#blueprint
1 messages · Page 26 of 1
nope that one doesn't print either
Well did u apply damage?
yep
this prints, if I pull overlapped npc or whatever over, its correct
neither of these print
the custom event was just one the binding created that i disconnected and will delete... if the other one worked
Where is the event any damage? Did u place it in the receiving actor?
yes
yes thank you I know how to build it myself, not what i'm trying to do
Just build ur own damage system
alright thanks, anyone that has used this system though?
Damage has to be > 0 if you haven't defined any damage.
If its <= 0 it won't trigger the interface.
So no healing through damage
just pass a DamageType_Heal damage class 🧠
odd part is, this returns zero to the print string
ah ha, got it, one of the parents had can be damage unchecked
weird as I thought the template would override but guess not
hi, i'm trying to send a msg through BPI from my widget to my AIC but for some reason it's not working any idea what do i need to do ?
seems like you are sending msg to yourself
so what do i need to change, i've tried diff ways of doing it yet no luck. keep in mind i'm a beginner
Target should be what ever you in inplement the right picture
Sending msg to self doesnt make much sense
Cuz u dont need interface for that
Use enum instead of integer
Way more readable
yeah i'm considering enum but once it works
so i need to change the reference of self to the AIC ? i cant ref the AIC as the target
cause it says on the picture on the left target is BPI difficulty. so what should i put in target then ?
You are calling the erong interface
You should be able to plug in anything afaik
Type difficulty interface again and drop all the possible option
what is AIC???
AI controller
The one that says using
U want that one
Altough i have 0 idea why u are calling it from widget to ai controller
did u try get ai controller node
This setting should be placed in your manager / game instance. Then the a.i controller can just read from there
it's kinda of a long story but let my summarize
the widget will have like easy / hard buttons and i want on different buttons to make the AIC run different behavior trees so i thought to have like an enum or var there and when i click on easy button it will cahnge the value so when it's time to run the AIC (posess) it will run the BT i want
Having the variable in your widget is already a bad idea. Widget is not presistence they get removed and added. Its job is to read stuff for you, dont place any game data or logic there
yeah the var should be in the AIC and that's why i wanted to use interface to change the value from the widget
The var should be in your manager
And ur aic read from there
Widget communicate to your manager, tell that difficulty is changed
If you dont want to make a manager, game instance or even your controller is still a better place
i'm sorry where can i find this manger ?
You make your own. It can be an object or an actor depending on the need
If you want easy mode you can use game instance
thanks man i'll look that up
As for the interface dont forget to pull the one that says, is using
G l
i cant find for some reason
Try to turn off context sensitive
did u try get ai controller node, then pull from there
i did tried all of them none says using 😭
Show me a picture with context sensitive off
tried all of them
Try the one below aic monster
You need to plugin the target
Which in your case the ai controller or w.e that implement the interface
your AIC is a controller class right?
or normal actor class
can you try plugging Get Controller in difficulty target
yes
Try to implement the interface in the widget too
and where you are trying to call is actor?
U prob see more option
Well u never plug in the ai controller why should it work
in your AIC you have to add that interface class in Class Settings
yes i did already
He did, its shown in the picture
then in the blueprint where you are calling
ok ok
then if Get Controller is not working
then ig
you can try casting the Get Controller to AIC
in begin play
and promote the reference
then try with that promoted variable
Its get the pawn->getaicontroller
Get controller does not return ai controller class
Get AIController
yup this one for AI
sorry I said Get COntroller
Now i hope u get why it makes little sense to send the data to the a.i from widget.
It should be widget tell an object where it have the difficulty setting that difficulty is changed to easy mode.
Then the a.i just read the difficuly from the object
yeah i tried something similar i tried to cast to the pawn and then get AI controller but cast to pawn requires an object which i dont know what to plug in + the pawn doesnt exist in the main menu level so the AIC doesn't run as well (not sure if it would affect it though)
yeah i will do that
it's a lot better
I mean what u r doing right now simply dont work
Its not like u just want to tell one instance of a.i that difficulty is this
do you have any like DOCS or tutorial that could help me ?
U want all a.i to read the same variable
exactly
Im not aware of any tutorial sorry
ok just to summarize can you type which topics i should look for ?
i dont want to waste much of your time
Blueprint live communication video pinned in this channel might help
Well im heading to bed
But try this
Create enum for your difficulty
Then make a bp controller. Call it myprojcontroller. Make sure you are using that controller in the world setting.
In that controller bp declare the difficultt variable
U can make the controller implement the blueprint interface
Then in your widget on set difficultt, get controller and plug it into the interface
The implementation in your bp controller is setting the difficulty
Oh wait theres another issue tho, u said this is your main menu. Then you will also need save and load system
Because when u open new level, those information are gone. Unless u set it on presistence object like game instance or savegame object
how can the print string give the correct values then it sets the values of the sliders to incorrect things immediately after
perfect will do
What are the values showing in your print?
well i go into the game, set the sliders which saves them, reload the game and the fov is right, but the brightness and cloud quality resets to 0.25 which isnt even the default. it is saving, because the actual brightness etc is being set elsewhere and loading correctly but the UI is not right
it is the default slider value though
all of the update slider functions use the same logic with inputs for values, so why would only the fov work
fixed it
Anyone have a solution? :0
Allo. Is it possible to set this kind of parameter with blueprint? how? It is object type. My problem is that when I set this in details panel, it lost its reference sometimes. But setting in beginplay, I would work that problem around. https://cdn.discordapp.com/attachments/502768251093123073/1167170272479166464/image.png?ex=654d2705&is=653ab205&hm=f68f35dfe0afb57a702a03e4e246d81ef054ede631aa5807c20704fcbaa690f2&
help me how to do on Blueprint, I have a game in top down mode, when I try to enter any building, I can not do it, because the roof of the building is blocking the view, tell me how to make it so that when entering the building, the top of the frame disappears and I can walk around inside the room.
Any guides or tips on how to make a GUI for "Print string"?
I love the BP tool in UE5, and I love thoroughly testing my programs. To do that I'm using loads of "Print string"s, however it looks aweful when you're in the game.
So I want to create a console-like GUI that can collect the strings I print, and that can be shown or hidden when needed. A sort of debug-console.
However, I haven't been able to find any guides that show how I can do this.
i mean print string has an option for printing to the output log
outside of this you're firmly in c++ land
is the building roof seperate from the building in any way ?
because if it's a seperate part you can probably do a line trace, and change the material
Hi there everyone, I hope you are having a great Sunday. I'm trying to build a pretty simple blueprint but I think I'm missing something... I would like to create a point light that has an intensity driven by a location of an actor in my world so I can control the intensity of my lights depending on where I place my static mesh. Does anyone know if I'm missing something here? Thank you!!
