#blueprint
1 messages · Page 23 of 1
yeah i dont think multi trace offered something useful for me
but you are right. i have just worked out of resolving the hits from the trace, which resides on the weapon.
ok, if i cant GET name of the varible
maybe i can SET variable by name?
explain agane what is the exact usecase?
when you have a universal node that just SETs some varible
1.but you can connect what variable you want to set "apples"
2.and what value it to set to "10"
then next loop can give this node other varible from struct and a value
hey folks, is there a better way of populating a map than tons of add nodes? like a "read this spreadsheet" or somesuch nonsense?
Sounds like you’re describing Data Tables / Data Assets
this how i could do that in unity vs
Data table if it's basically like a structure of data, otherwise, you could also define the default values of the map directly rather than using add nodes.
Again not natively. That plugin you posted earlier would give you the nodes to do something like this.
But, it still results in that you probably can't get the variable name and select what variable to store it in based on that name.
Is there any way to dynamically add a blueprint component in editor (e.g. with an event), without losing the visibility of the component in-editor (i.e. from the details outline)? Any component I add via an event is shown in the viewport but not visibile in the detail pane.
No
You can prob with c++
Thanks for the reply! That is really annoying 😭
On that note, for an ungly workaround: is there any performance cost if I add a butt-load of static mesh components (about 100), with no static mesh assigned?
Proooobably not, beyond transform update costs
Which is relatively not cheap
Whats the intent here 😅
Basically a mini variant-manager in a Blueprint: I have several meshes and layouts for a room and I would like to have a single BP to switch the layouts for each room (the meshes can change between layouts); this "BP_Room" will have all the references to meshes so I can easily migrate all the layout&meshes for the rooms in different projects.
So I learned I need to use advanced input action; now the scroll kinda works but now the cam starts inside the body and the scroll is too aggressive
Am I missing something that i'm not seeing?
Isnt there an actual variant manager for this?
Yeah, but I am pretty sure that there is no way to "spawn" a variant set. Say I have 10 types of dungeon rooms (each one with 1-3 layouts) in a project and I want to migrate them to a new project with all the meshes, materials and so on. Having this feature in the variant manager system would be actually kinda useful to be honest.
Not sure if I am reading that correctly, but shouldn't you add the action value to the current length rather than using it raw?
Nevermind, just noticed the product node; FYI you can use https://blueprintue.com/ to share blueprint nodes
Ah okay; I found on that worked now to just add some smoothing to it
yeo thats exactly what it is, a map of structs that are referenced all over the place to keep the data in one place, thanks for the info i know what to google now 🙂
Hello helping heroes, I have a little question. I store the active savegame Slot in my game instance (as string). But everytime I need to store or load things I first need to get my ''Active save game slot'' from my game instance. Is there a better way to do this, or is there a way to share a variable between blueprints without casting the whole time?
Why do u have to? When you load the slot, you get the SaveGameObject
use that SaveGameObject to access your data
Guys anyone having problems with meta's hair?
It get attached to my skeleton but as soon as I restart unreal, it get detached
Maybe #metahumans can help
Thanks
Best you can do is an interface, then you can avoid the cast. But to be honest the cast doesn't seem like a big problem here?
The game instance is always loaded into memory, so no point trying to avoid a hard reference
Casting is perfectly fine
this function doesn't seem to exist in the 4.20 version I'm using
any other ideas?
well i know i could always re-implement the source code of that function in bp code, but maybe there's still some better way
(and before you ask, no, changing the engine version to a newer one is not an option for me as I'm using some 4.20 limited code plugins I don't want to give up on)
Looks like you’ve got your answer then
Not only motion blur 🙂
Cold Summer had that issue, lerping for a smooth movement fixed it
is there a specific reason why I cannot send a Map variable type through an event dispatcher?
material should be using world UVs
You can?
Ah yea, I can, just not for a boolean of course, which is the default variable 🙃
Thanks for helping!
i have a sprint speed thing im working on. i tried to set the speed based on a IsSprinting? boolean
if true set maxWalk speed to sprint speed float
if false set waxWalk speed to run speed float
im setting the boolean with input action set to the shift key. very standard
but when i check the booleans state on tick it constantly switches between true and false.
functionally this doesnt cause any problems but when i put the logic on a timer set to loop at 0.1 instead of tick the maxWalk speed doesnt change.
Have you tried attaching the start sprint to the 'started' execution pin, instead of triggered?
i only just switched it to triggered. same effect on both
Hmm okay. I must admit this is a pretty bloated way of setting up a sprint mechanic. Is there a specific aspects that requires this level of complexity?
For reference, on started, you could set IsSprinting to true, and set the max walk speed to the sprint float. Then when the inputaction is completed or canceled, you can set the IsSprinting boolean to false, and set the max walk speed back to the walking speed float. Would this suffice?
In the above outlined example you won't need gates, or to check anything on tick
i'm redoing the system thats why its messy and weird. i want debuffs that reduce the characters speed which is why the speed has to be set on tick or at least periodically
In the case of buffs and debuffs, you can adjust the sprint speed when the buff and debuff is applied from any other system in the game. No need for setting the speed on tick
i just dont understand why when the boolean is only being set by 2 actions it could ever be set to false while holding the shift key down
if the debuff speed is set while sprinting wouldnt that cause a problem?
Nope 🙂 The float would adjust, and the character movement component just picks up the new max walk speed without a hitch
oh. well i try that i suppose. still super confusing that bool returns false when it shouldnt
For sure 😄
So for any experts regarding event dispatchers; How do they work under the hood? Is the receiver checking every tick to see if it can 'hear' a call being made? Or is there some other magic going on that makes them more optimised?
Its basically a subscription list
delegate contains a list of "other's" that have signed up for it
so nothing happening on tick : )
Oh right! I remember in the live training video it being compared to a twitter account and its followers. So the receiver isn't checking anything every tick, it only reacts once the sender sends out the 'notification' of something new being called
its a push based system, not a pull or observer-like
Awesome, really cool functionality.
like a mailing list
Or whatever else list you got going
you dont care who recieves it
all you know is they wanted to know when it happened
Yea I am so glad that after shamefully 8 years of using Unreal professionally, I have finally bothered to look into event dispatchersthe last few days 😅
I did it after only 3.5 years, no shame on me
/jk
I wish i checked them up far sooner
but oh well, i now know 😄
Hahaha, yea same here, they would have made life so much easier
Thanks for the concise explanation!
Updating my UI will never be laggy again ⭐
Oh yea for sure! I have only started today with refactoring my UI to now work on event dispatchers instead of the messy systems I had in place
I have yet to unlock its true potential 😄
hi there why is this working only once ? thanks !
and also i'd like to disable the controls of the first person character and reenable them afterwards...
You need to possess the new pawn for that, along with adding mapping context etc
ah ok i didn't know that !
Hey, I'm having one heck of a time with relative paths in a Blutility. I put together this example of the issue. The top box in green works 100%. Creates the folder no problem. I cannot for the life of me seem to copy a file based on any relative path I've tried.
I've tried:
N:/UEProjects/Project/Content/Source/Materials/UniversalMaterial/Layers/MLI_TemplateDoNotUse.uasset
/Script/Engine.MaterialFunctionMaterialLayerInstance'/Game/Source/Materials/UniversalMaterial/Layers/MLI_TemplateDoNotUse.MLI_TemplateDoNotUse'
/Game/Source/Materials/UniversalMaterial/Layers/MLI_TemplateDoNotUse.MLI_TemplateDoNotUse
/Game/Source/Materials/UniversalMaterial/Layers/MLI_TemplateDoNotUse
/Game/Source/Materials/UniversalMaterial/Layers/MLI_TemplateDoNotUse.uasset
And more...
