#blueprint
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yes it does
PIE sticks to a selected viewport normally
so your second viewport isnt in game
its editor time
it literally says selected viewport when you go to switch between simulate and others
Omg yess! Thank you so much. I'm sorry for the dumb questions
It's my first week using unreal
there is an "eject" button you can press to "leave" the pawn and turn a viewport back into a normal controllable editor viewport during PIE, i think it is also F8
Thanks you so much everyone. I was really bothered by this ๐
you can also shift + f1 and click the eject button if for whatever reason the hotkey fails you
nice
Quick Q, I want to use the math constant "e" in a function somewhere
How to do that
I cant use it in blueprints?
I don't think there's a node for it?
I suppose it isnt possible in math expressions either then :(
there's an add math expression node
wait, did you mean this ?
nvm that's exponential
thats the thing, i want to use it in float calculation and those nodes do something thats not just giving me that value
considering it's a constant, can't you just create your own ?
its an irrational number so i could but it wouldnt be exact
well with floats you won't get exact anyway
i suppose thats true.. i could make a variable thats close to it and use it
Im just not that hot on maths, I dont want weird cases where my calcs suddenly return negative values or stuff like that and go haywire lol
But ill try it out
Ty for the insight people
i mean unfortunately you can only get so accurate with floats, even if there was a constant it would just be at some point cut off if there are many decimal places
Yeah youre very right :D so itll prob be fine
i was just going to use smt like this (where 150 and 152 are variables) to make a weighted function so i was wondering if itd be possible
Yeah. ๐ I feel that. I actually started avoiding the controller class though and started putting stuff in actor components on the controller. I kinda treat them like a HUD class. Still belongs to the controller, but feels kinda better not muddying the controller itself.
oh, I haven't tried adding actor components to the PC, didn't know you could do that ๐
am i correct in assuming i just scrap all the calcs and replace it with this node lol
Pretty much.
My eyes thank your validation
A PUBG template with multiplayer, inventory, ALS, zone/airdrop etc system, and many more
- ALL ASSETS INCLUDED (characters, weapons, ammo, armor, bags etc)
DM me for more details
Not sure if this is the place
Definitely not the right place. If you want to promote your projects or assets, you need to put them on Marketplace. If you are looking to sell your skillsets, there are #hire-a-freelancer and #freelance-jobs for you to use.
https://www.youtube.com/watch?v=7QjF5rXv5L4
Anyone know how the dismemberment and combat was made in this? X_X
Author: https://www.youtube.com/channel/UC0IwCgmyHLpLkWwcBZmkqTg I added this Two Handed Sword and Oh god what have I done gamedev gamedevelopment in #gamedevelopment #indiedev #indiegamedev #UnrealEngine5 #ue5 #unrealengine #sword #kekinian
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Oh okay, sorry. I changed it!
editor utility: is it possible to iterate over components of selected assets?
is there perhaps a guide on how to make a map menu where you open a world map and navigate it by holding right click not too unlike how you navigate the blueprint graph?
when i press E so fast it bugs, how do i fix this (it happens when the B in the flip flop has its turn)
So, my collision system for bullets only works on actors
Should I just make my entire map an actor
It already is
If i increase the Jump counter to 2 here, how do i get the character to play the same jumping sound it does when the first jump starts?
is this the right location for asking about a loading screen? i cant seem to find any good youtube sources for unreal 5 for a loading screen that arent crap
I'm watching a tutorial about sliding and crouching and I am unable to uncrouch but in the tutorial he can. I have gone through everything and it still doesn't work
Any help is much MUCH appreciated! Thank you!
(I think it has something to do with the event tick)
screenshots are much better quality
wow, didn't expect that, yep, you should screenshot. Also, you can use https://blueprintue.com/
Hey all i am struggling on how to implement a camera shake that plays when the player is hit. This is for multiplayer btw. I had a camera shake play on owning client inside the player character when any damage is called, but then when an AI shoots another AI it causes it to play camera shake on the player even though he wasnt hit
How should i go about handling something like this
Never mind
solved it by overriding the function inside the AI class
wait whats an Actions Component?
What's this in?
can someone tell me how i can make this more realistic? also not play the jumping sound when getting launched in the air? as you can see, i used the most basic and easiest bp there ๐ if some1 could show me a better BP on "https://blueprintue.com/" i'd much appreciate it.
Because it ain't a standard part of the engine
Hey all quick question, i want to play a sound at location, currently i have play sound at location and will plug it into the location, but how can i get the impact points rotation to plug into the rotation to play the sound at
Thanks
I was thinking maybe it could be get rotation x vector frm impact normal but not sure
I'm watching a tutorial about sliding and crouching and I am unable to uncrouch but in the tutorial he can. I have gone through everything and it still doesn't work. I took screenshots this time so it is easier to read. I tried to get anything that might be relavant but I'm almost positive it has something to do with the event tick as it didnt work for him either until he made it, but it still doesnt work for me. Any help is much appreciated
DO any one know how to play full body montages in this setup as when i try to play montage my legs stay thier and upper body animation blend even when im standing
i feel like im dooing really dumb stuff here
isnt that gonna murder my performance?
kinda but it looks dumb as well.
What you should do instead is either have an array that stores all the allies as soon as they spawn or get destroyed and each one of them should have their own event that looks for the nearest enemy withing a radius. This would save you headaches
alternatively, you can spawn allies and make the subscribe to a "look for enemy" event dispatcher
and when called, each will respond accordingly
Ohh i never used dispatchers seems like its wort to look at it
I forget the exact setup but essentially you have to blend weight your montage lemme find it
So the simple solution would be add ally to array when they spawn and remove from array when die
but yea thanks @zealous moth !
lemme show you dispatches
an example
Ahh perfect
here you create it and call it something
this is my BP enemy, i am tying the death event with an achievement event
here i bind the event to the dispatcher
on begin play, if my slayer III achievement was not obtained, bind the event
hello i'm trying to set up dashing and sprinting to be on the same button, i want sprinting to be active while left shift is held down, but i want dashing to work if left shift is held and released within X seconds:
slayer plus will add +1 to the count
So the dispatcher calls the one that its connected to?
i found this combo fucntion in the mapping context that i thought would be helpful, but havent had luck yet:
On my "on hit" event, it checks health. If <=0, then the enemy dies
see here? I call that dispatch
You can also call dispatch by casting to classes
in one of my cases, I have a "leech" ability
so I bind the "heal" from my player to the "death" event dispatch
stuff of the sorts
Yea i see
just not sure what the best approach is to have one or the other active without crazy delays
this would be your solution but I would ask in the #enhanced-input-system
i'll try that thanks
@sonic kraken here:
upper body only uses specific bones and default uses all body
by putting it like this, you will get your upper body montages first checked and afterwards, the default slot
Is it possible to get component default values set from the details panel using an actor class?
Like GetClassDefaults, but I would like to be able to get the components on the Actor and read a value from there
Question
I have the BP_Cube that represents enemy. It has Actor Component AC_Health and it has Widget W_Health. I want the widget to be self efficient and to reuse it on different Actors, such as static objects that would be destroyed and player.
Question: how to get access to progress bar from my widget's event-graph. AC_Health has an event OnHealthChanged that I need to listen to refresh progress bar just when it happened.
if i pick up a key and open a locked door, how can i make the key visible and inside the lock?
Get owner -> get component
Adding to what cold said, when you spawn the widget, you can bind to the event. There can be a few ways you can get the health component but get component by class is a good option and using the NPC actor as the target.
Can't find Get Owner
@frosty heron I see, Get Owner is available in BP_Cube's blueprint. My goal is to make reusable W_Health widget that I can add to any actor and it should work out of the box. Is it a way to do that? Maybe should I create a dedicated actor for that?
Where do you create the health widget?
I just added it as Actor Component into my BP_Cube. Not sure it is a right creation. Should I create it in a Blueprint?
O, so it's a widget component?
Correct
Ok, what I would do is have the health actor component add the widget component to its owner.
As part of this, you'll need to create the actual widget at runtime and assign it to the widget component. You'll then be able to bind an event to the on health updated event as it's created.
any idea how to do something like this? press button or give a key item and make vegeation grow
Structure:
Actor: BP_Cube
-- Actor: BP_Health
---- Widget Component: W_Health
---- Actor Component: AC_Health
BP_Health in runtime subscribes on AC_Health.OnHealthChanged and translates this event to W_Health.
Am I seeing this right?
From what I know, it's a pretty complex mechanic. It'll probably require using a post process material in combination with various particles effects and spawning meshes.
