#blueprint
1 messages · Page 17 of 1
Yepp😅
What you've setup requires things to be equipped/added in a specific order to update.
If you equip a staff first, it won't update the armour or spell.
If you add a spell, you can add a staff but adding the staff will then block the armour.
Data Asset is on Server and Client?
Unless you did something with assetlabel or whatnot, they should be packaged into any build target
Friends, someone please help me. I have skeleton / physics / plane of a car, how can I drive this motherfucker up with blueprints?
I have materials, or anything that makes this car a car
I dont have any static mesh or skeletal mesh
Looking for some quick assistance with a BP Interface if possible!
From my Gamemode class I'm trying to call a BP Interface function that should tell all Actors in the level that also have the Interface, to execute the Event tied to this function.
Breakpoints are triggered when they should be triggered, but the Print String here for example is not being triggered in the Actors
Not sure where I'm going wrong as it doesn't go through properly. Maybe I'm going about this the wrong way even. Some tips would be appreciated. Tried to explain a bit more straightforward in the images 😅 For reference the first image shows the Gamemode execution, second image shows the execution in the Actors with the Interface
You need a target
Or rather. Targets
But it sounds like you dont want an interface
You want an event dispatcher.
That all actors that care can bind to
Ty 😄 That lets me know where to get started
The bp comms live training pinned in this channel does a decent job at explaining how interfaces and the rest of the methods work
Hey all, I am trying to align the sun position based on the time entered by the player. Since there are multiple blueprints in place. I am very much confused on how I manage the state change. I am using the Sun position plugin and have to call the Update Sun in the 2 events:
- When the game loads
- When player enters the time
Its for the ui only
Not actually clamping it at runtime
Just editor time
Just do Max (0, NewAmount)
Or clamp if you want to limit to 1000 aswell
i dont understand
Its how you limit values
Max/min/clamp
Max picks the highest of the two
Min picks lowest
And clamp does both
No prob
how do i remove a widget blueprint
i know remove from parent but in my case it wont work
How so
Remove from parent
i have a pause button its called ia_pause so I want it when I press esc aka pause i hide the currency
this is how far i got idk what to do now
or can i do something with this instead
anyone please
Where is the currency widget being created?
Not as far as I'm aware. After all, that would limit unpausing to a widget button press.
It does by default, however you can set inputs to be active in pause
Exactly. Not sure if this changed with enhanced
you can also run tick events during pause. Just need to tick the checkbox
nvm just input
😄
Need coffee all day
is there a way to get all currently sighted actors? this is a decorator
I am trying to get all currently sighted actors from the controller, bit not sure how to do it
currently sighted from aiperception ?
they may not currently be in sight depending on age
will check, thank you
Folks, questiony, is there a way to disable input on a device? I have a pc that has controller connected, I dont want the game to register the keyboard if I connect it... Is there a way?
Hey guys. So I want to create a spaceship door (slides up and down) with an access hatch on the side that opens to reveal a crank to open the door manually.
I’m using the first person story adventure template as a jumping off point. It already has the idea of interactive objects. But this door I’m describing feels to me like a compound interactable. Spaceship door, access hatch, crank—each are technically interactive objects on their own. Though the crank and rising door need to talk to each other.
Anyway, long winded background to the question: should they be one bp? Should they be some kind of collection? How would one go about assembling this kind of object?
If your using enhanced inputs, you could have a separate mappings for controller and keyboard. It would just be a case of removing the keyboard mapping and adding the controller one. I'm not sure if there's anything to detect a new input device though. (there could be just not seen it)
If you want it to happen in a sequence but the player only interacts once, I would probally do as 1 BP for simplicty. However if your going to have different variantions splitting it up into multiple BP's could be benefitial.
If you want them as seperate interactions then I would do multiple BP's.
hello, why does "LoadJSONFromString" return false ? Result body contains a valid JSON string
I think it's because of my "é" "è" characters, how should I do to get them correctly ?
The image below is the word "lié"
Awesome. Yeah, I want the things to be somewhat nonlinear....panel gates access to crank, which is linear. But there would be a panel/crank on either side. If it were multiple bps....how do you combine them into one object? And getting them to talk to each other is a whole deal.
Well they wouldn't be able to be one object if multiple BP's but you could potentially attach actors to other actors at runtime.
In terms of getting them talking to each other, just add a var for the specific BP you want to get/send informaiton to and set it to be instance editible. When you place it in the editor, you should be able to specify the actor the ref refers to.
Ah got it. Thanks!
are these in cpp?
in blueprint
its a experimental plugin !
what's a command to check how much RAM your game is using at runtime?
I tried ~memory
ok it was stat memory
mb
you.... forgot
I don't run stats that often
and i am pleasantly surprised to see my project need 256 mb of ram at runtime
Mostly textures
hi
sorry for the disturb, I'm using Advanced Session Plugin (Steam), how can I make sessions joinable with a code? I tried that but not seem to be working
#online-subsystems or #multiplayer can prly help with that
ok, thanks, I'll post it there
how can I get the widget size with including scale?
I have a default pawn class that uses the mouse x and y to rotate a mesh. I also have a button that on click launches a widget blueprint that has an image that can be moved based on mouse x and y events. I am able to rotate the default pawn mesh just fine until i launch the widget blueprint. Once I close the widget blueprint the mouse value only returns 0 in my default pawn BP making it so the mesh is no longer able to rotate. I do i fix this so mouse position works in both blueprints?
If its in a canvas , i think, Get Slot as Canvas>Position? @tight pollen
Is there a way to view how the functions is going to end up looking but in regular blueprints? (here is an example how it works with control rig BP)
Not sure if it accounts for Anchors...
@ me if you have the answer please 🙏
I want to set a behavior for when a montage ends, and I play the montage from a function. Since I can't use latent nodes in a function, is there a way to set up an event dispatcher that gives me a callback when the montage ends? Right now my plan is to create a notify at the end of the montage and do the work there, but I don't like how that separates the logic
basically it's just annoying to have my logic be:
- set movement mode to flying in function
- play anim montage in function
- set movement mode back to walking in animation blueprint notify event
Have you tested that theory? Is it actually because of those characters that it is a problem? Can you try a string that doesn't contain them and see if it works?
Have you tried pasting the json string into an online validator?
oh I haven't tried the output json
You can pass back a delegate through a function input. You can unbind on the bound event as well, or have that call another function.
If you set it up this way, you just need to call the event dispatcher when the montage has actually ended (however you determine that)
Two questions:
- How do I scale an actor diagonally? I can scale in the X and Y directions no problem, but doing both makes my object flatten out instead of stretch in the direction between the two
- How do I get rotated children to scale in the same direction as their parent? currently it's scaling to itself and not the parent direction
You'd need to scale in all 3 dimensions, not just the 2.
yes its valid
I don't have a string to test
Just print the output string and use that as a test
Specifically, whatever the result of "Result Body" is
I bet that it doesn't like that it's an array instead of an object
what's the name of the type you're using for the Delegate input? I can't find it with "Delegate" or "Event"
what's the problem ?
