppe
#

I am using linetracebychannel and I will run the code I want according to the enum value of the actor, but according to which actor I am looking at, I could not find how to get the enum value. can you help me?

limber parcel
#

basically u dont have to cast at all

#

you can just add an empty component

#

and check if that component is present on the actor

#

you can also use any existing component that will only ever be attached to the player

winter frigate
#

How about trigger box?

limber parcel
#

what about it?

#

just make a new component

#

and add it to ur character

#

in general u should avoid casting whenever u can

winter frigate
#

alright i will try

#

thank youu

hollow schooner
#

Hi guys. Do you guys have any idea how to disable user input until e.g. 5 seconds after the application has started?

I'm working on a car configurator and when the application starts, the Active Pawn camera does a zoom to the centre of the scene, after which the user cna orbit the scene. I'd like the user input to be disabled, before the camera reached the centre of the scene. Any idea how to do this? I've tried gates and delays, but nothing works as intended :/

Here are the nodes for the camera setup (they end up in functions that deal with the min and max positions etc)

#

Here a preview of the current state. The issue at the moment, is that I can already start rotating/orbiting around the scene before/while it zooms in

lime fulcrum
#

Hi!
Anybody aware of why Unload Streaming level is not unloading the level? ๐Ÿ˜•

safe iron
dawn gazelle
# ocean meadow Hello! I have a little tiny problem with my inventory drag and drop function, ...

Ideally you wouldn't be performing the logic in the UI as all logic pertaining to your inventory would happen within your inventory component. This means you should create a "Slot Swap" function in your inventory component
If you don't swap the slots, your next issue is going to be that when you drop an item on to another item, one of the items disappear.
The slot swap just needs to take both the source slot index and target slot index as input, temporarily store the content at the target slot index in a local variable, read the content of the source slot index and store it in the target slot index. Then you change the source slot index to contain the contents of the local variable. This will swap the contents of the slots. And again, you need to call your refresh event dispatcher we set up in your inventory component whenever you make any changes to your inventory.

soft wharf
spark steppe
lime fulcrum
#

no, just one

spark steppe
#

๐Ÿคท anything in the logs?

lime fulcrum
#

Trying to access log but it freezes UE wtf

#

@spark steppe Nothing special in the logs

#

It does print "LEVEL UNLOADED" but if I press F1 (wireframe mode) I can still see the level being there

spark steppe
#

well, i would check the level details panel

#

when they are loaded the name is bold, otherwise regular

lime fulcrum
#

OH...

#

I don't use Streaming volumes I just a load it by blueprint

spark steppe
#

that's independent

lime fulcrum
#

what ya mean?

spark steppe
#

you can still use the level details panel

#

main menue => window => levels

#

shows you an overview of all sublevels

lime fulcrum
#

I do have that

spark steppe
#

and it's not switching from bold to regular if you unload it?

lime fulcrum
#

lemme check

#

No, it doens't

sage fulcrum
#

hey i have a big problem here : I tried to code a cool door which would slide open but the problem is that is wont close right i did everything like in the tutorial but i wont work so i thought i post it here.....

#

oh and here is the code

spark steppe
#

your overlap event is most likely fired multiple times

#

and since you don't use any reference value, it'll be offset and slide further down than it should

#

nvm

#

your relative location of the door has by default an offset

#

so when you open the blueprint and check the z position of the door, it probably isn't at z: 0

limber parcel
spark steppe
#

xD

fleet cedar
#

Anyone know if I can split a text string at line break in BP?

spark steppe
#

yea

#

use shift + enter to add a line break to the split method

dawn gazelle
spark steppe
#

no, his problem is pretty sure the offset isn't 0 when he plays the timeline

#

you can see the door "teleport" at the beginning

#

when it jumps to relative offset z:0

#

but beside of that, you are right and he should use those nodes none the less

dawn gazelle
#

The "Play from start" and "reverse from end" makes it jump to a specific position. using two timelines also messes up that position as he's using set relative location, so it's always in terms of where it currently is.

spark steppe
#

yes, but thats not his initial problem

gentle urchin
#

Hmm a garage door

#

Maybe i should make one aswell

#

Spline based perhaps

spark steppe
#

yea you should

#

or just use one from the premade assets :p

gentle urchin
#

It fits nicely in my current project

spark steppe
#

i also had it on my list, but some free of the month asset added an okayish one

gentle urchin
#

Oh really?

