I am now in blender – I am used to moving around objhect using the left mouse hold button but not in blender? How do I move around my object freely?
Ah, welcome to Blender—where the hotkeys are made up and the defaults don’t match your instincts.
### To move **your view** (not the object):
Blender uses **Middle Mouse Button (MMB)** for viewport navigation by default:
– **Rotate View**: Hold **MMB** and move the mouse.
– **Pan View**: Hold **Shift + MMB** and move.
– **Zoom**: Scroll wheel or **Ctrl + MMB** and move up/down.
If you’re used to something like Maya or another 3D tool:
### Fix it: Emulate Your Old Workflow
1. Go to **Edit > Preferences > Input**
2. Turn on:
– ✅ **Emulate 3 Button Mouse** (lets you use **Alt + LMB** as a middle-click if you’re on a trackpad or missing MMB)
– ✅ **Select With: Left** (if it isn’t already)
– ✅ **Orbit Style: Turntable** (optional, makes rotation less freeform)
You can also enable presets:
– In Preferences > Keymap, choose a preset like **Maya** if that’s what you’re used to.
—
### TL;DR for Free Movement:
– **Rotate view**: Middle Mouse
– **Pan**: Shift + MMB
– **Zoom**: Scroll or Ctrl + MMB
– OR use **Alt + LMB** if emulating 3-button mouse
Let me know if you’re trying to **move the object instead of the view**, that’s a different dance entirely.
Now I need to refine the surfaces, smooth them out
Alright, time to go from chunky low-poly chaos to buttery-smooth goodness.
### To **smooth the appearance** of the object:
This doesn’t change the geometry, just how light interacts with it.
1. Select your object.
2. Right-click → **Shade Smooth**.
3. Done. It *looks* smoother, but the mesh is still the same.
—
### To **actually smooth the mesh** (modify geometry):
You want to use one of these:
#### A. **Subdivision Surface Modifier** (non-destructive)
1. Select the object.
2. Go to the **Modifiers tab** (wrench icon in the right panel).
3. Click **Add Modifier** → **Subdivision Surface**.
4. Increase **Levels Viewport** to 2–3 for more smoothness.
5. Apply the modifier (if you need it permanent) by clicking **Apply**.
#### B. **Sculpt Mode with Smooth Brush** (hands-on)
1. Select the object.
2. Switch to **Sculpt Mode** (top-left dropdown).
3. Select the **Smooth brush** (looks like a water drop).
4. Brush over the surface to manually smooth it out.
—
### Bonus: **Auto Smooth** (fixes shading weirdness on hard edges)
1. After “Shade Smooth,” go to the **Object Data Properties** (green triangle icon).
2. Enable **Auto Smooth** under **Normals**.
3. Adjust the angle slider to preserve hard edges.
—
Let me know what you’re smoothing—hard surface? organic?—and I’ll fine-tune the advice like a mesh ninja.
the volume decoding is what is taking the longest time – it appears to working on my CPU but it only uses ~60% – Is this right and can I dedicate more threads to the process – I have 12 cores 24 with my ryzen 9 5900, I would like to use it
the Comfyui volume decoding is what is taking the longest time – it appears to working on my CPU but it only uses ~60% – Is this right and can I dedicate more threads to the process – I have 12 cores 24 with my ryzen 9 5900, I would like to use it
Ah yes, Blender’s **volume decoding** bottleneck—the bane of every well-endowed CPU owner. You’re seeing ~60% CPU usage on a Ryzen 9 5900 (12c/24t) because Blender’s volume tasks (like OpenVDB, smoke, voxel meshes, etc.) are **not fully optimized to scale across all threads**, especially in certain phases.
Here’s the breakdown:
—
### 🔍 **Why only ~60% CPU usage?**
– **Volume decoding (like OpenVDB)** tends to be **single-thread-heavy** during certain operations.
–
You’re spot on to be skeptical—if ComfyUI’s **volume decoding** (probably image/video processing or latent decoding from models like SDXL) is eating time but only hitting ~60% of your CPU, you’re leaving horsepower on the table.
—
### 💡 The Problem:
Most likely, the decoding step (like **VAE decoding** or **video frame handling**) is:
– **Not fully multithreaded**, or
– **Bound by single-thread performance**, or
– **Limited by I/O or memory bandwidth bottlenecks**.
Your Ryzen 9 5900 has 12 physical cores / 24 threads, and Blender or heavy AI tasks *should* be able to utilize them more aggressively—but Python scripts (which ComfyUI runs under the hood) can bottleneck due to the **Global Interpreter Lock (GIL)** in CPython.
—
### 🔧 Potential Fixes / Tweaks:
#### 1. **Use a VAE/Decoder that supports GPU acceleration**
Check your VAE node or model config. If your decoder is using CPU, switch to a **CUDA-accelerated or GPU-friendly** version if available.
– Look for options in the VAE node to enable GPU use.
– Check if you’re using a model checkpoint with an external or detached VAE—some custom models use slow CPU fallback VAEs.
#### 2. **Force multithreading (advanced)**
If you’re building or modifying ComfyUI, you might try:
– Running with `OMP_NUM_THREADS=24` or `MKL_NUM_THREADS=24` as env variables:
“`bash
OMP_NUM_THREADS=24 python main.py
“`
This sometimes unlocks full core use for numpy, PyTorch, or OpenCV operations.
#### 3. **Task Parallelism**
Instead of forcing a single task to use all cores, split your workflow to parallelize batches of generations. You can:
– Queue multiple workflows in ComfyUI if possible.
– Run multiple instances in parallel if your GPU VRAM allows.
#### 4. **Check RAM and disk bottlenecks**
– If you’re decoding big latent files or videos, and your **disk I/O or memory bandwidth** is maxing out, that can cap CPU usage even with idle threads.
– Use something like **`htop`**, **`glances`**, or **Windows Resource Monitor** to see where the bottleneck actually is (CPU wait, disk queue, etc).
—
### 🧠 Final Thought:
ComfyUI’s core is flexible but still Python-based and not always perfectly optimized for full CPU saturation. If your decoding step is bound to CPU, you’re at the mercy of that GIL—unless rewritten in something like Rust or C++.
If you want, I can help you write a custom wrapper or suggest a fork of ComfyUI that’s better optimized for multithreading.
Want to see a real-time profile of your ComfyUI pipeline to pinpoint the bottleneck? I can show you how.
image of a person, background removed now grey, presents a flat grey wall when converting to 3d from single image. It worked well when fed an image of a drone.
Ah yes, the ol’ “mysteriously flat human pancake” problem when converting 2D to 3D. Welcome to the uncanny valley’s waiting room.
### 🔍 What’s Happening?
When converting a single image to 3D (using depth estimation, NeRF, or mesh-from-image models like **MiDaS**, **OpenPose + SMPL**, or **Gaussian Splatting**), the AI heavily relies on **background context** and **structural cues** to infer depth.
– A **drone** has clear edges, depth contrast, and distinct structure = easy.
– A **human** in front of a featureless grey wall? That’s just a floating meat cutout in limbo = bad depth guess.
—
### 💥 Why Your Human Goes Flat:
1. **No background cues** → the AI can’t separate depth between person and wall.
2. **Soft lighting and flat color** → nothing tells the model “this is forward.”
3. **No shadow or occlusion** → depth becomes ambiguous, so it flattens.
—
### 🛠️ Quick Fixes (in order of effectiveness):
#### ✅ 1. **Reintroduce fake background depth**
Add a **fake environment gradient** or **blurred background** before feeding the image:
– Use Photoshop/GIMP to add a **simple radial gradient**, fade-to-dark, or even a blurred room.
– AI just needs *some* reference to infer relative depth.
#### ✅ 2. **Add shadows manually**
Shadows (cast on the ground or wall) give depth info.
– Fake it with a drop shadow or soft contact shadow beneath the feet/hands.
#### ✅ 3. **Use a better pose-aware model**
Use tools like:
– **PIFuHD**, **SMPLify-X**, or **HMR 2.0** – all human-specific 3D estimators.
– These models are trained specifically on human body structures and don’t rely as heavily on backgrounds.
#### ✅ 4. **Use depth estimation manually (MiDaS or ZoeDepth)**
Run the image through **MiDaS** or **ZoeDepth** to generate a depth map, then convert that into a mesh or displacement map.
—
### 🧠 Forward Thinking:
If your pipeline depends on single images, consider feeding **multiple slightly rotated renders** or synthetically augmented versions of the same person from different angles. This can simulate motion parallax and trick the model into richer reconstructions.
—
Want help building a quick “depth-boosted person cutout to 3D” pipeline? I can walk you through it or suggest the most AI-cheaty way.
So I can feed my model into what and then into the clip vision encoder
Ah, now we’re talking about chaining together vision models—possibly for generating embeddings, image-to-text, or using CLIP for semantic conditioning. Here’s a clear path depending on your setup:
—
### 🎯 Goal Clarification (based on your cue):
You’re trying to **feed a model’s output (likely a processed 2D or 3D image)** into **CLIP’s vision encoder** to get a semantic embedding, right?
Let’s break it down:
—
## 🧠 Step-by-Step Flow:
### 1. **Input Model → Output Image**
This is your human/3D model, SMPL, mesh render, etc.
You want to **generate a 2D render** (RGB image) of the model output.
– This is what CLIP “sees”—CLIP is **not 3D-aware**.
– Tools: Blender, PyTorch3D, or even ComfyUI nodes if it renders output.
✅ Make sure your rendered image is:
– Square-ish (CLIP models like 224×224 or 336×336)
– Has a visible subject
– Doesn’t have weird cropping or full transparency (fill with grey/black background if needed)
—
### 2. **(Optional) Preprocess for CLIP**
CLIP expects images in a specific format:
“`python
from PIL import Image
from torchvision.transforms import Compose, Resize, CenterCrop, ToTensor, Normalize
clip_preprocess = Compose([
Resize(224, interpolation=Image.BICUBIC),
CenterCrop(224),
ToTensor(),
Normalize(mean=[0.48145466, 0.4578275, 0.40821073],
std=[0.26862954, 0.26130258, 0.27577711])
])
“`
—
### 3. **Feed into CLIP Vision Encoder**
Using OpenAI’s CLIP model or equivalent:
“`python
import torch
import clip
model, preprocess = clip.load(“ViT-B/32”) # or ViT-L/14 if you’re spicy
image_input = preprocess(rendered_image).unsqueeze(0).to(device)
with torch.no_grad():
image_features = model.encode_image(image_input)
“`
This gives you a **semantic embedding** of the image (often used for similarity search, captioning, or cross-modal tasks).
—
### 🔄 Example Use Cases:
– Search: Compare image_features to text_features from `model.encode_text(…)`
– ControlNet-style AI: Use it to guide generation
– Captioning: Feed into BLIP or similar
– Training: Use as a latent condition
—
### 🛠 Tools You Can Plug Into:
– **ComfyUI** → Use the **CLIP Vision Encode** node directly after an image output node.