Is adding static mesh 'hitbox' components to actor/character BPs to constantly be loaded but activated when needed a good practice?
Take the event input from the bind event node and drag it onto the function's input node.
What I just said: I don't think this function likes that your JSON is an array
got it, thanks
which is a bug with this function
Here's what I'm trying to achieve:
then I can't get my json in its basic version ?
and here's what happens by deafult in unreal when scaling in 2 dimensions:
it either just shrinks or grows it
Does the On Montage Ended binding not automatically fire when any montage on the BP ends?
that was my assumption
Not in that format, no. But I would confirm what I said. Does that function return an error if your test string is []?
I don't know that bit myself. There may be something within the animation blueprint that gets called.
Sure. I can experiment. I think I'd rather split the logic between the blueprints than change the function signature for the interface, so I'm not sure I'll use this, but I appreciate the workaround
Returns true.
Returns false.
JSON doesn't have the top level thing as an array without defining it as a JSON object first.
Not sure how to do this in unreal, but I believe the term you're looking for is a "shear" transformation. Hopefully that helps your search
Yep, this returns true...
it's symfony REST API who created my api 😅
The result that you're getting is perfectly valid JSON. The plugin is wrong here. To get around it, I think you're going to have to format the string so that it's actually in an object. eg: {"data" : result}
so I need to delete "[]"
That's not what I said. You need to shove your array into a JSON object.
how can I call a check for collision in a bp?
How ?
i have an input based action trigger but need to check if two items are colliding before executing
Stupid but easy way....
Then you need to access it as "array" first but it should at least feed into the JSON parser correctly
tried this but it seems it doesn't work in unreal:
https://www.youtube.com/watch?v=2t2T11XJwK0
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I'm not sure, sorry. I've never done anything like this in unreal before
Can anyone here please help me figure out how to make a hollow knight style dash in my 2d platformer? (I cross-posted this in the paper2d channel as well, its just not as active as this one). I've asked a bunch of people no one can figure it out. I need my character to move a certain distance on the X axis without any changes on the Z axis (no falling or jumping during the dash). I've tried through launch it doesn't work even if i try to disable gravity during the dash itself. I'm currently experimenting with a timeline but It's just not working out...
oooh ok I understand better ! sorry I'm not so good in english to understand.. thanks Corby also, now I will check how to get the fields value
cant you just play a root motion animation on button press?
Since my character is a flipbook sprite it doesn't have a lunge motion or any sort of animation. I do have a dash animated as a flipbook, but since its pixel art it does the animation in place without any actual scene movement
Also, it can't hurt to report the bug with Epic.
My BP Interfaces stopped working, but only in standalone builds. Any ideas? I just cooked a test build and noticed it stopped working. I don't think I made any changes. Works great in editor, but now even when I launch it using the standalone game button in editor, it does not work.
Oh
I don't know why or how to fix it, but all my menu cvars which are set up in the gameinstance also don't work
I think for some reason the standalone mode is trying to use a different or non existing gameinstance. Any ideas?
hi is there a better way to make widgets, main menu screens etc? anyone got any pointers to some really good reliable sources?
There’s some resources pinned in #umg
how do i activate the details right side part to edit my text?
thank you!
Try window -> details
So I'm confused trying to use the Interp to Movement Component. I have the control points pos set to a vector3 + minheight for control point 0, and a vector3 + max height for point 1 and both have relative disabled, but for some reason it just jumps to a position nowhere close to the positions set (I think it is jumping to 0,0)
Weird, maybe restart UE
Nvm figured out, when you set the control points in bp, you need to finalize it
Unreal doesn't support 3d shear, only with widget 2d transforms.
how do I make a box collider that the player can collide with for overlap events, but the enemies won't view it as a navigation obstacle
There are 2 aspects. For navigation, if it’s in an actor, just turn off can ever affect navigation and it won’t affect pathing. For collision, you can create a custom collision channel and make the player overlap and the enemies ignore it
Hello would anyone be able to show me how to create a quick health orb pickup just using a sphere?
got 3d shear working:
https://gyazo.com/0d45570c73d79aba4ac6b68e47eb538f
what would I change for the navigation/collision though? like is there any setting for it to only overlap the player specifically?
How?
I told you what to do for each aspect…
WPO yeah, gonna control it with a BP though
Ah. So not actually unreal supporting it, just render magic!
I have a Question, i might not be understanding how Blueprint interfaces work
i have 2 classes, The third person character, and the HUD class. i have a PlayerToUI interface, ive implemented them both in the class settings (of both classes)
the flip flop never gets triggered. nor do the print strings.
The HUD setting does get triggered.
So the top graph is from the PC and the bottom graph from your hud?
Are you expecting the blue node in the bottom graph to trigger the red node in the top one?
So the flip flop in the top never gets activated
What are you expecting to activate it?
Oh shit hang on i changed things since i took the first picture
hang on
you press tab it turns hud on / off ... hits the trigger HUD goes to my HUD class ... is suppose to hit the Flip flop to set the visibility
it never gets to the flip flop
how do i find the normal (direction, angle? whatever it's called) between two points?
Btw, if you're referencing the class directly (Target is BP Third Person Character on your node), why are you using an interface?
I'm not saying don't use one, but you aren't using it in your hud.
(target - source) . normalise
That'll give you the direction (as a unit vector)
If you just want the "look at direction" there's a node just for that iirc.
Or make rotator from x (target - source)
check my boxes too
So im trying to create a health orb pickup this is what i have but its still not updating my current health
Hello!
I am making a multiplayer shooter and my weapon projectile base class has this functionality in it so that when the projectile spawns coming out of the player character camera, it ignores it.
Works beautifully on the server player but on clients the projectile is still colliding with the player character. I'm not sure why or how but if anyone has any tips or suggestions, anything would be appreciated.
You want to ask the #multiplayer crew they have the most xp
Will do thanks!
why this works? it blows my mind that unreal can use variables before declaration. This code doesn't make sense to me because the timer would never be valid before creating it.
I guess you haven’t seen Python
Wdym, variable is already declared
Look at it this way, when you promoted the variable it appeared on the left panel
It’s there, it’s just pointing at Null
Just never set
Prly just looking at the node order 😀
Actually I just look again
Why is it valid?
