#blueprint
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oh
yea
Preferably create a function that return valid slot index
You can always call it when you need a check
None of those were involved ๐
๐ญ
I simply applied an offset to all widgets
Proof of concept so all widgets were always updated etc
Can I do offset on the main canvas panel then?
๐ค
Then i just lerped this offset towards a target offset
When a node got clicked it reported back its position
And set that as a new target relative offset
๐๐๐๐tysm I will try that later
Yes?
I would imagine you'd set the widget location within the canvas. Using the interp node, you can get it to move to a desired location smoothly. It's been a while but I did something where you have a container that is larger than it's view window (clipping) where clicking and holding the mouse button allowed you to move it around. You can do something similar with moving the whole container. It would just be getting the screen position of a node and moving the container it's in until it gets to a desired location.
Anyone knows how to call this set hidden in game when OnActorBeginOverlap begins?
Yeah I didn't realised that it's only a matter of offsetting the cp. My problem atm is I have multiple canvas panel, and they vary in size. Will see what happend when I get the chance to touch it ๐ซก
What do you want to hide?
You need to get a ref of the actor to call the relevant function
its not about what i want to hide i want to call it from other bluprint
The function is nested inside actor class so you need to get an actor or it's children to call the function
You can also right click on empty space and turn off context sensitive and drop the function but it would be a waste of time since you need an actor as the target anyway
See your example? Text message is an actor type, that's why it have access to set hidden in game node
Are you perhaps trying to execute a custom function or event from another bp? Assuming you don't explain what you want correctly
Yea I think that's what u want
Beside set actor hidden in game. Create a custom event. Right click create custom even. Name it hideTextMessage or w.e name that make sense
Read what I wrote about custom event
this?
Yup
Now on your overlap make sure u cast to the bp that have say message
From there you can pull the function from the blue pin
I believed it's not bp player but bp red character npc
If this msg function is shared with every other character , then move it to your base class and cast to your base class
so this?
Say message is in bo red character npc not bp red King so no
U need to connect other actor to the object cast
oh yeah sorry
Make sure u connect the target from what u cast too
switched them up
So as bp red character npc blue pin. Drag it and type say msg
Ye I knew this would happend
Read what I said above
It's a type check. What are u checking in this case?
It's either the other actor or the overlapped actor
Try the other actor , connect it to the object
Basically it's saying. When object overlap and the other actor is bp redking, run function say message in bp red king
neither one worked and witht this cast nodes behinde dont work
should it be in sequence then?
Sequence has nothing to do
Do a print string for a start on other actor and overlapped actor
Also try to make sure that the object is not already overlapped in editor
Because if that's the case they have to get out first then go in
It's on BEGIN overlap
it only says 1
Connect other actor and overlapped actor to the print string
You should watch blueprint communication by unreal, this will save you hours
Do another print string for other actor
Then play the game and overlap with the box
Bp player 0 is not bp red King. So the cast will fail
Who's meant to run say message? If it's bp red King, why are u using your player to overlap with the box?
If the function is meant for your bp player, move the entire say msg logic to bp player.
Then cast to bp player on overlap and call say msg
so when i overlap witht the box red King say mesage
Well then you need to get reference to red King somehow
Watch blueprint communication video
If you don't know how to get reference to bp red King, then you should watch the video I suggested
One way to do it is to create a blueprint manager that tracks the enemies and player
Then from any bp I can just get the manager and get the enemy
But helping you with that will be a hand holding session for hours if you haven't understand the basic so I suggest to watch the video
so there is no other way to solve my problem?
so i need to do it with bluprint manager?
Watch the video I suggested , hopefully it will give you enlignment
Manager is just an actor u place in the world
Just a term that is used because it's purpose is to track gameplay objects in the world
It should be where you hold spawning logic too
So whenever you spawn an enemy you can store its reference for any blueprint to access
alr ill watch that video btw i have one small problem too but if you know how to work with widgets?
Just ask, I don't know what your problem is. I prob know 6% of what's inside unreal
Btw bp red King is placed in the world?
yes
so i have binded my text and made it so i can change it based on instance and just put simple border that is resizing due to text size but when i have longer text this happends and i cant put it into many rows
Do you have wrap enabled on the text box?
So I'm gonna give u idea but not gonna walk you through it. My train nearly arrived at its destination and I got readings to do.
- Create a blueprint actor, call it bp manager.
- Place bp manager in the world where bp red King reside.
- In your bp manager create a variable called Redking of type bp red King. In the detail panel of the variable make it instance editable and expose on spawn.
4.Go to the level, select the bp manager you have in the scene. Look for bp red King, select the drop down or use the eye dropper tool to pick the bp red King. - In the bp where you do the overlap. Go to event begin play , get actor of class (bp manager) and promote it to variable. Name it bp manager.
- In the same bp where you do the overlap. Go to your overlap event. Cast other actor to bp player. On succsedd find empty space, right click and type get bp manager. Then drag the blueprint from bp manager and type get red King.
From the red King you get, drag the blue pin again and type say message to get the function
not sure what that is
In your text box detail, look for wrap. I think you have to check the auto wrap tick box. This will place a new line for the text when it reached certain treshold
Warp*
Or wrap dunnoe
Yea tick auto wrap text
Then maybe you need to adjust wrap text at
Type something to test
but do you know how to set when text is long that its always centered
Justification
it didnt help
I don't c any different
longer text are offseted
Well I'm out of time gl, read what I said about creating an object to track gameplay element
okay
I've got a problem if someone doesn't mind being nice enough to help me
My RTS camera was working fine yesterday and moving left/right/up/down and today I am being bombed with errors around the "Set target Arm length"
Image
The camera now moves either northwest and down
Not left or right whatsoever
Feel free to ask if you need the camera moving left nodes ๐
Got an arrow thats attached to a weapon. Im trying to read the position of the hand along the local arrow direction But its only working when the gun faces world X .