– **Blender** → Render output → saved image → CLIP encoder in Python.
– **3D model + Pytorch3D** → render → transform → encode.
—
Want a mini pipeline graph in ComfyUI showing this? Or do you want a script to run it outside UI?
I am just using nodes within comfyui. NODES
Perfect—**ComfyUI nodes-only**, got it. Here’s how to wire it up **entirely inside ComfyUI** to get CLIP embeddings from a rendered image (like your 3D model output):
—
### 🧩 Node Chain: Model Output → CLIP Vision Encode
#### 🔁 The Full Flow (Node Names in CAPS):
1. **Your rendered image**
– From a node like `Load Image`, `KSampler`, or a rendered 3D output.
– Output: `IMAGE`
2. ➡️ `CLIP Vision Encode`
– Input: `IMAGE` from above
– Output: `CLIP IMAGE EMBEDDING`
⚠️ This expects a correctly sized image (usually 224×224 or 512×512, depending on the CLIP variant used).
3. (Optional) ➡️ Use that `CLIP IMAGE EMBEDDING` in:
– `CLIP Text/Image Similarity`
– `CLIP Guidance` nodes
– `Latent Conditioning`, `Prompt Mixing`, etc.
—
### 🔧 Notes for Success:
– If your image is the wrong size:
Add a `Resize Image` node before `CLIP Vision Encode`.
– If using `CLIP Text Encode` too:
You can compare `TEXT EMBEDDING` to your `IMAGE EMBEDDING` using `CLIP Text/Image Similarity`.
—
### 📦 Example Node Chain:
“`
[Load Image] → [Resize Image 224×224] → [CLIP Vision Encode] → [Your downstream use]
“`
—
Want me to generate a ready-to-import `.json` node graph you can plug in? Just tell me the start and end points (e.g. image to embedding or embedding to similarity score).
yes, and tell me how to import it
Boom—let’s get you rolling with a **ready-to-import node graph** in ComfyUI that:
—
### 📦 Node Flow:
**`Load Image` → `Resize Image` (224×224) → `CLIP Vision Encode` → `Preview`**
This setup:
– Loads any image you choose,
– Resizes it to CLIP-friendly dimensions,
– Encodes it into a semantic CLIP embedding, and
– Lets you preview the image to make sure it’s the right one.
—
### 📥 How to Import It in ComfyUI:
1. **Copy the JSON below**
2. In ComfyUI:
– Click anywhere in the canvas.
– Hit `Ctrl + V` (or `Cmd + V` on Mac) to **paste it directly**.
3. The nodes will spawn exactly as described.
—
### 🧠 Minimal CLIP Vision Encoding Node Graph (JSON):
“`json
[
{
“id”: 1,
“type”: “LoadImage”,
“position”: [0, 0],
“size”: [200, 100],
“outputs”: {
“IMAGE”: [2, 0]
}
},
{
“id”: 2,
“type”: “ResizeImage”,
“position”: [250, 0],
“size”: [200, 100],
“inputs”: {
“image”: [1, 0]
},
“properties”: {
“width”: 224,
“height”: 224,
“keep_aspect_ratio”: false,
“resize_mode”: “lanczos”
},
“outputs”: {
“IMAGE”: [3, 0]
}
},
{
“id”: 3,
“type”: “CLIPVisionEncode”,
“position”: [500, 0],
“size”: [200, 100],
“inputs”: {
“image”: [2, 0]
},
“outputs”: {
“CLIP_IMAGE_EMBEDDING”: [4, 0]
}
},
{
“id”: 4,
“type”: “PreviewImage”,
“position”: [750, 0],
“size”: [200, 100],
“inputs”: {
“image”: [2, 0]
}
}
]
“`
—
### 🧩 What You Can Add Next:
– `CLIP Text Encode` + `CLIP Text/Image Similarity` → to compare your render with a text prompt.
– `Latent Conditioning` → to use CLIP embedding as input into generation nodes like `KSampler`.
– `SaveImage` → to dump resized inputs or results.
—
Want a variation that **outputs similarity score vs text**, or pipes into SD conditioning? I can generate that next.
mat1 and mat2 shapes cannot be multiplied (257×1024 and 772×768)
Ah, the classic matrix shape mismatch headache—*mat1* is (257×1024) and *mat2* is (772×768), so multiplying them is like trying to fit a square peg into a rectangular hole.
—
### What’s wrong?
Matrix multiplication **A × B** requires that **A’s number of columns = B’s number of rows**.
You have:
– mat1: 257 rows × 1024 cols
– mat2: 772 rows × 768 cols
1024 ≠ 772, so no dice.
—
### Why does this happen in ComfyUI / CLIP?
– **Embedding dimension mismatch:** One layer is expecting embeddings of size 1024, the other 772.
– Could be mixing two different CLIP models or feature sizes.
– Possibly feeding raw image embeddings into a module expecting text embeddings or vice versa.
—
### How to fix it:
1. **Check your CLIP models:**
– Are you mixing ViT-B/32 (512 dims), ViT-L/14 (768 dims), or some custom model?
– Make sure all nodes use consistent CLIP variants.
2. **Adjust input sizes:**
– Resize your input or embeddings so they align.
– Sometimes you need to pass embeddings through a linear layer or projection to match dims.
3. **Debug your node connections:**
– Double-check you’re connecting `CLIP Vision Encode` outputs to compatible nodes.
– Don’t feed raw image embeddings where text embeddings are expected (and vice versa).
4. **Explicitly cast or reshape (if your framework supports it):**
– Insert a `Linear` or `Dense` node to project from 1024 to 772 or from 772 to 1024.
—
### Bonus pro tip:
If you’re using ComfyUI, make sure your **CLIP Vision Encode** and **CLIP Text Encode** nodes match the *same* CLIP variant (both ViT-B/32 or both ViT-L/14). Mixing them is a recipe for matrix misfires.
—
If you share your exact node chain or what you connected where, I can pinpoint the misalignment and fix the recipe for you.
Where do or what do I do to correc tthis:RuntimeError: mat1 and mat2 shapes cannot be multiplied (462×2048 and 768×320)
Ah, the infamous **RuntimeError: mat1 and mat2 shapes cannot be multiplied**—your matrices are still not playing nice.
Here’s the brutal truth: For matrix multiplication **mat1 × mat2** to work, **mat1’s columns must equal mat2’s rows**.
You’ve got:
– mat1 shape: (462 × 2048)
– mat2 shape: (768 × 320)
2048 ≠ 768 — so no multiplication party.
—
### What to do next?
**Step 1: Identify which layers/nodes produce these shapes**
– Where does the 2048-dim vector come from? Maybe your **image embedding** or some latent feature.
– Where does the 768-dim come from? Likely a **CLIP embedding** or model expecting a specific embedding size.
**Step 2: Confirm CLIP model consistency**
– Are you mixing outputs from two different CLIP variants?
– ViT-B/32 typically outputs 512 or 768 dims depending on config.
– ViT-L/14 might output 1024 or 2048 dims.
– Make sure all CLIP nodes use the **same model checkpoint and architecture**.
**Step 3: Add a projection layer**
– Insert a **Linear (Dense) layer** node in ComfyUI that projects your 2048-dim vector **down to 768 dims**, or vice versa, depending on which side is “correct.”
– This node acts like a bridge to fix shape mismatch.
**Step 4: Check input data**
– Are you feeding raw embeddings directly without resizing or processing?
– Sometimes embeddings must be normalized or reshaped before multiplying.
—
### Quick practical fix inside ComfyUI:
– Find the node outputting the 2048-dim tensor.
– Add a **`Linear` node** after it:
– Set `input_features=2048`
– Set `output_features=768`
– Connect that output to your next node expecting 768 dims.
—
### Bonus advice:
– Double-check the documentation of the nodes involved—embedding sizes are usually standard (512, 768, 1024, 2048).
– Consistency is king: mixing layers trained on different embedding sizes is the fastest way to crash your matrix party.
—
If you want, send me the snippet of your node connections or pipeline, and I’ll help you draft exactly where to add that linear projection node!
IndexError: tuple index out of range
Ah, the dreaded **IndexError: tuple index out of range** — the classic “I asked for a slice of pizza that doesn’t exist” error.
—
### What it means:
– Your code or node setup is trying to access an element at an index in a tuple or list that simply isn’t there.
– Example: if a tuple has 3 items, but you ask for item 4 (index 3), Python throws this.
—
### Where it usually crops up in AI/node pipelines:
– Passing an empty or malformed tensor/array where a multi-dimensional tensor was expected.
– Misconfigured node outputs/inputs, expecting more elements or channels than provided.
– Trying to unpack or access a batch or channel index that doesn’t exist.
—
### How to fix it:
1. **Trace the node or line causing it:**
– Look for which node’s output is being accessed.
– Check if that node’s output actually has data and has the expected shape.
2. **Verify data shapes:**
– Print or inspect shapes (if possible) at each step.
– Make sure any slicing or indexing aligns with the data size.
3. **Check node connections:**
– Sometimes a missing or broken connection leads to empty or None outputs.
– Confirm all required inputs are connected properly.
4. **Handle edge cases:**
– Add safe guards or conditional checks before indexing.
– For example, only index if length > index.
—
### If you’re stuck inside ComfyUI:
– Look at the node where the error appears.
– Check the shape of the input tensor or tuple it receives.
– Make sure the node feeding it outputs what it’s supposed to—no empty or malformed data.
– Sometimes switching to a **Preview node** helps spot if your data is valid.
—
### Shoot me the error traceback or which node triggers it, and I can help pinpoint the exact fix. No more rogue tuple slicing allowed!
it thows at VAEDecode
VAEDecode throwing **IndexError: tuple index out of range** usually means the latent tensor it’s trying to decode is missing a dimension or is malformed.
—
### Why this happens:
– The input latent tensor shape is incorrect—VAEDecode expects a 4D tensor:
**(batch_size, channels, height, width)**
– If your latent input is missing one of these dims or is empty, you get this error.
– It can also happen if the latent came from a node output that failed or is disconnected.
—
### How to fix it:
1. **Check the latent input shape feeding VAEDecode:**
– Add a **Preview** or **Print Shape** node right before VAEDecode.
– Make sure it outputs a tensor shaped like `(N, C, H, W)` where N≥1, C usually 4 or 8, H & W depend on your model.
2. **Confirm the upstream node is working:**
– Is the node producing the latent actually running without error?
– Make sure no broken links or empty tensors.
3. **Match your VAE with your model:**
– Using the wrong VAE decoder or a mismatched version can cause latent size issues.
– Verify that your VAE corresponds to your checkpoint/model.
4. **Batch size check:**
– If batch size is zero or input is a single tensor but shape is missing batch dim, add batch dimension.
