#blueprint

402296 messages ยท Page 949 of 403

spark steppe
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and you don't want that to happen in a cooked build either

sinful moth
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ok, so if I get an output from it, then it can't be nil?

wary crane
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Can someone help me I want to recreate the mechanics on the bp as in mordhau (in short, this mechanics of the arrow movement behind the mouse for the direction of impact)

hasty dune
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Hello ! Is it possible to prevent Actor from being in the "All Actor of class" node in Unreal Engine ? I want to disable actor (it's a hiding spot actor) when my EQS system choose it so they didn't appear anymore in next test. I don't want to check for every actor if it's empty or not.

pulsar lantern
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This is good information. I could have sworn I had a delay in a function but I had it between functions on tick.

I guess I could homegrow something based on time but I don't have the need

pulsar lantern
pulsar lantern
hasty dune
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Thank you for your reply. My actors are already placed in the level. But if I understood correctly, I can make an array of actors that are already in use so that they are no longer tested?

pulsar lantern
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So these aren't actors, but instanced meshes so it's not the same

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but I add their id to an array (Box1, Box2)

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and then I can iterate over just what I spawn in this function

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this for example is my delete function to get rid of all of them

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You could make an array of actors, shove them in there, and then do similar things

hasty dune
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Okay I see. I will try that, thank you !

pulsar lantern
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Oh if it's not clear, it's the Blocks array

no problem!

magic haven
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Hello everyone, I'm very new to UE, what is the best way to integrate a blueprint into an existing project? After simply copying the nodes into the blueprint, I've noticed many things don't behave the same, even after creating the required variables

tawdry surge
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Learn how it works so you know how to integrate it into your project

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No generic method

maiden wadi
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Blueprint isn't usually copy friendly in most cases. At least from personal experience I find just reconstructing it quickly is easier. But then most heavy code lives inside of my blocks in C++. Blueprint is usually just a flow control.

faint pasture
magic haven
faint pasture
junior hedge
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you need to drag all the variables back in btw

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you cant just make a new variable and call it a day

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even if its named the same

magic haven
magic haven
junior hedge
magic haven
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I created them, they can even output a print string, but they don't move the character because the evaluated velocity is 0

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But I don't know what you mean by dragging variables back in

junior hedge
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when you copy and paste and variable doesnt work

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this is me dragging in new blueprint

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notice how its gray

magic haven
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Yes

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I just right clicked and created variable, it was no longer gray

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I thought that was fine lol

junior hedge
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promote to variable?

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yeah thats fine ig

magic haven
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Not promote, it was create a variable because it was missing

junior hedge
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right

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what exactly are you importing? a player character?

magic haven
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Yes

junior hedge
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did you import an actual entire actor or just some nodes

faint pasture
# magic haven Yes

You should just MIGRATE the asset from one project to another to start

junior hedge
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^

magic haven
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I just put the nodes into my existing actions graph of my player character bp

faint pasture
magic haven
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What do you mean migrate exactly, import the entire blueprint into a plugins folder of sorts?

faint pasture
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Copies it and all dependencies

versed spruce
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Im having a hard time making a fungible inventory. When i actor has a bunch of info in its sheet. How do i remove it from play without deleting all its information?

vivid inlet
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Why would I use a 'Switch On [state]' instead of a boolean and a branch?

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is there any difference?

digital lantern
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Hello, when I open my level the cursor of my mouse is displayed and I am obliged to make a left click to "enter" the game, how to make so that that does not occur (ping me please)

solid belfry
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Does anyone know how to force an anim blueprint transition to finish even if its condition turns false in the middle?

vivid inlet
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Oooooh, that's a good point. But if I only have an 'On' and 'Off' state, I might as well use a branch I guess? Not sure why I was using a state lol.

tribal ether
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Hello,
How would you do a rating system that is global?

spark robin
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How do I set/get member variables of a component of a blueprint, from the blueprints event graph?

I have a blueprint "textPopup" with a variable "popupText" (type string) that I want to be able to spawn as a component in another Blueprint and then set that "popupText" variable in the parent BP

zealous moth
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Here's a head scratcher.
I am using a touch input manager for mobile and I am trying to use both thumbs on the screen.
On left, I have a virtual joystick and for the right, i got a button and i want to use general drag events to move camera around.
Looks like this:

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Now here is the issue

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this thing will tell it whether finger is 1 or 2nd on screen

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Is there a way to detect when I am using the joystick at all? This would be the easiest since i can reset the finger to 1

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because the behaviour now is that if i touch 1 the joystick, it doesn't register the camera with touch 2

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but if i touch 1 the camera, and then the joystick, as long as it is down, touch 2 is on joysticks

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the touch joystick is a touch interface setup blueprint

vivid inlet
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Ahhh, I see, thank you! :)

lime moat
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I'm having an issue with physicsbodies. I am looking to have some nice wiggly physics on my actor without affecting the location of the actor. However, when I turn on "simulate physics", my actor begins to fly all over the place. I have a projectile movement on this actor, which should slowly be moving across the screen. I have played with various settings such as gravity, setting the mass lower, but nothing seems to keep my actor from flying around. Any thoughts on the matter are appreciated!

spark robin
dry condor
pulsar lantern
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Alright this has now reached a point of extreme inconvenience, and I'm considering rewriting all my C++.

Is there truly not a way to work with unsigned integers in blueprints?
I'm still a bit fresh in unreal engine, so I'm having some growing pains.
I have a bunch of algorithms that require unsigned 64 bit variables, but I'm strongly considering converting them all to unsigned 32bit so I can shove them in int64s.

I'd really like to be able to work with math operations in blueprints on uint64 but I don't think that's something UE5 can do

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Right now I return uint64s as FStrings, but this is only useful for displaying information, not useful for actionable expressions.

spark steppe
pulsar lantern
# spark steppe you would just need to go to 63bit if you want signed 64bit?!

I've considered this and it'd work in many of my cases, but it really just feels like a hack. Especially when working with random number generation it's not optimal.

Right now when I absolutely need to I cut off the first bit as you say but its a bandaid for just wanting to be able to pull data into blueprints.

spark robin
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Can I make a particular blueprint or C++ script run always, regardless of level, game mode, actors in the scene for my entire project?

spark steppe
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game instance

faint pasture
spark robin
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Is there a solution that would let me make the blueprint/c++ script a part of a plugin that can be used for various projects?

I want to make some runtime developer tools that I can use to do things while test playing

spark steppe
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game instance subsystem maybe

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if you dont want to go with a "custom" game instance

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well, he asked for both

spark robin
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Yes thank you :3

untold dome
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Looking for help regarding a lerp function in BP

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Clip 1 - Shows an enemy moving along a path with a LERP.
Clip 2 - Shows what happens if i choose to block his path THEN move away.

Question.. Is it possible to stop a lerp from executing fully?

stoic raft
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not sure if this is a question for here or plugins, but has anyone gotten lightweight instances to work?

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@untold dome how are you lerping it?

untold dome
stoic raft
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how are you calling SimpleMovement?

untold dome
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Which in turn is run inside BeginPlay

stoic raft
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when it hits something just have it stop the timeline

untold dome
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How can i do that when i'm inside of a function? Should i.. return a boolean and stop it based on that?
Or can i stop the timeline from within?

stoic raft
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u can make a custom event and just plug it into Stop in the timeline. then call that function from anywhere in the class

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like that bool when u move, if true just call the StopMovement or whatever you want to call it

untold dome
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Oh alright. Well that makes sense - thanks for clarification!

gentle urchin
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You can also grab a ref to the timeline and stop it via the reference

shut quest
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Anyone got any tips on how Hydroner disables physics when putting items in the back of the vehicle and then keeps the relative position of that object to the vehicle? Trying to achieve the same thing.

I've got my actors with physics enabled and want to disable physics of that actor when it is on a table. Appreciate any help.

copper steppe
cyan bone
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My blueprint is a sphaghetti al tomato mess.
I didnt know what to do about * repacking* Timelines, so i just created timelines everywhere.
Now i found that the timelines work inside the awesome Collapse to Node.
The issue is, it needs a new copy everytime. So is this actually reusable?

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Its the only way to have "timelines" packed in a "function"

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But then there's the issue that when reusing it, it seems to create a new block for it, as you can see in the *_2

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Hmmmm. Can anyone give me their opinion on this. Should i actually use this?

gentle urchin
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Unlikely? ๐Ÿ˜›

ocean meadow
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I am thankful of having you coaching me again!

