Questions tagged [blueprints]
Blueprints is a visual, node-based scripting model used by Unreal Engine 4.
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Character Size Scaling After Coin Collection in Unreal Engine Blueprints
"I want my character to grow by 10% after collecting each coin. The character should start at the default size and progressively increase in scale with each coin collected
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Cannot use the editor function "Play" in this runtime blueprint. Only for use in Editor Utility Blueprints and Blutilities
How can I solve the error: "Cannot use the editor function "Play" in this runtime blueprint. Only for use in Editor Utility Blueprints and Blutilities"?
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Trouble getting the right Interp Speed with 'FInterp To' node
I was following this course using UE5 version 5.4.2 and building a "Handle Rotation" graph for a door that looks like this:
I encountered this problem:
setting the ...
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Autoplay in blueprint in unreal engine 5.4
I am using unreal engine for cenamatic videos.
I have two Meshes one static n another skeletal mesh. I crated one animation for each using blender. Both working at level perfectly.
Recently i am ...
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Efficient Path to Travel the object through point with Timeline in Unreal Engine
I'm currently working on a project in Unreal Engine 5.2 where I need to dynamically adjust timeline durations in Blueprint based on varying distances between path points to ensure smooth and efficient ...
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How do I apply a post process animation blueprint to a skeleton?
I tried to migrate the rifle anims from the lyra sample project. I am using the same skeleton as the Lyra project, but the wrist is twisted once they are retargeted. If I open the anim before ...
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2D line tracing in a 3D environment
I am trying to build a grapple hook for my 2.5D platformer game.
First I started with creating a line trace between the character to the mouse cursor but I want to restrict the end point to always be ...
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Jump state in AnimGraph is not entered when character jumps
I finished following the "setting up character movement" gameplay tutorial and everything works, except for the jump animation, which does not play when jumping. I determined that the issue ...
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How to make AI Character move towards Actor Object
I have in my scene an AI Character and Actor Object, but the character won't move no matter what I've tried. You can see the current code with debug statements. I'm not sure what I'm missing because I'...
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How do I gradually slow down player rotation in unreal vr
I'm trying to make it so when the right stick is held in a direction to rotate the camera that way, it eases in and out to make it less jarring than being completely linear. What I have so far does ...
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triangle twice too big for mesh blueprint
I don't understand why the triangles covering my mesh are twice too big
Here's my blueprints
main function calling the mesh and the triangle function:
the mesh function which is supposed to work ...
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Help with making biomes and cities with procedural generation
I'm working on a game in Unreal Engine 5 with Blueprints and the Fast Noise plugin.
I've been having trouble getting the biomes and cities set up. I'm not fully sure how to make the biomes affect the ...
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How to send an HTTP Request from an Unreal Blueprint?
I'm updating a little telemetry-logging blueprint that uses HTTP requests to log game events to a server.
In the past, I've used the Fetch plugin for this, though it's currently listed as "Not ...
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Do real game developers use blueprints, or do they always use C++?
I'm starting to learn Unreal Engine 4. Every time I use blueprints, I think "that's not right" and I need to use C++, but there are not as many tutorials with c++ code. So, is it ok to use ...
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Switching between cameras in blueprints
I'm hoping that someone can help me, I have a blueprint called BP_NPC_Shop that holds some objects and a box collision, when the player runs over that box collision ...
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Why do the camera and the character not move when I use my own mapping context?
I replaced the defult mannequin with my character and created a new input action and an input mapping context.
But when I change the default mapping context to mine, the camera and the character ...
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Best practice for Actor Components that require other Actor Component functionality
I struggle to understand best practices regarding composition and inheritance for Actor Components in Unreal Engine 5. Concretely, I want to build a base class, say ...
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What is the best way to handle removing elements from an array while iterating through it in Unreal Engine Blueprint?
I'm trying to remove "Park" Area Controls from a Scene Actions array in Unreal Engine Blueprint. My current attempt doesn't work, and I'd appreciate help troubleshooting it.
Details:
I have ...
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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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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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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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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*)...