#blueprint

402296 messages ยท Page 951 of 403

hollow schooner
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Still not going to the cars camera though

solar sequoia
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that's not what casting is. Once you connect the level BP stuff up to an event, you'll be able to use that reference variable because its value was set previously

pastel gust
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hey guys, just started messing about with UE blueprints coming from a programming background - is there any way to create a local variable or something similar for storing a dynamic value? hitting my head against the wall trying to do this without having to make loads of duplicate nodes... eg having a public bool determine whether a value should be inverted. I could make a new private field and then set it as the result of a branch, but i wont need that value anywhere else so must be a better way?

hollow schooner
hollow schooner
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Someone please shoot me

solar sequoia
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casting tries to convert object reference types

pastel gust
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eg this - i want to modify the axis value input based on the branch before it reaches the gthan/lthan

solar sequoia
hollow schooner
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Hmm okay

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But somethign still doesnt work for some reason

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The target location isnt the cars camera

solar sequoia
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I suggest beginplay with a small delay, just to see if it works as-is

hollow schooner
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Thats what I was wondering too

real notch
hollow schooner
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okay cheers

real notch
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So if you use those values after the branch, that's when the gt/lt gets evaluated

hollow schooner
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it works

pastel gust
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just seen you can make local variables within functions, so looks like my best bet is to make a function for the inversion check

real notch
hollow schooner
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Why does beginPlay work

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I woudl expect it to execute it once

solar sequoia
hollow schooner
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but it acts as if It were connected to Tick

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I can clicl it all the time

pastel gust
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is there another way though? I mean, without duplicating all the follow-up nodes?

solar sequoia
real notch
pastel gust
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maybe im just having trouble visualizing how this should work, but without being able to set the result of the inversion, the logic can't progress to use it.. or something, hah

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this is the next bit

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so i really just want to swap the value of the float between positive and negative based on the public bool

real notch
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Oh

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Select float node

solar sequoia
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yeah a select node seems better here

pastel gust
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aha

real notch
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Takes a bool and two values

pastel gust
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that sounds like what I need indeed

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thanks guys, thought there would be something simple hehe

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was thinking too literally about branch as IF

real notch
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But it is

solar sequoia
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it's more that you don't need to execute to perform the check here

real notch
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select float also does a branch

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Just has 2 return nodes

pastel gust
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yeah, I guess I mean that there are more appropriate nodes for some things, rather than using branch every time the logic involves an IF

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which i think is what I was originally doing hehe

solar sequoia
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I suggest reading about BP flow control nodes

pastel gust
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makes sense - it's just my lack of awareness of the node options available I think. Could have achieved the same effect using branch and setting variables, then getting them again but it would look way too messy for something so simple

real notch
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Sharing this for future reference. Not all types have a select node.

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So it's good to know how you can make your own

solar sequoia
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I've come to realize that every time I think I'm doing something concisely, there's a better function or macro that's existed since 3.0

junior hedge
# real notch

If you don't input an A or B wouldn't it just be null?

solar sequoia
real notch
junior hedge
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True

real notch
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Whenever I have weird getters that get awkward and duplicated I make a simple function like this.

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Anyway, speaking of functions... I am looking for a way to make my own delegates for blueprint functions

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Like the "Completed" pin when loading assets async

solar sequoia
real notch
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(Without using c++)

real notch
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Maintaining 2 locations is ok, 3 becomes a pattern. 4 means you like the feeling of pain it gives you

solar sequoia
real notch
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I find managing data in ue very unintuitive to do

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I mean, I got the structure and all, but something like sqlite maybe would be nice?

broken quiver
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got a question what place is the best place to put global variables in?

tight schooner
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A manager class, whether that's a custom actor or one of the UE4 framework classes like game state, game mode, etc

surreal peak
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Or an ActorComponent on such Class.
Or a Subsystem.

broken quiver
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I mean I got a datatable to load

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but its on the plugin

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don't wanna mess up the main plugin core structure

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I want something that'll load/change that data table when my level loads

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by default it'll have its own datatable

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but in the main project I need a way to override that datatable

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also what loads first?

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actor or the level blueprint?

smoky widget
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So I'm following this Epic tutorial and in the blueprint to activate a door from a pressure plate I need to call Get Component By Class. Only it never returns the component. I'm trying to get back a BP_InteractionComponent in the door's BP which exists on the pressure plate, but the debugger shows it never returning.

faint pasture
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Show how you're trying to get the interactioncomponent

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That's pretty cool that Epic is doing interaction by components, I like that approach

junior hedge
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Not doing it correctly ๐Ÿ˜ญ

smoky widget
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@faint pasture like this?

faint pasture
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Whoah that's weird, so you interact with the interaction component but it just does an interface call on it's actor instead of doing some OnInteract event. Interesting

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or wait

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Are they trying to cram every possible way to accomplish BP communication into one actor?

smoky widget
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This is just a single way, right? Pressure Plate has the BP_InteractionComponent and the Door gets the very first instance in the component list?

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This doesn't look very scalable either.

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But I also haven't finished the tutorial.

faint pasture
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So where does it break?

smoky widget
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The very first image I posted, the print statement

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Failed.

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GetComponent by Class returns nothing.

faint pasture
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What is Trigger?

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Where is that set

smoky widget
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Even though in the debugger you can see Pressure Plate has the component

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I assumed Trigger was being set by GetCompnentByClass

faint pasture
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It's not

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it's just a null pointer to an actor

smoky widget
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But GetCOmponentByClass set the component?

faint pasture
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Trigger isn't anything

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you probably just set it in the level editor

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saying "hey door, this is YOUR trigger"

smoky widget
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Okay, I must have missed that in the tutorial and it makes a WHOLE lot more sense.

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But in the editor if I click on my door instance, I don't see trigger as a variable I can set.

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I had to set that guy. But that is definitely not set in the tutorial.

faint pasture
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Welcome to tutorials, hence my name.

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you have to make sure you're understanding the what and why, not just monkey see monkey do

smoky widget
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@faint pasture Yeah, that's why it has taken me hours and hours to get through this hour tuturial. I keep stopping to examine what happened. Only in this case I could progress no further.

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Thanks a million and this makes soooooo much more sense.

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Is this a normal way of doing communication between actors?

junior hedge
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@faint pasture do you know why i cannot set variables via viewport

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I put it as instance editable but cant do it

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cant remember

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nvm it works now ye idek\

surreal peak
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There is a YouTube stream of epic games about blueprint communication pinned to this channel

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It should give you same more info

smoky widget
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@surreal peak Cool, thank you very much.

real notch
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Why is ue lying to me

surreal peak
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Did you have one that you deleted

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With that name?

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Otherwise check the actual folder on your drive

real notch
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I mean, maybe, but that must have been several reboots ago

surreal peak
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Well

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Did you clean up redirectors

real notch
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I don't like cleaning in general

surreal peak
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Like a good UE dev does after deleting moving or renaming

real notch
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But also I don't know what that means

surreal peak
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UE keeps redirectors around

real notch
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I'm not a good ue dev

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Thanks for reminding me

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Cedric

surreal peak
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Rightclick the content folder in the browser in the editor

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There is a button to fixup redirectors

real notch
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Did that

surreal peak
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Can also be limited to subfolders

real notch
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Waiting now. It's cleaning

surreal peak
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If that's not helping then check the folder on your drive if there is something hanging around

real notch
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Why is this needed anyway?