What format is this thing looking for files in?
This is a pretty basic question I assume, but coming from unity it has me a bit confused.
Could someone with unity experience who also moved over to unreal help tell me what the unreal equvalent of referencing a variable from one script in another is?
For example you have a player movement script with an AllowMovement boolean. Then you have another script called something like InteractionManager that checks if the player has interacted with something, which has a reference to the aforementioned boolean. If the player interacts with something, it sets the boolean to false let's say.
I figured out how to check for interactions with one actor, and how to disable player movement in the player actor, but I don't know how to make them talk to each other like this.
Watch the blueprint comms video pinned here
Should teach you all you need to know about inter-bp communication in Unreal
I have found with file paths to make sure you use the correct // or \ (I forget which...)
also, use the path nodes so you dont have to hard code a path
Oh thanks, I'll take a look
The working nodes use /, as do the non-working nodes. Copy File isn't throwing an error so I have no idea what it's actually doing. I've tried with ProjectDir as well. Make Directory works fine, Copy File does nothing from what I can tell
The file exists check passes, calls Copy File, then does absolutely nothing. The only different between top and bottom is I slapped a 2 on bottom. Seems like Copy File wants some other format, but the documentation on the node is terrible
Is there a way to detect when the player exits the game?
What would you do with that information?
When the game is exited, there is nothing to do
well you could do something like save if it was possible
on exit
but wouldn't that usually be done whereever your triggering the exit game ?
or you want when you hit x in the window ?
This may be a dumb question, but if I have and x and y direction, is there a way to find the z rotation from that? (Like if the direction is going -1, 1, could I get the z rotation that the actor is going from that?
If PlayerHasExited -> Uninstall 😀
Why, what are you trying to accomplish?
I'm spawning a projectile, and I need it to go out from the forward vector of the character direction, but the capsule comp has a locked rotation, so the projectile always goes positive x. It's a topdown, so I'm moving the character via a vector 2d
I'm having problems with physics in the packaged build. I've tripled check, but it isn't detecting the AI with a custom trace channel and is instead hitting the floor
I don’t understand. You want your character to shoot a bullet from its fwd vector but you locked its rotation ?
The copy file node eventually calls into this function and had this in it....
FString ConvertFileToQualifiedPath(const FString& InFile, bool bSilent, bool bAllowDirectories = false, const TCHAR* AssociatedExtension = nullptr)
{
// Converted to qualified file path
FString SCFile;
if (InFile.IsEmpty())
{
LogError(LOCTEXT("UnspecifiedFile", "File not specified"), bSilent);
return SCFile;
}
// Try to determine if file is one of:
// - fully qualified path
// - relative path
// - long package name
// - asset path
// - export text path (often stored on clipboard)
//
// For example:
// - D:\Epic\Dev-Ent\Projects\Python3rdBP\Content\Mannequin\Animations\ThirdPersonIdle.uasset
// - Content\Mannequin\Animations\ThirdPersonIdle.uasset
// - /Game/Mannequin/Animations/ThirdPersonIdle
// - /Game/Mannequin/Animations/ThirdPersonIdle.ThirdPersonIdle
// - AnimSequence'/Game/Mannequin/Animations/ThirdPersonIdle.ThirdPersonIdle'
yeah, basically. This always spawns the grappling hook going in the positive x direction because my actor rotation is always x =1, y=0, z=0, but my directionaliy vector 2d gives me the x and y "forward" direction
If it only happens when #packaging I would ask that channel
or rather the rotationis always 0,0,0
Where is this “directionality” coming from ?
The axis value of the move input,
Ah I getcha
And from there it just goes into add movement input for the x and y axis
Trying to save some values like health etc and want to save upon exit
I want to save stats like hunger/thirst/health and instead of saving when I lower the values (every 30 seconds) I was thinking saving it once upon exiting
When detecting that a player wants to exit the game (like through a menu), you can proceed with saving. If someone Alt-F4's or manually shutsdown the application, there's not much you can do about it.
Still, movement and rotation are different. If you want to launch stuff on a non-zero Z, use an input to make it to rotate accordingly, even if it’s just the head bone or a grapple launcher bone with an arrow component on it
your WASD (or equivalent) movement should have nothing to do with this
It’s more realistic to have something rotate when launching it anyway
By use an input you mean like add force to it? Sorry
No like, mouse based rotation sort of thing
Turns out there's another node Duplicate Asset that worked right off the bat.
Oh, I just want it to go straight from the forward direction I'm facing, not based on another point of reference
Then get forward vector and send
I've tried there but no one has answered yet
It’ll always be straight, ignoring Z axis but it’ll work
actor forward vector always returns 1,0,0 no matter the direction since the capsule component doesn't rotate
Ah ic. Bit restrictive, but then you need to use your action values as multipliers to add to that vector or make your own vector based on those inputs
Hi guys, I have this BP for an NPC which is basically following my character and triggers a sound once when player is seen and deactivated when not but it only works once. Can someone please help me how could I make it so everytime it it is in sight the sound (N10despair) is played? also, what is the most recommended action for killing the player thanks for your time (https://blueprintue.com/blueprint/5nv7c_ad/)
Am I doing this right? I need to reference that character blueprint inside of the character component. It's still showing "Reference none" for ATPSCharacter.
The Actor Component is attached (ie. owned) by your BP TPSBase Char?
Yes
And that's being called on Begin Play of the component?
Yes
Is there a certain part of your code where the access none is popping up?
In the same component where I need it to get health values.
Saying reference to none
Basically right below the begin play set
Well, like on tick or something? Perhaps you have this component attached to another actor unintentionally that isn't a BP_TPSBaseChar?
No not really as I just made the component and attached to character. Very unlikely I have done it to another character.
I have a controller component @dawn gazelle should I be doing it in that?
That shouldn't really matter. Your component, if attached to a "BP_TPSBaseChar" should properly set this reference if it's done on Begin Play. If you're attempting to use the reference before it's been set (again if it's on tick or something that could do it) then you'd end up with an accessed none error. You may want to try saving everything and resetting the editor too, it may go away.
I think that is what is happening.. although moving it right to the start of the controller component and getting the reference from that stopped the errors
Wait.. it still does it lol
How would I make a bullet go through a breakable object instead of stopping where it hit?
does add input vector need to be called on the server to work?
Hey folks, if I want to send a command to all children of a parent blueprint and have them pick it up and process it differently, how would you go about that? doesn't seem like I can just do an empty event and have each child do its own thing with it
you can absolutely do that
okay, so I create an event in the parent, where does it show up in the child?
When you create the event in the parent, it can then be overridden in any children- if you hover over the "function" section of the blueprint, you'll get the override drop down which lets you select the function/event you want to override.
ah ha its in that dropdown
Hi, folks. Is there an existing node which allows CineCamera lens parameters to be manipulated (in this case by controller inputs)? I've been searching high and low but can't seem to find anything as straightforward as nodes which reference iris, focus distance or focal length.
can a blueprint inherit from another blueprint
Yes
Hey all. I'm trying to spawn an actor without a hardcoded reference to it. Am I doing this right, or?
I've poked around but could not figure out the way to do it without the CastTo node :/
Almost. Just have to move the first white line out of the Completed node instead of that top one.
Then cast to a pawn (assuming it’s a character)
Also make sure that you’ve setup a default value for the soft reference.
