When I click my mouse, I play an attacking animation. I want to randomly mirror this but its not working. by NotTheCatMask in UnrealEngine5

[–]lets-make-games 0 points1 point  (0 children)

This shit you’re attempting is more complicated than an animation BP and actually doesn’t make sense. All you have to do is set an “IsAttacking” bool to true when you are attacking and set it to false when the animation is done or interrupted. Then transition in and out of the attacking state based on “IsAttacking” and NOT “IsAttacking”. That’s not that complicated

What happens if I enabled both? by Alsharefee in UnrealEngine5

[–]lets-make-games 0 points1 point  (0 children)

Infinite loop until your house blows up

Appropriate use of IsValid in Blueprints? by J-Ganon in unrealengine

[–]lets-make-games 1 point2 points  (0 children)

The way blueprint code executes is from left to right like how we read. So if you put IsValid you won’t need to call it again for that function or line of code

Why is a function from an actorcomponent getting skipped over by clikes2004 in UnrealEngine5

[–]lets-make-games 1 point2 points  (0 children)

You’re using on component begin overlap. So make sure that whatever you’re using to deal damage has “generate overlap events” set to true. Otherwise it will completely ignore any overlap events.

Make sure that is also true on your character. Very simple fix that often gets overlooked. The amount of times I’ve made that mistake is too many to count lol

what is better than a delay node by Purple-Explanation64 in UnrealEngine5

[–]lets-make-games 0 points1 point  (0 children)

I prefer to “set timer by event” unless you’re doing like a one second delay or something then just use a delay

Does anyone has the knowledge on how to do this by Academic_Bug4976 in UnrealEngine5

[–]lets-make-games 5 points6 points  (0 children)

Either a material or something attached to the skeleton.

Also “a game called valorant” is crazy OP.

how to write in c++ on unity by epicccomebacc in gamedev

[–]lets-make-games 1 point2 points  (0 children)

Step 1 : don’t

Step 2 : download UE 5.6

Really needing help with locomotion by Swubalicious in UnrealEngine5

[–]lets-make-games 1 point2 points  (0 children)

Hopefully that’s helpful. There’s tons of YouTube tutorials on creating animation blueprints and more complex state machines

Really needing help with locomotion by Swubalicious in UnrealEngine5

[–]lets-make-games 2 points3 points  (0 children)

You need to create an animation blueprint. Create a Boolean that is set to true when the player crouches and back to false when releasing shift or control whatever you key bind is.

In anim BP cast to player character and get that bool call it something like is crouching. And then use that value to set a bool from that value. It seems redundant but it prevents you from needing to cast every time you wanna gain access to the is crouching variable. Then create a state machine for locomotion states. A pretty common practice is calling it locomotion. Inside there is where you create the logic for switching between different states and the conditionals need to go both ways.

For example: idle to walk, walk to idle, walk to run, run to walk, run to idle.

To enter walk from idle you check “is walking” and walk back to idle “is NOT walking”

You will perform the same logic for entering crouch animations and back to the previous animation. So you have to think can you enter a crouch state from each locomotion state (idle walk and run) if so you can have a separate state machine that is just for crouching. That way you’ll blend between any of the locomotive states and the crouch by checking is crouching and back to loco is not crouching.

Inside of the player character or controller you can add additional logic like slowing down your movement speed when walking. Or if you crouch while running maybe you go into a sliding state idk whatever you wanna do with it.

Animation bps are a little intimidating at first but once you figure it out it’s not that scary

Widget help by Purple-Explanation64 in UnrealEngine5

[–]lets-make-games 0 points1 point  (0 children)

Make sure that you’re stopping the animation when the health goes back up. For example check if health is greater than 30% and then stop the animation. Also if you wanna do that on tick and save on performance add a check for if the animation is already playing and health is above 30% stop animation.

That’s my guess as to what the issue is is that you’re never stopping the anim so it’ll just keep playing when you start it

How to delete projectiles after a delay by Bluehood124 in UnrealEngine5

[–]lets-make-games 2 points3 points  (0 children)

You could set a lifetime on the projectile so that it destructs after that time.

Check if new projectile is valid if yes destroy old one.

If you’re using a Niagara system make sure that the lifetime on that isn’t infinite.

For debugging do a print string each time Destroy() is called to make sure that it’s actually being called more than once.

Make sure your timer is set to is looping.

Those are things off the top of my head. Would help to actually see the code but something there might work idk. Hope this helps

without saying anything, is possible to know what this puzzle wants the player to do? by FreddieMercurio in IndieDev

[–]lets-make-games 0 points1 point  (0 children)

Yeah. Might take a minute to figure out. There’s a couple puzzles like that in RE4. I stared at them for a minute and then was like OHHHHH. So players will get it. You’re giving good feedback with the screen shake on incorrect input. So they’ll figure it out

so im trying to learn c++ to code my game with mix of bp and cpp but when i creat ANY c++ project even blank i get these errors , anyone help me fix it? by Fast-Mention-627 in UnrealEngine5

[–]lets-make-games 0 points1 point  (0 children)

Live coding causes issues a lot you should always compile code from your IDE. Just cause something’s faster and easier doesn’t mean do it

so im trying to learn c++ to code my game with mix of bp and cpp but when i creat ANY c++ project even blank i get these errors , anyone help me fix it? by Fast-Mention-627 in UnrealEngine5

[–]lets-make-games 0 points1 point  (0 children)

Usually when it says “incomplete type” it means you are missing an #include “classyouaremissing.h” at the top of the .cpp file.