Assuming it was never set before the branch
Oh well I don't know much about timer handle
I mean if it isn't object ref it's probably not null by default, I dunnoe
I saw it on this video https://youtu.be/R8ecy1ierXs?t=1126 min 18:46
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even if the variable was promoted is empty anyway so, it shouln't be valid until is set for first time
Afaik for pointers that will be true
(Most blue pin ones)
Var type can be made of a class. If they have default values and not a pointer then it will be valid
Not sure if I get it right, just my 2 cebt
I'm not familiar with pointers, but I think I understand it. I used to believe that all variables with that blue color were structures. Knowing that was already enlightening, thanks!
I feel like that’s supposed to be on the False pin instead
If that's true, one could think that this variable could never be invalid, I guess that's why the "invalidate timer by handle" function exists.
No, the isValid check will return false if pointing at Null
Unless ofc this timer handle has already been set somewhere else
I doubt that timer will ever start as it currently is but only you would know
can i ask for help again later? if youre not busy.
I'm seeing it in a tutorial, the timer didn't exist before, but it's working for him. I'll ask the creator directly.
ty for the assistance
Best to ask in chat than pinging people directly, whoever’s around will help if they can
Well I mean you can test it yourself. See if it actually fires that function. On a side note, most tutorials are crap and also set timer by event is less bug prone than set timer by function (since you’re not manually typing it in)
about that, he and squize only know the context
its bad to make other people back read or redo the whole conversation.
Summarize the issue
You'd be surprised how little context one can work off of. 😛
ill find a good timing.. i dont want to be a bother to the other devs.
ill try
thank you guys
It’s no bother to ask questions in here.
im not really used being helped without any things in return
Sounds like a rough environment
yeah, i work in a company, and i even offer cold summer some cash in return back then but he refused
im really dumb at UE and stuffs but i wanna learn. if I get good, i be glad to help anyone too
16
GB
for a game to use?
5.3 recommend specs is 64GB I believe
i meant for a game at runtime
But also when talking RAM it’s usually GB
wat?
trying to optimize it
i dont wanna chat about this here, or else ill get banned. continue what youre discussing, ill setup my Blueprints. and ill try to find a good timing
My game project runs with 300 mb of RAM, but I don't know what's a standard for it
u tryna buuild rollercoaster tycoon in a machine language?
u sure its ram? or storage?
Ok, so what’s the problem ?
What's a good benchmark value
I’m not sure, you can just pull minimum recommended specs for games similar to yours
mine 16gb is good tho, for making archviz
i cannot even fathom how in the world you get to 16 gb of ram
4k textures on everything?
check ur task manager
Show detailed problem of your problem here. There might be ppl that can help, I gtg for a drive
take care
ok weird
on a standalone launch its 2.3 gb
oh lord
packaged build
wow
138 mb
i guess i optimized it too much 😦
yeah i throttled everything on the gpu
you can make a graph
not sure what that is
wait
sorry bout my shitty grammar, english is not my first language
like this
so you can check it the stats overtime
it's funny, i pushed so much onto the GPU from the get go, it uses 180 to 300 mb of ram at runtime. I am surprised about the GPU though
saved, thx!
bon appetit
is there anyway to break up a cube grid static mesh into subsegments? dont want an entire room to have the same material
Material slots, splat map, or do it procedurally
so like if this entire room is one static mesh, there's no easy way to turn just the cubes on the ground into their own meshes?
yo chat how do i make a thing where when you overlap with a box collision (in a actor blueprint) it slows down the player to whatever speed and when they leave it goes to normal speed or sprinting (if theyre holding sprint) same with crouching
this is all i got rn 💯
@nimble flower you could mark material slots in the software you made it in, but it shouldn't be one mesh really. It's better to make modular pieces and then lego them together in unreal. Also if you're using Lumen it won't play very nice with a single mesh
I recognize now I def shouldve done something else when making it yea
You would take Other Actor output and cast to Character Then from there you can modify walk speed.
Out of Character, get Character Movement and from there get Max Walk Speed
TO CHAT: Question to the more experienced in here, has anybody used Blueprint Nativizing? How did you go about STRUCTS and ENUMS in your BPs?
the general rule is that any struct/enum that will have the slightest chance of being used in C++ should be declared in C++ to begin with
because moving them over from BP to C++ is a big pita
Isnt the rule to 'always ' make them in c++ to avoid chances of corruption
It simply would compile from BP
Bp structs are known to bork entire projects
did anyone migrate the cropout sample blueprints to another project? the camera actor in BP_Player is driving me nuts. I have replaced the springarm/camera and zeroed all values but it is receiving input from somewhere else
I am not familiar with that project so just guessing here but is there anything in Construction Script when it comes to that camera?
sometimes there is a bug in the springarm and requires reloading Editor, in very rare cases
did multiple restarts and replaced it a couple of times without success. construction script is empty in said actor as well as in gamemode/playercontroller
If it's BP only project, I would search for Camera Manager and see any references
perhaps something from outside is referencing and controlling it
search how? (just deleted the springarm and something is adding crazy distance to the camera)
tools > find in blueprints
thanks! just found BP_MenuPawn which has a camera/springarm as well. checking
nice
i was having a crash and then i stepped thru it with the debugger and the error was str8 up gone
so wierd
no crash even
Does a function remember what a local variable had as value from a previous execution of that function?
Check, any particular reason to use a macro over a function beyond that difference?
Macros can be latent
Multiple execs
Functions are expected to instantly return (unless marked and handled latently, which you cannot in bp)
Right gotcha, that makes a lot of sense. Thanks for the clear explanation!
Events can also be latent but cant directly return a value as a funcrion can
hey, can you delete a file using only function?
Yes
You'll need to enable file utils plugin unless you like c++
It depends what you're trying to delete
a folder
Again it depends which folder
through a network accessed folder?
You try to go nuking directories you shouldn't and you're gonna run into biiig problems.
on a lan folder
like system32?
Like any system directory
wowzz i wanna practice
The only thing you'd probably get away with is stuff like the game's saved directory and such
ill be going through YT
If you're trying to delete things outside of your projects, don't
its possible using BP and plugins right?
Yes.
a russian roullete but if you lose it corrupts the OS
Yeah no
That ain't gonna work
Not in bp
And I wouldn't teach you how to do that in c++
even the user folders?
thanks for the info
i thought it can do is create saves only
file manipulation is also possible
I mean the tools are there for things like removing saves, or creating a screenshots folder or whatever
yeahhh,, about screenshots
You shouldn't use these irresponsibly. Nor would you have permissions to anyway
Honestly those numbers aren't that unusual. I'd just keep them tbh.
I haven't met a game with good screenshot titles. For such file renaming or whatever you would need c++, I'm not aware of any bp functionality for that
this is very confusing. i ve searched for all camera and springarm components/references/... and i cant figure out what is affecting bp_player camera in the cropout sample
the cropout RTS?
yes
not since generals. but i am not creating a rts
i wanna make RTS games too, too bad theyre almost obsolete
I have a backpack with 2 sockets. The default socket is at the bottom. The equipSocket is at the top, near the handle. If I use AttachActorToComponent, the backpack is connected to the player from the bottom, it looks weird. I want the backpack's equipSocket to attach to the player's backpackSocket. But there's only 1 argument for the destination actor's socket. How do we select what socket we use the actor from?