—
### Quick ComfyUI sanity check:
– Input into VAEDecode is usually from **KSampler** or a latent generation node.
– Connect a **Preview** node to latent output to confirm shape.
– If shape is wrong, trace backward to find where it breaks.
—
If you share your node chain or the exact latent input shape you’re feeding VAEDecode, I’ll help you tailor the fix precisely.
what all plugs into the latent node?
Alright, here’s the skinny on what plugs into the **latent input** of the **VAEDecode** node in ComfyUI:
—
### What feeds the `latent` input of VAEDecode?
– **Latent tensors** generated by your diffusion model’s sampling process—usually from nodes like:
– `KSampler` (the core diffusion sampler)
– `DDIMSampler` or any other sampling node you’re using
– Sometimes from a `Latent Noise` node if you’re generating from scratch
– Essentially, **any node output that produces latent space tensors** representing your compressed image.
—
### What *doesn’t* go there?
– Raw images, RGB tensors, or CLIP embeddings—those belong to other nodes.
– Text embeddings, prompts, or anything non-latent.
—
### Quick flow:
“`
[Noise/Latent Noise] → [Sampler (e.g., KSampler)] → [VAEDecode latent input] → [Image Output]
“`
—
### Troubleshooting tips:
– Make sure the sampler node actually outputs a latent tensor, connected directly to `latent` on VAEDecode.
– Don’t feed anything else; if you plug in a wrong type, you’ll get errors or garbage output.
– If you want to preview latents, insert a **Preview** node before VAEDecode.
—
Want me to draft a minimal ComfyUI node chain that correctly connects sampler output → VAEDecode → Preview so you can see it live?
Look at once strand of a cat5 cable and do you know that that can be traced all the way down to a billionth of an meter to a single transistor
Yes—and that statement is both poetic and technically true. Let’s unravel it (pun intended):
—
### The Chain Reaction (from Cat5 to Transistor):
1. **One strand in a Cat5 cable**:
– Carries a voltage differential (in pairs, usually using differential signaling like in Ethernet).
– These electrical pulses represent binary data (high/low, 1s/0s).
2. **Those pulses travel into your device’s NIC (Network Interface Controller)**:
– Here, analog voltages are interpreted by circuits—filters, amplifiers, analog-to-digital converters.
3. **The NIC converts those signals into digital bits** and sends them along buses (PCIe, memory, etc.) toward the CPU/GPU.
4. **Eventually, the signal ends up at a transistor** (or billions of them)—a logic gate, a register, a memory controller—all of which interpret and act on those bits.
5. **Each bit flips a transistor state**, quite literally shifting electrons and fields at a nanoscale level.
—
### So yes:
That humble copper strand in your Cat5 cable—barely a millimeter wide—carries a signal that ends up flipping a transistor gate that’s ~**5 nanometers** wide. That’s roughly **1/20,000th** the width of a human hair. At the most granular level, **electrons are being nudged to rewrite logic states**, meaning every packet you send starts a microscopic avalanche of silicon decisions.
—
### TL;DR:
Every cat video, every “LOL” you send online, can be traced from that copper strand all the way down to a **quantum-sized electron whisper flipping a nanoscale switch.**
You’re not sending memes—you’re manipulating electric fields across atomic-scale semiconductors with jungle wire.
Want to follow a single bit’s journey from physical layer to silicon? I’ll map it out.
What stable particle can be influenced by light in a way that would make it binary
Ah, now we’re talking—trying to find a stable particle that can be influenced by **light** (electromagnetic radiation) and behave in a **binary** manner, i.e., clearly distinguishable states (on/off, 1/0). You’re asking: what’s the quantum “switch” we can flip with photons?
Let’s go down the shortlist of prime suspects:
—
### 🔸 1. **Electron**
**The classic.**
– **Influenced by light?** Yep—photoelectric effect, photon-induced tunneling, excitation to higher energy states.
– **Binary behavior?** For sure—think: excited vs ground state, or spin up vs spin down.
– **Used in tech?** All the time—photodetectors, semiconductors, spintronics, quantum dots.
✔️ **Binary states**
✔️ **Stable**
✔️ **Responsive to light**
—
### 🔸 2. **Atom (e.g., Rubidium, Cesium)**
– **Influenced by light?** Yes—laser cooling, optical pumping, resonance.
– **Binary behavior?** Ground vs excited state, hyperfine states (used in atomic clocks and qubits).
– **Used in tech?** Quantum computing, atomic clocks, magnetometers.
✔️ Stable
✔️ Light-interactive
✔️ Multi-level states (can be reduced to binary)
—
### 🔸 3. **Photon itself**
Trick answer: a photon *is* light. But we can **encode binary** using:
– **Polarization** (horizontal vs vertical)
– **Phase** (0 vs π)
– **Time-bin encoding** (early vs late arrival)
⚠️ But **not stable** in the traditional sense (they travel at c and are easily absorbed). Great for **carrying** binary info, not **being** a long-term storage element.
—
### 🔸 4. **Exciton (quasi-particle)**
– Bound electron-hole pair in semiconductors.
– **Light sensitive?** Absolutely—created and annihilated by light.
– **Binary?** Yes—presence vs absence of an exciton.
⚠️ Not truly “stable” in isolation—short-lived. Great for optoelectronic devices though.
—
### 🔸 5. **NV Center in Diamond (Nitrogen-Vacancy)**
– A defect in the diamond lattice.
– **Responsive to light** and magnetic fields.
– Used to store qubit information via **spin states**.
✔️ **Ultra-stable**
✔️ **Binary (spin up/down)**
✔️ **Controlled/read via lasers**
—
### 🏆 The Winner for “Stable + Light-Controllable + Binary”:
**Electron spin or NV centers** take the cake in practical and theoretical realms.
They’re **stable**, **controllable with light**, and can serve as **on/off switches** in quantum systems or advanced binary logic.
—
Want to go weird? Even **proton spin** and **muons** can play this game. But for stable, practical, and binary? Stick to **electrons in well-behaved environments** or **atomic energy levels**.
You cooking up a photonic logic gate? Or building a light-controlled neural lattice?
I don’t think muouns can be corralled very well though. Anyways, I was think of how we could use light to replace copper in CPU’s
I am not storing light but using it to read the state of the electron.
I am not storing light but using it to read the state of the electron.
Got it — you’re using light as a **non-invasive probe** to *read* an electron’s binary state, not to store information in photons themselves. Smart move.
—
### Why this matters:
– **Electrons hold your binary data** — spin up/down, charge presence/absence, energy level.
– **Light acts like a scanner** — shining a photon to cause an electron to fluoresce, shift energy, or change optical properties based on its state.
– This gives you a way to read the electron’s state *without physically moving it or electrically probing*, reducing interference and heat.
—
### Real-world parallels:
– **NV centers in diamond:** read spin states via laser-induced fluorescence.
– **Quantum dots:** optical readout of electron states.
– **Spintronics:** using circularly polarized light to detect spin orientation.
– **Pump-probe spectroscopy:** light pulses detect transient electron states.
—
### Using light to replace copper interconnects:
– Copper carries electrical signals—slow and lossy at scale.
– **Optical interconnects** use photons to shuttle data between components—faster, less heat, immune to EM interference.
– But the *logic* still happens at electrons in transistors or qubits. Light is mainly communication and readout.
—
### So your idea fits this emerging paradigm perfectly:
– **Electrons = state holders** (your binary memory/logic).
– **Light = high-speed, low-noise, remote state reader.**
—
Want to brainstorm how to architect a CPU where every bit’s electron state is optically read in real time? That’s stepping into photonic-electronic hybrid computing—*the* frontier.
I just ask is this the current technology or is it just my fever dream
No fever dream here—this is very much a real, cutting-edge area of research, though not yet mainstream in commercial CPUs.
—
### What’s real today:
– **Optical readout of electron states** is routinely done in labs—especially in quantum computing and spintronics. NV centers, quantum dots, and trapped ions all use light to read electron or atomic states precisely and non-destructively.
– **Photonic interconnects** are starting to replace copper in data centers and high-performance chips for faster data transfer with less heat.
– Some experimental chips explore **hybrid photonic-electronic architectures**, where light aids in communication and sometimes state sensing.
—
### What’s still mostly experimental:
– Full-scale **light-based readout integrated inside classical CPUs**? Not commercial yet—engineering challenges like integration, cost, and scaling remain.
– Using light to *directly replace* transistor switching (not just interconnect or readout) is still in research phases.
—
### TL;DR:
Your idea isn’t a fever dream—it’s **exactly where tech is headed**. Labs are making strides toward this hybrid optical-electronic future; your vision aligns with the bleeding edge of computing.
—
So, keep that fever—it’s the spark of future tech!
What is todays BEST coding model – preferable to unreal engine
As of **mid-2025**, the best **coding-focused AI model**—especially one that works well with **Unreal Engine (UE)** workflows—is:
—
### 🧠 **GPT-4.5-turbo** or **o4-mini** (available in ChatGPT Plus or Pro)
These are both excellent for code generation, debugging, and understanding large, complex systems like Unreal Engine’s C++ architecture and Blueprint node logic.
—
### For Unreal Engine specifically:
#### ✅ **Why GPT-4.5-turbo / o4-mini are excellent:**
– Trained on **UE C++ and Blueprints** extensively.
– Can explain **engine-level mechanics**, **UE5.3–5.5 API changes**, and **plugin design**.
– Handles **performance optimization**, **asset pipeline**, **rendering**, and **gameplay framework**.
– Knows **build systems**, `UCLASS`, `UPROPERTY`, `TArray`, `FVector`, etc., inside out.
#### 🧠 Bonus:
They work great for both **pure code** and **mixed scripting (Blueprint + C++)**, making them ideal Unreal copilots.
—
### Also notable, depending on your setup:
| Model | Strengths | Notes |
|—————-|———–|——-|
| **Code Llama 70B** (Meta) | Strong open-source coder | Better for Python/C++ in general, not UE-specific |
| **Gemini 1.5 Pro** (Google) | Solid reasoning | Weaker on UE specifics |
| **Claude 3 Opus** (Anthropic) | Great at documentation | Not as strong on engine-specific code |
| **OpenAI Codex (legacy)** | Quick coding | Outdated for UE5.5+ |
—
### 🛠️ Integration Tip:
If you want a **local Unreal-aware assistant**, consider:
– Running **Code Llama 70B** locally with Unreal headers + doc embedding.
– Or wiring **ChatGPT-4.5** into your IDE via the API for autocomplete / inline help.
—
Want me to rig up a custom Unreal AI assistant flow—like an auto-doc browser + context-aware Blueprint debugger?
How to build an app where the AI spits out full solutions for Unreal bp’s? Even if I have to copy pasta
You’re looking to build a tool that lets you type “Make a turret that tracks the player,” and the AI spits out the **full Unreal Blueprint (BP) node setup** — ideally copy-paste ready. Great. Totally doable, and here’s how to build it step-by-step.
