#blueprint

1 messages · Page 22 of 1

echo storm
#

Or well, the parent class

lunar sleet
#

Well, no, not if it’s a diff PC each time

flat summit
#

Clueless

#

pcg its to hard for me

#

brain goes bomba

heady crypt
#

those videos should help you get it done in 25m

echo storm
#

And no I don't think so

heady crypt
#

what you need from PCG anyway

flat summit
#

the thing is that the videos that you sent make everything for a static map, and mine is a infinite spawning map so there is no way to make the pcg thing fit my idea

heady crypt
#

yea, make an actor

flat summit
#

maybe you know how but i dont lol

heady crypt
#

give it PCG

#

spawn actor

#

profit

#

you already have the actor

#

are you not spawning this actor infinitely for your Runner ?

flat summit
#

actor = coins right?

heady crypt
#

AActor = something that you place in the world

flat summit
lunar sleet
flat summit
#

i mean i dont want to dout you, im just asking

heady crypt
#

your ground is an actor though

#

make a spline, make a PCG Graph, tell it what to spawn, and you're done

#

then on construction, make a random float, that's your seed, and tell your PCG what it is

#

and you have RNG positions

flat summit
#

so, here i click add to create a spline

echo storm
#

If I do auto-possessing it works, but I wonder why the possess node doesn't seem to do anything

heady crypt
#

anything with that logo is of Blueprint type actor

lunar sleet
heady crypt
#

then you're almost done on his video tutorial, and you can move onto things like score tracking, map spawning and camera movement

flat summit
#

whatever he does here should i do it on my viewport from my floortile? https://youtu.be/tJkbezOmAwA?t=131

🔥PCG Basics Tutorial! https://youtu.be/0YiDT08W_q8
👉Check Out The Rainforest Pack! https://bit.ly/Rainforest_Pack_PCG_Spline

Hello guys, in this quick and simple tutorial we are going to learn how to use the new Unreal Engine 5.2 Procedural Component Plugin!
↪️Join my Discord Server, NOW: https://bit.ly/GorkaGamesYouTubeDiscordServer

Check out...

▶ Play video
heady crypt
#

yep

#

just don't drag the spline and graph into your map

#

add them to the segment

flat summit
#

so, instead of creating a new blueprint i just use the one that i made for the floor right?

heady crypt
#

yea

lilac storm
#

Is it possible to attach one actor component to anothe ? I got 2 ACs one is for all player abilites second one AC from marketplace which has flying ability staff , i don't want to attach 2 AC to my player , i want all ability related stafff in one place , what is the solution?

lunar sleet
flat summit
#

i cant make the space where the coins should spawn bigger, its just like a stick instead of a circle, even tho i changed the size

echo storm
#

I put the print string on tick in the controller BP

lunar sleet
echo storm
#

My bad

lunar sleet
echo storm
heady crypt
#

click on the spline, and on the point selection tool, and you can click though the spline points and move them, alt+drag to make a new point, click closed loop to make an "area"

lunar sleet
echo storm
lunar sleet
#

So, it’s working?

echo storm
#

The camera is also positioned properly, just the controls don't work

#

No it doesn't work

lunar sleet
#

Long shot but try using enable input

echo storm
#

On the character?

#

Doesn't work either

lunar sleet
flat summit
lunar sleet
flat summit
#

and the thing is the same

echo storm
lunar sleet
#

Point is to check if it’s already possessed

heady crypt
echo storm
heady crypt
#

tweak the densities

flat summit
#

i was missing half of your blueprint ☠️

heady crypt
#

and then start doing seed stuff

#

you'll see it all in his video

#

I'm just showing you how fast it is to make

flat summit
#

i think i know why i cant make it bigger

#

https://youtu.be/tJkbezOmAwA?t=212 the guy has that massive area, but i cant open that bc im in a blueprint

🔥PCG Basics Tutorial! https://youtu.be/0YiDT08W_q8
👉Check Out The Rainforest Pack! https://bit.ly/Rainforest_Pack_PCG_Spline

Hello guys, in this quick and simple tutorial we are going to learn how to use the new Unreal Engine 5.2 Procedural Component Plugin!
↪️Join my Discord Server, NOW: https://bit.ly/GorkaGamesYouTubeDiscordServer

Check out...

▶ Play video
#

or can i?

heady crypt
#

you can make the spline as big as you want in your actor

lunar sleet
echo storm
lunar sleet
#

On begin play?

echo storm
#

That one doesn't work if I use the possess node as well

echo storm
flat summit
echo storm
#

And it works if I use the auto-possess option or set the default pawn in the gamemode settings

#

Just... the possess node doesn't do anything

lunar sleet
# echo storm Yes

Begin play will occur before you possess it, see if you can do it on the PC’s onPossess

#

I’m checking out a vid about this tho, sec

echo storm
lunar sleet
#

Try this, after possess, get the EIS local subsystem and add mapping the context there @echo storm

flat summit
#

im going to cry

echo storm
lunar sleet
echo storm
lunar sleet
#

Yep, that works, or you can also do it right after your spawn -> Possess

#

But this is prly cleaner

echo storm
#

Alright this is really good to know, thanks a lot for your help

heady crypt
heady crypt
#

alt+drag = make more points

flat summit
heady crypt
#

it?

flat summit
#

nevermind

heady crypt
#

and then you can play around with how seeds work, and then refine your graph to more custom way you want it to look

#

if you want, otherwie don't worry about it

flat summit
#

nah but im going to an mental assylum next week after doing this

#

in game ofc

flat summit
heady crypt
#

the boolean? drag to BP and clik set, or drag to the exec node

#

2nd is alt+drag

flat summit
#

okay got that one

#

what about that one, mine has no target

heady crypt
#

yep now make an integer for seed, and make it random, and parse it to your PCG

#

make it default true for boolean

#

so everytime it spawns it should change seed

flat summit
heady crypt
#

your img too racy

#

too much seggs

#

the bool really just there so you can drag the actor in the editor and see how your graph changes are going

flat summit
#

and whats this?

#

i mean i do right click but there isnt anything called pcg

heady crypt
#

click on add, add a PCG, click on it's graph and set it to your PCG Graph

flat summit
#

add on local variables right?

heady crypt
#

uh no

flat summit
#

where then?

heady crypt
flat summit
#

ah okay

heady crypt
#

and add your graph here

true oriole
#

how do i spawn enemy outside the screen/camera ? i don't want to player to see it when the enemy is being spawned.

flat summit
heady crypt
#

spawn them in, as default invisible, then check if they are visbile to camera if not make em visible, or make sure they spawn out of range

#

the PCG

flat summit
#

oh i was clicking this one

heady crypt
#

that's just a ref to the component

flat summit
#

okay

#

im just missing this

heady crypt
#

they'll always spawn behind the camera then

#

as long as camera is locked to the player

heady crypt
flat summit
#

okay gotcha

#

everything done here

heady crypt
#

expose them by clicking the eye

#

closed eye = hidden/private

#

and set the boolean to default true, so it always changes the seed at least once

#

later you should make a stream and give it to the player state and then get random seed from stream and set it when you spawn it, but that's a later thing

#

if you want to keep using the PCG spawn

languid widget
#

alright fuck, has anyone used FVectorSpringInterp before? I can't figure out how the values correlate, my object just flies all over the place

flat summit
#

i know you hate me

heady crypt
flat summit
#

mine has no eye

#

oh wait

heady crypt
#

yea wides no good, ultra wides needed

flat summit
#

i have been 11 hours straight doing this omg

heady crypt
flat summit
heady crypt
flat summit
#

mine is not like that

#

ah i think i know why

heady crypt
#

lol

#

you made them local

cyan bone
#

Maybe this is something obvious.
I need to scale the landscape to be bigger. But when i do, the textures all become too big.
Is there something im missing?

heady crypt
#

you can't expose a variable if it's local

cyan bone
heady crypt
#

change your UV Tiling

#

you're using a material instance right ?

