#blueprint

1 messages · Page 23 of 1

heady crypt
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since nearly all MultiTraces stop at 1st block or something

crude spruce
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yeah i dont think multi trace offered something useful for me

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but you are right. i have just worked out of resolving the hits from the trace, which resides on the weapon.

keen widget
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ok, if i cant GET name of the varible
maybe i can SET variable by name?

crude spruce
keen widget
# crude spruce 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

barren dove
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hey folks, is there a better way of populating a map than tons of add nodes? like a "read this spreadsheet" or somesuch nonsense?

lunar sleet
keen widget
dawn gazelle
dawn gazelle
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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.

gentle urchin
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Isnt there new node for this?

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Set property by name?

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Hm might be editor only

hollow pumice
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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.

hollow pumice
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Thanks for the reply! That is really annoying 😭

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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?

gentle urchin
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Proooobably not, beyond transform update costs

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Which is relatively not cheap

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Whats the intent here 😅

hollow pumice
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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.

wet raptor
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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

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Am I missing something that i'm not seeing?

gentle urchin
hollow pumice
# gentle urchin 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.

hollow pumice
wet raptor
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Ah okay; I found on that worked now to just add some smoothing to it

barren dove
sand slate
#

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?

frosty heron
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use that SaveGameObject to access your data

crisp geode
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Guys anyone having problems with meta's hair?

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It get attached to my skeleton but as soon as I restart unreal, it get detached

lunar sleet
crisp geode
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Thanks

brazen pike
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The game instance is always loaded into memory, so no point trying to avoid a hard reference

lunar sleet
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Casting is perfectly fine

trim matrix
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this function doesn't seem to exist in the 4.20 version I'm using

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any other ideas?

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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

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(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)

lunar sleet
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Looks like you’ve got your answer then

alpine hinge
#

Not only motion blur 🙂

lunar sleet
grim sand
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is there a specific reason why I cannot send a Map variable type through an event dispatcher?

faint pasture
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material should be using world UVs

grim sand
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Thanks for helping!

prime ruin
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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.

grim sand
prime ruin
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i only just switched it to triggered. same effect on both

grim sand
# prime ruin 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?

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In the above outlined example you won't need gates, or to check anything on tick

prime ruin
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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

grim sand
prime ruin
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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

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if the debuff speed is set while sprinting wouldnt that cause a problem?

grim sand
prime ruin
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oh. well i try that i suppose. still super confusing that bool returns false when it shouldnt

grim sand
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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?

gentle urchin
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Its basically a subscription list

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delegate contains a list of "other's" that have signed up for it

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so nothing happening on tick : )

grim sand
# gentle urchin Its basically a subscription list

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

gentle urchin
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its a push based system, not a pull or observer-like

grim sand
gentle urchin
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like a mailing list

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Or whatever else list you got going

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you dont care who recieves it

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all you know is they wanted to know when it happened

grim sand
gentle urchin
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I did it after only 3.5 years, no shame on me

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/jk

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I wish i checked them up far sooner

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but oh well, i now know 😄

grim sand
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Hahaha, yea same here, they would have made life so much easier

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Thanks for the concise explanation!

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Updating my UI will never be laggy again ⭐

gentle urchin
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not just ui

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its super usefull in most systems 😄

grim sand
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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

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I have yet to unlock its true potential 😄

spark adder
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guys

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how do i get a number value in a material

sweet silo
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hi there why is this working only once ? thanks !

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and also i'd like to disable the controls of the first person character and reenable them afterwards...

lunar sleet
sweet silo
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ah ok i didn't know that !

twin shale
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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?

inner elk
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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.

lunar sleet
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Watch the blueprint comms video pinned here

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Should teach you all you need to know about inter-bp communication in Unreal

versed sun
inner elk
twin shale
twin shale
tribal gazelle
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Is there a way to detect when the player exits the game?

thin panther
lofty rapids
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well you could do something like save if it was possible

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on exit

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but wouldn't that usually be done whereever your triggering the exit game ?

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or you want when you hit x in the window ?

quick field
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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?

lunar sleet
lunar sleet
quick field
# lunar sleet 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

honest wraith
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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

lunar sleet
dawn gazelle
# twin shale Hey, I'm having one heck of a time with relative paths in a Blutility. I put tog...