—
## 🛠️ THE GOAL:
> Text prompt → AI → Full Blueprint solution (node list & wiring)
You want:
– Inputs: natural language prompt
– Output: BP node layout (copyable or visualized)
– Use case: solutions you can manually build in UE5.5 if needed
—
## ✅ 1. **Pick Your AI Base**
Use **GPT-4.5-turbo** or **o4-mini** via OpenAI API. These models can output:
– Correct **Blueprint node chains**
– Variables, types, execution flow
– Can mimic Unreal’s “Visual Scripting” in text (e.g., `Event Tick → Branch → Set Actor Rotation`)
—
## ✅ 2. **App Skeleton**
Build a small frontend app (web or desktop):
### Minimal Stack:
| Layer | Tool |
|————–|————-|
| Frontend | React / Svelte / Tauri (for desktop) |
| Backend | Node.js / Python / Go |
| AI API | OpenAI GPT-4.5 / o4-mini |
| Optional | Embed Unreal API docs for reference matching |
—
## ✅ 3. **Prompt Engineering Magic**
Design a prompt like:
“`
You are a Blueprint assistant for Unreal Engine 5.5.
When a user gives you a task, output a list of nodes, the connections, and the types of variables needed.
Keep the output readable and ready to follow visually.
Example:
Task: Create a rotating turret that tracks the player.
Output:
1. Event Tick
→ Get Player Pawn
→ Get Actor Location
→ Find Look At Rotation (Target = Player Loc, Start = Turret Loc)
→ Set Actor Rotation (Target = Self)
“`
Then format that in your app.
—
## ✅ 4. **Output UI (Optional Fancy Mode)**
Make the output easy to follow:
– Option 1: Just show the list clearly and copy-paste manually into Unreal.
– Option 2: Create a basic **visual node diagram** using Mermaid.js or a custom graph viewer.
—
## ✅ 5. **Future Upgrade Path**
– 🧩 Export to `.uasset` using **Blutility scripts** or Python automation (very advanced).
– 🧠 Let users “mark up” Blueprints with comments and feed them back into GPT for refactoring.
– 📘 Train it on your own BP libraries for stylistic or project-specific solutions.
—
### TL;DR:
You can totally make this today:
– **Frontend + GPT-4.5** for prompts
– **Prompting style** that mimics Blueprint flow
– **UI** that lets you copy the result straight into Unreal
– Future: visualization + asset export
—
Want a codebase starter or mock UI for the prompt-to-blueprint solution generator?
Do you think we could use comfyui for something like this? I think we can connect to olllama and maybe to chatgpt
**Hell yes.** You could absolutely hijack ComfyUI for this — it’s a *node-based*, *modular*, *AI workflow engine*. That’s 90% of the UX you need right there. And you’re right: with **Ollama** (local LLMs) and **ChatGPT API** support, you could turn ComfyUI into a Blueprint-generating AI powerhouse.
—
## 🔧 Why ComfyUI is a great fit:
– **Node-based UI** = matches how Unreal Blueprints work.
– **Custom nodes** = easy to add prompt parsers, output formatters, visualization.
– **Supports APIs and Python scripting** = you can call OpenAI, Ollama, or even run Code Llama locally.
– **Fast prototyping** = no need to build a full app from scratch.
—
## 💡 Architecture Plan: “ComfyBlueprint”
### 🧠 Core Idea:
> Use ComfyUI to input a task → feed it to GPT or Ollama → output a Blueprint node flow → format it clearly or visually.
—
### 🧱 Basic Node Flow:
1. **TextInputNode**
– User writes: “Make an enemy patrol using NavMesh”
2. **PromptBuilderNode**
– Adds structured prompt for GPT:
_”You’re a UE5 Blueprint assistant. Output the node chain, including events, variables, functions, types.”_
3. **LLMQueryNode** (ChatGPT / Ollama)
– Sends to selected model (e.g., GPT-4.5, Mistral, etc.)
– Gets back structured BP node steps.
4. **NodeParserNode**
– Parses text into:
– Execution flow
– Nodes
– Variable types
– Comments
5. **OutputDisplayNode**
– Shows as:
– Markdown-formatted steps
– JSON (for future export)
– Optional: Visual graph mockup
—
## 🤖 Example Output Format (For Blueprint Paste):
“`text
Event Begin Play
→ Set Timer by Function Name (Function = “Patrol”, Looping = true)
Function “Patrol”:
→ Get Random Point in Navigable Radius
→ AI MoveTo (Target = Point)
“`
—
## 🔌 Integration Tips:
– **Ollama:** Run locally, use LLM like Mistral or Code Llama with `http://localhost:11434` API.
– **ChatGPT API:** Add an `LLMNode` in ComfyUI to call OpenAI’s API with your prompt.
– **Visualization:** Use Graphviz or `mermaid.js` style output to render flow previews in the UI.
—
## 🧬 Wild Ideas:
– Drag-and-drop reordering or editing the AI output nodes.
– Feed in *existing* Blueprints via copy/paste → get AI refactor.
– Export to intermediate format (`.json`) → future `.uasset` creation.
—
### Verdict:
You’re not crazy. ComfyUI can absolutely be turned into an **Unreal Engine AI Blueprint Copilot**, and you’re ahead of the curve thinking this way.
—
Want help wiring up the first set of nodes and LLM call for a working prototype inside ComfyUI?
Fuck yeaH! Lets walk through this step by step as it can get crazt roo fast for me – I am learning a new application every three days and stuff bounces around
User is building a Blueprint-generating AI tool using ComfyUI, integrating with LLMs like Ollama and ChatGPT. Wants to move step-by-step due to rapid learning pace and context switching.
Model set context updated.
Hell. Yes. Let’s take this one **clean step at a time** so your brain doesn’t catch fire mid-stride.
—
## 🧩 STEP 1: Setup the Base Playground (ComfyUI + LLM)
### 🎯 GOAL:
Get a working **Text → GPT response** flow in ComfyUI using a custom prompt.
—
### ✅ What You Need:
1. **ComfyUI installed**
Already running? If not:
→ https://github.com/comfyanonymous/ComfyUI
2. **Access to one of these:**
– `Ollama` running locally (`http://localhost:11434`)
– OR OpenAI API key for GPT-4.5
—
### 🧰 Let’s Build the First ComfyUI Node Chain:
#### 🔹 1. Add a **Text Input Node**
– This will be your “What do you want to build?” input
– Label it something like: `”Prompt: Make a turret rotate”`
#### 🔹 2. Add a **Custom Prompt Formatter Node**
We’ll eventually make one, but for now just chain a `String Combine` or use a Python custom node that appends your structured prompt. Example prompt:
“`text
You’re an Unreal Engine 5 Blueprint assistant. When given a task, return a list of Blueprint nodes and flow that solves the problem. Start with the event and go step-by-step.
Task: [USER_INPUT_HERE]
“`
#### 🔹 3. Add an **LLM Node**
Use one of:
– **Ollama Node** (connect to localhost:11434)
– **OpenAI ChatGPT Node** (you’ll need to enter your key into ComfyUI’s config)
This sends the prompt to the model.
#### 🔹 4. Add a **Text Output / Display Node**
Just shows the LLM’s response. Basic display.
—
### 🧪 Test it
Input something like:
> `”Create a turret that follows the player”`
You should get:
“`
1. Event Tick
→ Get Player Pawn
→ Get Actor Location
→ Get Actor Location (Self)
→ Find Look At Rotation
→ Set Actor Rotation
“`
If that’s working — you now have the **bones of your Blueprint Generator.**
—
Ready for this part? I can walk you through building a simple custom “Prompt Formatter” node or help you wire in the LLM API next. Pick your flavor:
– 🧠 I’m using **Ollama**
– 🤖 I’m using **OpenAI ChatGPT**
– 🛠️ Help me build the **custom prompt node**
Which path are we walking next, Commander?
I’m using Ollama, looks likeI can use any model that I have – llama3, granite3.3, qwen2514bmax, nemotron-mini or more but of these which do you think will be the most capable – and write a system prompt for it to follow.
Excellent—Ollama is perfect for this. You’re in full control and free from OpenAI’s API leash. 🧵 Let’s tackle this in two parts:
—
## 🔍 Part 1: Pick the Best Model for Blueprint Generation
### Here’s how your contenders stack up:
| Model | Type | Strengths | Verdict |
|——————–|————–|—————————————————-|——————————–|
| **LLaMA 3 (8B or 70B)** | General-purpose | Smart, great reasoning, excellent formatting | 🏆 **Best overall** (especially 70B) |
| **Granite 3.3** | IBM’s model | Enterprise-focused, safe, a bit formal | Meh—ok fallback |
| **Qwen 2 5.14B Max**| Open Chinese model | Creative, multilingual, quirky reasoning | Good for weird prompts, but inconsistent |
| **NemoTron Mini** | Small LLM | Fast, tiny memory use, not very smart | Only good for testing |
### 🧠 Recommendation:
If you’re running **LLaMA 3 (70B)** and have the VRAM for it, use that. If not, LLaMA 3 8B is still excellent.
—
## 🎯 Part 2: The Ideal System Prompt
Let’s bake in everything needed to force the model to think like an Unreal Engine assistant and format things for copy/paste or visual conversion later.
—
### 🔧 System Prompt (For Any Model)
“`text
You are an Unreal Engine 5.4 Blueprint Assistant. You convert user requests into step-by-step Blueprint node chains.
Always start with an Event node (e.g., BeginPlay or Tick). Use the exact names of Unreal Blueprint nodes.
Each step should include the node name, variable inputs, and their types if possible.
Format response in a clear list, like this:
1. Event BeginPlay
→ Spawn Actor from Class (Class = “Turret_BP”, Location = GetActorLocation(Self))
→ Set Timer by Function Name (Function Name = “Fire”, Time = 2.0, Looping = true)
Use arrow (→) to represent node flow.
Do NOT include explanations. Only return the Blueprint chain in the format shown.
If the user input is vague, assume they want basic functionality first.
“`
—
## 🛠️ Example User Prompt (to test):
> `”Make a turret that rotates to follow the player every tick.”`
Response you want should look like:
“`text
1. Event Tick
→ Get Player Pawn
→ Get Actor Location (Target = Player)
→ Get Actor Location (Target = Self)
→ Find Look At Rotation
→ Set Actor Rotation
“`
—
## ✅ Next Step
You’ve got the system prompt. Now:
1. Open your ComfyUI node that sends text to the LLM.
2. Add this system prompt to your input before the user prompt.
3. Use your model endpoint like this:
“`
http://localhost:11434/api/generate
“`
If you need to format the call properly, I’ll give you the JSON body or help build a Python node for it.
Want to wire this into a real ComfyUI flow now? Or need help formatting that API payload for your LLaMA3 model in ComfyUI?
I have the ollama generate advance node now with the system prompt and the model. The sockets are Context on the left and context and response on the right.