#

there are videos online about auto scaling textures, I didn't try them though

feral parrot
#

spawning the spheres I need them to block one another when chasing me, how do i do that? in my case I set the collision to block world dynamic and set the type to WolrdDynamic as well but it is not working

heady crypt
#

how are you moving them? MoveTo() ?

#

MoveToActor() ?

cyan bone
#

no im not using an instance

flat summit
cyan bone
#

its the main material

feral parrot
heady crypt
# cyan bone its the main material

in the main, make some UVs scalers, make them parameters, then make your landscape material an instance, and you can edit the details without recompiling the material

#

I can't think of needing to rescale a material after scaling up the landscape though...

heady crypt
#

and it'll path find AND prevent collision with slef and others

#

you'll need a NavMeshVolume in your scene though

#

you could give them a capsule component at the ground 0,0,0 and let their mesh be higher and animated so they fly/float, and just tweak your NavAgent bounds like height and radius so they spread out as much/little as you want

gray cradle
#

The cube overshoots for a single frame when setting it to the location of the cell.
Overshoot happens in the direction the cube moves to.
Physics for the cube are disabled and I made sure its location isn't set anywhere else.
Any ideas how to fix it?

heady crypt
#

Is it just a visual issue with Unreal Temporal?
I'd Lerp it from A->B not Snap it to B myself

#

Are you dragging? clicking?

gray cradle
#

Im dragging the mouse, then the tile fires a "cursor hovered" event and sets the cube to its location.

heady crypt
#

I think it's just a visual thing with Unreal Temporal

#

like Laura said, turn off motion blur

gray cradle
#

Yes, it was motion blur. Thank you @heady crypt and @toxic jay

heady crypt
#

next you should learn about Lerping 😉

#

any examples of a game you think snapping would be better than fluid motion ?

#

RTS placement ?

#

you don't slide them around without a Lerp though

#

it's just the spawn point or swapping the mesh from Placement->Normal

#

yea I guess if they going for a low tech cartoon vibe

gray cradle
#

Actually Ill try a very fast lerp, havent thought of that. Im trying to convert my 2D Godot Protoype to UE - a tower defense game.

heady crypt
#

idk what it is about Unreal but snap movements are very noticable, Camera, objects

#

you name it

gray cradle
#

Yes, disabling motion blur fixed that. But Im gonna try lerping from a design-perspective. Might give a better feeling when placing buildings.

heady crypt
#

if you want a cool cartoony spawn in feeling, you could create a timeline and make a curve go from 0.8->1.1->1.0 to make it look like it's being enlarged and shrunk

#

have the update of the timeline set the actor scale

#

lots of mobile and 2d games have a more exaggerated interaction feel to their stuff

gray cradle
#

Good idea but I was going for an animated spawning

cyan bone
noble quiver
#

Hi guys, just wondering if there's a way to display CPU and GPU Time in a widget. It'll be for easy debugging with a build.

cyan bone
#

thanks @heady crypt

heady crypt
heady crypt
# cyan bone thanks <@182424677610684416>

In this short tutorial, I will show you how to make an autoscaling texture for a rock mesh in your scene in Unreal Engine using the material editor. That trick will help you to build more dynamic scenes with the same props and textures.

Difficulty: easy


Leave your comments and suggestions in the comment section. I will use the most interes...

▶ Play video
#

This video was really interesting, if you want to have it dynamic auto scale, instead of manual tweaking

#

I wouldn't use it for anything other than rocks/landscapes

heady crypt
cyan bone
heady crypt
#

it's an interesting thing to use for sure, but it's limited to things like rocks and ground that use completely tiled materials

noble quiver
heady crypt
#

maybe a spline PCG wall graph

heady crypt
#

Laura might know if those variables are accessible, I know that Unreal does track a lot of that for it's own internal details so you can figure what's using how much CPU/GPU/RAM/File Size

noble quiver
#

Yeah I don't nessessarily need a histogram per say so even just raw numbers would be good. I am familiar with the profiler too but my boss wants it displayed in game so if it's possible, many thanks

#

Willing to use C++ also if that makes things easier

heady crypt
#

I've not looked into if those variables are exposed so I'm not sure

late dragon
#

How do I create an editor extension to generate child blueprints?
is something like that possible?

signal perch
flat summit
#

how is this called or how can i make it

heady crypt
#

Array of Vectors

#

looks like anyway

true oriole
dawn gazelle
narrow pendant
#

how would I get the name of my level's UWorld?

lunar sleet
narrow pendant
lunar sleet
narrow pendant
#

because the world partition commandlet needs the name of the world

#

that part is not documented though as far as I can tell

lunar sleet
narrow pendant
#

will do thx

proven garnet
#

Hello! Practicing BP's and learning by doing basically. I've made a door interactable so I can open and close it. Opening it works fine but closing it doesn't work. I assumed using the return exec in "Move Component To" would return to start position but maybe it's the flip flop that needs to change? Anyone able to give some pointers?

willow gate
#

Hey again smart people. I have an actor with several static mesh components. I set their static meshes from an array of possible meshes and I would like to stack them side by side dynamically. I wondered if there's a way to do this, perhaps using component bounds to find the edge of a box extent and then placing the next mesh next to that box and moving down the chain like that?

fringe junco
dawn gazelle
fringe junco
#

or a timeline

proven garnet
#

Ah okay I've checked timeline a bit but can't really grasp it. I'll try with another move component node, thanks!

fringe junco
#

timelines u just need to double click on them to go into the timeline, and set keys

#

right click on the graph to set a key

#

and then u can move the key around to the appropriate place

#

i have 1 key at 0,0 and another at 2,1

#

so when its 2 seconds into the timeline, the value = 1

proven garnet
#

I think I've set it up like you have but now it's not even opening

#

i must be missing something

thin panther
#

show what you've setup

#

its very easy to miss things when you're staring at it all the time :P

proven garnet
#

So it's not a curve. Maybe I'm missing something here

thin panther
#

it not being a curve doesn't matter. show how you set up the node graph

proven garnet
thin panther
#

thought so

lofty rapids
#

0 to 0

thin panther
#

you haven't set your B rotation

proven garnet
#

Of course!

#

Haha

#

We just built a door people!