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I mean, especially across restarts

surreal peak
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Redirectors should possibly always be cleaned up after deleting moving or renaming referenced assets

junior hedge
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also i am still confused on why this doesnt work, my tick event only prints 0s while the bind prints 3

real notch
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Maybe it's a mac os + ue5 combination that doesn't work well

surreal peak
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It's always needed

junior hedge
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(getinv function isnt pure because I wanted to test so dont worry about that)

real notch
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Or just one of those "shut up and just accept it" types of things

surreal peak
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UE keeps redirectors around that point to where the asset was so that not everything just outright dies

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You can utilize them to point to a new asset for example

real notch
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But why across restarts

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If there are no references anymore?

surreal peak
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Restarts have nothing to do with it

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They are serialized

real notch
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I could imagine having them in your undo stack

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Ah

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Okay

surreal peak
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You can even visualize them in the content browser

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And open them

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As assets

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With the filters

real notch
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So that's just an editor-performance thing then or something?

surreal peak
# junior hedge

Probably unrelated but don't destroy an actor if you are still using it afterwards

real notch
real notch
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Ah

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"that are not currently loaded"

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That's a good point

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But then, it's a redirector to trash?

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Eh nm, I'll just go with my "shut up" version ๐Ÿ˜„

junior hedge
tame pecan
junior hedge
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the variable thats being set is in my ui, the actor that was destroyed was a coin

tame pecan
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Also don't store your inventory in widgets

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That's horrible

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Widgets are not for gameplay purposes, only cosmetic

junior hedge
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the bind doesnt work either

shrewd briar
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hello everyone i hope you're doing well, so i don't know how to make a character look and aim at a crosshair in the screen and i would appreciate any help . Here is a picture to more clarify the goal. Note: the position displayed on screen is the impact point of a ray shot from the camera to any object hit by it.

junior hedge
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its still 0

tame pecan
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Print a string in the end of the addition

junior hedge
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0,0,0,0,0,0,0,0,0,0,0,0,0,0

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and if I press my bind

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its 3

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also you can use settext in widget lol

tame pecan
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I think the first step is just refactor the inventory so its not in the widget

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yes?

junior hedge
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you said I couldnt

tame pecan
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No I didn't

junior hedge
dry condor
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thats something else entirely

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you are talking about two different things

tame pecan
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InputAction binds

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I'm talking about

junior hedge
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?

tame pecan
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I don't even know how you got it in there

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Shouldn't be possible

dry condor
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well you could put them in but they shouldnt fire normaly

tame pecan
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Since widgets dont have any InputComponent

mild kestrel
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Hi, current floor's hit results from Character Movement always return the Default Surface Type, no matter if I Override the Phys material, The static mesh, or anything

mild kestrel
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(i have always check floor checked)

soft kite
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Hey I got 2 issues I wonder if anyone could help me with, they are probably pretty simple as I am new.

gentle urchin
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You're allowed to setup / listen for key inputs

tame pecan
mild kestrel
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Thank You so much!

tame pecan
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Or what do you mean? Because input bindings go through the PC and inputs in widgets goes through slate

plain hull
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How to deform plane mesh in real-time when ball collides

tame pecan
plain hull
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Name? Let me check it
That's great

tame pecan
plain hull
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I have used this already

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But when ball collides with bed metris. Metris should go down and when ball passes it should retrieve original shape

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Kindly check the video

gentle urchin
tame pecan
tight schooner
# plain hull Kindly check the video

You could do something with vertex shading (World Position Offset) in the material graph. If the material has an input (worldspace vector) for the sphere location, it can use that to push the nearby vertices away from the sphere, thus achieving the illusion of soft body physics deformation.

On the blueprint end, you update a dynamic instance of that material with the sphere location on tick. (Or write it to a material collection parameter if the need for that arises.)

junior hedge
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afaik

plain hull
tight schooner
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Nope I just came up with it lol. You can learn about the material graph, world position offset, and dynamic material instances separately

tame pecan
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Not the inputcomponent

junior hedge
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what is slate?

tame pecan
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"Slate is a completely custom and platform agnostic user interface framework that is designed to make building the user interfaces for tools and applications such as Unreal Editor, or in-game user interfaces, fun and efficient. It combines a declarative syntax with the ability to easily design, lay out, and style components that allows for easily creating and iterating on UIs."

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All UI in unreal is driven by slate, even the editor.

junior hedge
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ic

wicked sleet
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Hey guys, I'm wondering what's the trade-off between using a save game object to store data when changing levels vs just keeping that data in the game instance? Is there any benefit to either approach?

tight schooner
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A save game is a file on disk so it persists between sessions

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Game Instance only persists between level loads

wicked sleet
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Yeah I would use a save game for persisting between sessions, but for changing levels, does it make a difference what approach i use?

tight schooner
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Not that I know of...

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Not sure what answer you're expecting

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Cuz they're not entirely interchangeable. You could keep data in game instance until the player wants to write something to file e.g.

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I guess loading from a save might take time?

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Depending on the device?

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I never benchmarked it or anything

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But I wouldn't try loading and getting data on tick lol

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But you can retrieve data from game instance on tick no problem e.g.

faint pasture
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logically, end level 1, begin level 2 is the same as end level 1, quit, start, begin level 2

wicked sleet
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It's just that atm I'm keeping a lot of the data in the game state and I'm trying to decide if I should move it into the game instance. I suppose youre right that it would be quicker to keep things in the game instance instead of saving it to a file ๐Ÿ‘

wicked sleet
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Essentially data relating to the party of characters in a crpg

faint pasture
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I'm guessing you have a nice concise struct representing them?

wicked sleet
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No but it's in the plans ๐Ÿ™‚

lime fulcrum
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Hey fellas!
How do you manage the ESCAPE Key to close the in game menu since Listen for input does not work when the game is paused?
Also Setting Time Dilation to 0 has some issues

frozen spear
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Question...im using set capsule halfheight node which shrinks the char capsule towards the middle, anyone know the math to find the relative location of how much i need to move the mesh to put it back where it belongs (bottom of hemisphere touching the foot instead of in middle of char) ?

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Its either very difficult or so easy that my brain cant figure it out

ornate dragon
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Hi. Is there a way to load only specific Character Blueprint skeletal meshes when that Character is only used? Currently when ever I open a project it loads all the assets and project goes into GPU out of memory. Even though in the level those characters are not present.

near wolf
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Hi, I have a blueprint with instance editable parameter. But when I duplicate the blueprint and change that parameter, it applies to both blueprints ? What is wrong

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Variable I mean *

gentle urchin
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If its 80 and you reduce it to 40, you'd need to adjust it by 20 to keep it at the same location

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erh, so for halfheight, it should be the same as the adjustment

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40 reduced to 20 adjustet by 20

gentle urchin
mortal wharf
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I'm spawning in two actors, one that can pickup the other one. The problem is that when I spawn them on top of eachother, there is no overlap triggered, sรฅ the one that can pick up the other doesn't know that it is there. Even doing a Is overlapping actor check doesn't return anything. This is done from the leve blueprint.