I know I can set the socket at the top, but then this will ruin spawning items, and it might spawn through the floor. There should be one default socket, which is the origin. Then there should be another socket, which is where it gets equipped
Hey Guys Question, im doing a "tooltip system for my inventory" how can i get the information from "BP_ITEMPARENT" to be in the text based on what object im hovering over
so i dont need to do a function on each item they all can use this one
I'm trying to implement a pickup/drop/throw action. Pickup is fine, but when I drop or throw the object, my character rotates, drops to the ground (see GIF) and sometimes even falls down the floor. Floor has collision set up, so idk what's going on here. BP is here: https://blueprintue.com/blueprint/hs88foh8/
Attachment I believe is based on the "origin" of the mesh being attached and it's attached to the socket defined on the mesh that it is being attached to. I think you may be able to set a relative offset of the backpack mesh based on the socket location on the backpack.
So I'll have to minus the origin socket, and the custom one, and then add the difference to the Actor's transform and it should put it into place? Is this done with Socket>"GetSocketTransform"?
Maybe its better off I just put the socket near the top? But what about a socket for a handle, if the player will grab the object? If I don't do the same transform alteration, the player's hand will go through the top of the backpack and not grab the handle
Is it my understanding that a socket (or multiple of them) placed on a Static Mesh, is intended for children to attach to it? E.g. if a backpack has multiple sockets, it has 1 for the origin, and the rest are for things like stickers, tags, decorations, items hanging off, etc. This is in comparison to thinking of sockets as a place to attach itself TO the parent, e.g. the handle
you needa disable the box's collision with the character
Collision with just the character? How can I do that? All I found is "Set Enable Actor Collision" - I turn it off when I pick up the item and turn it back on when I drop the item (so that it collides with the floor when I let it go).
The same way you do any other casting. Store a reference to the thing somewhere
Watch the blueprint communication video pinned here
yeah but in this case i wanna get the parent of the item
i just need a tip on how you would do it basicly
Sounds a bit strange to have a child ref and cast to parent
If the ref is stored in an actor var it's very useful
Especially if the item is not guaranteed to exist
hmm
My honest suggestion is to go an learn OOP. Separately. Outside of unreal, in your language of choice
Takes some time up front
ehm
But saves you plenty of time even just 2 weeks from now
ill think about it
f sure
whjen i get time i will
but how would i solve this current isse
im using the "tooltipWidget" in the parent class to draw information about another parent class(Item bps)
This notion of being able to do anything in unreal without code is false. You need the programming fundamentals, and that unfortunately means OOP.
Definitely when you get some time, read some articles, watch some videos and learn the fundamentals. Python, C#, C++, JavaScript, whatever
trust me im putting all my free time on learning this stuff
but im still in school and have assignments thats due
so
Us handing you solutions doesnt help you tho
Its like peeing yournpsnts to stay warm
What happens when we're not around ans you're asked to explain inheritance
if i get a solution to this problem then its stored in my brain right ? how is that not learning
its not that your doing it for me i still do it myself with direction
1 + 2 = 3.
thats school..
yeah
Thats the learning part
100%
i get your point
but some ppl learn diffrerently i learn by doing
with help*
I call bogus :p
ha well.. i know youve seen me before on these channels for quite some time now on and off
how much do you think ive learnt from the past 2 years of this
And its still the same questions
Anyhow
I hate my self for not using cpp earlier, holy shit the ammount of power you can get just knowing basic cpp goes miles away
Yeah it was a real eye opener
It tipped me off Mt. Stupid
yeah and i will get into cpp when i got more time for that but im climbing to Mt.stupid now
you can start to learn any oop, should take few days to 1 week
and u wouldn't have issue with inheritance in bp
This isn't as true as you think. Multiple studies have found this to be false. I do agree it can increase your affinity for learning by doing it your preferred way though.
You can still learn by doing, just with the fundamentals. It's a really core skill you need. I tried to "learn" unreal engine for nearly a year and was stumbling and struggling through the whole thing and never knew what I was doing. The moment I took a little bit of time to actually try and learn OOP though? It was like opening my third eye, and I was able to do more in a day than I could in the previous year.
It's worth taking a bit of time away from unreal to tackle some of the fundamental gaps. Doesn't have to be that long, and you can split it up if you find it boring.
Start a bit of OOP one week, then go back to unreal for a week, then the week after do a bit more.
aye, i get your point in the same time im in school to become a "game designer" not a Game programmer" also, so this im just doing bcus i wanna learn
If you wanna learn it, then you need to tackle those flaws :P
You don't have to be a game programmer to understand oop
agree.. and i will eventually
Although even game designers need to understand oop
yeah i mean i know C## roughly
used it in unity for a year but visualscription is so much more prefferd as a game designer and faster so its easy to get stuck on it
and yes i know c++ is way better
but there is a learningcurve
obvi
But BP is still a programming language. One that needs the fundamentals to be able to use it
i wasted my money 😭 , and I don't meant to berate you or anyone
it's just my opinion. I should have stopped playing games and learn more
Yeah game designer courses never seem to actually focus on game design
My university is all about doing essays and "research"
Idk why
all I want was to make cool games and explode stuff
I mean that is what academia is for :P
I took a game design course in college for my diploma and literally 90% of it was environment art and drawing
It was weird
im in last year of a 2 year edduction with about 6 months left at https://futuregames.se/
Read more about our game programs and courses, get answers to your questions, or leave an application for any of our educations.
and in the "school" ive learned nothing
the school basicly gives me time
to learn myself
as im doing now
here
with these channels
and spending time in unreal
Warsaw, poland?
sweden
opps im ignorant
Europe have some game studios, like CD redproject. so maybe the quality of training is different
Svenska bror 😄
walla bryshhh
I lived in remote capital of Australia, we have no game industry at all. The last game studios, 2K games and borderland maker they moved to overseas
aye
sweden is quite advance in game dev
based on the low person/capita
they say we are the "best in the world"
wich it a joke but i get the point
They should teach you some specialised skill
not a bit of everything
If u gonna be artist, then keep doing modelling and animation
Thats scansinavia for you, isnt it
or draw
Schools are .. meh
if u gonna be game programmer, they better teach you how to make games
exactlky the only thinng thats valuable is our "game projects" where designers,programmers,artists gets together and makes a small game
welll its more thjen i would have learnt myself on my own
obviously id rather work on my own project as im doing now
but i still wanna learn
best way to learn is to learn the basic and climb the rope
Pro tip of the day : take the time to learn the skill sooner rather than later
if you are not comfortable yet with oop then better start from there imho
Oop go
Btw the learning will never ever ever stop
Ask a hundred questions about oop
That is indeed a good place, but if learning c++ doesn't interest you, I know freeCodeCamp.org's yt channel has some videos on oop
And I can understand that. C++ is daunting when you're new.