#

😄

#

Thanks for the help 🙂

frosty berry
#

I have an "enemy" that is chasing the player (not using Behaivour Trees). Should the "AI" movement/decision be updated/adjusted every tick, or have its own custom event that has a Delay(.02) then self loops?

frosty heron
#

Delay happend in one frame

#

so what happend is after 0.2, you get callbacks every frame from there on

#

just use Behavior Tree!

dawn gazelle
#

I think they mean Begin Play > "Do Some Stuff" > Delay 0.2 > Go Back to Do Some Stuff

frosty berry
#

Yes, EventA --> do stuff --> delay .02 --> call EventA

lunar sleet
#

Doesn’t really change anything. If you put this on tick, it’ll break

#

Use the right tool for the right job

dawn gazelle
#

inserts joke about using level blueprint for AI

late rapids
#

targetting the interface vs targetting the actor / specific object

frosty berry
#

Datura got it right, Begin play calls the event, then it loops itself on a delay.
Have not dug into Behaviour trees enough. (need to)>
Its vehicle navigation based on a target goal....have no clue at this point how to do that in a BT

lunar sleet
gentle urchin
#

If its a one off thing, bt might not be the tool for the job

#

Might be better with a temporary car auto-drive component 😄

lunar sleet
#

So, the AI makes one decision and then ciao-s ?

frosty berry
dawn gazelle
late rapids
late rapids
frosty berry
lunar sleet
dawn gazelle
late rapids
low venture
#

How would you do this with UMG? I want to make something like a "information dialog", like in Windows. "Files have been successfully saved" or something like that. The length of the text can be anything. Now I want the following:

  1. the dialog's aspect ratio is e.g. 1:2
  2. a dialogs maximum width e.g. 500 is set
  3. if the text does not fit into the dialog with aspect ratio 1:2 and width 500, you should be able to scroll it
    I really tried a lot of, but did not get it to work...
late rapids
#

hovering over them shows nothing sadly

#

well, nothing useful I think

low venture
#

The thing with aspect ratio in size boxes seems to be totally broken...

lunar sleet
frosty berry
low venture
#

No, but there will be nobody in this channel the most time @lunar sleet :/

#

UMG is not popular enough

late rapids
#

I mean, is there any difference in changing the target, since I'm assuming we're either targetting the actor, or the interface implemented inside the actor, which should both lead to the same outcome? confusedDuck_AD

lunar sleet
lunar sleet
late rapids
#

function

#

lemmie implement it as an event and see if there's any difference hmm

lunar sleet
#

Yeah, interfaces are a tad weird, when you implement you basically get a call to the interface itself within that actor and a call to the event or function that was implemented as part of the interface

#

All that being said, I don’t think it makes much difference which one you use, aside from the message/no message version

late rapids
#

ye I understand the message/no message version differences

#

I guess I'll just use the actor reference until something doesn't work and try interface reference after that NervousSweat

lunar sleet
#

I think I always just used whichever the context showed first

gentle urchin
lunar sleet
gentle urchin
lunar sleet
gentle urchin
#

But yeah no reason for the tick in the first place.

#

Beginplay -> set timer by event -> BrainTick

#

Increase during chase

#

Decrease otherwise

frosty berry
#

hmmm.
So far its in tick ( no delay, just running) and no performance issues. But its just me playing in editor right now with only 5-6 "chasers".

#

Basically, what is the best practice assuming I am not giong to use BT?

gentle urchin
#

Whats it doing on tick if i may ask ?

#

Like, whats it having to check every single frame?

frosty berry
#

Thats pretty much it for now.

gentle urchin
#

MoveTo does that for you

frosty berry
gentle urchin
#

Guess its not the worst use of tick then

frosty berry
#

🙂

paper gate
#

validate check failed everytime ??
even i already add it in viewport

lunar sleet
versed sun
#

Delay untill next Tick after Begin Play

paper gate
proven garnet
#

Hey! Watching a YT tutorial on timelines and I'm not getting this menu to pop up when right clicking a point on the timeline. I can only double right click but that brings up the "rename" and "delete" menu. Any idea what I'm missing here?

frosty heron
#

On begin play too. I smell a rat race

low venture
#

Even the size box can resize to the border's or text's size (only aspect ratio is set), it doesn't. How to fix that?

#

Border is horizontally/vertically stretching.

#

Text too.

plush ridge
#

If I have the rotation value for the red object, how do I mirror it to get the rotation value for the green object, from my POV? If this pattern continues, the colors would flip and when red points down, green points up.

#

Basically, I already have the red, I want to create the green

versed sun
barren dove
#

will that work? it seems like it should require an axis

#

my assumption was to have a line from the center to the left/right, measure the angle and then multiply by -1 / new angle

plush ridge
#

invert could work but one of the axis should not be inverted (when the line leans towards camera here, both lines should lean towards camera)

kind estuary
#

Whats the difference between using instanced static meshes and foliage in terms of performance?

plush ridge
#

it's not just a 180 flip

barren dove
#

tough without axis's labeled, lol
I still think measuring it to a known axis (the vertical or the flat plane) then redrawing on the other side makes more sense

#

there's probably some fancy math way of getting what you want but measure and redraw is for lunkheads like me 🙂

plush ridge
#

some more context: the lines are swords, and it's in 3D ofc

It's in VR, and the idea is that I have a dummy opponent that "mirrors" me. When I point my sword to my top right, he points it to the bottom left (which from his POV is bottom right, hence my image above)

lunar sleet
#

Perhaps you could use DOT product then, tho I guess that takes location vectors

barren dove
#

um, instead of doing lines, if its a skeleton mesh couldn't you just mirror a socket location over the mirror plane and you're done? :x

#

i have done zero animation stuff fyi

plush ridge
#

it's a static mesh,

I was able to mirror the location/vectors correctly, but the rotations are stumping me

barren dove
#

oh i'd just try to mirror the locations and draw the lines between them rather than come up with that

plush ridge
#

oh interesting 🤔 will explore this

barren dove
#

you know, socket a -> socket B , you have a start and end location, measure and rotate so that the limb does what tis meant to do

plush ridge
#

actually,

#

it might get weird when the positions swap across the center point, without rotating

#

the line drawn will produce a new rotation, when it shouldn't

barren dove
#

hm

#

this shouldn't be this hard

plush ridge
#

I know 😅 couple of us went at it thinking it would be basic but it tripped us up

barren dove
#

okay lets say the plane is the X axis

versed sun
#

the plane is the x axis

lunar sleet
#

The plane is the..

plush ridge
#

the plane is

lunar sleet
#

X axis

plush ridge
#

plane

lunar sleet
#

✈️

barren dove
#

we can get any location to the x axis, and then draw it on the other side , we just can't get the rotation of those locations, so how do we resolve them without involving the original

#

we know the actor will be facing the player and probably make a few other assumptions

versed sun
#

If you want to Mirror a sword, can you get the Relative rotation, and apply the Invert on the dummy ?

random pulsar
#

Hey,can someone explain how can i do an avoidance 2d system ,like of the player is near enough to a rubbit ,the rubbit runs from player and stops somewhere?