Whoops, thanks! 😅
I vaguely remember reading somewhere that having the CastTo node would make the things load into memory anyway, which is why I wanted to try and avoid it.
This is for a generator class that would pick a 1 type out of 50-100 BPs to spawn. Which is why I really want to figure out and use soft references, instead of the usual hardcoding stuff
Ahh. That's cool. Thank you!
How can i make a collision box to@make a congratulations sign when touched 3 times
i have a find look at rotation node for a camera to follow a ball rolling but keepo the camera in place it works fine in the editor but when i package the game the camera does not follow it
hey folks, I'm trying to make everything inside of a closed spline a certain color - does anyone know how that might be done
Is there a better way than this to get character variable references for the menu ui -- would it be possible to save the character as a reference?
(Screenshot is from GameInstanfce)
Thanks in advance
Get owning player pawn
Does that include possesed pawn?
Could someone help me set a condition that stops multiple instances of my inventory being opened? It functions fine when I set the input mode to ui only but if i try to allow myself to move it creates a whole series of bugs and issues.
Hey do y'all know how to change the deafualt player capsule compoment with a custom physics asset?? (very new)
Hey folks
I'm trying to get a projectiles path (using projectilemovement) to curve, I assumed rotating it would work, it doesn't seem to work, I'm currently using set actor transform to try and aim it where I want it to go, any ideas?
Evening,
I'm trying to start simulating physics on multiple actors (a wall falling apart sorta) but then want to move those parts back to their original location. Trying to use Get actor location into an array but then having problems getting that information back into a "set actor transform" as it doesnt appear to accept an array?
Hi all, I'm not too sharp on blueprints, but trying to follow something on the UE forums that doesn't have many instructions - and I can't figuire out out to get the green box with ^2 in these blueprints, does anyone know?
thank you
Hey so I have this custom event in my game mode, how do I make it start with a button press in another blueprint?
@hasty elm
in this case on button press i'm getting the player actor, then calling the fire control system event
Thaank youu
I'm trying to use a gameplay ability, that will update a variable in another gameplay ability related to the currently equipped weapon (the GA_Weapon_fire_pistol for example). I'm not sure how to get that though.
In this picture I specified the weapon, as I was trying to test out the rest of the graph, but that also didn't work. I know how to cast to characters and a few other options, but I've never tried casting to a GA before. I've tried various things to connect to the 'object' but it doesn't like any of them
world uvs ?
im just using this now, it works:
wait im reopening editor
This is something you should be asking #gameplay-ability-system
Works very well @faint pasture.
oh ok, figured it was blueprints lol. I'll ask it there then
I’ve no idea how to get a ref to a GA tbh, but they prly will
Which other pawn is there? Yes
hey guys! I know child actor components are pretty gross but I have a need for them- I'm making an actor that combines lighting settings so that artists on my team are able to drag and drop and get the preffered default lighting.
My issue is that I am generating a BP_Skysphere as a child component, and I need to be able to connect a Directional Light Actor Object Reference to it. When I place the new BP into my scene, I'm unable to get any details view
the issue is that usually a BP_skysphere comes with an input to select a directional light actor in the scene, but the class defaults when its viewed inside my new bp actor has everything BUT this
does anyone have a good idea on how i can successfully get this to work, preferably all at once either through construction scripting, or something else? I'd like to get it so I can attach a directional light to this child actor, whether by generating a directional light component on the blueprint and getting it to work, or finding an actor in the scene that already exists and placing it
the problem is that even if i told the artists to just drop this bp and a directional light, they have no way of making the child skysphere append the directional light to itself since no details will appear
Im in the middle of creating a charcter from scratch does any one know how to move the player one way and make it look that way?
(look as in camera moves)
Just build on the appropriate template, that’s what they’re there for. When you do that you’ll also see how movement and camera is handled
sadly i cant tbh bc i wanna change the collision sphere mesh so i make a new one
Thanks though!
What’s that got to do with anything ?
You mean the capsule component of the character ?
ya
Yeah, that’s an integral part of how a character works, that’s why you can’t change it much
you can still add stuff like box collision components to it tho, if you need it for a car for example
Really? did not think 'bout that
Otherwise you’ll need to use a pawn instead but you lose access to the CMC
oh ok
At which point you’ll need to add a floating pawn movement component instead for your input to work
OK! i did it.
Is there a quick an easy way to remove an array of items, from an array of items? Or do I gotta stop being lazy and just do a for loop?
i think i saw some array function library on the store that can do this
anyone know if theres a simple way/node to check the kind of variable something is.?
I found "get variable type" but it seems like it only works for control rigs or something of the sort.
Are you talking specifically for the blue variables you see?
yea , like any variable I make I want it to tell me the type of variable it is
u probably want to get the class and not variable type
I dont think so?
like if its a transform/bool/float ,im trying to set up some more flexible debug string logic.
and ure trying to do that in blueprint? lol
Are you friends with the user from earlier that wanted to compare names of actual variables in editor ? 😀
ohh , no , lmfao , im setting up a debug string macro to check the variable , then change the color of the debug log based on that variable type , like a bool comes in, and it makes it red.
There's nothing built in that tells you the variable type as there's literally thousands of variable types thanks to all the structures that exist.
You'd have much better luck to make something like this in C++.
fair enough I can probably just put something together that checks against a transform , then a float, then a bool and if any are true then do X, but i wanted to be sure it didnt already exist before doing so ' w ' thx guys
how can i create a event begin play event?
either search for begin play in the context menu, or in the function list of your BP click on override on the top right (which shows a drop down selector if you hover over the functions list header)
What are all the resolution sizes for SetScreenResolution?
You define the resolution as you want. Any value for X or Y between 0 and 2147483647.
There is a function for getting supported full screen resolutions. Generally speaking, the resolution can effectively be anything up to the maximum supported full screen resolution, but you could actually have a windowed version even larger for things like multi-monitor support.
1080p 1440p 2k,4k ?
How about these?
Depends on what devices you want to support.
https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam
Ahh thank you ❤️
And then be prepared to be flamed for not supporting 32x9 by a small group of peeps
XD
make it a paid DLC, ez
Just stretch it on X, they wanted more X so they get less Y.
sound costly, need to load in everyones stash tabs, will take too much memory

0.23% of steam uses care about 720 lol
this is such interesting info, cool
i cant able to find open dialogue box
Atleast remember to stretch loading screens
Hate it when thats forgotten lol
Or cutscenes
this is a snippet from my wallrunning blueprint, when im wallrunning left and jumping to the right it launches me perfectly but for some reason i cant multiply the vector by -1 and do the same for the other side
I think that's because those are sometimes actual videos
And they are usually recorded in 16x9
At least the backgrounds
Yeah I suppose they are 😅
Why are u doing manual work?
Populate combo list with get supported screen resolution
And let the user pick them self
Manual work kinda nono imo, some laptop don't even support 2 k. No point showing resolution the comp don't support
Any idea why I can't rotate something faster than 10 rot/s with "Add Torque in Radians?"
10 rotation per seconde, not radians, and still not enough
Because I don't have a target revolution/sec in mind
but applying a torque to an object physically shouldn't have a max treshold
I mean that whatever the value I apply, my object will never do more than 10 full rotation per seconds
Well for context, helicopter blades only do about 6-7 full rotations a second. I would imagine there's a point where you wouldn't even notice it's spinning and just look like chopping spinning (without motion blur).