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'
quick field
lunar sleet
quick field
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or rather the rotationis always 0,0,0

lunar sleet
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Where is this “directionality” coming from ?

quick field
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The axis value of the move input,

lunar sleet
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Ah I getcha

quick field
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And from there it just goes into add movement input for the x and y axis

tribal gazelle
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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

dawn gazelle
lunar sleet
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your WASD (or equivalent) movement should have nothing to do with this

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It’s more realistic to have something rotate when launching it anyway

quick field
lunar sleet
twin shale
quick field
lunar sleet
honest wraith
lunar sleet
quick field
lunar sleet
pallid nest
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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/)

tribal gazelle
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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.

dawn gazelle
dawn gazelle
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And that's being called on Begin Play of the component?

tribal gazelle
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Yes

dawn gazelle
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Is there a certain part of your code where the access none is popping up?

tribal gazelle
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In the same component where I need it to get health values.

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Saying reference to none

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Basically right below the begin play set

dawn gazelle
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Well, like on tick or something? Perhaps you have this component attached to another actor unintentionally that isn't a BP_TPSBaseChar?

tribal gazelle
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No not really as I just made the component and attached to character. Very unlikely I have done it to another character.

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I have a controller component @dawn gazelle should I be doing it in that?

dawn gazelle
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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.

tribal gazelle
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Wait.. it still does it lol

autumn iron
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How would I make a bullet go through a breakable object instead of stopping where it hit?

broken wadi
pseudo anchor
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does add input vector need to be called on the server to work?

barren dove
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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

thin panther
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you can absolutely do that

barren dove
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okay, so I create an event in the parent, where does it show up in the child?

dawn gazelle
barren dove
dawn gazelle
barren dove
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ah ha its in that dropdown

quaint ravine
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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.

waxen fog
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can a blueprint inherit from another blueprint

dawn gazelle
paper python
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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 :/

broken wadi
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Then cast to a pawn (assuming it’s a character)

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Also make sure that you’ve setup a default value for the soft reference.

paper python
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Ahh. That's cool. Thank you!

tight bloom
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How can i make a collision box to@make a congratulations sign when touched 3 times

frosty wadi
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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

lapis ridge
#

hey folks, I'm trying to make everything inside of a closed spline a certain color - does anyone know how that might be done

cunning vapor
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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

tawdry surge
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Get owning player pawn

cunning vapor
astral tinsel
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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.

trim matrix
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Hey do y'all know how to change the deafualt player capsule compoment with a custom physics asset?? (very new)

barren dove
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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?

supple needle
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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?

slender solar
#

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?

barren dove
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type square in the chooser thing

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^2 is square root

slender solar
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thank you

hasty elm
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Hey so I have this custom event in my game mode, how do I make it start with a button press in another blueprint?

barren dove
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@hasty elm

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in this case on button press i'm getting the player actor, then calling the fire control system event

hasty elm
#

Thaank youu

runic pagoda
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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.

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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

cyan bone
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im just using this now, it works:

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wait im reopening editor

cyan bone
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Works very well @faint pasture.

runic pagoda
lunar sleet
gentle urchin
final sparrow
#

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

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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

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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

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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

trim matrix
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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?

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(look as in camera moves)

lunar sleet
trim matrix
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sadly i cant tbh bc i wanna change the collision sphere mesh so i make a new one

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Thanks though!

lunar sleet
trim matrix
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cuz you cant change the character base collision

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(sphere)

lunar sleet
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You mean the capsule component of the character ?

trim matrix
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ya

lunar sleet
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Yeah, that’s an integral part of how a character works, that’s why you can’t change it much

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you can still add stuff like box collision components to it tho, if you need it for a car for example

trim matrix
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Really? did not think 'bout that

lunar sleet
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Otherwise you’ll need to use a pawn instead but you lose access to the CMC

trim matrix
#

oh ok

lunar sleet
#

At which point you’ll need to add a floating pawn movement component instead for your input to work

trim matrix
#

OK! i did it.

red berry
#

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?

limber parcel
uncut elk
#

anyone know if theres a simple way/node to check the kind of variable something is.?