Well considering your issue you've described is to do with how it moves, showing the movement stuff would be a good idea.
(Also take pride in your nodes and keep them tidy. ๐ )
Sure I'll have them up soon thank you
I don't understand what your trying to do. Can you explain it differently?
I have a object in world space that I need to track the position of Along this arrows forwards vector. But its only working correctly when The gun is facing the world x vector?
I'm still not sure what you mean. It might help if you provide more context to what your trying to do.
Why do you have 4 different functions? You should be able to do this with just one function. Also how are these functions called?
hi
For example after hover widget with InvalidationBox, i need set Can Cache again?
Yes , I have this working but I only want to read the hand object in the direction of the arrow not the gun as guns could be facing any vector , this seems to be affected by world space at the moment and only works when the gun points in World direction X
If the aim is to slide the slider. The slider so be child of the gun. You wouldnt even need to know about the hand
It will slide as intended regardless of the gun or hand angle
" invalidate layout and volatility" how it works?
Am I supposed to actually see this watched value somewhere?
in the watch window
Where is that located or how do I open it?
this watch window ?
I can't find it either... I guess I think I see in the documentation where it's supposed to be but it looks like that's on UE4 and it seems almost missing in UE5
it's literally right here 
yeah but im used to clean watchlists x)
is this supposed to update in real time? I feel like mine is frozen... or my code is broken elsewhere ๐ฑ
it updates here when actively debugging, but not in that actual watch list
I guess this is better than nothing though... and at least I know I'm not completely insane!
so ty ๐
Hey, any ideas of a good way to draw decals from sword slashes? I'd like to adjust the length based on how far the sword contacted another player. Obvious problems are just sheer inaccuracy. Because my traces have gaps and I am thinking whether there is a better way, since for example swords could contact which would throw it off (starts hitting the other player in the arm, collides with the sword which throws it off and makes the decal too long). Obviously I could solve this issue no problemo, but I am thinking there might be a better approach based on math rather than checking previous actor against current actor and impact points?
hey i got a slight issue and im struggling to figure it out so basically i have my game controlled from a UI (i know the game controller exists but i chose to have it go through the UI for ease of use) pretty much i have a event where if the player overlaps it will increment a variable in this Widget by 1 however im struggling to cast to this UI because of the Object wildcard i havent really casted to a UI before i did try and get widgets from class but it wouldnt let me put it in the wildcard object area
Does anyone know if it's possible to change FoliageType properties through blueprint?
Found widgets> Get 0
ah thanks
got another problem ive had for quite a while (sorry about the quality) i only get the error during play but not during compiling its basically there to remove a Ui from a vehicle and add another one on
how would i go about that
Pull off the blue Get pin, type is valis, use the ? one
yup, now , if its Valid , then remove old one and make new one
If not valid, don't remove old one (because it doesn't exist) , and create new one
did i make a mistake putting the pin in remove from parent?
cause it caused a error without
Connect Not Valid to Create Widget
The next step is removing the Get widgets of class
On return value of Create Widget , Promote to Variable
Don't store values in a widget that isn't widget specific. When the widget gets destroyed the value (and any modifications) will disappear with it.
the widget shouldnt be getting destroyed
the widget basically controls a timer that ends the game
Remove the Get Widgets of Class, Get node, and Is Valid
Drag in a Get node for the Widget Ref you just made
Right click the Get node , and Convert to Validate Get
Plug the Get node back in the same way the Is Valid node is
Well if your removing from parent and creating a new one the old one will eventually get garbage collected. (destroyed) What you've described is bad practice and will result in issues. Widgets should get its data from a more stable source. The player controller could be a good place to put some of the logic you've described.
The widget should bind the the variable in the player controller to update what it displays within the widget.
the old UI im removing is not connected to the timer at all
It's still not a good place to put it. In the game mode or game state would be a more appropriate place.
I am contemplating moving it there its just this project im editing isnt my own exactly
Hopefully this makes some form of sense but I have a InventorySlot widget, InventoryGrid widget and Inventory Main widget. The Main widget creates the Grid widget and then fills the grid with the Slot widget(s), based on how many inventory slots are defined in the inventory component. I then have the ItemBase class which contains information that are instance editable, used for the child objects etc. Such as the icon, display name, description and max stack size etc. I want to be able to display the icon assigned to the child derived from itembase in my inventoryslot widget once the item has been added to the inventory. I'm not quite sure on how I should attack this ๐ค I've been trying a few things for a while now without much success, any pointers are greatly appreciated
The way I do mine is pass the whole inventory to the inventory grid for it to use when creating the grid of slots. This way you can pass information about the item to the slot as it's being created. If there's no item in a slot it's creating, it can just create a blank/empty slot. If your using uobjects for your items, you could also potentially have the slot bind to events on the item if the quantity updates.
Hmm, so you just send the whole array downstream basically, making it accessable for the slot widget? sort of. I'm just focusing on getting the icon working for now and I'll worry about the rest later haha, one thing at a time ๐ซก ๐
Well the slot would only get the information about the relevant item. The item should have information about the icon or some identifier the slot can use to get it.
actually, I'm beginning to think i'm more confused on how its all supposed to be connected ๐
help- i dont understand why this happens (the arm is supposed to bend more, and the shoulders and body are supposed to move more 'together'?
full body ik
So this is basically what you do, when you mean you pass it down to the grid?
I would ask the clever folk in #animation
Along those lines.
fair enough, I might have an idea then.
My only issue being that getting the array that way is returning an empty array ๐ค and i'm not sure why
You'd have to show how you're doing it.
