#blueprint
1 messages · Page 28 of 1
you can have more than one collision at the same time
problem is CMC only updates the root primitive
Character is based around using a capsule for collision
Other things can hit and overlap, but they won't affect movement
Ah, you’re talking movement
If you want to make it fatter, you can maybe increase the nav agent radius
Ok here. What I am trying to do is make space movement of sort. I can’t rotate the Capsule Component to how I like. So I decided to rotate the mesh inside the capsule component instead and add a Capsule Collision so it has a good collision. And I just shrunk the original Capsule Component so it doesn’t affect the main capsule. But here is what happens (I am upside down):
dumb thought:
couldn't you attach another actor to a socket which has collision
Does the nav agent radius fix this?
You could I guess lol
But I’ll try to get this working first or see if I can
Not following you and changing the nav mesh agent have nothing to do with your problem?
Use the capsule to drive the movement but if you need accurate collision, you probably want to setup physic assets for your skeletal mesh
Right click your skeletal mesh -> Create physic assets.
In the physic asset editor you can create bodies. That will be your SK collisions
This just started happening? Do you have source control?
So for some reason that menu that's normally on the left in a blueprint that shows components/graphs/functions/etc is not showing up despite being checked. Anyone know where it might have gone?
Right click here?
Maybe you moved it to a new window or something
just started today, last time i worked on project it saved and everything was okay, idk what Source Control is.
Brother, win+shift+S
Ask your teacher 😀
He not good
Nah, right click your skeletal mesh Asset
you can youtube it I guess
Then maybe you have other priorities
hm.. no i doni't have any other windows open. I did just install BP Assist. Could that be hiding it or something?
did u dock it?
Try an engine restart if not
So end of story. It is not possible to add another collision component into your player character blueprint.
you can, I think you are just confused
That's my whole editor screen. I've tried restarting, is there a way to fully reset to default?
I am..
that capsule is already a collision component
But it doesn’t want to actually collide with anything
Only the main Capsule Component works
🥶
check the collision settings
If I add anything else. It doesn’t work
I did
Block all
Pawn
Nothing works
😭
Show maybe
and, what's the capsule's like?
As far as I know, only the root component will detect physical blocking.
can u print screen
I am pretty sure that's not true
the main capsule collision is used by the cmc to drive the movement
but nothing about collision actually connected?
oh ok I think I misunderstood the purpose
Alright well I reset to default and that fixed it. Lol who knows what it was
maybe just set the phone down
Here is a Better image
if its not colliding double check what each objects collision channel is and what channels it collides with
Perhaps it doesn't stop movement, I dunnoe never actually have multiple collision for the purpose of movement
maybe Robin is right
While I am still using 4.27, and things could have changed with later versions, I just tried myself to have a child collision object collide with the world, but it doesn't work. It will detect overlaps and things but not physical collision.
Physic assets
What you can do is the following
Have your root as a collider or scene component
Parent your simulating object to it
Then add a physics constraint component and constrain the coin to the root
as an idea
It's possible to weld physics objects together to simulate physics but I don't bellive that works well with the way the first person character handles.
I believe multiple constraints may work the same way but it might get weird
don't think you should tick simulate physics. Pretty sure it will be a shit show
probably used only in death and ragdolling
marco on chaos-physics can probably help with this , but he's not going to put up with a fistful of blurry shakey videos that could just be described in tet
*text
Lol
anyone have a good tutorial for making an actor clickable and draggable within a fixed bounding box? I would like to have a moveable sphere that I can click and drag around while playing, and to have it only moveable within a certain volume
@serene condor @elfin hazel seems to work for me?
Very well then, that is good to know! 5.3?
What exactly are you trying to accomplish?
5.1 but I am not aware of any changes relating to collision and comps
Does it?!?
Man. Same settings that you put in do not work for me…
😔
What version of UE are you using?
5.1 but i dont think that matter. Anyway adding extra collision this way is nasty imo, ask adriel he is one of the goat here
I see. But in meantime. How did you get it to work?
I’m working on 5.03
What did you do differently
Nothing special, i shared the collison setting
What are you trying to do?
Space movement of sort
You want another collision on your Character for ................. what purpose?
The main capsule component doesn’t rotate properly as I want it to for space movement. So I decided to rotate the mesh inside the capsule component and it gave me a better space movement result. But the collision wasn’t properly rotating in that case. So I added a new Capsule Collision component and attached it to the mesh so it would give me better collision. For my space movement. But the collision wouldn’t work for the new capsule and I was trying to figure out and see if anyone here had an idea for this.
That's not the capsule's fault
the Character Movement Component implies a vertically oriented capsule
You'll have to go away from the CMC for Space Engineers style movement
AFAIK
Here is an image for reference of my problem
What END RESULT do you want, full 6DOF movement like Space Engineers?
I have the full movement done. It’s just the collision that I can’t get right. I want the capsule you see in that image to have collision instead of going through the wall like you see. I’m bad at explaining. Sorry if it’s hard to communicate with me. And I also am a noob at this stuff.