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I found "get variable type" but it seems like it only works for control rigs or something of the sort.

dawn gazelle
uncut elk
limber parcel
#

u probably want to get the class and not variable type

uncut elk
#

I dont think so?
like if its a transform/bool/float ,im trying to set up some more flexible debug string logic.

limber parcel
#

and ure trying to do that in blueprint? lol

lunar sleet
#

Are you friends with the user from earlier that wanted to compare names of actual variables in editor ? 😀

uncut elk
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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.

dawn gazelle
uncut elk
#

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

flat summit
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how can i create a event begin play event?

spark steppe
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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)

tribal gazelle
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What are all the resolution sizes for SetScreenResolution?

dawn gazelle
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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.

tribal gazelle
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I mean, which ones should I cover?

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1280x720 + 1680x1050 + 1920x1080 etc?

heady crypt
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1080p 1440p 2k,4k ?

tribal gazelle
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How about these?

dawn gazelle
surreal peak
#

And then be prepared to be flamed for not supporting 32x9 by a small group of peeps

dawn gazelle
#

XD

heady crypt
#

make it a paid DLC, ez

surreal peak
#

Just stretch it on X, they wanted more X so they get less Y.

heady crypt
#

sound costly, need to load in everyones stash tabs, will take too much memory

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0.23% of steam uses care about 720 lol

heady crypt
paper gate
#

i cant able to find open dialogue box

gentle urchin
#

Hate it when thats forgotten lol

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Or cutscenes

granite summit
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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

surreal peak
#

And they are usually recorded in 16x9

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At least the backgrounds

gentle urchin
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Yeah I suppose they are 😅

frosty heron
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Populate combo list with get supported screen resolution

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And let the user pick them self

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Manual work kinda nono imo, some laptop don't even support 2 k. No point showing resolution the comp don't support

rancid moat
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Any idea why I can't rotate something faster than 10 rot/s with "Add Torque in Radians?"

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10 rotation per seconde, not radians, and still not enough

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Because I don't have a target revolution/sec in mind

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but applying a torque to an object physically shouldn't have a max treshold

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I mean that whatever the value I apply, my object will never do more than 10 full rotation per seconds

dark drum
tribal gazelle
manic vessel
#

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,

versed sun
#

Try a Delay until next Tick node after Begin play in level

echo storm
#

Is there a way of changing the minimum velocity required for it to count it as a hit?

versed sun
#

Not before that, but you can filter hits after they hit

echo storm
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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

maiden pawn
#

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

echo storm
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Yes so that means I cannot filter based on what I need

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Oh right I was misunderstanding, my bad

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Yeah that makes sense thank you

warm cloak
#

What does the "Use Grouping" feature ?

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Ok thank you !

rancid moat
lunar sleet
dark drum
# rancid moat But car wheel is quite faster no?

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.

rancid moat
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The thing I'm trying to avoid faking it

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I'm not seeing those wheels

lunar sleet
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Ah you mean CPU stalls and array out of bounds crashes? Those are neat

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Hehe, I hadn’t even considered that

astral granite
#

anyone here, have a crash with "colorRT"?

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appError called: Assertion failed: ColorRT [File:D:\build++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHIResources.h] [Line: 3856]

dawn gazelle
grim sand
#

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

grim sand
#

Awesome, that is good to know 😄 Thanks for the help

edgy forum
#

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? PepoThink

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actor

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just a blank actor BP, placed static meshes in components, and running this event in construction script.

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on hitting the compile button (placed a print string printing index of the loop, at the end of above blueprint)

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one only in this level

lunar sleet
#

They are but this log obviously states there’s more than one instance of place actors

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Is there a multiplayer aspect here somehow ?

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It auto previewed for me

lunar sleet
edgy forum
#

i'm noticing the multiple loops even if i just print the array

lunar sleet
#

Well you’re somehow spawning multiple instances of bp_placeassets

edgy forum
grim sand
# edgy forum

Are you at any point in your blueprints spawning the BP_PlaceAssets actor? Instead of having it directly in the map?

edgy forum
#

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.

edgy forum
grim sand
edgy forum
lunar sleet
#

Did you start talking to yourself? 😀

astral granite
astral granite
grim sand
# edgy forum just 9 components of the single placed BP actor.

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?

edgy forum
#

it is working now ,looping only once via button

#

thanks !

dawn gazelle
# astral granite The problem i'm having apparently is in the unreal source code, but I don't use ...

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.

lethal pollen
#

Hi!

#

What's the different between Object Reference and Soft Object Reference in blueprints?

