Questions tagged [blueprints]

Blueprints is a visual, node-based scripting model used by Unreal Engine 4.

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Can’t load game correctly

I have Save/Load functionality where I use LoadGameFromSlot, SaveGameToSlot and SaveGame ...
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How do i spawn the collision component after being destroyed after player's death

So when I kill a player in my game the collision component stays there like an invisible wall. When I destroy actor and then I try to respawn the player the collision component dose not spawn and the ...
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Alter vehicle angle to match that of ground

I am trying to align a non physics vehicle to the same angle as the floor, using blueprints in UE4.27 At first, I used normals, but this has undesired effects when going over things like speed bumps. ...
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How can I send back data from one actor to another?

I have a UE4 project and I can't find a way to send data from one actor to another. I have a piston that snaps into an engine block. The piston then spawns 2 screws that need to be screwed in. The ...
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BlueprintCallable functions not appearing in Blueprint - UE5

Only just started working with Unreal Engine 5 and I have an issue were my BlueprintCallable functions are not appearing/callable in the blueprint. I dont have the same issue with Unreal Engine 4. ...
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Procedural terrain generation blueprint is generating a strip instead of a square

I want to procedurally generate a map for the world, I created a blueprint, and then launched it, but instead of a square, this turned out: How to fix it? I uploaded my project here (Google Drive). ...
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Help swapping out one player character for another

recently I’ve been working on a system that would allow the player to swap out one character for another with a touch of a button. So far I’ve just been trying to focus on switching to one character ...
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Can't save high score in Unreal Engine blueprints

I'm trying to make a pinball game in Unreal Engine with blueprints, but the high score does not save. You have 2 lives while playing, and after the game ends this save game function executes. The game ...
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Refactoring jump-to-damage blueprints into parent that forwards jump collision events

I was wondering if anyone could help me out with a problem I’m currently having. So I have this blueprint setup for damaging enemies by jumping on them, but the setup I’ve been using for a while now ...
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Help with making a sidescroller enemy turn in the opposite direction

recently I’ve been working on a way to make a sidescrolling enemy turnaround & go back in the opposite direction when they collide with a non-player object, with my setup being based on the one ...
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Problem rendering Custom Fonts on UE4 Text Render Component

I have imported a TTF font on unreal engine. At first I just let unreal engine create the Font asset automatically, but when I try to create a material with that font it gives me a warning telling me ...
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UE4 - Low level calls in blueprint

I am looking to use blueprint nodes described as Low-level calls in the documentation such as this one https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Game/Cinematic/JumpTo_Frames/ but I can't ...
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Scrub through a cinematic / sequence frame by frame

I was wondering if anyone knows if it's possible to scrub through a cinematic or animation maybe using a slider widget. My goal is to allow the player to move freely in time, pause at a certain ...
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UE4 Town Building multiple Levels BP

I'am creating a litte town-building-game and created different buildings with different stats, like neededpower, workers and food. The player has to manage multiple towns which are organized in ...
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Position History Struct - Storing position history

I was wondering if anyone is familiar with the Position History Struct: the documentation is extremely limited. I would simply like to store the position history of an actor and update it at each ...
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Traversing distance over time in Blueprint graph

I am trying to make a set of simplified physics blueprints, very simplified, as an exercise. I am keeping track of the position of an object and I would like to divide the distance it travels each ...
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Proportional Navigation Missile Guidance with Blueprints

I'm trying to make a more realistic/responsive guided missile for a mod I'm making in a UE4 game. I've had some limited success with some simpler algorithms like Required Acceleration = LOS * LOS_Rate ...
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Unreal Engine 4.27 (blueprint scripting) - How to constrain physics rotation but still allow to manually set rotation?

I want to constrain the rotation of a physics object so it can only rotate on the Z axis when simulating physics, but I still want to be able to manually set the rotation without any constraints. But ...
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My character runs around on their own after picking up an object

I have a weird bug on my hands. I am trying to create an event whereby the character walks into an object and automatically picks it up once the collision occurs. The character can pick up the object (...
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Pulling multiple Actors together on collision

I have my collision sphere setup around my cube and what I want to do is make the cubes all come together as they appear as long as they are all in a specific radius. When I do on collision EVERYTHING ...
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Blueprint can't pull a function from a Widget

I am working on a project and I am stumped on something and it is taking me to long to fix this issue. As seen above I am this is where I am, what I need to do is set up a widget text that changes by ...
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Audio class values don't load on event begin play

I'm trying to have it so all of the audio values (that are stored in an array in a savegame) load on event begin play in my first-person character blueprint but it doesn't load. It already works as ...
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How can I bind fields of USTRUCT with text fields in widget UMG?

I have USTRUCT object. Its fields are filled in c++ code from a JSON object and I need to bind its fields with the content of text fields in a widget. So the flow of my program should be like this: ...
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Save current pose snapshot of a skeletal mesh as a new animation sequence asset from blueprint

What I'm trying to do is create a Blueprint Utility tool that lets me create an Animation Sequence asset to save the current Pose Snapshot of a skeletal mesh. I see there's Create Asset node from ...
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Can I call event from itself

I need to change Game Phases during Game Round. The problem is phases haven't same time duration. So as far as I see, there could be timers by event, but I can't change time interval for them. As ...
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Inheritance in Unreal C++. "GetOwningActor" doesnt return type "AMyPlayer"

...
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Unreal How to Feed Images into Open CV Lens Distortion Calibrator

I'm currently trying to use the OpenCV Lens Distortion plugin that comes installed by default with the Virtual Production example in Unreal 4.27 to try and create a camera undistortion texture for my ...
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How to access a Material Editor node from a script?