I will try out what you told me and will get back to you at a sooner or later date (Since I will be busy tonight).

quaint geyser
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Should you use blueprint nativization in a packaged game?

dawn gazelle
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From what I've seen others say on here, it's not worth messing with. Apparently has a lot of problems, you can't nativize everything and if I recall correctly, UE5 doesn't have it anymore, or it's being deprecated?

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From what I've seen of videos about it, it does significantly increase performance in certain workloads.

tawdry surge
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Nativization is terrible in 4 and gone in 5.
You should just convert BP to cpp manually if you have performance issues

vivid inlet
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Any ideas why this results in a 'Accessed None' error?

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So references not work with widgets?

dawn gazelle
dawn gazelle
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Ok so your "Pause Menu" variable doesn't have a value set in it. Is the widget you're working in a child of your pause menu widget? ie. Is it created/contained within your pause menu widget.

vivid inlet
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The Pause Menu has a widget switcher.

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And PauseMenuWidgetMain is the index 0, main menu of the pause menu.

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I'm trying to get it so it'll change the index to the Options Menu (index 2) when I press the Options button in the Pausemainmenu.

uncut shale
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I was wondering if anyone knew how to change gamemode via blueprint?

tawdry surge
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You can't
Gamemodes can only change when levels change

uncut shale
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Oh ok

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Can every asset stay in a level? Or do I have to remake everything on the new level

dawn gazelle
# vivid inlet I'm trying to get it so it'll change the index to the Options Menu (index 2) whe...

Ok what you may want to do instead, is create an event dispatcher in the widget you're working in currently. After you've done that, when you select the widget in the designer of your pause menu, scroll down to the bottom and you'll have an option to add the event dispatcher to your Pause Widget. When you add that event in your pause widget, it'll fire when the button is pressed, and then you use that event to drive the change on your pause menu widget. If you want to get a bit more fancy, you can give your buttons "IDs" which can be a name variable that is set to "Exposed on Spawn" and "Instance Editable" that you pass back through the event dispatcher, which allows you to reuse your button, and then your pause menu can handle which button was pressed.

tawdry surge
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You can assign the gamemode override to a level via blueprint but not while the level is open.

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So if you pick a gamemode and level in the main menu, you can open your level with the desired gamemode override assigned

uncut shale
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Well I'm making a jrpg and want combat to take place in the overworld

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So I created the combat game mode and want to have when you interact with an enemy for combat to start

tawdry surge
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That doesn't need a new gamemode.
New gamemode would be timetrial win condition vs kill all enemies

uncut shale
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Oh ok

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It's just the tutorial I was using made the combat system in its own gamemode with its own camera

tawdry surge
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That's a strange approach

vivid inlet
uncut shale
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Well how would I change the camera if im not going to make it a different gamemode

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Cuz I want a static camera for combat but a dynamic one for outside of combat

tawdry surge
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Gamemode is more to do with win conditions and things related to the rules of the game

Player controller is in charge of the camera. You could just have another camera and set it as the view target

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Doesn't even need another controller

uncut shale
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Wdym?

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I have a player controller set up for combat, how do I change between it being static and dynamic

tawdry surge
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I mean have another camera and set that as the one you look through during combat
Or you can just move your existing one

uncut shale
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That's what I currently have, but idk how to change between the two if im not using a different gamemode

tawdry surge
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Get controller-> set view target(target = new camera)

uncut shale
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How do I connect get controller to sn input action?

tawdry surge
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I'm not sure what you mean

uncut shale
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Wait nvm

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I can just change out the code to be instead of eventbeginplay to inputaction

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It should be the same code

dim tapir
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Is there a "on movement" function I can call? I want to abort attack if player is moving

tawdry surge
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You can get the axis values from the movement input events and if they are !=0 you're moving

desert juniper
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How can I make an actor always point towards a target? (in this case center of screen)
I have the target, but setting the rotation of the object (flashlight) is proving to be the tricky bit

tawdry surge
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Find look at rotation

desert juniper
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getting the yaw down, but not the pitch

dim tapir
ocean meadow
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Hi!

I have set up the function "Slot Swap" Like you said and inserted both, my Slot Structure and Slot Index as inputs. But after that I am a little bit confused on the reading the rest of the message ๐Ÿ˜…

I had followed this gentleman on youtube on how to install this drag and drop function, and 3/4 of the way through I started getting the duplication bug with my inventory.

Again I apologize for my lack of knowledge in UE4 blueprinting! T_T

tawdry surge
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@desert juniper how is it rotated? Find look at assumes x forward

cyan bone
tawdry surge
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@dim tapir casting is just trying to change the type of a reference. You need a reference to the thing you want to try and change the type of

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@cyan bone what are you using them for?

desert juniper
dim tapir
tawdry surge
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Then probably.. how are you actually using them atm?

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@dim tapir you need to get a reference somehow. Best way to do that depends on use case

dim tapir
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I found get owner and it let me compile. My idea did not work so I'll investigate. Thanks

cyan bone
tawdry surge
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No I mean how is it physically set up that you are using more then one timeline for this?

cyan bone
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and it gets annoying not being able to put it inside a node or function

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Say. Im rotating my soldiers with lerp. Then i need to reuse that later. I need to post another timeline, and same stuff again ๐Ÿ˜ฎ

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i must be doing this wrong

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or its just the way it is. its working so dont break it

tawdry surge
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Oh yeah don't do that.
You can set play rate on the timeline from the component reference.
And if you use 0-1 curves and a lerp you can dynamically feed in your starting and destination values then adjust the time it takes Accordingly with only one timeline

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At most 2
One for location, one for rotation if you want more independent controll over it

desert juniper
# desert juniper

alright turns out this is just an unreal thing. the gizmos will always point in the same direction

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but still don't know how to properly rotate the mesh

lime moat
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Hello! Does anyone know how to get 2 separate PHAT assets to collide with each other? No matter what I try, they seem to always intersect

tawdry surge
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@desert juniper they always point the same way if you have them in world space
Little box icon in the upper right of the viewport changes it between world and local

marble tusk
astral epoch
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I have a collision event on one of my objects that triggers only when it collides with another instance of itself to spawn an actor between the two objects. Problem is both instances will trigger the event, creating a duplicate of the spawned actor. Does anyone know a solution for having it only trigger once? The event does disable its trigger volume to prevent further triggers, but since they're both touching in the same frame this won't be a solution here.

dawn gazelle
# ocean meadow Hi! I have set up the function "Slot Swap" Like you said and inserted both, my...

You just need to feed in indexes to the function. Source Index, Target Index.
Store contents of inventory at target index and store in a local variable. (Moving target slot content > temporary variable)
Set contents of inventory at target index to contents of inventory at source index. (Moving source slot content > target slot content)
Afterwards, set content of source index to local variable content. (Moving temporary variable content > source slot content)
Finally, call your refresh event dispatcher.

tawdry surge
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You could make a managing actor class that actually causes the event to happen and put a do once or a delay on it.
So your actors collide and call the manager which triggers the spawn event just once @astral epoch

astral epoch
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Maybe. Do Once gets reset after frame?

cyan bone
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where do i feed in stuff

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you mean the new time?

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Then how could i make everything use this timeline. that would be a sphaghetti mess too

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Sometimes i need a lerp and i need to keep going after

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An event, would solve that i see

tawdry surge
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Not new time. That just sets the current playback position
In the variables section of the my blueprint tab, under components you can get a reference to the timeline
From that reference you can set new play rate which is a multiplier applied to the length of the timeline (so 2 is double speed, .5 is half speed)
Combining that with lerps allows you so dynamically change where the units are going and how fast

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Idk what you mean keep going after the lerp. The lerp is how you go from a to b. If you're going passed b then it wasn't really the destination

cyan bone
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I think i see, now i will exercise it and come back

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thank you

tawdry surge
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Yep

cyan bone
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if i copy paste it, it just creates new timeline

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only by event right?

tawdry surge
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1 sec

astral epoch
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...now to figure out how to hijack the AI move command to stop them from simply walking away.

tawdry surge
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How you determine the destination is up to you

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@astral epochWait you put a bool in the colliding actors? or in a manager? Cuz the former shouldnt work

astral epoch
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Colliding actors.

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I see only one combat zone

tawdry surge
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oh it's replicated

astral epoch
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My understanding here is that both trigger collision events are triggered before the code in it is executed?