Third image is inside the inventory component. The array is ReSized on Construct and then added item gets set to element
It looks like you loop through your whole inventory for every slot and create multiple slots.
Am I? Was pretty sure I was just doing it for index 0-35, with the first forloop
Yea your for loop into your for each loop. The only check for creating a widget is if the object is valid.
Yea I mean I'm creating the whole inventory, and then if the inventory doesn't have a valid object, thenc reate a slot with no icon (or base icon, which is empty) bt if it is valid then grab the icon assigned in the object
oh yea
now i get it
lol
im dumb
yea, idk I was having a brainfart there. I'm not sure what I should check for then ๐ฎ
You probably need to just get from the array as opposed to looping through them. If it's a valid index, use the item data, if not create a blank slot.
I set my slot widget to have a function it used to initialize. It has an item uobject as an input. If it's not valid then the slot sorts it out. The inventory grid just handles creating the slot and passing the item obj ref (if there is one).
i made a simple sanity system with box collision: If i go into the collision a timer goes down slowly but how can i make it that events (for example an enemy spawns) happen based on my sanity height?
Random Bool with Weight might be helpful
yeah but i want to make each event in a separate bp.
ahh, I think I see what you're saying
i am not sure if casting is the best thing to make it work good
and i want the system to choose 1 of all custom events based on my current sanity and on my posistion (where is the nearest event point)
Something like this
Sanity is 0 to 1
the closer to 1, the more chance of true
ok
Have a timer that checks the sanity level, if it's below a threshold, call a function.
<@&213101288538374145>
Event driven is usually more sensible
OnSanityChanged delegate if external actors were in the need to know
So if i want the system to choose one of my events i need to make an array i guess
So something kinda like this?
every event = seperate bp
That would depend. If the sanity updates frequently, having a slower timer can be better.
I would update sanity every second and then have another timer that's every 5-10 seconds.
Event driven is good for values that don't update frequently.
live saver
What you are looking for?
Then you have a disconnect between current sanity and the function execution
A long those line, although you will get some index out of bounds errors.
now i need to add another random integer node that says: Should i play this event (random yes or no bool)
Not really, the longer timer would use the current sanity when it's called to do its checks.
i want to make the whole system random. So you can't see the Connection and make Premonitions
And check failed by margin at the start, and suddenly player gains the entire timer -time of free movement before next timer execute
So a fixed length corridor would sometimes trigger, and sometimes not depending on the value you had when you entered..
Ah fair, Getting the empty array shizzle again for some reason with the passed on Array reference though.
does anyone got a yt tutorial for a photo camera system. I actually couldn't find something and don't really know how to make the system make pictures and save them
Rendertarget - save to texture?
there are way to many nodes in ue. needs a lot of time to learn every one xd
Along those lines if memory dont fail me^^
Try searching with few keyword(s) without context
It will tell you the context it requires below the node title
@gentle urchin what about repnotify for single player ๐ค
For what ? The value change?
Theres also the new field notify
Hmm but then we can't subscribe to it from other bp nvm
But field notify?
Does that work ๐ค
Its the weird new icon on the variable in the var overview
You can then listen for changes
๐
When I tried to rotate my character with Transform Modify Bone in AnimBP at root bone, its only getting initial rotation. When I increase rotation degree in runtime it doesn't effect. Any idea?
#animation i guess ?
I dont understand, how can an array have an object set to an element, like i can see its there using breakpoints, and then in the next check with a breakpoint the object is not there anymore? ๐ค
field notify is a MVVM thing
is it because I destroy the world actor once it's been "added" to the inventory array? ๐ค
well I did some reading and I now realize by doing what i'm doing, i'm only referencing the object in the world, so once i destroy it, its gone from the world and the array. So I'm guessing a class array might be the way instead
Mvvm?
Model view view model
https://docs.unrealengine.com/5.3/en-US/umg-viewmodel/
supposed to be the future framework for managing game to widget communication
hey guys is this the chat to ask if i have questions?
how can I use in a way that it doesn't trigger with stuff that has a certain tag?
before you do anything with the event firing, from the Other Actor, you can check for tags before proceeding
oh I see, thanks
hey guys, so i have been trying to make a quest mission, where if the player gets 5 boxes in the specific area, an action happens, and when trying to make so that if the boxes collision touch the area collision, it gets counted until a number and if the number is 5, something happens
Is there a question ?
Prly easiest to increment an int every time a box begins overlapping with the area. Check that int on tick or on a timer and when >= 5, do whatever you want
im having trouble at the foor each loop
well for one thing your not incrementing boxCount
for instance if box count is zero, it will always be false
because 0 + 1 != 3
well your getting all actos of class, but not the overlapping ones
and how would i get the overlapping ones?
or you could use https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Collision/IsOverlappingActor/ in the foreach
but you probably want to make sure it's the type your looking for as well
it would be more efficient to just loop through the overlapping and find the ones you want, than cycle through all the actors of class, especially if there is a lot
so i would get getoverlappingactors and increment the box count to 1 everytime
and set it to 1 from the beginning
you could, but this would only count any overlapping actors, you may want to cast to what your looking for before you increment
so you know it's the type you want
unless it doesn't matter, and if 5 are overlapping of any actor
Is it bad to set a material to apply on a mesh inside actor in construction script, or is beginplay fine. Which would be more efficient in performance
How to get access to this node from actor?
with this set up, how can I check if my capsule component is colliding with stuff in the level?
is that the value pre divide ?
