#blueprint
1 messages · Page 9 of 1
You can even gate tick
Like... it serves a purpose.
By changing how frequently it is called
If you need tick based behaviour for a defined length of time, timelines are great
Especially for curving and easing
Intel suggested literally gating it in their optimization pdf
With a "was recently rendered"
But if you have something you want to execute once a second...just use the timer. The value in question is when you want to do an abnormally low number, IE - 0.01
Any changing of that value is simply not paying attention to the issue at hand
Ok thanks
We're not advocating against timers
That makes sense thanks
What's important is understanding why something is bad, again in programming. There's always going to be a better way to do something. If it's not a bottleneck, it's not an issue. That's specially important when it comes to learning, that's my opinion. As they get better they will pick up better ways to do things. I don't know what the riot is about though
I respectfully asked for your reasoning, didn't need 10 others to chime in
Yikes, stack overflow all over again
In sorry that's just fundamentally untrue. Just because something is not a bottleneck doesn't make it not bad.
I didn't give any advice
Especially when the thing in question has unintended behaviour by executing multiple times a frame to catch up
I simply asked him what he reasoning was lol
That's fine, We can agree to disagree on the topic. It wasn't meant to turn into this whole thing
There isn't much to disagree on though? You're just flat out wrong.
Do you feel a sense of accomplishment continuing with me?
No. I don't subscribe to EA's philosophies.
I get it - you don't want to improve. I've made a note of that.
Indeed, we will have to agree to disagree :P
Yeah i seriously don't know what all that was, I only asked for him to explain lol
Keep the passive aggressive comments rolling, you seem to need my attention
I’m curious as to why that would be, can you show the video you mentioned ?
Think its pretty old
And lacks context iirc
A statement like that needs good context
It was a pretty old video, It was released on the epic yt channel years ago. The topic kind of put in a bad mood so I'd rather just let it go unfortunately. All of the commotion was entirely uncalled for.
Getter marked with blueprintAuthority ?
Quick question guys, whats more efficent? Casting each time you want to lean or casting once in the anim bp and then referencing that each time the bp updates?
Profile it^^
Eh
Okay, how can i learn how to profile?
I mean if you can cast just once and keep the code clean just do it
Casting is not that expensive but it’s ok to be efficient
Epic has a video i think? About Unreal insights
Avoid other classes directly manipulating your data
Getting back to this, Is it correct that Method A is better?
Depends on tickrate and framerate
To make the point stand more out, make a heavy function iterating and doing some math on all actors in the world
Framelimit yourself to 30 fps
And compare the two
Timer has advantage of one less variable to keep track of : )
Also depends on the use case, you cant really stop tick (afaik😅), but you can always pause or cancel timers
Still TMR thing
I mean aside from that bool check
method A is time dependent and frame independent. method B is frame dependent
The lower you go the worse it gets, for that specific scenario
Dynamically ?
Yes
Set tick enabled
Oh I knew you could check it there didn’t realize there’s a node 😅
Click the magnifying glass
Excited to hear the results from the test!
accessed none = nullptr
15 fps - lets see it !
Wrong reply ?
@gentle urchin quickly, double down
lol good save
All good 😀
Was for @versed sun
Im a little brain fried or id test it 🙂
The results are horrible :p
Soooo
Timer will lose by far , when the framerate is low (high ms) And the timer interval is verysmall
No, it points at Set Local Health, it says right next to it
yeah it doesn't know what that is
The target of Set Local Health is pointing at Africa
Whatever the target is was not set so fix that
Hard to tell from your screenshots but it’s prly the output of get ground ref that’s returning None at the time the code runs, so if this’ll run again later you can bypasss with an isValid check (fixes symptom)
Otherwise, you need to fix the actual cause
Shift+Win+S to Cut a screenshot with dragging your mouse, and you can Ctrl+V in the chat bar to Paste it
yeah saving an actor ref only works if it was placed in the level afaik
what you need to do is go through the various info you want to save from the actor, then load it into the actor, or spawn it depending on circumstance
load game from slot, cast to save game, set data, save game to slot
Are you saving Ref to Actors ?
c++ makes this slightly more fun with serializing in bulk, and saving all properties
.
that works unless they were spawned dynamically
(though you can save actor references of placed unchanging actors)
just go through each one and save the bool then
Yah , it woundn't be the SAME one
you dont need to save the whole item.
just save an array of boolean properties
tie it to a guid
or some anything else you like
many ways of identifying them
well you tell it when to generate
What do you mean, I told you what the issue is lol
So in other words, don’t use 0.01 timers?
it si done by you, as i said. you tell it when to generate. as to where to find or set it, you make a guid variable on the actor
I was gonna try to answer but I accessed none while trying to read it
If you know how they work you might find a usecase for it running multiple times per frame
I present to you a third option...