@dark drum would it be easier to make in C++ instead of blueprint? because in Blueprints it looks like overcomplication
It wouldnt make a difference. If you give me 5 mins, I'll sort an example out for you. ๐
Appreaciate it so much, yes please
Something like this.
The 'OnHealthChanged' event dispatcher is on the health component and the 'UpdateHealth' function is on the widget.
This would make the health component create the widget it needs and add it to its owner.
Thank you! I still have many question about this.
- Part of what this blueprint is? There are many instances, and it is a mess for me for now.
- Should I to Unbind the event subscription later to avoid memory leaks?
- How did you create this points for better organized lines?
This is inside the health actor component.
Unbinding shouldn't make a difference in this case as the health bar will only update when the 'OnHealthUpdate' event dispatcher is called. (You would call it after making any changes to the health value)
They're reroute nodes. You can pull from a var input and search for it or double click on one of the lines to create one where you double click.
- What if I spawn 5
BP_Cubes(like enemy NPC), then I destroyed them and spawned a new 5 instances. Is it gonna be fine? Will Unreal Engine clean memory even if I didn'tunbindthe event at thatBP_Cubeinstaneces that are not even exist anymore?
Yea, when you destroy an actor, all it's components are destroyed as well. This will include the health actor component and the widget component.
Is it any difference between:
a: to create a Widget Instance in Blueprint by using Create W Health Widget
b: to add Widget Component manually in Blueprint Components and then to use it as a variable in Blueprint?
A Widget Component and a Widget are two seperate things. A widget component is just a container for displaying a widget in the world. If you manually add a widget component in the editor, it will automatically create the widget. (If you set the widget type)
Adding one like I did above will just spawn a blank/empty container so you would need to create the widget first and then add it to the widget component.
Having the actor component create the widget and the widget component for you means you don't need to manually add it to each character that uses the health actor component making it more reusable.
Thank you! I am trying to implement it on my own with your suggestions
@dark drum how to set value into ProgressBar in Blueprint of W_Health (Widget Component) ? I don't see a way to get access to a widget element (Progress Bar).
I want to create a similar function UpdateHealth like you did
The function 'UpdateHealth' which is bound to 'OnHealthChanged' is inside the widget itself. You need to make sure it has the same inputs as the 'OnHealthChanged' event dispatcher for it to show up. I recommend having 'NewValue' and 'Percentage'.
I made the function, I can't get access to Progress Bar (it is part of the Widget), how to set Percentage value into the progress bar?
Make sure your progress bar is set as a variable in the designer view.
Hello!
Looks like it is not possible to set a variable (not a local one) inside or Anim Notify/Anim Notify State in Blueprint, or am I wrong ? Is it possible in CPP?
It's because the variable your trying to set is read only.
The checkbox of Blueprint Read Only is unchecked though ๐ค
O I get you. I miss read your post. It might need to be instance editable.
No worries ๐
I tried with Instance Editable but same results unfortunately...
I'm trying to create an ESC menu widget for my multiplayer game that can be shown and hidden upon ESC key down. The first "set input mode UI only" make it so I cant use a simple flip flop, so I tried making a onkeydown input function within the widget, but even that doesn't work. Any ideas/suggestions?
You are doing it inside Begin notify. It is Read-Only in this context
in other word, not allowed to set variable
Invoke function
I see... is there somewhere where I can put it ?
Like Squize said you can invoke function
eg Calling function in the owner of the bp where you call the notify
a setter for what ever you are spawning
Begin Notify -> Get owner -> Cast to Bp_X -> Call Setter function
Ah so basically make a custom actor Blueprint with my Niagara effect then change the variable there ?
I have no comment with niagara stuff
don't have a clue how to approach it since I don't use niagara yet
Okok thanks!
When the Anim Notify State end (NotifyEnd), if I want to affect that same actor I set at the begin Notify, how can I do that ?
Since I cannot set that actor as a variable in my ANS
Thank you!
For example in the case I want to:
- Spawn an actor on BeginNotify
- Destroy that actor on EndNotify
How can I keep track of the actor I spawned at BeginNotify to destroy it at the EndNotify?
Track it in the owning actor
sounds a bit shady to spawn an actor on anim notify begin but who am i to judge
Is it?
The thing I want to do is Spawn a Niagara VFX then update a User Parameter of that VFX during the NotifyTick (Imagine tracking the position of the player or an enemy).
That's probably fine
i'd probably have the niagara system exist already and just activate/deactivate it during the notify
I see. I thought that's how Epic did ir with the AnimNotify that spawn Niagara System
Could be, im not sure
I just imagine a very limited lifespan of that actor thats spawned it
Might be fine
Yo yo, is there a way to find what is referencing something inside a blueprint?
I can see one thing in the reference viewer but have no idea what inside that is actually holding the reference ๐คท
Variables, cast nodes, node input values, etc.
Have you tried searching for the asset name with ctrl+f? That might work
Yea I searched every variation I could think of to show something up. In the end I think it's a deleted variable from cpp that might still be holding the referenc in the BP.
I think I might just have to revert the file
Hello, I'm using the PhysicsHandle to pickup/move objects and was wondering if anyone had a good solution to stop the player from being able to launch themselves by slamming the carried object into themselves. I don't want to turn off collision, being able to move objects under you while jumping is part of the game, just don't want to launch the character from the impact.
yeah by adding an exception in the collision code
Any tutorial or info about this to read?
๐คทโโ๏ธ
question about recursion and the maximum loop count:
I am recursively calling line traces to find a path without intersecting meshes here:
First I find the positions at the bottom of the image: this function calls itself a total number of three times in this case.
then I find the locations on the tree in the upper part of the image, this time that function calls itself 10 times.
If it calls itself more than 10 times, I get an infinite loop error. that maximum count is set to some ridiculously high number though, so how does this get counted?
Hi guys, I have an aim function setup (aim at cursor) for a top down game; my question is how do I get the aim to use height so I can shoot at higher / lower points, thanks in advance
Similar to the game "foxhole"
an infinite loop is an infinite loop, u probably made some mistake in your code
impossible!
right, yeah gonna have to thonk about this again then. was just wondering since I read somewhere that different nodes had different cost towards that count (foreach more expensive than for loop which is more expensive than do N times) so I thought maybe one function call might actually cost more than 1 towards that loop count. increasing the number doesn't change the result though so very likely I did make a mistake
u can do thousands of line traces in a single loop
You could have a loop within a loop within a loop type of situation.
If a forloop (10 loops) calls a function with a forloop (10 loops) in it then then you could quickly get 100 loops. Stick another 10 loops in the chain and your already at 1000.
right yeah I'm not using loops in this case. either way, back to the drawing board. thank you for the input guys
If you show what your doing, we might be able to point out the issue.
it's a lot of nodes but sure!
Afternoon all. I am trying to come up with a method of doing something. But I cant think what its called to even begin researching it. I am probably being slow.
I need to run a function continuously while a button is held.
When the button is released there should be a delay, then another function continuously runs until it is interrupted.
The delay can be reset again at any point by the first function.
What would be the best way to implement something like this in blueprints?
Inputs have the 'Triggered' output which is triggered every tick while the button is held.
Alternatively, you could look at using timers.
@dark drum Can I trigger timers inside a BP Component from say the player character?
Yea, just get the component and call the function from it. (The function being what starts the timer)
Cool.
What I am trying to do is make my current stamina system event driven. At the minute, it continuously checks the player speed (if on ground) and calculates stamina based on that.
But it has no delays or events that can be interrupted.
https://blueprintue.com/blueprint/rdyy-lfe/ (Event Graph)
https://blueprintue.com/blueprint/hta7_vtl/ (Find Space function, this one should be fine I think)
https://blueprintue.com/blueprint/qrj4aln8/ (Trace, this one is causing the problem I think)
So I want to drain stamina while performing certain actions, once that is completed, it should say "Stopped draining stamina" and then after a delay, "start regenerating stamina"
Start regenerating stamina should be interupted by draining stamina event.
The fact that it's a lot of nodes is likely your issue. You can actually hit the max loop limit by calling a single function on a loop of around 145,000, despite that the loop count is 500,000. Because it doesn't directly track the loop. You could also bump that up in project or engine settings. but in general BP isn't a great place for recursive stuff or large loop counts.
Reduction of nodes reduces the loop count
hm okay, interesting
I'm new to blueprints and trying to implement audio responses to gameplay messages. I have this basic setup and it works fine for one message type, but I'd like to play responses to several other messages too. Is there a way I can do that all in the same blueprint?