No that is the return value
here
you proably don't want to check all overlapping of other actor
just drag in the box, and check all that's overlapping that
weird because this works fine
Does it matter if it is executed in a while loop?
wdym? sorry for not understanding
the bp debugger isnt always accurate
you cast to other, then check overlapping actors of the one that's overllaping back on the event
so your checking the actors that overlap, what is overlapping your box
Here is a more full look of the code, if it returns true it should break the loop but isntead it returns an infinite loop.
so i cast to icebox from the specific area, and i check overlapping actors in icebox?
you want to get all the overlapping of the box
yes
because you want that 5 is overlapping the box
yes 5 actors (icebox) overlap the box
you have a reference to box on the left ?
plug that into get overlapping actors
so your checking on that box, not the other actor
the other actor, is the one that overlapped the box
loop through all those overlapping character, cast in the loop body and add if it succeeds
Yeah it will give infinite loop error when not used properly. Personally i have 0 while loop all the years i use unreal. I simply have no use case for it
When a loop goes for X time, (i think its 1000) by default. Can be changed in project or editor setting. It will throw infinite loop error
Yea just removed the while loop and made a loop myself, it is a bit odd though since it just works the same...
Dont put delay in a loop too
close but you want to drag array element into the object of the cast, and you want to drag box from the top left and plug that into the target of get overlapping actors
Doesnt work like u think since loop happend in one frame
in general when programming i avoid while
While loop and other loop are very diff. While loop just keep looping until the condition is met
Huh this is a loop and it just works though...
The stuff after only happens once
a while loop will keep looping in the same frame, a delay inside a while loop will never run
Ah interesting
this one in target of overlapping actors?
it doesnt work
yep
it says it's incompatible ?
also this logic is tied to the framerate (so keep in mind weapons wont shoot more bullets than frames per second)
assuming same logic for your actual weapons, seems like this is just UI
well i'm all out of suggestions
overlapped component is probably the other one anyways
From the box blue pin type get overlapping actors
U need different target
there you go
U trying to feed comp to an actor target
makes sense
Obviously not gonna work
Just a showcase UI, I don't care about functionality in gameplay.
Yeah, notice the target?
you probably want to set box count back to 0
i would also default it to 0
so you get the right count
Whats this for anyway
Why do u need loop
i want to gather all boxes in the area
and once they both are in, something to happen
it worked ?
well it worked, but not the intended way
well that's a fail then
Dont seems to look ok to me
When overlap, cast overlap actor. If the cube then increment
When end overlap decrement
When boxcount greater than 2 then do something
i'm guessing it didn't work the next time you overlapped ? because you don't reset the count
there is a cast though
so i think what happened is when i put a box into the respective area, it already does the thing and it doesnt wait for the other boxes as well
so it gives the wrong answer
yeah in the for each loop like u ve told me\
Your for loop is fucking up the code
Imo
Dont need it
Imagine 2nd box getting overlap now you are looping twice
1st box loop once then you overlap 2nd box
So u increnent 3 times
When you should just incremenet twice
hmm
Look at the print string
if i remove the for loop
its meant to be hello ๐
do like suggested and increment on overlap, decrement on end overlap
im displaying a Negative value
Hello , i'm trying to make a top down camera like battlerite did , it means you can move freely your camera but your character always stay within the bounds of the field of view (he is always visible) . Any one has an idea of how i can do that ? i tried a lot of things but i've never been able to have a smooth camera. Can anyone help me please ?
like it supposed to check if the boxes are in the area and then print hello
if every box is in the collision area, then an action happens
Yes do you read tho?
Read what i said again
^
just remember to cast so your only checking the ones you want
U should see 2 bye then hello instead of 3 bye then hello.
I explained why u get 3 bye and thats because of the for loop
its not working
someone help please its not opening the chest widget
so you said that the for loop doesnt make any sense there and when over lap i should cast to icebox, then increment and on overlap end i should do the oposite
ches widget: default value: none
Why the hell do you have input in chest
@stuck sentinel the chest shouldn't open on begin llay surely?? Also, you aren't telling it which player it should open for
bro i dont know im just starting
thats what this guy told me
Its not gonna take input in actors u dont own
I'd look up some tutorials on YouTube @stuck sentinel
i did
U enabled input?
i tried copying the inventory idea onto the chest hbut not working
Print strinf then
If u print strinf after f does it print
wdym
K so what dont work?
where should i put this code then
i c you updated the code, i looked at the old post
The code for chest can be in the chest but its terrible idea to have inputs in actor thst you dont control
Can u disconnect everything then play the game
See if the widget is visible
i set the widget to hidden because when it was visible i started the game with chest opened
So what happend now. Works or wat?
well something happens just not the way
K so looks like u got it up side down
Look at your select node
i think i complicated this way too much, if the number of boxes inside the collision box is for example 3 something happens
i mean the increment/decrement should work in theory
Actually wait gonna think
and i thought of casting the boxes (icebox intitled) in the area (the collision box where the objects must be place for the action to happen)
so i get the boxes and for everytime they collision thingy touches the collision box of the area surface it adds up, and once its a specific number like 3,4,5 anything, something happens
Have u decrement in end overlap?
what does your code look like ?
yeah
keep in mind once the box touched the collion box( the surface it must land) it should not count again
The select node is up side down. You also need to add to viewport snd remove respectively for it to work
you just want to decrement in the end overlap, kind of no reason to check for 2 again if you do it on begin overlap
and it's messing up the logs
U just decrement and do nothing else
take out the branch and print strings, everything after the decrement not usefull
Delete everything after decrement
Dont throw things randomly try to understand what you are doing node by node
one thing is if you destroy it while it's inside, will it not end overlap ?
I dunnoe
i mean ig you would just decrement if you destroy if it didn't work
Well the ice cube kinda have to broadcast upon being destroyed then. Check if its currently being overlapped by the player box
is your default value set to 1 ? set it to zero
What is the default vakue of box count?
You mean bye bye then hello?