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Oh that replication shouldn't actually be there ๐Ÿ˜‚

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I was using it as a hacky way to do... something, forgot what. Its a repnotify.

tawdry surge
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then each actor should have their own copy and setting it on one shouldnt effect the other

astral epoch
tawdry surge
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Ah

astral epoch
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In its constructor it will call both actors and set their engaged values to true.

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Probably there's a better way to do this but it gets the functionality I need.

cyan bone
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I mean how do you call it again

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the same one

tawdry surge
cyan bone
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wow

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thank you

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look

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๐Ÿ˜†

tawdry surge
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then just change the play rate and transform variables

cyan bone
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all doing the same

astral epoch
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oh sweet lord

tawdry surge
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haha yeah that's alot of copy paste

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also this will help if they need to be interruped

cyan bone
tawdry surge
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are you rotating them on timelines as well?

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@cyan bone If you are, you can use this on the move timeline to get them to face the right way. (Mine is just on tick for my use case)

cyan bone
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So i have rotations, movement, relative movement (inside the actor), then also spline path movement.

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thats why it is driving me insane

faint pasture
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Buddy wtf this is a mess

cyan bone
tawdry surge
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Don't look at it all at once
Break it in to parts and build up in degrees
Also that sounds like a lot of different movements
Why do you need actor movement and spline movement? (Assuming relative movement is variations for individual units)

faint pasture
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This really oughta be some function on tick to move all your dudes

tawdry surge
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for this I'd never use tick directly. Unless they are always moving

faint pasture
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OK assuming you have some function that can give all your dudes a target location or a path to follow.

Tick -> foreachdude -> update position -> update rotation -> update ISMs

gray lantern
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How would I play level sequence

faint pasture
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You can early bail out if they aren't moving but most of your guys are moving most of the time

gray lantern
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not create one

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not sure how to access the reference of the sequence that's already in my level

cyan bone
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They move only for formations

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Attack, rotation

faint pasture
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only when changing formations or when formation is marching?

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You need to nail down a simple common movement algorithm that can be fed from higher level / lower frequency stuff like orders and formations

cyan bone
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when marching they rotate, orient, and the squad moves them, they just then simulate that they are walking with a little random separation

faint pasture
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It sounds like you have more exceptions to rules then rules.
Just lay it out so you can bulk update everyone at once, then have the marching, turning, formation changing stuff interact with their Path or TargetPosition or whatever.

faint pasture
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I understand it's working. I'm asking why you have like 6 ways to accomplish a move, instead of 6 ways to accomplish the move orders, with only 1 way to execute.

cyan bone
faint pasture
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The interface between the higher level stuff like marching/formation/attacking and the low level code that determines the position and orientation and anim state of each ISM should be a path, or a target position, or a spline, or something like that. The soldier itself should not care or even be able to tell the difference. It's just moving

cyan bone
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the transforms i get them before the timeline

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so if i do the Start Timeline node

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i dont have them

tawdry surge
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Thats sorta the point of making the timeline re-usable

cyan bone
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no worky

faint pasture
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Have 1 block of movement code. Have EVERY movement use it or otherwise modify state (target positions, paths, etc).

cyan bone
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need to create event

tawdry surge
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you need to set your start and destination vector variables before starting the move

cyan bone
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global variables

tawdry surge
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yeah just like here

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then you set them, then start the move

cyan bone
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Ok so a timeline works pretty much like an event almost

tawdry surge
cyan bone
# tawdry surge

what confuses me is the ammount of options.
I can also create an event with Inputs, instead of global variables. right?

tawdry surge
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how you get the start and end points is up to you

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you should generally always save any data you want to re-use or alter into a variable

cyan bone
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Which means this will break

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Only in this situation

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My idea yesterday was to create a struct of arrays

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And then when calling the timeline to lerp. I lerp the struct of arrays (groups of soldiers inside my unit)

faint pasture
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OK you need to back up and start back at some basics. At any given time, WHAT determines the path a soldier should follow?

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Is it 1 spline per soldier, or a few splines per squad, or 1 spline per squad, or what?

cyan bone
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the enveloping attack requires splines

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i tried without it

faint pasture
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fuck exceptions. Think in terms of general rules

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if you wanna do splines do splines

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keep that same energy, use splines all the time

cyan bone
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okay. but why? is this better in performance?

faint pasture
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You knwo what's bad for perf? Branching all over the place

cyan bone
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i dont know but i think i will need the movement lerp without splines, for rotating too

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because how do i rotate it with the splines

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i need to timeline ways for movement

faint pasture
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why are you so insistent on timelines

cyan bone
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the spline and the the movement right?

faint pasture
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does it always take the same amount of time to move? No matter the distance?

faint pasture
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I would do something like this.

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You can pretty easily modify it to be spline driven instead of target position driven

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OR just have the splines drive target position and then you don't have to use splines all the time.

tawdry surge
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@faint pasture the amount of time a timeline takes is variable.. only real consideration between tick and timeline is if it's event driven or data driven movement

faint pasture
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You could of course early bail out whenever a soldier is where they want to be but it's probably not worth the trouble, depends on your average time spent moving.

bold shard
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Is it possible to change the PositionX/Y variables of a Canvas Panel Slot in a BP? I am trying to modify them based on some back end data.

cyan bone
copper steppe
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Alright, so I've got two pieces of code running in sequence, first for actor1, then actor2

It's the exact same code, copy pasted, so it's an exact match, when running the code on actor1, it does not behave as expected, on actor2, it does

The trouble starts, when I start deleting the spline points from the actor. The expected behaviour, is to delete all points, except the start and end point, however it only happens on the second actor (Simply using a for loop, to go through all points between 0 and NumberOfPoints-1, and calling "Remove spline point") ๐Ÿค”

While the second spline works fine I'm not really sure, why actor1 seems to only delete 1-2 points, when it has around 13

(In case someone were to ask how it's deleting)

bold shard
cyan bone
# faint pasture

Thats actually quite complex. I think i can get away with something simpler

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You are adding velocity

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every tick

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well but this applies to all circumstances

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except the spline

faint pasture
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That's just to derive orientation. You could skip it and just subtract Newposition from oldposition when you need it but it's cheap to cache and you could use it in other places

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For spline following you'd just change how you calculate next position

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But if you did something like this in C++ you could move prolly like 40-50k soldiers easy

weary marsh
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Is there any way (thru blueprint or cpp) to have the type of a variable in a blueprint in run-time, even if the variable is NONE ?

tawdry surge
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What?

last ice
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does someone know why this print string fires 2 times if i press enter on the textbox once?
is there a logical reason for that?

last ice
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solved

tawdry surge
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Does hitting enter cause more then one type of commit to fire?

last ice
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yes... i imagine it fires enter and the text boxes loss of the focus^^

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thats why i got 2 times the execution

tawdry surge
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Ah, so this way it won't fire if they just click off then

last ice
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if you want to catch this case you need to use "Switch on ETextCommit" with "On User Moved Focus" i imagine

tawdry surge
#

Id pry just run it off moved focus so it doesn't matter if they hit enter or just click on something else

#

Good to know tho

last ice
#

for me only the "pressed enter" case was important... if you not filter it can hit twice. especially if you hide the element afterwards (maybe thats where it looses the focus for me and sends the second hit without filtering)

#

in my case I maybe did set up a trap for myself xD

calm citrus
#

for a multiplayer survival game do I need to replicate food and water bars? I could just leave that client side right?

hearty ore
#

what's a good generic way to check in Event Hit if whatever has hit me has some sort of damageable tag? i don't want to just consider 1 type that can do damage (see below)

jaunty summit
calm citrus
#

What if it is a co - op game among friends that I really wouldn't care if someone decided to cheat

dark crow
calm citrus
#

I just dont want anything to break

jaunty summit
#

Clients can still change them btw, but server version will overwrite it once sent

calm citrus
#

I think Im just gonna replicate it then

dark crow
#

Imo correct design is a good thing to do anyways

#

No matter what

#

Do stuff properly

queen tinsel
#

hey so i need some urgent help with my game
i created a boolean for thirdpersoncharacter that toggles whether or not a player has a key. how do i check whether or not the player has the key before opening the door? here is my door blueprint so far.

zealous moth
#

@queen tinsel you cast to the player and you can take the blue pin out and get the boolean

#

@dark crow but if you do you won't make mistakes to learn from

#

@tawdry surge the suspense is killing me

tawdry surge
#

Well you don't wanna just do things poorly on purpose..
But once you know how to do it properly it makes it much easier to cut the right corners

hybrid ether
#

anyone know how to save that little image from asset?