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Only moving outside the pickup sphere, then back in makes them overlap.

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I think calling the Is Overlapping Actor later works but doing the BeginPlay of the level blueprint it doesn't.

near wolf
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you can see on the right

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medi aplayer and media source

frozen spear
# gentle urchin 40 reduced to 20 adjustet by 20

I'll try half of the difference between the original and new size and see if that works... The capsule reduces in size towards the center of the character... So it's not as easy as just adjusting by the exact amount...

gentle urchin
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But you are aware that crouch handles this?

frozen spear
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@gentle urchin it's not, and I'm not using it to crouch... It's being used in an anim notify state... Crouch can't be used as it only updates on movement component update cycles... Which don't happen during anim montages

gentle urchin
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Ill set up a test in a few min,

frozen spear
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Okay set your capsule to 94 and reduce it to 35... Let me know what you find

gentle urchin
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Just need the child to fall asleep ๐Ÿ˜…

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Will do!

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Regular char capsule?

frozen spear
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Yeah it's just a regular character capsule

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It can even be on like third person template character... The capsule needs to start at 94 for the half height... And when it's being reduced reduce it down to 35...

gentle urchin
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I got a project for it ^^

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You want bottom to stay fixed, right?

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Just making sure i got it right

frozen spear
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Right it's basically the same as it was crouching how the capsule stays down by your feet

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I just can't use crouch because I'm doing it in the middle of a montage

cinder thunder
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I have this camera movement system set up (see Picture above). It works fine, but when the camera gets to the second position, the lighting in the scene flashs. The settings on both cameras are the same. Anyone know why its doing this? The exposure is set to manual. I wonder if the exposure doesn't adjust until the motion of the move is finished and that's what's causing the flash. Its like I need to find a different way to move my camera.

gentle urchin
frozen spear
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It's because it only happens on movement component update... You can call it and it basically queues up for the next update cycle... Which happens after montages

gentle urchin
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Gotcha

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So at 95 my char offset is -92

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at 35 its -32

frozen spear
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So +60 in z?

gentle urchin
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looks pretty linear to me

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same diff as my halfheight

dire stirrup
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hey. has anyone got experience with construction script unable to fill array? im trying to add vectors in array. works fine in blueprint's viewport, but it doesnt work when i put the blueprint in the scene

gentle urchin
frozen spear
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Ok, can i see a screen of the math for that adjustment

gentle urchin
frozen spear
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So i was way over thinking it

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Thank you

gentle urchin
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It would appear so ๐Ÿ˜›

idle rivet
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hello. I am trying to find similar functionality to "Is Playing" and "Get Play Rate" but for a Niagara system instead of a skeletal mesh, and also get the total time a system loops for, does anyone have any ideas on how to achieve that?

gentle urchin
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No worries

main lake
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What's the XY input in this node please?

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Please ping me if any answer ๐Ÿ™‚

uncut shale
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for some reason my ui is not spawning, can anyone help me figure out why?

maiden wadi
maiden wadi
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Click the very last node and press F9. It'll put a red circle on it. Play the game and see if it freezes and breaks when this code is ran.

uncut shale
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it didnt break or freeze, but there was no ui added

maiden wadi
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Then your code isn't reaching that point. Which means either you have no input in this pawn, the overlap was empty, the cast on player controller failed, or you have no units on the world deriving from PartyUnit.

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You'll have to keep breakpointing backwards to see where the code runs and where it stops.

uncut shale
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how will i tell it stops?

dawn gazelle
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If it doesn't, that means it didn't reach the breakpoint.

fading wren
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hello, have a question, a turret is a player, so i created a character blueprint , add ability rotate left-right , and upside- downside by mouse. no problem with left-rifht rotate, but when i rotate upside-downside, that whole mesh is rotationg. does it possible to make rotate upside-downide only red part of mesh ?

gentle urchin
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if its a separate mesh,

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or skel mesh i guess

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just DOT product it

zealous moth
gentle urchin
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(joke)*

zealous moth
#

haha

fading wren
uncut shale
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it stops right here

gentle urchin
fading wren
fading wren
tawdry surge
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Parent the blue to the red then

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Or vice-versa

fading wren
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blue part should rotate left-right side only

tawdry surge
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So make that the parent component.
Moving it will move the red
Moving red will not move blue

spark steppe
#

scene root => blue part => red part

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the pawn shouldn't inherit the pitch/roll and you "copy" them manually on tick from the control rotation to the red part

fading wren
spark steppe
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or rather, add the input directly to the part instead of the pawn

fading wren
spark steppe
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idk how you actually handle input, one way would be an custom controller for the turret pawn

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another way would be to handle the input events in the actual turret blueprint

maiden wadi
uncut shale
spark steppe
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yes

maiden wadi
maiden wadi
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Find out why GetPlayerController isn't returning the controller of that type or a valid controller. First to make certain, try putting a printstring on the failed part of the cast and breakpoint that or see if it prints.

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If that fails, it means the GetPlayerController is either invalid, or not of the type you're casting to. Given naming, I'd consider renaming your controller to something a little more project specific as there is already a class named "PlayerController"

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After the rename, double check your GameMode or World settings, to be sure you're using the correct controller.

fading wren
fading wren
spark steppe
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search for control rotation in the details panel, there are options to check if it should use the control rotation

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you most likely want to disable that at least for pitch

fading wren
fading wren
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doesnt work

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there is no something like Control rotation

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on static mesh

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on details

spark steppe
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select this

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then search use controller rotation

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is any of those checked?

fading wren
spark steppe
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was any of those checked before?

fading wren
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did not touch it

spark steppe
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where do you handle the input?

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controller or in the events of the turret?

maiden wadi
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PrintString, not printscreen. Just right click the graph and write Print, it should show up in the list.

spark steppe
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is that the controller or the turret?

fading wren
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also have a controller

uncut shale
maiden wadi
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Correct. You're looking for debug info to know for certain that the cast is failing.

fading wren
maiden wadi
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If you don't want to watch for the printstring in the top left, then yes, otherwise it doesn't matter. Either way will give confirmation.

spark steppe
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@fading wren honestly i have no idea why your stuff applies pitch at all

spark steppe
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it shouldn't from my knowledge if you haven't enabled to use the control rotation for pitch

spark steppe
#

what? that code should add pitch to the controller, not to the pawn/turret

maiden wadi
# uncut shale it did printstring

Then your PlayerController is either invalid or the wrong class, and given where this is running, I would wager a wrong class. I'd strongly advise renaming your project's PlayerController so that you can easier differentiate it from the engine level PlayerController.

uncut shale
#

well i changed the playercontrollers name to battlecontroller

maiden wadi
uncut shale
maiden wadi
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What about your GameMode class? Does it now have BattlePlayerController as the specified controller?

uncut shale
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it still has player controller

maiden wadi
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Change that to your new name one. Your project is using an Engine level controller and not the one you intended.

uncut shale
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when i press the interact key it changes controller

maiden wadi
#

Not following?

uncut shale
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the code is initiated when i press the interact key

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when i press the key it changes controller to the battlecontroller, but the ui fails to show up

maiden wadi
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Are you talking about the cast?

uncut shale
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yes

spark steppe
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is there any helper method to get the correct rotation for a character to look into a camera?