I can't break the list or anything
Can Anyone tell me why this is working from a blank pawn, but not from the level bp getting the actor with the widget component,
Try a Delay until next Tick node after Begin play in level
Is there a way of changing the minimum velocity required for it to count it as a hit?
Not before that, but you can filter hits after they hit
So I can only increase the minimum velocity and not reduce it?
Yes but if I can only filter after the hit registers, then I can't reduce the minimum velocity required because the hit has to register first before I apply the filters
hey got a question is there an option to keep menus open after i interact with them?
Like for example the context menu, i want to put 2 custom events into event graph i search for them they both get shown, but when i add one the context menu automatically closes, so then i have to reopen it and look for the other one again.
Would be less annoying if i could just like shift click both to add them at the same time
Yes so that means I cannot filter based on what I need
Oh right I was misunderstanding, my bad
Yeah that makes sense thank you
But car wheel is quite faster no?
Yes, and if it has a rim you’ll end up getting the optical illusion where it spins in reverse
About 14 rotations a second at 60mph. Generally, when you start to get higher rotations, its better to fake it with a material. Plus there can be performance gains for it as well if your having multiple instance of what's rotating.
Ah you mean CPU stalls and array out of bounds crashes? Those are neat
Hehe, I hadn’t even considered that
anyone here, have a crash with "colorRT"?
appError called: Assertion failed: ColorRT [File:D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHIResources.h] [Line: 3856]
Doesn't mean very much other than there is a function called FRHIRenderPassInfo that is being called but a passed in FRHITexture reference isn't valid when that particular function is called.
Just checking if I am missing anything in terms of how the below setup works:
On completing the input action, we will run through the array, and for each iteration, the switch on enum node will read the variable and execute along the correct enum execution path right?
I vaguely remember someone mentioning that the Switch on Enum node is a node from the devil himself and that even if you feed it a variable, it will still run through every execution path option to determine if variable == execution path option, if false, move on to the next one, and repeat.
My goal is to make this optimized. The for loop will have anywhere between 1 and 61 iterations at any time
The ctrl+alt description of the node seems to confirm that it is in fact reading the variable and only pulsing out of the execution option it matches, without checking the others ones essentially. Just want to double check in case anyone else knows more
Awesome, that is good to know 😄 Thanks for the help
i have created a BP to sort out the components one after another in X axis based on their bounds. however when i checked the output log i noticed this loop is running full loop 9 times for each of the 9 assets.
this event is plugged in to the construction script. It should only be running once per component. please help.
is it running the construction script for each component? 
actor
just a blank actor BP, placed static meshes in components, and running this event in construction script.
on hitting the compile button (placed a print string printing index of the loop, at the end of above blueprint)
one only in this level
They are but this log obviously states there’s more than one instance of place actors
Is there a multiplayer aspect here somehow ?
It auto previewed for me
This was addressed to you @edgy forum
no, it's a very basic map, i'm just learning blueprints. no multiplayer aspect.
i'm noticing the multiple loops even if i just print the array
Well you’re somehow spawning multiple instances of bp_placeassets
Are you at any point in your blueprints spawning the BP_PlaceAssets actor? Instead of having it directly in the map?
do you want the log?
it is just placed there manually from the content browser.
i think i'm closer to finding the problem, i have set the custom event to 'call in editor' and when i click the button on the BP actor, it only prints the loop once.
this is definitely happening but not sure how. i will inspect.
Right, and when this happens how many assets are actually in the level? Is it just 9 assets, or are you seeing 81 assets?
just 9 components of the single placed BP actor.
Did you start talking to yourself? 😀
oh shit, hahahahaha, I marked the wrong message
The problem i'm having apparently is in the unreal source code, but I don't use the github source code...
Hmm okay. I do still wonder why you would need to run this through the construction script, as this means you would get the same locations for the components every time you moved the actor, just offset by its own world transform it seems. Why not just set their location inside of the bp and place that where you want it in the world?
i just placed it so i could quickly see the output with each compile. i have removed it, will check the output via call in editor button.
it is working now ,looping only once via button
thanks !
Not likely. It's more likely there's something else you're doing that results in some function in the source code being called where it is expecting something but you haven't defined what it wants.
If this is a recent message you're starting to get, try to figure out what you changed or backpedal (revert to an earlier version?) or perhaps breakpoint your recent bits of code and try and see at what point it still successfully executes up until the actual crash and the node immediately after that could be the culprit and give you more of a hint as to what is missing or what is going wrong.
Hi!
What's the different between Object Reference and Soft Object Reference in blueprints?
Thanks!
Soft Object References are good to use to prevent unnecessarily loading assets before they're actually needed, but require you to use nodes like Async Load Asset in order to properly load and use them.
For a widget blueprint reference, you likely would want to use just an "Object Reference"
I only need to keep a reference for that widget.
So, if I declare a variable of type WBP_Configuration, which option should I choose?
Best to just promote the return value to a var when you CreateWidget
No, the widget has a textbox and other two controls, but no assets.
The way to think about it:
You create widgets at runtime based on a class, and that gives you a reference to the object you created. You may as well use an Object Reference as it's going to be loaded.
You don't create Textures at run time, but you may have multiple textures that could be selected in a widget, but not need all of them loaded all the time. This would be a better place to use a Soft Object Reference.
I want to keep it inside an array because I will have more than one, but less than ten.
So add it to an array.. 😀
But the array is a variable, and I have to declare it 😜
I’m failing to see the problem still 😀
Make an empty array. When you create the widgets, add them to it. Then iterate and do w/e you want with them
I'm talking about the variable Items.
I have to select object reference or soft object reference. But I know that I have to choose Object Reference.
Thanks for your help!
Hi all, this is my blueprint to manage my inventory UI. When i press tab, it open the ui and it should close it when i press it again but it doesnt, someone can help me please?
You can always just use add to viewport and remove from parent instead of visibility btw
But if that doesn’t do the trick, put a breakpoint on your InventoryOnClient and step through the code at runtime
where? sorry im really new
New and doing multiplayer stuff eh? What could go wrong 😀
gotta learn someway haha
Select that red node and hit f9 then run the game
Shouldn’t do multiplayer as your first game, it adds a whole other level of complexity and you can burn out very easily but hey been there
you mind going in private so we dont spam this channel? xD
Sry I don’t do DMs, but don’t worry, that’s what these channels are for
np, so the rednode you mean inventoryonclient?
Hmm what's the best way to make a conal attack/ability? One that fires off in a cone (possible to have various widths) and hits anything within the cone area? To be more specific, a volley of 'projectiles' that fire off in a cone.
so when i run after the F9 there's a big red arrow on it
Yep. Now use the arrows at the top to step through your code and see what actually happens at runtime
You can hover over the input and output pins of each node to see the value of incoming and outgoing variables
Don’t BTs have a cone check?
There are no legit cone traces if that’s what you’re asking for. We checked a while back and all we found was a shitty $20 plug-in that fakes the cone with 2 spheres
You mean a behavior tree? It's not for AI its a player fired ability.
Do you have collision on it?
Does it work if you turn it on in editor ?
The details panel
If this is a spawned object place it in world and test it the old fashioned way
Yeah so there’s your problem ya? 😀
I managed to solve the sound issue butcan't figure it out why I can't kill the player. To the best of my knowledge the destroy action should make it, is it somethin different?
Hmm... as an alternative is it possible to put overlaps/collision on particle effects? If it is then I don't need a cone trace I guess I could just detect if the enemy was within the particle effect.