#

Thanks!

dawn gazelle
lethal pollen
#

I only need to keep a reference for that widget.

lunar sleet
#

They’re mainly used for assets

#

A widget ref is not that expensive to keep in memory

lethal pollen
#

So, if I declare a variable of type WBP_Configuration, which option should I choose?

lunar sleet
lethal pollen
#

No, the widget has a textbox and other two controls, but no assets.

dawn gazelle
#

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.

lethal pollen
lethal pollen
lunar sleet
#

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

lethal pollen
#

I have to select object reference or soft object reference. But I know that I have to choose Object Reference.

#

Thanks for your help!

open summit
#

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?

lunar sleet
#

But if that doesn’t do the trick, put a breakpoint on your InventoryOnClient and step through the code at runtime

lunar sleet
#

New and doing multiplayer stuff eh? What could go wrong 😀

open summit
lunar sleet
#

Select that red node and hit f9 then run the game

lunar sleet
open summit
lunar sleet
#

Sry I don’t do DMs, but don’t worry, that’s what these channels are for

open summit
#

np, so the rednode you mean inventoryonclient?

lunar sleet
#

Yep

#

I said that initially

marble sky
#

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.

open summit
#

so when i run after the F9 there's a big red arrow on it

lunar sleet
#

You can hover over the input and output pins of each node to see the value of incoming and outgoing variables

lunar sleet
#

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

marble sky
#

You mean a behavior tree? It's not for AI its a player fired ability.

lunar sleet
#

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? 😀

pallid nest
marble sky
#

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.

lunar sleet
open summit
#

@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:

dawn gazelle
lunar sleet
lunar sleet
marble sky
#

@dawn gazelle Without other alternatives I don't really have a choice do I ?

lunar sleet
marble sky
#

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.

lunar sleet
#

I wonder if GAS has stuff for this

marble sky
#

They 'could' be projectiles, but not sure how to calculate the spawn+move locations for them to spawn and move in a cone shape

lunar sleet
marble sky
#

hm I'm not sure what GAS is so I don't know.

lunar sleet
frosty heron
open summit
#

@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

marble sky
#

Oh, interesting. Let me take a look at it.

pallid nest
open summit
#

@lunar sleet

marble sky
gentle urchin
dawn gazelle
marble sky
#

Nah, it's only being called once, every 3-5 seconds, on the player actor.

true acorn
#

What does unreal.EditorAssetLibrary.checkout_asset() really does ? Anybody knows ?

marble sky
#

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.

pallid nest
lunar sleet
lunar sleet
marble sky
lunar sleet
open summit
pallid nest
# lunar sleet Ok, so what happens exactly ?

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).

gentle urchin
#

Looks pretty linear , i was expecting something more challenging 😆

marble sky
#

well the challenge would be that the width is variable based on the level of the ability. So it could be a 180 cone

lunar sleet
marble sky
#

I guess once you have the math though getting a variable angle is relatively simple though no?

spark steppe
#

just pick a random float in range where the range is your cone angle?

sterile sparrow
#

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.

marble sky
#

It'll be a linear spread so that they all come out spaced evenly apart from each other and spread evenly as they travel

pallid nest
spark steppe
#

alr no random then, then it's just a matter of distributing the amount of bullets over the cone angle

marble sky
#

but yeah, I just meant calculating the cone angle

lunar sleet
spark steppe
#

you just need to know the start direction for the initial velocity, or not?

gentle urchin
#

Barely math

#

Set a start angle, done ?

#

Spreading them even is a tad more i guess

spark steppe
#

how is that more?

spark steppe
#

cone angle range / number of bullets

#

is your incremental step

marble sky
#

Yeah it's just finding out the initial angle for the left most projectile and the the right most projectile really

gentle urchin
#

Assuming 3d cone

versed sun
gentle urchin
#

If its just 2d (flat) cone then its ofc no prob

marble sky
#

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)

spark steppe
#

me neither but i doubt that this would work xD

spark steppe
dawn gazelle
#
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.

spark steppe
#

that's a 3D cone tho?

#

if it's the code with the nice ascii art above

pallid nest
lunar sleet
#

What other kind is there @spark steppe 😀

spark steppe
lunar sleet
#

That’s what I was gonna say, but I guess Laura did

marble sky
# spark steppe me neither but i doubt that this would work xD

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)

dawn gazelle
# spark steppe that's a 3D cone tho?