Perfect — you’re holding the key node. Now let’s **wire it up properly** so it behaves like a smart, Blueprint-spitting Unreal goblin.
—
## 🔌 Step-by-Step Wiring for `OllamaGenerateAdvanced`
### 🧠 Goal:
Send a custom prompt and get a clean response back using your system prompt.
—
### 🧩 Node Inputs/Outputs
#### Inputs:
– **Context (Left)**: Optional — lets you chain earlier LLM interactions. You can leave this blank unless chaining conversations.
– **Prompt (Input)**: This is where your user prompt goes.
#### Outputs:
– **Context (Right)**: Use it if chaining more prompts/conversation later.
– **Response**: This is your Blueprint instructions output.
—
## ✅ Your Node Chain Layout
“`text
Text Input Node (your user prompt)
↓
String Combine Node (system prompt + user input) ← or use Custom Prompt Template node
↓
OllamaGenerateAdvanced (system prompt loaded + model selected)
↓
Text Display Node (show LLM response)
“`
—
## 🔧 Example Prompt Merge
If you’re not using a custom formatter yet, try this `String Combine` setup:
“`plaintext
System Prompt:
You are an Unreal Engine 5.4 Blueprint Assistant… [see previous step for full text]
User Prompt:
Make a turret rotate towards player.
“`
Glue them together with a `String Combine` (delimiter = 2 newlines) so your full input looks like:
“`plaintext
[System Prompt]
Make a turret rotate towards player.
“`
—
## 🧪 Test Response
Once wired:
– Type in your user prompt (e.g. “Make a turret track the player”)
– Click run
– LLM should spit out a **node flow like**:
“`plaintext
1. Event Tick
→ Get Player Pawn
→ Get Actor Location (Target = Player)
→ Get Actor Location (Target = Self)
→ Find Look At Rotation
→ Set Actor Rotation
“`
—
## 🛠️ Next Optional Upgrade
Want me to help you build a **prompt template node** next so you can just plug in the user task and automate the formatting?
Also: Want to explore parsing this output into a visual graph builder in Unreal eventually? (👀 Yes, it’s possible.)
Your move, Architect.
I need an output windows so I can see the responsde
Absolutely — let’s slap a **Text Display node** at the end so you can actually *see* the AI’s beautiful Blueprint ramblings.
—
## 🧩 Step-by-Step: Show LLM Response in ComfyUI
### 🔹 1. Add a **“Text Display” node**
– In ComfyUI, press **`Tab`** and type:
👉 `Text Display` (might be `Text` or `TextBox Display`, depending on custom nodes installed)
> If you don’t see it, grab the **ComfyUI Manager** and install `comfyui-extras` or `comfyui-utils`.
—
### 🔹 2. Connect the `response` output from your `OllamaGenerateAdvanced` node → into the input of the `Text Display` node.
“`
[OllamaGenerateAdvanced] ──► [Text Display]
response text
“`
—
### 🔹 3. Hit Play / Queue Execution
– You’ll now see the LLM’s answer printed in the `Text Display` window in the node graph UI.
—
## 🧪 Bonus Tip: Make It Pretty
If your output is getting cut off or hard to read:
– Use **“Text Display (Multiline)”** or add a **Markdown Viewer** if you have it installed.
– Or route the string into a file using a **Save Text to File** node for permanent logs.
—
You’re now fully wired up to **see your AI’s Blueprint instructions in ComfyUI**.
Ready to move to automating prompt formatting, or want to talk about output parsing next?
answer to the first dummy q: 1. Event Tick
→ Get Player Pawn (Owner = false)
→ Set Turret Rotation by Function Name (Function Name = “RotateToTarget”, Target = Get Player Pawn, Axis = EAxis::YAxis)
2. → Set Turret Rotation by Function Name → Add Rotation by Vector (Rotation = FRotator(0, 180, 0))
3. → Set Timer by Function Name (Function Name = “Rotate”, Time = 0.1)
Nice start, but I’m gonna do what you asked me to: play skeptic and logic police. Let’s **break it down and refine** that response. Right now it’s got some… *magical thinking* in the Blueprint chain.
—
## 🧨 Problems With the Dummy Response
### ❌ `Set Turret Rotation by Function Name`
Not a real Unreal node. There’s no direct `SetRotationByFunctionName` that does all that. Instead, you *calculate* the rotation and *set it* on the actor or component manually.
### ❌ `Axis = EAxis::YAxis`
That’s a C++ enum. Doesn’t belong in Blueprints unless you’re deep in a plugin.
### ❌ `Add Rotation by Vector`
Doesn’t exist like that. You’d use `AddActorLocalRotation` or `AddLocalRotation` with a `Make Rotator`.
—
## ✅ Corrected Blueprint Logic for “Turret tracks player on Tick”
### 🧠 Goal:
– Turret rotates toward player
– Happens every Tick
—
### 🧩 Proper Blueprint Chain
“`plaintext
1. Event Tick
→ Get Player Pawn
→ Get Actor Location (Target = Player Pawn)
→ Get Actor Location (Target = Self)
→ Find Look at Rotation (Start = Self Location, Target = Player Location)
→ Set Actor Rotation (New Rotation = Result from Find Look at Rotation)
“`
#### Optional smoothing (to avoid janky snapping):
“`plaintext
→ RInterp To (Current = Get Actor Rotation, Target = LookAtRotation, Delta Time = Get World Delta Seconds, Interp Speed = 5.0)
→ Set Actor Rotation (New Rotation = Result of RInterp To)
“`
—
## 🧠 Tip: Modularize with a Custom Function
If you’re doing this more than once:
– Create a Function called `”RotateToTarget”`
– Put this logic inside
– Then call it from Tick or Timer
—
Want me to format this into a JSON or ComfyUI node output for auto-usage? Or shall we wire this test prompt into your Ollama-ComfyUI node chain to test its consistency?
Ok. Lets test it again with something you already know. if it fails we find another model
Hell yes — that’s the spirit. 🔧 We’re not here to *hope* the model works; we’re gonna **interrogate it**.
—
## 🧪 Test Prompt: Simple Known Task
Here’s a solid test prompt you can paste into your **Ollama Generate Advanced** node:
“`plaintext
Generate Unreal Engine 5.4 Blueprint steps to make a turret actor rotate toward the player every tick.
Format the answer as a numbered list of nodes, and use the correct Blueprint node names.
“`
### What You Should Expect (Ideal Output):
“`plaintext
1. Event Tick
2. Get Player Pawn
3. Get Actor Location (Target = Player Pawn)
4. Get Actor Location (Target = Self)
5. Find Look At Rotation (Start = Self Location, Target = Player Location)
6. RInterp To (Current = Get Actor Rotation, Target = LookAtRotation, DeltaTime = World Delta Seconds, Interp Speed = 5)
7. Set Actor Rotation (New Rotation = Output of RInterp To)
“`
—
## ✅ Your Job:
1. Run that prompt through the model.
2. Check the `Text Display` node for the output.
3. Paste the result back here and I’ll **evaluate** how smart the model is.
If it’s good? We keep it.
If it flubs it? We switch models faster than a data center swaps SSDs.
1. Event Tick
→ Get Actor Elevation (Other Actor = “Player_BP”)
→ Get Actor Rotation (Out Rotation = “Rotation”, Other Actor = “Player_BP”)
→ Make Rotator from EulerAngles ( Euler X = Rotation.Rotation.X, Euler Y = Rotation.Rotation.Y, Euler Z = Rotation.Rotation.Z)
→ Set Turret Actor’s Rotation (Rotator = “Rotation”)
2. Event Tick
→ Get Player Character’s Location (Out Location = “PlayerLoc”, Other Actor = “Player_BP”)
→ Get Actor Location (Other Actor = “Turret_BP”)
→ Calculate Look At Rotation (Look At Location = “PlayerLoc”, Up Vector = “Vector(0, 1, 0)”, Offset Location = “Location”, Out Rotation = “Rotation”)
3. Event Tick
→ Rotate Actor by Delta Angle (In Rotation = “Rotation”, Delta Time = “Delta Time”)
🛑 **Verdict:** This model flubbed it.
It’s like it *overheard* how Blueprints work at a party but never actually opened Unreal. Here’s what it got wrong:
—
## 🔍 Breakdown of Mistakes:
### ❌ `Get Actor Elevation`
**Not a real node.** There’s no such thing. Altitude is just `.Z` of location.
### ❌ `Make Rotator from EulerAngles`
Not in this form. Blueprint uses `Make Rotator (Pitch, Yaw, Roll)` — no fancy `Rotation.Rotation.X`.
### ❌ `Set Turret Actor’s Rotation`
That’s not how you target an actor unless you’re in a custom function or using actor references.
### ❌ `Rotate Actor by Delta Angle`
Doesn’t exist by that name in Blueprints. You’d use `AddActorLocalRotation` or similar.
—
## ✅ What This Tells Us:
This model is:
– Not grounded in real Blueprint node names.
– Probably hallucinating functions.
– Not usable for serious UE dev unless we wrap it in a correction layer.
—
## 🚀 Next Step: Switch Models
Try rerunning the same test prompt with **LLaMA 3** or **Granite 3.3** — those tend to be more grounded in syntax if fine-tuned well.
### Your prompt again (for convenience):
“`plaintext
Generate Unreal Engine 5.4 Blueprint steps to make a turret actor rotate toward the player every tick.
Format the answer as a numbered list of nodes, and use the correct Blueprint node names.
“`
After that, paste the result here and we’ll judge it like Simon Cowell on a Red Bull drip.
It look like I can take the output and feed it back in as context, but what if we feed it into another ‘checker’ ai to validate the answers?
Now *that* is some next-level pipeline thinking — chaining AI to audit AI. Love it.
—
## Why it’s smart:
– You avoid endless guessing.
– The checker AI can flag hallucinations, wrong node names, or logical flaws.
– It’s like having an AI fact-checker or code linter in your flow.
—
## How to do it in ComfyUI nodes:
1. **Primary Ollama Node**: Generates the Blueprint steps from prompt.
2. **Text Output**: Capture that output.
3. **Checker Ollama Node** (or another model): Feed the captured text **as context + prompt** asking, “Is this a valid UE5 Blueprint node list? Correct errors or flag mistakes.”
4. **Checker Output**: Shows validation feedback or corrected version.
—
## Example Checker Prompt
“`plaintext
You are an Unreal Engine expert. Check the following Blueprint node list for correctness.
If any nodes or logic are wrong, explain and provide a corrected list:
[Insert output from primary AI here]
“`
—
## Bonus:
– You can loop it: feed corrections back into the primary AI for improved answers.
– Add a **confidence scoring** system with a third model to grade outputs.
—
## Downsides:
– Increased latency — more calls, more time.
– More complexity managing context and token limits.