So, I can either print to the output log, or make my own c++ program, that allows blueprints to print strings to some self-made graphical console?
you wouldnt make your own c++ program, you'd probably just make your own slate window.
or log things to the bp message log.
but yes, that's the general gist
Awesome, thank you.. I'll go look up slate window, and see what that is 😊
No, the roof is not detached, it's a hangar type room
Hmm.. maybe I should look up some GUI tutorials first. Perhaps some interface to allow for adding strings to it 🤔 I like that.. thank you 😊
String collector is basically just a string array
Console would just be a scrollbox with dynamic text box entries
E.g. made at runtime
faking it is absolutely an option if you only want it at runtime
is that one solid mesh ?
if you can somehow isolate that part of it
Wrap it in a function and toss in the regular print string, then you've solved both 🫡
Yes
i don't know how to get parts of a mesh
but if they are seperate parts you can make it invisible
or transparent
hey guys, i want to display on "riot points:" the yellow number that appears on the left, but i cant get it to work. "riot points" are the name of the coins you pick up during the game, the "riot point:" on white is the amount you picked during that level, and the yellow one is the total amount that you have. i want to see the total amount that you have, not how much you got on the level (the number that is shown on the right of "riot points:" is a variable, i dont know if thats important or not but it has to be like that bc if is not the number does not get updated)
wait the blueprints screenshot arent there wtf
this is on the event graph of the riot points
and this is on the hud widget ofc
try to update coins before you destroy actor
i don't know if thats your problem, but it might not even run because you destroy self
you mean like this?
yea actually make sense
make sense but it doesnt fix the thing, i still see the amount if coins i got on the level
this return value is what your displaying ?
i mean thats two seperate things right ? i take it you save at some point ?
so the print string is also just what you have in the level ?
what is the number your printing in yellow that you want to use ?
yea, i wanna show that as the bit white text
is the total coins you picked even if you died
so lets say you played a run and you got 5 "riot points"
those riot points are saved in here
but not showed on the screen
it's saved in one of those functions ? @flat summit
add coins, or update ?
because your pulling two different values
sorry i dont know what you mean
im dont have that knowledge yet
Hi there everyone, I hope you are having a great Sunday. I'm trying to build a pretty simple blueprint but I think I'm missing something... I would like to create a point light that has an intensity driven by a location of an actor in my world so I can control the intensity of my lights depending on where I place my static mesh. Does anyone know if I'm missing something here? Thank you!!
is it possible to get a reference to an element in a list of bools
its not working for me
this is not printing anything...
As long as the print string node fires, it should print something. Make sure it fires at all.
it isnt.
isnt this supposed to fire after the set node?
literally print nothing
yeah, it should. Maybe whatever happens before that, isn't being executed?
its a branch before hand that checks the name of the static mesh
perhaps the room variable is different
If I were to debug that, I'd put a print string right after the function, to double check that it is being called.
it isnt obvious the room is reutrning the same as its same object reference
i'll try comparing the stringsv
okay this objectively makes no sense
hmm okay. So that can be tricky, comparing the name of objects. Because if you have a BP class "Room", that instance is usually named "Room_C1" for example. Don't rely on the names of instances.
Sm is set by default to this mesh
comparing the SM's name to the objects name should be the same
these are the same asset
Maybe. wait, what's with that === node? Isn't "Equals to" supposed to be ==?
yea, for case sensitivity. which should bhe irrelevant
the name is not the same
the display name includes the actor it is a chikld of
Ah okay. Well my suggestion is that you put a print node there, like so:
What are you feeding in for Room when calling the Algo Setp in Room function?
If you're trying to compare against the static mesh asset, you'd have to feed in a reference to the actual static mesh.
its an object reference to a Static Mesh
That's a static mesh component, not a static mesh.
if you look at the two casts you did, you can see they are different bp
I currently have a fair few new functions/events in my b_hero blueprint. Is there any functional advantage to splitting some of them off into a separate blueprint? Or does it not matter
From your component, you can get static mesh and feed that into the call.
this?
what node will get the name of the mesh that is attatched to the mesh component?
because object name / display name dont seem to help
don't compare based on name. It's not reliable
but comparing by objects is even more unreliable
Comparing an asset to an asset works just fine.
ya notice your pulling coins from your game mode, but in your widget your getting the saved data. So at some point you must save it or something.
oh right
As I said, you're feeding in a Static Mesh Component which is not the same thing as a Static Mesh Asset.
From the Static Mesh Component you'd have to do a "Get Static Mesh" which then give you a reference to the Static Mesh Asset it is using.
the meshes are being spawned in a blueprint, not in the world.
perhaps this was my first misstake?
Wouldn’t rly make a difference
Assets to Assets, dust to dust.
it's supposed to be a simple dungeon crawler algo.
if a room has an opening, extend it with a new room.
does this new room have an opening? well then extend off of that (ect ect ect)
need to figure out how many doors are in the room that was generated, cant do that if the BP cant tell what tf is what
Good old wave function collapse.
plus of course its a component
how could it be any other way considering im in a blueprint?
The problem is, when you're doing the == comparison, you're selecting from Assets
What you're feeding in is a Component
shoudl not make a difference if they use the same static mesh, I should be able to compare
No.
Because a static mesh component is a specific component.
Not a specific static mesh.
yea, i know what you mean.
but is this what you meant (get static mesh node)
Yes.
What's not evident, is that the comparison you're doing is an "Object Reference" comparison, which includes all assets in the game as well.
When you're feeding in the Static Mesh Component, that's a Specific Object Reference that exists on a particular actor and that means it's not the same thing as the static mesh you may be trying to compare it against.
Convert it to a vector first. It isn't a vector.
so i wrote up a dialogue system for a game, and i was encountering an issue where the dialogue system would cut off and remove parent before the last string array index showed up, so i was wondering if you all see something i don't with the code
doesn't ++ actually update the variable ?
Maybe not a huge concern, but if you ever want to localize, you're better off using Text over Strings.
The only thing that kind of sticks out with your issue is that you are doing a comparison here and removing the widget if Array Index Val >= Length of Textbox Text -1. That should still make it to the last character, but the removal would happen effectively the next loop so depending on how long the delay is, it could be very quick if not at all.
I'd also maybe look into using Data Tables to help with this... It could be so much more organized and you'd have to worry less about array indices all over the place.
@uneven roost
does the string length value start at 0? i set to length - 1 so it would start at 0 like the array indices
It does. You could actually use "Last Index" and ditch the -1.
are there any blueprints that can be spawned into a map and have actors pre-placed inside their Viewport as well
You can use child actor components to automatically spawn child actors, but they are fraught with issues.
Best to setup some sort of scene component as a position reference and then spawn the child actor on beginplay or some such.