zealous moth
#

You an set it after you ope it

#

I forget the name

faint pasture
ocean meadow
ocean meadow
#

I am getting closer though! the inventory does update! but it does remove an item after 2 duplications too!

ocean meadow
ocean meadow
#

The item still overlaps the other item but still this is amazing!

cedar sparrow
#

How do i set an actor variable as Invalid again? I have a grid actor in the world and when it's hovered i want to set it as the HoveredGrid, but when the hover ends I want to set it back to invalid again because I use the IsValid node on it for later logic

cedar sparrow
#

Yeah i tried that but it's still valid, its just empty

#

which means it will pass the IsValid check

#

I just changed IsValid to check if the DisplayName is null

gentle urchin
#

If it passes you have not set it i fear

#

It doesnt pass validity check when being a null pointer

cedar sparrow
#

yeah how do I set it back to Null

#

before i set the variable, it will fail IsValid

#

but after I set it, I can't ever make it fail IsValid again

#

a set node with no input doesn't make it invalid

#

it just makes it empty

gentle urchin
#

Empty = invalid

#

If we're talking about a reference

#

Invalid is either reference to null or a reference to an object marked for destruction / destroyed iirc

tight schooner
#

๐Ÿค”

#

Guess I could test it next time I'm at a PC but my understanding is setting an obj ref variable with no data invalidates it

gentle urchin
#

It does

tight schooner
#

Otherwise you'd get accessed none errors when using it

gentle urchin
#

So im tempted to ask for a code snippet

#

To see if we can spot a mistake

cedar sparrow
gentle urchin
#

Most things under cursor wouรธd give a hit result ,

cedar sparrow
#

i want accessed none errors, but once you set it you can't get it again

gentle urchin
#

So youd need to filter the resulting hit (or pre filter it with collision channels )

cedar sparrow
#

yeah

gentle urchin
#

Try to grab a fresh reference to the reference

#

The get from the set may have issues with it in this regard

cedar sparrow
#

yeah im not super worried about it for now. just checking if it has a display name is working for testing purposes at the moment

gentle urchin
#

5.0.2 you're on?

#

Been invalidating references since like 4.11 this way, no issues at all

cedar sparrow
#

5.0.3

gentle urchin
#

Curious if this got something to do with how the get pin from a set node is set...

cedar sparrow
#

Yeah it's something to do with the Set node

#

i just dont know what lol

#

because for all intents and purposes, it's empty

#

but, it still passes the IsValid check

gentle urchin
#

Did you try a freah get?

#

Fresh*

#

Like the first one

tight schooner
#

If it thinks it's valid, that means it's set with something, so you may as well get that variable โ€”> totext/tostring โ€”> Print

gentle urchin
#

Prints nothing, apparently

#

Being empty

tight schooner
#

I was expecting an accessed none

cedar sparrow
#

Same

gentle urchin
#

Arent prints safe in that regard ?

#

Nvm

tight schooner
cedar sparrow
#

but i feel like im wasting everyones time on this lol

gentle urchin
#

Display name might be , but not prints i think :p

#

Nah im boored, and cant test it myself, so no time wasted here๐Ÿ˜‚

tight schooner
#

We're here to escape from our gamedev problems by jumping into other people's gamedev problems

cedar sparrow
#

๐Ÿ˜„ ๐Ÿ˜„

tight schooner
#

Now I can sleep at night. UE4.26.2 though.

cedar sparrow
#

must be me then D:

desert juniper
#

Is this not stinky of a corrupt BP?
if you change the name of the variable for the actor reference, does it still not work?

gentle urchin
warm delta
#

Is this stupid? Instead of constantly calling "Get actor of class" in a BP (12 times), is it better to set it once as a variable on Event Begin play and then just keep referencing the variable instead?

tight schooner
#

I don't think it makes much of a difference in practice? If you're accessing it a lot, it makes for cleaner BP'ing though.

#

But assuming there's always just 1 of that actor in the world -- never multiple and never none -- then there are worse things you could do in BP than call Get Actor of Class a dozen times

#

Get Actor(s) of Class isn't a slow function in practice

gentle urchin
#

There are usually better ways to achieve the same thing tho

warm delta
gentle urchin
#

Depends a bit on the context, what is this actor to the blueprint that needs its reference ?

#

If its a pawn youd set it in gamemode, using global getter like GetPawn -> cast to UDS

#

If this were something interactable you'd get it by tracing / collision testing

warm delta
tight schooner
#

it's okay for manager classes IMO...

#

I don't see the harm in it

warm delta
#

Thanks Seanny (and Squize). As long as I'm not doing something incredibly stupid I'm happy. Slightly stupid is not a problem of course. ๐Ÿ™‚

desert juniper
# warm delta In this case its a weather plugin that controls the weather, lighting, etc. on e...

Epic sugests you use it with caution, and don't call it on each frame.

/** 
     *    Find the first Actor in the world of the specified class. 
     *    This is a slow operation, use with caution e.g. do not use every frame.
     *    @param    ActorClass    Class of Actor to find. Must be specified or result will be empty.
     *    @return                Actor of the specified class.
     */
    UFUNCTION(BlueprintCallable, Category="Actor", meta=(WorldContext="WorldContextObject", DeterminesOutputType="ActorClass"))
    static class AActor* GetActorOfClass(const UObject* WorldContextObject, TSubclassOf<AActor> ActorClass);

besides that if you need to call it a bunch, and don't have a manager, it shouldn't be too much of an issue. especially if it's all being done on BeginPlay

junior hedge
#

I had to actually cast it

gentle urchin
#

Yes the static getter is not casted

junior hedge
#

ahh ic

gentle urchin
#

Its still NEWHUD,

#

The engine just doesnt know it

#

Thats why you cast it. You type-check it, and if success you can access its functionality and variables

#

This is easily proven by printing the displayname of GetHud()

warm delta
tight schooner
junior hedge
#

oh i get what you meant now

#

i misread what you said at first

gentle urchin
#

Perhaps i just have a personal vandetta against it :p

warm delta
gentle urchin
#

The GetActor(s)OfClass or by tag or any similar function

gentle urchin
#

So spawning 1 million actors or chevking 1 actor 1 million times should equal the same (generally speaking)

#

Now if you suddenly have close to 1 mill actors, and you iterate them all, all over the place, i can imagine it coming to a hurl

tight schooner
#

It's kind of like Event Tick I guess where it could encourage bad BP habits if you don't know what you're doing, but using it here and there isn't a project killer

gentle urchin
#

For sure

#

In isolation its seldom what kills a project

#

But it inspires bad habbits , and keeps you away from doing things "the common ways"

tight schooner
#

Epic always thinks about the worst case scenario, where they've seen projects where there's several hundred actors iterating through big arrays on tick and every class casting to every other class

gentle urchin
#

Yepp^

gentle urchin
#

They are the actual reference to the actor, despite not being type-checked

#

You're just not allowed to access its methods/variables untill you've type checked it

#

It would be a very risky endevour, if you could. And messy i think

junior hedge
#

right ic

#

if I wanted an interactable world where I would pick up things, would I have a constant linetrace? (For costant ui showing ex:Pick Up Box)

gentle urchin
#

Line trace or collision volume

junior hedge
#

would linetrace be performance heavy?

gentle urchin
#

Trace would be simpler in regards to hit (only hits one item),

#

Traces are incredibly cheap

#

Dirt cheap

junior hedge
#

ic

foggy escarp
#

You can always turn on and off a line trace with a collision volume if you require precision interactions.

junior hedge
#

i havent really gotten into anything to do with volumes yet

gentle urchin
#

Benefit of the volume is that you can get a "general look direction" approximation to the closest interactable to the center of the screen

desert juniper
gentle urchin
#

Hardly a blip, but still a blip

gentle urchin
#

Would you risk framedrops for this?

desert juniper
#

sure. if I was just getting references on inital load

#

why not

#

during gameplay however, def would optimize

gentle urchin
#

If done once, sure i guess

#

The issue is the abuse of it ๐Ÿ˜…

#

Using it all over the place

desert juniper
#

absolutely agreed

gentle urchin
#

Suddenly it drops because someone pressed a UI button

#

That for some reason uses GetAllActorsOfClass to spawn an item!? ๐Ÿ˜…

#

Uses tick to check if it has spawned and whatnot

#

If it works and you're satisfied with the performance, then all is good

junior hedge
gentle urchin
#

Id use an interface, pretty common for interactables

desert juniper
#

how would YOU cast it to send the door event to open?
that's not really how casts work