However I would reccomend learning it eventually, if you plan on making games solo
Even when you're not
c++ dose interest me
Then I'd definitely test the waters with learncpp.com, but don't overwhelm yourself with it. Take it easy, split it up
Do simple things
Like
Implement a function in a c++ bpfl
Or create a c++ base class, create a few vars
yy id probbaby watch tutorials about the core basic about it for sure
My favourite beginner c++ project is implement a command line based dice game.
Bp to cpp vid is nice imo
Definitely don't jump straight into unreal c++ though. Get a handle on the regular c++ basics
question tho you guys clearly know this stuff arent u all working in the game industry ?
Once you can do classes and basic polymorphism in a programming language, you'll be a better BP programmer than you ever were
I am currently yes
Still quite green, and it was one hell of a road learning stuff :P
i will learn cpp i promise lawl
Ah I'm a programmer. Working mainly in c++. As for the studio, that's a secret :P
cool what contr`?
I am bottom feeder in game making, no one will hire me lol
Don't give up!
haha so are u unemployed now or ?
yeah, i'm learning
i was courrier and mcdonald worker
made my own game but I stop my patreon
I quit work so I can be with my grandparents, but grandma passed away a few weeks ago
gonna go back to labour job. Will do Unreal as a side job
aye thats a bummer about grandma
yeah thats what i did before and made the chooice to go into gaming
ive spent most of my time in wc3 editor since 2004-2020 basiclt lawl
That's what I do since my childhood, I did tank game editor, tenchu editor, operation flash point editor, arma, wc3, and then UDK
prob made close to a hundred map in wc3
aye those were the days
I'm always sad I never got into the modding stuff as a kid.
I'm actually relatively new to programming and stuff in general. All my technical skills have been developed in the past 6 or so years lol
Didn't actually own a pc until around 7 years ago
woot
I was one of those annoying Xbox kids lmao
perks of having a olderbrother started playing starcraft,warcraft2,Homm3 at the age like 5-7 lawl
console is the lifedrain of pc >)
Yeah I started playing things really young on my dad's hand-me-down ps1
Such a great console
ha ye
Tomb Raider 3 still remains my favourite game of all time
Sorry, what's wc3?
Ahhh
(the frozenthrone)
That's a lot of maps lol
thats my GoaT
well well derailing a bit buti will learn everything about c++ till tomorrow afternoon
Definitely went a bit off topic
yupp
That was great. For sure
there should be collisions settings somewhere and for i think its called collision preset or something, choose custom, then in the dropdown menu tick ignore for pawns
everything else should stay the same as the default one
i probably explained that very badly but eh
you can figure it out
Anyone here good with animation blueprints and state machines?
hey devs is there a way to make default pawn an AI , what i want is that when the game starts my deafault apawn will be an AI it will run its BT , and i as a player can only spectati him with its camera thats it ,so i need to swith deafult player controller class to AI controller i guess? how to achieve it?
Hello.
Is there a simple way to set the global master volume in the game from BP?
All I could find is about using a Sound Class Mixer.
But I don't want to go that route since our Sound Classes are not setup correctly to let us do that.
The problem sound so simple, and yet I haven't found a reliable way to solve it.
Set it up then? I don't recall if there is other way
Default pawn should be the camera
I need to duplicate the functionality of the Scatter and Copy to Points nodes in Houdini.
Basically a Blueprint that will allow input of an array of actors as well , total number of copies, and xyz bounds of a box for placement. And then randomly rotate, scale and place these actors within the box.
Doable? Surely I’m not the first to attempt this.
Any tips on how to set up the BP appreciated!
For loop
Random point in bounding box
With a random float in range
Pic = 100 words
Missing a 0
I have quite a few decals I want to set to be visible only after a certain trigger in my level has been activated. How would I go about this?
Are they their own separate actors?
Yeah, decals, lights etc.
I mean you can use get all actors of class and iterate over the array, and if you need to filter them further you can use tags
Just, you know, use it responsibly
Otherwise maybe just add them to an array to begin with and just iterate over that
Are decals that are placed in a level also classified as an actor?
I haven’t checked with decals tbh but everything else usually is
Otherwise just place them in an actor yourself
And then place the actor
okay thanks!
Hi folks, i'm doing a mobile project and one of my goals is to rotate the sun around the model, but my rotation axis doesn't change, when i change the value they get's back to these
This is the blueprint i'm using to rotate the sun
Directional lights run angle between -180 to 180
Try setting your slider in that range.
Random question, is this how I would check for what the projectile is hitting for each BP I make?
Like, that feels quite messy. So I assume there is a better way?
almost
why not apply damage, or use your own interface solution
that way the things that care about being hit by a projectile respond in their own way
and the things that dont, dont do anything
Oh, that sounds a lot better!
Sorry, I'm currently still figuring out Unreal and this confused me as it was like this in a tutorial.
(Another Unity jumper)
there are some minor gripes about the built in apply damage stuff, as it can damage literally anything (even things like game modes and the world settings panel)
but it will only affect things that implement event any damage.
you could do something similar with interfaces if you need something a bit more indepth than "pass this damage number along"
like if you had damage types and resistances you could pass a uobject or a gameplay tag of the damage type, and the object could have it's resistances and do maths based on that or whatever
Thank you! That sounds a lot more like how I was doing it inside of Unity!
Do you know if there is any docs I could read and see some examples? Otherwise I would just google, but maybe you already know some good oneS?
like if damagetype is DamageType.Fire, ignore, else if damagetype is DamageType.Corrosive, multiply damage by 2
for some pseudocode
apply damage doesn't really need any examples. its literally just "apply damage" after that hit, feed in your damage amount, and then use event any damage on anything you want to be damaged
The custom damage thing I don't have any reference for sadly
I may make one at some point though. not sure.
It sounds like I "just" need to add a health component to anyuthing that should get damage, and send the damage to it.
And depending on what happens destroy, or remove health.
no problem! I'm sure if you get stuck googling about event any damage will help you, i do know of some resources but cannot speak to their quality so it would be best for me to not reccomend them :P
integrating something component based with event any damage can certainly be a good way to do things
Thanks for the answer!
no problem!
Begginer here! I try to add wall jump to FirstPersonCharacter by adding 2 vectors that extend from the sides and back and forward from the player and when I test it on some walls only forward-backward vector is working and near others only side one works. This is before adding velocity, just a check with print as output. What might be the problem or is there a better way to do that?