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as FOV and such make it impossible to use the camera location as reference value

maiden wadi
# uncut shale yes

You don't ever actually change your controller. The cast is just allowing different access levels. GetPlayerController returns access to the PlayerController class. Your class inherits from that, so to access the things on your controller, you cast the same pointer to the new access level which allows more access. It's still the same object though. The issue is that you're not actually using your BattlePlayerController. And so your cast will fail when trying to cast to that. To fix that you have to change the GameMode's spawned player controller class to your BattlePlayerController. Then GetPlayerController will return a BattlePlayerController at the access level of PlayerController. Which you can then cast to BattlePlayerController to gain access to it's functions and properties.

uncut shale
#

wait nvm

maiden wadi
#

Does the cast still fail?

uncut shale
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no the ui works

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but the camera is height level instead of over the shoulder

maiden wadi
#

What all have you done in this PlayerController class?

uncut shale
#

this is it for what ive done

maiden wadi
#

I'm not really aware of controllers affecting camera views like that. Normally the character has a camera on it that is set as a view target for the CameraManager.

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Does the pawn you're using have a camera component on it?

uncut shale
maiden wadi
#

Do you have a default pawn class specified in the game mode?

uncut shale
#

yeah, its the character i move around with

maiden wadi
#

Open that class up, and check it's hierarchy in the components list in the top left. It should have a camera somewhere in it.

uncut shale
#

this bit?

maiden wadi
#

Over here. Something like this.

uncut shale
#

oh i see that

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now what should i do with it?

maiden wadi
#

Is it in the correct location you want it to be, when you look at it's location in the viewport?

uncut shale
#

this is how i want the camera to be

#

but for some reason in the battlecontroller it changes to be in the chest

maiden wadi
#

That is certainly odd. Creating a new controller class should not do that by default. :/

uncut shale
#

yeah idk why its doing that

maiden wadi
#

First thing I'd try is disabling the spring arm's collision test setting. Maybe it's derping on another component.

uncut shale
#

this setting?

maiden wadi
#

Yep

uncut shale
#

now run the game?

maiden wadi
#

Yeah, see if the camera is behind the pawn now.

uncut shale
#

still fucked

maiden wadi
#

What camera class is that camera?

uncut shale
#

idk, how can i check?

maiden wadi
#

Hover over it, should show a tooltip.

uncut shale
maiden wadi
#

Weird. I'm out of ideas. Supposedly older versions had an issue with cinecameras not being able to be used by default. But yours is not a cinecamera. Only other hint at this issue is virtual reality plugin stuff messing with things. I've never experienced that bug personally. The only time I've seen a camera do that was when the camera never existed on the Pawn, or if the CameraComponent is disabled.

uncut shale
#

wait

uncut shale
maiden wadi
#

None that I'm aware of. Not if all you've done is put a create widget on beginplay.

queen sphinx
#

would this option on the camera might be the issue?

maiden wadi
#

You could try changing the GameMode's controller back to the default PlayerController. If that fixes the camera, than it has to be something with the controller, but I can't fathom what it would be.

queen sphinx
#

the use pawn control option

uncut shale
queen sphinx
#

It is under cameras, 2nd pic shows where. Not sure if it help, but I see it is turned off by default.

uncut shale
#

but in what blueprint?

queen sphinx
#

I want to say your turret.

uncut shale
#

???

queen sphinx
#

oh, shoot. I confused what pictures where yours.

uncut shale
#

oh ok

#

what option should i change?

queen sphinx
#

oh ignore me, I thought this was the turret question

uncut shale
#

no lmao

raven pilot
#

this is horrific

dry condor
maiden wadi
#

At least it's all in one blueprint. The real horror is when this kind of thing happens in multiple classes.

queen sphinx
#

jokes on you, that controls all the classes...

uncut shale
#

@maiden wadi would there be a way that i could get the ui without needing to mess with a controller?

#

because i can get the camera working, but not the ui

maiden wadi
#

Potentially. But if subclassing the base controller is causing problems, I would debug that. Controller is a pretty core class that you'll need in most projects.

uncut shale
#

how can i debug it?

maiden wadi
#

Dunno. Trial and error mostly. I'd start with changing GameMode's PlayerControllerClass back to the default PlayerController. If that fixes the camera. Create a new PlayerController, do nothing in it, and set that as the GameMode's controller. If that doesn't mess up the camera, then something in your first player controller is messed up.

#

It's also much easier if you have access to C++. Breakpointing in engine classes to see why the camera is not where it should be can be easier sometimes.

uncut shale
#

see if that messes things up

fading wren
#

sorry, it is me again. is it possible to switch off YAW only on this mesh ?

uncut shale
#

ok so changing all the blueprints to be the same sort of fixes the issue

#

just the ui doesnt fully come in

fading wren
#

but not switch off on head

#

?

raven pilot
#

hey, what node is this?

maiden wadi
#

Looks like a Get(Copy)

raven pilot
limber wing
#

Is there a quick way to automatically point a camera at a moving actor? For example, I have a car going by my camera, and I want the camera to keep the car in the center of the frame

dry condor
maiden wadi
# limber wing Is there a quick way to automatically point a camera at a moving actor? For exam...

I did that by making a simple pawn class with a camera. Spawned it as an AI, and SetFocus on the thing you want it to follow, and setting view target to that camera. For a camera attached to the player's pawn though, I think you're basically stuck changing some settings to make the camera use control rotation and setting the control rotation on tick to the look at rotation from camera to the target.

raven pilot
#

is there a way to call a rep notify in another blueprint?

dry condor
#

a what now ?

raven pilot
maiden wadi
#

It's hacky. But if you just want to run the OnRep, you could set the object's OnRep variable to what it already is, that should run the OnRep. Only works in BP. Alternatively, move the logic to a new function and make the OnRep call that and then call the same function elsehwere.

dry condor
#

replication! i was wondering what rep was standing for ๐Ÿ˜„

raven pilot
near glen
#

I have basic pawn character, how can I force it to rotate in specific direction (with default rotation speed and animation as well) without moving it?

uncut shale
#

@maiden wadi it worked, but my ui is kinda fucked

#

it doubled the ui for Arthur for some reason

maiden wadi
# uncut shale

Looks like you added it twice and didn't clear the old stuff before adding.

uncut shale
#

huh

#

where would that be?

maiden wadi
#

Not sure. What does your event that you call to add ui to screen do?

uncut shale
maiden wadi
#

It looks like something you created. It's after the loop.

uncut shale
#

wait

#

i know what happened

#

one of my npcs was a spawn of Arthur

#

is there a way to show mouse cursor with blueprints?

tawdry surge
#

the node "set show mouse cursor"

uncut shale
#

i want to start the game without showing the mouse cursor

harsh tartan
#

Hey yall, if im creating a system that randomly generates medieval weapons out of blades and handles and stuff like that, and i want the weapon to function differently and be able to respond to the same player inputs with different in-game actions depending on what kind of parts are present (like a weapon with a cross guard handle would guard on right click and a pole handle would thrust on right click) how would i go about assembling those collections of abilities from different behaving parts into a single wieldable entity?

