r/unrealengine

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
▲ 5 r/unrealengine+1 crossposts

WIP footage of my online FPS game's PVE mode

There's still more to be done but so far I think it's looking pretty good.

Big thanks to my friend for creating the map and helping me record the co-op gameplay.

streamable.com
u/randomperson189_ — 12 days ago

Easy Waterscape or Waterline Pro?

Hi guys! Which one do you prefer for bringing water to your scenes, and why? (Alternatives at a similar prices)

reddit.com
u/MARvizer — 10 days ago

Can't modify Class variable in blueprint

I'm currently following a tutorial on Youtube about making a weapon system, and I'm currently trying to modify the class reference to its child blueprints. But for some reason, every time I go to change them, its stuck on none.

I made a timestamp on the video. On my end, inside the Data asset, when I try to change the class reference it stays stuck on None.

Is there a fix to this? Please help.

youtu.be
u/DaddyMike12 — 11 days ago

Height Map?

Hey; trying to render an object and I am applying my textures from substance painter; I desperately need my height map to make my textures pop but I can’t for the life of me figure out where to plug it in at!

Any help would be much appreciated!!

reddit.com
u/Dwarfiarty_King — 10 days ago
▲ 3 r/unrealengine+1 crossposts

[UE4.27] Hardware mouse cursor keeps reappearing when an EditableTextBox gets keyboard focus inside a 3D WidgetComponent — nothing I try actually suppresses it

SETUP:

I made an interactive in-world "computer" (monitor) built entirely in UMG, rendered via a 3D WidgetComponenton an Actor. Input is driven by a Widget Interaction Component (WIC) on the player character — I don't use bReceiveHardwareInput on the WidgetComponent (that breaks dragging windows, see below), I use a WIC ray trace instead.

I draw my own virtual cursor (a UMG Image) that follows the WIC's hit location every 0.02s via a looping timer (RefreshMouse). This works perfectly for buttons, dragging draggable windows, clicking menus, etc. bShowMouseCursor is False and Input Mode is Game And UI.

The problem: I have EditableTextBox fields inside this fake "OS". When a field needs to receive text, I call Set Keyboard Focus on it (found via a WIC hit test against an array of my text fields)

Now, the actual problem:

The moment Set Keyboard Focus is called on the EditableTextBox, the real OS hardware mouse cursor reappearsand stays visible, breaking the immersion of my custom virtual cursor. I need the hardware cursor to stay hidden here too, while still being able to type normally.

What I've tried (Fu**ing none of which worked):

Set Show Mouse Cursor (False) once, right after Set Keyboard Focus. No effect — cursor still shows.

Forcing Set Show Mouse Cursor (False) every frame (piggybacked on my existing 0.02s RefreshMouse timer, checking Get Show Mouse Cursor and resetting it if True). Still shows. This was my strongest attempt and it still fails, which really confuses me, I'd expect a per-frame force to win.

Toggling Set Input Mode Game Only → Set Input Mode Game And UI immediately around the focus call (a trick I found referenced for a similar 2D-only issue). No effect.

Setting the Cursor property to None on the individual EditableTextBox widgets (and even on parent containers) in the Designer. No effect.

Set Hardware Cursor with a transparent PNG assigned to TextEditBeam. Cursor still appears (possibly it's actually showing Default, not TextEditBeam, I haven't been able to confirm which shape is actually active).

I even tried doing the Project Settings → User Interface → Software Cursors, and setting "Default" to an empty widget. This DOES hide it, but it hides the cursor completely globally, including menus outside the computer (like my game pause menu), where I actually want the normal OS cursor visible. Not an acceptable fix.

Changing Button widgets from "Down and Up" to "Mouse Down" Click Method — unrelated issue I hit along the way (turns out any UMG Button calls CaptureMouse() on press, which freezes my WIC-driven virtual cursor until release, confirmed via an old Epic forum thread). Fixed THAT specific issue, but it's separate from the text focus cursor problem.

reddit.com
u/Wosvo — 11 days ago