If you dont know how timers work, but want an event triggered as often as reasonably possible, use tick
Less frrquent can be a slowed down tick or a timet
You can automate that if you Call in Editor
Plop it in any actor in the level
if it is in the world you can do it
it also goes without saying that ensure your usecase actually needs to be ticking. Sometimes people use ticks as a "waiting for a response to execute something one time" rather than using things like dispatchers
Now bench it😆
It's so unlikely you'd find a use case for it. Are you giving me the benefit of the doubt 😄
nice thinking on that one
Im giving you a loophole :p
hey! never say never!
If i ever do anything once, i make a way to automate it
or , if its worth doing once , its worth automating
Definetly true. Consider if you really need tick in the first place
sometimes whenever i think "why would i ever need this?" I end up running across a hyperspecific usecase for it :P
I try to make a habit of disabling bp tick by default in new projects
its definitely a good habit
That way its atleast one extra deliberate step to get it going
I wasn't even disagreeing with him! I was disagreeing with the statement alone, which was why I asked him to go into detail on it. 
Anyway now that that's all calmed down and I stepped out for aminute, Apologies if I came off the wrong way @thin panther . I could have clarified better
My apologies too. I certainly made an unnecessary remark at one point.
I gave you the reason first 😭
things can have a bad habit of devolving into chaos because it's so damn hard to gauge the tone of text :P
And 100 ppl chime in
I'm sorry , they are called Editor Utility Widget
that too
gets harder and harder to track the more people come in
And it gets intense for the one being ganged up upon
wtf do you mean? What do you even know bro 🙃
Now don't you go insulting people or I'll have to give you a piece of my mind!
I know that i know absolutely nothing at this point
Found new target, Squize, let’s jump him lol
Im always a target
Oooo, look at me
Such high res
Im a fanboy, leave me alone lol
you should know better than to like something on the Internet!
A mistake
First one i made, i swear
@fallow needle You can make super complex EUWs
here is a whole world generator one i made
🔫 now do it in slate
jk dont do anything in slate
keep your sanity
i like the little dice icon :D
thanks , its actually a widget that randomizes the dots https://app.screencast.com/xNk62CegVNw5g
World's leading screen capture + recorder from Snagit + Screencast by Techsmith. Capture, edit and share professional-quality content seamlessly.
Anything worth doing is worth overdoing and scrapping
And the dice are on a .01 sec timer 🙂
Transform, Stats ID# yup
ok. serialize them in c++
Convert to JSON and upload to server to save
Can anyone help me with doing the correct math for my ai targeting. I am trying to get the offset of the nearest Point of the boxbound (local) and set it to the Offset Vector(variable)
So I have a blueprint from a youtube tutorial, really good tutorial on making dynamic snow, but I was wondering if it would be possible to adapt to landscapes, rather than only meshs
Imma post the relevant pieces real quick...
Basically, it seems to reject going into Raycast Mesh Actors, any reason why?
I have no clue how a landscape differs from a regular mesh, other than size, so that would be a good place to start
Does anyone know how to make a wall jump system? I found a tutorial online that I can use for my 2d pixel game, but the first step with inputaxis moveright got me stumped already lol I'm guessing it's been switched out for something new in UE 5?
Why is it that if you run the game, in the level editor's outliner > details tab, if you add an ActorComponent to an Actor (during beginplay), you don't see it under that actor? I can see the player's normal components (movement, custom ones I added), but it won't work for other Actors in game.
Basically if you call "AddComponentByClass", it won't show under the Actor in the Details tab in the editor.
If you had changes to actors in unity, you would see the changes in runtime in the editor.