Here the part with the vector, other one is the same but uses forward vector instead of right
I have a UUserWidget that has a Initialize custom event in the EventGraph. From looking in the source, the UUserWidget also contains a Initialize so I am assuming this is overriding it?
Hmm. I am seeing
bool UUserWidget::Initialize()
In UserWidget.cpp
virtual bool Initialize(); in .h
Yea I was searching for "Initialized" not "Initialize" sorry XD
I am just trying to convert this BP to C++ and when I make a function Initialize it complains because it already exists in the parent. So I wonder why the BP can make it without anything special happening
Well, it's not technically overridable in blueprint, and it appears that it has a bool return value, so if it's in the event graph, it has no return value, so it may treat it like a completely different function.
Yeah I guess thats what is happening
hey i still have this issue when i set 1 mesh the otherone disapears any solutions
???
i think it has to do smt with how the target is set but idk
yes
but i kinda changed it
1 sec ill screen shot
there you go srry for the wait
:)
Hey folks. So I want to use a Multi Sphere Trace For Objects for my tools in my game so that if a player swings an axe for instance, and there are two trees close enough together, they can chop both trees at the same time. Now, the problem is that it records every component hit so that when that tool is used on a player or NPC, it hits that player/NPC multiple times. Is there a way to keep the functionality of a multi sphere trace but only hit each object once?
Is this the one where someone told you your logic was off and equipping armor prevents you from equipping a staff or whatnot
When adding a hit, also keep track of the owning actors of those components that have been hit in an array. If the actor exists in the array, don't apply any more hits to that actor.
Thanks. I'll start messing with that.
Could also m make a custom collision channel and only look on that and only enable that (block) on the component you want
Could anyone point me in a direction on how to make a Tetris style inventory system.. (like the one in dredge) I can't even begin to think of how to approach it
You can make an object channel for Trees so you are only tracing for trees
You could also add your player/NPC to Actors to Ignore
when i put a print string afther setskeletal mesh from body armor and one afther pants than when i equip body armor it shows 1 but when i equip pants afther it also shows 1
I'm tracing by object and using Pawns and my custom object type so that I can attack players and also harvestable stuff or I would do that.
Are they Ents?
Applies to my earlier reply as well. I'm already using a custom object channel but I don't want to ignore players because the tools should do some damage to them as well.
I'm gonna try this array/ignore idea
Yeah, then Datura’s response is best here, as usual 😅
Your responses were all awesome. I'm just whittling down what I can and can't use without having to alter my whole system.
Ahh, each swing , anything Hit gets damaged once , and only once ?
Yes. That is the desired outcome.
Gotcha, Add Unique might help
Will likely need to clear the array at the end of the hit tho…
Seems like, after I apply damage would be a good time to do that.
Perhaps it’s still better to make a custom collision and have only that register the hit but 🤷♂️
It might be honestly.
?
That is actually a very interesting idea
@lunar sleet if you have a better way to set the mesh that whould be good too i think it is bc its the same item struct that it just pulls from that
Turns out the simple fix was just to turn off collision for the FP and TP meshes in the Player/NPC blueprints. They were query only anyway so by turning off the query, the multisphere trace doesn't hit anything but the capsule collider for the actor.
Well, assuming you’ve already exhausted the possibility that your logic is flawed and you’re doing things that are preventing others like someone else said might be the case, my fallback is you’re using bp structs so that might be why you’re having issues
should work
okay thx
Always works while editing , but only first time when playing
:)
I do. It needs to damage every damagable hit actor within the multi sphere trace but only once. So now that only one component in the player/npc can be hit, problem is solved.
I don't like these Boolean checks. Personally I would have Weapon/Armour/Cloths as a slot.
anytime I want to check if I have a weapon I will just check if there's anything on the weapon slot
can you show me an example of how you whould make it :)
not really sorry, it would take hours and a lot of thingking and trial+error
I piggy back my old game from Dynamic Combat System, they have pretty good structure for me
would totally heed neo advice as well if your struct is bp Struct. It will break your project sooner or later
okay thank you verry much it quite clear im nowere near experianced enough to do this XD thx for the help
I'm trying to make a rollup door that actually rolls up (instead of just scaling it up) . Unless someone can give me advice on how to scale it up without distorting the entire texture, the only real way would be to make an actual rollup door, like this - just looking for ideas - essentially it is a bunch of rectangles that follow one another- (and make each one display the correct part of the texture )
Is the other side gonna be visible?
Is the building tall enough to just let it go right up?
No, that's a good idea though but then you'd see it poking out
I can probably get away with angling it to the inside, like it rolls up and turns 90 degrees but doesn't have to roll all the way around itself like an actual rollup door, so think more like a pocket door
Chop it in 2 and just hide the upper part when its "rolled in"
how do i edit this? its a datatable using a custom struct that contains a UClass*. i can edit the name, but not the class
the row editor window is empty
Is there way to make print string update a single value on the screen instead of spamming down the entire side each time you call print string?
Wdym?
It only spams if you put it on tick
And the duration is higher than 0
Well or anything that runs it a lot.
yes, by using the key on the print string you can make it so the print string appears as one line that updates itself
If i'm poling a value and I want to see update in realtime.
BlueprintReadWrite?
?
Sweet, done, thank you.
I meant you can always just right click and watch the value at runtime too
Looks like uclass is not exposed to bp/dt editor
Would be my guess
Cant use it as a normal var, can you? In any bp .. like Uworld
https://www.youtube.com/live/JS5N41F4fZQ?si=fFuhfXaMKsOZNWqE&t=18484 Video here for those who might be wondering how to use key on print string.
yeah, i changed it to a tsubclassof and it works now
soft ptr, hehe
can you explain why?
To avoid loading the class cdo with the datatable
I was working on an unreal engine test project while following a YouTube tutorial. I made an arrow shooting system but its making a lot of problems. Whenever I shots them on a movable block and they stuck to it. It stays fine as long as I don't touch it with my player and as soon as I touches it after shooting it, the block glitches out. It either glitches out with the walls or flies off in the air. Please help me identify what might be the problem. The blurpint contains making an overlap begin node and checking if the other actor is not itself then stop movement immediately node from projectile movement to setting gravity scale to 0 and then attach to attach actor with Parent actor being the other actor and all rules to keep world, it then connects to set collision enabled to no collision for the collision box and lastly spawn emitter at location with world location the same as collision box. Apart from that its also giving another problem where overlap detection happens after a delay and emitter spawn while inside the block instead of at the position it should have begin.
Please help.
I have the latest version of unreal 5.3
The block works fine before shooting it.