#

agreed that an interface is a great option

gentle urchin
#

No need to cast

#

Or typecheck

desert juniper
#

an interactable component is another one

junior hedge
#

i didnt mean to say cast

gentle urchin
#

If you really wanted to avoid interface for some reason

#

You could make a super lightweight master interactable class

desert juniper
#

I personally use components over interfaces for my current project both are great options

gentle urchin
#

Which would be parent to all thinga interactable

#

Easily gets out of hand tho (got some first hand experience there)

tight schooner
#

Yeah it depends on your intended class hierarchy. If it makes sense to put all interactables into a family of classes, then a parent class function makes the most sense

#

If you need something that cuts across hierarchies, then interfaces/components

desert juniper
#

yeah, I kinda stray a bit from the OOP nature of unreal and try to do as much composing as possible. but sometimes you're not left with too many options

gentle urchin
#

The last thing you wanna do is cast to every single class that can possibly be interacted with

#

It would not be efficient use of your time either

#

Having to implement an interaction function in every damn class

#

Instead of 1 common + some special events

#

If you see yourself repeating a lot of code

#

Theres usually a better way to organize it

strong turtle
#

Anyone know how to make physics objects push your character using character movement component?

gentle urchin
#

Probably have to fake it

#

Fake the physics

strong turtle
#

hmm ok thanks ๐Ÿ™‚

whole socket
#

Okay, this is something super basic but I'm struggling with it anyways:
I basically want to access the content of a folder in the content browser full of static meshes. Since there's no node for that afaik, I dragged all the meshes into an empty actor, and now I'm trying to access that actor and go through its components instead (basically achieving the same as accessing the content browser).
However when trying to print out the mesh count it always says 0 (see first image) and when I stop the simulation I get the usual "Accessed None" Error (Second Image).
So, how can I access the blueprint and its components? What do I need to do to prevent the error?

#

Thanks in advance

gentle urchin
#

TorchCollection is null

#

you must spawn the actor first

#

What i would suggest

#

is a data object

#

with soft references to all torch meshes

whole socket
#

but I only seek the components of it, do I really have to spawn it into the world? I actually wanna call it in the construction script

whole socket
gentle urchin
#

me neither,

whole socket
#

do I create that in the blueprint itself or do I create a new object in the content browser?

#

well

gentle urchin
#

but wether you have to spawn it

#

or get class defaults

#

it should still work ๐Ÿ˜›

whole socket
#

hmm, I think I'd highly prefer data objects if those can soft reference, I just have to find out how to create one now

junior hedge
#

@gentle urchin any simple docs that compares interfaces to casts/get actors? really curious now

#

never heard about them until you mentioned them

gentle urchin
#

compares in which way

#

performance?

junior hedge
gentle urchin
whole socket
#

hm

#

well

gentle urchin
#

You could do a data table tho

#

row names is the collection

whole socket
#

can I create that "procedurally" somehow? Basically I'm looking for a way that I don't have to set every static mesh manually because there's a lot of them

gentle urchin
#

and out comes an array of soft ref static meshes

#

Doubt there's a bp function for it

#

probably a cpp one

#

perhaps a python

whole socket
#

hm :/

junior hedge
#

dont know of any doc?

gentle urchin
#

Not really

#

i mean

#

i could link the interface doc etc

#

but i dont think they're that helpfull

junior hedge
#

rip

#

doesnt even load for me

#

nvm finally did

gentle urchin
#

it was slow as hell

#

tried to find a decent explanation of hierarchy but failed

whole socket
#

Okay, so to be a bit more broad, what I basically wanna do is import a bunch of static meshes (in this case light sources aka. torches) and add a point light to all of them, so they actually emit light. I mass import level data of varying sizes, so I want to do that procedurally.
My current attempt was to collect all torches in one blueprint and then get the locations from there.

#

oh maybe I just got an idea

gentle urchin
#

Like, it might not make sense to make a superclass interactable if most of your classes are very different, both in representation and logic

#

If you had a superclass interactable, you would cast to this superclass whenever you suspect the actor in question can be interacted with, and if so, call the interaction method

#

with an interface you can simply call the interface event with any given actor,

#

and if the actor has an implementation of that event, it will be triggered

#

if not, then nothing happens

junior hedge
#

ahh i just watched a bit of a video

gentle urchin
#

probably explains it better ๐Ÿ˜„

junior hedge
#

hold on

whole socket
junior hedge
#

I tried to make an interface awhile back (didnt know what it was actually called) but it wasnt working so I had to do it like this:

whole socket
#

I'd just put in the torches as static meshes and only add the point lights via blueprint, but I don't think there's a way to get the torch static meshes only

junior hedge
#

like this?

#

or are you talking about something else

whole socket
#

I don't quite get what excactly you wanna show me

gentle urchin
#

It was probably ment for me

junior hedge
#

you said you don't think theres a way to get your static meshes but ig you're talking about something else mb

gentle urchin
#

oh nvm

junior hedge
#

lol

gentle urchin
whole socket
whole socket
#

would save me enough time

#

better than manually dragging in and placing 800+ meshes

gentle urchin
#

If i understand you correctly, you want to auto generate a class that holds a point light and a unique SM , and place that in the scene by soime import logic?

whole socket
#

how damn hard can it be to get actors from a damn folder in your content browser? ;-;

gentle urchin
#

hard xD

#

This should be a nod in the right direction

#

I wonder.. Are these torche meshes already in the scene and you need to replace them ?

#

or do you just want them created as actors, so that you can place them(with the included point light)?

#

If its the first one you might be able to make a blutility for adding the point lights

whole socket
# gentle urchin If i understand you correctly, you want to auto generate a class that holds a po...

okay, let me try to explain it as well as I can:

I have Level Data that I'm importing into Unreal. This includes in this case a bunch of Torch Meshes.
This imported Data is set up in a way, that all origins are 0/0/0, even if the actual mesh is somewhere else (so the pivot is 0/0/0 but the mesh ends up at its correct destination).

Since I want actual light being emitted from the torches, I want to add a point light for starters (can become more complex later). I exported the torches as individual objects and found out how to access their bounding box and procedurally find out the excact spot where to place the individual point lights.

Now all I'm looking for is a way to procedurally place these point lights.
So I thought the smartest way to do this, would be to collect all torch meshes in one giant Actor as indicidual components, and the add point light components at the respective locations.

#

By going through all the static mesh components and creating a point light for each at each location

lime fulcrum
#

Hi!
Is there a way to set the default value on Custom Functions to be set as "SELF" instead of having to add a node SELF ?

whole socket
# gentle urchin '

I'm now trying this one out, but the problem that I didn't think about prior is, that when I'm just using the data reference I don't think I can get infos I need to calculate the bounding box and stuff

whole socket
whole socket
lime fulcrum
#

Oh.... Understood

#

I'm desperately trying to find a solution to Keyinput settings

#

Input Key Selector won't let me update the text on the button when I load the default key maps :\

lime fulcrum
#

what ya mean?

#

cast what? The text objecT?

gentle urchin
#

Was a response to Von Yoosten

lime fulcrum
#

oh ๐Ÿ˜„

junior hedge
#

Will timers work in a competitive mp game environment

#

Since it's not ticking every frame

foggy escarp
#

It could be used on anything really

gentle urchin
#

Are you doing competitive mp game ?