barren dove
#

I was thinking he could break the rotator and pull out the Z so up is up on the other side of the mirror, but thats not going to fly because its not world Z its going to be a combination of things

barren dove
random pulsar
#

No its a flipbook that just stais on place

#

Stays*

barren dove
#

mmm, okay
so you could try something like add a sphere to the rabbit
OnOverlap -> get all actors that overlap -> you're looking for the player actor
then get the direction and move the rabbit actor

#

then whenever the player enters the invisible sphere, the rabbit does what you told it to do

random pulsar
barren dove
#

you're on the right path, its up to you, wherever you put that sphere, is going to trigger when it overlaps the player

random pulsar
#

Thanks

barren dove
#

add an onoverlap event -> get all actors of class and add the player class, then print, so you can see it print when it triggers
once you have that working then mess around and figure out what you want it to do 🙂

paper gate
#

why event tick didnt work in widget when i set visibility of widget to false ??

barren dove
random pulsar
#

it moves strange,and i know why ,it needs lerp or smth?

barren dove
#

let me see

#

so what you're doing on overlap, you're getting the actors of class, but not doing anything with any of your outputs, you're just getting the actor and not doing anything with ti

random pulsar
#

adding 5 units to x

barren dove
#

yep yep slow down, let me explain

#

what you probably want to do is get the location of the player actor, and the location of the rabbit, and then move away from the player, instead of just always moving towards the x, right?

random pulsar
#

yes

barren dove
#

you're probably looking for the "branch" component that lets you set a true/false path for your blueprint

#

so in this case you can go -> on overlap -> (is the overlapped actor the player?) -> true -> get players pawn location -> get rabbit pawns location -> then things are going to get tricky, you're probably wanting it to move away from the player but stop at the wall, but you're just raw teleporting it right now with set actor location

#

getting the AI to move stuff for you and obey things like obstructions is something i'm learning right now still unfortunately

random pulsar
#

jesus christ,its hard

barren dove
#

if you're just trying to keep things real real simple, you could do something like another branch to "check overlap" on another actor, like a carrot, then if that is true, the rabbit doesn't run away, if it is false ( no carrot) then you move it

barren dove
# random pulsar jesus christ,its hard

you can do it, its just thinking of those white lines as a flow and finding the right blueprint objects.
like its doing what you told it to do, on overlap, its moving the rabbit to the right, now you want it to do something more specific so you need to tell it 🙂

random pulsar
#

but for what i need the branch?For example its true,its the player that overlapped ,it will do the true and that's it,if not it will be static as if no branch was in this logic

loud tree
#

anyone know what causes this? Can't seem to figure it out. The buttons all turn into a little white box when hovered like earth is in this SS

frosty heron
#

The image doesn't say much

#

If your button changed when hovered then open your umg, look at the button brush when hovered

barren dove
#

so the branch will let you check if one of the "get actors of class" is a player, and if it is, then continue on, if the actor is not a player, then the rabbit wont run away 🙂

#

since you're making a decision, usually branch is the way to go 🙂

loud tree
barren dove
#

so you want to check if the "other actor" on your overlap event is a player , and if it is, continue with your blueprint, if not you can just leave false empty and it'll stop right there

frosty heron
#

Your button get hovered and it change to white box?

#

That it?

gentle urchin
#

Very strange for the GetAllActorsOfClass to be there imo

#

Seems like a strange strategy

loud tree
frosty heron
random pulsar
frosty heron
# loud tree Yes

Then I reiterate my self for the last time.

Go to the detail panel of your button. Look for hovered selected etc. Change the brush to be the same as the normal brush

#

@gentle urchin I manage to keep the widget alive during map transition

#

Using Tsharedptr in gameinstance subsystem

gentle urchin
#

daym

#

nice job!

#

but it's static, right?

#

during load

frosty heron
#

Hmm like the widget?

gentle urchin
#

ye?

frosty heron
#

Can have animation

#

It's just normal umg

#

I look at lyra do it if I dechiper it right they also use umg

#

No idea how they load the level tho

gentle urchin
#

so you couldnt easily play an animation there ? would be my guess

frosty heron
loud tree
frosty heron
#

Still don't know if I will get lag when loading big lvl but looks Gucci atm

gentle urchin
frosty heron
#

Time will tell 🥹

gentle urchin
#

I'd suggest making a single wrapped button for your button, to avoid setting up 12 the same way

barren dove
loud tree
frosty heron
#

U can use that button anywhere in different widgets

#

<@&213101288538374145> @scenic oasis spam bot

loud tree
gentle steppe
#

(I'm not a bot, i just made a reddit post and it got removed so i copy and pasted the posts text, i also just posted onto the ai chat but i think that was the wrong place to say this) I'm trying to make a Zombie AI which is like the World War Z Zombies but a little dumber. I still want them to be fast, climb and sneak up on the players but I dont want ones where you literally cannot survive them. I have looked everywhere for tutorials but I can't find any. I have found some where they aren't as smart and can't climb and are just basic zombies but never anything too smart. I tried using behaviour trees and that was good, but I could never get it just right. Also, I need the animations to stop if the player moves away too quickly because what I had before was a zombie still playing a hit animation like 5 seconds after the player has run away. I'm using blueprints btw

lean widget
#

Hey, I am trying to make a tower defense game, but am new to unreal engine. I understand some basics, but have no idea on how to set this project up or where I can learn how to. I am looking to setup a simple wave system of enemies that head down a path to destroy an object. Any help or direction would be much appreciated.

#

Im not opposed to learning, just not sure where to find any documentation on this setup.

supple dome
#

break it down
-> How to spawn pawns, how to make pawn follow spline, how to trigger damage when touching something

#

after you get that working, setup your spawns using ie a table, with enemies classes and delay for example

#

adjust as needed

lean widget
#

Okay, that helps. I will look into each one of those. Thank you.

keen girder
#

epics cropout sample project is using this formula to scale the mouse cursor based on distance... what is this?! why is vector length subtracted by 9000 and divided by 5000? what is this calculation based on?

jovial magnet
#

it doesnt destroy the actor

#

shouldnt be equipping atm

#

it does nothing basically

lunar sleet
#

You’re using interfaces

jovial magnet
#

no

lunar sleet
#

Then no need for an interface

#

Just make an event

#

And then call it

jovial magnet
#

uh

lunar sleet
#

Add custom event

jovial magnet
#

can i equip weapons from event though

#

it should be destroying atm but it equips in full version

#

btw im pretty new

#

so sorry

lunar sleet
#

I’m confused. If you want to destroy the actor, just do that

jovial magnet
#

mm

#

full code destroys the actor, adds the weapon to your hand or something along those lines

lunar sleet
#

Instead of an interface call, just drag from the element, cast to BP_Item, destroy actor on success

#

Ok, well we don’t know what this full code is supposed to be, if it’s an attach actor to actor or what your tutorial says to do

gentle urchin
#

harcoded values for FOV + distance?

keen girder
#

thhought they havve a great solution to keep a cursor scaled at distance

sweet silo
#

hi there what wold be your favorite way of activating this radio ? and playing sound on it ?