Oh yeah
Bye then hello
Then it work as intended
1st box if overlap it pront bye
2nd box overlap it print hello because now there are 2 box overlapped
Thats not how it work
it prints hello then bye at the first box
well you have a log that says bye if not
Yup thats how its meant to be
well it prints bye, then hello right, the prints go up at the top
Whats there to not understand tho, the overlap happend to every cube
so when the first box enters the area, it prints hello bye, and when the second one enters it prints bye bye
Hello bye is correct
it shouldn't print both though on just a single one placed inside
it should be either or
thats what i mean
it should wait for both boxes to be inside then do an action
not do all actions from just one box
Your boxes are right next to each other
yeah
Instead printing hello, print the other actor
U prob hit them at the same time
Open console and type show collision
Anyway im gonna sleep gl
breaks are essential
i think i did it
does anyone know why the try add item at the bottom is reading none on the target
when trying to get a function in another blueprint to run
dw I fixed it
I don't understand why when this even is triggered, the print string works but the door doesn't rotate
Even what happens after doesn't work
Ugh, youโre using level blueprint
Yeah but it doesn't matter
you put the print string after the destroy actor ?
shouldn't matter but it's worth a shot
what is the doors rotation ?
Hi guys I have a basic attack combo system but I want to add sound effects attached to each specific attack animation. I am unsure how I can tie the audio clips to each animation
I'm guessing Notify Name can be unique per animation/sound, right?
Names Plug nicely into a Data Table, Datatables can hold sound files
i was gonna say anim notify
you can play the sound on the event
whenever you want in the animation
I've never used notify name before and databases but that sounds super useful, I will look into that at somepoint.
Anim notify I know how to do that will work nicely for now thanks! I should have thought of that tbh haha
Or a Sound Select pluged into your Attack Count
Basically a tmap of row name and struct vars
Thanks for help. I found out myself โค๏ธ
This worked great thanks, I will use the same technique for adding weapon trails as well!
Added weapon trails as well I think that counts as the the third A at this point AAA game
Does anyone know why when I scope out while shooting the animation jumps unsmoothly but when I aim in out while not shooting its smooth
I don't have a way to record it
but I guess its something to with animation blueprint]
Is there a way to look up a list of all compatible animation sequences for a given Mesh at runtime?
The Skeletal Mesh Asset is set at runtime when the actor is spawned.
new here
Im spawning a sphere with spawn actor, but it just seems to disappear in a few seconds regardless of lifespan
I read somewhere that maybe its root is actually falling through the stage and hitting the killbox because it doesnt have collision, but i cant seem to figure out how to edit the root
does anyone know how to implement a camera system similar to this?, which basically auto aligns with the player's position but lagging back a bit, just need it so all camera movement is based on your movement input pretty much but i'm lost on that
Isn't the camera lag built into the Spring Arm ?
Its not so much the camera lag, since you don't give any imput to the camera in Rayman 2 by default, it auto aligns depending on the player's direction, which is what i want
Mess with these in your spring arm
I never messed with it , but it SOUNDS right
Oh yah , thats it
What you can do is have a camera locking system where the camera aims at your character at all times and restrict it to either a spline it can follow or a set of rules.
Is projectile movement component not supposed to have gravity enabled?
if you use a scene component as a root (something empty) you will mess up projectile motion. Use eitehr a static mesh or a collision sphere instead
Im using a static mesh with a projectile movement component attached
show hierarchy
just drag on top?
yup
the default scene root is not a real thing, it has no physics nor mass nor anything. Projectile motion cannot work with it
ohhh but the motion was attached to it
it's just used as a marker
Anyone familiar with ALS that can help me make it so the character is always facing the cursor? Ol faithful on tick aint cutting it...
the motion component works with the root
if your root doesn't match, it cannot work
making the root fall off the map because it cant collide?
the root cannot use physics, so it won't fall, it will just do whatever
it's an incompatibility
avoid it in the future ๐
what is happening?
And , dont you want Z for rotation ?
o7
what is ALS ?
but it was free ๐ญ
i can see your doing a line trace and trying to set the rotation from it ?
i'm joking, it's good as a plug and play but horrible to manipulate
If you have better suggestions im open to it, this system is alot more than i bargained for
currently if i set the rotation to the Z it just spins out of control
kk gimme a sec
I mean you'd probably only get performance issue if you push hundreds of enemies, that's why I wouldn't worry too much about it
moet mp4 zijn
hhahahahahahahahahahahaha
๐ฆ
๐ฌ
i think what happens is that you are not easing in/out and on tick it wants to get to the mouse because the camera moves
add a lerp of sorts to your rotation
alright, now that thats out of the way. Why is the sphere im spawning not interacting with my "Dummy" actor which has this blueprint
@twilit lynx if youy are using obs you can enable auto redux and it will convert your video to mp4 automatically which discord supports
collisions are probably incompatible
Ill try that, it isnt using the provided camera actor, just a spring arm and camera attached
Dope, thanks
there are different types of collisions?
is there a documentation website i can reference, the unity one barely has any info at all
what can they hit and overlap
should be working no?
does it go through?
no, it bounces off
bingo
i thought it was on because if pc ran into the dummy the hit would trigger
but i guess it was off
That was certainly the right direction, the character looks around properly but does not fully rotate around when the mouse passes behind him. Thanks for the direction though!
Thanks btw!
np
If you have any reccomendations for a locomotion system I'm happy to hear it as well before I get too deep into this
it depends
if you are mainly walking, use ALS
if you need to do darksouls stuff... it'll be hard to mix in and out
you may be better off doing it yourself
Got it, I'll pebably look into other options if this isn't suited for combat stuff
Oh btw, is there a way to peak at the cpp code thats equivalent to the blueprint im making?
You can Preview header iirc
last i checked it's the same with a tons of garbled mess that defines where the nodes re
are*
Is Is Valid node expensive?can i use it on tick?