500 / 3 i bet is the number
This issue would be down to the recursion. The 'Func Recursive Find Start Position' for example calls itself if it's line trace doesn't hit something. This could be calling itself 1000 times before it hits something or only once depending on the trace start and end points.
Then you have a similar thing with the 'Func Recursive Trace'.
that should be the other way around, right? I get the return from the trace and on false I return and don't call again. on true I call it again
so currently I am calling it if it does hit something, not if it doesn't like you said
Change your tag hierarchy to the other way. It should start generic and become more specific. So like Message.GridIron.Touchdown, Message.Gridiron.Cheers, Message.Gridiron.SomethingElse. Then you can make that listener listen for Message.Gridiron, not for ExactMatch, and then make a map of GameplayTag to sounds and use the ActualChannel to lookup the sound in the map.
https://www.youtube.com/watch?v=plysKLwqv3E&ab_channel=LastIberianLynxGameDev
Been really confused on what looks better, orthogonal or perspective camera... I've been working all the time with perspective, but it seems orthogonal camera is better.
So i made it up to the player to switch camera to their liking.
However it seems the sky starts bleeding in the bottom into land in orthogonal camera. Anyone knows how to fix this? Should i limit the zoom of the orthogonal view? Also what do you think, is orthogonal better than perspective in this context?
Thanks I'll give that a try
Ah my bad. I read it wrong lol.
no problemo ๐ appreciate your time taking a look!
probably should have called the bool HitSomething, you can blame my poor grammar ๐
Can I toggle a material switch parameter in a blueprint like I can change a vector/scalar parameter?
a bit of superficial knowledge here but I picked up that material switches are for compile time only or sth, so I would guess not. correct me if I'm wrong please
you could probably get the same result with an If node though
I just thought of that too so I guess I will do it this way
The first view looks like Total War. The second view looks like ancient RTSes
yup. why do ancient rts look better than total war then
it boggles my mind
I meant the 2nd view makes your game look old and very 2D
First oneโs better imo
ahhh okay well, most people are saying that the isometric looks better
maybe this video isn't the best
its just showing the issue of the sky bleeeding
below
Yeah I saw that, not sure what thatโs about
But if you get rid of orthographic, problem solved ๐
https://www.youtube.com/watch?v=ldfQ8Nl2Dw4
here it shows the orthogonal vs perspective better
Isn't the isometric Camera looking better? Or its just my impression? Perhaps its my nostalgy for old games?
Why the Isometric Camera is better for performance:
1- It shows less units at the time.
2- It doesnt need the zoom. So it needs less LODs, and less detail on the units.
3- It doesnt require the sky, horizon mountains etc...
4- Can make ...
imo the isometric wins here ^
but maybe im with tunnel vision
or nostalgic for old games
something about the isometric view feels better
maybe its because everything is more readable
its also better in performance
Yeah I get you but I have a hard time revisiting most old games, so maybe Iโm biased here
lol yup. +1 for perspective ๐
okay i guess ill have no choice other than making both cameras, and if statements on the zoom and the camera limits
thanks a lot for your opinion
Np
does anyone have 5 minutes to help me with a possesion/unpossesion bug?
Just ask the question, people will help if they can
this works
this doesn't, and i don't get why and i'll keep tormenting myself until i understand it, can't do otherwise
Why are you possessing stuff in a widget
in short i have a ui menu that i navigate with a UI player controller i made myself. when i press one button i spawn the pawn i wanna use and its controller, then i posses it. but for some reason it doesn't work the way it should. i should plug both references in the posses node and call it a day, but if i plug the reference of the pawn in it doesn't work
Why can I only trigger the timeline once? I thought this would make me able to trigger the timeline every time I pressed the PushButton input?
- is it bad? why so? 2) needs to be a fast and dirty prototype i have what i need i just wanna understand why it doesn't act like it should
I found it out myself, it's because I have to reset the timeline after playing it once
is there a way to have physics objects play sounds when they hit something without having to make a BP and use the on hit event?
What can't you do in C++ ๐
Widgets are transient and shouldnโt really worry about this stuff. What happens if that widget goes away and you need to possess again? And what do you mean by acting like it should
Can I somehow remove the curve handle after the key? I don't want it to go up after reaching the key
I have a level populated with static meshes with physics enabled so having to go through and convert them to blueprints would be a pain. :/
Itโs a visual aid for control only
this is why i'm also spawning the controller, i remove the widget from parent after it has been used, then create another one when i need it. Logically it should be OnButtonClicked:
- Spawn Actor (ship)
- Spawn Actor (ship Controller )
- Possess (Controller and ship controller)
What exactly does that mean?
Is it at all possible your ship is already possessed? And again your widget should just get the PC and call a function from there, which possesses things
Unless Iโm reading that wrong it doesnโt affect your graph at all, only there to help you move the keys around, but maybe Iโm hallucinating
ok, why? no the ship is not already possessed when i spawn it
Oh I meant I don't want there to be a curve after the key, only before reaching the key but I don't know how to achieve that. With removing the latter key I wanted to remove the curve after the first key
Is this in a timeline or where
Yes it's a timeline
You can change the timeline length at the top if you want it to stop at a certain point
Iโm confused as to why youโre spawning the PC, that should already be there at runtime
I don't want it to stop, I just want it to stay constant for 0.25 seconds before going down again. The constant part is affected by the curve in the first 0.75 seconds
Oh, just add another key 0.25s later
At the same height
Move the other one to the right 0.25 as well
why? it is a special PC i made for the ship, it is not present in the level by default. I use one for UI and one for gameplay, and each chara has its own PC
Yes that's what I did, the screenshot shows that but the curve is going up because I wanted to add a curve before the first key
@maiden wadi @gentle urchin @dark drum I un-bloated my functions (removed debugs and everything else that wasn't necessary) and I can now call it 100+ times instead of 10x which should be more than good enough ๐ thanks for the help!
You also control how each key curves. You can make it constant
Hi,
I am trying to do a dynamic weather system using volumetric clouds. What I want to achieve is to be able to change some parameters of the MI that my volumetric cloud actor is using. The problem I have is that I can't get the reference to that material in my blueprint. I have tried with "Create Dynamic Material Instance" but it doesn't work.
Does anyone know a method or has some tips? Any advice is appreciated.
Cheers.
Iโm not sure why it works without an in pawn but youโre saying ship and I only see camera being spawned
bad naming conventions don't worry about that
Usually people tend to use that node wrong, show code
Where is the widget located btw?
Objective
On map load event to change the view to use the CineCameraActor0 object instead of a fixed camera at the 0,0,0 axis.
Attempt
SetTargetViewpoint may be misunderstood by me, but doesn't appear to support the actor object.
Any pointers or suggestions would be welcome.
Thereโs a set view target with blend that might work
Work with normal cameras at least
A chain of other set vector or scalar parameters that I want to change to get the desire look
Nothing more after that.
New View Target [ Actor Object Reference ] , how would I apply the camera in question to it? Clicking "Select Asset" doesn't reveal the object (though it seems to derive this from the content drawer than from the active scene)
You have to get a ref to the camera and plug it in. You want the instance not the asset
This blueprint (self) is not a PlayerController, therefore Target must have a connection.
Get player controller
Thank you; I think my previous attempt involved the CheatManager for some reason rather than the one outside of it. Works as intended, very much appreciated.
Hello can anyone tell me why the widget won't get removed or the new won't appear
is there a way to get the screen position of a widget?
Remove from parent is the correct node and read the note on that cast
Sorry for the Bump
Didn't want the question to be lost forever! (:
if you havent figure out, what you need to do is right click on that node, break the tangent, and flaten the ones that you dont want.
if you want the projectile to have angle for the z axis for aiming higher or lower,
using find look at rotation from 2 points should be find
Thank you that's really helpful
Heyo ! Any idea how to ignore a certain object with a camera ? Other than "Owner no See"
multiplayer?
or singleplayer?
will give it a shot; thanks a bundle
you could just hide the actor if its a single player ๐ค
split screen? ^^'
I have In Game screen that render 2DCameraCapture from the scene, can't see myself if I completly hide the object :/
ah
captures can specify who to hide
other than that, if you are thinking to hide something from a UCameraComponent, your only choices are Owner No See and Only Owner See i think
Yeqh but it's the opposite here, I want capture to see but not the mains camera
Okay, i'll need to figure out how to give all my cams to the same player controller then
Instead of hiding it, try changing SetVisibleInSceneCaptureOnly on the primitives you want to only be seen in the capture.
Still dont works
Ahah.... AHAHAHAHAH
It's that simple. Well, fuck it that work, thanks a lot. This was a problem I had a few month back, had to switch on other issue at the time because I didn't have a solution, but that's perfectly reasonnable as a solution. Not perfect because I'll have to go through all the items but thanks lots!
