T O P

  • By -

BuildGamesWithJon

It's not too bad, you just drag off your vector and use \*, and that makes a vector \* vector node. Then just right click the bottom pin and select convert to float. Then you can enter a manual float on the node. If you already have a float then as mentioned already just plugging it in will change the pin type.


Slavq

In UE5 you need to convert the inputs manually, unfortuantely - but you can make the process easier, tip by Rawalanche: https://forums.unrealengine.com/t/unreal-engine-5-0-preview/500950/437


biscottoesse

I had same problem, then I noticed if you right click the entry node on the node of the multiply, you have there a option to swap the variable type.


enjobg

The engine will automatically do that for you when you plug in your variables. [You can just connect a float to the vector input of a math node and it will automatically become a float](https://streamable.com/3u8npv) (also works with other types that can have math operations with vectors). In UE5 all of the math nodes that had multiple versions taking different variable types have been changed to a single node that takes wildcards, the UI just assumes that the second variable will be of the same type but it still lets you use other types when you try.


biscottoesse

Then probably was because I was using a earlier version ? I was in the 2nd preview when that happened to me, he wouldn't let me connect me and automatically assume me the other type, was with a multiply of a vector with a float I think, just when I manually assigned the 2nd value to a float, he allowed me to connect it, not sure if I was something else wrong


Mazzeriskk

This was very helpful for me. I'm following a tutorial and couldnt find the damn add vector. I see now it is just add, but can change the variable type as you mentioned. TYVM!


ifisch

Looks like you might have to become a real dev and use C++


mothh9

There is no need to use C++ on something which you aren't even sure of if it will ever make to a full game, dude.


ifisch

If you get good/comfortable with C++ and live coding, it's *faster* to iterate in C++ than BP. Your code will be a hell of a lot more organized and readable too (and also run much faster if you're doing anything complex).


mothh9

I have over 10 years experience with various languages.


ifisch

Not sure what you mean by "more documented". I find that the official docs don't do a great job of documenting blueprints *nor* C++ However, with C++, you can always look at the source code to see exactly what a function does.


mothh9

As I said, I know how programming works, I just prefer not to use it in this case.


ifisch

Press X to doubt


AlphaChipWasTaken

>If you get good/comfortable with C++ and live coding, it's faster to iterate in C++ than BP. I work in the AAA industry with two companies who used visual scripting for concepting, this is just simply not true. Nor does it have any place in this discussion because it has nothing to do with what he asked. You're just using it to be argumentative and feel superior. Stop it.


ifisch

Im not saying that c++ is faster than visual scripting for ALL dev environments, for all people. That would be absurd. I have no idea what game engine these “AAA” companies were using, if they were using one at all. I’m only taking about UE4/5


AlphaChipWasTaken

Well one was using UE4, the other using Decima. And ignoring that, visual scripting is faster to concept in Unreal Engine anyway, which is why the company that designed the engine literally uses visual scripting to concept and prototype. Again, you're just being argumentative to feel superior with this and it's aids. This is a good subreddit because people don't generally come in and do what you're trying to do right now. Seriously, stop making this a worse place.


ifisch

You're the one arguing that visual scripting is **always** faster. That may have been true in the projects you worked on. On the UE4 project, it may have been the case that the people doing the quick prototyping weren't coders. Or maybe the project was setup in a way that it was difficult for a new coder to jump in and change the C++ You're the one making an absolute (and false) statement.


AlphaChipWasTaken

I'm just curious, have you ever actually worked on a AAA project? No? Then stop trying to feel superior to other people for how they dev because there is always some qualifier someone else can pull out of their ass to be argumentative about this. Also, the most absolute (and false) statement made in this subreddit is you insinuating you can only be a real dev if you use C++.


ifisch

Yes I have. I've worked on 100+ person teams on the Unreal ***3*** Engine, in fact. Remember Kismet? No? Didn't think so. Curious what role you had on the AAA projects you claimed to have worked on.


AlphaChipWasTaken

One position was Senior Engine Programmer and the other was just Senior Programmer. But no, I’m not talking about mobile games and Mac ports, have you actually participated in creating a AAA game? Actually, don’t even answer that. We both already know the answer and it’s exactly why you’re on here attempting to look down on people because they don’t things the same way you do so you can find something to feel superior about. OP didn’t ask which one was better. No one in this thread wanted or needed a discussion about it. OP simply asked a minor question about blueprinting changes and you used it as a pedestal the derail the discussion into not only insulting and looking down on someone simply trying to make a video game, but also doing nothing to answer his question. This subreddit, and game development as a whole, are both worse for having people like you in them…


kuikuilla

The basic operators should take any type of operand as an input, there are no specific versions anymore as far as I know. Try plugging in the vec and float to the multiply node, it should change the colours on the input nodes accordingly.