It may or may not look correct in teh viewport.
(before playing)
okay thank you I appreciate this
any scene component youd recomend? is there a way to just add a transform?
otherwise i guess i could jsut create my own
That would be my "i haven't really looked into the issue" suggestion, there might be a better way.
A scene component is literally a component that just has a transform.
They're usually used as the default root components for new blueprints.
i found the default one with just a transform thanks
The bit about child actor components being trash is definitely a thing, though.
last index makes the numbers line up more it seems, but it still doesn't show the last index value
Im using a Delay to play a Sprint-start animation before the sprint event begins. The Delay node is causing some unforseen issues. How could i replace the delay but still have a short delay so that i can play the Sprint-start montage before my character starts sprinting?
This is happening on Input btw
yo im debugging in the editor and when I simulate / play the vewport gets hidden so I cant see the game. wtf?
What are the issues?
The sprinting event is only supposed to happen when holding down the shift key. Right now due to the delay, if i tap the shift button it will start sprinting untill i hold down shift again and reset the sprinting event.
Why does unreal engine dissable the fucking viewport screen when debugging.
how tf am I suppoed to see wtf is going on in the level if it hides my view of it when debugging?
ffs
Here is part of the code that's causing the issues. The server sprint event at the end of the code is the actual sprinting
I dont know why, but since i've started using 5.2 "On Completed" doesn't work consistently, and neither due the other options. I've tried this but it wouldn't trigger correctly
You could also check at the end of the delay if shift is still held down. When you press shift, set a bool "bWantsSprint" and use that as a thing to check.
On shift down -> set bWantsSprint to true -> start sprint stuff
On shift up -> set bWantSprint to false
At the end of your delay, check bWantsSprint
You also seem to have 2 slow down movement nodes with the same parameters that will execute at almost exactly the same time (etiher side of the montage)
Yeah im timing those to negate foot gliding, it's a bit dodgy i know :p
Hmm this is interesting i will go ahead and try this out, brb
Hey. Where might this tag be set from?
Those are just regular actor tags. Not gameplay tags.
ah okay
You'd just use that tags array to add them.
for some reason it throws an error
What's the component you're using to get the player controller?
actor component
is there a way to alter the skel mesh physics asset real time? I need it to adapt to whatever i cut off.
hiding bone doesnt cut it because it also scales the mesh
and i dont want the ragdoll to have invisible limbs
Which actor component.
Fantastic Daekash, it works. Im just curious. if the bWantsSprint is set after the delay. Why isn't it starting the sprint-start animation when i tap the button? (im happy about this ofc, but im just curious why this event is being started eventho its before the check)
It won't be set, because you released the button and unset the bool.
Unless I'm misunderstanding?
Yeah that was a super vague way of asking sorry
So you're wondering why the montage isn't playing when you tap teh button?
yeah
Isnt it atleast supposed to play the montage, even if i shortly tap it. Because your check is happening after the montage is triggered?
My brain just doesnt understand why your fix worked so well, so im trying to understand 😛
i have a few Set's to determine when shift isn't released anymore, and the sprinting event stops
Okay so im not crazy right? this in theory wasn't supposed to stop the montage from happening?
Correct
Just checking that you aren't stoppping it on shift release
(you probably should)
cheers, i did want the montage to also not play when i tap, so this fix is perfect. It just kinda confused the hell out of me, im not gonna question it further tho, be happy when things work i guess 😛
Lol
its good to be deliberate 😄
Basically i have two actor components which are connected to each other and one of them lives on the player character
But you're casting the owner to the player controller.... so how do you expect that to work if it lives on the player character?
this one does not
That's why I'm asking what component you're using. And you're giving me no useful answers.
You could have said, "it's my custom component on my player controller" or something.
sorry i didn't understand the question well. yes this component lives on the controller
And what's the error?
accessed none
Hey I'm trying to make an in-game terminal thing. I'm pretty new to blueprints since I'm coming over from unity, and right now I want to move the FPS camera to a specific point in front of the screen. The issue is, I don't know how to actually get the screen's position so I can offset from it. Here is the interaction system from the player controller side, the screen side only casts to the player and executes the "screen interaction" event.
If that's the case, then you're running your code too early and it's before the controller has possessed a pawn.
(Extile)
return node
basically what I want is to get the position of the specific screen being interacted with at that point, since there might be multiple terminals in a single level
Don't use get player character or controller with the index parameter.
(may not be your issue, just a general warning)
ah I assumed it's probably a bad thing to do
why ?
unity has a similar thing with camera.main and things like that, generally bad practice
probably slow performance wise, at least that's the problem in unity (with similar functions)
Because it may not always be the player controller you want. You shoudl get the specific controller of the thing triggering your event. Add a parameter if you have to.
It may work fine for single player, but then you'll get into the habit of using it and try a multiplayer game and spend a week debugging random failures when you finally test with multiple players.
oh this is actually exactly what I need. How do you get data from an object triggering an event?
Add a parameter to the event.
In your case, add a parameter to the interface function.
The return node that isn't in your screenshot?
oooh ok thanks
Hello, does anyone also have the problem that BPs with many components in UE5 have a really long loading time to open them?
Is there any solution to this problem?
hey relating to this, do you know how I can reference the player controller from the first person character?
should I make a player controller variable and set it somehow (idk if this is possible in unreal)
or is there some other way to "get" it during runtime?
get controller or get player controller
The character will have a function to get its own controller.
Just use the node that doesn't have the index parameter.
oh so this is fine right?
oh it throws an error
[Compiler] This blueprint (self) is not a PlayerState, therefore ' Target ' must have a connection.
You're using the wrong node.
Turn on context sensitive and search for get player controller.
It should show you 2 nodes, one with the parameter and one without. The one without should be in the pawn or character category.
it seems to be the one, I get no error with it
Doesn't mean it's correct 😛
Daekesh what might be wrong with the return bool. i don't understand
ah, it works in game too, I tried get controller but that one doesn't match the data type needed for the show mouse cursor node for whatever reason
You'll need to cast it to a player controller
get controller -> cast to player controller -> show mouse cursor
hey sorry if I'm bothering you with unrelated questions, but do you know why moving the player camera with the default FPS player character (didn't change anything about it directly) would cause it to jump to a pretty random location pretty far away (while seemingly keeping the transform in the right place).
The script is pretty basic, it just gets the screen's position and moves (I assume using some larping function) the camera to it
I don't really know the ins and outs of the default character controller so idk if this is some quirk with it?
Well you're using a relative location, right?
So you're moving the camera to a location relative to its parent, which would presumably be the camera boom / spring arm, not the world origin.
ah I see, is there any way to convert world coords (the screen's) into relative coords to the camera's parent?
How are you getting the "screen" coordinates?
this is in the screen actor's BP
oh again the index thing
I need to fix that too
So erm.