Idk what youโre trying to do there, is this inside the widget bp?
I would like to have if that button is pressed the other widget should appear
Are you opening a level anywhere after this?
This happens afterwards
And if you click on the RemoveFromParent, and press F9 to set a breakpoint, the click triggers the breakpoint?
It works
Kinda weird. Nothing really stands out as to why it shouldn't work.
You didnโt answer my question
Where is this code
Sorry it don't
In a widget blueprint
Right, donโt do that
You create widgets and remove from parent outside the widget not in it
Ok but how should i create a button and let it press out of the widget?
Generally you call a function in the PC or the HUD, or even on an actor
That creates and adds to viewport
#umg is better at this stuff tho
Don't works
Youโre still doing this in the widget and you prly shouldnโt start with remove from parent, that should be last
after create widget?
it's not adding to viewport? is the other code running ?
all the other stuff is working ?
i am not sure
Like tath?
Yeh
dont still works
how can I make a mesh component to be locked, rotationally, to an axis (for example, its Z axis) and rotate around it to face the camera ?
are your buttons being pressed ? you can check with a print string
is the cast succeeding ?
yes
normally when programming i like to do one thing at a time, try to get one to work
so narrowing it a bit to only one play or new game, just to test what does start look like ?
does it remove all widgets ?
put a print string at the beginning of the start function
see if it fires
well your setting show mouse cursor to false
it doesnt now
so start is firing ? your sure of that ?
yes
hmm
i would start with some less code, just try to remove all widgets
so when you run start it should remove all widgets
if it doesn't then i would start with figuring out why that is
and go on from there
Well it doesnt remove all widgets
does it do anything ?
no
hmm, and you have widgets on the screen ?
yes my main menu
you took out the other code ?
as far as just get rid of the execution line unplug the pin
and your not loading a level ?
no
how did you create the widgets that you have on the screen ?
please help, I made a widget blueprint that says E to interact, how do i cast it or to the object i want, what i am trying to do is get it to show when i am in the box collision.
when you create the widget usually you can promote to variable, and you can get that reference to show/hide
as far as the interact, you can get other actor, that's the one that triggered it i believe
So you would set a reference to the actor on begin overlap, and invalidate it on end overlap, then use the reference to cast to your bp. when you press e, maybe have some sort of variable that says what kind it is
or just fire a function from the actor, like "interact" or something
i'm still new to unreal but i think that's how you would do it basically maybe with some tweaks
Got a question but wonโt be able to test it now, how do I cap the maximum stamina and have it show on my progress bar? If I took 10 away from the max stamina then the progress bar would show a full bar but max stamina would just be 90? Not sure if Iโm overthinking at all.
i mean you probably want current and max stamina
where you do some maths and set the percentage
Iโve got that, current % max to get progress bar
use the map range clamped node
value is the current value, in range a b is the min and max and out range the actual value you want to display eg 0 to 100
I have a slight idea, Iโm doing everything in my head. Will do more research when I get back. Basically going to have a value that takes away 5 max stamina for every 1000 units of stamina consumed so thatโs why I ask how to do it
When i print something before wait until it's printing 2 times but after wait until it's printing only once (it should 2 times because i have 2 actors that fire "add order" event) whyy
hello guys I used Poseable mesh for my actor but I found it has no collision I set there block all but its not working idk what happened in skeletal mesh and static mesh i was able to edit collision and it was working, but here idk any tips?
Do you want the bar to show 2 numbers or 3?
If your max stamina gets cut in half, should the bar get shorter or not?
have a normal progress bar: Stamina bar- Green is Stamina and White is Spent Stamina
Black Bar is the Non-regenerating Max Stamina
For every 1000 Stam that is used, increase the Width of BB SizeBox (And lower Max stamina)
It will shrink our Stamina Bar and give you a visual of how much max stamina you have
Hello all, I am trying to have Unreal connect to the Quest Pro eye-tracker through OpenXR plugin in PC VR mode (using Air link) but it does not seem to detect the eye-tracker (I got constant zero) so I am wondering if anyone has experience with it. It is really hard to find Quest Pro eye-tracker resources...... (using 5.3.1)
Also wondering if I did anything wrong, I could not set up Oculus Developer Hub (I think it is for standalone app not PCVR?) but I have the "eye tracking over Oculus Link" enabled.
Or maybe it is relted to Oculus Developer Hub, I will to set it up to see if it works
Is it possible to set a characters rotate (y pitch) without rotating the mesh? (I already have an aim_offset for looking around)
I.E:
so my "projectile spawner" arrow always aims towards my mouse cursor.
connecting the Y (pitch) in this screenshot makes the aiming perfect but rotates my full model and doesnt use the aim_offset
the screenshots show everything, it should run 2 times but at the end, it only runs once (before wait until it runs 2 times)
You can't do a Delay inside a Loop
it doesn't give any errors tho
It doesn't make errors, the loop has to do everything in 1 tick
then how do i wait for the ui to be valid and then add the order to it?
Use a timer
For anyone wondering; fixed it with this
i can't the custom event has 2 parameters
Does anyone know how to control the distance between objects when spawning them randomly? for instance : it shouldn't be spawned closer than 5 meters.
I have a really difficult Problem I can't seem to solve. I have Gun actors that have child actor components called (grip points), each one holds a relative transform of how the Parent actor should be positioned in the skeletal hand. But Im also wanting to attach foregrip actors to the gun actor and grab the gun by the foregrips relative location, and have that also use the relative transform from the grip point of how to position it in the hand , But Im having a nightmare trying to get this Working with the grip points relative transform Can anyone help
Sphere trace for objects when spawned and have it not spawn the tree if it returns true?
The Foliage tool has this feature built in If I remember correctly
trying to scale and rotate my character, but the origin point of the capsule component is in the middle, how can i offset it to be at the bottom or change the origin?
i had to scale the mesh instead, scaling the capsule scales from the middle
but now the collision doesnt update
you can scale and then add offset to your actor right after. the offset should be -CapsuleHeight*Scale*0.5
also if your character wants to crouch, if you are intending to do a crouch, there is a built in functionality for that. you can specify different height when crouched.
I want to trigger custom event every 1 seconds after beginplay how can I do it
is it wrong
You almost had it
You want to execute the timer on begin play
So it grabs the custom event delegate and runs it
Get rid of that event call at the top and move the timer set there instead
I want to spawn 1 item for all spawnpoints but it doesnt work
whats wrong about it
I get random, store as variable and remove it from array
i don't know what removing from that array does, but probably not what you think it does
is it true that impostors dont work in Ortographic Camera?
those rocks are impostors
whenever i switch to Ortographic camera they disappear
i know that impostors are supposed to check the camera angle
but they should at least render
this is a chat message widget that gets added to a scrollbox. it sets hidden but doesnt remove from parent cause if another chat message is added, it shows the gap where this one that was set to hidden and removed from parent was
it prints after remove parent
maybe i can just set the size of it after its hidden to 0?
i could be wrong, but arent soft references supposed to work even if the actor is in another level?
Not a good idea to have wires crossing behind nodes like that, itโll only confuse you and others when trying to read it
I have one actor in persistent that tries to access a variable on another actor in a different sub level than persistent. With the variable exposed I can pick the actor in the SubLevel, but its not working well
Depends on what โsupposed to workโ means
simply access the variables and change them
That needs a hard ref afaik
Disconnect the timerโs execution from the event
right, you can convert soft to hard once its gotten tho
theres a resolve soft reference node that converts it to a hard ref
but even then it seems to fail, i read on the forums there was a bug in 5.1 that was supposedly fixed in 5.1.1 but that doesnt seem to be the case for me
Ah maybe
Generally speaking, you're not supposed to be softreffing instances. You SoftRef assets, and classes.
its a blueprint in another level, which looking at a few things I think I can see why its failing.
I'm attempting to create a blueprint where the character walks normally but when the left shift is tapped he starts jogging and when it's held without being released he starts full-on running.
The problem is that with my blueprint it's set to toggle instead of hold like I intended. Any tips? I have to completely click shift again to get him to stop running instead of just letting go of shift.
Right. But a blueprint in a level is an instance. You don't softref instances.
how should i go about getting a ref to it? Get actor of class doesnt seem to work and a few of the other "normal" methods
You can do this fairly easily with the #enhanced-input-system
Do the 2 interact in any way (I.e. collision)
its not for a game purpose per sey, so there is no "character" its moreso in the realm of environment art
Sure you can.
for the most part it is pretty basic i think, one bp in one level, one in another, i just want the bp in persistent to access and set a variable in a sub level
basic in theory it seems
Is that sub level loaded ?