I'm not sure why it works that way in unreal, however you can always call "get component by class" and access it directly through code
Also when you add a component through code you can click on that node to directly change its runtime details
It's pretty much the same thing at that point
enhanced input system
hi does anyone have any tips on how i can get this sorted? im trying to get the text rendered text locked to display as unlocked when answer is correct
Does any one know why when I line trace my screen goes completely black and only shows the trace and nothing else?
(I’m worried I might have accidentally toggle something in the console command. If so, I have no idea what the command is to undo it)
are intermediate folders needed or can i nuke them?
it looks good, what's the rest of the setup? When you submit an answer, is that event triggered?
I recommend using print strings or add a node check on the event and track it
it depends on the type of wall jump. It sounds like the super metroid kind.
If you do 2D, you can use the "on hit" event to see when you hit a wall. make sure that you check if what you hit is perpendicular.
Afterwards, you can either reset the jump or launch your character in the opposite direction.
For inputs, it's EIS related
So when I hit a object with the answer to the equation it displays where the equation question orginally was as “answer correct” I might have to @ you later as having a break
hit an object??
what's the setup? i thought this was more of an UI thing
are you doing blueprint communication?
blueprint communication i believe let me show you some visuals
show what you got
worst case, watch this @trim matrix https://www.youtube.com/watch?v=hOUdrom37-Q&ab_channel=PendingKill
so this is how it goes, the text "displays a math equation" the answer of the math equation will display on one of the gold coins -> when user hits correct answer object... i want the door to display Unlocked and the red to turn to green
gold coin blueprint is called "answer" the locked is called "open-close"
and you got multiples i guess?
of the coins? yea
@trim matrix so let me get this straight:
you got a BP for the coin answers
you got a BP for the equation
you got a BP for that locked thing, right?
Your best bet in that case is a blueprint interface.
Create a BPI with a single event, add the interface to the equation and the locked thing.
In the coin BP you can give it a wildcard public actor variable. Once set in the world, you can set that variable to be either the equation or the locked.
In your example, it would probably be a simple coin -> locked
so the bps are all inside the "equation blueprint" so i guess you could say they are also child blueprints of "equation"
too
hold on, it's 1 blueprint?
what's the hierarchy?
ohhhhhhhhhhhh you don't need communication then
I thought all 3 things were separate
yea so i was thinking it could be created here?
well based on what you've shown you have 0 interaction with your coins
how do you hit them? jump or touch them?
or walk into them?
i see they have collision boxes
ah, so it is separate
ahhh as child actors
kk gotcha
here's what you can do
in the coin
get parent -> cast to the class -> trigger event
alternatively, in the child, have a variable to refer to the parent and set that in the parent itself
i get what your saying completely im just tyring to invision the logic with the blueprints
in your overlap event, when you overlap the coin, it tells its parent that it was overlapped. then the parent decides if the answer was good
so basically do i get equation and then cast the equation to the class and then do something to change the text
hmm
ohhh
so i should integrate the "open-close" into this somehows
Is their some quick way to make an array of things in BP? For example in situations like this, I can't see any obvious method other than dragging one-by-one
Instead dragging and dropping them to the scene, you can spawn them at runtime and add each of the spawned widget to an array
they're specially arranged
nda
well can't comment further then
I'm specifically asking about how to make them an array as is
afaik you can do array for things that you spawn
if they are arranged in a way that is mathemathical way and not random then you can do that easily by getting the node to offset or to place them in row/collumn
Does anyone have an idea on how the Match States in GameMode works?
(Not GameModeBase)
Please ping me if you have an answer
Hey im new to unreal and im struggling to figure out this code i dont know how the got the min max brightness all i have is minev100 maxev100 and im not to sure how to get the set node
what are you actually trying to do, I don't get the question
just trying to make a brightness slider in the settings
Get the PP volume -> Set members in Settings
are you following tutorial? What Unreal engine version is it using?
UE5 might have changed the name /method, I also can't find min/max brightness
i just have that post to go off
Hi, I’m working on the settings menu of my game and I can’t find documentation or any info on how to change the brightness with a slider. I have also seen some games have a gamma option and I would like to add it too. Can anyone help? Also someone told me to try this Auto Settings in Code Plugins - UE Marketplace but I don’t know how it works s...
