Questions tagged [blueprints]
Blueprints is a visual, node-based scripting model used by Unreal Engine 4.
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How to animate multiple animation blueprints offseting time for each instance?
I'm new to Unreal Engine and would like to get an effect similar to this one:
The idea is to have an Animation BluePrint with data from a Live Link Pose node to start with. To achieve the effect, my ...
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How to provide an array of positions to Create Points Node via Blueprint variables?
I wanted to use the Create Points node from PCG to align objects in a certain way. For this I've created a variable in my Blueprint ArrayOfPosition with type Array ...
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How to organize widgets in Unreal Engine for multiplayer
I am a beginner UI programmer working with UMG.
My question: are there ways to organize widgets other than, you know, the master widget that holds the rest of the widgets?
WBP_Master -> (...
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Trouble adding C++ actor component to blueprint in Unreal 5
I'm a veteran C++ dev, but so far I've only been working with blueprints in Unreal. I'm now attempting to mix the two.
I have a blueprint actor I'd like to attach a component to, but the actor ...
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Cannot access pawn from attached actor component
I have a pawn blueprint that contains some AI movement code, and looks like this:
Now I'm attempting to move that functionality into an actor component so it's easily transferrable to other enemy ...
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How does the UE5 Control Rig Sphere Trace by Trace Channel Work?
I would like to use a control rig to correct the foot IK.
First, I defined a function called "FootTrace" to detect the ground under the feet. In this function, I used "GetTransform-Bone&...
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Variable "is not blueprint visible" in function library
I am trying to create a function that simply returns some hardcoded values so that I can use them in other functions within the function library. However, I'm getting the error:
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BeginPlay and Tick do not work for blueprint class inherited from C++ class
The problem is that the begin play and tick functions do not work in a blueprint inherited from a C++ class.
If the blueprint does not inherit from a C++ class, then the functions work perfectly.
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How do I get a direct reference (not a copy) to an actor while in editor (not runtime)
I am looking for a way to get a direct reference to a camera rig actor that resides in my level while in editor mode (not at runtime). From what I understand, the "Get Actor Of Class" and &...
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Analyzing audio in C++ / Unreal Engine 5 without plugins
This project is done in Unreal Engine 5. I would prefer doing this in C++ instead of Blueprints, but I'm open to any ideas.
I am trying to take an audio file and create the data needed to make an ...
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Efficient way to organize your collectible Actors
Assuming I want to make a RPG, where I can pick up different stuff, like plants and weapons.
How would you create the Actors?
More precisely:
Would you create an Actor for every item, maybe deriving ...
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Execute both exec ports in the same frame
I made the following:
Notice the [Button] node has two execute ports.
The CLICKED exec port is executed when a button is clicked. The other exec port is supposed ...
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Simulate Physics causes Actor to fall through ground when player interacts
I've set up a simple code that allows the player to use a line trace to pick up objects and assign them to one of three sockets on the character mesh.
I then set up the ability for the player to ...
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Is there a way to modify the scene in the Blueprint editor without affecting the blueprint itself?
I'm working on a game in Unreal Engine 4 where I have a similar set of blueprints. Each blueprint exists in a scene with trees and a night sky, so I want to be able to have such a scene load by ...
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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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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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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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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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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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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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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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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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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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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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529
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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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673
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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....