How can i set this param back to it's default ?
on the second one i want it back to default instead of setting the color
I am able to make timer tick every frame? i dont want use event tick and I want have my controls system and speed in timer , or do you think 0.01 is fine?
Just use an event tick...
This isn't going to change it
I will have a look when I get home
An timer executing every tick is literally just an event tick with overhead
Chances are your replication issues are not a result of event tick
But your implementation
Plan is to just have it greyed out or have max stamina shorter than the end of the progress bar
(most likely due to BP if the issue is stuttering)
๐
How can I detect which limb I hit with my character's weapon
This is just saying None
Hello, how to select our squares in Modeling Mode when we are at the Top please
Hey all!
I have multiple different actor classes, which can interact via an interface.
Since code reacting to that interface would be same in all of them, I've decided to implement it once in a component, and then simply add that component to all classes. I also tried to add that interface to component itself (not actors) - but it doesn't seem to work as I imagined ๐
It feels like I am missing some key thing to make it all work cleanly - what am I missing there?
Am I at least going in the right direction (for decoupling and code organization), or am I doing some rookie mistakes?
Thank you for any insights!
sadly it was not, i thought it was the whole time, but opening up the sub level that was loaded it didnt have the actors. After loading the correct SL it works as expected. facepalm
Happens
why not reparent to a base class instead?
Thanks for the tip, I appreciate it โค๏ธ
save the default value beforehand or hardcode a variable called default
I want to achieve a more flexible (decoupled?) code structure. I've tried having a very "base" class that all other game entities are inherited from, but it always felt a bit too rigid. Not flexible enough.
Like, in my mind, having a HealthDamage component separately could mean that I could at any point make anything damageable - a character, any object, or even a "quest" exclamation mark above player's head. Not that I need to now - but I feel that at some point, I might need this sort of flexibility for experiments.
try an actor component then, you can basically plug it all in
whats a good way to get more air control? setting air control to 1 still doesn't make xy momentum cut off any quicker
Anyone know how I could make him fall down when his legs get chopped off? Would I need to use physics control component or something?
Hi ! So im struggling a little bit with Overlaps in my logic. There is my main actor wich is only made of two instanced Static meshes (two planes) inside the same actor (pic1). However, im struggling to make it so those two plane are one and only one trigger of overlap. Currently when I step in between the two planes (pic2) It counts as an overlapEnd. How do I make it so the whole black area is one trigger only? (without exporting a custom shaped mesh thats exactly like the room preferably). Im basically having the same problem than this person : https://forums.unrealengine.com/t/one-actor-multiple-colliders/382084/2
woah this looks so unique
how would i get the mid point between the forward(or backward) vector and the right(or left) vector?
for/back value and left/right values are derived from the current input, and are either 1,0,-1 depending on the direction held, trying to get diagonal dashes working
Add them together
This feels weird. What is a better way to get the actor to call interact on?
dont you mean add them and divide by 2?
on input, reset the velocity in the X and Y axis.
Or normalize it. But yeah
Not exactly what you need , but here's a handy function for getting the halfway point between 2 vectors
on e pressed call the interface based on what a line trace hits
normally for my interaction I use a line/sphere trace on tick to identify what im looking at, for interact widgets and such, and then store the last looked at thing
is the reference isn't null and implements an interact interface, call the interface
in that case you could just do this
gah , reinventing wheels
I almost did the same thing yesterday with rotators. Was trying to find the middle of two rotators until I remembered lerps existed
Ok I need some help with collision because of course it isn't working as I expect.
I just want to get all the overlapping actors in my box, very simple. but the array returns nothing at all, because unreal collision is just like that sometimes. Can anyone help me figure out what is wrong?
@crimson saddle what are you trying to do?
might be a shot in the dark, but the other day i came across some shady behavior with multiply nodes that converts floats to vectors, and it would return 0. if you have something similar on that integer to float, it would be worth trying to remake that multiply node, or you may be setting the extents of the box to 0.
I Added a reload animation to my character animations recently and the aim offset seems to effect where the left hand lines up to slam the magazine, so if i look straight, no issue, if i look down, the hand is off. How fix/ what words can i lookup to research?
you can try to disable the aimoffset while reloading, or restrict it
the reason i asked him was that this is a very bad roundabout way of doing it.
He should instead use a box trace at that vector location and get all the overlapping actors that way instead.
im not sure if that is faster, as it could be the case that unreal caches overlapping actors as they come and go
meaning theres no extra querying
not 100% sure but it would make sense
At that point, just use a static overlap collider box and whenever something overlaps, add it to a local array
however he is going for all actors which makes even less sense
like... the ground? foliage? a random tree?
i know it's off topic but how are you making that gooey effect?
if i disable it the gun will always be pointed straight
what do you mean?
look up physics animations
you can lerp between 100% physical and 100% animated
look up IK? force the hand in that area?
can try that but unsure how. ill see if can figure it thanks
the meshes in that post are like gooey metaballs
So, let me see if i get this right
The Player Controller Blueprint acts as a mid term between what i type on the keyboard/controller and the pawn, and he knows which one should use via the Gamemode BP, which you set the default pawn
And the way Unreal implements the thirdperson character template it's no the best way for multiplayer games (lan/wan), since if nodes should be in a PlayerController BP
I'm asking this bc i'm trying to do a target lock system, i know theres a lot of ways to implement it, i just find curious that some use Player Controller, and since i didn't knew wt* was that and the use of it i got little confused.
(Not gonna ask how he knows which player typed what and how it redirects it for the right pawn since i even search for it yeat)
can anyone help resolve this error?
Are you using live coding? sometimes I get that error in my animation blueprints after I do a live coding compile
Restarting the engine makes it go away if there isn't anything actually wrong
Otherwise, you have a null reference. Maybe a cast you're doing is failing
i am not using live coding
let me try restarting the engine\
nah man error is still occuring even after restarting the engine
show where in the blueprint the error is being thrown
it is throwing me here
which node specifically? did it highlight one when you clicked the error?
SportsCar is invalid.
it is sportscar_pawn
idk why self would be invalid if the actor itself is calling the function
do you want to see the whole blueprint? i can share my screen with you.
nah sry I can't be hopping into a voice chat rn, I was about to be going to bed
oh okay maybe tomorrow
for debugging, you may want to throw in some validity checks; maybe get some hints where it might be going wrong
Where is the function ResetToRandomPointOnSpline?
If that is the event calling this. Then what is calling that event?
it is in sportscar_pawn
Hope its the right place to ask a question, Does anyone know the best way to do a water hose that would interact with the world an limit how far the player could move it, I tried using a cable and attaching it to the players hand but the cable can be dragged through objects even with collision enabled.
@raw fog maybe a spline with spline meshes attached to each segment, though I don't think you get physics for that out of the box. There are also plugins on the marketplace (I saw them a while ago but I csnt remember their names)
use a physics constraint to constrain the distance
Aight thank you i will have a check on the marketplace to see if i can find it!
a plugin for something that an engine feature can do!?
what am I do wrong. I want to spawn 1 item for all spawn points
have you tried looping through the array and spawning through each iteration after setting all the spawn points
You realize you're getting all actors of class every loop, so removing an element from your array is pointless, since it'll just be re-added on the next loop
get your array and plug it into a For Each Loop node
Then have it spawn after every iteration
Or atleast do an is valid check on the chosen index
oh ok :7 ty
A For Each Loop is a special kind of loop designed to work with array variables. In this video we show how to use them.
A link to the wiki for further notes is available here -
https://wiki.unrealengine.com/Blueprint_Essentials:_For_Each_Loop
this should help !
I create widgets dynamically and I would like to save references to others in these widgets, I create a SaveObject and it is probably better not to save references there, only through e.g. ID?
someone can help?
Hey, I'm looking for help in animations.
I want to know, why in the animation sequence, by default it returns to the start of the animation when it finishes?
Look at this:
How can I make it remain at the last pose it naturally reached without this return?
I want to create my anim montage by merging animation sequences, but I get this artifact of the return instead of them simply ending how they do naturally
I can edit it in an outside animation software, but wondering if there is a way to resolve it in unreal engine.
this is how it should be:
I just want to fix it can any body help
You're making the array shorter without lowering the possible random integers, so it'll be able to randomly pick invalid array indices. Then on top of that you're not stopping the timer, so once it's done spawning them all it'll keep going trying to get the actor transform from nothing repeatedly
With the context that you want each of them once, you could do this
now it spawn more than 1 item same time
Don't remove anything from the array, so delete that from the end. Then add a delay at the end with the amount of time you want between each spawn. Also remove the timer and instead connect the SET node's white execution wire directly into the SHUFFLE node. Like this, I think this would work
That delay would do nothing. The ForEachLoop will spawn every item in the same tick.