Is it possible to access a node from the Material Editor from a C++ script? I'd like to be able to change the value of 'Mulitply' from a script.
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Ue5 AI MoveTo does not work

I have been having problems working with AI MoveTo and created a very basic version in the hopes of finding the problem: As you may see, I have one single character with the default skeletal mesh and ...
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Why instantiated Static Mesh gets scaled in Unreal Engine 4? [closed]

Building a project in Unreal Engine 4.26 while trying to increase performance of the videogame I ended up using instances of static meshes where possible. This generated an issue: My instantiated ...
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How do I create surfing?

I want to know how I can lerp from my current position, to another position, while hugging the terrain. Imagine I'm doing something like surfing, or skateboarding, where I need to follow the rail......
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How to desaturate and blur the game world when paused in Unreal Engine 4

I am creating the pause menu for my game. I want the screen to turn black and white and blurry when it is paused, much like Left4Dead. But the only special effect I can find is background blur. How ...
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How to pass parameters to a Blueprint function called from C++?

I have found this piece of code showing how to call a blueprint function from C++: ...
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How do I add custom data to a ListView widget in Unreal?

I have a UserWidget object with a ListView in it. How do I add objects add and custom data to them, such as names?
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Read actor instance's text variable for widget when triggered on different objects

What I'm trying to do: (a 'long story version' is linked in comment below) (and another user example is hyperlinked in comment below - i couldn't post over 8 images and/or links in this first comment*)...
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Why is the Set new visibility doesn't resets the hair's skeletal mesh visibility to be visible?

The helmet is loaded when pressed a defined key and helmet is removed automatically by setting the remove on 2s delay. The Problem when the helmet is removed, the hairs visibility doesn't sets to be ...
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Cannot create EAttachmentRule variable in a Blueprint struct

I'm trying to add a EAttachmentRule variable in a struct but the enum doesn't appear in the list of available types I managed to create a variable in a BP by dragging the pin from an ...
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How do I fix this "Accessed None trying to read property Save Game" error?

I have create this blueprint, with a Check for an existing Save-Game and load it in case of true. Else, create a new save game object. While Z is pressed, create a new Save Game, getting the Player ...
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UE4 - Function is not being called

I've recently created a shuffle-type puzzle game for mobile (with Unreal Engine 4), where you, obviously, solve these puzzles. Since I didn't know how to do this puzzle mechanic in UE4, I went to UE4 -...
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Blocks / tiles aren't responding to clicks

I've recently finished a tutorial, UE4 Slide Puzzle by Nicholas Thompson. Halfway through the second tutorial, I found out that the blocks / tiles wouldn't respond to my clicks. For example, when I ...
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Why would I add components in code?

Watching a Unreal Course, and the instructor is creating a default pawn c++ class. He is adding all the components with code, but this seems really inefficient to me. Why can't you add components in ...
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Method to make character roam map isn't working

I'm an absolute beginner in Unreal Engine, so sorry for any strange mistakes, formatting, etc. I'm trying to make a game for a project where an enemy chases the player through a maze when it spots the ...
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Can't connect to Steam using Blueprints in UE4.25

I'm following this tutorial by Unreal Engine itself, but I don't have a Steam overlay popup like I'm supposed to, (according to the tutorial.) And actually a lot of people have a similar issues like ...
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Skeleton bone in incorrect spot in-game yet, blender rig, skeleton mesh and physics asset are all correct and behave properly

I've made a custom character and rigged it in blender. Then exported/imported into ue4. It behaves properly in the PHAT and the skeleton mesh looks fine and it all behaves properly in the simulations. ...
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How can I transfer this code (originally for FPS template) for use in a Third Person Template?

I learned how to create a blueprint for making a character be able to pick up and drop objects: It did not work, and I believe the reason is because it was originally made to work for the FPS ...
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How to Sync the Location After Getting Up from Ragdoll?

I am currently working on multiplayer fighting game and my game will have an anim->ragdoll when the player is knocked out and be able to getting up from it. My problem now is ragdoll is making my ...
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How can I to get an animation to be triggered by proximity of a mesh actor (an object)?

So I'm making my first build in Unreal 4 using Blueprint. The "game" calls for the player character to grab a particular object (a static mesh actor) and bring it close to a door that will ...
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Correct use of AttachActorToActor [ue4]

I'm trying to stick some blocks together, but frankly I have no idea what I'm doing. I spawn 2 blocks during run time, and if they have an on hit event they're supposed to stick to each other. It ...
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UE4 Procedural Planet Design

I am building a game that requires a full planet but it would be too complicated to create it as one mesh, so I decided that I will use procedural generation to create the (partially) editable ...
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Optimize spawn & destroy? (Unreal Engine)

I'd really like to know how you'd go about optimizing this? 20 actors each spawning 8 projectiles per 0.1 sec which are then destroyed 0.8 seconds later, all done through blueprints Gif: https://gyazo....
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