I doubt it but maybe #niagara knows better
@lunar sleet i feel like the problem is here because when i press tab first, it does go to set visiblity visible but when i press it again to close, it goes to set visibility visible again:
I think it's recommended you don't use particle systems for gameplay purposes like that. They should only be visual representations of what is happening.
Well yeah obviously rn you just checked it as True for eternity
Post a regular screenshot (win+shift+s). BPUE is terrible on mobile
@dawn gazelle Without other alternatives I don't really have a choice do I ?
You can make a cone out of 2 sphere traces I believe
I'm trying to make an ability that is triggered automatically every 'x seconds' that sends a wave of flames out in a cone (cone size varied by the level of the ability), and as the flames travel any enemies hit by them take damage.
I wonder if GAS has stuff for this
They 'could' be projectiles, but not sure how to calculate the spawn+move locations for them to spawn and move in a cone shape
A hacky way would be to make an invisible cone mesh, and spawn that then get overlapped actors and hit them accordingly
hm I'm not sure what GAS is so I don't know.
Break is for struct. You got an array of the resolution, you can do anything with it. I.e filter out some of the resolution
@lunar sleet ok so now for some reason it close the UI but it goes back in and reopen it, it doesnt stop at just closing it
Oh, interesting. Let me take a look at it.
Show current code
oh I thought it was easier, sure thank you
@lunar sleet
Man what would the performance hit be on that running every few seconds?
A function for the path curve , added an initial rotatio
Traces are relatively cheap. If you were running it on tick all the time on hundreds of actors, then there may be some concern.
Nah, it's only being called once, every 3-5 seconds, on the player actor.
What does unreal.EditorAssetLibrary.checkout_asset() really does ? Anybody knows ?
Although I just realized that I may have to use projectiles fired in a cone shape. The traces will detect enemies that are before the flamewall and trigger them for damage when it shouldn't.
a bit better resolutin , i am using a shitty monitor atm sorry
Both of your nodes have the Visibility box ticked off
Ok, so what happens exactly ?
So there's a way to calculate something like this? Where the projectiles start at the circle and fire out along the two vertical lines?
Looks like a source control thing?
oh wow haha you're a lifesaver thank you mate!
everything seems to work as exception of the last action <<destroy character>> in the end (as it plays the previous action) <<the sound>>.
Context: I am trying to kill my character when it reaches player (also tried on touch capsulecomponent but it didn't work).
Definetly
Looks pretty linear , i was expecting something more challenging 😆
well the challenge would be that the width is variable based on the level of the ability. So it could be a 180 cone
Ok but what makes you think it doesn’t work, it doesn’t disappear ?
I guess once you have the math though getting a variable angle is relatively simple though no?
just pick a random float in range where the range is your cone angle?
Hi, could anyone give me advice as to how I can change the raycast based on where the player is looking? As of right now it only rotates left/right but never up or down. Which is kind of game breaking if I have items below the raycast.
It'll be a linear spread so that they all come out spaced evenly apart from each other and spread evenly as they travel
correct, it doesn't disappear and neither respawns
alr no random then, then it's just a matter of distributing the amount of bullets over the cone angle
but yeah, I just meant calculating the cone angle
Put a breakpoint on that can attack branch and step through the code from there
why do you need to calculate a cone?
you just need to know the start direction for the initial velocity, or not?
how is that more?
ok thanks
Yeah it's just finding out the initial angle for the left most projectile and the the right most projectile really
Assuming 3d cone
In your Multiply Node ,try changing the top Vector to a Float
If its just 2d (flat) cone then its ofc no prob
but I think just getting the forward vector and dividing it by the total fireball cone angle would get me that no? (Sorry, I am not really good with math)
me neither but i doubt that this would work xD
@sterile sparrow or use a scale vector node, which has a float input to begin with
void ATracerDummy::TraceCone()
{
const float Radius = ConeLength; // Scan Distance
const FVector& ScanLocation = ScanSocket.GetLocation(); // Start Start or Eye Location
const FVector& ScanDirection = ScanSocket.Rotator().Vector().GetSafeNormal(); // Eye's looking direction / Eye Forward
TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes;
ObjectTypes.Add(UEngineTypes::ConvertToObjectType(ECollisionChannel::ECC_Pawn)); // The CollisionChannel of the Target
TArray<AActor*> IgnoreActors;
IgnoreActors.Add(this); // Ignore self, or anything else
TArray<AActor*> HitActors;
if (UKismetSystemLibrary::SphereOverlapActors(GetWorld(), ScanLocation, Radius, ObjectTypes, AActor::StaticClass(),
IgnoreActors, HitActors))
{
for (int i = 0; i < HitActors.Num(); ++i)
{
const FVector& ActorDirection = (HitActors[i]->GetActorLocation() - ScanLocation).GetSafeNormal();
const float DotProduct = FVector::DotProduct(ActorDirection, ScanDirection);
const float LowerLimit = FMath::Cos(FMath::DegreesToRadians(ConeAngle / 2));
constexpr float UpperLimit = 1.0f;
if (DotProduct >= LowerLimit && DotProduct <= UpperLimit)
{
// Your code.
}
}
}
}
Ripped from here:
https://forums.unrealengine.com/t/cone-check-cone-trace/297938/25
Seems to be able to take into account the direction that the cone needs to "look at".
Just, no way to visualize it easy I imagine.
for some reason it jumps from AIMoveto to a complete different node (the one that triggers the sound) so it seems to ignore the branch but I don't understand it as when the NPC reaches the player it plays the animation montage :/
What other kind is there @spark steppe 😀
none really, as Laura pointed out 2d "cone" is a triangle
That’s what I was gonna say, but I guess Laura did
Yeah I'm not actually sure that a cone trace would work after I thought about it. I think I need to rely on the projectiles to do the hit detection. Otherwise an enemy that is past the projectile (the projectile has already passed them), would be detected as overlapping and would get hit. (This could be minimized for enemies that the projectile passes through but doesn't kill, but wouldn't help with enemies that spawn inside the radius, which technically should never happen, so maybe it is okay)
where's that node at ?
Should be. It's a sphere trace, takes into account everything around you. Checks dot product based on the "Scan Direction" which sounds like a forward vector.
maybe i'm just confusing ControlRig nodes with BP nodes again it's just named vector * float
https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Math/Vector/vector_float/
Put a print string on Move failed pin
Control Rig has a different nodes too? Bastards 😀
Ugh
Why they do this
yea in CR it's named scale in BP it's named vector * float
thanks, that works fine (it keeps saying "hello" until reaches the character) but it seems is actually related with my character variable. I didn't notice i had this error. Does this mean my chracter variable is not recognised/linked with the actual player?
isn't it nice how we can call struct methods in ControlRig but not in BP? 😛
It means it’s not set at the time you call destroy.
check what you’re doing wrong wherever you created that reference
oki thank you
Sounds like you’re calling this function many times, which is also not ideal. Btw pawn sensing was replaced by AI perception
How does this work? Someone Please explain. It works but I need to know why it works. this is genius
Right Click on a pin in a math node to change they type
does that mean it would be better if I use it instead of PawnSensing? it seems the error is somehow with the target (if I leave it empty the npc will disappear). I am struggling in how can I call the player (when I use the character BP it gives me error on reference)
Your brian works faster than mine
From the object pin, drag out and type "get player character" if the BP in question has the Player Character as a parent. And make sure to run it through the execution line
It won’t fix this issue but maybe for future stuff
Where is this code, what bp?