Ive been watching tutorials that deal with similar things like randomly generated guns from typical looter shooters, but those just involve randomly getting different skeletal meshes from an array and sticking them to sockets, but i really wish i could just make these weapon parts blueprints in themselves and just stick them and their meshes together and let them call common events from each other

#

I dont know if that solution is possible or viable or how id even do it

uncut shale
harsh tartan
#

Ive been trying to learn about it from videos, but no im not too deep into blueprinting it

uncut shale
#

if you have, have various types of weapons, like swords and spears, and catagorize them as such

#

then have different categories do different things

#

thats how i would do it

harsh tartan
#

My want would be to do this without having to create explicit weapon classifications

#

I get the idea that classifying might limit what is possible?

uncut shale
#

id honestly just work on the procederal generation for now

#

because thats going to be the hardest part, besides animations

harsh tartan
#

What would be there to work on if i wasnt implementing their functionality? :o cause i already get how to create sockets and randomly put skeletal meshes together

tawdry surge
#

You could tag the peices and then based on the tags the weapon ends up with you can categorize it's behavior

uncut shale
harsh tartan
# tawdry surge You could tag the peices and then based on the tags the weapon ends up with you ...

Back when i was working with unity I had it figured out. You can tag prefabs in unity and can get components from game objects with specific tags. So i had this plan where i would randomly pick the parts and then have those weapon pieces only need to call common functions from eachother that would be the same across all potential parts, that way i could have the function calls be very generic and not need to KNOW what is attached to them

#

But i just do not know how to do this in unreal terms

#

Thats why i wish i could have each of these parts as separate blueprints with their own blueprinted-out behaviors

tawdry surge
#

I'm not at my pc to check, but I'm pretty sure you can tag the mesh assets
But it could be just the components

#

Assuming you're using a datatable for the weapon peices, you could include the tags there too

junior hedge
uncut shale
#

yes i know that

#

im wondering how i can change that variable when im in combat and only in combat

junior hedge
#

Branch combat variable then set

tawdry surge
#

Get a reference to the player controller and "set show cursor"

faint pasture
#

Think about a struct that could represent your item

#

You could either have something like
Handle = SpearHandle
OnRightClick -> Handle.Action()

#

Where SpearHandle.Action() is a stab

#

Or

#

OnRightClick -> Switch on Handle.ActionType -> Do Thing

#

Then your item definition includes the handle. And the handle definition includes or otherwise drives the moveset

#

Sorta like if MyGun.Shoot called MyChamber.GenerateProjectile and passed it to MyBarrel.SpawnProjectile, or if MyGun.Shoot just inspected data on itself to accomplish the same result

#

Make the ability part of the item definition. Sort of like a weapon tells the character how to animate when holding it. It includes the animations for handling itself.

harsh tartan
#

Can structs store collections of functions?

#

Sorry trying my best to understand the explanation lol

#

So i would infact make these parts separate communicating actors?

dawn gazelle
harsh tartan
#

Ah shoot so i gotta type up that part?

#

My best guess is an array of structs where the structs contain all of the qualities of the part, but its a shame if i cant easily include the unique ability that gets used in their array entry

faint pasture
uncut shale
#

how do i make it if battle ui is on it changes if mouse cursor is on?

#

i cant connect it to the branch

harsh tartan
faint pasture
#

Are you reinventing GAS?

harsh tartan
#

Whats GAS? lol

#

Im in too deep and im gonna be real with you, this is about guns, i was just afraid someone of a higher skill level would see me not able to do something and then be able to realize something im working on faster and better than i could

faint pasture
#

If it's guns then that's fairly parametric

harsh tartan
#

What i want to do is create different parts that use ammo differently and fire different projectiles

#

So barrel governs projectile type and the body dictates how ammo is stored and used (i.e fire rate, ammo capacity, any unique mechanism like the rotation of a revolvers cylinder)

#

My first plan for this in unity was with a default basic revolver. The trigger and hammer were separate parts that recieved input from the left and right mouse buttons, and then they communicated to the barrel and body to do their left-mouse and right-mouse functions

#

Like hammer rotated the cylinder

#

But i want this functionality to be variable and not just apply to operating a revolver

faint pasture
#

So how many parts total?

harsh tartan
#

In one gun? Probably 3

#

the barrel the body and the grip

#

Thats why i wanted them to just be different blueprint actors that talked to eachother

trim matrix
#

what is utility editor actor component for?

harsh tartan
#

Maybe i shouldnt use sockets at all maybe i should just make separate actors and then spawn them in separately at designated points in space on the body

sterile quest
#

I am just wondering how you got the BP connecting lines to look like that rather then curved and wavy.

solar sequoia
#

I'm pretty sure their weapon parts are skeletal meshes on one base weapon object

harsh tartan
#

Yeah :o except with a greater emphasis on like, inner mechanisms

#

Yeah but i might not be able to take the same approach because their guns function widely the same

#

Not to discount their loot variety

solar sequoia
#

no, for sure, but they all have the same controls

#

I get what you mean

harsh tartan
#

Oh i see

solar sequoia
#

you might want to do something more like making the parts components, because they could run separate functionality

harsh tartan
#

Can i make custom components?

bold shard
#

Do these nodes not do what they say? Theyalways return true, doesn't matter what I put in there.

solar sequoia
harsh tartan
#

Oh that would be excellent then

solar sequoia
harsh tartan
#

AAaaaah fuck yessss

solar sequoia
#

I might suggest that you make one parent component to hold the most basic stuff, like the mesh used, and then use children of that for individual functionality

harsh tartan
#

So the bits of functionality would be child of the mesh rendering component?

faint pasture
#

That kinda smells like it should be an actor

harsh tartan
#

I think i might feel the same

faint pasture
#

Like what's the difference between a MeshComponent that has some extra functionality or an actor with a MeshComponent that has some extra functionality. Get's really weird.

#

That's where I like the Godot model much better, it's all just scenes in scenes with no split between actor and component

solar sequoia
#

I kinda thought actor components could have components attached, but I could only imagine the mess that would create if so

faint pasture
#

Like what if you want a part that's a skeletal mesh, do you make another one?

solar sequoia
#

Actors are probably best, now that I've looked at it

harsh tartan
#

Hmm

#

See switching off of unity i was considering godot as well as unreal funnily enough

#

Now im wondering if this would work better in their model

faint pasture
#

I like some Godot concepts but if your goal is to make a great looking game with the least amount of BS then Unreal is the place to be IMO

solar sequoia
#

I'm super happy with UE after getting into it, yeah

harsh tartan
#

Yeah i dont want to jump around too much and im committed to learning what im doing here before going anywhere else

#

I dont want to leave this behind without giving it a real shot

solar sequoia
#

everyone said to do Unity because it's "easier" but I couldn't imagine a better workflow than UE

harsh tartan
#

Cool cool

#

So should i make the gun parts actor components or actors themselves? Assuming that my root piece of the gun will be the body, the middle of the gun where everything gets attached to

faint pasture
#

I'd do actors themselvese

#

assuming the parts have independent logic

#

if you're going really object oriented with it

harsh tartan
#

They will yeah

faint pasture
#

If a part is just a mesh + some data then you can do it a different way

harsh tartan
#

Yeah very object oriented very literal

#

Trigger tells barrel to request ammo from body and such

faint pasture
#

You could see how a long barrel revolver rifle could be

RevolverBodyActor
LongBarrelActor
RifleStockActor

OR

Gun:
BodyMesh = Revolver
FireAction = Revolve
ReloadAction = MoonClip
MagSize = 6
Caliber = Pistol