Get ShareX and record a small video of it - then post it in #legacy-physics or #blueprint if no one answers - it will be very obvious to someone who will see the video/gif of it, as opposed to your wall of text
Or obd
I like Sharex because it will put the image right into your clipboard (but in his case, he'll need to drag and drop from the sharex folder)
Hey guys HELP ME OUT!! I am using this OSC plugin and it gives me some data at runtime. What happens once I start receiving data everything then happens in server only for example it works in standalone mode, listen server mode but it does not work in client mode. I debugged it then found out like debug msg is coming only from server and not from client how can I replicate that for client also?? for listen server everything is working fine
Move your post to #multiplayer , they might be able to help
Please help me.
third person character blueprint
So is it possible to have some kind of function pointer? I want to have an Interactable item base class and just call a function from the child.
just to pass the function into the base class would work. But i dont know how to store functions in BP
Store?
Why do you need a pointer to it?
Just call it
Variables get stored in memory, idk about functions, maybe but seems pointless
Function Library? can call functions on any BP
Yeah there’s libraries if you want global functions ig
But you mentioned child so OOP would handle that if function is in parent
so there is no way of passing functions from another BP to another BP?
im not really experienced in BPs
you dont Pass... its just calling it from a ref of the BP that contains the function
ok so instead of storing a pointer to a function i store a pointer to the BP and call it from there?
If the bps are unrelated, you use bp comms (see pinned video), otherwise if child of the class that owns the function you just call it
Yeah, ref/pointer same thing.
Is there any other place I can ask from problem?
I am completely new so I don't know where I should be asking for help.
You can also get that ref in many cases, using prebuilt functions, rather than storing
Like get player controller etc
You can ask in here or #ue5-general and we can redirect you to the appropriate sub channel if needed
I did ask here but no one replied. I will try in general then.
Someone try to make a blank project in 5.2 - enable control rig and it's dependencies, then restart. Then try to open a blueprint and tell me if it crashes for you
No don’t cross post, just bump your question every now and then and be patient
I am sorry.
I don't know the way here.
I will remove it from there.
How to do bump?
Is it like replying to my own message?
Bump^
ok
Like this?
please help.
I see you call stop movement but you’re also attaching the arrow to the box, is it possible your velocity is still above 0 so it compounds?
I did use stop immediately
how do i actually get 'this' in BP?
Self
ok ❤️
Ik, but maybe print your arrow’s velocity
Once the arrows hit ,try replacing the actor with just a static mesh Arrow, and attach/no collision the new Arrow like you have
And destroy the Arrow Actor
Ok I'll try and report back
how can i store a pointer to a base class so that i can call pure functions?
Object reference doesnt do that
It should , if you are casting to the same class(or child)
whats your code look like ?
i have a base class InteractableItem_BP and just want to store a pointer so that i can set childs and call the pure functions
You might be thinking of this wrong. In bp you can just create a child blueprint class and call any functions that exist in the parent directly given inheritance
Better make it a component ?
Let me see
is there a node to select actors in viewport?
At runtime?
no just while in editor
Ah..
I vaguely recall a function that would get all actors inside a ... rectangle? On screen...
That’s for runtime tho I thought?
that part is good to go, Im just looking for "select"
Ye prob just for runtime
You could make a blutility for it
Give it a volume, place it in scene, trigger code and have em all selected ?
Hmm.. select..
Guess youd have to check the sourcecode
Might not be exposed at all
When you make a Child , it has everything the Parent has, its just semi-hidden
You can call the function without any ref/pointer
If you want to change the Functions code , you can Override it
You may have to Show Inherited Variables
I printed its velocity after calling stop immediately and after setting gravity to 0 as well and both the time it was 0. I also tried replacing it with a static mesh as well. Everything works fine until Attach actor to actor is called.
I tried replacing it to a static mesh and even destroyed the previous arrow mesh but still the same problem. I think the problem arises after calling attach actor to actor node.
Disable physics on the arrow if you haven’t already (once attached)
physics is already.
I have made certain that this weird effect is only caused by attach actor to actor node.
I think I should roll back a version or 2.
Could be that attaching is somehow affecting the box’s physics, may be worth asking in #chaos-physics
I did ask the same question in legacy-physics channel. Would it be wise to ask in chaos-physics channel as well?
Yeah, it’s all chaos now
Is it worth it to create a master AI class/bp for VERY different AI that only share several small core variables such as having hp?
Think you know the answer haha. Cat and dog is animals, if the master is not a group for both ais I would never do it
I was thinking the same. Was just curious if there was maybe some advantage I hadn't thought of with combining them all into one. Thanks for the input 🙂
Is there a generic version of the On begin cursor over event that can be bound to?
I want in the level blueprint or the player state or a singleton to have a check for what is under the mouse and check to see if it has an Interface and do stuff (I know I can use On begin cursor event in each item individually but I want the mouse interactions to be centralized for cleaner code).
I know I can use the event tick to get hit result by channel but that again is inefficient. I'd like for the event to fire off only when there is an actor under the mouse.
Im doing a civ like game. Now im making the AI expand cities.
So for now its mostly a very simple mechanic. Just expand randomly from the start location outwards. So it just gets a random direction, and checks if it has mountains or other cities. If it has them then keep going forward until it find a free space.
This is working, except that the map also has boundaries.
so what do i do to build always inside the boundaries
do i use trial and error. like, try to build here, "oops, thats outside the boundaries", "ok lets try again, but now in another direction"
this seems like kinda sketchy, and prone to weird behavior
is there a block that is a if statment but for values (eg. It takes two values and a bool and the bool toggles between the values)
select node
k thanks
How can I do something like this BP that selects all Static Mesh actors and assigns a new material but now for Static Mesh that are inside a Blueprint Actor? Thank you. https://blueprintue.com/blueprint/adnyyl25/
Get components by class
Thanks, I will try that.
so im working on an inventory system here. i have it so stackable items dont get added if that stackable item already exists in the inventory
it works on the first set of items. and stacks fine. then breaks
and stops stacking items on the 2nd variation of an item
does breaking the loop kill or forever?
Did you set breakpoints and step through your code?
what does that mean
Hi sorry, can you help me here, I must be close but It's not working yet. https://blueprintue.com/blueprint/afpeu-3r/
What’s not working exactly. Did you make sure your core runs all the way through?
it seems to stack the first time. but not again afterwards
Select a node, hit F9, run, use the arrows to navigate through each node
Breaking out of the loop just exits that loop
I get this error:
Means you’re trying to access something that hasn’t been set yet. Take some normal screenshots of your actual code
i sourced the problem but i cant see a fix
i dont know why, but it is running the print when i feel like it shouldnt
the branch should be true
Here is the code please:
You’re getting all actors of class Actor you mad man?
Likes to live dangerously 😂
in my scene I only have one, lol
For now @rugged sonnet
Tf lol
It always starts with 1 then quickly becomes 2, then 20, then 200. Next thing you know there are 20,000 actors.
So how would you code it?
