#blueprint

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versed sun
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I would divide by 45 to give 8 outcomes

patent gull
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replaced the branches

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๐Ÿ˜‚

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idk man

ancient dome
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the booleans need to be as the index

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values as the options

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I suggest dividing it

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instead of this approach tho

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as others have suggested

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do exactly this maybe

dark drum
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It's rotator math. It gives me nightmares lol.

I'm going to assume the spring arm is set to use the control rotation. While your character/horse doesn't. You need to get the horses forward vector, get x vector and then see if the control rotation exceeds this +- your bounds. If so, snap to the closest bound.

patent gull
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but i can only put one bool into index

ancient dome
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I hate thinking about this

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it always messes with my brain\

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anything related with translating math into space

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vectors and rotations give me the ick

patent gull
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where do you get camera from

ancient dome
jolly cipher
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Hello!

Does anyone know where I can find some information about animation blueprint templates?

Searcing on youtube but surprised theres not a single video that covers this. I have an asset on the market that is based on a animation blueprint template and trying to figure how to implement my own state machines around it.

Would love to learn more about it.

versed sun
ancient dome
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you have a lot of questions, about a lot of very basic things

patent gull
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and i have a basic question noone can answer me

ancient dome
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Everybody can answer it, nobody is willing to spoon feed the entire code to you

patent gull
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there must be a easy fix where i dont have to rewrite the whole code just because there is no white node for the add function

ancient dome
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the answer to your question still stands, you use a select node, with the boolean as the index and then set the variable

ancient dome
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get the variable, add to it, call set

patent gull
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its no variable tho its the x and sometimes the y part of a vector

ancient dome
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it's the same principle

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right click split

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make vector is not needed, u can also just split on the set

crystal crown
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Which is less worse than the other? Variable linking straight to bp_character or casting?

ancient dome
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neither

crystal crown
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can i avoid both? not really right?

ancient dome
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you can avoid both with an interface

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but question is, why worry

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if it's loaded into memory anyways most likely

crystal crown
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mm yeah. i guess a vehicle & a character having a link is unavoidable

ancient dome
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I mean, they don't need to reference eachother

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they can use an interface

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but it's overcomplication if you know it's always going to be a character using it

crystal crown
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i'm using an interface but still some casting

ancient dome
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at that point why use an interface if you cast in the end

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it's a choose one situation

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spare yourself the hassle of setting up an interface if you plan to cast anyways

crystal crown
ancient dome
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bs, it will be loaded anyways 99% of the time

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like what, is ur car gonna get interacted with without any character present on the map?

crystal crown
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why is epic not casting constantly then?

ancient dome
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hard references can be bad

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it depends on the use case

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but a car that only a player can interact with

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it's most likely fine to cast

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plus they cast constantly

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so idk where that comes from

thin panther
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and hard references are never bad if you use proper base classes. the most you're loading is kilobytes

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at that point who cares

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hard refs are bad when those hard refs have dependencies on assets

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because then they get loaded

ancient dome
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example of a bad hard reference, an entire datatable of images

crystal crown
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so i'll just set my character to my bp_character in the interface and call it a day? so i don't have to constantly add cast nodes

ancient dome
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so you load idk, 3 gigs into memory at once, because before that the images were not loaded

thin panther
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interfaces are only ever for class agnostic behaviour

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you know your character will be loaded, and will always be a character

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so just cast to it

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you're actually making things worse with an interface

ancient dome
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I mean, maybe he has an interact system based on an interface

thin panther
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plus having a hard ref in an interface defeats the whole purpose of the interface

ancient dome
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so he just sends the message to the actor in view

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and the actor handles the logic

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I think that is probably what he means

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generalize the interface as just sending self as an actor in the message and cast in the actual car is my opinion in this case

crystal crown
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ye my interaction is in the interface

patent gull
pulsar geode
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I have a sphere trace setup during a notify state in an animation montage to deal damage.
How do I prevent this damage from being dealt multiple times if it connects?

ancient dome
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depends what you meant with the question

pulsar geode
ancient dome
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what multiple times means

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do u mean only the first hit should be affected

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or each enemy once

pulsar geode
ancient dome
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let me clarify, only the first enemy hit being dealt damage and nothing else

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or each enemy only taking damage once

pulsar geode
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It is a melee attack, I want it to deal damage on the first hit and not again during the notify state. It will only ever deal damage to the player, so just on the very first hit, no need to look at multiple enemies.

ancient dome
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you can do that with a do once

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and each time the player attacks u execute the reset

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in a notify state I don't think u even need to reset

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but unsure on that

pulsar geode
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How would you use the "do once" in the notify state, as it is still hitting multiple times even with a "do once".

ancient dome
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a simple boolean would work too

pulsar geode
ancient dome
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works just fine

pulsar geode
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So it checks the boolean (lets call it damageDealt) before dealing damage, if damageDealt is false it Applies Damage then sets damageDealt to true, preventing further damage. How do you set it back to false once the animation is finished?

ancient dome
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fair, you can just handle it on the character instead

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I have it like that with AGR

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just calls these events and I can handle it on the character instead of inside the notify state

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that way I can have variables

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example

pulsar geode
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Man, that lost me. I'll have to look into what those are.

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Thanks for the help though.

ancient dome
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I mean

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you create your own events

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and just call them from the notify state

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on received notify begin, you'd get your character and call "begin attack" or similar

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which resets all variables

sand slate
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Hello helping heroes, I have some levels, and I store the record completion times in a struct. I have much more levels, is this the best way to do it? or is there a easier way because I have much more levels?

ancient dome
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on tick you'd check for hits, once a hit occurs you again call an event on the character that you made

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like "On hit" or so

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which then sets variables, deals damage bla bla

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so that event would have the do once / boolean

ancient dome
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confusing in this context

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but just like a "Mapname" to Time map

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something like this

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that would allow you to easily work with it

hexed solstice
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Hey anyone know how to copy events or rather call a reference to them in a different event graph?

I need to use event tick twice for the same blueprint. (I know there is a sequence node I want to known if theirs other ways of doing it also though)

ancient dome
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sequence or just call other events

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think about it

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you double the event

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who gets to go first?

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how is that determined?