#

i've set up an interface but the desk is filed with stuff so i'd rather use a line trace

#

this is for a first person

gentle urchin
faint pasture
#

line trace to detect what to call the interface on

sweet silo
#

ouhhh sweet

#

hmmmm how would that work

faint pasture
#

if you're after the fallout style approach, you'd line trace on tick, setting CurrentlySelectedActor

#

then when you press E, call Interact on CurrentlySelectedActor

sweet silo
#

i have this for now

#

oh ok really nice

faint pasture
#

idk why you called it pickup

sweet silo
#

yeah no idea

#

it was for picking up stuff as well but that's a mistake

faint pasture
#

Start with this:

E -> line trace -> call Interact on hit thing

sweet silo
#

or is it ? because i want to use E for picking and interacting

keen girder
faint pasture
#

Interacting with a pickupable IS picking it up

#

the reciever of the interact call can decide what to do

gentle urchin
sweet silo
#

i have this for the door

sweet silo
faint pasture
#

so the thing getting interacted with knows WHO is doing the interaction

#

then it's trivial to do pickups etc

gentle urchin
keen girder
#

no needd

#

i should read better

#

you where right. its the constrained space

lunar sleet
#

So like map size?

gentle urchin
#

yeah

lunar sleet
#

Makes sense

gentle urchin
#

this be the scaling

sweet silo
#

i know it's really dirty and not working what am i missing here "if you're after the fallout style approach, you'd line trace on tick, setting CurrentlySelectedActor
then when you press E, call Interact on CurrentlySelectedActor" i tried doing taht

gentle urchin
#

not seeing any scaling at all tbh

sweet silo
#

@faint pasture

gentle urchin
sweet silo
#

i can already hear the screams becausee of that get actor of class

gentle urchin
#

the one i found, or something for the cursor widget itself?

#

Dont do dirty plz

#

This doesnt logically make sense

sweet silo
#

that's better

gentle urchin
#

Radio should do what radio wants to do, when interacted with

#

No

#

infinite loop

#

HitActor is presumably self

gentle urchin
#

circle keeps being offset from , and chasing towards the mouse location

sweet silo
sweet silo
gentle urchin
#

fun times

gentle urchin
#

you dont need to compare anything

#

Locally on the player you might have a hit actor

sweet silo
#

but how do i tell him that i want it to interact only when he is looking precisely at the radio ?

faint pasture
#

what happens when there's another player or another ai character

gentle urchin
#

Radio handles the "i'm currently the hovered/looked at target"

#

Personally I separate the interaction

#

and the "hover/lookAt"

#

into 3 different functions

#

Interact is for a hovered target

sweet silo
#

hmmm ok i see

keen girder
gentle urchin
#

And no prob

sweet silo
#

and also i'm trying to get a sound to play when the radio is interacted with of course

#

but it's doing the sound on every tick because its linked with the event tick on the thrrdperson charcater

#

but i guess i should go to sleep haha

noble ledge
#

If I have a node with a target pin but 3 targets pointing to it, does that node get ran 3 times? One for each of the plugged in targets?

lunar sleet
#

You mean input pins ?

gentle urchin
#

if its a pure node, it'll run one time for each -non pure node its connected to

noble ledge
tawdry surge
#

Each target will run the function once

red berry
#

Quick question, what colors do people choose when picking colors for comment nodes? Mine are all in grey, but I see people organising in various colors like red, green, blue, etc. What would you need to organise a function in multiple colors for? Whats the convention? Do you have multiple colours for a convulted event graph, and just 1 color for a simple function? Do you setup colors for different things, like logic and UI?

hybrid hare
#

hi, i'm generating with BPa text files saved in a local folder on user PC. I'd like to be able to tell (in BP) the system to replace the or update the txt file is version number (done in BP) is different from the current version in the saved file. Would it be possible or only doable with c++ ?

lunar sleet
#

There’s no convention for that afaik, unless you work in a team where they’ve established such rules

#

For example, in one project I have green for movement related stuff, red for attack, orange for selection. But it doesn’t really matter, it’s more of a visual aid for you

versed sun
#

I like having a color for Temporary code/ Junk test code

broken wadi
#

You can also drag the color to the top of the comment details panel and it saves it as a color swatch for reuse later with other comments.

pallid nest
#

hi guys, is it ok to ask question regarding issues you facing with your BPs or is it against the terms?

lofty rapids
broken wadi
pallid nest
broken wadi
#

Seems like you haven’t read the server rules. Maybe give them a read?

#

Not saying you’re doing anything wrong but it’s always a good idea to at the very least read the server rules.

pallid nest
#

i did, but I couldn't find anything about where to post questions (it just says to be patient)

broken wadi
#

Okay and have you checked out what it says about this channel’s description? 😉

grave apex
#

is there a way to use pointers in blueprint?

lunar sleet
#

Anytime you have a ref to something, that’s a pointer

soft plinth
#

Hello!
How do I get random point on sphere surface?
With Blueprints...
Thanks!

pallid nest
lunar sleet
broken wadi
pallid nest
lunar sleet
grave apex
#

if I wanted to set CurrentMeshBeingSwapped to point to Hair Mesh's address

#

so i could effectively change hair mesh at any time via changing CurrentMeshBeingSwapped's value

#

this is what I mean by that

#

is that still possible?

lunar sleet
grave apex
#

oh!

pallid nest
#

I am currently using a template for my game (https://www.unrealengine.com/marketplace/en-US/product/advanced-platformer) and basically the issue I am having is that my player start is not working as for some reason the player spawns at a different location (and I can't figure it out how to solve it).

I checked and it seems somehow the issue is related with the last node of my a load game BP (setactorlocation ; concretely, the last node at → https://blueprintue.com/blueprint/_5n0swz6/ ) because when I disconnect sectoractorlocation it goes back to the playerstart.

I believe the issue might be related with a cinematic. As that specific node I created is linked to my level BP (https://blueprintue.com/blueprint/u68i73xq/) and the whole load game BP was part of the template I linked above (which it was working fine prior to the animation).

Unreal Engine

Advanced platformer is a template of the most necessary functions designed to start the development of the game.

trim matrix
#

How can i create child of a Data Asset blueprint?

broken wadi
heady crypt
#

make a new BP and click it as your option, you can click all classess and search for it by name

trim matrix
#

that's for normal blueprints

heady crypt
#

the objects you make Data Tables out of?

trim matrix
dawn gazelle
#

If you're hoping to create a child class of a data asset created in blueprints I don't think that's a thing.

soft plinth
pallid nest
lunar sleet
soft plinth
normal temple
#

Hi guys! I have a custom movement system for a character and I was wondering if there was a way to change AddForce to reach the maximum linear velocity I wanted faster. Is there a way to clamp linear velocity somehow?

#

I would use SetPhysicsLinearVelocity but that causes some issues
A) Jumping while moving gets ignored because the linear velocity set is taking priority
B) Acceleration is too instantaneous

neon gull
#

if break happen does the loop go intoo completed?