Narrow that down to your actual bp class, you can use get actor of class if you only have one. Then, after get component by class, add an isValid check so if it doesn’t have a mesh it doesn’t yell at you
@blissful grail 👆this is why I don’t tell rookies to use this, because they “narrow it down” by fricken Actor 😀
You don't tell rookies to use "Get All Actors Of Class"?
How would you get them to find the actor then? 🤔
If needed of course.
Not when it can be avoided
Fair fair. I've only started to come away from "Cast To ..." and moved to Interfaces. Not sure if that's the proper thing but I've heard Casting over time can cause issues.
you only move to interfaces if an interface is an appropriate
They’re proper but those don’t get you references
"moving away" from casting rings alarm bells
an interface should only be used for class agnostic behaviour. i.e. things that cannot feasibly share a base class.
like interaction or damage
You should have seen one of my early projects. It went like Cast ifFailed > Cast ifFailed> Cast ifFailed> .....
a base class cast is preferable over an interface message where applicable
for example you wouldnt use an interface to shoot a weapon
When you use breakpoints you can hover over the incoming values so you can see what’s happening
since weapons can all feasibly share a weapon_base, than you just cast your ref to the base class
the bad part about casting is if the object is not loaded, the engine loads a copy of the class' default constructed object for the duration of the play session. This gets heavy if you've ignored base classes, as these classes will contain assets like meshes and textures.
however with a proper assetless base class, this cost is negligable and can easily be swallowed as it will only be a few kilobytes of RAM
I still use Cast but not as often as I used too.
So for example, I have a BP_PlayerCharacterBase which splits off into 3 children classes with different units for my game.
I know at the start of the game I can only call upon one of those 3 children, so I toss a cast in between the Spawn Actor & User Selected Class so then I can set variables up.
Old me / Rookie me, would have done 3 different casts 😂
as long as you understand when each is appropriate it's fine.
you get a hell of a lot of bp users that learn the "casting is the devil and interfaces are here to bring you to salvation" motto from seemingly nowhere.
I maybe one of those people.
I tried to move everything to Interfaces but quickly learnt that sometimes you really have to do a cast and not an interface call.
I blame forums where people say "Casting is very bad as it causes lag etc etc" then they go on to recommend to use Interfaces instead.
Here is an example where I think I finally learned when to use them properly (or so I think it is)
hey there
how can i hide this icons from the main camera and also hide the player and other actors from the mini map camera ?
that may well be it.
again to give a recap. Interfaces are for something class agnostic. So it applies across a wide range of classes. Interaction could be for planting a crop, opening a door, or poking a sleeping bear, and all of those objects aren't related to one another. So you would use an interface message.
Casting is for when you have similar behaviour on a number of objects. I know all my guns can shoot. So i will have a base gun class, with a shoot event, that fires some logic, based on some variables like fire rate, spread etc. Then i can subclass this base class, and give these subclasses meshes, and specialise the variables. Now when I hold a reference to a gun, I can just cast to the base class to shoot it. That way if the cast fails, because my object isn't loaded, all I'm really loading is a bunch of small variables.
Hey - I do always say to make sure it's for a more specific class than something that is going have a bajillion!
I have my units with a reference to the widget in it. So that it can communicate directly with the widget.
But it seems when the unit spawns at the start, the widget is not yet loaded.
So i used a Set Timer to get the widget like 1 second later. Is this how its done?
how can i disable and reenable the input when i hold and release a key ?
im trying disable and enable nodes but that disables the input and never enable again
this node works but the cursor not showing
nvm
I have these values I need to set in my BP depending on the direction of a second object, what’s the best way to not only set these values based on another objects positions, but also to blend between them as it moves around my object?
for ex:
When Object A position = 1, 1 ;Object B should set these values:
{-1, 1, 0
-1, 1, 0
0,0,0}
But When Object A position = 0, -1 ;Object B should be:
{0, -1, 0
0, 0, 0
0,0,0}
i know it's a matrix i just don't know how to define and blend points
Anyone?
You know, if your use case allows, you can just cast to parent class
I would make a struct ST_DirectionMatrix
In it:
Array of Vectors
Gives a nice visual of your 2nd pic i think
@wild moat
I didnt fill it in 🙂
Should I still be using return nodes in my functions even if there isn't any outputs?
Hey guys, I'm trying to set a morph target on an key input for my skeletal mesh but when I play in editor, the skeletal mesh already has the morph target set and the button mapping does not register. here is my blueprint setup
try Play from Start
And , watch the code while playing to see in anything is firing
But , Play just continues from where it left off, if it finished , the next time it starts at end> doing nothing
the thing is, I want to cast to any provided user class 🤔 (kinda)
The player provides anything that comes from pawn and if the overlapping object matches that class, then I cast to pawn and do stuff.
I always cast to pawn, but not all pawns trigger the code... does it make sense? 🤔
oh my this is gorgeous
When I do play from start, It kinda works. the morph target keeps flipping between values and flickering
cannot control from the button mapping but the morph target is changing values
Does ANYthing happen with the button press?
like, does that BP have user input turned on ?
Glad you like it
I just put print text when input is pressed, and I found that it acts as if the button is being spammed and repetively pressed
Ahhh, yah
Use the new Enhanced Input System, its better for that
ah I understand. Thank you for the quick replies!
Sure
hey there im trying to do a line trace from my mini map camera to the mouse position from its view
like the screenshot (yellow point is the mouse)
how can i achieve that ?
how would i set these values based on the position of this sphere to the player though?
world position - player object position for the origin,
then X,Y coords of the sphere for selecting and lerping between these values?
Try Get Forward/Up/Right Vector and combination of adding them together
Im not sure of your movement design so ill leave that to you
sphere position will be determined by velocity direction, but otherwise everythings in world space
it's for this mesh sheering material i made:
https://gyazo.com/7314f6ad2af63620f1cec89536f3cf5f
Ahhhh ok, I see it now
and i see i missed the middle all 000000s array
are you converting joystick control to sheer ?
basically, but using velocity so if the player gets smacked real hard they'll stretch too
Ok cool, so with that setup you can calculate the values on demand
yee, procedural animation, I didn't want to animate all that haha
Add some curves to it to give it some jiggle wiggle 🤌
niagara to RenderTarget
nice 🙂
oh i see what youre saying, for the velocity array lerping, yeah i'm gonna add some springyness to it
Never-mind I was thinking it was a widget
i dont see a print to screen node.
I want the game to autimaticaly start in window mode on start
i did not create a ui to activate it
I messed with setting the screen options before, but it's been a while
I think you have to apply the screen settings not resolution.
i did to back in ue4 but i dont remeber what it did
But I'm not at my pc to check
Going off of very limited memory
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I believe he covers the proper way to set it in this vid
How does one expose animation sequences of an animation blueprint so that you can input different sets of animations for each different character the blue print is assigned to?
This seems to work
But,