Niagara Damage Numbers with GAS

Niagara Damage Numbers with GAS

I'm looking to use the Niagara system to spawn damage numbers, since its more efficient than UMG, but I'm not managing to make it work with the Gameplay Cue of the GAS.

In my case, I need the particle system to spawn multi-digit numbers or sometimes texts like status effects and in most tutorials that I've found, there is some custom logic that needs to be calculated to spawn the digits using Niagara. But I've struggled to make it work within Gameplay Cues, because I keep running into errors that relates to running these functions or the changing variables within them.

So I'm stuck on how to make this work, not sure if maybe I'm setting up the function incorrectly and I've been stuck on this for a while now, thinking it was straight forward thing to do. Here are the tutorials I tried to follow but couldn't get to work via Gameplay Cues:

1- https://www.youtube.com/watch?v=NAOmDWdP9-Y
2- https://www.youtube.com/watch?v=MrLC0kou9k8
3- https://dev.epicgames.com/community/learning/tutorials/2KLv/unreal-engine-optimizing-combat-text-high-performance-damage-numbers-with-niagara-and-texture-atlases

If any of you have managed to make this work, I would appreciate learning the ways you did so, or if there are any guides or sources I could brush up on to learn this, it would be tremendous help!

u/ScoobyDothNot — 11 days ago

Tallarn list building

I got the inspiration to try and build a Tallarn army but I'm a bit unsure if I got all the sources right and how list building would work.

If I would play 4e, I would use the 3.5e Guard codex and use the Imperial Armour Vol3 - Taros Campaign. With the Regimental Doctrines prechosen, the Platon Command Squad, Infantry Squads and Rough Riders from the Campaign book are already pre-equipped with 5 Doctrines (Light Infantry and Sharpshooters, but you have Priest, Techpriest and rough riders? I'm assuming these are units you can take instead of Doctrines?)

If I wanted to add a unit of Ogryns for example, would they also get the same Doctrines? And the Campaign book mentions the Imperial Armour Volume 1 - Imperial Guard and Imperial Navy. Can I pick tanks from that book instead of 3.5e?

The confusion goes deeper if I opted to play 5e and use the 5e codex. Now doctrines dont exist and instead of paying 50pts per Infantry squad, the Tallarn variants are 60pts but they keep the old Doctrine rules so it balances it out? 5e has Captain Al-rahem, which is one of the main reasons I wanted to use the 5e codex (that and better tanks than 3.5), but I'm not sure if I'm missing another supplement or update that would include 5e Tallarns?

Hoping to get it all sorted out before I try building a list

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u/ScoobyDothNot — 1 month ago

Adjusting UserWidget based on camera angle

I have a userwidget component I'm adding to my character as a floating Healthbar. But due to my camera looking down at the character at a 60° angle, when either my character moves or my camera move, the healthbar skews away from the character (I've set the widget to be relative to the character at a certain Z offset above them so the bar appears on top of the character). If my character moves to the edge of the screen for example, the healthbar is noticeably not above them and most of it even skews off screen.

I tried to use a springarm to elimintate the character's rotation but I'm not sure how to rotate it to compensate for the difference in angle of the camera and the character.

Any advice on a better setup or approach to the issue?

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u/ScoobyDothNot — 2 months ago

Listening to Attribute change in GAS in C++

I have seen a few tutorials that show how to listen to attribute changes to implement logic but they all seem to use different ways and I'm unsure which one is applicable for which situation.

In a general sense, there is the method of using the Delegate macros like DECLARE_DYNAMIC_MULTICAST_DELEGATE and creating an associated BlueprintAssignable function that can be subscribed to using Add or Bind functions and using the Boardcast function to call the delegate. The '60 Mins with GAS' documentation by Epic leans on this method to bind with the delegate via BP.

On the other hand, the GASDocumentation uses the ASC's GetGameplayAttributeValueChangeDelegate and the AddUObject function to bind to a function existing in the same class (in their case it was inside the Player State). Others outside the PS can bind to an attribute in similar ways by casting and getting access to the ASC. In the documentation, they also set a DelegateHandle which I don't know why or what it's used for.

So far I don't really understand the difference and which one would be better to use. If I need to listen to an Attribute inside the PS, or need to listen to the same attribute from outside the PS class, what would be the easiest way to set it up?
In cases of both cases applying (like both the PS needs to listen to an Attribute and something like the userwidget also needing to listen to update the UI), how would a delegate be set up so multiple functions can be binded to and listen?

I may lack some basic understanding of these methods as well, but any guidance on how to understand these two methods and any insight on a good modular setup, I would greatly appreciate.

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u/ScoobyDothNot — 2 months ago

Add a component to owner through another component

I created a custom actor component that ideally would create and add a collision capsule or sphere to the owner.

But when I tried in C++ by using 'NewObject<UCapsuleComponent>' and ' RegisterComponent()' in the actor component's BeginPlay, the capsule just sits at world origin despite setting its relative position to the owner's GetActorLocation and attaching it to its RootComponent through SetupAttachment.

If i tried to do it in blueprint by using Add Component of Class and choosing Capsule Collision, the collision doesnt even render in the owner's editor. And thats after setting SerCapsuleSize.

Am I iniatilizing them incorrectly? Or what could I be doing wrong?

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u/ScoobyDothNot — 3 months ago

How to check for a gameplay tag in C++

I'm trying to learn to code in C++ and figuring out the GAS and gameplay tag system, but I'm confused in how to check for a gameplay tag in c++.

For my setup I'm drawing a line trace in my Player Controller and I want to check if the hit actor has a specific gameplay tag. Instead of casting, the check would help identify the actor type and help drive logic (for example, highlight the actor red if it has the 'Enemy' tag). There are mainly two classes that'll populate my game: one based on a Character base custom class and another onna base Pawn custom class.