I was imagining more of a pizza slice than a triangle tho
Not that known with shapes to know if it got a name
that made it work! it now respawns after touching my character 🙂 many thanks for your help guys you awesome. Sorry what do you mean run it throuh the execution line ?
Hey folks, I'm suddenly having a problem where I can't press any main menu buttons. It also doesn't give me any errors. Does anyone know I can fix it?
You probably have something on top of it that mouse is hitting first
Ah well, this works too. What I meant was that the "Cast to BP_SideScrollerCharacterAdvanced" needed to be connected to the white lines in your previous image. The white lines are called execution lines 🙂
that code was me improvising like a newbie trying to get the character hehe!
I meant where is the code calling destroy
oh I see now, bless you!
Can you show the code?
Hmm strange, what code comes before this? Like how is this functionality triggered?
Is there any info you want to access from the actor it is hitting? Because if not, I would recommend just using Actor tags and checking if "ActorHasTag" returns true for the actor tag you attach to the relevant actors.
If you do want to do anything with the information from the actor it is hitting, you could always cast to it (or its parent) to check if you are "talking" to the right actor
Then you can do that. Just drag off the hit actor type "Cast to ActorName" and then drag out from the result
That’s what cast does
Nope, unless you want to do this with many different actors? If it is only 1 actor this way will suffice
Among other things
Cast checks if the ref you gave it is the class you want and lets you access it
Right gotcha. Not sure what is causing the difference.
No* not for you
If you have to ask the question, then the answer likely doesn’t apply to you
I'd argue it matters even more so, to avoid people loading the 8 bosses and 300 interactable classes during main menu and not when appropriate
I’ve not seen people do this often. Usually it’s just “some guy told me casting is bad so I’ll do worse things instead”
For basic always loaded things like player char , controller etc it doesnt really matter
Fair enough
Once loaded, it’s loaded
If the cast exist, the object is loaded
Don't need to wait for load screens if you load everything from the get go.
Meet my 128gb ram ps5
Load asset async
Wherever you want mostly
I think that's as designed. Unreal loads what it can as it can and as fast as it can. Seeing as you place actors in a level with meshes that are predefined, it'll load up what it can as it comes in, and that sometimes means using lower LODs and low res mips of the textures until everything is fully loaded.
Loading stuff isn't my forte, but there may be delegates that the engine signals to indicate it's done loading everything on the level, but I'm not aware of it.
It even bugs out sometimes , even in aaa games
FF7R I'm looking at you
Apparently ue4 memory management was the issue , not allowing those high res tectures to load 😄
Hey folks I had two questions
-I created a niagara ribbon effect for missile trails, which looks really cool, however somewhere in my screwing around I changed something where the ribbon vanishes once the projectiles/emmiter leaves the screen instead of fading away, any idea what I unchecked? lol
-I was seeing heavy performance drops with a lot of ribbons flying around, but it turns out I think it was my really dumb missile blueprint, that i'll fix tonight any performance notes for using ribbons by chance?
https://app.screencast.com/P6J1BreONvyGi
Does anyone know what setting i have to change so Pixels don't stay on the screen and slowly fade?
I have tried messing with the Camera's and Post processing's Motion Blur, Exposure EV100
I does it for everything , but making my grid hidden is super anoying
World's leading screen capture + recorder from Snagit + Screencast by Techsmith. Capture, edit and share professional-quality content seamlessly.
You're missing out
oh I have a thing for this but am at work
what you can do is set the emissive on the texture and then scale it to black over time
iirc it was just setup a custom material, add emissive, add a variable to the emissive
then in the blueprint scale the value up and down to increase the glow , at zero its just straight black
if you dont want glow you could probably do the same thing but scale und down transparency
Even thing without emissive have the Pixel thing
https://app.screencast.com/rbn9xfHZhO1J1
I just dug into lyra source code for loading. They have comments on the function to add minimum display time to "minimise loading to the world with low res mip and low lod"
Maybe it's possible to track everything and get a callback but it doesn't seem they bother with it, even with lyra.
I want to keep a reference to n user widgets I have created. I have used an array, but the node Get returns a copy of the widget. Is there a way to get a reference? Maybe, I have to use another kind of structure, like a list.
Thanks.
I think the easiest lazy way is to finish async load the world then just add some extra time
It will return you the instance of the widget
Not a copy, a reference
What make you say otherwise?
The tooltip doesn't say that. It returns a copy.
It returns you a copy of the reference
Yes. But I don't want a copy.
It's an array of reference so you are still getting the reference
It's not a copy of the widget, it's a copy of the thing pointing to the widget.
Ah, OK. Thanks.
Just try to set some data from there , it will propagate the changes to the instance its pointing to
OK. I'll do it. Thanks a lot.
I'm trying to develop a testing tool that requires to check all classes inside the project (FMOD events). Making an array is too much trouble and it'll require to add the class each time the sound designer add a new sound.
Is there a way to get all classes of the project and then store it in an Array?
Could you elaborate a little bit, please?
there may be, or you could create, an top level class which is blank that your top level blueprints are children of then it should just filter down when you do a get all children(?)
idk it seems like a weird solution you may have to code it
👀
I want to spawn this cube, when this is started. How do i tell the programm that i want it to spawn that cube?
is the spawn actor static mesh actor even the right node?
I looked for the cube in the class part of the node but i cant find it
should have such a easy fix but im soo new
is there a way to make system that give player ability to import images in to my game?
you're pretty close, sort of
you need a transform to tell it where to spawn the cube, and default collision you might want to set to "always spawn" for testing purposes
a transform is just a location, a rotation, etc. you can break it out if you want to get the info from a couple places
just right click the orange node and split it to break it into its components
If you want it to spawn at the player location, you can also just use GetActorTransform and pass in the player character.
okay all done but how do i give it the reference of the cube?
under claas i cant find it
have you made an actor that contains the cube? Right now you've selected static mesh actor
You need to make an actor blueprint
and put the static mesh inside of the blueprint. Then it will show up under classes based on what you name it.
trying to think how to get the text block to wrap underneath the name block. i could put it over the top of the name then offset it but the name is gonna be different sizes 
Do you mean be in-line with name if it fits, but if it wraps to two lines, take up the top space and wrap down to the bottom underneath name?
yeah, its currently wrapping to the right of the name
It looks like you are using a horizontal box.
afaik you can't wrap the contents of the second container into the first container. That full height will always be reserved for the first container item.
But, #umg would be a better place to ask I think.
Vertical box
name would be above text then
oh, i just needed rich text to be able to get the two styles together
Oh, yeah, you could use that too. Just make one container and have Name: styled differently than 'Text Block'
in that class dropdown? one sec
Honestly though you want to follow the first hour in unreal engine pinned in #ue5-general
oh! you're trying to spawn a static mesh actor and i'm guessing the cube isn't one of those, there should be a different blueprint option for just a regular "spawn actor"
your best bet when you run into this stuff is to try and do a "get cube actor" so you have a node, then drag it where you want it and it'll tell you "cube actor reference is not a XYZ actor reference" that should put you on the right path to find the right blueprint, also if you drag off of something and leave the context box checked it should only show you relevent options
trust me a lot of my struggle with blueprints is there are multiple types under different headings, called the same thing but they accept different inputs :p
That cube there is not currently a static mesh actor. It is a static mesh
When you drag it into the world it becomes a static mesh actor
Make a BP that contains the cube
there you go
thanks a lot got it, so is every object that i want to do stuff with a actor?
even its its suposed to be just some wall spawning in not at level start? seems quite heavy on hardware no?