#

Its a very .... ambitious project

junior hedge
foggy escarp
#

Anyone know of a solution with UE for sharing player created content. It would use json files for dynamically generated content.
I know there are a couple marketplace assets and a free one that's been not available. I could create one in cpp, but I'm just wondering if there's somone who's seen another solution.

junior hedge
#

I am interested in multiplayer implementation but most I would try rn is just movement + animation replication

uneven geode
#

is there a way to display navmesh at runtime? with some sort of grid material or something

#

like steam vr does

torpid hound
trim matrix
#

https://youtu.be/oO3lc2UyJgk hey guys im having an issue where unpossessing a pawn causes game breaking lag back and fourth, jittering, breaking animations, and some other problems as you can see in the video, its worse when you unpossess while moving because the player actor simultaneously follows the formerly possessed actor, despite it not having a controller which should make it stationary, and sits where it originally dismounted

pure hemlock
#

Is there any specific prefix for blueprint-made enums that epic suggets like EN_MyBlueprintEnum or BPEN_MyEnum?

north void
#

i need help my bp plays perfect the first time i enter after that the timelines in red are not resetting i tried play on start but then nothing happens

tawdry surge
#

@pure hemlock I think epic uses E in front of the name
Personally I prefer putting the naming convention at the end so it's easier to read the name, and so things are automatically grouped together in the world outliner

dim tapir
#

Team I'm getting some weird errors. When I try to implement my healthbar to enemy base I get spammed with errors that it can't read the property of my HealthInterface. It's working on my chars but not on my enemy base.
I even tried redoing the video tutorial and it won't work.
https://youtu.be/PCrGEcF3UhM

"Blueprint Runtime Error: "Accessed None trying to read property HealthInterface". Node: Get Health as Ratio Graph: GetHealthPercent Function: Get Health Percent Blueprint: HealthBar"

tawdry surge
#

@north void are you running those on tick or something?

north void
#

@tawdry surgeon componment overlap

#

im a noob to coding

tawdry surge
#

It should definitely be on play from start. I was asking about tick because if you play from start every frame it will look like nothing is happening because it starts over every frame

#

Oh the other two timelines are running off update. Same as tick while the timeline is running..
You need to make an event track to cause the other two timelines to activate or something so they can play from start too

dim tapir
tawdry surge
#

Interfaces and dispatchers are always read only
They only pass the message, they don't implement anything directly

#

@dim tapir you'll have to show screen shots before anyone can make a reasonable guess at what your issue is

dim tapir
# tawdry surge <@150563997840703493> you'll have to show screen shots before anyone can make a ...

Hehe sorry about that, I think I found the problem. Not sure how to resolve it though.

Basically I have a interface for health called HealthInterface (img1). When I implement it I have 3 functions in it where one is called "Get Health as Ratio". For some reason when I implement it on my EnemyBase character the function is empty. However when I implement it on my other characters it is working. So it implements some kind of "shadow version" of the HealthInterface as it clearly is getting the variables.

dim tapir
tawdry surge
#

Health and max health variables probably don't exist in the new scope.
You should use inputs rather then outputs and just implement the event.
It'll pass the info and you can use it however you like.
General rule is that interfaces shouldn't alter data themselves
Actually forgot you even could

dim tapir
#

I have the Health and Max Health, as you say you werent supposed to change the data in the interface but on each BP. (I rewatched the tutorial again). I got it to work on my character that worked previously.

Could it be that I need to edit this function on each character and not on the parent?

whole socket
whole socket
#

didn't know that was a thing

#

will try soon

pure hemlock
#

is there any reason why this wouldn't work?
the camera is not changing for some reason

versed sun
#

maybe add a 0.0sec delay between nodes?

dim tapir
tawdry surge
#

Use inputs, not outputs
It'll keep it as an event and you can use the data it passes however you want

gentle urchin
dim tapir
tawdry surge
#

No you don't, you have an output. That's why it's on the return node.

gentle urchin
#

This looks a bit backwards doesnt it ?

#

Compared to a single delegate?

dim tapir
#

Inputs on heal and damage, output on ..ratio

gentle urchin
#

Or two delegates really

#

One for updating the actual health percent

#

And one extra if you want some battle info text

#

Healed 330, damaged 275 etc

ornate trail
#

how can I invert the output of the distance blend node?

#

not sure if this is the way to do it but I want to get my material to fade in not fade out

covert stirrup
ornate trail
#

cosmic scale so yes, everything is big.

ornate trail
serene crown
#

Hey guys, had a questions... I was watching some tutorial and the guy is using the "KEYS" node... as I'm trying to actually understand stuff and not just blindly follow a tutorial I have a hard time understanding what a "KEY" is in the context of a map/Array... when I google it, it gives me results of things unrelated... can someone quickly explain or send on the right track to find my answer?

mental trellis
#

T Map maps a list of keys to a list of values

gentle urchin
#

A key in a Map is paired to a value
Given a key, you can get a value (if a value with such a key exist)

mental trellis
#

The "Keys" node returns the list of keys.

gentle urchin
#

its the "lookup" method

mental trellis
#

A map is a pairing to a value. A key is just a key.

gentle urchin
#

true

#

bad phrased x)

mental trellis
#

It's the programming representation of domain mapping!

serene crown
#

"A key is just a key." I still have trouble seeing what a key does exactly...

#

What does it represent?

#

Is it a value?

mental trellis
#

It is.

#

Do you know what an array is and how it works?

serene crown
#

Yeah, an array is basically a list of things... You could make an array with all the loot possible in a chest and use it to randomly give an item... is this correct?

dawn gazelle
#

Yep

mental trellis
#

You can think of the indices in an array as the "keys"

#

If that helps.

serene crown
#

this helps

#

so keys is the indices of a map (Kind of)? right

mental trellis
#

Maps just don't have keys that have to be 0->n, they can be anything.

dawn gazelle
#

A map is similar in which it's a list of things, however, rather than using an index to look up an item in the array, you're using the "key" to look it up, and that "key" can be almost anything - an integer, a class, an object, an enumerator.

mental trellis
#

Sort of.

serene crown
mental trellis
#

Generally, yes, but it can be anything.

dawn gazelle
#

Yes, you can use strings or names too for a map.

mental trellis
#

Or objects.

#

Other maps

serene crown
#

So what's the benefits of an array compared to a map?

mental trellis
#

Fast linear access.

#

Good for iterating.

#

And you're guaranteed contiguous, numeric keys.

dawn gazelle
#

Arrays also can be replicated, maps cannot.

serene crown
#

yeah, this makes sense!

Thanks a lot guys, this helped a lot!

copper steppe
#

Are there any reasons why Remove spline point at index wouldn't work?
I'm iterating through two splines, removing all points after 0, and before the end point. But for some reason spline1 either, doesn't delete any points, or only deletes some of the points

#

Only thing the loop does, is remove the points

The thing that happens prior to the loop, is removal of the mesh components, after the loop, is changing the location of the last point on the spline

#

oh yeah monkasweat

#

I guess I need to figure out, how to loop backwards in bp then haha

warm quail
#

How do I change this so it doesnt instantly go from 0 --> 1 in three senconds, but slowly racks up to 1 in three seconds?

copper steppe
#

Thanks, hopefully this fixes the issue^^

I guess another way would be the same loop, but just always remove index 1?

Even though that sounds like a bad idea lol

warm quail
#

I know this screenshot wont work, but what other stuff should I put into the inputs/outputs?

hollow schooner
#

Anyone know if there is an option to add "camera lag" to zooming in and out? There's the option "camera rotation lag" which is awesome and gives me a really nice and smooth orbit, however my current zoom in/out is stepped and is very clunky. Anyone know how to smooth that out so it's just as smooth as my orbit?

#

Okay let me see if I can figure that out...

warm quail
#

worked like a charm, none of that crazy bs I saw online worked, but this was such a simple solution, thank you so much!! ๐Ÿ˜

hollow schooner
#

Im still quite new to UE so im still trying to wrap my head around everything.
At the bottom you can see my current zoom in/out. Im trying to recreate the smooth version above with the finterpto and im sorta stuck.

copper steppe
#

The problem was indeed me looping forwards, thanks for helping me out with my smooth brain moment!PepeSalute

hollow schooner
#

Well i created a new variable, but not sure what to do with it. How do i get the data into it?

broken quiver
#

look details panel

acoustic wing
hollow schooner
#

This still doesnt quite seem right

#

Like this? Setting the new variable, and the piping it into the zoom branch?

#

But that sounds to me like A is a static value? I'd want that to change depending on mouse wheel usage?

#

Im sorry if this is super obvious, but that sounds exactly like what I had before?

ZoomIn is setting A
B is thee spring arm length. They are piping into the FInterpTo and setting the new arm length?

#

I feel so dumb right now

#

what am I missing

#

The time?

#

Its going to the camera orbit gate

#

That look better?

slender sky
#

There's a Gate node? Never tried that.

hollow schooner
#

But if I dont connect ZoomIn it wont read the mouse at all?

mental trellis
#

I think BPs are smart enough to just give you the last delta seconds

#

However, there's also a delta seconds node, so probably use that.

hollow schooner
#

The F interp node doesnt have an input for the white line, so what do you mean by running that node on tick?

slender sky
#

Try using WorldDeltaSeconds if you really need it, that green line is risky, it might not run.

#

Haven't really read the code that carefully, was just wondering why the nodes so interconnected with each other.

#

What's the problem again? Updating the spring arm distance?

hollow schooner
paper galleon
#

Not really useful to use interp outside tick

hollow schooner
#

Someone shoot me already, im a lost cause

paper galleon
#

Set the target on mouse event.