I'll allow it
I wanted to just code with cpp right off the bat but the code they give is so complicated without any documentation (that I could find) to explain it
Unity was so straightforward
Phew thx
Have you learned c++ normally?
if your variable already exists as an object, you can convert your "get" node into a "validated get" that saves you 15% on performance
does anyone have any good sources on implementing sound/music?
@simple falcon people will have my head however you will notice little to no difference with the majority of blueprints vs CPP
sure CPP is the most performant, but sometimes you barely get ahead in terms of performances vs effort
I'd recommend you use BP and where it lacks, transform that into CPP
what's your target? mobile or PC?
pc, im wanting to add it to my objects when they are hit
and im also wanting to add background music to my game as well
other than play sound at or play sound 2d, there isn't much else.
Play sound at is best used with Cues and temporal sounds whereas play sound 2d is best used for background music or jingles
there are a few videos on YT about how to make temporal cues
for instance, the sound will change depending on location and distance
That's what I read online but I like coding
I'll try to learn both as I go if at all possible
oooo that sounds cool, i will give them a snoop
@trim matrix just a heads up, a lot of music in the marketplace is very heavy. As in very very big files
there is a plugin that can use mp3s
you go from 50-200 mb files to 3 mb
so if file size becomes an issue, do that
i developed for android, and saving that space is huge
ah alright thank you zanet!
So, I've brought this up before, but I'm still kinda stuck. I'm trying to turn the player into different things like boxes, cans, even lawnmowers. I've managed to resize that capsule collider to match these shapes, but I've run into a snag. Like in the pic, when the collider fits a square, it can sneak through a triangle hole. It shouldn't, especially when the square's edges are clearly touching. Basically, I just want the mesh collision to work right, so the player can't walk through places they shouldn't.
do you perhaps know of the plugin? is it this one?
i think so, sec
Maybe you could get around this issue by creating 2 smaller box colliders on those 2 edges?
yes
It's not really a fix, but it might yet work
i tried like 5 of them and this was the only one i liked personally
instead of shapes, use colliders to block and create your collision channels to match. Even if it could fit a triangle, you have a collider there that can block it if your shape is not triangle
Hey, how would I go about getting the volume of the mic of the player?
Box colliders don't block the player from moving forward, so even if I add a collision and set it to block all. The player could still move it through the hole as the capsule collider is the main driver for blocking the player :/
Colliders don't block the player from moving forward, so even if I add a collision and set it to block all. The player could still move it through the hole as the capsule collider is the main driver for blocking the player :/
I have a VOIP talker etc. setup however getting the volume of the talker always returns 0 unless I have OSS.VoiceLoopback set to true
For example if you have something like this, then the cube would push other objects. But the player could still move the box into the wall, untill the capsule collider hit the wall, then it will stop. :/
Hmm
I dunno the fix, but I truly feel how annoying this gotta be on the project ๐
It is infuriating!
I have one idea, which is using collisions to check if they overlap and if they overlap they stop the player's movement, but this feels like it needs to be super expensive. Since I have to check multiple times, and also make a system to differentiate between the player trying to run into a wall, or wanting to walk away from the wall. And then I'm planning to have hundreds of props, and making this for every prop will take ages. I can imagine making separate colliders for every prop, but then I need to figure out how to take the colliders from the prop and then add them to the player. If only mesh collision as in unity existed ๐ฆ
I need help using BP but I feel like I need to show it so it's easier to understand
Is there a way you might be able to help with making a bullet kill the ai when I shoot it ๐ค I can send a link to my BP if so
dont ping people randomly for help
yes, but not to people completely unrelated to the issue
U can use pings to people whom are currently engage with you imo
They were talking about capsule collision which is what I'm using
Anyways do you maybe know how to fix this or know someone who does?
that doesnt relate the issue to you
Sorry to bother just trying to get some simple help
I dunnoe about simple
If im gonna do something i will make sure to spend a lot of time on it
Well can I send you the BP maybe?
For a start you want to have stats first for your a.i.
You can use actor components for this.
When a bullet overlaps with your A.I . Reduce the hp based on the damage the player weapon dealt. If health is below 0 play dead animation etc
I can help look at bps, to debug simple nodes. I cant look at someone project and tell you how to make your system
but yes, as to your problem, you would enable hit events on the bullet. when it hits something it applies damage.
on your enemy, you would implement event any damage, and then do whatever logic you want to do to "kill" it, i.e. destroy actor or disable capsule collision, unpossess it's ai controller, and ragdoll the mesh
It uses this https://youtube.com/playlist?list=PLmK_wV7iuejNfmRZyJpOO8qSUX74MjtX7&si=gPjm87jQHXOgATHr but instead of a first person player for my character I'm using third person that's the only difference but I left the ai as is just set it up so it can follow and shoot
And here's my bp
.
I think I did that already but it doesn't work?
Then what did i do ??? I dunno if it's because I used a third person shooter template instead or not? But I purchased ai and followed everything so far
you didnt do that
Apply damage just send payload afaik. You need to catch the on take damage in the target bp
in your bullet on event hit, apply damage to hit actor
then in your enemy implement event any damage, and run your "kill" logic
your base damage is 0.0
is that supposed to be the amount ?
also your damage amount on report damage is 0.0
Lol I didn't even see that right in front of me I feel so stupid but even when I made both of those 10 it still isn't working?
So idk?
Read what cuppa said
I did
I used this to a t and it's supposed to be pretty much setup
#blueprint message have you apply this?