BarrelMesh = Long
BarrelVelocity = High
BarrelAccuracy = High
BarrelRecoil = High

StockMesh = Long_Wood
StockRecoilReduction = High

#

With chunks of stats coming in structs

harsh tartan
#

So these are my two big options as far as designing this system?

faint pasture
#

I think it's the two main flavors of doing it. Data driven or just making actors

#

We are doing our weapons as a SpecificWeaponTypeBP + StatsThatCanApplyToAnyWeapon

#

so sort of a mix. We have a BP_1H_Pistol_Blowback but can swap the mesh and all stats out.

tight hare
#

Hey , I'm facing some error in my BP code

harsh tartan
#

Oh are you making a similar kind of game?

tight hare
#

Im facing this error

faint pasture
tight hare
#

Client

faint pasture
faint pasture
harsh tartan
#

Thats pretty cool

tight hare
harsh tartan
# faint pasture You could see how a long barrel revolver rifle could be RevolverBodyActor LongB...

Ah i didnt get the second flavor you described but after reading through it a few more times i think its starting to make more sense. I think the first form would work best for me. Ill focus on getting these parts to communicate before i worry about making them appear together as one gun. I can probably concern myself with that later. I really appreciate the time and help that you have offered me

faint pasture
#

I do the same with vehicles, vehicle spawns parts and away it goes

#

You'll still want a struct, it might just be like
Body = X
Barrel = Y
Stock = Z

harsh tartan
#

I just imagine they will need to have a saved place relative to the bod to spawn, and thats what made sockets useful :o

faint pasture
#

You can still use sockets

harsh tartan
#

Will the struct save the gun composition so i can store it in like an inventory later down the line?

harsh tartan
#

Ok ok awesome this is great im excited lolol

faint pasture
# harsh tartan Oh ok cool

Attachment can optionally use sockets. Just author your meshes such that the sockets are ligned up. I'd have the origin for barrels and stocks and stuff be at where they should attach to socket so they can just snap

tight hare
faint pasture
#

so body holds sockets for things, which can hold sockets for things, ad infinitum

harsh tartan
#

Ye while trying to figure this out i already stuck some sockets onto a revolver body skeletal mesh

faint pasture
#

We author all our weapons so they can just snap to our weapon hand bone just like a socket, same idea.

harsh tartan
#

Ye i did infact set the origins on the example gun parts i made so they can just stick without clipping in

faint pasture
#

socket for muzzle FX, socket for case ejection, stuff like that. Socket for ADS if that's a thing

harsh tartan
#

Socked for ads like a scope attachment?

faint pasture
harsh tartan
#

Oh wait i get it yeah

#

Ok cool good idea

#

So when i eject a case i can spawn the mesh at that point

faint pasture
#

you'll want that to be a particle effect prolly but yeah

harsh tartan
#

Ah ok

faint pasture
#

you can use bones too if they're all skeletal, depends on how you wanna do it. Just keep it consistent

#

attach to x at socket will also take a bone name

harsh tartan
#

I mean i put bones in all the parts so that all the meshes are skeletal and i can animate them if they have moving parts

#

But will bones help with attachment if they already have an origin and the body has a socket for them?

faint pasture
#

yah just have a bone for attachment points if you don't wanna mix it all up.

harsh tartan
#

Will it be fine if id rather just stick to model origins and body sockets for attachment? I dont know too much about bones besides they will be used for animating

faint pasture
#

You can treat a bone as a socket

#

its' basically a socket that can move

#

and bring parts of its mesh with it

harsh tartan
#

I see

#

So ill just spawn the actor with one bone end at a body socket

faint pasture
#

Just keep the same name like BarrelAttachment or StockAttachment across all your models, and things will just snap together

harsh tartan
#

Gotcha

faint pasture
#

BarrelAttachment is where a Barrel would attach, and it would have a Muzzle bone or socket where FX can spawn, etc etc

harsh tartan
#

I see. I still think id prefer to reserve bones for animating moving parts and use sockets for attachment and particle effects? I dont anticipate that creating any confusion and inconsistency

#

I think thats everything i need though, thank you

devout bane
#

I got a curve table but trying to figure out how to name my curves. No luck.

hexed cloak
#

Is there a way around Get Overlapping Actors not working with complex collision only meshes?

broken wadi
#

If you use print string on the overlapping actor does it show up?

hexed cloak
#

Nope.

broken wadi
#

Can they overlap in the first place? Check collision settings

hexed cloak
#

They can - works perfectly fine if I set it to use simple collision

broken wadi
#

Maybe your complex collision isnโ€™t as you expect? If you enable it visually on the mesh does it look intact?

hexed cloak
#

Yes

broken wadi
#

Does it have to be the complex parts overlapping? Can you add another collider in the actor somewhere?

hexed cloak
#

It's a trigger box and an actor with a static mesh

pulsar lantern
faint pasture
pulsar lantern
broken wadi
hexed cloak
#

Works fine with simple, doesn't work with complex

#

Ironically, if the ownership area is build after the complex collision item, it will work. But if you place the complex collision item down after, it doesn't.

maiden wadi
# pulsar lantern

I find this rather hard to read to be honest. Too many nodes for what is going on.

pulsar lantern
#

That's fair. It's me heavy prototyping so it's getting converted to C++

hexed cloak
uncut shale
#

how would i get an npc to turn towards the player with a button?

hexed cloak
maiden wadi
#

I would use focus personally.

#

Either works. Depends on your NPC setup. Focus sets the control rotation of the AI to a target. Very useful for aiming at stuff with or without weapons.

faint pasture
#

Learn something new everyday if so.

maiden wadi
#

ControlRotation is a Controller.h value.

#

Property^

#

You can set focus to a location or a specific object, really stupidly useful for AI stuff.

maiden wadi
faint pasture
#

Makes testing a breeze too, just possess and drive them around

#

Now we just need AI to be able to call input events

maiden wadi
#

To be fair, you could do that pretty easy with a pawn base class. Simple inheritance events like "UseEquippedTool", etc. Just make an AI tree node that calls that same as a player pressing left mouse or something.

#

Make it like Jump I guess. Where it's called locally, handle all networking internally to let designers not blow things up worrying about server/client calls.

opal pulsar
#

Hi, does anybody know of a way to have a blueprint class work like a static class? I am trying to have a certain array of structs be always easily accessible from everywhere

maiden wadi
bold shard
#

I made an empty game state class that inherits from AGameState (which in turn inherits from AGameStateBase), and when I use it in my game mode nothing works. There is no gravity, I can't control the character or camera, its all broken and I don't know why.

The previous GS was GameStateBase, so I don't think there should be any config problems.