#

or does it skip it

heady crypt
heady crypt
neon gull
#

ty for testing

novel hornet
#

does anyone know how to move a vector that stores a location forward in a direction

tawdry surge
#

Direction * distance + location

novel hornet
#

O thanks

flat summit
#

hey guys whenever i crash into a wall my character gets slowed, how can i remove that?

faint pasture
#

RandomPointOnSphereSurface = SphereCenter + RandomUnitVector * SphereRadius

mental trellis
#

Nvm.

lunar sleet
cloud nimbus
#

My question isn't Blueprint specific but I am using Visual Logger within Blueprint...

I can't find in the documentation any reference as to what the red cone that is pointing down is. The one reference suggests it's the 'selected point on the timeline' which doesn't sound right.

I seems like it's the actor's world location which is doing the logging, is that correct? Do we have control over how this draws?

trim matrix
#

is there a way to set the visibility of a 3d widget per player?

heady crypt
kind apex
#

sound mix not doing anything?
I set all gain to 0 to see if it was my hearing lmao.

doesn't effect any audio at all.

heady crypt
#

Haven't used it before, the location you're using it, is that in an active object in the world? did you put a print string to see if it's being called ?

kind apex
#

straight in the level blueprint

heady crypt
#

oh ok, you clicked blueprints and opened level map and added it there ?

kind apex
#

yesm 🙂

frosty heron
#

Set before push

heady crypt
#

Pop and Push look super useful

#

assuming you know you would of put an audio mix at some time, pop it off

frosty heron
kind apex
#

ahh i see, i pretty much want it over every single sound in the game \m/

frosty heron
#

have u done the hierachy?

#

you can just push the master or base class

#

that will affect all the children

kind apex
#

so ive tried in the level, player & gamemode bp

#

no results so far

frosty heron
#

Bruv, I just told you where you call it don't matter

#

just set it up properly

#

you need to asasign sound class to each of your sound file

kind apex
#

so i need to do that with every single sound file?

frosty heron
#

You need to assign the sound class for each file yes

#

This is my Voice file, I assign voice sound class to it

#

And my voice is a child of the master

#

so anytime I need to change the whole audio in the game, I just change the master

kind apex
#

alright, so what do i do in this sound class?

frosty heron
#
  1. Create a Sound mix and Sound Classes (Refer to the 1st picture, that is the sound mix. Assign the Sound class to the Sound Mix)
  2. In your Sound Class, ensure to have proper hierachy. (2nd Picture)
  3. Set to override modifier then Push to change volume (3rd Picture)
#
  1. Assign sound classes accordingly to each of your sound file
#

This is my music folder, they all assigned AtherMusic as the group

kind apex
#

Alright perfect, worked that time \m/

thankye

gray lantern
#

Is there a tidier way to do this, where I want to toggle a switch just for one frame?

steady night
#

Hey im using scene capture component 2d and im ignoring Flag "skeleton mesh" but it still shows :/ ?

#

what am i missing ?

gentle urchin
#

Not delay 0.1

#

That could be several frames

#

Other than that, no 😅

gray lantern
#

how do I set "next frame"

#

Like this?

gentle urchin
#

Ye

gray lantern
#

tyty

#

I was searching frame not tick 😅

gentle urchin
#

Yeah mb 😅

gray lantern
#

np!

gentle urchin
#

Its relatively new so i forget what its named

radiant pebble
#

Anyone know ACF ? If yes what's your opinion ?

gentle urchin
#

Havn't actually used it yet 😅

steady night
#

Squize

frosty heron
#

I am contemplating if I should do save/load via a gameinstance subsystem or just using the normal game instance

gentle urchin
#

Subsystem meeeh 😄

frosty heron
#

no purpose I guess :p

#

I will just stick it in the game instance

fleet cosmos
#

Hi, I am trying to attach this simulated rope to my character's hand. It spawns but it doesn't get attached to the socket I've set to. What is the problem here?
Also when I move the character the rope just stays the way it is in the picture( it is not attached at all)

narrow pendant
fleet cosmos
#

added the parent, still not working

#

tried this with another blueprint class and spawns and attaches fine

#

but with BP_Rope it does not work

#

Here is the BP_Rope blueprint. Rope is an skeletal mesh that is simulating physics.

pallid nest
#

hi guys, can someone please recommend me a good youtube channel/course to learn more properly BPs? I do understand some basic as I did Python as hobby but I do not have any programming background

tawdry surge
#

In this presentation from Unreal Fest Europe 2019, Epic's Sjoerd de Jong offers an in-depth look into Blueprints. Best practices, dos and dont's, and recommendations on how to utilize Blueprints to its full potential.

During this advanced class we will go into how to use Blueprints in a future proof and scalable way. We will look into how to c...

▶ Play video
#

Also the BP communications video pinned to this channel

fleet cosmos
#

I tried to attach the rope in the component hierarchy this time with a constraint, the spawning location is correct but now the problem is when I move the character the rope stays in the place it spawned(character hand)

#

How can I figure out this issue?

trim matrix
#

I need to smoothly rotate normal vector A towards normal vec B on Tick in a way that would also support an edge case where B is the negative vec of A.

#

How could I do that?

#

I am hoping to recieve an elegant solution.

heady crypt
#

are you trying to SLerp from A to B? Spherical Interpolation ?

#

or are you trying to normalize A to B ?

oak fable
#

hey there
i need help with figuring out why my character leg Collison activates behind the actual location of the leg as you can see in the video everything is setup correctly

heady crypt
#

This one ?

trim matrix
#

prob, had no idea such function existed

#

what about the edge case?

versed sun
heady crypt
#

doesn't matter if A is - or B is -

abstract mango
#

I need quite a bit of help here...

heady crypt
#

it's just calculating A to B and you say it's at ALPHA stage

trim matrix
#

but will it SLerp correctly if B is the exact negative of A?

heady crypt
#

you could drive with a timeline, or drive with a timer, or use tick and just increase SlerpAlpa += Delta

abstract mango
#

So basically I'm almost completly new to UE, and I'm trying to replicate a Mod I've made for an old Doom Engine Game, but in 3D so basically a whole lot better than that old stuff

oak fable
abstract mango
#

What I currently need help with is setting up the player controller and the first weapon ^^"

oak fable
#

in the last animation it works fine

versed sun
#

is it at your hip ?

trim matrix
heady crypt
#

only used SLerp in Unity never tried it in Unreal

oak fable
trim matrix
oak fable
#

you mean the start point of the leg collision

versed sun
#

yah

oak fable
#

no its at the knee

heady crypt
#

yea, most mathematical things are universal

oak fable
versed sun
#

you could do something like this

#

will slow time while P is pressed

oak fable
steady night
#

what component is causing Shadows ?

#

is there a specific component or whats causing shadfows ?

oak fable
red berry
#

While debugging with a breakpoint and simulating, is there a way to see the values of the variables? Or do we have to just add print message to see them?

red berry
weary flame
#

This is probably a silly question but what is the equivalent to get hit result for a widget instead of something in the world outliner?