Yes
8 seconds ยท Clipped by Josh Herrell ยท Original video "Shooter Simplified AI: Damage and Damage event setup For AI Perception" by Andrei X
Dont give me youtube link
Watch that and you will understand
I dont want to watch it
It's a short clip
I did
I dont c this #blueprint message
your picture of a bp doesnt show anywhere the other half of my message
you've sent damage from presumably a bullet
but never shown it being received
The ai is supposed to be setup so that the person using it can follow the few short videos all under 3 minutes and after the first 2 videos it should work that's only 6 minutes of video - so I don't understand why you can't watch it
But anyways it's to much to explain and a simple BP won't do much to explain it enough so NVM I can see I'm just annoying people so I think I'll ask someone else
Thanks anyways
it isn't. you just need to show us the ai
again you've only shown the application of damage
nowhere are you showing receiving it
what does report damage event look like ?
Exactly what I thought
But the video says to do it
U r using a lot of imagination
So I did and his worked but mine doesnt
so show us your event any damage!
In the video it doesn't show anything about that
looks like they used a custom function though
You need to CATCH the takedamage event in the enemy
But you won't listen
Report Damage Event
its an ai perception thing
apply damage does nothing without a recipient receive damage
ahh i c
if the thing in question doesn't know it wants to receive damage, nor how it should interpret it, how would it do anything
there has got to be some code that checks the damage
at some point
to determine if dead or not, deal the actual damage
Apply damage x ammount.
In the enemy bp, receive the event. Subtract incoming hp with damage .
Check if hp is below 0
Do the dead logic if hp equal or less than 0
I don't know where to put that logic ,it should already be there according to the maker of the asset
Plz just someone when they actually have some time then help me by watching the video and then seeing if I missed something because I followed every thing I can think of and still can't figure out why mines different until then I don't know anything also it says apply bounds for ai on video 1 and I did that and I got it to shoot and even wander but on video 2 where it shows the way to use the damage it just shows some simple logic on the bullet and that's it nothing else and his works perfect so I assume that the ai is already set up ,where I don't know because the video doesn't show so if anyone can watch it and then look at my BP and help that would be great
I give up. Good luck
Dont be soo hopeful on getting help tho, we literary tell you what you need to do
Literary everything already laid in silver plate. Cuppa even tell you where to place what
I shouldn't need to place it ,if you watched the video you would know that
i mean i guess if you're using report damage event that would come through on an OnTargetPerceptionUpdated. Where I guess you could switch on the tag. Sounds a lot less nice than just using an any damage, or other damage rolling system
But again you wont
I don't know what I'm doing that much I'm just trying to get help hands on but I now see this was a big mistake
Sorry for wasting everyone's time
your mistake is believing in an extremely bad tutorial series over people that are trying to help you here
If you refuse help then i dont know what to say.
the videos are real fast and don't say much, but it's a plugin ?
https://www.unrealengine.com/marketplace/en-US/product/shooter-simplified-ai?sessionInvalidated=true
nowhere in that series does it show the ai implementing it's damage
I think ima just leave the server ive tried asking for help and yes it's a plugin ,all his videos worked perfect until the bullet logic and the comments are the same as my problem but I can't find solutions even when trying the solutions in comments so i don't knw
i would honestly use a different asset
or follow a tutorial series on it
if the tutorial guide isn't working, you should ask the creator of it
Again sorry for wasted time I'm out thanks acuppa tea I'll try that
no apologies needed
it's the one thing i dislike about "plug and play" systems like this. they often have 0 documentation
but yes, try adjusting your damage number as suggested
oh that was deleted
outside of that, if you've followed it to a tee and it doesnt work, you'll have to contact the guy that made it.
Can I maybe dm you later if I have some troubles I'll pay you if I need to if you just help a little I just want to understand the bullet logic better so I don't have to mess with that video ?
ah no payment necessary.
no dms either I'm afraid, but you are welcome to ping me in this channel. There is no guarantee I can respond instantly but i will get around to it if no one else has
Even just 10 minutes of help would be greatly appreciated but I would like to screenshare if possible to show the issue better
Say sometime tomorrow if I can't figure it out today
my only wild guess I can take is that the ai from the plugin is using the apply damage to take damage, and the report damage event to find the damage causer.
my only guess is, is that compared to that tiny "tutorial", your damage number was significantly lower, so needs more hits to kill, or infinite hits if it's still 0
unfortunately i don't do vc either, but again, more than willing to assist in this channel
Well thankyou anyways I'll ask for help if I figure out a way to word it but I doubt I'm able to anytime soon
did you try with 50 as the base damage ? see if it kills the guy in a few shots ?
that's the one thing you definately had different
your base damage was 0, so it's never going to do anything :P
Yes I tried that
compared to the video which has it at 50
did you change the apply damage or the report damage event
is the ball bouncing off the guy like in the video ?
No?
That's my logic forst is blaster bullet second is my ai
Ai is big BP so it's not able to fit on one page good
does it destroy the actor when you shoot it now that you added that ?
so it's not regestering the overlap i'm guessing
put a print string just out of the event
see if it shows up
also make sure you have the right type of character
they probably pulled one from the plug in ?
I'm using same one they did
Oh character
Yeah I mentioned earlier that instead of using the first person character shooter template I used a third person shooter advanced kit
And I did that and still nothing
I wish I could screenshare this, it gets frustrating over text
It's just very back and forth that's all
It's hard to help for a plugin, it could be anything
Yeah
Is there a way I could maybe send the project and you could just take a look??? I'd be much appreciated thats the only way I know where I can show more so you can help better other than screensharing
i would start with a print string out of that event
see if it's even firing
if it's not firing
then theres something wrong witht he collision on the bullet most likely
Nothing is happening and the video chat below wasn't helpful either
so it's not printing or bouncing off the character ?
it's probably the collision of your bullet not set right
is there a way to call SlideAlongSurface in blueprint for floatingpawnmovement?