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.

spark steppe
lunar sleet
lunar sleet
#

Ugh

#

Why they do this

spark steppe
#

yea in CR it's named scale in BP it's named vector * float

pallid nest
# lunar sleet Put a print string on Move failed pin

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?

spark steppe
#

isn't it nice how we can call struct methods in ControlRig but not in BP? 😛

lunar sleet
#

check what you’re doing wrong wherever you created that reference

pallid nest
#

oki thank you

lunar sleet
sterile sparrow
spark steppe
#

because those math nodes are universal now

#

more or less, it's hit and miss

versed sun
#

Right Click on a pin in a math node to change they type

pallid nest
gentle urchin
#

Your brian works faster than mine

grim sand
lunar sleet
gentle urchin
#

I was imagining more of a pizza slice than a triangle tho

#

Not that known with shapes to know if it got a name

pallid nest
tranquil temple
#

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?

versed sun
grim sand
pallid nest
lunar sleet
grim sand
#

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

lunar sleet
#

That’s what cast does

grim sand
#

Nope, unless you want to do this with many different actors? If it is only 1 actor this way will suffice

lunar sleet
#

Among other things

#

Cast checks if the ref you gave it is the class you want and lets you access it

grim sand
#

Right gotcha. Not sure what is causing the difference.

lunar sleet
#

It’s a silly way to do it

#

No.

gentle urchin
#

No *

#

There should be an asterix there

lunar sleet
#

No* not for you

lunar sleet
gentle urchin
#

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

lunar sleet
#

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”

gentle urchin
#

For basic always loaded things like player char , controller etc it doesnt really matter

#

Fair enough

lunar sleet
#

Once loaded, it’s loaded

gentle urchin
#

If the cast exist, the object is loaded

gentle urchin
#

Load asset async

#

Wherever you want mostly

dawn gazelle
#

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.

gentle urchin
#

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 😄

lunar sleet
#

I never got into the FF IP, ik, ik

barren dove
#

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?

versed sun
#

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

Ryck

World's leading screen capture + recorder from Snagit + Screencast by Techsmith. Capture, edit and share professional-quality content seamlessly.

▶ Play video
gentle urchin
barren dove
#

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

versed sun
frosty heron
lethal pollen
#

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.

frosty heron
#

I think the easiest lazy way is to finish async load the world then just add some extra time

frosty heron
#

Not a copy, a reference

#

What make you say otherwise?

lethal pollen
dawn gazelle
lethal pollen
#

Yes. But I don't want a copy.

frosty heron
dawn gazelle
#

It's not a copy of the widget, it's a copy of the thing pointing to the widget.

lethal pollen
#

Ah, OK. Thanks.

frosty heron
#

Just try to set some data from there , it will propagate the changes to the instance its pointing to

lethal pollen
#

OK. I'll do it. Thanks a lot.

lime yoke
#

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?

barren dove
#

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

frosty heron
#

👀

patent gull
#

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

keen widget
#

is there a way to make system that give player ability to import images in to my game?

barren dove
#

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

marble sky
#

If you want it to spawn at the player location, you can also just use GetActorTransform and pass in the player character.

patent gull
#

under claas i cant find it

daring bison
marble sky
#

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.

hollow cove
#

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 thinkhmm

marble sky
hollow cove
#

yeah, its currently wrapping to the right of the name

marble sky
#

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.

hollow cove
#

oh, i just needed rich text to be able to get the two styles together

marble sky
#

Oh, yeah, you could use that too. Just make one container and have Name: styled differently than 'Text Block'

barren dove
thin panther
#

Honestly though you want to follow the first hour in unreal engine pinned in #ue5-general

barren dove
# patent gull okay all done but how do i give it the reference of the cube?