#

Then get in tick and interp

#

๐Ÿฅณ

slender sky
#

What a very kind senpai ๐Ÿ‘

paper galleon
#

"Fine, I'll do it myself" vibes

slender sky
hollow schooner
#

"My current value" is the spring arm length, is it not?

minor pagoda
#

Is the SaveGame BP overwritten each time it is saved?

#

Or it just save the new data?

hollow schooner
#

I think I found a video that I can use as refence. Sorry for being such a pain ๐Ÿ˜’

#

okay I'll try

slender sky
hollow schooner
#

I dont care getting roasted, I'm just frustrated with myself

queen sphinx
#

Very true, I looked and tried stuff for 3 hours, then decided to ask a question and had the issue solved in 10 minutes in here

#

But is it not super awarding when the problem is fixed?

gentle urchin
gentle urchin
#

Oh, i joined late, didnt realize , mb

queen sphinx
#

Is this for a iron sight zoom kind of thing, or more of a sniper type?

gentle urchin
#

Its just a zoom for a car configurator

#

Spinning on a display stand

queen sphinx
#

cool idea.

hollow schooner
#

I tried copying a setup that is basically what you have been explaining, yet it still doesnt work.
I think the issue is that the tick is going through two gates. But I cant have two Tick Events, so what do I do?

queen sphinx
#

cant you just sequence off the tick event? and split it?

#

or create a custom function that is triggered off the event tick

gentle urchin
#

Many ways to achieve the same thing

hollow schooner
#

Well now orbit works again, but zoom still doesnt work ๐Ÿ™ƒ ๐Ÿ”ซ

gentle urchin
#

Show the code. The last ss looks like it would work

hollow schooner
dim tapir
#

Anyone have a tip on how to deal % dmg without having to cast each character?

foggy escarp
dim tapir
#

Sorry I'm a complete beginner, could you elaborate a bit?

foggy escarp
#

When you use the built-in damage functions, You can then use the anyDamage event.

dim tapir
#

The problem is that I want some abilities to deal set damage and some to deal %. If I use a "on any damage taken" event won't that make all abilities deal that specific amount (% or static)?

gentle urchin
#

so close

dark fox
gentle urchin
#

Damage type could specify percent?

hollow schooner
#

Changing it didnt fix the issue though :/

#

I think i tmight have to do with the variables Im using

#

Id like to be able to scroll between e.g. 200 up close, and 1200 far.

So i should set min to 200 and Max to 1200, right? Also, I dont need to specify a value for "camera goal" as I set that value with the mouse wheel right?

#

Awh shit

#

its working

#

But zoom is slow as heck

#

let me play with values

#

guys im so sorry for being an absolute nightmare to try and help out

#

ok lol, scrolling works but its just as chunky as when I started๐Ÿคฃ

#

Ah, it might be the interp speed

#

tidy

#

OCD i guess

#

true

#

omg it finaly works

#

the issue was indeed the interp speed

#

Jesus

#

this was probably the roughest thing I've had to figure out until now. Like, its not even coplex as such. No idea why it took me so long to get right....I'll need to study this a few times to fully understand it.

#

source control?

#

erm

#

I've bene learning UE5 for the past 2 weeks on this project

#

okay, let me google

#

thanks

#

no hecking way

#

Is it like a cloud backup?

#

Just so I understand, are those two software tool names, or is that like the act of doing e.g. a backup?

#

Nevermind, I'll just google it

#

Okay, so what you are telling me is that I should be backing up my project onto Git-Hub using something calles "source control" in the UE editor?

#

okay, Azure it is then

#

Is there any step-by-step documentation you know of to set this up?

#

sure thing

#

Is the Git Path some file I need to download from Azure?

#

ok thanks!

#

Sorry, didnt know source control was even a thing

#

Git CMD or Bash? for the Git path in source control

gentle urchin
#

Loosing that functional zoom would be a pain

hollow schooner
#

Apparently I do need github for azure?

slender sky
#

I use good ol zip, but then again, I don't work nor collaborate on a big team.
So please don't follow this advice.

dim tapir
hollow schooner
# dim tapir Please link if you found a good step by step

In this short tutorial I will be covering the setup process for project collaboration utilizing the GitHub integration within the unreal engine. I made an effort to convey the necessary information as fast as I possibly could while still covering everything needed to properly get started. If you have any suggestions for other tutorials concernin...

โ–ถ Play video
tawdry surge
#

I have no issues with free github for smaller group or solo projects

#

if your gonna pay for something tho

astral fiber
#

I would still recommend perforce over git for binary files, which Unreal has plenty of, basically every .uasset file is a binary file

tawdry surge
#

perforce is just annoying cuz you gotta keep signing things out all the time

#

its good for a large team but solo its just a hastle

queen sphinx
#

it all depends on who you are and what your requirements are.

harsh tartan
#

Hey yall, just a quick question. Has blueprints changed at all between ue4 and ue5 so that ue5 blueprint tutorials would be a bad place to base my knowledge if im working in 4?

tawdry surge
#

not much

slender sky
#

The last time I checked, private github repo are free right?
Is there any reason to choose github paid service?

obsidian arch
#

Hey all, Im trying to find the camera shake blueprint class, but I can't find it anymore, maybe it got removed in ue5, but does anyone know what the equivalent of it is now?

harsh tartan
#

All i can really find are ue5 bp tutorials uou

junior hedge
slender sky
harsh tartan
#

Oh im switching over from unity and i just need a resource to run me through scripting in blueprints

#

What the most important nodes do and all that

#

Its weirder starting this cause since its all premade nodes i feel like i need to know what tools are in the box for me to use

tawdry surge
#

Mathew Wadstine on youtube is a great resource too

harsh tartan
#

Ok cool. My search for official documentation was very brief so i guess i didnt look hard enough lool

#

Thank you :o

#

I will keep this in mind

#

Ah i said that as in just about any archive that will tell me what im looking at, but thats fair

dim tapir
#

Is there a function that works like a random "Sequence"?

slender sky
#

@harsh tartan
The project example template (first person, third person) helps a lot for a quick overview on how blueprint works, familiarizing yourself with the nodes in those examples would probably help, as they're used very often.

queen sphinx
#

multi gate i think

junior hedge
slender sky
hoary pulsar
#

Hello,im trying to add a cable actor to my scene but it seems to clip through my meshes even though they have collision on and stiffness enabled. anyone? is this the adequate text channel to ask in?

slender sky
#

Ah, so the question was asking for a random arrangement on all the sequence cables?

dim tapir
slender sky
#

First time hearing gate and multigate, I'm pretty uninformed ๐Ÿคจ
Any other conditional/sequence/loop blueprint nodes that people should know of?

surreal peak
#

FlipFlop?

#

DoOnce?

queen sphinx
#

all the good flow options

slender sky
#

What does a reverse flip flop do?
Can't you just adjust the node flow arrangement manually in the first place?

#

Oh, that kind of reversal.

#

Gotcha, was thinking of a right hand side reversal initially, wondering why would that even necessary, but I get what you mean now, thanks Laura.

shut quest
#

Still learning here. I have two blueprints that are the same in the world. When i interact with one of them the other is also interacted with... I'm sure its something simple just getting stuck on it. I blame the heat.

dawn gazelle
shut quest
#

Got a collision box around the item and the rest..

dim tapir
#

Can I add multiple conditions to a branch? I tried googling and it got very complex very fast
<-- Complete beginner

shut quest
#

I'm pressing F on the right box and items spawn on the left box..

queen sphinx
#

no actorEndOverlap command?

shut quest
#

Nope didnt think I needed that..

desert juniper
shut quest
#

selecting the actor

desert juniper
#

look in details panel

#

did you accidently duplicate the mesh within the actor?

dim tapir
slender sky
shut quest
queen sphinx
shut quest
#

Will try ๐Ÿ™‚

queen sphinx
#

Does both trigger when you only walk into 1 of the objects? Keep the 2nd one further away, have to make sure you are not triggering them both by hitting the collision box.

desert juniper
shut quest
#

Weird. After an engine crash it worked ๐Ÿ˜„

queen sphinx
#

I use this for my door controls,

#

lol

shut quest
#

Guess it needed that restart

acoustic lava
#

Hi

#

Anyone know why drag and drop stopps working on a packaged build

#

When I drag the screen my control rotation updates

junior hedge
queen sphinx
#

can you send a video of the problem?