Ah, well I've not used delays like this before to know. I knew there was something about delays in loops, but I forgot what it was
okay, back to the timer we go
It sound like you want something like this.
I want to spawn 1 item in a random point every X second
It'll do that until all the spawn points have had an item spawned at them.
ty
This will spawn an item at every spawn point every second. Just for clarity on your previous screenshot. ๐
I like how there's different solutions to achieve the same result. I was setting up something similar, but plugging a last index into the random integer
at every spawn point or at one of the spawn points ?
For the screenshot I replied too (the method that doesn't work), it would spawn an item at every spawn point in a single tick, then a second later (due to the delay) would then spawn an item at all the spawn points again forever. The setup creates a loop that would spawn items ever second until your game grinds to a holt and crashes. ๐
This isn't in regards to the screenshot I shared. ๐
oh ok
and how can I add back removed index to array
if someone picking up item, need to add back
Hi, someone know how I can draw a Spline with a top down camera with the mouse to draw a path?
You on 5.3? @hushed trellis
Hello! Does anyone know if there's a way of getting a data table within a data table?
I have a data table with rows of other data tables and I want my spawned actors do get 1 data table each to get their data from. But the problem is that if the node "Get Data Table Row" isn't getting a specific data table asset it does not know what to put out in the out row.
Is there another way of doing this perhaps?
Can someone tell me if I should create game saves for widgets in GameMode, or can there be a player controller? the save will be created by the server and saved on the server
That use to now work , i think t does now
Shouldnโt be saving widgets, anything in there should be transient
means variables that are loaded into widgets
I'm om UE 5.2.1 and I've been trying this since yesterday ๐
You have to disconnect the Data table Pin, and manually select a DT from the dropdown
That will change the grey Wildcard pin
You then have to do something with that pin (Break it) so it dosnt turn back into a wildcard when you plug Data Table back in
IF it works , the Datatables have to use the same struct
Is LineTraceByChannel w/ draw debug set to One Frame in On Tick really that heavy that it literally completely freezes the game or is it some UE5.3 shenanigans
It looks like it worked! Thank you very much! ๐
I've not had any issues with the game freezing when showing debug lines per frame.
Yeah something seems to be wrong either with my drivers or something, since even turning on showdebug modes freezes rendering
Actually any debug drawing seems to freeze my rendering wtf...
Time to restart that pc
how can I find sideway component of the velocity?
Sry not sure what sideway component of velocity means
https://youtu.be/LG1CtlFRmpU?si=-64ZLQhi-f5QlcuX&t=292 I am trying to find implement that part
A rundown of the general principles used for arcade-style vehicle physics using Unreal Engine 4 for the upcoming party combat racer Space Dust Racing. Dev blog: http://blog.spaceduststudios.com
@lunar sleet @spring kite trigonometry
Is there a way to to Ignore "Layered blend per bone" when trying to play an anim montage ?
I have a blend per bone setup for sheathing/unsheathing weapons - but would like to bypass it when my character lands (fall animation)
Thanks in advance
set the alpha to 0 or use multiple animation slots
That much was obvious, is there something called a sideway component of velocity in trig ?
lol
I guess maybe he meant horizontal ๐คทโโ๏ธ
i see what you mean
Where would i do that ? (sorry for any confusion)
loop happend in one frame. Adding delay on Loops not gonna work the way you think it does.
What that node will do is spawn X balls after 1 second on sequence at the same time
I posted a screenshot previously of it in this thread
use timer to Spawn something every X second
That worked beautifuly; thanks! x
Also; may not seem like it but @lunar sleet; ive got a whole setup showing all my debugging (line traces / hit points) & using the pause (F9) ive been able to debug a lot of my own stuff so thanks again! ๐
Np
Idk, that system is pretty much deprecated now
Yeah, it's interesting that Epic added this.
Can Input Action go in Components ?
It's good that you can add enhanced input action events in components now.
(thats not an EI input though)
I am in an actor component.
This is how Epic does this for the new first person template for the gun.
It really useful for their whole modularity approach.
@stiff holly ๐ I guess I was wrong about all of that ๐
ahh , i was testing in Scene Comp
That's good to know. Thank you.
Small follow up on this; after setting this up (works nicely) if i set "enable root motion" my character goes 90 degress - I have changed the skeleton so it is upright but cant change the ref pose. Any ideas ?
I think you can switch it either on import or on the animation itself
can i save map variables in SaveGameObjects?
I haevn't touched this in awhile
how i can add space before uppercase in a string??
I cheated it with this:
Trying to set transform of an object in my scene with a trigger and whenever it teleports it seems to overlap the character's camera(third person) and push the camera in. Any idea how to remedy this
It's a solid object that the camera normally must push against so it's a weird catch 22
is the only way to make custom nav mesh boundaries making where you dont want the pawn to walk null?
Dot product
Dot(Velocity, Thing.RightVector)
Or Velocity * Thing.RightVector for the vector
what is the most convenient way to put in a world camera shake during cinematic? since i think you cant put it in level sequence
@lunar sleet This is pretty commonplace recently. Lyra especially does this because they prefer clean actor classes with modular components added. So it makes more sense to add the inputs on a component on something than to use a whole different actor just for some input changes.
Even without Gameplay Features, I started doing this in personal projects just to keep stuff tidy. The general TLDR is that it doesn't affect anything. You can basically consider those inputs as inputs in the component's owning actor, they'll function identically.
Does anyone know why Predict Projectile Path By ObjectType doesn't work for dynamically spawned actors, and how to fix that?
If I place the exact same actor via the editor it works...
i have this check to see if i click a nav mesh modifier off a get hit result and even if i click one, it doesnt print true
Thatโs good, I thought inputs should stay on the char or the PC but it makes sense.
help fast, what do i use if i want code to do two things??? flip flop or branch or what?!?!?!?
ping me if you have an answer
Lol
That is a misconception even with the old system. It was intentionally designed to allow input in any actor that enables it through a local controller. It's just enabled by default in the controller, pawn, and level.
So if you attach a component to an actor it โinheritsโ the enabled input ?
Neither.
Not attached, it has to be owned/registered to that actor.
Oh right it did use get owner
You're probably looking for sequence.
Or anything else based on that vague description ๐
how tf do I get a blueprint interface node that does not require execution. like where is the red, non exec equivalent of this node?
everytime i try and reference a bp interface node, they require execution.
any ideas?
That would be an event
Hey guys, is there anyone who published android games? Can anyone explain how i need to package and send (AAB) 3gb project to play store? I don't know why my googlepad is not working and obb file it's just not included in aab
You need to implement the interface on that bp, compile, then you can use the event
#mobile maybe
how do i detect if i click a nav modifier volume
Ehh it's all good my guy, I'm just still confused why 'Disable Collision' worked before attaching and not after lmao
am i doing sum wrong
Is it fixed now?
Not necessarily, but it might depend on where the code is
in the third person character bp
Oh yeah it works now, now I'm just struggling to capacitate my own stupidity ๐ญ
I just can't figure out why it wasn't working, so another mystery
Tbh, sometimes itโs best to move on to something else for the time being especially if you fixed it somehow. Can always come back later to try and understand it ๐
Exactly what I'm doing ๐ I just decided since it's working now, just to move on to the next feature
Any issues that may come up in the future can just be fixed ๐
how do i deal with mesh overlapping in a blueprint, i want to cut away parts of the mesh that overlap or force a sorting
you can see in the second picture the bottom pops into existence
hey! i'm trying to figure out a way to make a process that scans a large library of (around 300 or more) static meshes (AI generated text to 3D objects in the form of .obj, .mtl, and texture .png files arranged in folders) and arranges them in the scene with a random scale, rotation and location.. (they dont need to spawn continuously throughout the game.. they can all be set at the start..)
i watched a couple of different tutorials that all seem to approach it differently.. they mostly demonstrate spawning a small collection of different objects .. while i'd like to make it so that the process scans a directory at every begin play... so that i dont have to manually import all of them... + i want to be able to add to the directory..
found the translucency sort priority and solved it
Have you enabled crouching
Me again ๐
I'm trying to make a delay on my characters "aim rotate" and "movement rotate" -- I have a rotate towards my cursor setup -- when attaching what i think would work (top right red arrows) I get the smooth aim But I can't aim my character behind where im walking. (hard to explain but have attached pics)
Do you have orient rotation to movement turned on?