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bla bla bla

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why bother when you can just make separate events on your own

hexed solstice
pulsar geode
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Thanks for the help!

granite summit
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rehashing this question

ancient dome
granite summit
ancient dome
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it's probably not -1 that you're after

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but that is an area I am always unsure with

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imo -1 should do it

dark drum
granite summit
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i used negate vector

granite summit
ancient dome
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it should just be multiplication times -1

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if unsure, just draw debug arrows

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that way you can verify

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flip it, then choose that as the start point

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then add like 500 to it

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and use that as the end

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and you will see how the vector goes

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I see it

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he never adds anything

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just multiplies

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it has no right to work

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@granite summit

neon gull
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how do i get all components of a static mesh?

ancient dome
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flip and then add an amount

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don't multiply

dark drum
# granite summit that didnt work either

So if the wall is on the left side you would launch in the right vector direction. (Right direction * strength) if the wall is on the right then it would be right vector * -strength. If this doesn't work it's most likely the branches you use to determine the left or right side.

mighty frigate
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wanted to organize Manager BPs that are instantiated in custom GameMode class, instead of putting that code directly in the Event Graph of the GameMode.
But these Manager BPs i have currently as inheriting from UObject. I previously had them inheriting from AActor but they need no transforms etc it seems overkill.
so i switched to UObject. But how do I "spawn" these UObject inherited BPs in the GameMode? i only see SpawnActor

ancient dome
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yeah, patty is right

dark drum
ancient dome
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multiplication is probably good

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it achieves it in the end

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I am brainfarting

astral estuary
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is there a way to print a tab in a print to string node? ๐Ÿค” \t doesn't work ๐Ÿค”

dark drum
ancient dome
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just use print text

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you can even format it

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print string is quick and dirty, text is nice

dark drum
astral estuary
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text can do tabs? ๐Ÿ‘€

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we take those

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text has the "format text" node too, waaaay better than append

regal oriole
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Hey guys, noob here

why can`t I split the event tick to feed both branches?

versed sun
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Hold "S" and click on graph for a Sequence

thin panther
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Why not just use input events though...

ancient dome
regal oriole
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thank you!

ancient dome
regal oriole
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it worked

thin panther
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Input events, not keyboard events

ancient dome
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scroll for eternity

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oh well

regal oriole
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actually this is another question

ancient dome
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if they're learning the basics

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maybe just starting out like that is fine lol

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since enhanced input is sooo user friendly especially for new people :)

thin panther
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It is, that's why they gave you sample templates with it set up :P

regal oriole
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in Unity, (old input system) we have GetKeyDown and GetKey that can be used to read inputs
In Unreal I am trying to understand how it works.
First I noticed that we have an Enable Input that can be called and why do I need it when I can read directly as I have done above?

thin panther
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You don't want to do input like that in unreal

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You want to use enhanced input

regal oriole
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hmm cool... why?

thin panther
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Well checking on tick has the downside of checking on tick, rather than the input system which is platform agnostic input messages.

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Enable input is also a cheap workaround when you should be receiving input in the player controller and routing it where it needs to go

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An added bonus with enhanced input is checking if a key was pressed, held, released, modified, etc. Is done for you. And you get the bonus that you can remap your controls in settings

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And that's basically free accessibility

ancient dome
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a downside is modifier keys

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since with enhanced input, they removed easy access to those

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but that's more about the previous input system we had

regal oriole
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oh hold on, there is a lot of new terms here.
enhanced input is a new kind of system that Unreal is providing to solve inputs?

thin panther
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Yes

ancient dome
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yeah, it's introduced since 5.0 or so

regal oriole
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okay

thin panther
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It's the unreal engine 5 successor to the legacy input system that was in the project settinfs

regal oriole
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okay, now I have a lot of questions

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reading input directly inside an Actor class is a bad practice? inputs should always be read inside the Player Controller?

ancient dome
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no

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it's not bad practice

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I mean, reading inputs directly inside a character class

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for example movement, you would do that in the character

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UI stuff, you might move to the player controller and so on

thin panther
regal oriole
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hmm seems like reading inputs inside the Player Controller and sending them to the character is a good organized way of solving

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now the other question is

ancient dome
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no it is not

regal oriole
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oh

ancient dome
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just read them directly in the character

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instead of going a roundabout way

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the character needs to be possessed to read inputs

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which unreal handles for you automatically anyways in the gamemode

regal oriole
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perfect, this is the point I was heading into

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in case of a multiplayer game

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when I read the inputs inside the character, how do I bind the player inputs to the character?

ancient dome
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possess it

regal oriole
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interesting

ancient dome
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in my case

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I spawn the characters

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take the player array and make them possess the characters

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out of the box, it will automatically find a playerspawn and spawn the selected character in the gamemode and possess it

regal oriole
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a list of characters full of capabilities that can be possessed by Players and AI
you pick one available and possess, binding a player to a character

ancient dome
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yes

regal oriole
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perfect

ancient dome
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you can have it be possessed by ai by default

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the moment you possess it with a player it kicks the ai out

regal oriole
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if tha Player Controller is not reading input but the Character, what kind of code do we put inside the Player Controller?

ancient dome
ancient dome
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as long as they're enabled

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you can have both the character and the player controller receive inputs at the same time

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that way you can have movement in the character and UI in the controller for example

regal oriole
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got it

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if I want to open a chest in my game for example, instead of reading input "E" in the blueprint or C++, I do program it inside the Character to project a ray, get the object, check if is an Interacteble Interface or something and then call the interaction. I suppose

ancient dome
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yes

regal oriole
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and now about this nem enhanced input, what it enabled that is better than the normal input ?

ancient dome
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well, in reality, you get press, hold and release out of the box

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in all honesty, it is a controversial system

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since it is simply not ready, somewhat poorly written as well

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but it's what we got now

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the other one is deprecated

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it's not really nice to work with

regal oriole
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okay, thank you for sharing all

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this is enough for me to proceed

mighty frigate
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does one of the default sample projects include level switching?

like with sublevels and a preferred architecture for what should control what and in what way for the Blueprints
i see lots of tutorials on level switching but they seem to just address it in isolation and not in a more complex context.

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im mostly concerned about proper design architecture and not the ins and outs of the connections per se

ancient dome
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still stuck, confused

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wish it'd just be a a simple solution to this

glossy crest
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Is there anyway to covert a Vector to a Int or Float or Byte ??

ancient dome
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that goes against mathematics

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why would u want to do that

glossy crest
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im trying to use a branch statment that says if this objects scale = 0 then deactive this niagra system

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im kinda new to blueprints so not the best

ancient dome
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split it and check if any of the values are 0

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right click on the vector pin to split

glossy crest
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like this?

ancient dome
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that's setting them

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and adding

ancient dome
glossy crest
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where would i split from?

ancient dome
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wherever you want to check for it?