#

obs is free to download, and easy to use.

frank tide
#

Hi guys, can u say why this isn't working? I am new to unreal

wanton fiber
frank tide
wanton fiber
#

are you sure that static mesh component has simulate physics enabled in the details panel? Or that the impulse you're giving it is strong enough to push it?

frank tide
wanton fiber
#

you know the details panel that has a lot of info about the component?

#

there's an option that says "simulate physics"

#

and it does what it says

#

here's an example (from ue5, but same exact thing)

#

make sure that is actually ticked

wanton fiber
#

yep

frank tide
#

its ticked

frank tide
wanton fiber
#

are you sure that the impulse is strong enough to push the object? It might be too heavy

dawn gazelle
# frank tide this?

Seeing as you're using a static mesh actor, you likely don't have input enabled which means the spacebar command won't execute on that actor.

hollow schooner
#

Anyone know why my objects have a red cross over them? I just removed a few folders with meshes that I dont need anymore

gentle urchin
#

sourcecontrol think they are new

#

or they are new

dawn gazelle
#

Put a breakpoint (select the node, press F9) on the add impulse node. Play the game and press space. If your game doesn't stop executing and showing you the breakpoint, then you don't have input enabled on that actor.

gentle urchin
#

or breakpoint, but breakpoint feels sorta next level ๐Ÿ˜›

#

despite its flaws

dawn gazelle
#

Print string: REACHED HERE
Print string: Got this far this time.
Print string: Weeeeee

gentle urchin
#

heh

#

love it when top left corner says "hello",

#

because you added a print string a month ago somewhere

#

Im sure you can trace the callstack in bp aswell , but it usually just saves you some trouble if you throw yourself a bone when making print strings ๐Ÿ˜›

#

atleast some vague hint about the function that ended in the print, or the actor or something

#

I've seen many macros for it, but none that actually grabs the function name

#

you can always globally search for print strings if you're desperate

#

True that

deft totem
#

hi, how can you have this behaviour in c++ plus blueprints?
C++ class A with function that calls event
Blueprint B that inherit from A that listen to the event, implement a response
Blueprint C that inherit from B that listen to the event, implement a response, that execute after the code in B

I think virtual is the solution, but after trying/documenting for over an hour this is the max I was able to come up with:
C++ function in class A:

UFUNCTION(BlueprintNativeEvent, Category=Interaction)
void OnUnlocked(ASGInteractable* OtherInteractable);

// in the .cpp
void ASGInteractable::OnUnlocked_Implementation(ASGInteractable* OtherInteractable){
     UE_LOG(LogTemp, Log, TEXT("C++ class implementation"));
}```
**Blueprint B**:
(Screenshot)
but in the** Blueprint C** I can't find the function/event `OnUnlocked`

I'm probably pursuing the wrong path, can someone show me the light?
gentle urchin
#

A workaround if all else fails is to just create a new event in BP B which you call after OnUnlocked, and override in bp C

dry condor
#

i would use a blueprint interface for this, but idk if thats the best solution

blissful grail
#

Or the red "event" node from BP?

#

(I ask because you mention "listen")

deft totem
# blissful grail By "event", do you mean an event dispatcher?

I'm trying to understand right now, probably not
I'm using red events

the reality is a bit more complex, in C++ I have a multicast:
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FInteractedSignature, ASGInteractable*, OtherInteractable);
which an even is binded to in BeginPlay in the C++ class:
MulticastUnlocked.AddDynamic(this, &ASGInteractable::OnUnlocked);
so the blueprints can use it

#

It seem that now I'm able to override the event in all the child blueprints, but if even one doesn't do it, in some way the chain is broken, I'm trying to find the culprit

blissful grail
#

So the issue is that during inheritance, one of the parent calls is not working?

#

So, if B doesn't implement the event, but C does, having C call the parent, A's version of the event does not run?

gentle urchin
#

But its blueprintnative? Isnt the c++ implememtation just ment as a fallback then?

#

While if it was a virtual "regular" event, it would be expected to run?

deft totem
#

doesn't seem so, maybe I just had an hallucination, I'm testing various cases to be 100% sure it is working

#

I go quickly eat my dinner and come back

marsh violet
#

Hey guys does anyone know why this CONVERTMOUSELOCATIONTOWORLDSPACE BP shows the correct mouse direction values in editor but not in a packaged build ?
Here's my code :

minor dew
#

Hey guys could really use some help here.
Getting this error crash every time I'm changing a default parameter from a child actor.

Assertion failed: IsValid(this) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\ActorConstruction.cpp]

Really can't understand what's the problem, thought something about the construction script but it's empty no code over there.

ornate dragon
#

Hi. Whewn trying to turn off Texture Streaming, it throws - "out of video memory trying to allocate a rendering resource".
Any ideas how to fix this? Game is still in early point, only heavy part is 20 paragon characters.
Got RTX 2060. Was turning off Texture Streaming to avoid low texture paragon cahracters loading up.

velvet yacht
#

hello

maiden wadi
deft totem
# maiden wadi I have tested this in a clean, new C++ class inheriting from AActor. I could man...

What do you mean "implementing" in the parent BP, are you calling the C++ parent?

for me I tried with this tree:

  • C++ Class A
    • Blueprint Class B
      • Blueprint Class C
        • Blueprint Class D
          All the blueprints has the same code I showed earlier, with the call to the parent, and their log get shown in this order correctly:
  1. A (C++) Implementation
  2. B Implementation
  3. C Implementation
  4. D Implementation
    When called from an actor of type D

I tried removing any node in between, and it doesn't break the chain, as long as you remember to call the parent in the function
But I can also don't do that and effectively override/hide all the previous functions

I don't know why it didn't work before, maybe I forgot to build the latest changes ๐Ÿคทโ€โ™‚๏ธ

Now my only problem is the logs being shown twice, but that is probably my code fault, I hope

C++ code for anyone interested:


UPROPERTY(BlueprintAssignable, Category=Interaction)
FInteractedSignature MulticastUnlocked;

UFUNCTION(BlueprintNativeEvent, Category=Interaction)
void OnUnlocked(ASGInteractable* OtherInteractable);```
(and remember to bind the OnUnlocked to the Multicast in BeginPLay if you don't want to do it in the first blueprint)

For the blueprint one go read my first post.
maiden wadi
brittle osprey
#

hey all, im trying to make a camera switch that activates when i click a button and after this portion, its failing ive tried casting and that fails.

lime fulcrum
#

Hi!
Is there a way to update the variable saved in config file? You know when you check the box "Config Variable" Or is it like hard coded?

copper steppe
brittle osprey
#

tried casting to the player controller and setting a different view point

copper steppe
lime fulcrum
#

You mean manually only?

copper steppe
copper steppe
brittle osprey
#

oh lol i tried casting from the button itself

#

saying it outload that was wrong

brittle osprey
#

ya i know that NOW...

lime fulcrum
#

Yeah but there are no Blueprint nodes for such function... I think

brittle osprey
#

okay let me rephrase the question

copper steppe
dim tapir
#

Is there a function for "stacks"? Some kind of counter

lime fulcrum
#

I was trying to save settings for mouse sensitivity but I guess I'll just use the Save Game system

brittle osprey
#

So, im trying to use a button to activate the game mode camera. basically, im running around in 3rd person and push button. then (ideally) the camera switches to a top down camera where a new game mode activates.

lime fulcrum
#

@proven pollen ...Why not have 2 cameras and then just activate one and deactivate the other?

brittle osprey
#

clarify?

lime fulcrum
#

Add 2 Camera component to your character, place one on top and the other in the third view position

brittle osprey
#

my logic/idea behind it, was treating it like a mini game of sorts

brittle osprey
copper steppe
lime fulcrum
#

@brittle osprey is the top down camera another area of the map/game, like if you where to "use" a chess board and then play chess so the camera changes there

#

right?

brittle osprey
#

exactly

hollow schooner
#

Im trying to delete the Unreal Engine City Cars Pack from my project by deleting the project. Every time I try the Engine crashes. Am I doing something wrong?

#

*By deleting the Folder

lime fulcrum
#

Ok then... Why don't you just make another pawn class for that mini game

#

and then just possess it

dim tapir
lime fulcrum
#

from GetPlayerController you can get the node "POSSESS and d the target opf the POSSESS should be the pawn you want to take control over

#

you basically switch which pawn to possess

#

as you possess it, all your controls are executed from that pawn and you can do whatever you want

copper steppe
dim tapir
#

Yeah right? The question is how

copper steppe
#

On overlap -> int counter = counter + 1 shrug

If counter = somenumber -> dostuff

brittle osprey
lime fulcrum
#

wait

#

you can reparent it