I think I love you; been scratching my head with this; I had it turned on but didnt have a set not active when aiming
Yeah what was happeneing is it was setting rotation then you were overriding it. But when you're rinterping you don't override it 100% in one frame
Hi all, I'm a #UnityRefugee looking for some help with an issue rotating my character. I've set the flag to "Orient Rotation to Movement" on my character Blueprint, but the character does not rotate through 360 degrees. Are there any other places I should check for a constraint to prevent rotation?
what do you mean
You gotta enable it in the cmc
This doesn't prevent rotation. This just makes it so that the character will rotate at that rate until it's facing it's velocity. Not entirely sure what you're asking?
guys i made the player crouch but the actual player isnt crouching why
character movement component
Sorry, my issue is that the character is rotating about 30-40% in each direction, and not all the way around. Using click-to-move, if I click behind the character, it's walking backwards, instead of rotating towards the direction that it's moving.
Why is that set to 640?
it's supposed to be the rotation speed.
Oh I thought it was an angle maybe Iโm rmbring it wrong
Does changing it up or down help at all?
When using gameplay tags, is there a way to limit the options that are selectable when using gameplay tags as a var or input?
In the Categories section. Just write the parent tag you want to limit it to.
Hmm. Unsure. The only other thing that normally affects character rotation is the ControlRotation from it's controller. That or something you would be doing manually in a tick function.
The player as in?... The mesh, or the capsule component?
anyone have a place I can learn about the "Call back to parent function"
You mean event dispatchers?
no, blueprint interfaces
What about it
don't understand how to use it and theres no documentation on it
You mean the orange function you can put next to the red ones?
Do you understand the concept of overriding functions?
not really
i dont understand what it is exactly that is being overwritten
A function or event was declared and defined in a parent class
You can OVERRIDE it in child classes to do something else. If you also want to call the original version, you add a call to the parent version.
i didnt realise i needed an animation cuz last time i did it was in first person
๐ Yeah. There are also some default animations that work fairly well for shooters for free from content examples.
nope ๐ฆ
Blueprint comms video pinned here explains interfaces
I'm using the sample TopDown controller, and haven't made any changes to that logic (as far as I know) ๐ It's not a showstopper, it's for a Jam, but would like to figure it out for future ๐
I meant top down
You might have changed something by accident
Use a fresh template and check
Doesn't the top down example already do that?
how do i detect if i clicked a nav modifier volume
or on mouse overlap, cause it doenst have a editable blueprint
my character class implements my interface for putting both hands on a weapon.
I need to change the code a bit so that hands work a little bit differently
I was told that it would be better to go to the parent weapon BP and override the interface function there.
but calling back to parent only works when inside the interface node itself
how does that make any sense?
you can override a functions original usage but it has to be done in the graph where it's original usage is?
why even have a "call back" to anything node, why not just... do what you need to do in the original function?
Did you watch that video?
not yet you said it was pinned?
this
?
was anything with parent overrides or anything of that sort ever mentioned in the video?
I watched it before hand and it helped but not even in the slightest with overiding things.
On the other hand. I'm not sure what an interface has to do with hand placements. Should be done via IKs using sockets.
Also overriding can be done in a child of the parent class
Basically saying donโt do inherited default behaviour
Canโt recall for sure but mainly I recommended that for understanding bp interfaces
When you call back to parent you call the same function you're overriding on the parent
how do i detect if i clicked a nav modifier volume
An interface has no parent, only children. It also doesn't have an implementation of its own so the functions that implement it (not overriding since overriding means there was something there but interfaces just declare the ins and outs) can't call to parent
Why not always use soft reference since it seems to take up less reousces?
If you set the values in a map (var type) via the editor (defaults panel). If you then get the values at runtime, would they always be in the same order as listed in the defaults panel?
Because then you'd have to manually load those resources anyhow. And you don't always want "everything" soft referenced. In fact it's generally a bad idea to soft reference your basic code classes. You should only softref assets or classes that house assets.
The interface might not have a parent. But if you have an interface function in a Parent class and then another one in a Child class. If you call the interface function on an instance of the child class, it will only run the interface on that class, ignoring the parent. You can still add a call to that class's super class's implementation of the function.
Also obligatory personal feeling dump: Interfaces suck.
yeah it does ๐คทโโ๏ธ
how do i detect if i clicked a nav modifier volume
Also just a clarity note on this. SoftRefs don't necessarily take up less resources. They simply let you decide which resources to use. If you have a datatable of 1,317 meshes, and you only need to load up 14 of them, it allows you to do that while still hard referencing the datatable.
Hard references are still good in a lot of cases. Like.. Say you hard ref some specific assets on a class because it will always use them. There's no point to softref them and async load them individually which can become tedious. You can just async load the entire class before spawning an instance which will do the work of loading anything that class hard references.
Inheritance sucks even more ๐
Not really. I'll also be the first to agree that deep inheritance trees are bad. But inheritance does it's job well when done right. You should also mix in composition if you feel like your inheritance trees are out of control. Together with some data oriented design and you "almost" never need interfaces. Interfaces are a niche usecase tool that require far too much work for how much people praise them. They do not make things easier, and they are not an alternative to casting.
It's about using the right tool for the right job, really.
The fact that I need to cast to a child class amazes me
Cast to a child class? From the parent?
You never need to do that, unless you're accessing members of the child class.
I can't come up with a single reason why a parent class would ever need to care about a child class.
There are reasons. Bad ones.
Get Player Controller -> as BP My Controller
Because the return value of Get Player Controller is predefined as a PlayerController object, not your controller.
That's where templates and c++ come to the rescue.
To be fair, that's a terrible use case for me. Because I use components for everything. I never care about my controller classes. I just generically grab components off of them.
Why do I specifically have to cast to it, the dynamic type should be my controller
In fact 5.3 allowed me to even remove a C++ parent class that was fixing a CommonUI bug.
That node isn't dynamic.
And even if it was it would simply cast to your bp controller internally.
Why not (curious)
Epic just didn't make it that way. You could make your own that takes a class input.
How is the engine to know exactly which player controller is currently being used at runtime in a blueprint at editor time?
Realistically. If you don't like using the Cast node everywhere you use your controller, make a library function that gets your precasted controller. If you have a problem with casting in general, I advise a heavy rethought in that because there's nothing wrong with casting. It's essential. You should just be casting to code only core classes, and letting your logic get to where it needs through composition or inheritance so as never to directly or indirectly reference something with assets specified.
I'm not against casting, only against casting to a class so I could use it's function implementation that I've added on top of the base class in a scenario where I only get the base class type.
Does anyone know how to fix my characters rotation (whilst the anim montage is being played) ?
None of the root motion settings work
What is runtime in editor time?
Runtime: You've hit play and are running the game.
Editor time: You're modifying blueprints before actually running the game.
Just basic project extension. Just make a library function that casts it and returns the correct pointer level. You're not really doing anything different when you use an interface. You still have to create an interface and implement the function.
What is Casting in Unreal Engine 4 Blueprints?
Source Files: https://github.com/MWadstein/wtf-hdi-files
If you built the engine from the ground up, you wouldn't need to extend it so much. But you're using a large predefined set of tools that were designed to be extended. You'll do basic infrastructure on any project you set up.
This is a great resource should have joined sooner LOL
Why would I need the runtime type there while editing? Shouldn't the same functions definitions live on the child
When you're modifying a blueprint during "editor time" and using something like the "Get Player Controller" node, then you're just getting the basic built-in class "Player Controller" that the engine knows will exist during run time. If you're wanting to somehow have a "dynamic" node that chooses which player controller to get automatically, that would be impossible as the editor wouldn't know exactly which player controller is going to be utilized in the future. The only way around this is to get the player controller the system knows will exist, and then cast that to your desired controller class and if that cast succeeds, well, then you can use it.
Are you referring to the case where the subclass has functions not in the parent?
So I cast to the child so I can use these?
Otherwise the same function definition exists on any child so the editor shouldn't care
Yes. If you make a child of player controller, and put functions in that class, the engine doesn't know about those functions with only a "Player Controller" refrence. You need a reference to the appropriate class that has the functions and variables you want to access in order to execute/access them.
Yes I'm fine with it, what can you do
Donโt fight the engine ๐
And yes, any children of that child class when referenced in a parent classed reference (eg. Player Controller > ParentPlayerController > ChildPlayerController, you have a "ChildPlayerController" stored in a "ParentPlayerController" reference) then you can still execute any functions on the ParentPlayerController reference but the ChildPlayerController would execute how it knows how to if you override those functions in the child class.