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how would I know

glossy crest
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im unsure where

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wait i got it

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i think

ancient dome
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matrix?

glossy crest
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mb wrong thing

ancient dome
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right click

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split

glossy crest
ancient dome
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u need to hit the yellow part

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the connection part

glossy crest
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still nothing

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unless u mean like this?

ancient dome
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I'm a bit flabbergasted

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try to copy paste that get node

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that doesn't give you the option

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it's probably because it is connected to things

glossy crest
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here we go

ancient dome
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yeah, that was it

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weird it doesn't give u a greyed out option when it is still connected

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swear it does that

glossy crest
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yeah is strange

ancient dome
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and then you would do an OR

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and connect them all up

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and into the branch it goes

glossy crest
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like this?

ancient dome
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yup

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as long as that scale value actually gets updated

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and reaches 0

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this will work

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you might want to check for <= 0 instead

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if it keeps going into the negatives and might skip 0

glossy crest
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it wont go neg

opaque acorn
ancient dome
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Got it, for anybody in the future, this is how to rotate around 2 relative components, in my case control rotation and the camera rotation in relation to that (the blue nodes are quaternions)

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ripped straight out of the playercameramanager limitviewrotations and scenecomponent add relative rotation, if anybody needs source reference

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since this is control rotation for me, and it goes 0-360, if you use something that goes from -180 to 180 use a clamp axis node beforehand to convert it to 0-360

loud tree
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Anyone know why a player character spawns in random directions when it's spawn transform is set to the player start?

dawn gazelle
loud tree
verbal igloo
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Hey guys, so, I'm making a dialog system, and I want that when you start the conversation, your camera slowly rotates facing the npc character, but I have no idea what function I should use to do that, I'm using the default first person character from the template and the npc blueprint should move the player's camera or player itself to rotate it in the right way

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I tried a lot of stuff, nothing worked properly

dawn gazelle
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Pretty sure you can do this by adding a camera to your NPC and position it where you want the camera to be when the player is talking to them. When you start the conversation you can use the "Set View Target with Blend" node which can automatically transition the camera for you from your current view target camera (The one on your character). When finished, you set the view target back to your character using the same node.

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@verbal igloo

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Alternatively, I believe you could define a location/rotation on the NPC via a SceneComponent as where you want your camera to be, and you'd also need to define the camera location similarly on your character. When you start the conversaion, you'd need to finterpto your camera location/rotation to the NPC's scene component world location/rotation and back again to your character when finished.

upper badger
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I have a thing in my character BP that changes the camera boom's length when a button is triggered. Now I want to animate it such that the camera moves smoothly from one boom length to another. How can I do this? Should it be in the ABP or in the BP itself?

dawn gazelle
upper badger
dawn gazelle
# upper badger I feel like I'm missing something...

You need to keep a separate variable for the target arm length that's not associated to the Camera Boom. This is the one you change on the input event.
The "Current" value of the FinterpTo needs to be the current value of the camera boom's target arm length.
The "Target" needs to be the variable that you created.
You would then Set the Target Arm Length of the Camera Boom to the return value from the FinterpTo

flat summit
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why can he do that but i cant

frosty heron
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The variable points multi exist within your bo character class but you are trying to plugin game mode as the target

flat summit
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ahh

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yea make sense i guess

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so how can i do that then?

frosty heron
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You get a ref of your bp runner character

flat summit
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how do i do that? im new on this sorry

upper badger
dawn gazelle
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Set Boom Length on the inputs.
"Current" on the FinterpTo needs to be reading "Target Arm Length" from the Camera boom.
On Event tick Set Target Arm Length on the Camera Boom to the return value of the FinterpTo

dawn gazelle
# flat summit how do i do that? im new on this sorry

If you're doing the same as this other person, you would've created a "Points Multi" variable in the Game Mode. If you did that, you would need to drag off from the "As BP Runner Game Mode" pin on the cast node and then type "Points Multi" and it should give you the correct connection.

flat summit
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the variable i have created is in bp_runnercharacter, and is an integer, is that the same?

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ima create one of those in the gamemode anyway but

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well i just tried that but it didnt work

upper badger
verbal igloo
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not just attach to it

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anyone knows how can I rotate the camera in a cinematic way using lerp?

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do I have to deattach it from the player?

flat summit
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I GOT IT

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thank you datura!

radiant bear
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i think everything looks fine but when i run and stop the the character is stuck at a run pose

surreal peak
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Is that a relative location or world? Cause if World, then you are just getting the distance from 0,0,0 to that point. You'd need to subtract your character location from it first

radiant bear
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let me see if i can peak c++ for that node

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FVector UAnimCharacterMovementLibrary::PredictGroundMovementStopLocation(const FVector& Velocity, 
    bool bUseSeparateBrakingFriction, float BrakingFriction, float GroundFriction, float BrakingFrictionFactor, float BrakingDecelerationWalking)
{
    FVector PredictedStopLocation = FVector::ZeroVector;

    float ActualBrakingFriction = (bUseSeparateBrakingFriction ? BrakingFriction : GroundFriction);
    const float FrictionFactor = FMath::Max(0.f, BrakingFrictionFactor);
    ActualBrakingFriction = FMath::Max(0.f, ActualBrakingFriction * FrictionFactor);
    float BrakingDeceleration = FMath::Max(0.f, BrakingDecelerationWalking);

    const FVector Velocity2D = Velocity * FVector(1.f, 1.f, 0.f);
    FVector VelocityDir2D;
    float Speed2D;
    Velocity2D.ToDirectionAndLength(VelocityDir2D, Speed2D);

    const float Divisor = ActualBrakingFriction * Speed2D + BrakingDeceleration;
    if (Divisor > 0.f)
    {
        const float TimeToStop = Speed2D / Divisor;
        PredictedStopLocation = Velocity2D * TimeToStop + 0.5f * ((-ActualBrakingFriction) * Velocity2D - BrakingDeceleration * VelocityDir2D) * TimeToStop * TimeToStop;
    }

    return PredictedStopLocation;
}
surreal peak
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Hm okay, might be just the Velocity length then sort of

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๐Ÿ˜… was worth a shot

radiant bear
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yea

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i'm only getting the length

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atm the animation is not playing

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it's just stuck on previous anim pose

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i think it's something to with the animation but if i can log messages from anim states

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how do i check if the return value is null in bp?

pallid nest
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Good morning guys, I am creating this function to grab items pressing E and also adding a PhysicConstraint in the capsule component. My item has simulate physic activate and with a mass of 30kg it fly away when I press E, any ideas what could be wrong with the physics please ?

trim matrix
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30 kg donut dietered

tribal gazelle
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How can I get the max screen resolution of a player?

dawn gazelle
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There is a node for getting supported full screen resolutions.

mossy vessel
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so I have an actor and trying to trigger a linetracebychannel on the actor in the anim state noftfiy but its not working. However when I put the code in the character it works.... the code meaning the line tracebychannel code

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is the the wrong way to cast an actor

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on the animnotify?

tribal gazelle
dawn gazelle
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If you're running windowed, you can set the resolution larger than any single monitor resolution.