@patent gull
An actor is something you want in the world
when you create a blueprint the popup tells you the difference between pawns and actors and such
actors are the most general ones used for mostly everything
dont stress out about performance stuff thats tomorrows problem 🙂
thanks guys
(remember the in-editor preview is always going to run a lot slower in most circumstances)
yeah i gues 😅
when I pull the trigger on my mech the editor dogs down to like 30fps but in game its fine XD
wreid
You already have the node in bp. Import texture 2d
Saving it is entirely different thing tho
What you can do with bp at most is, save the path to the texture to load it again the next time you run the game
As for grabbing the texture path , if you don't want to make the player hardcore the path to the texture. You probably want to expose the file browser to the game. There are paid plugins for that
thank you!
Not sure but if you have size to context ticked, try to untick it
Hi, where is the best place to put the save and load functions of a game?
I don't mean to sound sarcastic, but where ever you need to save and load the game
You might have a save button, an autosave manager, and level transitions that all save the game
You might want to load straight in the main menu, you might want to load on clicking "load game"
Right now I have it in my game mode but maybe its better to have it separate in a manager
I have mine in gameinstance
In BP land I'd probably have them as part of the game instance and call them where needed
Was thingking of gi subsystem but prob no point
thanks!
I could see the point if you were going a bit more advanced with the saves
Btw cuppa is there hard limit on the number of subsystem?
Performance wise don't matter too?
Thanks! I think I have a better idea now
Is there a reason why for loops are blueprint macros and not c++ for loops? Is there any benefit from the for loop nodes being a macro?
Macros can have as many Exec pins as you need
Because it would be sort of difficult to do a c++ for loop.
which capsule trace is the least expensive? ByChannel?
Hey! I want to ask4help
I am working on Vehicle Combat-Racing Game like Death Rally. Some work has been already done, but I want to create some logic for missle launcher being attached to vehicle. What I mean: The missle launcher has to constantly face direction of nearest vehicle, but it cannot rotate back, so it rotates only up to -110 / +110 degree range. I 've tried everything ( including clamping the range ) , but it doesn't work
Hi
I got a problem with a first person character.
The player will not start at the set "PlayerStart" node
is there a way to check if my AIC is implementing a BT?
Why are you using get actor of class, then getting its root and then its root location, and then find look at rotation?
And why are you using UE4 🤣
what's the problem with that?
I mean, you would know, since you have to run it on the AICon yourself no?
Don’t start lol, go back to your cave haha
haha no
i am making a fallback to manually run a different tree. if my AIC doesn't run anything, do this
Like if you stopped the logic or something?
yep
Make a bool maybe?
When I press play my character starts from the spot where the editor camera is located. Not where the player start node is. Anyone knows what I could have broken?
is there no agnostic way?
I don’t think there’s something by default in bp, but maybe in cpp, ask #gameplay-ai
good idea
Didn’t you ask this yesterday ?
no
Project Settings?
Yeah, or World Settings if you only have one level
Check what Datura showed
ok so it's 2. Then change advanced settings?
You need to change this option. RIght now you have it set to start at current camera location rather than default player start. Put number of players back to 1.
There’s an infestation of UE4 users 😀
Maybe you have no player start in your level? (I'm not sure if it's smart enough to detect that.... but who knows?)
I'll check it out again... thanks for the hints
Strange... I just can't get it to work. I added some c++ class and it got borked... I'll try a complete rebuild
My case ? Anyone ?
I need help getting this audio visualizer working from the sequencer. This tutorial was very good, but I want to swap out the event begin play with a custom event so I can trigger it from the sequencer, but that does not work. Any suggestions?
In this video, I import SFX and make objects react to the audio like changing the brightness of materials or audio visualizers.
Discord: https://discord.gg/sZ5QpYYKER
U want to play bp events in sequencer? That's covered in the docs
@frosty heron I know how to do it with custom events, but for some reason my custom event doesn't trigger the Play Audio Node.
It works with the Event Begin Play
Have u make sure that it runs? Do a print string
Yes I debugged vissualy and with that Scale 3D node
I have no idea but I got it working on my end
I used event called from sequencer to display subtitles
Can u disconnect event begin play
@cinder thunder
Then try again
Ahh yeah that will prob do
Bind it at the start. The custom event just play the audio
I had accidently deleted the PlayerStart node and changed it's class to the C++ I created then renamed it to PlayerStart... meh
Hey
Thanks for all hints btw 🙂
How can I limit rotation of object in local space ?
Clamp is one way
Only works if you do it right
where's the clamp?
Clamp the Z from -110 to 110
why do I have 5 different instance if I am only creating it once, the rest of the instance are also NULL, I can't figure out what might be causing it
add a print string with and hook it to "self" and see if it is called by the same thing
the print string works fine as it only prints once
Set Rel Rotation, and Clamp Z -110 to 110
That should make it so it can only point in front and sides of the vehicle and 20° behind you
if you spawn it 5 times but it only prints once, that means something else is spawning it 4 more times
wait... is this just in its own loop?
Ya that is what am assuming but I just can't figure out what could it be, am keep tracing back to see but found nothing
right click your asset and find references
then work backwards
OH RIGHT OMG HOW DID I FORGET ABOUT THAT
Lmao
Thank you
i'd be curious to know what did it
Not successfull
if so then the engine sets some random rotation, does'nt seem to follow anything
The main case is: world rotation or the local rotation
main question
Is the code firing? the other pic made it look like a loop of code with no beginning
yes, it's firing correctly
firing from event begin play, then the delay is used for the repeating
ok, you have to math some stuff
Look At rotation will be World, but you want to set the Rel on the mesh
and still clamp it
yeap, I guess so, the relative should be a way to go
because the car keeps turning
so it changes it's rotation to the world dinamically
im rusty with rotation math and rustier on Rel/ World rotations
damn
make your shot
or maybe
relative to the parent ?
( parent is the car mesh )
Hi
Does anybody know How to make a shopping cart?
(putting physic objects in it and attaching it to player and moving it around)
okay, my bad - the relative is already corresponding for car's mesh
damn
4.27.2 here
no such node
aw bummer
I apologize for the spaghetti I was doing some experimentation to try to get a better understanding.
Can anyone help me with this
It is spawning my collision sphere twice
If I lerp the expansion of the radius the second spawn stays the same. If I lerp the expansion of the pool the second sphere shrinks.
The first print string is the outter circle, the second is the inner circle
Hi
Does anybody know How to make a shopping cart?
Wdym? Like with modeling tools?
Then tighten the timeline ?
I can easily grab multiple actors locations into an array but it wont attach back into set
Yeah, or explain your goal better maybe
No something for supermarket like game
i have a bunch of panels that i want to enable physics on, then after a delay, reset them to their original location
Player can control it in front of him
Ok, so save that default xform in to a variable and plug that in
Ahh, Hold "F" and click on graph for a For Each Loop
Hole was better
yes it does lol
I think this is all you need from that
dont need to set the transform to what it is
Slight change
Okay, no solution 4 now. Let's leave the rotation thingy for now. My second problem - I want to create such effect of powerup icon magnetism https://youtu.be/mSijWAVTJmY?t=143 as seen here at 2:23 - a powerup icon flies towards the player's car when overlapped
I'm playing arcade combat racing game Death Rally, a remake of the first title developed by Remedy Entertainment.
Included:
- Story and Race events
- Imprecise driving controls
- Multiplayer
- A couple of races that take about a minute each
- Spending cash on upgrades
- Unlocking new tracks, vehicles, and weapons
- The detestable deathmatch mode
I In my case - the powerup objects are billboard type
How can I make them fly towards player's car when overlapped
?