#

I am not sure how to fix this, so any advice or help would be welcome

#

I tried making another class that inherits from AGameStateBase, and that one works, so I guess I will just do that

maiden wadi
bold shard
#

I had no idea. I saw that the GS had some multiplayer stuff in it, I assume that GM does too then, and that is why they need each other

opal pulsar
uncut shale
#

how do i make a second camera object that follows the player?

foggy escarp
tawdry surge
#

If you're gonna use reroute nodes all over the place anyway then it isn't really even saving you any time

little orchid
foggy escarp
cyan bone
#

Im lerping my units between 2 different transform/position. But sometimes the destination is too far away, and that makes them go too fast. How do i lerp them so that they go always at the same speed everytime regardless of the distance?
I made that before using Set Timer event, and a float that increased consitently in the alpha.
But with timeline i get quite confused.

tawdry surge
#

Timeline length รท distance -> set play rate

cyan bone
#

but wait. All instances have different places to go to? So how can i do that?

tawdry surge
#

Oh actually get distance * .01 first
If your timeline is a length of one then it will move them 1 meter a second

#

Lerp inputs are your start and end points. Just update those

cyan bone
#

maybe i should use event

tawdry surge
#

So to reiterate
Distance (start,end)-> * .01->
speed multiplier/output of the multiply-> set play rate

If you set speed multiplier to 1, it'll move at 1 meter per second
Speed multiplier set to 2 will move 2 meters per second

Every time you want them to move you just set start location (A of the lerp) to the current and end location ( B of the lerp) to the destination

cyan bone
#

Set Timer Event i mean

#

its cheaper also

#

and less confusing

tawdry surge
#

Not really but you can do that too

#

They don't work great at tick speeds tho

cyan bone
#

Not cheaper?

tawdry surge
#

Barely if at all

cyan bone
tawdry surge
#

Nah, if you're gonna tick you should just tick or use the update off a timeline

cyan bone
#

smooth

tawdry surge
#

More expensive and it'll still only update on tick

#

It'll just run a few times between updates and then do it all at once

cyan bone
#

okay got it

cyan bone
cyan bone
tawdry surge
#

You don't have to, but it's pretty straightforward

cyan bone
#

Distance (start,end)-> * .01->
speed multiplier/output of the multiply-> set play rate

#

this. I have like 80 distances

#

im lerping a group of instances

tawdry surge
#

Aren't they all moving about the same distance since they are in a group?

#

Its just to calculate the amount of time the move should take.

solar sequoia
cyan bone
#

they are a group

#

but they could be going to very different places

#

depending on the tactic

#

in the set timer event, i move them by percentage

tawdry surge
#

So worst case using an average distance the ones going further will hustle a bit

cyan bone
#

thats good

#

thats whats needed

tawdry surge
#

Thats basically what you're still doing, you just need something to base the playtime on

#

Nah if they all run on one timeline then they will all arrive at the same time. So the units going further will move faster then the ones going to a closer spot.
If they are all going to their own destinations at their own pace then it'll take a bit more consideration

cyan bone
#

ok so maybe i should simplify it and make it work even if they arrive at the same time

#

I did this to make them attack in a natural manner

#

but its spline

solar sequoia
cyan bone
tall swift
#

Is there a way to compress a group of nodes in BP so that they don't take up so much space?

solar sequoia
#

@cyan bone you should try a math expression node to reduce the amount of float links

tall swift
solar sequoia
cyan bone
solar sequoia
#

@tall swift if you find yourself doing the same thing in the same BP multiple times, you can try collapsing to a function instead

cyan bone
#

... But does that also apply to pure connections?

#

pure in the sense that it doesnt have the white execution connection

solar sequoia
#

they have the non-editable graph like BPIs do, and I think that's because there actually isn't a graph being used. That's just there for the user's viewing pleasure

cyan bone
#

ah nice, thats important

#

i thought it was the same

solar sequoia
#

no I believe it uses C++ for that expression or something

#

obviously BP already uses cpp but it skips the extra layer of BP fluff

cyan bone
tawdry surge
#

Its generally as fast as c# but it will never be able to match c++
The way the fundamentally work makes it impossible

cyan bone
tawdry surge
#

98% of the time yeah

cyan bone
#

awesome

cinder comet
#

would anyone know how i would approach getting 2 unique random data table rows with a specific column/category?

#

for example 2 random rows in the "Assault Rifles" category that arent the same

faint pasture
cinder comet
#

was thinking of the same category/column though

#

so 2 random rows with the "assault rifles" category

faint pasture
gentle urchin
#

Set path -> VInterpConst on tick, calculating your own speed if theres any acceleration involved

faint pasture
#

I've been saying the same for days lol

gentle urchin
#

Its the way to go for this^

#

Along with updating rotation

#

Basically a custom move component i guess

cinder comet
#

@faint pasture i know this is the wrong approach, mind helping me out real quick? ๐Ÿ˜…

gentle urchin
#

Make a function ...

gentle urchin
#

With array input, and number of elements to add

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Internally clamped by array length

hollow schooner
#

Hi guys. I've made two separate Widget BLueprints, one with a layout for the interior of my car, and another Widget BLueprint layout for the exterior scene. By clicking a UI button, the user can switch between interior and exterior camera.
Whenever the user selectes the button, I also want to switch between the two UI layouts. I've got a custom event setup that should hopefully toggle between the two UI's

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I'm having rouble casting the data though on button-click

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The first cast is for the camera switch (that works) the second cast for the UI switch

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I'm not sure what to input as an Object input for the cast

gentle urchin
#

Why not a widget switcher , again

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Single widget

hollow schooner
#

Because that is a HUGE mess. I have widget switchers within widget switchers

gentle urchin
#

No biggie

hollow schooner
#

Also, it didnt work

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Like, the UI switch worked, but then when I switches from one UI back to the other, the buttons didnt work anymore

gentle urchin
#

Sounds like something was done wrong tbh

hollow schooner
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Here I am switching between the two main UI's. Each UI already has a widget switcher in it because the exterior UI has a "Folder" for the different car paints, a sepearate folder for the rims etc

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This was the only pproach I could think of

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its a mess, but best I could do

gentle urchin
#

Holy..

hollow schooner
gentle urchin
#

Atleadt it looks clean :p

hollow schooner
#

Ignore the buttons on the interior not workingl, they are not hooked up yet. But when the user goes back to the outside, nothing works

hollow schooner
gentle urchin
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I can slap together something i guesd

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Gotta wait til after breakfast tho

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30 min perhaps

hollow schooner
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Sure thing no worries!

gentle urchin
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Im gonna use switchers tho

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4 of them probably

hollow schooner
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I mean sure, if it works Im down

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I tried, but it just didnt go well, probably because I overlooked 100 things

gentle urchin
#

Toggle interior view -> set switch 1 to 1

Toggle exterior view -> set switch 1 to 0

Toggle folder1 -> set switch 2 to 1

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Etc

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Actually 3 switches is enough

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Need them animated?

hollow schooner
#

Sorry, was cleaning the kitchen

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Animated in what sense? like a fade? I was thinking of adding one as a transition between INT and EXT UI layout

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But thats something I can add myself

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I need to head off to work in 20-30mins, so feel free to just ping me when you have figured out a way of making it work and I'll take a look at it this evening when I'm back. I really appreciate the help!

compact plover
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I want to print the string by the array index order, it's in order but printed all index on my screen. How to make it print per index?

gentle urchin
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You dont need the Get

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the ForEachLoop macro returns the get as the "Array Element"

compact plover
#

Great, so how to make the string printed one by one per index?

junior hedge
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Did it print in one single print text?