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Full screen is different in that it will need to run on a single monitor.

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So you can get the full screen supported resolutions, and loop through them to find the largest of the available resolutions.

pallid nest
desert flame
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Ive got these cube actors that just move side to side. When i drag them in, press play, it works. But if i spawn them. They stand idley still, despite the fact print string says its going through the move forward code fine.

hushed topaz
hushed topaz
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When do you guys use Sets over Arrays? For me, I find the only useful thing about sets is the uniqueness of elements, but then you can just force arrays to be unique with 'addunique' node

hushed topaz
# desert flame Its not a multiplayer game

Then you need to provide a lot more information on how you've set your cubes to move. 'Print String says its going through the code' isn't enough to validate your code is good enough / working as intended

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Best practice when asking questions which can be complicated is to print-snip a snippet of the code that's relevant to your question

desert flame
dawn gazelle
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I generally only use sets when I need to use the set functions to compare against other sets, like Union, Difference, Intersection. Basically converting arrays to sets then doing the comparisons.

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@hushed topaz

desert flame
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It works fine when you press play, but if you spawn one in midgame they just dont move.

hushed topaz
hushed topaz
# desert flame It works fine when you press play, but if you spawn one in midgame they just don...

Not sure, Ive only used movement input for player controlled actors.

If you are spawning one you need to check what controller is possessing it. Not sure if you need to get into AI and add a simple Behaviour Tree for 'MoveTo' tasks.

Adding movement input only routes to the controller class (maybe playercontroller) and asks it to tell the CMC (Character Movement Component) to move it

Depending on your use case, you may be better off forcing actor movement

desert flame
dawn gazelle
#

There is a setting on pawns:

desert flame
hushed topaz
carmine jackal
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Hi all! Total beginner. I'm trying to mess with blueprints and just trying to understand stuff. Why is it that I can use Event ActorBeginCursorOver from an Actor blueprint, but not an ActorComponent blueprint? Am I misunderstanding the purpose of ActorComponent? I essentially just want to make an ActorComponent that I can add to any actor to have that specific behavior (in this case, I just want to print a debug string on hover). If I'm misunderstanding, what should I be using to achieve a similar behavior? Thanks!

spiral kite
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how can I fix it

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Preview written on all the walls

dawn gazelle
spark steppe
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main menu => build => build lighting only

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the preview text is to inform you that the light may not represent the final result

dawn gazelle
carmine jackal
trim matrix
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how do i see the current speed of my character? i want to see if my walk/run toggle thing is working properly

frosty heron
#

If you are using character movement component. Get the comp->get velocity

hybrid hare
#

hi, I'm using a add controller yaw imput associated to a button allowing a utrun by 45 degrees angles but i's like the rotation to be slower

mossy vessel
#

Is it better to go with singlelintraceby channel for sword collosion or just use collision spheres ?

hybrid hare
#

What can I use to slow down rotation / yaw ?

spark steppe
#

change the rotation rate in the character movement component

#

or interpolate to your target manually

hybrid hare
#

@spark steppe ok, i'll try. The first solution would work with this ?

versed sun
#

Can you hide unused pins ?

fallen glade
#

SHould unit vector ever give me this return? I was under the impression that unit vector means a value of 1 always? something I'm not understanding here

#

lenght is 1, shouldn't this be -0.5,0.5,0 though?

gentle urchin
#

.707 is correct

versed sun
#

It is a vector 1 unit away from 0,0, or a point on a circle
yours is on a 45ยฐ, so it would look like this
the red arrow is up .707 and over .707

modern radish
#

is there a "reverse sequence" node in blueprints? to avoid this kind of thing?
something that takes a bunch of execs as input, outputs a single exec

versed sun
#

thats it

dreamy mountain
#

what would i set as the object for this blueprint? ive tried googline like blueprint communication but cant find anything of use
the first photo is the collectible, the second one is the like target goal blueprint

paper gate
#

this happening when i set brush from texture

heady crypt
#

You need to have an object of ScoreCompletion somewhere to parse an object and attempt to cast to it, what is ScoreCompletion though? tally? gameoverscore?

#

If it's a PlayerScore you could store it in your PlayerState, then get player state->get ScoreCompletion, and if it's ScoreCompletion you won't need to do a cast, just do a IsValid?

#

your PlayerState will need a cast to your custom PlayerState though

dreamy mountain
heady crypt
#

right, it's a 3 ๐ŸŒŸ candy crush tester ?

#

you'll have to attach it to an actor/object, since it's a Score thing, you should probably put it on PlayerState if you want it to store and be used in different levels

#

if it's completely temporary and has no purpose after you click [Next]/[Main Menu] you could just make one on your Character, and call it locally

versed sun
#

@dreamy mountain

heady crypt
#

aw

#

score 0 == false and 1+ is true

#

no fair Ryck

versed sun
#

anything Not 0 == true

dreamy mountain
#

ive just put it into the collectible and called it, and it works

heady crypt
dreamy mountain
#

also, what would i need to do to make a ui element appear on screen on play? one that doesnt let the player move or anything

heady crypt
#

make a hud that covers the screen +5% or so, with a button to collapse it when you want them to go, but change the Input to GameMode

versed sun
heady crypt
#

drat

dreamy mountain
barren drum
#

Hello, if I create a c++ UObject class and add that as a c++ blueprint variable to an actor. Why can't I edit the properties?

UENUM()
enum class NpcFriendlyType : uint8
{
    Visitor     UMETA(DisplayName = "Visitor"),
    DeskClerk   UMETA(DisplayName = "DeskClerk"),
    Nurse       UMETA(DisplayName = "Nurse"),
    Doctor      UMETA(DisplayName = "Doctor"),
};

UCLASS(BlueprintType)
class HOSPITAL_API UNpcFriendlyStatus : public UObject
{
    GENERATED_BODY()
    
public:    
    UNpcFriendlyStatus();

    UPROPERTY(VisibleAnywhere, BlueprintReadWrite)
    NpcFriendlyType NpcType = NpcFriendlyType::Visitor;

NpcType here is visible but I can't edit it in the editor. (it's grayed out)

heady crypt
#

throw this after you add to viewport

#

and make sure you have something that's covering the entire screen behind your buttons that is set to visible, it can be 100% transparent or high transparent so players can see behind it but know it's obscuring their screen to block inputs

#

border/image

#

if you search for visi, and visibillity is not set to visible, you won't block click/mouse inputs

dreamy mountain
#

ill add an image behind it

#

what do i put into the player controller?