What is the actor that you're using to get the "screen" location?
The terminal screen?
yeah, it's basically just an actor with a widget and box collider
Okay so first off, putting the camera in the same place as the screen won't work 😛
You should add a scene component to that to set a good "view position" and return the world transform of that scene component.
Then you'll need to transform that position in to the relative space of the camera's parent.
oh yeah I know haha, I just wanted to make it do something first so I can go of from there
Camera -> Get Attach Parent -> Get component transform -> inverse -> transform position (screen) -> set as relative location
👍
so basically add an unreal equivalent of an "empty" for the camera position?
Correct.
OR
And this will only work if you want to instantly teleport
You can set the camera's position type to "world" instead of "relative".
And then you can just set any old world position and it will go there, ignoring its parent.
And set it back again when you're done.
What that is called, I have no idea. You can see it on the component transform settings in the details panel.
The trouble is with sticking with relative is that if the player character or spring arm moves, it will alos move the camera when the camera is meant to be stationary above the terminal.
Work on animating the transition later, if you want.
ooh I have no idea how I'd even approach doing that lol
Okay so the better option, which I just remembered is a thing
Is using "set view target with blend" (or just set view target)
Instead of setting a position for the camera, you add a camera to the terminal and literally just "posses" the terminal (from the camera manger's perspectve, at least)
You'll want to change your interface method from passing a vector/screen to an actor
The view target methods are part of the player controller.
(not character)
When you're done with the terminal, set the view target back to the character
What am I doing wrong? I am trying to set the array element but it does not seam to set it correctly as RemoveItemFromInventory (the array) is not setting.
Why are you sending the entire array to the server?
Should I just be calling the function?
I mean, you could call the function with the same parameters as the one you just called on the client
I take it this function adds a pistol to your inventory or sets its ammo count?
What is that node to the left?
Ammo setting is well before first node, if it adds some, it continues down nodes. First node you see is checking if item is in inventory.
So it checks if there's a pistol in the inventory and then replaces the entire row?
alright this seems to work, except the blending doesn't really do anything. It just adds a delay before it snaps into the new camera view
Shrug
Well, LocalItemContent is an array, row name, amount, weight, and I am trying to set the array for RemoveItemInventory to remove it from the PlayerInventory array
Ideally the server would just be asked about the index to be used, and nothing else from the client as the client cant be trusted
Can you have multiple of the same item in your inventory?
I would prefer to send the item name instead of the index, just in case of any mixups.
Or item id.
Something that uniquely identifies the item itself, rather than just the index in the array.
As long as server verify that the item exist in its own array, sure
I went for index (so far) and just figured any mixup is "to bad" (shouldn't happen unless client did some messing around)
Yes and just realized that would be a flaw, as it could take from the wrong stack.
Or it could be a desync issue.
Client tries to do multiple things before the server updates it correctly.
Yeah.
What you could do is modify it locally and then rpc the change to the server.
If it's successful, the server will update the inventory. If it fails, the server could rpc the entire inventory back again to correct your changes.
The latter isn't going to happen all that often or be a lot of data.
You could even lock teh inventory while it waits for a response.
You probably also want a "success" rpc in that case.
How would I constantly subtract a value? Right now my value gets subtracted once for some reason .
It's running a loop.
Show how you do it
It's a bit messy apologies for that. 😅
Since I mostly use C++ and I'm pretty new to BP's.
Ok so if the bool is false, you're setting val to 0, then adding 1 then setting that (1) to None 0.
The next execution the bool is false, you're setting val to 0, then adding 1, then setting that (1) to None 0. etc. etc. etc.
reposting this in the blueprint channel, let me know if it doesn't apply in here:
I've added a List View to my Widget (call it Main Widget) and have set the "Entry Widget Class" as another Widget (call it Entry Widget) that has UserObjectListEntry interface implemented. I've figured out how to add items to my List View, by creating a dummy object that has some variables that I fill on Construction, but the problem is, I'd like to listen to the OnClicked event from a button in my Entry Widget.
After I add the item to ListView in Main Widget, how do I get a reference back to the Entry Widget it was created from so I can bind an event to the OnClicked for the button I want to listen to?
Do you have a Dispatcher set up in your entry widget ?
are you adding the Entry widget in the On Generate Content Widget ?
PULL OFF YOUR RETURN NODE AND bIND YOUR EVENT
oops
this is new to me, let me share what I have
the relevant bits are on the end, but i thought i'd share the whole thing from Event Construct
I htink its same interface
i create an object and then add it to the list (this is what various tutorials told me to do)
ohhhh, der my bad
im thinking of a different widget
sec
is the Tower Data Object what has your Dispatcher in it ?
unfortunately no
it's just a dummy blueprint derived from Object, that holds important variables to me
Im trying to remember which project i had used List View...
all of this i found online and personally i hate it, but it's the closest i've gotten to it working so i've kept it
all good
i have this selected in my ListView, where W_TowerListEntry is the widget that has been marked with UserObjectListEntry - this is where my dispatcher is
i.e. where my button is
you need a reference to your main widget in your entry widget?
other way around
Ok, i used Tile View
oh, then just add a variable to the main widget and expose it on spawn and then pass a reference to self when you create it with your entry widget?
it's the other way around
main widget has a ListView in it, which has EntryWidgetClass of W_TowerListEntry
If your Entry had a ref to Main widget , it can jst call a function on the Main
i need to bind an event to the OnClicked of a button within the Entry widget
interesting
i do
Get all Widget of class, in the Entry
ahhaha yeah i could, that feels like a workaround though doesn't it
but at least it would work
it feels like when I create a new entry there should be some way to reference the entry that was just created
I used the Pass the Main widgets Ref tru the Object and the Entry grabs it from there - method
Owning LP
what is LP
dunno... something i named
Create an event dispatcher in your "Tower Data Object".
When you you get this interface in the widget that is created, you can call that event dispatcher from the List Item Object.
When you construct the object, you can bind to the event dispatcher that exists in the object in the thing that is constructing the object.
wait..
i think i'm with you - give me just a second to process and try it - thanks
jesus christ he's done it
thank you very much
and thanks for helping me out too!
for widgets, what's are some good steps for troubleshooting why they would show in editor but not in the packaged game?
maybe u have wrong root bone
ok but how to fix this
by setting root bone to pelvis i think
hey, just wondering if there's a simple way to make characters maintain their vertical velocity when stepping off a ramp? I'm making a character-based racing game and I'd love the functionality of being able to get vertical height from a ramp
Hello friends, I am working on an inventory system and I don't know what classes to use for the items I will add to the game. Could you please help me? What I want to do is this:
I'm making a survival game and each item type is different and has variables that are not common with other items. Common variables are only valid for items of the same type.