Similar concept, get the car’s location on tick/timer and lerp your power up to it
Should I get it from powerUP's bp level ?
Prly wanna scale it down too as it closes in
Wdym from its level?
will try this out
Do you want the Powerup to fly to the Car? put it in Powerup
Do you want Car to pull in the Powerup? put it in the Car
I mean either is prly fine
Only reason I would recommend putting it in the power up is if you have many non power up things you want to check overlap with
If the car can can pull other thing in also, i would do it in Car
I dont think a Powerup would fly to anything besides a Car.... so put it in Car
Well
If you’re already overlapping
You prly want to move the mesh not the actor, or have the actor move to it while changing the relative location and scale
I like Timelines for that, 0-1 alpha into a lerp, A is saved start point of powerup, B is cars current location
the billboard component is the thing visible in game
Should give a homing look as you drive
How do I send a message from my game instance to my character?
It worls
*It works
*sort of...
I guess the powerup should get the car position several times
?
should update ?
always current cars location
and lerp
because now it looks like it's jumping towards first got location
Either have an event dispatcher created on your game instance that your character can bind to and call that event dispatcher when needed, or get a reference to your character in the game instance, cast to your custom character class, and call whatever function or event you want on it.
But how do I get current location since the billboards BP get's cars location only once when overlapped
thanks, kinda tried the casting but for some reason didnt work, gonna check the video
errr, this is in Powerup
but same idea timeline
Like I said, you need to get that on timer or tick because your car is moving fast
it worked thank you so much!
Try this: on overlap, set timer by event with 0.1 interval, bind a custom event to it that gets the actor (car)’s location. Cache the timer handle (promote to variable). When you’re done with lerping it to the car and disposed of it, clear and invalidate the timer by handle, by using that variable you cached. The caching is mainly for aesthetic purposes so you don’t spaghettify your code
If it’s not smooth enough, set a bool to True after overlap and branch check for it on tick, then set it back to false when done with it
i cant find out whats wrong here
its in a blueprint called ScoreCompletion_BP, its meant to show the healthbar as shown here when TotalScore hits 5
Trying to learn bit masks in bp. Are these the correct way to implement the functions I feel like Add State Flags is incorrect, as it sometimes flickers between different settings:
Does the blueprint get spawned anywhere?
it pings on begin play
WHEN is the important bit
When does your current code run?
beginplay
You want to run it whenever the score changes
Shift+Win+S to screen shot a selectable part of your screen, pls 🙂
I have to open in browser to read otherwise
I want 4 cenarios
A adds 1000 to X of vector
B adds 1000 to Y of vector
C adds -1000 to X of vector
D adds -1000 to X of vector
but i cant seem to add the branchesto the add pins
sos xdd
I'm having a quite annoying problem :
Basically, my game is posted on Steam, and today i worked on it and added grenades to it. With that done i had to add a new input in the project settings.
When exporting my game, the input.ini file, created when first launching the game in packaged mode, didn't update so the grenade input isn't in the packaged game.
And given the fact that my game is on Steam, i don't want players to have the same problem as me, and i don't want them to delete that input.ini file and remap all the bindings again. Any ideas ?
You can do that with math.
Get yaw, divide, round, select vector
Or get yaw, divide, round, multiply, rotate vector
yes
So do that. In the part of your code where you modify the score, also run the code to check if you won and show the widget
i dont understand
idk how to make it fire when it updates tho
Right now you are getting the yaw and then checking a bunch of stuff. Instead of that, divide by 90, round, then you'll have like a 0,1,2,3 etc and can select the vector on that
Or you can multiply by 90 again after rounding and rotate 1000,0,0 to mathematically get the same answer
Does someone know why I cant bind an event in my character that is declared in my game instance bp?
Do you mean that you have an event dispatcher in the game instance and you want to bind an event on the character to it?
Here is a similar setup i have to what you want
Yes, im trying to send data from the game instance to the character
When
it when the msg is received from a socket, but thats irrelevant for now, i just want to comunicate from the game instance to the character
I would play around with this till you get it
Wrap(Float) might help, not sure what control rotation can go to if you keep spinning
🤯
hi there, anyone knows if there is a way to nuke a soft reference from an asset? I am trying to migrate a level with a couple of meshes but it keeps trying to bring along another level full of stuff I do not need
so the problem is that there is no addition node without the white pin but there is a division node without it?
and how is your get controll rotation different
you can set variables and change it in each path, then plug that into x, y at the end ?
its a normal Get Controll Rotation, Right click the blue pin and Break
err Split
how do i make it fire when it updates totalscore?
on the blue dot, you hit the text i believe
ah cuz its connected already
where is that 2nd node from
Rotate Vector
are you pulling off something ?
and, because pulling off something will only give you something that COULD be plugged in, but Rotate Vector doesn't have a Float
Event SomeoneScored -> add to score -> check if game over
but how did you conect it afterwards then and how do i find it then?
im so confused
haha
ahhhh
this blueprint and the one to add to the total score are different blueprints tho
doesnt work, what shoud it do in your mind?
neither
but what should it do
mine was suposed to spawn sth in a grid
1000 away from actor
but at 0 90 180 or 270 degrees of the actor
snapped on a grid?
Nothing Spawns ?
nothing in my view
oh...
its at 0,0,0 plus 1000
have to add that location to actors location
hmm, what is control rotation Z if you are not moving ?
i mean whats the number
its between 0 and 360 degrees
if i dont look left or right between it printing yes
you mean here?
Here #blueprint message
We gonna ignore that this has an Overwatch map in the background?
like this just that its still like blocks and not walls
I'm trying to disable the movement/look of the character, it's working but when I go ingame the movement nodes don't kick in until I click the screen with my LMB once. Is there a way to stop that from happening?
yes anubis kinda but its cuz the pack kinda riped it even tho its on offical store
wtf
Very sus haha
what a guy
is this still about the same thing?
and if yes could you show top part?
your idea looks like this now for me
but im not sure what you doing
i just know my structure knew when it had to snap a b or c but i am missing brach to addion conection
maybe there is even an easier way to do immitate that system that fortnite has rn it would just snap around me but when i move it could obviously go out of that raster
but idk
hello? 😦
i can make the question very easy
how do i make a if x happens it adds y to z
cant connect branch to add node
select
You would need to use the add node to do the math. If you're wanting to update the location of something to the new value, use the set actor location node which you would connect to the exec chain.
like i did here no?
but the add node cant be started by the branch
As dusteyezz said, the select node might be what you're looking for. (I read up a bit) I assume you're trying to spawn an actor at different locations based on some conditions.
ah
Hey, anybody have an idea for a solution to my current problem? I have a character riding a horse, the movement is dependent on the control rotation, but the camera is relative. What I need to achieve is to have a clamped range in relation to the control rotation that the camera can be rotated in. The naive approach shown below does not work if my control rotation + clamp exceeds 180 (or 360 unsure).
you need to set the variable after the add
to execute the add
back
but i want to make a vector out of it again
HUUUUGE
how close is it, where is it spawning ?
Im trying out select now
yah , i love select
but idk how
how to make selects
okay got the selects
When you say you want the cam rotation to be clamped, do you mean relative to the direction the horse is facing?
but how to connect them with this now
yes
patty
I was hoping I could do it based on the control rotation
but I can take the forward vector approach
although even with my years of experience with algebra I just suck at spatial math
Similar to this , but Up = 0, Right = 90, Down = 180, Left = 270