heady crypt
#

get player controller

dreamy mountain
#

sorry for asking a lot of questions

#

still very very new to blue[pritns and unreal lol

dawn gazelle
dreamy mountain
heady crypt
#

are you doing UI in PlayerState instead of PlayerController ?

dreamy mountain
#

bp_firstpersongamemode

#

is that wrong?

heady crypt
#

you're doing it in GameMode ?

dreamy mountain
#

yes

#

is that wrong?

heady crypt
#

It's unconventional

#

you can do it anywhere if you want to call all the right places to force connections

dreamy mountain
#

wheres the best place to do it

heady crypt
#

but PlayerController is the place it's usually done

dreamy mountain
#

or most ideal

heady crypt
#

since it's the Input hub

#

There is a HUD class you can use from the PlayerController, but that's when you make your own HUD object and PlayerController objects

dreamy mountain
#

ok

remote meteor
#

i usually let HUD to handle all UI

#

since it acts as a hub to manage all the viewport elements

heady crypt
#

that's what I've been doing since 5.2, using HUD class

#

ThirdPerson template uses Character lol

modern radish
pallid nest
dawn gazelle
remote meteor
heady crypt
#

Just make a Macro with out pins and act like it's fancy

modern radish
dreamy mountain
#

how would i make a cursor be visible?

heady crypt
#

input mode UI

#

since you don't want them clicking on the game

#

I think it disables key/controller inputs iirc

#

oh, show cursor sorry

remote meteor
#

PlayerController->bShouldShowCursor

heady crypt
#

^

dreamy mountain
#

Ok

#

so ive made the variable, set the default value to true and it doesnt show, do i need to reference it anywhere?

heady crypt
#

made?

#

did you make bShouldShowCursor?

dreamy mountain
heady crypt
dreamy mountain
#

thats showmousecursor or shouldshowcursor, thats where i got confused

#

sorted now tho, thanks

#

i cant find the event for when the button is clicked, like, i searched click, clicked, press, pressed, etc, nothing shows that would be of use

heady crypt
#

in your Widget, touch the button, all it's events are there for you to add what you want

dawn gazelle
#

Widget buttons won't show those events unless the button is marked as a variable up at the top right for some reason.

heady crypt
#

in case you don't know this is graph view

dreamy mountain
#

ah ok

heady crypt
#

button should default variable though

dawn gazelle
#

Doesn't do it in mine for some reason (5.2.1) seen others struggling to find the events too and that was the cause.

heady crypt
#

weird

dawn gazelle
#

Yeah earlier versions I know it always had them there.

heady crypt
#

working fine in 5.3.1

#

are animation layers fixed yet though

river wigeon
#

why does this blueprint function library always go trough the return node, although i have a branch inside?

#

even if its true it returns

dreamy mountain
#

ok so i tried doing a thing, tried removing a widget, ive got the blueprint in mainmenu_widget but it doesnt remove the button and the title

versed sun
river wigeon
#

but i dont wanna use a function inside, i want to call this on every actor

dawn gazelle
heady crypt
versed sun
#

you can Drag the a line from to red Return Value pin to the purple Return Node text
that will add a bool pin on the outside of your function that you can Branch off of

crystal crown
#

Hey. Don't know where to ask this but what alternative can i use for use controller rotation? If i use it root motion won't rotate my character properly

heady crypt
#

if your animation is using root motion and it breaks your capsule you might have an #animation problem you need resolved

crystal crown
#

Well i've been scratching my head for 8 hours to figure out why my root motion only moves the translation. Now i released control rotation yaw and it rotates properly too. So animation should be all good

#

So now i have to change my controls to rotate the character with the camera, something instead of controller rotation

heady crypt
#

your animation isn't rotating the character?

#

it's rotating the mesh?

crystal crown
#

it wasn't if i was using controller rotation. it was only moving character translation

heady crypt
#

Hello guys, in this quick and simple tutorial we are going to learn how to make a simple pause menu in Unreal Engine 5
โ†ช๏ธCheck out awesome Unreal Engine courses: https://bit.ly/GorkaGamesWingfoxCombat

Options Menu Tutorial: https://www.youtube.com/watch?v=jkX1A0K5Og8&t=1105s
Main Menu Tutorial: https://www.youtube.com/watch?v=zWI-36fIoDQ&t=2s

...

โ–ถ Play video
dreamy mountain
#

i want both the title and button to go away and fuck off, would remove widget not do that?

crystal crown
heady crypt
#

lol

#

Ryck

mental trellis
heady crypt
#

I didn't make it

mental trellis
#

It's more rhetorical!

heady crypt
#

but it's fast cause it's Gorka

#

gotta be bright and flashy for the kiddos ?

barren drum
crystal crown
#

Figured it out. Just had to use a bool before & after montage

heady crypt
#

bUseContRot = false and bUseContRot = true before and after?

crystal crown
#

yes

heady crypt
#

just sounds like your anima BP is wrong

crystal crown
#

in which way?

heady crypt
#

you should haven't to turn useContRota on/off, just cause of an animation

#

but #animation would be able to diagnose your issue better

violet plank
#

Hi guys, I am developing right now with small team game which is based of world of warcraft arena gameplay. Problem is I can't set collision from unique ability to hit ONLY the target I am selecting

#

Do you have any idea how can I do it cause there will be few enemies and few allies in game and I don't want to allow to intercept abilities sent in one enemy by another(talking about projectiles)?

lofty rapids
#

in general with programming functions usually return something in every path, even if it's undefined

stone pelican
#

How can I make an editable textbox trigger a boolean if a certain word is input?

versed sun
#

use ===

gentle urchin
#

Compare the word

dawn gazelle
violet plank
merry ridge
#

hey there, I'm completely stuck getting the default character to move. The character takes input (at least it prints the correct values) and I can move the camera but the character won't move at all. Would anyone be able to quickly hop into a voice channel with me to help me out?

stone pelican
#

Is this alright so far? I don't know what to put for the B option in the ===. I only started yesterday

lofty rapids
#

probably make literal, and check against the text you want to match

#

as far as the cast goes, you'll have to figure out how to get the rifle, maybe with a variable you saved a reference

lofty rapids
merry ridge
lofty rapids
#

when you move, how do you do that ?

merry ridge
#

I just restarted the engine and now am getting error's from the animation blueprint ๐Ÿ˜ฌ

merry ridge
#

or node i guess

lofty rapids
#

you set your character as default pawn in override ?