For example, food & drink items will have different variables such as the amount of satiety, the amount of thirst quenching and the amount of energy they provide.
Items that can be bought and stored will traditionally have main features such as name, description and icon.
Or the weapons will have some additional variables such as damage and durability. I would be very grateful if you could help me set up this system.
Sorry for bad English.
Since each item will cause different effects, they will have different labels in the inventory system I made. If the item I hover over in the inventory is a food, I should see how satisfying it is. Or if the item I am hovering over is a weapon, I should see the damage it will cause. It's easy to set up the widget part this way, use the items and set them to cause different effects, but I don't know how to lay the foundation.
Example: This widget for foods.
How would I use two blend spaces in one Animation Blueprint?
Hi everyone, this is only for people who strictly use blueprint; have you come across any sort of limitations with just blueprint and wish you could learn cpp to mitigate it in anyway. From my standpoint I see blueprints as very child proof. A comparason might be windows vs linux if you will humor me.
Blueprint is soo limited in almost infinite ways
You can only do what little node is exposed to you
do you think you can use it in a mixture?
U suppose to use both
mixing both c++ and bp is a recommendation
Hmm can you give me an example?
c++ for systems/intensive operation
bp for flow controls and design
Laura cpp speed run covers the subject
You can not do everything in CPP it's just not practical.
Seems like only thing people use cpp for is widgets for the most part i have heard about widgets like everytime
Things like references is an example where BP is used in unison with CPP.
No no.
hmm something you can build off of?
No way
No?
My first time using cpp was when i need to batch change my material interface in content browser
No way to do it with bp so...
Id have a base useable that have all the core logic and functionality that is common between all of them
Subclass "base" classes from there .
Base Usable
- Base Drinkable
- Base Eatable
- Base Equipable
- Base Weapon
That implies nothing of sort "ppl use it for widget"
My new project is in cpp except the widget
huh? so you are using blueprints for widgets or did i read that wrong
have fun making widgets in c++ lol
It seems like I need to create a different data table&structure to do this? Or can I manage this with data assets?
Use C++ for handling computationally intensive tasks that involve complex calculations. Use Blueprints (BPs) in conjunction with C++ for managing references and for simple tasks.
Some game developers have created games using only Blueprints. However, a notable drawback is that it tends to be slower compared to C++, which can limit the potential player base.
blueprint is fine for single player, but for multiplayer u will definitely want c++
Data assets work better
As they are extendible
The main difference is that executing each individual node in a Blueprint is slower than executing a line of C++ code.
But they shouldnt hold much (if any ) functionality
So youd have a separate logic class
Anyone give me a brief rundown of best way to tackle this, all to do with pawn tracing, and running on tick / having something run in the background. Ive got a 'working' system its just god awful slow.
Currently multisphere tracing for any pawns, loop through checking for interface, if pawns detected then set boolean to true.
I have on tick a branch for this boolean, when its true it checks all those detected for their 'hostility' value, filters into new group of potential enemies, then picks soft target based on distance. ill post the bp below.
I was trying to separate the filtering aspect to the generic detecting any pawns part while having it triggered by it.
for starters, dont forcefully push everything to c++
only look into it when
A. That functionality isnt available in BP
B. Performance is lacking and you need the juice
C++ can lead to high-paying job opportunities, assuming you are proficient in it.
I always need the juice
Thanks I will try. There are a few questions that bother me, but I don't know how to describe them. I will try and see 🙂
How would I use two blend spaces in one Animation Blueprint?
If this is a single player, you couldbuse a Map of Atttibute/Value
That would make eatable, drinkable and other consumable the same
yeah that is what i was trying to say
Using it would loop over them and modify the players stats
seems like everyone has that opinion
Yeah, it's pretty much the optimal way.
I'll look into this, thanks.
okay thanks 🙂
Do you have past programming knowledge?
Yeah python, and i did a little dabble of cpp
been a couple years for cpp so i forgot a good bit of it
i am bascially reviewing it all again.
Ah gotchu.
You should be fine.
thanks 🙂
There would be some getting used to.
yeah
does anyone know of any resources relating to my last question, how to use tick efficiently and how to detect multiple pawns some friendly some enemies
Read these before dabbling into Unreal CPP.
https://tackytortoise.github.io/2022/06/24/common-slacker-issues.html
https://landelare.github.io/2023/01/07/cpp-speedrun.html
As you might know if you got to this page, I am quite an active member on the Unreal Slackers discord. Over time I noticed a lot of the same issues kept popping up, so I decided to write something down to save myself some typing time (hopefully). Table of...
Gain months’ worth of Unreal C++ experience in a single article.
oh thanks
To refresh your CPP knowledge: learncpp.com
C++ is a good start 😁
If necessary i suppose
@rustic hingei am more reading actual c++ code and going down it like i am trying to debug
wouldnt it be best to use good logic rather than process bad logic quicker
Ah, nice.
i will for sure look at the unreal c++ speedrun though ahaha
Raw CPP is a step up from UE CPP.
yeah
apparently i dont have to manage memory myself haha
unreal has its own gc system
wonder how reliable that is lol
I did switch over from vanilla to UE. Used vanilla CPP for about 2 years or so.
oh damn how whats the switch?
Yeah, no pointers!
haha
For me, it was a bit weird at the start and difficult.
After you've crossed that it's much easier than raw.
yeah i would hope so haha
Slow in what regard? You got a delay in there on .4 ,
Delays and ticks dont plau nice
man i am trynna study for my comptia sec+ cert and relearn cpp XD
But you may know thay
giving me a big kick in the but
been studying since 9am to 11:23 PM so far
gonna take a break lmao
the bp will be a bit all over the place cause itll have like nodes from the few different ways ive attempted. Thiers tick counters an delays etc those are all attempts at having it run on tick, because i dont know how else you have something run continuously kinda thing. asically trying to scan for people if noone around, if there is, are they enemies, if so, what one do we look at. The framerate just slowly drops til it crashes
Hi. Is it possible to provide Modifications triggering the corresponding Input every time a key is pressed, provided that another key is clamped? That is, so that I would hold down button 2, hold down button 3 and the program would work for me twice?
For some blueprints, how do you get the left hand side panel to be full screen? Sometimes when I create a new blueprint class with no nodes and no graph, it starts off full screen, and then you can press a button to view the graph to edit it. But this blueprint doesn't need any graphs or functions, and I'd like to graph to be removed because it takes up space
@red berry UE decides that on its own. If the BP has no code it should fall back to it when opening it
Hello All.. I have short question:
I Have created a BP_Menu (UIT interface) and some models.. which works when I hit ALT+P, but in the EditorView its all black. How can I have the same camera from my UI also in the EditorViewport showing as I want to ArtDirect some lights and Materials. Now its impossible as it complete black. Thanks so much.