I know min and max brightness exist in UE4, so I think it's not the same in UE5
im on 5... i cant find anything on how to make a brightness setting slider that explains it
I suggest play around with the PP setting and watch it in real time
see what setting actually change the brightness
then you can set it from BP afterward
hey guys
is there any solution for this?
may a ask anyone can help me input csv coloumn to scroll list ? or is it possible to do??
just add the value to the scroll list as child
Scrollbox->Horizontal/Verticalbox
Get Value from CSV -> Create widget (Text box or w/e), set it to the value of the csv -> Add it as child to the Horizontal/vertical box
depends on what you want to do
i need only a single coloumnd
Just try this right now, you don't have to worry about csv yet
move this data to the scroll list
can i search in it?
i am aware of what you want to do
but asking can i search in it is kinda ambigious
You can clear the list and filter yeah
just figure out the logic
ill try
It should be easy
Function ApplyFilterOnMyVerticalBox
OntextValueChanged -> Clear all children from Vertical box -> Get input -> If Input contain text value -> Add to child otherwise do nothing
aaaah yeah.x forgot the name
So you are doing the same thing except you are spawning the widget at run time
Text input
Yee
or connect it here
Before displaying the matching ones, you wanna apply a filter to the original items array
should i put it first or after everything else
So its like
OnTextChanged()->ApplyFilterToMyVB->UpdateDisplayedItems
Yepp
Id have a text input field in the function but i guess either works
And output would be an array of the actually found rows thah match the tect to some degree
should i make another function for UpdateDisplayedItems
Id do that
Text input
Like, create a text input for the function
The other function "applyfilter...."
UpdateDisplayedItems would have an array input i guess.. unsure of type yet
DT = data table
Did your existing logic work?
yap
What did it do
doesn't look right to me from a glance
you will need an exact data table row name
that's not the issue >_>
it does work if i remove the new function
Row names cant have spaces etc
So for a user friendly search youd need to compare strings
Assuming theres spaces and partial hits in general
If you had the names as strings yoi could simply do "contains substring"
always the first row removes the spaces
First row is row name
How big is the DT
Nvm partial match
Nvm me
So get all row names
Then foreachloop
Id probably store the actual names (not row names) in a array var in the widget
all first rows are unique
Perhaps multiple depending on how it performs
wiat
Array of type string
Yepp
Event Construct -> GetRowNames -> Foreachloop -> find row by name -> break struct -> get name -> to string -> add to MyStringArray
Yepp
i dont know where to connect this
Get row names first
Plug the row names into the foreach
Perfect
Then get datatable row
In the foreachloop
With the array element as the row name
Hey i have a small problem so basicly i want to make a acharacter selection the players are already standing on the map and if the player hoover over the character it should change the name from the player that hovered. The problem is that the client cant call Server Select Character its a custom event that run server
Now break the found struct
Assuming this is the correct struct
Now grab the name
And Add it to the String Array we made earlier
Alright
Array
Add
When I use gltf runtime exporter which is provided by epic in packaged game, it only exports the mesh.. Does anyone know how to export textures as well...??
Textures are exported very well when PIE or editor mode
You've got a string array variable you made, plug it into that array slot
@gentle urchin
can i ask you for help mr @thin panther
i just need it to return the value to the scroll box
There is not much I can help with past here without reading the whole context, and I do not currently have the time for that
oh sorry
No it's ok! If I get time and see ya struggling still I'll be more than willing
thank you
should i create a function to return the value back to the Vb?
or filter it
first
So now you can start working on the filtering function
im sorry
@wicked martenplease post your issue with all elements, if someone is able to help and has time for it they will answer
I will sir. and again i apologize for not entirely reading the rules
When I created material proxy the problem solved I hope it helps somebody
i deleted the function earlier so i have to create another one
The filtering function basically llops the string array , looks for a substring and puts the indexnin a local int array
the string array i made earlier?
We will be making a search bar in unreal engine to go through a list of names.