#

because floating around the camera is the default

merry ridge
lofty rapids
merry ridge
#

yeah

lofty rapids
#

hmm, if it's set to default pawn class in the override it should be working

#

but you could also show the movement code to see if someone sees a problem

merry ridge
#

I copied the movement from the default third person bp

lofty rapids
#

well if your movement isn't working, it's probably not possessed

#

or your inputs are f'd but you said they are firing

golden gull
#

Guys I have this interaction blueprint code in my TopDownController which basically allows me to invoke interact on interactable objects. One such object is a door and it just changes rotation on it to mimic opening and closing it. For some reason it doesn't work, when I run up to it and stand in its box collision and click e, nothing happens. Any ideas?

sleek elbow
#

can anyone suggest me any channel for blueprints

lofty rapids
stone pelican
#

I'm so confused. How can I change the variable of a different blueprint?

merry ridge
#

yeah it's weird, maybe my actor is fucked... After restarting the engine the character mesh is empty in the details panel

lofty rapids
#

oh no, what version ?

merry ridge
#

5.3

lofty rapids
#

is your details panel empty ?

merry ridge
merry ridge
lofty rapids
merry ridge
#

i'll quickly redo the actor maybe it fixes stuff

lofty rapids
#

if you didn't add this part, it won't work

#

you need to select the mapping context to use for enhanced input

#

but you said the inputs are firing, so i'm guessing it's in there

merry ridge
#

hmm okay so i rebuilt the thing and now it takes input at least

#

as in it moves

frosty heron
merry ridge
#

without the context tho ๐Ÿ˜„

stone pelican
lofty rapids
golden gull
frosty heron
# stone pelican How can I do that again

By getting ref, there are many ways to do it, how you get it, depends on case basis.

Eg when overlapping, or passing down ref to an actor etc etc.

Watch blueprint live communication pinned in this channel if you struggle with referencing

merry ridge
lofty rapids
violet plank
merry ridge
#

alright thanks ๐Ÿ˜„ Now I have a bunch of other stuff to figure out but I'll try to resolve that on my own first

frosty heron
#

Then it overlap nothing. Check your collision channel and setting

#

To begin with I don't see any collision for the actor

#

Add collision component like a box or w.e

violet plank
#

Collision settings

frosty heron
#

Your ability projectile don't seems to have any collision

violet plank
frosty heron
#

Well I don't know that

#

If u don't get overlap event it doesn't collife

#

Type show collision in pie

#

And check if there is an actual collision for the projectile

late hemlock
#

Hi is there any one could help me about online replication on my project? i am having a problem with spawning a inventory actor out of the inventory in client it spawns but i doesnt show up on server but in server it works well i couldnt figure it out for like 6 hours :/

violet plank
frosty heron
#

Visually

frosty heron
late hemlock
#

yeah but it doesnt work when i make it in only server also

frosty heron
#

U only spawn on client for things that u want only the client to see. Eg cosmetic or ui sound

violet plank
#

It was unchecked XD

frosty heron
#

Well I'm not saying that's Ur entire problem but your spawning already a red flag

late hemlock
#

then where should i spawn it like maybe player controller?

frosty heron
violet plank
#

Yeah

frosty heron
golden gull
#

Why does this not work in topdowncontroller but works in topdowncharacter class?

versed sun
#

A controller doesn't "Overlap" Anything

lofty rapids
versed sun
#

plug Get Player Character in the Target of Get Overlapped actors

violet plank
golden gull
#

Ah thanks guys! Another question, this piece of code belongs more in the controller class and not character class right?

violet plank
#

Cause I have already event on hit and applying damage to character

dawn gazelle
tight pollen
#

hi, I would like to create tables, what is the best way?

versed sun
#

Data or Dinning ?

fast compass
#

My events in my animation play 4 times everytime the occur - i tried both Play Sound and a custom notify that simply prints a string, and both seem to play 4 times.

What could cause this? Can it my my animation blueprint somehow, or the locomotion? When i preview the animation, it seems fine and does not seem to fire multiple times.

lofty rapids
#

the notify is firing four times ?

#

so the animation is running four times ?

#

or you have four triggers

#

?

#

it's always good to post some code as well, probably where it fires 4 times, and how you call it

fast compass
#

So i was trying to implement Play Sound for the footstep during the walk animation, right now I only have one notify in that animation clip - and that specific notify seems to fire 4 times

I'll send a screenshot, give me a second

#

This is how my notify is setup

distant hollow
#

Could have either been in a loop, or you have four copies of the blueprint doing that

#

Show us the blueprint where it calls the animation.

fast compass
#

The walk animation is part of a blend space, inside the walk state.

#

Here is the blend space for walk

#

Is it possible that the transition towards the Walk state is somehow called multiple times so there are multiple instances of that state running each frame?

fast compass
distant hollow
fast compass
#

Yeah, makes total sense in hindsight. ๐Ÿ™‚

distant hollow
fast compass
#

Yeah very true. Switched over from Unity to Unreal amidst all the chaos that happened in September, so these things tend to happen quite a bit atm

idle pelican
#

Yo folks! Im struggling a little bit with camera blending and possessing different pawns. For example I have 2 pawns: A and B. I want to blend from A to B, wait 2 secs, and come back to B (A->B->A). As you can see on the video, the second blend is not smooth (camera "jumps" at the end). Do you know how can I fix that? I prepared the most basic setup to repro this issue. I was playing around with "Lock outgoing" but it doesn't help at all.

versed sun
#

Is your input still moving the pawns? try Unpossess>ViewBlend>Delay1>ViewBlend>Delay2>Possess

wooden wagon
#

I am trying to make a pickup system with BP Interfaces but i don't know why it doesn't work. The first image is the linetracing function that i made in the character bp and the second image was made in my PickUp Base BP. Someone knows what i missed?

idle pelican
versed sun
#

hmm, what if you unhook after 2nd Set View Blend ?

lofty rapids
idle pelican
versed sun
#

the white Exec lines

idle pelican
wooden wagon
lofty rapids
#

and you can even draw debug to check where it's going

wooden wagon
#

the linetrace is not working either

#

don't know why

lofty rapids
wooden wagon
#

right after i press F it should fire

lofty rapids
#

so put a print string on that triggered

wooden wagon
#

already did

#

that works

#

the key is not the problem

lofty rapids
#

and a print string comming out o interact ?

wooden wagon
#

yep

#

also works

lofty rapids
#

what is interact trace length ?

#

set to

wooden wagon
#

i am an idiot

#

thanks

#

it was on 0

#

xd

modern radish
#

can I generate random integers within specified range using strings as a seed? Needs to be deterministic

#

I'm trying Random Stream but it only accepts Integer seed

dawn gazelle
#

You can use that to convert your string to an int then create your stream from the int.

modern radish
dawn gazelle
#

Eh.. That doesn't seem to do much of anything actually lol

modern radish
#

I need to somehow hash it, deterministically

dawn gazelle
#

Well, there's a plugin called Low Entry Extended Standard Library that gives you a few a node that'll let you convert the string to bytes. Those bytes could then be converted to an int32 which you can use to create your stream.