I don't want to use the OnPressed or OnClicked event inside the widget.

weary flame
lunar sleet
weary flame
# lunar sleet Yes. Why do you want to avoid this

Interacting between widgets and actors is something core to the project. Lots of state changes based on that. I want to have a clickmanager that centralizes where the click input goes, who does what and what gets turned off.

gentle urchin
#

Doesnt that just cause indirections for widgets?

lunar sleet
abstract mango
#

Can I get some help with this? ^^"

#

Additionally to that, my blendspace for the anim seems to work

#

but ingame it doesn't

#

in playtest

lunar sleet
# abstract mango

It means you didn’t set whatever the Character variable is before trying to access it

lunar sleet
versed sun
abstract mango
#

Idk what went wrong I redid the blueprint and it worked lol

#

maybe I had the character in set state instead of get state

zinc cypress
#

Hi, I'm new to unreal.
In my game, I have an input system where the player can type in and commit the text. I want the game to be able to check this message for certain type of keywords so it'll do something specific. For example, if the message contains the word "move", it'll move the player. The way I do this is creating a base prompt class (technically empty class with string/function not meant to be in scene) which is inherited based on different functions (prompt-move/prompt-help/etc with different keywords and different actions). I get this error while trying, could someone please help?

versed sun
#

If you click the Process Input it should take you to the trouble spot
you have something called PromptCheck plugged into the Process Input node

zinc cypress
#

Yes I do.
Here's the widget blueprint. I want to call the function in base prompt blueprint

lunar sleet
#

Funny how the simplest possible error is the one that comes up the most 😀

lunar sleet
zinc cypress
#

I haven't set it. I just created the variable and set its type to baseprompt. Since it's not in scene how can I do that?

lunar sleet
#

What is it?

frosty wadi
#

So my actors In the outline are unloaded. Fine, so I pin them to load them but then it says unloaded data layer. Is there anyway to find the data layer bc if I open the data layer outline there is nothing there but the items still show in the outline but not physically visible in the viewport

zinc cypress
# lunar sleet What is it?

It's supposed to just contain some keywords and a function on what will happen if the message contains that keyword. Here's the blueprint

cunning vapor
#

Heya guys, for my UI ih ave a switcher -- the switcher seems to be giving everything inside it a lower opacity, is this a known thing ? is there a check box im missing? thanks in advance

lunar sleet
zinc cypress
#

Because I kinda want it to be reusable. This is supposed to be a base class different stuffs can inherit from it (with different keywords/functions but the structure should be the same) and I thought doing it in one same bp may be too much but i guess if there's no other way I can try doing that

sweet silo
#

hi how would you make this pendulum thanks ?

#

like rotate one side at sec one aand rotate reverse after

lunar sleet
#

If you want to access a different bp you need an actual reference to it

#

So maybe put that logic somewhere easily accessible like the player controller for example

#

then get player controller, cast to it and call that function/event or grab whatever variable from it you need

zinc cypress
#

Ah okay thank you so much

lunar sleet
sweet silo
#

ok thanks

#

but how can i rotate with a timeline wait i'll check

flint wind
#

Hey everyone, I've been wondering all this time if using multiple get nodes is any more expensive at all than using a single get node for several connections, like right (in the image below) being more expensive than left, because I believe I did read somewhere that it's better the less get nodes you use, but I try to think about how the same "code" would be in C++ and I feel like it would result in the very same amount of lines either way, so I thought maybe it doesn't matter but I guess it depends on how Unreal compiles blueprints. Would anyone know about this? I ask because trying to avoid using extra getters can make the blueprint very messy very quickly. Also, in case it's the same, is it also the same with the outputs of calculations and functions? Thanks in advance.

sweet silo
#

hi there where is the best place to set a reference to my character so i don't have to do it everytime i want' to cast it ? thanks

dark drum
gentle urchin
#

Micro optimization in a very unoptimized scripting 'language'

flint wind
sweet silo
dawn gazelle
# sweet silo hi there where is the best place to set a reference to my character so i don't h...

Your best bet is to create a blueprint function library and make your own custom pure getter function that tries to get Player Character 0 (assuming non-multiplayer) and then casts it for you. No need to worry about references being valid etc, just call the function whenever you want to get the player character. Casting isn't expensive and if you need to have a reference to the character in the blueprint you're using, there's no difference in terms of memory footprint of that class.

dark drum
sweet silo
#

ok thanks a lot i'll inquire into all this i didn't know about this

gentle urchin
gentle urchin
#

It doesnt matter at all, leave it with that

flint wind
#

That's what I'll do, thanks to you both! ^^

dawn gazelle
# flint wind Hey everyone, I've been wondering all this time if using multiple get nodes is a...
  1. Less nodes does save you in terms of blueprint file size in the editor (which is mostly a non-factor). Once packaged it likely makes 0 difference.
  2. Less nodes can help with editor performance. Less stuff it has to draw on the screen = more performance, though it does take hundreds if not thousands of nodes on a single graph to start causing it slowdown. Again, this only matters at editor time anyway.
  3. Organization and readability is much more important. It'd be much harder to follow a single node connection connecting to things all over the blueprint. Within a small space, it can make sense to use one node and connect to multiple things, but the farther and farther away it is from where it's being connected makes it much harder to follow along with.
flint wind
lunar sleet
mental trellis
#

It stands for pure performance !

random pulsar
#

Hi ,can someone explain how can i make an character ai to avoid the character(move in opposite direction when the player is too close)?

#

in 2d,so it will be easyer,only left and right

gentle urchin
#

Getunitdirection (playerlocation, ai location)

#

Gets the direction the ai should move in

gentle urchin
#

flip the inputs 🙂

#

since you wanna move away from the player

#

not toward it

random pulsar
#

and how can i connect the execution pin?

echo storm
#

what would be the best way to have this collision box only trigger its overlap event if i am walking from the ground up to the step?

#

As in like, if I am on top of the step and walk back down I don't want the overlap event of the collision box to trigger

#

I tried to use the vector to figure out the direction the player is walking towards but it seems very inconsistent

faint pasture
echo storm
#

If you don't jump on top of it and just walk against it, you trip over it

#

That's why I want it to be possible only when walking against it while not already on top of it

faint pasture
#

Then you can check velocity

random pulsar
eager rune
#

Hey, does anyone know if there's a way to use Get Location at Distance Along Spline but with negative values to represent distance from the end of the spline? Or something similar?

random pulsar
#

not to print but to move somehow in opposite direction the ai character

eager rune
#

Currently I just get the start of the spline with anything less than 0

faint pasture
#

SplineLength - SomeValue

eager rune
#

Thank you, I'm dumb

gentle urchin
#

😂

echo storm
faint pasture
# echo storm How do I do that?