@grim peak I'm not sure I get what you are trying to do. How does it look if you press play?
It's dark cause you probably have no lights?
And what's BP Menu? A widget?
Hi and thanks. When I press play it all looks fine. But not in the EditorViewport. Yes... BN_Menu is widget. I was wondering if I need to turn something on.
Youe widget don't exist in editor time, you constructed it when you play the game hence u can't see it in editor.
There's also no connection between 3d light and your 2d UI, i think you are still discovering how unreal work but conclude with wrong assumptions
I’d have thought the new loop starting would overwrite the existing variable, since it’s constantly updating. Regardless the bp itself will be redone anyway but more so the generic workflow of how do you make an event fire in the background until it finds people, then filters those people, while still occasionally scanning for more
Your screenshots are a tad low res / zoomed out so i cant really read what it says
but im sure it doesnt say
@dreamy gulch
so atleast for what i can see, ther'es nothing clearing or overwriting it
personally id probably skip the timer stuff,
grab the hit actors -> filter directly on tick and be done with it
if it's "to heavy" for some reaosn, you could framesplit it
1 frame does tracing
1 frame does filtering
Is this example correct for data asset usage? I'm creating for an inventory system.
DA_Food_Base reference by DA_Item_Base.
Applying invalid scale V(X=1.00, Y=1.00, Z=1.00) to body ArcherBat_29
Does anyone know what this error is about?
This only started happening when i made a little update to my 4.27.2 version
Also installed Editor Symbols
Other than that dont remember changing anything in the ArcherBat
This is not causing any visible issue
so can it be left ignored?
Is there a way to disable parts of a phys asset other than "hide bone by name"
I need atleast workaround for this issue crap.
The detached arm is an array of limb names. And i add these to an actor and apply a custom manually defined phys body.. This because hide bone only hides towards the leaf, not the other way.
And then, hiding the bone that is "cut off". This works. And the rag doll ignores the bone chain. But the deform is still happening like it was clever.
Sorry for the stupidly phrased question but I genuinely wasn't able to find any info on this elsewhere because I'm not sure what it's called.
Has anyone here ever played any "Soulsborne"-style games?
They sometimes have a camera function, where you can press R3 to rotate/"snap" the camera behind your Player to match where they are facing.
Could anyone point me in a direction of how to accomplish this with the default UE4 ThirdPerson template character?
Or maybe someone knows more on what this mechanic is actually called, so I can better research it would also be very helpful 😅
a simple snap? Should we assume you have the rotation on stick done?
Yes, just snap to behind Player with right stick/R3
Anyway.
Start by figuring out what the forward and backward is on the character. I will assume all of the character rotates on direction. So the character is always forward. Meaning you have a possibility to make a type of anchor for the springarm.
think about the 3rd person template that lets the character be controlled by camera, which is controlled by mouse, which is done on the spring arm component.
you just need a way to move the camera from the current position into that position 😄
It's default UE4 TPS character, so I think no, because Player can face/move towards you/camera by pressing down on left analog stick
lerp the rotation vector of the spring arm
I'm still kinda new to the engine but theoretically I was guessing I'd start by like .. idk ... make a variable tied to the camera's default starting coordinates and just revert to them on each press of R3? Or something lol
read previous
you can save the initial rotation on gamestart
iirc there might be something that helps you rotate
I have a parent actor (BP_PlayerBase) and two child actors (BP_PlayerRed & BP_PlayerBlue)
I want to execute some code in BP_PlayerRed and BP_PlayerBlue to hide a unique bone they have (which is an additional skeleton mesh, a helmet)
However, if I execute code in the child actors, they will stop inheriting code from its parent actor.
How can I solve this?
You can right click the event and add a call to parent
alright, thank you very much!
welp now I'm having the problem that it's not hiding the bone😅
this is the bone of the helmet
You can execute code in the parent and child
And what does the parents begin play do
calls to parent
oh wait
I misunderstood
it does this and then hides some bones
Can you show what happens after
nope
Which bone is not being hidden?
the helmet bone
this screenshot is taken from the 3d modeler, as you can see the mesh is inside the helmet bone
And I just want to confirm that the Ssh 68 reference holds the mesh which has that bone, and hiding this was working previously?
What is the mesh in Ssh 68
the helmet
and it has one bone called "helmet" which is what I'm trying to hide
so it hides the helmet on the client
@prisma helm have you solved it ?
nope
im working inside these things atm
you too having this issue?
no not yours
i am just fresh on solutions for my own things so i could help is someone didnt already provide it 🙂
You don't have an accidental space after the bone name?
nope
wait let me try to add one
yeah nothing changes
make a new actor with the skell mesh and hide it
and I fire this code inside the new actor ?
how did I attach an actor to another actor's socket? I forgot how I did that for my weapon
attach actor to component
or attach component to component (i think this is a thing?)
this is how i attach my weapon to the hand
from inside the player?
Helmet actor?
get self ref is a reference to self
I am not understanding
I want so that when it overlaps with the BP_PlayerRed it gets attached to the BP_PlayerRed's Head
in the helmet, make a variable for actor, set it to expose on spawn it and Instance editable
When you create the helmet actor, set the player ref.
which type of variable?
then inside helmet. take the variable, drag out cast to YourPlayerActorBPname
actor
Or, the same actor as the player.
okay so I made a variable, called it "helmet" selected the type of variable as "Actor - object reference"
then made it expose on spawn and instance editable
you mean like this?
no, dont drag random stuff and ask 🙂
yes
wait where do I set a spawn actor? Inside the player?
i assumed you already did this.
lets take a step back. what i am suggesting are things that are more or less in line with communication scope and enables a systemic approach.
are you learning or investing time ?
learning
great
at least I'm trying
sublime
So, ask yourself this. Why do you need all this code on the helmet?
why does it have any code at all
because I can't hide the bone inside the player_red blueprint
so lets look at your component list on the player actor bp
or else, is there a way to hide an entire mesh instead of a bone?
I've been searching that (before it was a static mesh) but I couldn't find it
yes, set it visible or not.
i was looking for this
I just tried but the helmet will persist showing
I think I am missing something
yes I was
IT WORKS NOW!!!
thank you very much guys!!!!
😄
@prisma helm remember that learning is about being metiulously deliberate as much as composing systems.
knowing what you want means so much.
I will remember!
Hi there everyone, I hope you are having a great Monday. I'm trying to build a pretty simple blueprint but I think I'm missing something... I would like to create a point light that has an intensity driven by a location of an actor in my world so I can control the intensity of my lights depending on where I place my static mesh. Does anyone know if I'm missing something here? Thank you!!