#

Otherwise, you'd have to to work with the string and manually convert each character to a value

modern radish
#

I have Low End. Which node you mean?

#

String to Bytes, perhaps

dawn gazelle
#

Actually I'm not too sure about that either... They all seem to want a specific encoding scheme

#

This one should do it I believe... It's encoding the string into UTF-8 by its description.

modern radish
#

what will taht give, Utf-8?

#

If I pipe something like AaCBbaB

dawn gazelle
#

Well, the bytes are just an intermediate state. It gives you an array of bytes which can be converted to an integer value.

lofty rapids
#

"Up to the first 4 bytes in the array will be used for the conversion."

modern radish
#

not reliable then, I should probably loop over them

dawn gazelle
#

Which is fine as int32 = 4 bytes.

#

So if you hash it, you can guarantee at least 4 bytes will be generated which can then be used to create the stream. So you'd still end up with 4.2 billion starting points for your stream.

ebon olive
#

How do i spawn on one by one (on loop) and on timer from here? ๐Ÿ˜ฆ

lofty rapids
#

you want them to spawn one after another, but not all at once, at a spaced out time ?

#

one guess would be to put a delay based on the index * WaitAmount

#

probably not the best, i'm still new to unreal might be better solutions

grim sand
#

A little bit confused by this error message that pops up when using an interface event in the child of a parent that has the interface implemented:

Cannot override 'BPI_ContextualActions_C::Harvest' at Event Harvest which was declared in a parent with a different signature

grim sand
grim sand
versed sun
#

You can only add variables to interface nodes when you are in the interface itself
If you add variables in the implemented side , you're going to have a bad time.

grim sand
tough badge
#

so I have a question

versed sun
#

gotcha

tough badge
#

so I reparented my first person character bp by mistake and undoing broke a lot

#

one that I can't figure out is it made the entire thing invisible in editor does anyone know how to fix that?

static charm
#

it's invisible for me too because I can't see your screen

tough badge
#

truee lemme snap a pic

grim sand
grim sand
#

This has been an issue since like UE4.8 from what I can remember ๐Ÿ˜…

tough badge
#

alright I'll try reparenting it agian

#

thanks for the help!!

grim sand
tough badge
#

didn't seem to work unfortunately

#

I can get the model to show up in game but the movement is busted

grim sand
tough badge
#

ah heck alrighty then

#

I'll do that then and report back in an hour

grim sand
tough badge
#

well I know for the future now! Thanks again

keen tinsel
#

weird question , im trying to load a random level by name , and then removing that level name from the index to avoid repetition , so when testing with print string only , everything works fine , but once i use the node "load level by name " , the remove index doesnt work , any fix or work around ?

loud tree
dawn gazelle
keen tinsel
#

ill send u a pic

#

im removing the index before the level is loaded this way nothing is after the load level node , yet remove index still doesnt work for some reason

grim sand
lofty rapids
# keen tinsel

when are you calling the initial event ? what kind of bp is this ?

versed sun
#

It might be removed , then you reset array

#

Unless you save the BG levels list somewhere...

lofty rapids
#

loading a level resets a lot of stuff

versed sun
#

everything but Game instance i think

keen tinsel
lofty rapids
#

so it's probably loading the level, re running that event, and creating the array over again

keen tinsel
#

ignore the event on top , but at the bottom im trying to remove an index to avoid the level being loaded again

lofty rapids
#

you can create an array in the game instance

#

which you can alter and it will persist across levels

keen tinsel
#

so i should implement whats in the pic , in the game instance ?

#

makes sense , ill give it a try , thank u

lofty rapids
#

well just the array part

#

make the array in the instance

#

and call it / change it whenever you want

keen tinsel
#

aight , ill see how it goes

versed sun
#

custom event

keen tinsel
#

negative

#

using game instance gave the same results

pure walrus
#

can someone explain in comprehensive term what is 'exclusive time' in the profiler

#

ok i get it sorry

lofty rapids
keen tinsel
#

im initializing the array in game instance and call it in begin play of the game mode

#

and establishing it in game instance

#

array initialization is in a custom event

keen tinsel
gusty shuttle
#

Anyone run into a problem where you use an interface, the message gets sent successfully yet variables don't change as they should?

#

The True and False get passed on via the interface successfully but the dang anim graph Get'r doesn't update. Any tips?

#

I'm using 5.3.1 since yesterday and it's just been a buggy mess ever since

versed sun
#

forgot it was animgraph

#

and you tried printing after you set it in pic 2 ?

gusty shuttle
#

Yes, the anim graph, where it receives the message, prints true and false as needed. It's the GET variable within the anim bp that's not actually updating. It's always false

#

I tried replacing it, tried a few things. It just seems like the engine is bugged (I've been using Unreal Engine since 4.6) Things are being strange, like groom assets aren't staying in place, I set a variable, compile and save and it forgets it.

#

And it crashes all the time now too

gusty shuttle
#

Well, almost 2 hours later update, I verified the files, restarted and it seemed to have "fixed" it.

lofty rapids
#

how did you make the timer ? maybe set a variable and after the amount of time you can set it back. So if you press it and that variable is set then it can be used.

barren dove
#

so dumb question
if I delete the print string, the entire thing only fires once then never again, any idea as to why? lol

surreal peak
#

@barren dove it's not set to looping, I don't see why it would fire multiple times in general

#

Or do you mean when triggering the set timer once more?

barren dove
#

one sec

surreal peak
#

It shouldn't affect it

barren dove
#

delete print string, compile, relaunch, machine guns no longer fire after the first shot

surreal peak
#

How is this all triggered?

#

I would suggest you breakpoint this stuff without the print string

#

You also don't have any errors after stopping to play or?

barren dove
#

the weapon ready toggle appears to stop working even though its nowhere in the path of that print string

surreal peak
#

Again, breakpoint it without the print string

#

And see where it stops

dawn gazelle
barren dove
#

900

frosty wadi
#

im triyng to buli am trying to package my project but keep getting this error Failed. Failed to delete staging directory

barren dove
#

okay for some reason the "60" in the division / rate of fire is reading as zero, even though its 60, if i replace it with an int that says 60, it works fine shrug

static charm
dim gust
#

i need help, like im on this for 4 days

#

i need HEEEELP

#

I wanna be able to click on something on the screen with my mouse cursor

#

so i did that raycast

#

problem: Not working

barren dove
#

what are you doing here, multiplying anything by zero is zero

versed sun
#

aww

#

too slow ๐Ÿ˜ฆ

dim gust
#

true enough, ive already changed that value thou

static charm
#

Do you see the line trace at all?

dim gust
#

NO!