Chapters:
00:00 - Overview
00:08 - Creating Name Text Widget
01:28 - Creating Search Bar Widget
02:50 - Generating a List of Names
03:46 - On Text Changed
04:10 - Search Logic
05:30 - Adding Widget to Viewport in Player Class
Discord: https://discord.gg/ZgzHxJJm8w
...
ill try this
Correct
Had to drive kid to kindergarden
Its morning here
Son
If substring return true
You want a branch
And on true, add current index to a new array og integers
where should i drag if substring?
should i create new variable?
If you dont already have it, im not sure what your options would be :p
I wanna make the camera follow the target's X location and having an offset value where it'll flip depending on the Level Side variable
but I don't know how to do that
using the current setup and putting a really high offset value makes the camera behave really weird
which index?
I could use an Add operator, but that'll make the camera only offset into the positive direction
this one?
The index from the loop. Add it to outputarray
And on completed , return output array to get relevant index
oh this one
Try to understand what you are doing here
Thats not how tou add
U dont want set there
Get output array drag it to empty space
im really trying my best
Then on the pin, drag and type add
You are trying to populate an array with index of elements that contain the string that you given
The index in the foreachloop
Like before
You want "Add"
Not set..
No worries, i meditate regularly
Nope
Try to watch unreal tutorials after this
Ideally the one that covers array
U dont need the set node here at all. On empty space type GET output array
Thats whag u want to connect
Connect the square to the add square
And connect the exec on true branch
Then on completed you want to return that outputarray variable
No you need output in your function
I will definitely be doing that,, i just didnt know that id be dealing with array this time
Do you meditate aswell?👀
I have this plan for example, where i want the root to be colliding with the player (pawns) whereas the second bigger sphere should only block visibility for ai sensing. is there a way to differentiate between different collision volumes per actor?
No, but i should 😂
Drag from array to return
A bit below
Drag a lil further
A notch
Dont drag around the exec pin
Noooooo
Move it down to complete
still not done
im sorry for being so dumb. its almost 4 here and i dotn want to rest til this thing is done
Just one more step
simply get the completed execution input into the Return Node
Bolognese
Linguini
You got the electric node but manage to do zig zag 
Where do you call the function, i will take a look
I cant see anything with just 2 nodes
wrong pic tho
What trigger this? Move a little bit left
K you should have a function to display and refresh the vertical box
So i take it u havent add any text to the vb yet?
i havent add. should i bind or just put a text?
You should make a widget first to hold the text
should i connect this first?
Call it wbp_list
i already have
Nah
Show
wait
sheesh finally
it was this simple
no need for help anymore 😅
Create a new widget
i should i separate it
Call it wbp_list or make some relevant name
ok wait
In that widget have a text , turn it into variable
Now make a function in the widget with vertical box. Call it display rowname
Whats inside?
You dont need logic or function in wbp list
The function should be placed in the widget with vertical box
Also get rid of that veritcal box in wbp_list
Then go back to the other widget where the vb is and create a function
Im kinda re iterating multiple times
. Most ppl here are happy to help but we cant hold hands for hour.
First thing to do is probably to clear the children of the vb
So u dont add on top of existing one if its already populated
Make the vb a variable
Go to your function, get the vb , clear all children
done
Show picture
im sorry about that, only if can repay you in any other way. i will
how
On text changed -> filter search name -> foreachloop the output array -> get row names -> get name by index -> get datatable row ->
at search bar?
Yep
Yes for the ontext changed
You can do it like this to display all name. I wouldnt butt in if squize have time to tell you tho cuz im sure he knows a better way
wait
So for displayrowname do the same except no need to add to array. We will create widget instead
You only wanna get the rows whos indexed in the filter outout tho
This
Read and do step by step
See if you get it
Abandon your existing logic for now
yap
Stash it aside
is anyone know about this? I'm trying to control the mass value of all physics bodies in a Physics Asset . I have to do it in BP. So, is there a node or any ways to approach the Mass value of Physics Body in Blue Print?
the output array is the integer one or the string one
there is string one
From filtersearchname function
Thats not part of the output, look at the function when you call it
Just do what squize says step by step
First drop the set filter name next to on texr changed
Hook the text to the stringDT
Ditch the existing logic for now
Stash it aside.