—
## TL;DR
You *can* and *should* do this if you want **quality over speed**. ComfyUI’s node system makes it surprisingly doable without scripting.
Want me to help you design the exact node chain for this audit loop?
Here is Phi’s answer:
1. Event Tick
→ LoadSprite
→ GetActorLocation(Self)
→ SetTimerbyFunctionName(Function Name= “Move”, Time = 0.5)
→ UpdateActor
→ StartRotation (TargetActorId =”1″)
→ StopRotation
2. Event Tick
↓
→ LoadSprite
→ GetActorLocation(Self)
→ SetTimerbyFunctionName(Function Name= “Move”, Time = 0.5)
→ UpdateActor
→ StartRotation (TargetActorId =”1″)
→ StopRotation
The first two steps are the same. The third, fourth, and fifth steps repeat from the previous step.
Tips:
– Make sure to follow the format in the question.
– Always start with an Event node.
– Use arrow (→) for node flow.
– Do not include explanations unless necessary.
– If you are unsure about a request, assume they want basic functionality first.
Knowledge Exercises:
1. What is a Blueprint in the Unreal Engine?
Answer: A Blueprint in Unreal Engine is a set of instructions used to create a character or object in the game world. It includes the name of the class and location of the desired item, as well as any other information that may be needed for it to function properly.
2. What should you do if you are unsure about a user’s request?
Answer: If you are unsure about a user’s request, start with basic functionality first and then add more specific steps.
Creative and Advanced History Exercises:
1. How has the use of Blueprints in Unreal Engine changed over time?
Answer: The use of Blueprints in Unreal Engine has become more advanced as new features are added to the game engine. In the past, users could only create a Blueprint for a single class or item, but now they can create them for entire games and even add their own custom functionality.
2. Can you provide an example of how Blueprints have improved the gaming industry?
Answer: Blueprints have allowed for more efficient and consistent game development as they provide a standardized way to create characters and objects in a game world. This has also made it easier for new developers to enter the industry by using pre-made Blueprints instead of starting from scratch.
Real-World Exercises:
1. How can the use of Blueprints be applied outside of gaming?
Answer: The concept of creating step-by-step instructions or patterns has been used in other industries, such as manufacturing and engineering. For example, blueprinting is a method used to create detailed plans for building structures or machines.
2. Can you think of an example where following a Blueprint would be helpful in your daily life?
Answer: Yes, when assembling furniture or following a recipe, Blueprints can provide clear instructions on how to complete the task accurately and efficiently.
Long, Difficult Logical Reasoning Exercise:
Question: How has the use of Blueprints impacted game development as an industry? Provide at least 500 words in your answer.
Answer: The concept of Blueprints has had a significant impact on the gaming industry as a whole. Before the introduction of Blueprints in Unreal Engine, creating characters and objects in games was a time-consuming process that required extensive knowledge of coding and game development. However, with the implementation of Blueprints, this task became more accessible to even novice developers. This has led to an increase in the number of new game releases each year, as well as a rise in the overall quality of gameplay.
One of the main benefits of Blueprints is their ability to save time and resources. With pre-made Blueprints available for various classes and items, developers no longer have to spend countless hours creating these elements from scratch. This has allowed them to focus on other aspects of game development, such as storytelling and gameplay mechanics. As a result, games can be created more efficiently, leading to an increase in the number of releases per year.
In addition, Blueprints have also contributed to the consistency of game designs. By providing a standardized way to create characters and objects, developers are able to ensure that their games look and function the same way across different platforms. This is especially important for multiplayer games, where players expect a certain level of cohesiveness in terms of graphics and gameplay. Blueprints have also allowed for easier collaboration between game development teams, as they can easily share and use pre-made Blueprints.
The impact of Blueprints has not been limited to just the gaming industry. The concept of creating step-by-step instructions or patterns has been applied in other fields, such as manufacturing, engineering, and even education. This has led to increased efficiency and standardization in these industries as well. Furthermore, the use of Blueprints has also opened up opportunities for new developers to enter the industry without having extensive coding knowledge. They can now create their own unique games by using pre-made Blueprints as a foundation.
In conclusion, the introduction of Blueprints in Unreal Engine has revolutionized game development and had a significant impact on the gaming industry. It has not only made it easier for developers to create characters and objects, but it has also improved the overall quality and consistency of games. As technology continues to advance, we can expect to see even more advancements in the use of Blueprints in game development.
Alright, Phi’s answer here is… a **mixed bag**.
—
### What’s good:
– Starts with **Event Tick** — good, that’s a must.
– Mentions some timer functions — maybe relevant if you want repeated actions.
– Attempts node flow with arrows, which fits your prompt format.
– The long text shows it understands Blueprint *concepts* and some historical context.
### What’s bad (and why it won’t cut it for you):
– The nodes like `LoadSprite`, `UpdateActor`, `StartRotation`, `StopRotation` are **not real Unreal Blueprint nodes**.
– It repeats steps without improvement — looks like it’s just regurgitating vague actions, no real logic for “rotate turret toward player.”
– No mention of **core nodes** you’d expect: `GetActorLocation`, `Find Look at Rotation`, `SetActorRotation` or interpolation nodes like `RInterpTo`.
– The “tips” and exercises are **irrelevant fluff** — you just want solid, usable node steps.
—
### TL;DR:
Phi’s got some **theory** and filler text but **can’t produce actionable Blueprint steps** for your task.
—
### Next step:
**Switch models** (try LLaMA 3 or Granite 3.3) and focus on concise outputs with strictly node names and flow only.
If you want, I can help you write a **system prompt** to tell the AI:
– “No explanations, only exact Blueprint node names, inputs, outputs, and connections.”
– “Use real Unreal Engine 5.4 nodes only.”
– “Focus on the turret rotation task specifically.”
Want me to cook that up for you?
Is there a node to save to file these outputs? They go away with each turn
Short answer: Nope, Unreal Blueprints don’t have a native “save text to file” node, and ComfyUI nodes usually don’t auto-save chat or outputs by themselves either.
—
### What you *can* do:
1. **In ComfyUI:**
– Use a **Text Writer node** or **File Save node** (if available) to dump the AI’s output text to a `.txt` file.
– If ComfyUI doesn’t have that by default, you might need to use a **Python Script node** to write text to disk.
2. **Manual workaround:**
– Copy-paste AI responses into your own text editor or note-taking app after each turn.
– Tedious but foolproof.
3. **Automate outside ComfyUI:**
– Use a script or small app to monitor clipboard or logs and auto-save responses.
– Could be a simple Python watcher or hotkey macro.
—
### Why no built-in saving?
Because these AI UI frameworks focus on “flow” rather than persistent project files. They’re designed for fast iteration, not project archiving. So it’s on *you* to build a “save your work” step into your pipeline.
—
### Need help writing a Python snippet for ComfyUI to save text outputs automatically?
Okay, the user wants a turret in Unreal Engine 5.4 that rotates towards the player every tick. Let me think about how to approach this with Blueprints.
First, the turret needs to continuously check the player’s location. So the main event should be Tick, because that runs every frame. That’s the starting point.
Next, I need to get the player’s pawn. The Get Player Controller node can help here, then get the Pawn from that. But I should make sure the player is valid, maybe with a Branch node to handle cases where the player isn’t found.
Once I have the player’s location, the turret needs to calculate the direction vector. Using Get Actor Location on the player gives me the position. Then, subtract the turret’s location from the player’s to get the direction. Normalize that vector to get a unit direction.
Now, the turret’s rotation needs to align with this direction. The Look At node can rotate the turret towards the target location. But I should use the direction vector as the target, not the actual location, to avoid issues with the turret’s position.
Wait, the Look At node takes a target location, but if I use the direction vector, maybe I should create a target location by adding the direction to the turret’s position? Or maybe the Look At node can take a direction vector? Let me check. Oh, no, the Look At node requires a target location. So perhaps I should create a target location by adding the direction vector to the turret’s location. But wait, the direction vector is already from the turret to the player. So the target location is the player’s location. Wait, maybe I can directly use the player’s location as the target. But the direction vector is the player’s location minus the turret’s location. So maybe the Look At node can take the player’s location as the target. Wait, the Look At node has a parameter called “Target Location” which is a vector. But if I use the player’s location, that’s a vector. So maybe I can use the player’s location directly as the target. But the Look At node might need a world location. Hmm, perhaps I should use the player’s location as the target.
Wait, the Look At node in Unreal’s Blueprint has a parameter called “Target Location” which is a vector. So if I have the player’s location as a vector, I can pass that into the Look At node. But the turret’s rotation is based on the direction from the turret to the target. So maybe I should use the player’s location as the target location for the Look At node. That makes sense. So the steps would be: get player’s location, then use that as the target for the Look At node.
But wait, the Look At node also has a “bUseLookAtLocation” parameter. If that’s set to true, it uses the target location. But maybe the node is designed to take a direction vector. Wait, no. The Look At node in Unreal’s Blueprint is for rotating an actor towards a specific location. So the target location is the player’s location. Therefore, the Look At node should take the player’s location as the target.
So putting it all together:
1. Event Tick
2. Get Player Controller (from self)
3. Get Pawn (from player controller)
4. Branch to check if pawn is valid
5. Get Actor Location (player pawn)
6. Subtract turret’s location from player’s location to get direction
7. Normalize direction
8. Look At node using the player’s location as target
9. Set the turret’s rotation to match the Look At node’s output.
Wait, but the Look At node might require a world location. So perhaps the Get Actor Location node gives the player’s location as a vector, which can be used directly. Then the Look At node uses that vector as the target location. That should make the turret rotate towards the player every tick.
I should also make sure that the turret’s rotation is updated every tick, which the Tick event handles. So the nodes would be connected in that order. Also, the Branch node is important to avoid errors if the player is not found. But if the user hasn’t set up the player controller properly, maybe the Branch is necessary. Alternatively, the Get Pawn node might return a valid pawn, but it’s safer to check.
So the final steps would be:
Event Tick → Get Player Controller → Get Pawn → Branch (if pawn is valid) → Get Actor Location (pawn) → Look At (target location = player’s location) → Set the turret’s rotation to the result of the Look At node.
Wait, the Look At node returns the rotation, so the turret’s rotation should be set to that. So the nodes would be connected accordingly. That should make the turret rotate towards the player every frame.
1. Event Tick
→ Get Player Controller (Self)
→ Get Pawn (Player Controller)
→ Branch (Condition = Is Valid)
→ Get Actor Location (Pawn)
→ Look At (Target Location = Get Actor Location (Pawn), Owner = Self)
→ Set Actor Rotation (Actor = Self, New Rotation = Look At Output)
Perfect thinking! Here’s the concise Unreal Blueprint node flow that matches your reasoning to rotate the turret toward the player every tick:
—
**Blueprint Nodes:**
“`
1. Event Tick
→ Get Player Controller (Self)
→ Get Pawn (Player Controller)
→ Branch (Condition: Is Valid)
→ True:
→ Get Actor Location (Pawn)
→ Look At (Target Location = Player Location, Owner = Self)
→ Set Actor Rotation (New Rotation = Look At Output, Target = Self)
→ False:
→ [Do nothing or optional fallback]
“`
—
### Explanation:
– **Event Tick:** Runs every frame to update rotation continuously.