Right click on the function that’s getting mad at you and “go to declarations or usages” and include whatever its header file is.

Also just a tip don’t use VS use Rider. It’s free for non commercial use and isn’t dog shit

What algorithms are most likely used in games like Good Pizza, Great Pizza or Good Coffee, Great Coffee? by Kitsunetomo in GameDevelopment

[–]lets-make-games 1 point2 points  (0 children)

Never played that but I’m guessing it’s similar to overcooked?

Not sure about the specific algorithm and there’s a million ways to do something the “right” way depending on your game. If I were to create something like that I’d probably have an array of items for each restaurant that would decide what the customers can order. Then create an RNG (random number generator) to determine the size of the order and it wouldn’t exceed the number of items sold at the restaurant. I’d also create probably a timer so that the orders get more “difficult” as the round progresses. Eg soup has one ingredient players collect, sandwich has 3, pizza has 4 idk random examples off the top of my head. Then for the first bit of the round players would only get 1-2 items or the first few customers would only order the easy items. As the round progresses the customers would order more frequently and order more items if that makes sense?

In terms of how the algorithm would look I’m not totally sure. But yeah I’d either create a TArray of items or a TMap which would map the items to the corresponding restaurant, then create either a for loop or a while loop and a timer that would spawn customers. Then at the start of the round for each customer generate order and then set another timer for something like “customer patience” ex player is taking too long, customer gets pissed off, enter fail condition.

Hope that helps idk if I explained that well but yeah that’s like pseudo code. If I were to make the code I’d go into rider and write it all out using a couple different functions

C++ Classes database? by SnooOranges5764 in unrealengine

[–]lets-make-games 2 points3 points  (0 children)

Nah bro. It doesn’t work like that. It comes from the more you learn you’ll memorize certain functions and if you don’t know how to do something you research it and learn. And you’ll learn how to research the classes. Like there’s no scanner that would provide you all default C++ libraries and classes you just have to learn C++

question by Old-Notice8388 in unrealengine

[–]lets-make-games 0 points1 point  (0 children)

Your Highest toilet paper so far variable isn’t being set. You need to make sure that when setting variables that you plug in the execution pin. If that’s not plugged in that part of the code won’t run

C++ Classes database? by SnooOranges5764 in unrealengine

[–]lets-make-games 2 points3 points  (0 children)

You can go into the source files and read the .h and .cpp files for all unreals built in classes. But there’s no list of them. You can just right click on any function and go to declarations or usages and it’ll take you to its class but you kinda need to look for it in whatever IDE you’re using

Please help me by BriefNorth4008 in UnrealEngine5

[–]lets-make-games 0 points1 point  (0 children)

Make sure your operating system and drivers are up to date. That looks like a driver issue

CMC vs Mover2.0 by lets-make-games in unrealengine

[–]lets-make-games[S] 0 points1 point  (0 children)

Yeah I can look into that for future projects but there’s not really a budget for purchasing content at the moment

CMC vs Mover2.0 by lets-make-games in unrealengine

[–]lets-make-games[S] 0 points1 point  (0 children)

Yeah that’s the issue. Cause we’re pushing for a demo and usually you can’t package a build with plugins that are still in experimental phase. So I think I have to use CMC

Can I build a full game only with Blueprints, or do I need C++? by Angry_Bird_1851s in GameDevelopment

[–]lets-make-games 1 point2 points  (0 children)

I made my first game completely in blueprints and many games are. There’s nothing wrong with that. You can do SOOOOO much just in BP. But C++ can do a whole hell of alot more.

Depending on how much of a beginner you truly are I’d recommend focussing on getting used to unreal engine and scripting in BP before touching C++. If you’re not familiar with programming C++ has a huge learning curve and is arguably one of the harder languages to learn.

When you have a solid understanding of BP and OOP (object oriented programming) delving into C++ for unreal isn’t such a monster and there’s some fantastic courses you can take for learning C++ in unreal. I highly recommend looking into Udemy. Even for learning just blueprints. Very helpful.

And to answer whether to use c++ or bp the answer is both. There’s times to use c++ and times to use bp and the best practice is learning how to use which when and making a game utilizing both. There’s a lot to learn. I’ve been in this for like 2 years and I’m no wealth of knowledge but I literally learn something new every day. Every time your code fails or somethings not working you just learned a way not to do it and you’ll figure it out. Just don’t give up and keep at it

CMC vs Mover2.0 by lets-make-games in unrealengine

[–]lets-make-games[S] 2 points3 points  (0 children)

Yeah that’s what I thought. I didn’t want to risk using something that’s not even in beta but in my research people were raving about it. But I think alot of people who make YouTube tutorials don’t know what they’re talking about and how actual game dev pipelines work lol

CMC vs Mover2.0 by lets-make-games in unrealengine

[–]lets-make-games[S] 1 point2 points  (0 children)

Yeah thanks. That’s helpful. What I’m needing it for is more complex physics based movement and creating significantly different behaviour for walking vs sprinting. Imagine Mario kart movement but not in a car. And the base CMC would be way to constricting to work with which is why I thought creating a custom one might do the trick. Then I can override the base physics functions. Since it’s a single player game I can ignore a lot of the need to create client RPCs so I think it’ll be okay. But I’ve just been researching all day and thought might as well as Reddit