Follow my step by step tutorial
One node at the time
wait
One node at a time
Then connect the output array from the filter function into the foreachloop
(Connect the execs of the nodes)
And plug the text from the EVENT into the StringDT input in the filter function
So we actually search for something....
Dont remoove the getrownames node
Keep it in the middle there
Connect it in the chain
wait u have 2 acc
Otherwise it dont work..
ye im back to my pc now
ahahahah.. cant screenshot
You messed up
You did something on your own
I didnt say you should connect row names to the foreachloop
Yeah but you changed the foreachloop
We want to loop the found indexes
Not the row names
But you still need to have getrownames connected
Yes
But get row names outside the loop
thanks
So we only get the array conversion once
This s correct, but in the wrong order
should i swap the DT row names with for each?
How do I make a child of a widget class?
it was in this order
Yes
The ordering
Nothing else
New bp -> user widget
If you want to child an existing widget, select all classes and find your parent. Lass
but reconnect the chain?
Yepp but with exevs connected in order 🙂
Correct
Could make it cleaner but thats for later 😄
those ones only?
i will dont worry
No I mean from an existing WB I have. It might not be possible since the option isn't there...
Just create new bp -> all classes -> your wbp
Yes ! Yes yes yes !!
Ah alright
You have to create blueprint class then select your widget
Its not the same as bp actor where you right click to create child class
Now you have your filtered list
Thanks @edgy ingot and @gentle urchin
I made common UI stuff and make child classes of it. Something like custom button etc. Saves a lot of time and prevent uneccesary casting
^ Yea, I'm working within a larger project, so my blueprints have to be very dynamic and not interfere with 40 other people making the same thing.
😂
Its even throwing error
lol
i forgor
still non
theres no error
but no more
display
you are supposed to throw the data to the widget - vertical Vb right?
there is nothing inside
You havent create widget and add child to it
Anyway gtg driving nephew , will check back kater
From the outrow u want to get the name
Create widget, add child to vb. Set the text to the nane from the out row
take care
Hey Does Anyone Know How Can We Disable Lumen And Virtual Shadow Maps At Runtime???
i am working on a multiplayer game but cant seem to find this in documentation
i disabled mine back then but it fkd up the graphics
oh mann
what did you do?
i just googled it YT it was version 5.0
because fortnite has this feature
On row found -> create widget -> add to vb
i never found somethinng related to disabling lumen at runtime on yt annnd documentation
https://www.uisco.blog/post/nanite-what-you-need-to-know-unreal-engine#:~:text=If you already have a,click the apply changes button. this is the one i tried
When Unreal Engine 5 released they launched a new feature called Nanite although you may be asking yourself what it is? In this article I am going to cover what you need to know about Nanite, when you should use it, its benefits and it's limitations. Table Of Contents How To Enable Nanite What Is Nanite? What Are The Benefits Of Nanite? What Are...
i dont know if i did it right, because everything went acid trip
this is about nanite???
wait wrong one
how to add to vertical box?
Thats not grabbing the vertical box ref
the first get row names?
this vertical box?
Yepp
is this right?
Yeah but target is the vertical box
Looks fine
Where does it take you?
my outputs here are gone also
Can someone help out, i have in my Level blueprint, a call for another blueprint overlap. In that blueprint however, There is 2 collider, one box and one capsule(caralarm)
I want the logic ONLY to fire if it hits the capsuel(caralarm)
But seems like it triggers the other one, as that is also in bp_car (the other one ends the game with a sequence)
Pls help
is this also good?
One thing at the time amigo
@crude marlin don't use the level BP. Just make the overlap logic inside the actor being overlapped and use the component overlap event
aaaaaaaaaaaaaaaaaaah
i dont get it. the overlap should only happen if i find the actor on the level thats why i went with level blueprint. But even if, i put it inside the BP_Car how would i differensiate between the two colliders so that some logic only trigger by each ?
Add it then set the text to the row name
@steady night projectile path
Then set the text to it
@tawdry surge wdym
@crude marlin level bp is not a good place for anything.
components have an overlap event also. you use the one from the component you want to run the logic
Which one are u extracting?