I found a solution to my problem. PBO term deletes the phys object collision shape but it doesnt delete the bone. Since im already working on a modular character i can simply delete the components.
have you got it working without clamping. pure functrionality confirmation?
Woah, totally haven't thought about that. Just tested it and I'm getting some results
So I guess it would be that clamp node that is messing it up. I'll play with that. Thanks @crude spruce!!
Im wondering why you even need a clamp
power = distance*-1
i also think there are some functions in the post process volume that does exactly this by default
Hmm, I thought it would be something that would allow me to control the range of my static mesh that would drive the point light intensity
ignore the last comment, im just providing it just incase 😄
So let's say it starts turning on when it gets in a range of 150cm from the point light etc.
sure
No, that's great! I'll definitely look into it 🤩
the player is the only one requireing light
So for me light intensity would be only relative to the player. Or in case of multiplayer, relative to the player closest to the light.
anyway, distance shrinks no matter what
That was my starting point actually. Found a tutorial on that and just slightly modulated the BP so it could work with a specified actor instead
I'm getting somewhere though. Ahh recently got into blueprints and they're good puzzles for my head haha!
wait ignore my distance*-1 comment.
brainfart goes brrrr
your clamp solution is probably the sane approach, keep at it.
Amazing, thanks bud!
Finally made it work. seems like I had to use map range unclumped instead of clamped actually lol
you are trying to increase and decrease intensity of light according to distance from the actor
Ecactly, seems like it's working now. Using exactly the same setup as on the screenshot but using the map range unclamped instead of map range clamped. Thanks for your help @crude spruce !
wow that looks very cool!
I wish to add gore to my game someday
its not just gore. Changes to characters are permanent. And limbs will be part of the item sandbox.
every logically wieldable item can be put in the inventory and equipped in the hand.
is it possible for a Blueprint Interface to inherit another Blueprint Interface?
so if the hand is severed they cannot be equipped??
there is no class settings for it in the interface but you could probably interface as a function.
Looks like oyu can make a child
if you have figured it out ignore, but you dont need lerp with map range, because it is already doing a lerp, In Range A and B can be your distance range and OutRange A and B can be your Intensity range.
if you want 0 - 1 for distance then intensity range is 10 to 100, for distance of .5 will become 50 intensity.
if the main hand is cut off, actor needs to use offhand for attack.
they could if they want, equip their severed arm as a weapon
this creates a class, not an interface
I'm filtering actors by the interface they're implementing (IUnit) and then call functions on them using another interface (ISelectable) so I need IUnit to contain ISelectable functions.
oh damn
you did an incredible work!
i havent made a generic item class for props as weapons yet.
and i havent made limbs as items either. But the infrastructure is in place.
what type of game are you working on?
goal is if it looks like a weapon it can be used as a weapon
permadeath rogue like first person melee
or. immersive melee sim
very cool!
whichever is explained fastest in an elevator
I'm working on a simple Team Deathmatch currently
friendly damage sounds fair to me
I doubt I will add it tho as it's a bit arcadey
(my game is arcadey)
anyway, whatever is exposed to blueprints that supports dismemberment is underwhelming
violently underwhelming
oh damn
Dont swing like crazy
what is that and how can I solve it
nothing happened
Hello there It is blueprint code which is causing bugs.
I couldn't track it.
this code is to check it there is there any data matching to input data then just replace it and if not just add new entry in the array but it did replace the matching index amd also adding new entry
Try, instead of breaking the Loop, enter a Return Node
Once you break , the Completed fires (Clearing the array and adding )
If you Set Array element , and then Return, the Completed wont fire
or have boolean, because right now your for Complete code does not know if you found the model or not
And , are you saving a texture in a JSON ?
nope it just string
I will try then let you know.
Hey. This function works properly but always throws an accessed none error at the return node. Whyy
might be controller pawn is null
how to fix it
print stringing the tag shows me "player"
so it should be working properly
How would I use two blend spaces in one Animation Blueprint?
If it’s working fine, then you can just bypass it with an isValid check
This is so weird. I'm taking this from a different project and that one doesn't show me the error. after the valid check it's indeed valid and doesn't throw the error anymore. Unreal just being unreal?
Maybe, or you’re doing something wrong like calling it multiple times, where one of the times it’s not ready to be accessed yet
maybe my initialization is different? So it's not ready yet in the first few seconds
it's a constant function so probably
Like I said, if the root cause doesn’t need to be fixed, just bypass the symptom
what do you mean properly, if it is saying access none, which means either get player controller is null or cast did not work or controlled Paw is null, in all of these cases it will return false because that is default.
controlled pawn is valid
can you paste the message that you are getting.
It says K2_GetPawn is none, which means GetControlledPawn is none, Is it showing it everytime or in the beginning, because it take some time for the pawn to be controlled by the player controller.
like i said its a constant function so the player might not be ready yet at initialization. It shows the error every time
You’re prly accessing it before having possessed it
Is this the same #multiplayer issue again?
no
K, well you have your answer
Many ways to chose between the blend space. Pick the tool based on your need
Either fix the call time or bypass it
Blend per bool, blend by enum etc
yes thanks mate 🙂
Hmm, kind of confused.
The output pose node does not let me connect the blend spaces to it.
Show something
Is there a way to get the input action value from a player controller? I have an actor that will get overlapped by the player and needs access to the movement input action value to know if it's moving.
Not sure with the input value but you can check if the actor has velocity to determine if it's moving
I mean you always set bool when ever you press the input
You can get axis values and create interface to send inputs to actors
I tried velocity to begin with but i need to know if the player is trying to move, even if blocked from moving.
in case of action, create a system to send action inputs to array of actors, onOverlap just add the actor to that array, that way action event will be broadcast.
or create delegate on action event, then just broadcast the action event, now you can just subscribe to the delegate on Overlap
I'm trying to make it so I don't need to add anything specific to the character for it to function. It might not be possible. Hmmm.
Not sure if it's worth to assign delegates to actors. Not to mention if the actors can be spawned at run time
What about just setting a bool or float value?
On press set the result from the input
On released just set it back to default value or 0
When w.e overlap, just get the actor and get the value of that variable
Yea it seems like I'd need to put something in the player character. An event listener might be the best option for 'movement attempted'. It's pretty generic so could be used for other stuff. I was hoping I could just get the IA from the overlapping character lol.
yes, i cant recall if unreal already has something which does it, but have EventListeners is pretty generic approach, Just make sure you bind and unbinds correctly on Overlap.
You can posses other actors, if you dont know maybe that will work for you
Just my 2 cent but I think binding every actors of interest is unnecessary if you just need this to happend on overlap event.
We want the player state, we just read the player. Why are we broadcasting the value to all actors of interest when you just want something to happend on event overlap.
Overlap-> cast to player-> check if player is moving and movingbuttoncurrently pressed.