Whee. New project. Lets see how fast I can finish my default setup. ๐
I am idiot. I have blueprint with camera. On BeginPlay I have SetCamera = Camera. but this isn't making the camera active. I have the default free cam which I don't know how to override. Any advice?
Free camera? As in no default pawn specified in the GameMode?
You have a camera placed in level you want to view, or?
Either the LevelBlueprint or the Controller can do it maybe. You'll need to get a reference to the camera actor you've placed in level and SetViewTargetWithBlend from the player's controller.
Most BP nodes are based on c++ functions which aren't dynamic.
Hey so I have a problem that I cant seem to find a solution for. So lets say I have spawn point blueprint and I have 10 of these spawn points in the scene, each with different tag (numbers from 0 to 9). I also have 10 different player character blueprints. And I want to spawn certain player character blueprint on certain spawn point. So lets say I want player blueprint n.3 to spawn on platform n.5 and so on for each one. You could say I want to assign actor index to blueprint. I tried it like shown in the image, but I dont know what else to add at the end and if it would even work. Im open to any suggestions.
I think there's a GameMode function you can override that will handle this for you.
Collaborate
Rereading GameMode code, sec.
if the array has data you can probably foreach the array
I tried foreach loop, but it only spawned the first actor on each spawn point
why are you get all actors but not using the array ?
You mean the last part that is not connected? If yes, then I tried it.. it didnt work as I wanted
Oh. That's neat. Not Blueprintable. But you can pass the player's start point through a level load. ๐
Yeah so thats what I was talking about, I dont even know if its right
So do you have any suggestions?
You mean, just drag in the player start, and players will spawn in order on those points?
No, I was reading through other playerstart stuff. Just stumbled on a neat little thing.
Ohh, my bad
I deduced that I dont need those, I was only getting 1 actor, since I specified the tag and then set the player blueprint, perhaps I'm wrong?
Those nodes were pointless, they werenโt doing anything because you werenโt actually using the output
This tends to happen when you cross streams behind nodes, use reroute nodes to keep things organized so you can see whatโs going on in the code
Okay thanks, but I dont know how I can connect the output with the rest
Not to say thatโs the right way to do what you want there but with an array output like that, you would need to use a for each loop to iterate over every index
thankyou for detailed response!
I also tried for loop, but it only took the first index in array, I guess it's because the output isn't connected
Or did you mean foreach loop for output from get all actors of class with tag?
But I wouldnโt do it this way
This is just to explain what array output could connect to
In general, if youโre using the same node 10 times, youโre doing something wrong
for each out of the array the element should be each index, unless the sequence isn't working to make that array correctly
Is this event for the output that I dont have connected?
your not using the output of that node
So what youre telling with this, is how should the for each loop look at the end where I have those arrays connected to Make Array?
Like this?
but you don't have an execution i would use the last in the sequence
not sure this is going to work anyway because i can't tell exactly what your doing
but that is how you would loop through an array
with forEach, your just missing the execution
So I would connect node from set players array to exec. Players array is basically array of all those character blueprints
But as someone already said, those set players nodes are pointless, because I am not using the output from get all actors of class with tag
well again i would use the last in the sequence that you have to the left, because you construct the array in sequence so in the end hopefully it's created
still not sure what your trying to do i'm a little confused.
You want to spawn a bunch of characters at the specificed actor location that has that tag ?
it's also a bit odd to have length - 7 etc...
So basically a lobby, where a player joins, it spawns him at speciffic spawn point. The character blueprint would have different animation than other players. I guess PUBG lobby has something like that
If youโre doing #multiplayer stuff, this is not the way
As I said, variable Players have 10 indexes(10 character blueprints) and Im getting to them by substracting index from length
right but why not just use the index 0 - 9
I pretty sure that it doesn't matter if its multiplayer or not. The logic for singleplayer is the same as for multiplayer
I suppose I could do that
But still this doesnt change anything
well you can have an array of the numbers and loop through that array and try to spawn based on that to be the tag
you'll probably have to get 0, get class name
so you can plug it into the spawn
Alright well, I guess Ill try that tomorrow. Thanks guys for help and if someone has some solution, feel free to reply to me.
It absolutely does
You also care a lot more with wasted nodes with multiplayer too
And there is a hell of a lot of unneeded spaghetti there
Is there anything "wrong" with storing a variable as a getter function in a BP Function Library?
Nothing in particular. Other than it being less clear than just using a variable
I want to have access to a variable from many places, and i dont want to have to get something else first just to get a variable
first time I've seen this icon next to Array Element, what is it?
watch value
Try not to leave those lying around, they can make your editor lag quite a bit if watching too many
i really didnt add a watch though
i was fixing some broken nodes (renamed C++ classes) and got those
weird
(i didnt even know you could watch values, lol)
Does anyone happen to know the impact of enabling Generate Overlap Events on all meshes in your project? I need to detect if a player swing has hit a wall, and I cannot do that unless everything is generating overlaps. I used to use a sweep test method which worked, but it was not as accurate as I would like.
you definetly dont want to do that
a sweeping line trace is all you need to detect hits
Well someone did
Right click and stop watching it
That's what I was afraid of
as soon as i clicked the node the mag glass disappeared
so it must be a bug
Oh weird
what do you mean it wasnt as accurate?
I was basically caching socket locations along a weapon and dragging line traces between socket locations from frame to frame. It was expensive and missed loads of hits due to socket locations and animation speed and whatnot. Right now I'm using the physics shape as a collision volume and turning it on/off as needed. It hits 100% of targets and feels way better than the line drag
a line trace should be way cheaper than overlaps
The only issue is that I lost my collision with the visibility channel since I'm no longer doing line traces
so you were doing something wrong
for a sword hit you should be more than fine using a capsule shape, and doing a sweeping trace
something like that
They aren't just swords is part of the problem. I've tried something like both these methods. There are outlier scenarios where both of these solutions would miss detections like 5% of the time unless I increase the number of traces. I could get it to work if I cranked up the detection. The overlap volume hits 100% of the time so I was trying to figure out how to incorporate it
But if I can't detect walls I'm going to have to go hybrid perhaps
but did you do a shape trace? or just line traces?
they shouldn't
are you sure it wasnt something else in your bps that was eating up the cpu ?
Yeah insights was picking up that function as high ms. It was just a location cache and sweep, but over all the sockets. I'll give the horrizontal capsule a try, I haven't done that yet
what do you mean all the sockets ?
Er, more like intervals down the length of the blade
hey everyone, from a single event can I trigger one action once (and never again), and another action everytime that event occurs?
To get the shape. I haven't done a single capsule yet, I was doing something more like the images I sent. Both of them are sweeping at intervals down the length of the blade
add a bool and a branch ?
I'll give the single capsule a test now and see if it'll do the trick for me
sorry I just started with Unreal, what are the names of the nodes?
a bool is a variable type
branch is called just a branch
might want to read up on the basics of programming and blueprints if you are asking that though
but the branch triggers the 2nd action when the condition is not met, I'd like to trigger two actions at the same time, but with separate flows
or am I misunderstanding the branch?
maybe with the Sequence node
placing this actor in the level loses all the sub components of the Root
how to fix it if anyone knows?
I have 2 cameras in my scene, what's the easiest way to access both of those cameras in blueprints, don't care about optimization I just have a widget blue print an need to omve the cameras around
Does anyone know why my character stops moving in the air if I let go of the move keys? (Using default templates)
Sovled get all actors of class is enough
hi there - is there a go-to plugin for parsing a local JSON file in BP?
i like VaRest , ill grab link
i have varest actually i've honestly been struggling a bit with its lacking documentation
yes i remember learning it was a struggle
What part you struggleing >?
does anyone know how i get this part ? is it a variable or something?
so im just trying to load a local json file and print a string from an array in the data
== sign is comparsion
That might be an older pic, try ===
You are comparing a string with a string
oh im blind lol ty
== should exist in ue5? Triple prob meant case sensitive
or its == Case inseitive
wait
Use gameplay tag imo
okay yea im lost
For something like level name
the standard new wildcard == dosnt work on string
yea its a older pic 4. and im using 5.1
doesn't work on strings in 5.2.1, only ===
sweet === worked thnak you!!
0o I'm on 5.1. Something new I guess or I haven't compare string yet
yea it wont connect to the print string tho
Show pic
the 4.1 one? im trying to do async loading screen plugin and following tutorial, or are you asking for my current one im doing right now
this is from the instructions
Did you make the .json with the plugin or are you trying to read on from another source ?
@versed sun
if you need a redirect node double click on the cord
OH