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

thin panther
#

When you drag it into the world it becomes a static mesh actor

#

Make a BP that contains the cube

barren dove
#

there you go

patent gull
#

even its its suposed to be just some wall spawning in not at level start? seems quite heavy on hardware no?

thin panther
barren dove
#

dont stress out about performance stuff thats tomorrows problem 🙂

patent gull
#

thanks guys

barren dove
#

(remember the in-editor preview is always going to run a lot slower in most circumstances)

barren dove
#

when I pull the trigger on my mech the editor dogs down to like 30fps but in game its fine XD

patent gull
#

wreid

frosty heron
#

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

keen widget
#

How to make Editable multiline fixed size? When im trying to type it shrinks

frosty heron
dry lynx
#

Hi, where is the best place to put the save and load functions of a game?

thin panther
#

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"

dry lynx
#

Right now I have it in my game mode but maybe its better to have it separate in a manager

frosty heron
#

I have mine in gameinstance

thin panther
#

In BP land I'd probably have them as part of the game instance and call them where needed

frosty heron
#

Was thingking of gi subsystem but prob no point

thin panther
#

I could see the point if you were going a bit more advanced with the saves

frosty heron
#

Btw cuppa is there hard limit on the number of subsystem?

thin panther
#

Nope

#

Subsystem away

#

But don't overuse

frosty heron
#

Performance wise don't matter too?

thin panther
#

Make sure you need a subsystem

#

Unsure, but the answer is probably no

dry lynx
#

Thanks! I think I have a better idea now

jade lintel
#

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?

versed sun
#

Macros can have as many Exec pins as you need

thin panther
#

Because it would be sort of difficult to do a c++ for loop.

gentle urchin
#

-ish

trim matrix
#

which capsule trace is the least expensive? ByChannel?

dreamy yacht
#

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

barren drum
#

Hi

#

I got a problem with a first person character.
The player will not start at the set "PlayerStart" node

zealous moth
#

is there a way to check if my AIC is implementing a BT?

lunar sleet
# dreamy yacht

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 🤣

trim matrix
lunar sleet
lunar sleet
trim matrix
#

haha no

zealous moth
#

i am making a fallback to manually run a different tree. if my AIC doesn't run anything, do this

lunar sleet
zealous moth
#

yep

lunar sleet
#

Make a bool maybe?

barren drum
#

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?

zealous moth
#

is there no agnostic way?

lunar sleet
#

I don’t think there’s something by default in bp, but maybe in cpp, ask #gameplay-ai

zealous moth
#

good idea

lunar sleet
barren drum
#

no

lunar sleet
#

Oh ok maybe someone else

#

Did you change your default pawn ?

barren drum
#

Project Settings?

dawn gazelle
zealous moth
#

does it appear at your camera?

#

yeah that ^

lunar sleet
#

Yeah, or World Settings if you only have one level

barren drum
#

Looks ok

lunar sleet
#

Check what Datura showed

barren drum
zealous moth
#

ah see?

#

your num of players is 1, make it 2 like @dawn gazelle

barren drum
#

ok so it's 2. Then change advanced settings?

dawn gazelle
#

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.

lunar sleet
#

There’s an infestation of UE4 users 😀

barren drum
#

ah I messed up something

#

it's grayed out

dawn gazelle
#

Maybe you have no player start in your level? (I'm not sure if it's smart enough to detect that.... but who knows?)

barren drum
#

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

dreamy yacht
#

My case ? Anyone ?

cinder thunder
#

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?

https://www.youtube.com/watch?v=nTCboJrkI8o&t=31s

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

▶ Play video
frosty heron
cinder thunder
#

@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

frosty heron
#

Have u make sure that it runs? Do a print string

cinder thunder
#

Yes I debugged vissualy and with that Scale 3D node

frosty heron
#

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

versed sun
#

@cinder thunder

frosty heron
#

Then try again

#

Ahh yeah that will prob do

#

Bind it at the start. The custom event just play the audio

barren drum
#

I had accidently deleted the PlayerStart node and changed it's class to the C++ I created then renamed it to PlayerStart... meh

dreamy yacht
#

Hey

barren drum
#

Thanks for all hints btw 🙂

dreamy yacht
#

How can I limit rotation of object in local space ?

frosty heron
#

Clamp is one way

dreamy yacht
#

nop

#

nope

#

doesn't work

versed sun
#

Only works if you do it right

dreamy yacht
#

Cold Summer

zealous moth
#

where's the clamp?

versed sun
#

Clamp the Z from -110 to 110

zealous moth
pure salmon
#

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

dreamy yacht
#

I have tried all of them, any is working fine 4 my case

zealous moth
pure salmon
versed sun
#

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

frosty heron
#

R u trolling?