@steady night there is a node called predict projectile path, or something like that
Thnx , didnt know xD
From the return value of the creatw wbp list, drag it and type get textblock
Then from that text block drag again and type set text
Then connect name to the set text input
Wrong one. U want function for set text
Ye connect name to in text
@tawdry surgehm i mean i wanna spawn a projectile with arc, velocity and arc its path so it hits target
is that what its for ?
Also add to child vertical box make sure u connect the return value of the create widget to the content of add child node
Gtg again
okay
Hey guys, trying to make an in-editor widget. I can't seem to get the 3d world position from the mouse position
I want to create a drawing utility but within the editor, not in play mode
Is that even possible?
Look into Editor Utility Widget
I am using an editor utility widget. Or are you refering to something else?
It still starts everything on the other overlap also
This collision capsule is like 3000 area, and the other is just 200. So i dont get why it triggers the other that has the logic for ending the game. everything ends as soon as i reach this trigger.
no thats right , not sure if you can dod what you want then
If you start the game inside a collision, it wont trigger Begin Overlap
Create an exposed string variable and let the sub widget handle itself 😄
oh thats why you made me a hidden BP
im starting to get the idea
I dont get what youre saying, im not starting inside a collision. I have 1 collider on the Car that starts a sequence for ending the game.
And this new collider should just play a sound. As in the pitcure. But it triggers the end sequence
this is actually the first time i practiced arrays
i actually dont know how
is this right?
Sounded like the Capsule collision area was 3000 , thought that meant a huge scale that would start overlaping whatever you wanted to trigget the Begin Overlap
No im starting way outside
Can someone check this logic and tell me whats wrong
having an index issue in a bp where i push boxes off from a procedural box-wall
what im trying to accieve: a light-up reaction of the items when acceleration change is above a treshold (they glow when the jerk is high)
what im stuck with: the item next to my current item remains set to glow indefinetly
@tawdry surge?
You mean you want to predict the path it's going to take based on the physics or you want to adjust the path to force it to hit a particular target?
so im spawning a Projectile (with projectile component)
it has velocity & arc
need it to be spawned so it hits*
You can use the node i mentioned to visualize the path it will take and it should be fairly easy to work out the angle and force required to make it a given distance
Could also just use the homing settings on the projectile component and let that worry about it
It will arc if you aim higher
Deer cast Reflect , its super effective!!
Look like homing to 0,0,0 ?
yeah,
im setting it tho
and in projectile im applying at construction
or dose it need to be in Begin play ?
Hey quick question, what happens if you use the max of int array node and you have multiple indexes with the same max?
@wicked marten
Test it , but probably return the Index of the first Int that is Max
Like , an array of {2,4,5,1,1,1,5} would return (2)
But , test it
Yeah exactly it does that
I guess my question then becomes how to get all the indexes that have max value
Would you need to clear the array of the index that had the previously obtained max value and then check again, or is there another solution?
You can store the maxes,
And clear if a new max shows itself
It would be the first max, by definition
Single iteration
oops, you wantd all indexes
Single iteration would store the temp max in the loop
Its important i keep track of the index numbers that are max value
And if new max comes, clear the existing array and move on 🙂
Yeah obv the indexes is key
Wrapping my head around your bp one sec :D
{2,4,5,1,1,1,5} would return {2,6}
Thats what Id want yes exactly
Find Max value in array
Loop thru array, any value that == Max Value , add that Index to a list , and return
This code assumes "Temp Max List" was initialised somewhere with the same index entries as "Array" right
no, its a empty Local Var
Or does adding something with an index number automatically bump up the array to that number
Oh wait it probably just creates a singular index that has the value you tell it to have, and doesnt care about the usual "logical" layout of it being 0,1,2,3 etc, right?
Im still learning how to handle all the logic, excuse me 😅
yah , Int arrays suck cause all green
erhmm ?? now its finding the target atleast but wtf ?
Alright, thanks a lot then. Think I can get on with my system
Add will add an index to the end of the current array with the specified value
yeah so if i add lets say index 1, element 5 and index 4, element 5
the int array containts 1-5 and 4-5 but nothing else
no
Fist item added will be Index 0, Second will be 1
But , its confusing because you are calling the value/Element a 'Index" also
An array has an element at a given index
Element happen to be an index for another array
So it gets a bit messy, gotta keep your tongue straight
An element is the combination of an index and a value then?