However you want. You can probably just get the velocity of the actor, assuming that the character movement component actually writes to that.

echo storm
#

Yep, this works perfectly, thank you!

hollow cove
#

where would you put stuff to do with widgets, if you need multicasts (for chat). i notice the HUD class is depreciated, should i shove it all in player state?

frosty heron
#

but a reputable member in #multiplayer critisize the video a lot for giving plenty of wrong information so I dunnoe

heady crypt
#

HUD... deprec???

frosty heron
#

Anyway you can only send RPC from Actors

hollow cove
#

player controller wont work for me, each person has one copy themselves and one on the server, so multicasts from the server only effect the owner and server

frosty heron
#

There is a way around it if you want to use UObject

#

but at the end of the day you have to piggyback the Actor Channel

#

only server can call multicast btw

#

and server have everyone controller

hollow cove
#

im just curious what people were doing for best practice or commonly for the main place they store widget stuff

frosty heron
#

I can only tell you what Epic does

#

they used player controller to send Widget Information

#

including chats

hollow cove
frosty heron
#

That;s more or less correct imo

#

I would save the picture from the compedium tho

hollow cove
#

theres no way to send a message from your player controller on the server and have it reach another client

frosty heron
#

There's a way

hollow cove
#

unless i start casting to player state or something else just to do that

frosty heron
#

unreal put their logic in player controller, im 100% sure

#

it's old video and im not saying it's best practice

#

all controller exist in the server

#

so server can do w/e

#

including iterating everyone player controller and telling them to update their widget

hollow cove
#

hm i guess thats possible

heady crypt
#

Client->Ask Server to send msg
Server->Auth it?->Send to all : scrap it and ban player

frosty heron
#

Player on Machine 1-> Server Rpc (Send Chat Msg) -> Server Iterate through all player controller Multicast (Update Text)

heady crypt
#

bruh, I don't see anything about this HUD deprec, not even on the 5.3.1 documentation

frosty heron
#

me too

#

You don't send anything from the HUD / Widget anyway in multiplayer context

#

send info from actors you own

thin panther
#

It isn't deprecated

heady crypt
#

and it's not in the source files...

frosty heron
#

Lyra is quiet interesting

#

you can't even find player controller there

heady crypt
#

lol really ?

frosty heron
#

Yeah

#

but I don't bother to take a look

#

Laura says it's only for AAA practices

frosty heron
#

not for solo dev

#

She advice me to look only for the Loading Screen stuff

heady crypt
#

I was sure the video on Lyra ability ground targeting was doing Player Controller stuff, maybe I was as high as Olie

frosty heron
# hollow cove so this

I haven't tap into Multiplayer game yet, but can't u just get all of the player controllers from GameState

lunar sleet
#

#multiplayer is the place to ask, but there is a player state array iirc

hollow cove
frosty heron
#

Nowhere it says deprecated 🤔

heady crypt
#

HUD uses UMG though, so...

frosty heron
#

Oh it does says that

#

no idea where the info is from tho

hollow cove
lunar sleet
#

HUD is not deprecated

#

Some random Reddit user saying “I know it’s deprecated” is not a real source

heady crypt
#

they pretty in your face about deprec stuff

lunar sleet
#

You can still use it, it’s prly just less popular now that the engine’s evolved a bit

heady crypt
lunar sleet
#

What does that prove?

heady crypt
hollow cove
#

theyre trying to say they're obvious about stuff like that

lunar sleet
#

Ah ok

heady crypt
#

if HUD was deprec, they'd have many things in engine and source files saying it

hollow cove
#

so i shouldn't trust random redditors, i've been tricked once again

lunar sleet
#

It’d be a sad day when getHUD doesn’t work anymore lol

thin panther
#

But no it isn't deprecated

#

Still used heavily

frosty heron
hollow cove
#

what is the most common place to store the stuff though if you need multicasts thinkhmm

heady crypt
crude spruce
#

Any tops on how to turn these types of traces into something that can get all bones it crossed rather than the first?

#

im currently excluding first hit actor and take the bone from that hit result

#

if i dont exlude the actor i get hit results for trace x tracepoints

lunar sleet
crude spruce
#

hmm

#

perhaps

#

the result i want is some kind of cleave result

#

but i realise its very different from an initial hit calc

lunar sleet
heady crypt
#

maybe do it in the inverse? have the HIT/Overlap bones tell the player/sword it hit them ?

lunar sleet
#

That could work too

crude spruce
#

or maybe i can use the full trace cluster during the frame first line hits something

heady crypt
#

and give them a small lock out timer to prevent multi results

crude spruce
lunar sleet
#

I think someone here was using multi-sphere traces for this

heady crypt
#

the punching and kicking one ?

lunar sleet
#

I can’t attest to the validity

lunar sleet
crude spruce
#

im not very keen on using shape traces

heady crypt
#

I know there was a video from 2-3 hours ago of a martials arts punch and kick flip sick tricks with debug sphere overlaps

crude spruce
#

i prefer the details as i build around detailed hits

#

i guess i could do a custom shape per frame as well but whatever

keen widget
#

is there a way to Get NAME of the Varible?
(for example to compare it to other varible outside structer if they names match)

lunar sleet
crude spruce
#

since i do the trace line by line in a loop i could have the fully spectrum of hits after one iteration

keen widget
crude spruce
lunar sleet
#

Yes and ?

#

What type of variable is this

crude spruce
#

it feels like an unwanted solution tbh

lunar sleet
#

Hold on

#

Are we talking in editor variable name?

crude spruce
#

yes

dawn gazelle
#

You totally could in C++ and even expose it to blueprint, but not natively in blueprint.

#

At least not as far as I know.

lunar sleet
#

I don’t rly see the use case of this but yeah

keen widget
#

for example player type in the editeble window: "HP 20"
then my logic will see that varible name match his text and set 20 to HP

dawn gazelle
#

Or a switch on string.

keen widget
#

so there is no "get variable name" node ?

lunar sleet
#

There’s get display name but that’s for vars referencing assets

#

Hence why I mentioned the print

crude spruce
#

so for 1 frame i can detect between the 2 blue points. I could however. Reduce the loops per hit and reset the trace at that point but im not comfortable stacking a result outside an iteration.

#

or wait are the red squares the start of the trace?

heady crypt
#

they should be the hit point

dawn gazelle
heady crypt
#

red line to square = empty space, red square green line everything after hit point

crude spruce
keen widget
heady crypt
#

so many naked stone boys

lunar sleet
crude spruce
#

hmm

#

something is off with the phys asset

heady crypt
#

they usually large capsules

lunar sleet
dawn gazelle
crude spruce
heady crypt
#

you can tweak them yourself if you don't mind doing it and adding more computation time on physics results

crude spruce
#

capsule not in play here

lunar sleet
#

Oh, then idk

heady crypt
#

PAs should be a whole heap of capsules

crude spruce
#

it is 🙂

heady crypt
#

hand, forearm/arm head, neck

heady crypt
#

stomach, spine, chest, pelvis, leg1,leg2,leg3

crude spruce
lunar sleet
# keen widget yeah maybe you right

I’m also concerned about why you’d have the player type random stuff in and try to detect if they’re talking about a specific variable you have in your struct, but that’s more of a design consideration

heady crypt
#

yours musn't be this close to the "skin"

crude spruce
#

i tihnk i just forgot to account for the changes in the model

#

however the this was more confusion than problem

heady crypt
#

lol

crude spruce
#

my characters are modular and introduced a heap of problems for detailed collision detection

#

i should probably pause the cleave result so everything is good atm 😄

#

reversing and reporting from the hit bones/parts is probably a good way to do cleave as well.

heady crypt
#

depends how performant it would be having them handle the hits done, but it would be the most accurate way to report what is hit and when