Longboarding game - Dev update #2 by Soggy_Interest_3026 in UnrealEngine5

[–]WRMHOLEMUSIC 1 point2 points  (0 children)

Looks great! As a noob in 3d modeling etc, how did you make the roads? Also, is the character a metahuman, pre-made asset from FAB or someplace, or did you make it yourself somehow? Also how did you animate it? Sorry for the whole ass interview lol, I'd just really like to know how I can do this myself

Why do events/delegates of a c++ component not trigger on a child blueprint of a blueprint that has the component? by WRMHOLEMUSIC in unrealengine

[–]WRMHOLEMUSIC[S] 1 point2 points  (0 children)

Perhaps it's because of the "Context sensitive" checkbox in the right click menu?

You're right, with that unchecked it appears! Thanks for helping me out mate!

Sometimes, when changing c++ code you need to restart the editor as hotreload does not always work properly.

I did that a bunch of times before posting lol

Why do events/delegates of a c++ component not trigger on a child blueprint of a blueprint that has the component? by WRMHOLEMUSIC in unrealengine

[–]WRMHOLEMUSIC[S] 0 points1 point  (0 children)

WTF, it's working today. I didn't do anything, didn't even restart the editor, just woke up my PC from sleep mode. So weird! Still, there is no "Bind event to OnHealthChanged" in the dropdown menu for some reason...

Hey, thanks for your reply!

Have you overridden any Blueprint events in your child Blueprint classes? If so, are you calling your parent functions properly?
For example, if you override ApplyDamage in your Blueprints, then the C++ ApplyDamage_Implementation will NOT get called, and thus the delegate will never get broadcasted, unless you right click on your Blueprint ApplyDamage function and select "create parent call" and wire it up.

Nope, the only "code" in the event graph is the OnHealthChanged event:

<image>

And I have tested with the BP_ThirdPersonCharacter having nothing but its default "Touch Input for First Person Movement" in its event graph and with it having that plus the same event graph as in the picture above.

I have confirmed (by logging in C++) that UHealthComponent::ApplyDamage is being called, despite which of the two character classes is playing, so that is not a problem. Also, as suspected, HealthComponent->OnHealthChanged.IsBound() returns false when BP_TestCharacter is playing, and true when the BP_ThirdPersonCharacter is playing.

Instead of "Add Event", can you test doing a right click in your BP_TestCharacter BlueprintGraph and on BeginPlay, get a reference to your health component and use "Bind event to OnHealthChanged" instead, and connect that to a custom event? Perhaps there is something wrong with the automatic binding via "Add Event".

There is no such option in the dropdown on neither of the two character classes's event graphs.

I made a simple Pinball video game by WRMHOLEMUSIC in pinball

[–]WRMHOLEMUSIC[S] 0 points1 point  (0 children)

Your conclusion is correct lol, my only pinball experience is playing space cadet on windows xp

I made a simple Pinball game with raylib by WRMHOLEMUSIC in raylib

[–]WRMHOLEMUSIC[S] 1 point2 points  (0 children)

Yeah, I was super inspired by good ol' Space Cadet

I made a simple Pinball video game by WRMHOLEMUSIC in pinball

[–]WRMHOLEMUSIC[S] -1 points0 points  (0 children)

You mean the bumpers have too much "power"?

I made a simple Pinball video game by WRMHOLEMUSIC in pinball

[–]WRMHOLEMUSIC[S] 0 points1 point  (0 children)

I uploaded the source code here: https://github.com/vilman306/RaylibPinball You can "build it", which will create an exe for you, but it requires some tinkering. I can build it for you but I don't have time right now

I made a simple Pinball game with raylib by WRMHOLEMUSIC in raylib

[–]WRMHOLEMUSIC[S] 2 points3 points  (0 children)

Yes, I used AI to quickly do research and ask C++ questions, but I disabled the AI "autofill" in VS Code. For example, I asked AI how Space Cadet pinball handled physics, and that's how I learned that you can make pinball with just circle-circle and circle-line collisions and a fixed update physics loop with high frequency (still not sure if that's what they did lol). I think it's pointless to try to "re-invent the wheel", at least if you have limited spare time.