To my understanding he wants to send action event to actor which has overlapped with actor and he wants to keep sending the action event to that actor, in that case delegate is better and the binding will only happen on overlap so it is not going to bind it to multiple actors.
yes there are lots of ways this effect can be achieved so you need to make your choice which fits you best.
Didn't he wanted to check input value during overlap?
But depending on what he is doing then ofc there should be ways
I dont know man, we are trying to find soultion for his problem.😁
I would be checking it on tick while they are overlapping lol.
Then I think delegate is the right option here. Bind on overlap unbind on end overlap.
On tick just broadcast the input values
yea that's probally what I'll end up doing. Just checking to see if there's anything on the movement component i might be able to use for detecting the add movement input stuff. I don't think there is though.
Hi can someone help me .. what is this node name ?
Power of 2
thx
Square
I never pulled the node
square it is thank you all
Just a guess
Actually, binding to the 'OnCharacterMovementUpdated' might do the trick.
Isnt that called on tick? 😁
You hit the nails head. https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Math/Float/Square/
It is equal to the more flexible Power node tho 🥳😎 so i hit it's.. side? Or smth
Fires every frame anyway regardless if the character is moving or not. Something like this can detect if the character has moved, but you need a reference to the character to both bind and read the current location from to know whether or not the character is moving.
If you’re moving the character with the usual WASD swizzle this is easy
Just set a bool to True on Triggered, false on completed & cancelled
Check that bool whenever you need to, call it a day.
hey two dumb questions, lol
- is there any way to bind on a custom event? ex: I can setup bind on takedamage and other built in events, but i'm not seeing a way of calling out my own events
- is there a way of having multiple overlap zones for the same actor? ex I have a collection radius and then the item flies to the character and when it hits zone 2, it is collected and vanishes, right now i'm accomplishing this by attaching a second actor that is just the collection radius to the player but this seems clunky
-
You can create an event dispatcher underneath where you normally create variables. After creating it, you can call it where appropriate in your blueprint. Other actors can then bind to that event dispatcher.
-
There's only one "Actor" overlap detection, but you can add additional colliders to your actor and have their own overlap events.
thanks.
-
okay I think I got it, I must have been missing a step
-
would this be creating a new "component" sticking the onoverlap event inside that components blueprint then adding it to the actor, it would be smart enough to not tell the main actor when its being overlapped?
You’d need to use a different function like onComponentBeginOverlap with that component being the target
oooh there's one that has a component input I must not have found
Go to the component’s details panel and scroll to the bottom
It’s an overridable event
👍
I found out that spawning a bullet overlapping the gun and putting all the bullet behavior in the construction event only gets you so far lol
Construction script gets misused a lot
If you need something done at editor time, do it from the details, unless it needs proc gen stuff
my plan was to only have the data go in one direction
so I'm going from a local map that refreshes a current weapon map with modifiers, then I just spawn the bullet overlapping the referenced actor in that map.
I think the better way is calling on the gun and having the gun do it but it rapidly gets complicated with multiple guns and fire groups and such, not too bad, but it would be nice to be able to bind on event the parent gun blueprint and then have the individual behaviors fire off of that so I dont break the event all the time :x
Not sure what that has to do with the bullet’s construction script but keep in mind that spawning something on top of something will not trigger the beginOverlap, you’d need to use the appropriate getOverlapping function instead
can someone tell me which node is that?
I don't understand chinese
solved, it was just different in UE4
why would there be a single chinese node in UE4? xD
I am watching a Chinese tutorial
his UI is in chinese
bruh
iirc you can take a screenshot of just the text and plug it into google image search(?) and it will give you an option to translate, sometimes
however the component name might not be a direct translation
there we go maybe it was yandex, its been years since ive had to do it lol
tried it the video quality is very bad so the image translation is not working in my case 😄
rats
Well they found the node so..
if i need help with blueprints this is where i ask for help right?
u can also try askin in the linux channel...
It depends on the issue but it’s a good place to start
Ive been Trying all day to make a method that creates a smooth transition from Third person perspective(TPP) to first person perspective(FPP) and possibly a 1 or more additional TPP angles using only 1 camera.
At some point the camera stopped working as a FPP Camera completely, the 4 images below are all the info i know is important
There’s a set view target with blend node
i cant seem to find what your talking about
also im using UE5.3
Didn’t try very hard eh? https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Game/Player/SetViewTargetwithBlend/
It’s there in 5.3 as well, fret not
i dont get the issue, ure saying ur camera stopped working as an FPP camera, but unreal doesnt distinguish between camera types, so basically ure saying ur camera stopped working as a camera???
thats in UE4.27
u mean the camera wont turn on?
Are you serious rn?
👆
didnt see that message
its one of the hazards of typing a couple word messages at a time is you drown out people that comment answers in the middle 😛
this is one problem(even tho 'use pawn Control Rotation' was checked), the second is that when i press the button i set it to nothing happens
that seems like its working fine, at some point during your transition you will probably need to hide the first person model and/or replace it with one that doesn't have a head so you aren't inside the mesh with your camera
having your camera inside a third person model and not seeing any backfaces like that sounds real dicey
Read the docs and see the target
you can hide a bone and it will hide all child bones
yep there you go, I remember seeing a doom eternal in third person video and he spawns extra arms when he climbs and such, I imagine having animations that look good in both views will be difficult
it wont be perfect, thats for sure
but if i hide the model or even just the head, then if i have a mirror in a level the head/model wont show unless im in TPP, right?
I'm not an expert here but I imagine you can hide models by channel just like lighting and shadows work
regardless, the more important problem im facing is the fact that when i press the button it doesnt do anything
I mean in that case you add a breakpoint until you find exactly where it stops and then figure out why (I usually just use print string to troubleshoot though)
Are you sure world transform is what you want to change?
are u sure u disabled the other cam?
my assumption is it has to do with his "get target perspective" variable, since he's setting it but not locking it somehow during the transition, if you hit it again before its fully transitioned it might get weird(?)
there is none
i believe so
and ure saying ur thing worked before?
yes
just set some breakpoints and see whats going on then
I have a vehicle that only moves forward (black arrow) and has a turret on top. When the game starts the vehicle starts moving forward. The turrent fires just fine, but after a few minutes, the projectiles start colliding with the turret. The turret is its own BP, but is part of the vehicle BP as a child.
What might cause this?
doin it with print screen
Activate/deactivate camera, and do a nice lerp innthe camera manager in the bp hook override
😄
are u using a partitioned map of sorts?
just use breakpoints instead,, thats faster and more accurate and u can see all the values
most likely the issue isnt where u think it is
ill try filter on tic as it was originally but it crashed hence why i added a million things to slow it down. How do i frame split?
just moving forward through an open world...in a straight line.
prob