barren dove
#

as a dumb suggestion
make a new topdown game tpye and steal the code from their mouseclick to move blueprint

#

iirc its not very complicated

dim gust
#

that wouldnt work i guess

#

because im trying to click on a world

#

thats constatly rotating

#

and i have a child for that world

#

in a certain country

#

thats where i wanna click

barren dove
#

yeah this is above my pay grade

dim gust
#

so the coordinates are always changing for my clicking position

versed sun
#

i dont like the Get World Rotation>Get Forward Vec

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Try Camera>Get Actor Forward Vec

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not sure if same thing

dim gust
#

will try sir

versed sun
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Liter float should be like 10000

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or more

dim gust
#

yeah i have that in mind

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will try :3

versed sun
#

try Line trace by chanel, i like that one better

dim gust
#

i did that one

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the problem was

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it was colliding with something else

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u see

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my pawn is on a capsule

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and we are looking throu a window

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in space

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and we see the world

versed sun
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add pawn to Ignore list

dim gust
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with the line trace by channel it was stopping

versed sun
#

anything that you are hitting that you dont want , ignote

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OR, dont Start your trace untill outside the window

dim gust
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we're never outside the window

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imagine ur in a train

barren dove
dim gust
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and things are passing by outside

versed sun
#

ok

dawn gazelle
#

Why do a trace at all when you can do Get Hit Result Under Cursor?

versed sun
#

and you want to click on trees and cow as they pas by ?

dim gust
#

xD

versed sun
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wheres camera ? first person ?

barren dove
#

he could theoretically do a trace to the world then grab the nearest actor within a radius to that spot rather than having to snipe out a mesh with his mouse

dim gust
#

is basically attached to my pawn

dim gust
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nop

versed sun
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ahhh

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it may be tracing

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but you cant see it , because it is EXACTLY in your vision

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can you try tracing , and jump out of game with.... f5? f8 ? one of those

dim gust
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yeah i wouldnt say ur right

versed sun
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but you have to be playing in Viewport

dim gust
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because i already did F8

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let me grab like

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a video

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1 sec

versed sun
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ok, does Tick fire ?

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kk

dawn gazelle
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The trace as it is would be tracing from the camera's perspective forward, not from where the mouse is.

dim gust
versed sun
#

Literal float is literaly 0

dim gust
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i can change it, it wont change the outcome

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i mean it changed

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but

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it doesnt pass to the world

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watch this

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LOOOOL

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OK

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ALSO

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I THINK ITS BACKWARDS

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x'D

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just watch x'D

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just dont be harsh with me, its my 1st unreal project for the university xD

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we've been playing around with unity until now

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glad to be on unreal finally

versed sun
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so the camera's rotation's forward vector

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ehh, im not harsh, iv wasted way more time on simpler things

dim gust
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im not saying ur being harsh, im saying that im still a newb kinda xD

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im good with 3d models but bps its my 1st time ^^

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up until now it was always c#

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and GDScript with Godot

versed sun
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Try Camera>Get Actor Forward Vec

dim gust
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yes sir

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but should i delete any of the BPs?

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like any link to the camera

versed sun
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delete Get world Rotation

dim gust
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and location stays correct?

versed sun
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yes

dim gust
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got it

versed sun
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better ?

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if that dosnt work, make your literal float -10000

dim gust
dim gust
static charm
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it's not backwards, it's instantly hitting the spaceship and registering the "cube/spaceship" as the hit object

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the green line is after the hit

dim gust
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it is backwards, the raycast should be FROM the ship TO the world

static charm
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the line trace is starting from the spaceship and hitting the spaceship instantly, line traces do not stop

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it turns green

dim gust
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i see what u mean

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so u say its hitting the spaceship and continuing

versed sun
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(I'm color blind, didn't notice)

dawn gazelle
#

You can also tell that it can't be backwards because you aren't referencing the world anywhere. Only the camera.

static charm
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yes line traces always draw the entire length, it just shows the red square where you "hit" something and the green is after the place you hit the thing.

dim gust
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but in the world it doesnt hit anything, i have to make so the line trace ignores the "spaceship" right?

static charm
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yup!

dim gust
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hmmmmm

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is there any option for thaat? xD

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like a class

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or smth

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or turn off collision

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would that work?

versed sun
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Actor to Ignore Array

static charm
#

yes you can add actors to the ignore array, or you can change the object type collision of the thing you want to hit, and then change the line trace to only hit that object type.

dim gust
#

Alright my boys! Will try it!

#
Epic Developer Community Forums

Hello . I would like to know how to use the โ€œActors Ignoreโ€ of the line trace. In fact, I want my character can see only my cupboard and ignores many actors โ€ฆ Actually , he sees dynamic world, itโ€™s include the cupboard of course but the halls and the lights too โ€ฆ I explain more precisely , I canโ€™t use the node โ€œBreack it resultโ€ because light...

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would this still work?

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sorry guys i still have to search on how to do "simple things"

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xD

versed sun
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do you want to hit anything inside the ship ?

dim gust
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no

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just the world

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the world has a object children on a country

versed sun
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ok, just start your trace outside the ship

dim gust
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and i want to click on that object children

dim gust
versed sun
#

the same way you calc the End point , do that for start , but literal float is maybe 2000

radiant bear
#

How can i check if there's a return value in thread safe function?

dim gust
#

do a breaking point

mental trellis
#

-ing

dim gust
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or print it

radiant bear
#

i can't use print string inside thread safe function

versed sun
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Is Valid

radiant bear
radiant bear
dim gust
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yeah just click F9 in the thread

radiant bear
#

i did, break on bp should work like vs right?

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stoping the game when the line is called

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in this case the node

dim gust
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yup

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it will literally stop anything from the breaking point onwards

radiant bear
#

but nothing happened

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the log string was printed

dim gust
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if nothing happened try to do a breaking point in other place

dim gust
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because theres obviously something wrong before that

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thats basically troubleshooting ^^

radiant bear
#

this is another fun that's in sync with the one above nothing happens here too

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and these are only places i can add break points

dim gust
#

did u try to "play the game" with the break points turned on?

radiant bear
#

there's turn on and off fun?

thick prairie
#

Can i have any type of timer/timeline inside a function without calling custom events/functions from outside of the function?

static charm
#

you said this was thread safe? If the blueprint is code running async/multi thread, then the default breakpoints won't work.

dim gust
thick prairie
radiant bear
dim gust
radiant bear
#

or check if the the return value has a sequence in it

static charm
dim gust
#

I liked the other one

static charm
#

so this node doesn't work for you?

radiant bear
#

yep*

static charm
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right click the return value, and break it

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what options does that return?

radiant bear
static charm
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(if any at all)