compact plover
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wanna print it from first then second instead print all index

junior hedge
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That makes no sense

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So you only want 2 to be printed?

compact plover
#

if i implemented in on set static mesh it always read the last index instead of 0

gentle urchin
#

This is printed one at the time

compact plover
gentle urchin
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the print stack is correct

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the first printed index is at the bottom of the list

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if you want it reversed (For your eyes pleasure, not for engine iteration) you'd need a reverse for each loop

compact plover
#

agree... but if i change the string to static mesh array type it always read the last index

gentle urchin
#

Adapt names to your choosing

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this is the hierarchy

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Very sloppy naming but its just a mockup

compact plover
#

I'll try

gentle urchin
gentle urchin
#

Iterates over the array elements first to last

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when using the ForEachLoop macro

junior hedge
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Because priority of new data

limber parcel
limber parcel
#

has the instanced mesh thing always been there or did they just add this?

gentle urchin
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Oooold

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Ancient

limber parcel
#

whats actually the difference between instanced and normal mesh component?

gentle urchin
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Iall instances of an ism is one drawcall

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Copied in the gpu or smth

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While a regular mesh is 1 draw per mesh

limber parcel
#

ok so basically its better to have instanced meshes instead of normal ones as long as they dont need to change individually?

gentle urchin
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Yes, in short

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But regular ism dont support lod

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Hism does

mental trellis
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ISMs won't have individual collision either I think.

gentle urchin
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They do

mental trellis
#

Oh? Neat.

gentle urchin
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Or

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Atleast you can get the hit instance

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Does that count? Id say so :p

mental trellis
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๐Ÿ˜›

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Basically use ISMs when the only difference between meshes is its transform

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And you have a lot of them.

gentle urchin
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They also share material

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Can get around it by using the per instance custom data

thick orbit
#

Hi all, I think this is the right place to ask this. I have an actor that when spawned, procedurally generates instanced static meshes to create a "dungeon" and I have a nav mesh in the level already. The problem is that when the actor spawns all the instanced static meshes, the nav mesh doesn't recognise them. If I move another object (in simluate mode) it rebuilds the nav mesh but still doesn't take into account the instanced static meshes. I've been messing around with this for a while now trying multiple different things. The only method that works is to start the simulation and then move the actor within the editor viewport of the simulation, which then takes all the instanced meshes into account and rebuilds the nav mesh correctly. Any input or suggestions would be greatly appreciated ๐Ÿ™‚ (all done with BPs)

limber parcel
gentle urchin
thick orbit
limber parcel
limber parcel
gentle urchin
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I use it all the time , but i might not have to

limber parcel
#

thats what i put in my DefaultEngine.ini

thick orbit
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Ok, looks like I already had the first 3 lines of that in there, have just put the rest in now and restarted the editor (just in case) and now I appear to get no navigation generating

gentle urchin
gentle urchin
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Meaning you need to add a nav invoker to your char or to the dungeon generator

thick orbit
thick orbit
gentle urchin
#
bGenerateNavigationOnlyAroundNavigationInvokers=True
``` this line *
limber parcel
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basically it generates nav around everything that has a navigation invoker

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its an actor component

thick orbit
thick orbit
# limber parcel this only works if you use nav invokers

I've just added a navigation invoker to the actor that generates the ISMs and I'm getting the same behaviour as before. A couple of manually placed objects for testing have navigation on them, but nothing on the procedurally placed ISMs until I move the actor in the simulated editor

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I've also placed a test actor that has a ISM too, this behaves the same way in that it only has navigation generated on top of it when I move it, and this actor is just adding a single ISM on begin play

limber parcel
untold dome
#

Hello guys - how can i Lerp between two points at an angle?

Instead of going straight, we go at a curved angle.

I can't seem to find any resource on this. Any links / names is enough to get me going.
Cheers!

thick orbit
limber parcel
thick orbit
gentle urchin
untold dome
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Yes this is exactly what i was looking for. Thanks @gentle urchin ๐Ÿ™‚

tulip goblet
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hello there, can anyone tell me why isnt the mesh showing in the viewport?

spark steppe
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did you get an support NFT?

tulip goblet
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sorry i didnt get you

tulip goblet
fossil rampart
#

anyone has leads or tutorials to add flying characters?

jagged stone
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Is there any built in blueprint to make line traces bounces, or do you have to do multiple line traces like this? https://forums.unrealengine.com/t/line-trace-based-on-reflection-bounce/304286

gentle urchin
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Multiple

dense furnace
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i mean you can just make a function no need to have it built in

untold dome
trim matrix
#

hi all I am adding widget to the viewport after adding it i cannot click on the object on my map
anyone can help please

atomic salmon
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Hence the disappearing mesh.

blazing pollen
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is unreal removed the floor in the new update ?

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i can not edit root without the floor

copper steppe
blazing pollen
copper steppe
vivid inlet
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If I have a door that saves whether it's open or closed when last played, how do I make it so I can set what the door should be at the beginning with states in a way that it won't continuously oversight the saved status of the door? (or is there an alternative?)

copper steppe
vivid inlet
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It changes the original state of the door once, saves that but then it won't change it again after that.

blazing pollen
copper steppe
vivid inlet
copper steppe
vivid inlet
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A blueprint interface, never did it this way before. XD

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Wait, when you say 'SaveGame function' does it have to have 'Save Game To Slot'?

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WAIT there is one

vivid inlet
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Ok yes I found it

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Custom event - > save game to slot

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Referencing the SaveGame Obj

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And get class defaults.

copper steppe
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Something like this, for saving and editing:

distant token
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Thats why I prefer coding

copper steppe
# vivid inlet Ok yes I found it

Where, Find Buildable is a function in the save game class, where we check if the save game contains an object on the location

vivid inlet
copper steppe
vivid inlet
terse bridge
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i don't even have source control but i get this error while trying to save

queen sphinx
#

@distant token oh I completely get it. If i could learn to code I would be switching for sure on some things.

distant token
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Yes you should learn some c++

scarlet pumice
#

Sorry I'm sure this is basic but I can't figure out why I am getting this error!
I am trying to use a Timeline to animate something when hit, and it works the first time but then fails. I get this error for each instance.

PIE: Error: Blueprint Runtime Error: "Accessed None trying to read property Timeline_0". Node:  Timeline_0 Graph:  EventGraph Function:  Execute Ubergraph
gentle urchin
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Timeline is emtpy

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Timeline ref is null

scarlet pumice
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I added a timeline node by right clicking and adding Timeline, then I added a track with some keys. How is it null?

prisma snow
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anyone know how can fix this after packaging I got this error
LogSkeletalMesh: Error: Material with missing usage flag was applied to skeletal mesh /Game/Kintsune/Mesh/SK_Kitsune.SK_Kitsune

small ridge
gentle urchin
gentle urchin
scarlet pumice
#

Seems to be related to calling it from a Cosmetic function ๐Ÿค”
If I play from Begin Play it's fine

prisma snow
gentle urchin
jagged stone
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How can I get the hit point a certain distance before the actual hit point on a line trace?

gentle urchin
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Hit loc - (hit Direction * length)

jagged stone
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hit direction being the Direction between Start and End?

gentle urchin
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Yepp

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GetUnitDirection

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Is the node

prisma snow