#

@dreamy yacht

zealous moth
versed sun
pure salmon
zealous moth
#

then work backwards

pure salmon
#

Lmao

#

Thank you

zealous moth
#

i'd be curious to know what did it

dreamy yacht
#

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

versed sun
#

Is the code firing? the other pic made it look like a loop of code with no beginning

dreamy yacht
#

yes, it's firing correctly

#

firing from event begin play, then the delay is used for the repeating

versed sun
#

ok, you have to math some stuff
Look At rotation will be World, but you want to set the Rel on the mesh

dreamy yacht
versed sun
#

and still clamp it

dreamy yacht
#

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

versed sun
#

im rusty with rotation math and rustier on Rel/ World rotations

dreamy yacht
#

damn

#

make your shot

#

or maybe

#

relative to the parent ?

#

( parent is the car mesh )

hexed cosmos
#

Hi
Does anybody know How to make a shopping cart?
(putting physic objects in it and attaching it to player and moving it around)

versed sun
#

oooOOoo

dreamy yacht
#

okay, my bad - the relative is already corresponding for car's mesh

#

damn

#

4.27.2 here

#

no such node

versed sun
#

aw bummer

loud tree
#

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

dreamy yacht
#

Now it does seem to lock on 110 / -110

#

but

hexed cosmos
#

Hi
Does anybody know How to make a shopping cart?

dreamy yacht
#

the rotation delay is huge as hell

#

The last reading states -110

lunar sleet
lunar sleet
supple needle
#

is there a way to put an array of actor locations into the set actor transform?

versed sun
#

Pick 1

#

Get

supple needle
#

I can easily grab multiple actors locations into an array but it wont attach back into set

lunar sleet
#

Yeah, or explain your goal better maybe

versed sun
#

Drag off array and type Get

#

but, how/where did you Set that array ?

supple needle
hexed cosmos
supple needle
#

i have a bunch of panels that i want to enable physics on, then after a delay, reset them to their original location

hexed cosmos
#

Player can control it in front of him

lunar sleet
versed sun
#

Ahh, Hold "F" and click on graph for a For Each Loop

lunar sleet
#

Hole was better

versed sun
#

you f hole

#

yah , has a ring to it

versed sun
#

first off

supple needle
#

yes it does lol

versed sun
#

I think this is all you need from that

#

dont need to set the transform to what it is

#

Slight change

dreamy yacht
#

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
▶ Play video
#

I In my case - the powerup objects are billboard type

#

How can I make them fly towards player's car when overlapped

#

?

lunar sleet
# dreamy yacht

Similar concept, get the car’s location on tick/timer and lerp your power up to it

dreamy yacht
#

Should I get it from powerUP's bp level ?

lunar sleet
#

Prly wanna scale it down too as it closes in

dreamy yacht
#

exactky

#

*exactly

lunar sleet
dreamy yacht
#

I mean should I set the code in the powerup BP's or the car Blueprint

#

nevermind

supple needle
versed sun
#

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

lunar sleet
#

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

versed sun
#

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

dreamy yacht
#

Any detailled tip ?

lunar sleet
#

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

dreamy yacht
#

okay, fine

versed sun
#

I like Timelines for that, 0-1 alpha into a lerp, A is saved start point of powerup, B is cars current location

dreamy yacht
#

the billboard component is the thing visible in game

versed sun
#

Should give a homing look as you drive

quartz apex
#

How do I send a message from my game instance to my character?

dreamy yacht
#

It worls

#

*It works

#

*sort of...

#

I guess the powerup should get the car position several times

#

?

#

should update ?

versed sun
#

and lerp

dreamy yacht
#

because now it looks like it's jumping towards first got location

dawn gazelle
dreamy yacht
#

But how do I get current location since the billboards BP get's cars location only once when overlapped

quartz apex
#

thanks, kinda tried the casting but for some reason didnt work, gonna check the video

versed sun
#

errr, this is in Powerup

#

but same idea timeline

lunar sleet
supple needle
lunar sleet
# versed sun but same idea timeline

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

dreamy mountain
#

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

pine idol
#

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:

marble sky
#

Does the blueprint get spawned anywhere?

dreamy mountain
#

it pings on begin play

faint pasture
#

When does your current code run?

dreamy mountain
#

beginplay

faint pasture
#

You want to run it whenever the score changes

dreamy yacht
#

Works

#

I'll show you my approach

dreamy mountain
#

yes

#

probably best

versed sun
#

I have to open in browser to read otherwise

patent gull
#

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

dreamy yacht
#

Now I only need to make the billboard scale down while getting closer

keen crystal
#

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 ?

dreamy yacht
#

Thanks guys!