#

Got a link perhaps?

spark steppe
#

ModularHouses

gentle urchin
#

Is it single door or like multiple sections ?

spark steppe
#

it uses an SKM tho

#

sectional door

#

ok, nvm

#

that one sucks

gentle urchin
#

Ah

#

๐Ÿคฃ

spark steppe
#

wait i'm sure i had a good one

gentle urchin
#

Id just do ism and animate procedurally i guess

spark steppe
#

this has one

#

it's also SKM based, tho

#

but also pretty nice otherwise, even has an garage motor and the necessary rails modeled

gentle urchin
#

Thats what id need

#

But i need more modularity to it

spark steppe
#

i mean, i'd love to do one myself, but i know i'm gonna spend 1-2hours ๐Ÿ˜„

gentle urchin
#

So i dont think i get around making one myself

spark steppe
#

so i'll go with the premade one for now

gentle urchin
#

I can share it when its done ๐Ÿ˜

spark steppe
#

and as you said, you can totally do that with spline and static meshs

gentle urchin
#

Doing everything with ism atm

spark steppe
#

yea, the one i like is also 5k verts in the SKM, not sure if that was necessary

#

at least 3/4 of it could be static

pulsar lantern
# hollow schooner bump

I think there's a literal 'Disable Input' node in blueprints for player controller input components

hollow schooner
#

Right, but how would I time that? It doesnt allow for me to use a delay or anything

#

needs a boolean condition

pulsar lantern
#

I mean I'd put it on BeginPlay, and then enable it when you want it

spark steppe
#

you need to make it an event if you want to use delay node

static pilot
pulsar lantern
cobalt bluff
#

Hi, is there a way to get the path of the project from blueprints?

cobalt bluff
#

thanks

lime fulcrum
#

@spark steppe I was using the wrong node to load the level ๐Ÿ˜„

maiden wadi
#

Also worth the random note that there is an insanely small difference in the performance of an event versus a function. You can testcase it by adding thousands of actors to a level that tick, and profiling tick as an Event and then again as a Function. Function tick is slightly faster then Event.

junior hedge
#

Because they are instant

hollow schooner
#

I figured out a workaround that solved my issue

junior hedge
#

Nice

hollow schooner
#

I start the game, disable user input, let the camera zoom in, give it a delay, and after x seconds I turn on player input again

#

I've also synched the UI to animate on (opacity) so that the user gets visual feedback when "the game has Started"

#

What channel should I post in to get help on Frame Rendering times? I tried the "graphics" channel but am not getting any response. I have an issue that when I open the doors of my car and zoom towards the interior, the render times increase from 20 to 80ms which is insane.

#

The weirdest thing is that when I disable the visibility of the car while "in game" the car is still visible and the render times drop back down to 20ms

gentle urchin
#

Sounds very odd

hollow schooner
#

I doubt that it has to do with the geometry on the interior as its not much denser than the exterior. The entire mesh of the car has 5mio polys and is imported as a single Skeletal Mesh that consists of 11 sub meshes (body, 2 doors, 4wheels 4 brakes) so it shouldnt be a matter of drawcalls or polygons IMO.

spark steppe
#

is it using LODs or nanite?

hollow schooner
#

neither

spark steppe
#

you are sure that it doesn't have any LODs?

hollow schooner
#

Does UE5 generate LODs automatically?

spark steppe
#

no

hollow schooner
#

I deffinitely didnt add any

spark steppe
#

well, it can still be the polycount....

#

most interior stuff is culled away when the door is in it's way

#

5 million polys + dynamic light... that's what you end up with

hollow schooner
#

the GPU render times say that its an issue with lighting though which I dont understand

#

Okay Iร„ll try using nanite

#

although i dont think nanite is a good idea on car pannels

spark steppe
#

because it has to calculate lighting for all the interior geometry

#

which is usually culled away, so it doesn't have that big impact all the time

#

i think you don't understand nanite fully

hollow schooner
#

okay thats interesting.

spark steppe
#

it's pretty much seamless geometry streaming

hollow schooner
#

So it culls polygons taht are not visible as well? my worry is that it brakes the shading of the visible geometry

#

How do I make the mesh a Nanite Mesh though. Its a skeletal mesh so I dont have the option "make nanite" when I right click it

spark steppe
#

because nanite only works on static meshs

#

using a skeletal mesh for cars is nonsense either ways

hollow schooner
#

How so? I need the bones of the wheels, brakes, doors etc for animation + Chaos sim purposes

spark steppe
#

look at the city sample vehicle package from the marketplace

#

there you have an reference how to make cars which utilize nanite

#

and how to handle transparency and such, as nanite doesn't support that either

#

they also have chaos physics sim, and such

#

so you get the full experience of wheels vanishing in the ground ๐Ÿ˜›

hollow schooner
#

Alright thanks, I'll check it out

sinful moth
#

what happens if I try to get the value of a variable that is nil? does it output nothing or the variable name?

spark steppe
#

it'll most likely throw an error