But I'm not sure I'm understanding how the gameplay tag system works in C++. I know I could make native gameplay tags in C++ but im going the route of writing them in the project editor and then I can set the tags either in code or class editor of whatever actor or character I need.

What's the proper way of making this work in C++?

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u/ScoobyDothNot — 3 months ago

UE 5.8 issues with project generation and VS2022 compatibility issue

Hello everyone

I have been having a crazy episode with UE 5.8 that I cannot figure out how to resolve.

Whenever I create a new project in 5.8, the project's version is depicted as Other and has the UE logo as an icon. On creation it opens up normally but when I close it and launch it from the launcher, it asks me which version to build it with (which doesnt show 5.8 as an option) or reuires me to build it but ends in a failure.

Visual Studio 2022 also doesn't seem to work, building from it either does work and sometimes simply fails to build. The VS Integration Tool status always shows red and only works when installing to project. But when I try to build again just to make sure it works, i get hit with multiple or different kind of errors. Either the header BlueprintGraphClasses.h isnt recognized, VisualStudioTools plugin has a compile error, or when repairing VS2022 it would fail repairing UnrealEngineV1.

I listed a few errors that I jave been getting for the past 2 hours so it may come off invonsistent and confusing but I am at the end of my wits here just trying to make UE5.8 work, create a template project and get VS to work so I can start coding. Has anyone been having these issues or just me??

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u/ScoobyDothNot — 3 months ago

Mighty Empires 1990 for WFB Campaign

In the interest of wanting to play an extensive narrative campaign in WFB, I stumbled upon Mighty Empires 1990 that has an extensive rule set to play a richly narrative campaign, supported by WFB combat.
The odd thing is I found two version of the 1990 book, with one seemingly expanded upon with detailed sections about character advancements and experience gaining. What I couldn't find is the Racial Characteristic Maximum that the book alludes to that isn't anywhere in both versions of Mighty Empires.

Can anyone explain why there's two variants and where I can find these seemingly missing info?
Short version

Long Version

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u/ScoobyDothNot — 4 months ago

Dark Elves lore interaction &amp; relation with other races

My friend and I are looking to start a narrative campaign set in WFB using 8th edition (or possible 9th) but we weren't sure what plausible narrative scenario we could write that would include the Dark Elves. I own O&G, Tomb King and Skaven armies and can dabble into Empire as well but from what we read in the lore, it seems most Dark Elves interactions occur against their High Elves kin.

What events or scenarios in lore we can lean on that would make sense for a long narrative campaign that the Dark Elves could face? Are there any recorded campaigns or stories that involve the races I play? or Would going towards investing into High Elves be the main way?

I know we could write pretty much whatever we want but for a longer campaign, we wanted it to 'make sense' in a way. I'm asking to see if we missed maybe any books or already established lore before diving into writing our own.

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u/ScoobyDothNot — 4 months ago

Tyranid Feeding Tendrils vs Escorts

Pretty simple inquiry, but do feeding tendrils (and massive claws for that matter) just one-shot escorts? So a Kraken with feeding tendrils just destroys any escort ship it comes into contact with by just moving onto them? What if it moves over a whole squadron? Does it destroy all of them or just the first one it comes into contact

( since it does either a Hit&Run on a 3+ or deals 1 damage either way by rolling 4+ on the tendril attack)

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u/ScoobyDothNot — 4 months ago

CAP with Escort Squadrons

A very quick and nooby question, can you CAP escort squadrons? If so, does it affect all of them or individually ?

Would the escorts need to be in base contact with each other to spread the benefit from CAP ?

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u/ScoobyDothNot — 4 months ago

Confusing on Ork fleet building

I'm dipping into playing BFG for the first time after a demo game I had with a friend and I'm trying to build a 1kpts Clans Ork fleet using Remastered ruleset. It took a bit for me to wrap my head around the Warlord requirement and all but I'm still confused a bit regarding how the fleet is organized, what certain upgrades do and etc.

If I understood the fleet building correctly:

- for each 500pts a Warlord w/ 1 re-roll must lead an escort squadron and a second squadron (lets say a Big ship squadron)

- He's forced to be in whichever ship is the most expensive within those squadrons under his command.

- He can buy a Gubbin for either his ship or escort squadron under his command for each re-roll he has. So a Gubbin affects either one ship it was bought for or the entire escort squadron it was bought for.

- More Gubbins usually are only available to capital ships as additional upgrades

If the above so far is correct, then my main confusion stems from Clan upgrades.

Do Clan upgrades affect every ship under a Warlord's command? Or is it bought individually like Gubbins?

So in the example above, a Warlord w/ 1 reroll leading a squadron of Terror Ship and a squadron of 3x Ravagers buys the DeathSkulls clan upgrade.

Does the upgrade affect everyone or just the Terror Ship or Ravagers squadron only and I'd need to upgrade the other as DeathSkulls as well?

Speaking of DeathSkulls, whats the point of the clan upgrade? I get that it gives you both looted lances and looted torpedoes for free but seeing it slapped on a Terror Ship in some lists confuse me when they swap out the heavy gun battery for a torpedo launcha.

Since you won't have any heavy guns when you replace them w/ torpedoes, you don't benefit from the looted lances, so why not drop the clan upgrade and go for a looted torpedoes upgrade for 10pts cheaper instead?

When I make that change in New Recruit, theres this Fleet Commander error message I get when I do that change and I don't get the reason for the error message.

I can provide more details in the comments but the post is already long as is, sorry for the noob questions but I'm trying to wrap my head around it and really want to get into the tabetop game. Much appreciated!

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u/ScoobyDothNot — 4 months ago