#

you really helped me out

faint pasture
#

Get yaw, divide, round, select vector

#

Or get yaw, divide, round, multiply, rotate vector

dreamy mountain
faint pasture
# dreamy mountain 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

patent gull
dreamy mountain
#

idk how to make it fire when it updates tho

faint pasture
# patent gull i dont understand

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

quartz apex
#

Does someone know why I cant bind an event in my character that is declared in my game instance bp?

faint pasture
versed sun
quartz apex
#

Yes, im trying to send data from the game instance to the character

quartz apex
#

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

versed sun
#

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

patent gull
#

🤯

hollow pumice
#

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

patent gull
versed sun
#

drag off of a float and type +

#

New system has generic wildcard math nodes

patent gull
#

and how is your get controll rotation different

lofty rapids
versed sun
#

err Split

dreamy mountain
versed sun
patent gull
versed sun
#

on the blue dot, you hit the text i believe

patent gull
#

ah cuz its connected already

versed sun
#

ahh

#

ummm, i think all you need is:

#

100%not tested, but...

patent gull
#

where is that 2nd node from

versed sun
#

Rotate Vector

patent gull
#

cant find it under rotate vector

versed sun
#

are you pulling off something ?

patent gull
#

yes return value z (yaw)

#

otherwise it doesnt show me it at all

versed sun
#

and, because pulling off something will only give you something that COULD be plugged in, but Rotate Vector doesn't have a Float

faint pasture
patent gull
#

but how did you conect it afterwards then and how do i find it then?

#

im so confused

#

haha

versed sun
#

you can click anywhere on the graph to open Context Menu (or Tab)

#

NOT the axis one

patent gull
#

ahh dyslexia kicks in

#

i wrote vektor

#

3 times

versed sun
#

ahhhh

dreamy mountain
lunar sleet
#

Maybe watching the blueprint comms training should be added to #rules 😀

patent gull
versed sun
#

Show me

#

When confused , show the code you used

lunar sleet
#

Show code, show error as they say in #cpp , I hear

patent gull
#

but it goes from yellow to orange

#

but else its same

versed sun
#

all good

#

thats 100, not 1000

#

maybe

patent gull
#

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

versed sun
#

snapped on a grid?

patent gull
#

dunno

#

just like fortnite just in good yk

#

^^

#

do you know what i mean?

versed sun
#

Nothing Spawns ?

patent gull
#

nothing in my view

versed sun
#

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 ?

patent gull
#

depends

#

its yaw

#

like a clock on the floor

versed sun
#

i mean whats the number

patent gull
#

its between 0 and 360 degrees

versed sun
#

does it stay at where you looked last ?

#

yah, it does

patent gull
#

if i dont look left or right between it printing yes

versed sun
#

was thinking input axis values, derr

#

did you add your location to vector ?

versed sun
patent gull
#

instead of letting me place 4 blocks it lets me spawn 360

versed sun
#

so any direction?

#

On Started , not Trigger, for one

surreal peak
#

We gonna ignore that this has an Overwatch map in the background?

versed sun
patent gull
tribal gazelle
#

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?

patent gull
surreal peak
#

wtf

patent gull
#

also instatly thougth same

#

but its not fully identical

surreal peak
#

Very sus haha

patent gull
#

what a guy

patent gull
#

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

patent gull
#

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

ancient dome
#

select

dark drum
ancient dome
#

is what you're looking for

#

not a branch

patent gull
#

but the add node cant be started by the branch

dark drum
patent gull
#

ah

ancient dome
#

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).

ancient dome
#

to execute the add

versed sun
patent gull
patent gull
versed sun
#

how close is it, where is it spawning ?

patent gull
#

Im trying out select now

ancient dome
#

gone

versed sun
#

yah , i love select

patent gull
#

but idk how

ancient dome
#

replace by selects

#

pin in

patent gull
#

how to make selects

ancient dome
patent gull
#

okay got the selects

dark drum
patent gull
#

but how to connect them with this now

ancient dome
#

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

versed sun