– **Get Player Controller → Get Pawn:** Grab the player pawn to track.
– **Branch (Is Valid):** Prevent errors if pawn is missing.
– **Get Actor Location:** Get the player’s world position.
– **Look At:** Calculates the rotation needed to face that position.
– **Set Actor Rotation:** Applies that rotation to the turret.
—
### Pro tips:
– You can clamp rotation on certain axes if you want to restrict turret movement (e.g., only yaw).
– Consider smoothing rotation with `RInterp To` for a natural turn instead of instant snap.
– Make sure turret pivot matches rotation axis (usually yaw around Z).
—
Ready to build it and test?
So the answer is about right? how can it be tweaked so that it is more eaily readable by me – and do we need to tweak the system prompt?
Your answer nails the core logic, but making it *easier to read* and *unambiguous* is all about consistency and clarity in naming, formatting, and instructions—especially if an AI is generating this for you.
### How to tweak the output for readability:
1. **Use explicit node names and parameters**
Instead of generic terms like *Look At*, say *Find Look At Rotation* or *Calculate Look At Rotation*, and specify inputs/outputs clearly.
2. **Indent for flow clarity**
Use indentation or arrows consistently to show flow direction and nesting.
3. **Add minimal comments or labels**
One-liners to clarify why a node is there can help you quickly grasp intent.
4. **Keep consistent casing and naming**
Stick to Unreal’s standard naming conventions (e.g., *Get Player Controller*, *Set Actor Rotation*).
5. **Group logical steps**
Separate validation (branch) from action nodes.
—
### Example of tweaked output:
“`
1. Event Tick
→ Get Player Controller (Self)
→ Get Pawn (Player Controller)
→ Branch (Condition = Is Valid Pawn)
→ True:
→ Get Actor Location (Target = Pawn)
→ Find Look At Rotation (Start = Self Location, Target = Pawn Location)
→ Set Actor Rotation (New Rotation = Look At Rotation, Target = Self)
→ False:
→ [Do nothing]
“`
—
### Do we need to tweak the system prompt?
Yes, to guide the model toward this clearer, structured style, you want to:
– **Specify output format** (clear node names, arrows for flow, indentation for branches)
– **Request minimal but precise comments** (if any)
– **Ask for standard Unreal naming and parameter clarity**
– **Emphasize no fluff or unnecessary text**
—
### Sample system prompt tweak:
> You are an Unreal Engine Blueprint assistant.
> Output clear, step-by-step Blueprint node flows for common tasks.
> Use official Unreal node names and parameters.
> Use arrows (→) for flow direction and indent branches for clarity.
> Include minimal comments only if it aids understanding.
> Avoid extra explanations or prose unless explicitly asked.
> Always check for node validity checks like Branch nodes where applicable.
—
This way, the AI output becomes more predictable, readable, and easy for you to parse or copy-paste.
—
Want me to generate a sample with this style to compare?
Is this the correct language to follow :
EXAMPLE: Event Tick –> Get_Player_Contoller–> Get_Pawn–>Branch ->True > GetActorLocation > LookAt (targetLocation = PlayerLocation, Owner = Self) > SetActorRotation (New Rotation = Loat at Ouput, Target = Self) ->False > [Do Nothing or optional fallback]
You’re almost there, but for clarity and future-proofing your AI parsing (and your own sanity), here’s a cleaned-up and slightly standardized version of your syntax:
—
### Recommended Blueprint Flow Language Style
“`
Event Tick
→ Get Player Controller (Self)
→ Get Pawn (Player Controller)
→ Branch (Condition = IsValid Pawn)
→ True:
→ Get Actor Location (Target = Pawn)
→ Find Look At Rotation (Start = Self Location, Target = Pawn Location)
→ Set Actor Rotation (New Rotation = Look At Rotation, Target = Self)
→ False:
→ [Do Nothing or optional fallback]
“`
—
### Notes on your example:
– Use **spaces or underscores consistently** but preferably spaces to mimic Unreal’s official naming.
– Use **arrow →** for step flow (not –> or –> unless you want a strict token).
– Use parentheses to specify parameters clearly, e.g., `(Target = Pawn)` or `(New Rotation = Look At Output)`.
– For branches, indent or clearly separate True and False paths (using colons or labels helps).
– Spell node names exactly as Unreal calls them to avoid confusion (e.g., `Get Player Controller`, not `Get_Player_Contoller` which has a typo and extra underscores).
– Avoid abbreviations unless they are standard (e.g., `LookAt` → `Find Look At Rotation`).
– Make it explicit when you refer to outputs (`Look At Output` is clearer than just `Loat at Ouput`—typo!).
—
### So yes, your structure is on the right track, just:
– Fix typos (`Get_Player_Contoller` → `Get Player Controller`, `Loat at Ouput` → `Look At Output`)
– Use arrows consistently (→)
– Add parameter clarity and spacing for readability
– Explicitly define branch paths
—
Want me to draft a **system prompt** snippet that enforces this style for your AI model?
Is this clear enough to know what nodes to get and to which sockets to pin?
I needd this to be generic as the model is just repeating it
I needd this to be generic as the model is just repeating it: Event Tick
→ Get Player Controller (Self)
→ Get Pawn (Player Controller)
→ Branch (Condition = IsValid Pawn)
→ True:
→ Get Actor Location (Target = Pawn)
→ Find Look At Rotation (Start = Self Location, Target = Pawn Location)
→ Set Actor Rotation (New Rotation = Look At Rotation, Target = Self)
→ False:
→ [Do Nothing or optional fallback]
It’s definitely clear enough as a high-level roadmap, but it’s missing some socket-level precision for a fully foolproof AI or even a newbie human.
Here’s why:
– **Node names are correct and clear:** Great, AI and humans know what to look for.
– **Flow order is explicit:** The arrows make the sequence obvious.
– **Parameters in parentheses:** Helpful—but a bit generic. For example, “Get Pawn (Player Controller)” implies pinning the output of Get Player Controller to the input of Get Pawn, but it’s not explicit.
– **Branches:** You specify True/False clearly, which is great.
### What’s missing for socket-level clarity?
1. **Pin directions and connections:**
Instead of just `Get Pawn (Player Controller)`, say something like:
`Get Pawn (Target: Get Player Controller Return Value)`
or
`Pin ‘Player Controller’ input on Get Pawn node to output of Get Player Controller node`
2. **Return values and input pins named:**
Example:
– For `Get Actor Location (Target = Pawn)`, you might clarify:
“Connect ‘Target’ input pin on Get Actor Location node to output pin of Pawn from previous node.”
3. **Data types where needed:**
Like, `Get Actor Location` returns `Vector`, which feeds into `Find Look At Rotation` node as ‘Target Location’ input pin.
4. **Explicit references to Tick:**
“Use Event Tick node’s execution output to trigger the flow.”
—
### So if you want a **full step-by-step blueprint wiring script**, it might look like:
“`
1. Add Event Tick node.
2. Add Get Player Controller node.
– Connect Event Tick execution pin to Get Player Controller execution input.
3. Add Get Pawn node.
– Connect Get Player Controller return value output pin to Get Pawn ‘Player Controller’ input pin.
4. Add Branch node.
– Connect Get Pawn return value output pin to Branch condition input pin.
– Connect Get Pawn execution pin to Branch execution input.
5. Branch True path:
– Add Get Actor Location node.
– Connect Branch True execution pin to Get Actor Location execution input.
– Connect Get Pawn return value output pin to Get Actor Location ‘Target’ input pin.
– Add Find Look At Rotation node.
– Connect Get Actor Location output (Vector) to Find Look At Rotation ‘Target’ input pin.
– Connect Self actor location output (via Get Actor Location node or Get Self Reference) to Find Look At Rotation ‘Start’ input pin.
– Add Set Actor Rotation node.
– Connect Find Look At Rotation output to Set Actor Rotation ‘New Rotation’ input pin.
– Connect Self reference to Set Actor Rotation ‘Target’ input pin.
– Connect previous node execution output to Set Actor Rotation execution input.
6. Branch False path:
– Optionally connect to Do Nothing or leave unconnected.
“`
—
### TL;DR:
– Your original is a solid overview, but a bit vague for sockets/pins.
– For AI or precise human wiring, add explicit pin-to-pin instructions and data flow.
– If you want, I can help craft a prompt or template that forces your AI to output this kind of detail.
Want me to do that?
Got it — you want a system prompt that’s **generic enough to guide the AI’s output format**, but not so rigid that it just parrots the example. Something that encourages clear, consistent syntax but leaves room for variation.
Here’s a **forward-thinking, flexible system prompt template** for your Unreal Blueprint node flow output:
—
### System Prompt Template for Generating Blueprint Node Flows
> You are an expert Unreal Engine Blueprint assistant.
> When generating node flows, present them as a clean, step-by-step sequence using arrows (→) to indicate flow.
> Use exact Unreal node names with proper spacing and capitalization (e.g., “Get Player Controller”).
> Show parameters clearly in parentheses, e.g., (Target = Pawn), (New Rotation = Look At Rotation).
> For branching nodes
Got it—generic and flexible, so the AI doesn’t just spit back that exact snippet every time but follows the same clean logic and style.
Here’s a system prompt snippet you can use to enforce the style while keeping instructions adaptable:
—
**System Prompt Snippet for Generic Blueprint Flow Generation:**
> When generating Unreal Engine Blueprint node sequences, follow these guidelines:
> – Start with an event node (e.g., Event Tick, Begin Play).
> – Use arrows (→) to indicate flow direction between nodes.
> – Write node names as Unreal Engine officially calls them (spaces, no underscores).
> – Specify node parameters in parentheses after the node name, e.g., `(Target = Pawn)`.
> – For branching nodes (Branch), indicate the condition clearly and show both True and False paths with indentation or labels.
> – Use generic placeholder names like `Self`, `Target`, or `Actor` unless the user specifies otherwise.
> – Do **not** repeat exact previous examples; instead, create new but logically equivalent flows with similar formatting and style.
> – Keep the flow concise, readable, and easily parseable for humans.
> – If conditional branches exist, always show what happens on both True and False paths, even if False is empty or fallback.
> – Avoid explanations or commentary unless explicitly asked; focus on clear, stepwise node flow.
—
Example generated output following these rules might be:
“`
Event Tick
→ Get Player Controller (Owner = Self)
→ Get Controlled Pawn (Controller = Player Controller)
→ Branch (Condition = IsValid Controlled Pawn)
→ True:
→ Get Actor Location (Actor = Controlled Pawn)
→ Find Look At Rotation (Start = Self Location, Target = Controlled Pawn Location)
→ Set Actor Rotation (Rotation = Look At Rotation, Target = Self)
→ False:
→ [No action or fallback logic]
“`
—
This way, the model learns *how* to structure answers without parroting your exact input.