Its not printing or bouncing off,
Tbh this is like the 3rd account ive used on unreal slackers and everytime i come here i dont really get help i just get suggetions ,I'm kinda done using unreal slackers maybe I'll go make a server that does screenshare help hands on as I'm learning so people that are starting out don't need to do this
Because honestly for a help server it's kinda sad
Thanks anyway to those that tried a lil tho
Not to mention that the owner uses bots to fill his server
Lol priceless
Gladly
what is unreal slackers?
oh nvm
Offering ones service or resources which all you did was offer suggestion on what I should do
Lol
well i like to help if i can
Then offer hands on actual service or resource and you would be
I'll even pay you in $$$ or resource in exchange
the problem is you did different then the tutorial
so somethings wrong
and finding that problem is what i was getting at
to start, your bullet isn't triggering the event you are trying to use
Then please help me to do it correctly ...
Is there a way to actually talk to you or at least screenshare so you can walk me though ehats wrong??? This way i can understand it and i can fix it better???
I Just don't understand the asset that well ,was trying to get some quick help so I don't have to spend yet another 8 day rabbit hole figuring it out like I have everything else so far , I bought that asset thinking it would be easy and little did I know one different engine version changes everything
theres a difference between helping and doing it for you as well
For the last time if you can read
I asked specifically for you to only walk me through what's wrong not do anything for me
I would like to simple understand what the bullet is doing
i didn't know what was wrong, so you needed to figure that out
So I can fix it
If you read I said walk me through what's wrong which is why I asked for screenshare
Again
3rd time ice asked now
Do I need to reword it
I can pay 100$
For some simple help that's it
Thank you send it I'm done here -tired of the same bs
U will get better chance advertising your request there
I would love to know the name of a server that will actually teach me
You do realise for someone to walk you through something they would need to understand your project/code first and then identify what the problem is. This means that someone would be doing the work for you. Keep in mind that the majority of people are doing this in their free time.
I got ahold of someone willing to teach me , I thank you for actually helping me to find quick help.
You could have just asked "is there a channel where I can pay someone? " lol
I don't think I've given you help. Real help is learning the rope than paying for someone to do it imo because u will just come accross another problem
No I found someone to teach me what don't you guys understand???
Plugins are okay for me just to look at. I used plugin for my combat but for my new project I am trying to replicate It from scratch
I swear there's a real reading problem in this server ,even the server owner couldn't read his own rules lmao
It's fr though
You haven't found a dedicated mentor for $100.
You've found someone that will help you use your asset pack
Paying 40 dollars an hour to help you around your plugin isn't learning but ok
Does anyone know how I can get slidealongsurface for floating pawn movement? I basically need what character does without the character fluff.
25$ an hour is what he agreed actually
U must be rich
And sounds legit to me
I'm not rich I just actually work hard at real life
Lol
It's pretty normal
U should work as hard to learn unreal then
I would if I didn't have a real life and real job lol
Well w.e works for you
Just don't have time to learn blueprints 24/7 I learned alot though just not ai and bullets so far
Indeed thanks
Blueprints are made for designer. If your end goal is to make proper working game, blueprint is very limited anyway
What in the world happened here
same here
Is there a way to get all material parameters from a material instance object reference.
No. Not as far as I know
k
You shouldn't need to tho?
I really just need to see if a parameter exists
Im modding a game where the materials have random names
Those parameter are pre compiled anyway. You should know if material have the parametre or not
Since they can't be changed on runtime
how do I get the material from a material instance then
Hi
i got sick last 2 days
I remember Ur name
What happend
remember i went to sleep @ 5 am
That's me everyday
i woke up and i felt almost dead
but before that day i only half 1-2 hours sleep
tops
Not sure what u mean. Material instance is the one created at run time
Well I've stayed for 2 days straight I know what dying feel like
in more than a week
i slept more than 12 hours
i slept the sun rising and wake up with the people saying to me "Good evening"
damn i wanna continue my project
but my body cant
The materials (i assume) are named this, or atleast that is what Get Object Name outputs
U can pick off to the last convo.
U didn't add anything to the vb box
See content? Its empty
Plug wbp list to it
i cant continue now ahhahaha
i wanna rest
K
i wish i could learn as fast as anyone could
We don't help with unsupported modding unfortunately
last time i couldnt understand what im doing
I know nothing about modding
it just making a ue4 game but you have bairly anything of the acctual game
It's unsupported modding
The tools and methods are vastly different
And not allowed to be discussed on this server
K. Thanks for telling me
Np
any clue why is that error ?
You're using a pure cast. You don't want to do that
A pure cast assumes success, but that can very well fail
So what's happening is you are accessing anything hit as if it's an enemy, and it won't be
so i shouldn't have it as pure
No
This way, if the cast fails, you don't try to proceed. If it succeeds, you know you have an enemy, and can safely access their member variables
okay thanks
yeah to follow up, the only purecast that never fails is the game instance
Hey, sorry if this is a stupid question of has a simple solution that I'm overlooking. I have a blueprint that's supposed to spawn different props based on an exposed array that, well, determines which props are available to spawn. The variable is just an array of Booleans. What I need to do is randomly select from only the positive bools. So if 0 and 2 are positive, randomly select either 0 or 2. If all 3 are positive, randomly select 0, 1, or 2. And so on, and so on.
you need to store the actual possible option in an integer array instead
you can construct another array out of the positive values @gritty plover
then get random from that
actually have a set of integers so you dont have repititions
actually dont sets are a pain
just an array would do. make sure to find before you add a value so you dont have multiples and you should be good
what would be the difference between selecting between 1 and 2 what means "exposed" like exposed to other bp ?
Just exposed in the editor
i mean thats an array ?
right but it's just an array of booleans
if your selecting all the positive ones, and getting a random one, you might as well just say positive
it's the same thing
No