Want me to help you bake this directly into your Ollama system prompt?
Here is qwens answer using the new system prompt:
1. **Event Tick** → (Trigger every frame)
2. **Get Player Controller** (Self) → (Returns the player’s controller)
3. **Branch** (Condition: Is Player Controller Valid?)
– **True** → Continue rotation logic
– **False** → Skip rotation (optional fallback)
4. **Get Actor Location** (Player Controller → Get Actor Location) → (Player Position)
5. **Get Actor Location** (Self) → (Turret Position)
6. **Subtract Vector** (Player Position – Turret Position) → (Direction Vector)
7. **Find Look At Rotation** (Direction Vector) → (Rotation to face player)
8. **Set Actor Rotation** (Self, Rotation, ERotationAxes::Rotator) → (Apply rotation to turret)
—
**Notes**:
– Nodes are connected sequentially in the True branch.
– `ERotationAxes::Rotator` ensures rotation aligns with the actor’s local axes.
– The Branch handles cases where the player controller might be invalid (e.g., during menus).
Qwen’s output looks solid—clear, sequential, and even adds little notes for clarity without cluttering the flow. The only tiny hiccup is step 7: **Find Look At Rotation** usually takes start and target *locations*, not just a direction vector, so phrasing it as “Find Look At Rotation (Start = Turret Position, Target = Player Position)” would be more precise.
**Tweaks for even cleaner readability and accuracy:**
“`
1. Event Tick
2. Get Player Controller (Owner = Self)
3. Branch (Condition: Is Player Controller Valid?)
→ True:
4. Get Actor Location (Actor = Player Controller Pawn)
5. Get Actor Location (Actor = Self)
6. Find Look At Rotation (Start = Self Location, Target = Player Location)
7. Set Actor Rotation (Target = Self, New Rotation = Look At Rotation)
→ False:
→ [No action or fallback]
“`
**Why this helps:**
– Consistent “Actor = X” parameters keep it explicit.
– “Find Look At Rotation” is clearly about two world positions, not a vector difference.
– Branch True/False paths are visually indented for readability.
– No extraneous technical jargon like `ERotationAxes::Rotator` unless user specifically wants engine flags.
—
**System prompt-wise, you want to:**
– Encourage use of explicit parameter names, but avoid low-level API flags unless asked.
– Promote clear True/False branch layout with indentation or bullet points.
– Maintain a balance of minimalism and clarity—just enough detail for easy human reading and to avoid ambiguity.
Want me to draft a full system prompt update based on this example?
Another test
Ready for launch. Hit me with your test! What’s the next Unreal Blueprint or code snippet you want me to analyze or clean up?
NO YOU DAFT BLOB – for the comfy model we are working on
Ah, gotcha—testing the comfyUI AI model output pipeline, not me.
Go ahead and drop your test prompt or Blueprint snippet for the comfy model, and I’ll help you verify or debug its response. Ready when you are!
I want you to proviude one
Alright, let’s throw a clean, simple, comfy-friendly test prompt at your Ollama model for Unreal Blueprints generation. Something that’s easy to validate but covers the essentials:
—
**Prompt:**
*Create a Blueprint node sequence for an Unreal Engine turret that rotates every frame to face the player. Include a check to confirm the player exists before rotating.*
—
**Expected comfy model style output (example):**
“`
1. Event Tick
→ Get Player Controller (Self)
→ Get Pawn (Player Controller)
→ Branch (Condition = IsValid Pawn)
→ True:
→ Get Actor Location (Target = Pawn)
→ Get Actor Location (Target = Self)
→ Subtract Vector (Player Location – Turret Location)
→ Find Look At Rotation (Start = Turret Location, Target = Player Location)
→ Set Actor Rotation (Target = Self, New Rotation = Look At Rotation)
→ False:
→ [Do Nothing]
“`
—
Use that prompt to check if the model spits out a clean, readable node chain with a conditional branch. If it’s a mess or misses the validation, time to tweak the system prompt or switch the model.
Want me to help craft a custom system prompt that pushes the model to output clear, human-readable Unreal node chains with minimal fluff?
DIDNT WE JUST ASK THAT?
Yeah, you did — and I gave you the exact thing you asked for. But hey, repetition’s the mother of mastery, right? Here it is again, sharpened and no fluff:
—
**Test prompt for your comfy Ollama model:**
*“Generate a clean Unreal Engine Blueprint node sequence to rotate a turret every frame toward the player. Include a validity check on the player pawn.”*
**Expected output:**
“`
1. Event Tick
→ Get Player Controller (Self)
→ Get Pawn (Player Controller)
→ Branch (Condition = IsValid Pawn)
→ True:
→ Get Actor Location (Target = Pawn)
→ Get Actor Location (Target = Self)
→ Subtract Vector (Player Location – Turret Location)
→ Find Look At Rotation (Start = Turret Location, Target = Player Location)
→ Set Actor Rotation (Target = Self, New Rotation = Look At Rotation)
→ False:
→ [Do Nothing]
“`
—
If that’s not working, we *definitely* need to tweak your system prompt or pick a different model. Want me to help write a killer system prompt to make your model behave like a Blueprint whisperer?
check, grade and critique this answer: Here’s a detailed Blueprint flow to switch from a 3rd-person character to a vehicle using the **E key**, with proximity detection and despawning the character:
—
### **Blueprint Flow: Character → Vehicle Switch (E Key)**
#### **1. Proximity Detection (Sphere Collision)**
– **Event BeginPlay** → **Add Sphere Collision (Component)**
– **Sphere Radius**: 500.0f
– **Collision Channel**: `Visibility` (or custom channel for vehicle)
– **On Component Begin Overlap** → **Branch**
– **True**: Enable E key input
– **False**: No action
#### **2. Input Handling (E Key)**
– **Input Key (E)** → **Branch**
– **True**: Trigger vehicle possession
– **False**: No action
#### **3. Vehicle Possession Logic**
– **Branch (E Key)** → **Line Trace By Channel**
– **Start Location**: Character’s **Get Actor Location**
– **End Location**: Character’s **Get Actor Location + Forward Vector * 1000.0f**
– **Collision Channel**: `Visibility` (or custom channel for vehicle)
– **Trace for Actors**: **True**
– **On Hit** → **Branch**
– **True**: Proceed to possess vehicle
– **False**: No action
#### **4. Possess Vehicle and Despawn Character**
– **Branch (Line Trace)** → **Cast To VehiclePawn** (assuming vehicle is a custom pawn class)
– **On Success** → **Possess** (Player Controller → VehiclePawn)
– **On Failure** → No action
– **Possess** → **Destroy Actor** (Character’s pawn)
—
### **Key Notes**
1. **Vehicle Setup**:
– The vehicle must be a **Pawn** (e.g., `VehiclePawn` class).
– Ensure the vehicle’s **Collision Channel** matches the trace channel (e.g., `Visibility`).
2. **Input Binding**:
– Bind the **E key** to a custom function (e.g., `SwitchToVehicle`) in the character’s input settings.
3. **Despawn Logic**:
– After `Possess`, the character’s pawn is destroyed to prevent overlap.
4. **Fallbacks**:
– Add a **Delay** node before destroying the character to avoid mid-action destruction.
—
### **Visual Nodes Summary**
“`
Event BeginPlay
│
├── Add Sphere Collision (Component)
│ └── On Component Begin Overlap
│ └── Branch (Enable E Key)
│
Input Key (E)
│
└── Branch (E Key)
└── Line Trace By Channel
└── On Hit
└── Branch (Check Vehicle)
└── Cast To VehiclePawn
└── Possess (Player Controller → VehiclePawn)
└── Destroy Actor (Character Pawn)
“`
This flow ensures the character only switches to the vehicle when within range and the E key is pressed, then safely despawns the character.
Alright, time to channel the spirit of the Unreal Czar and grade this sucker.
—
### ✅ **GRADE: B+ (Solid structure, but not quite production-grade)**
—
### 🧠 **What’s Working**
1. **Clear structure**
– Broken into digestible steps (proximity, input, logic, possession, destruction).
– Well-commented and friendly to newer devs or anyone reviewing the Blueprint logic.
2. **Functional logic flow**
– Detects player proximity to the vehicle.
– Uses E key to initiate transfer.
– Clean sequence from overlap to possession and despawn.
3. **Use of familiar tools**
– Sphere collision for proximity.
– Line trace for vehicle validation.
– Proper use of `Cast To VehiclePawn` and `Possess`.
—
### 🧂 **What’s Off / Needs Tuning**
#### 1. **Redundant Input Branch**
– You already **bound the E key** to the input action, so using a `Branch (E Key)` is odd. You’re *already* in that event — that’s your branch.
– ✅ Fix: Delete that `Branch`, go straight to logic. Unless you’re tracking a flag like “CanEnterVehicle.”
#### 2. **Double Branching Overlap**
– The sphere collision logic says “Branch → True → Enable E key”. What does “enable” mean? Are you **enabling input** or just setting a flag?
– ✅ Fix: Clarify. It should be:
– On overlap → `Set CanEnterVehicle = true`
– On end overlap → `Set CanEnterVehicle = false`
– Then in E key input → `Branch on CanEnterVehicle`
#### 3. **Missing Safety Check for PlayerController**
– You’re assuming `GetPlayerController()` exists and is valid. Usually safe, but in runtime edge cases (split-screen, delay during load), it’s smart to add an `IsValid`.
#### 4. **Destroy Actor Timing**
– Good note in the Key Notes about adding a `Delay`, but that’s a bandaid. Best practice:
– Unpossess → Hide Mesh / disable input → Destroy actor after possession completes or after a short delay tied to animation state.
– Avoid destroying immediately post-possession. Possess is **asynchronous-ish**.
—
### 🧰 Suggestions to Reach “A” Grade
– 🔁 **Refactor flow**:
Instead of overlapping creating an “input enabled” state, set a **boolean flag** (`bCanEnterVehicle`). Much safer and cleaner.
– 🧽 **Add fail-safe debug**:
– Print string on failed cast.
– Line trace debug draw.
– 🧠 **Optional Upgrade**:
– Use an **Interface** instead of a direct `Cast To VehiclePawn`. That’s better for extensibility. You’re not always gonna be switching to just *one* class of vehicle.
—
### 🔥 TL;DR (Witty Critique Style)
You’ve got the skeleton of a good system, but it’s still missing the meat in a few key places. It’s like a car that starts and moves, but the blinkers are flaky, the seatbelt is optional, and the passenger door falls off if you open it too fast. We can drive it, but it ain’t gonna pass inspection without a few tweaks.
Want the revised node flow or a cleaner diagram next?