I think what he's saying is that capsule collision only works if its orientated vertically with the actor, you have it sideways
The character movement component enforces a vertically oriented capsule as its collider
I don't know how to explain it any simpler than that
you won't get a non-vertically oriented collider with the built in CMC
You still haven't said what end result you actually want
Space movement. And I understand more what you mean now. This is unfortunate
Or zero g movement
I'd suggest either doing your own movement system, using the GMC plugin (assuming it can do what you want), or using physics
the movement isn't the problem
it's the orientation
I'd use physics tbh but it depends on what you're going for
GMC plugin? Is it integrated into UE5 or do you need to get it from market place. School computers do not have access to market place
It's the marketplace and it's probably way too much for what your'e doing
I'd use physics
it's easy
GMC 🛻
Man. How you do that lol. I have no idea how to use physics. I’m still new to this stuff
If you have no idea how to use physics I don't think starting with 6DOF movement is the best idea
But in general, just have a collider (I have a capsule here), and think of what forces should be on it
you'll also want to think about orientation and whether it should be physics driven or not
Would you use a player character or a pawn?
How that system works in the video is like this:
Tick:
Calculate Gravity vector (based on the planets)
Rotate Capsule to align with gravity vector and preserve current Forward vector (Make Rotation from ZX)
Add forces to capsule based on inputs and current Forward and Right vector
Jump is an impulse
Pawn as your base class
if you're making your own character system
Ok
Hey, Do you mind if i join the ocnversation? i currently have a very similar setup as the one you showed here, but i am having some problems when the planet is orbiting and spinning 😦
it look like the character is ignoring the rotation of the planet he is standing on
also does anyone know why my left mouse button click isnt feeding a press or release to my gate when I click?
got it! spline movement controlled by the head
that actor probably isn't possessed and receiving input
Is there some built-in node that would allow me to get the distance to the nearest rendered object in front of the camera?
ah okay, should i make this a pawn instead?
This is what is happening
well it depends what it's doing
what is it
its a sphere that is meant to be clickable and draggable within a bounding box
or should i just do a stupidly long trace?
Are you using Character or your own system?
how does your system work
There's the depth buffer but it depends on what you're using the distance for
I'd use a trace if its for game code
game code
then no i wouldn't.
i would say have an event dispatcher on your player controller that tracks clicking and releasing. then in your sphere bind to it
have the events that you bind, plug into that gate
👍
ahhh okay, ill give this a shot!! thank you!
That's like the length of the entire observable univers
show distance in the gui to the nearest surface that the player is looking at
but what if you look at something 100.1 billion light years away!
Typically how far can that be?
i am using a plugin called directional gravity (don't know if i can post link here, if you need it i will post it), basically it calculates the gravity vector, and rotate the character accordingly to the planet surface, it use the CharacterMovementComponent
would it be possible to have a material calculate the distance and then pass it somehow into the bp?
And it works?
Can you walk all the way around the planet?
no
If you make your capsule visible, does it rotate too or just your mesh?
until the planet doesn t move i can walk and jump perfectly. the problem only show up when i am rotating the planet
link the plugin
@jade havenHow are you rotating your planet, just by setting rotation on tick?
What you're encountering is a BaseActor problem
assuming this plugin uses those
I'd start by making a rotating platform and getting that to work, it should generalize to a planet
also uncheck Ignore Base Rotation
i tried adding a rotation to tick and adding a rotating movement component, but both of them didn't work
i also checked that, and it's unchecked
@faint pasture if you have any suggestions let me know since i am quite new to unreal, anyway thank you for your time, as soon i have some time i will try it 🙂
bIgnoreBaseRollMove is a bool in this directional movement component, might be worth looking at that
I'd start with a spinning platform tho first
get that to work
then do the planet
How many planets do you have?
You can just spin everything else around it if you only have 1
i was thinking of having multiple planets, i almost got everything working, the only thing that is giving me trouble is this one 😦
i will look at it and try to make work a spinning platform as you said
if it's not a problem na dyou have some spare time i will let you know how it goes
in BP editor simulation button, when I unclick simulation I need everything to be reset to default but they all stay persistent. I need to close and open editor again what can I do
is it possible to create an enum that will switch on depending on 2d vector. Like (1,0) forward, and (-1,0) backwards
Not automatically? You could determine the directionality yourself by checking if the value is greater, equal or less than 0 and setting an enumerator to the desired direction.
I had an idea
use the sinewave to apply to your snakes head, then have the first few segments amplify the sinewave movement until wave is at proper width, then the rest just follow the next segment, that should give you realistic movement /and/ cornering, you'd have to use separate code for coiling up and striking
no thats to much unnecessary code. I want to someway associate a 2d vector with 7 known points with one variable
map
intpoint / struct(packed with 7 unnecessary variables + one known equally unnesserary variable)
i was thinking of making a graph and each point having a string value like animaiton blendspace
7 unnecessary variables? A struct, yes thats true
why dont you just divide direction into 4 cardinal possibilities
cause i want it to be easily read
i dont think a struct will help me in this scenario. Ill try the graph solution. is there a way of making "function" that has 2 inputs and and then turns the 2 inputs into coordinates and gets that point associated variable
i dont get it but ok
Anyone here possibly know why my save file is increasing in size dramatically. I save a lot of values very often as the game I have is an idle clicker type game. The save size is currently 284mb and increasing for each thing I do
need more memory leaks on that
then what am i looking for
let me read what you need more in detail
Currently I save every value that get updated, so it can be a purchased item that adds value. It saves every second to keep data loss at a minimum
why 7 points?
im confused. But i think i found a solution. Using switch on string will prob help me
8 directions ?
If you want to get a readable direction from a 2D vector, wouldn't [image] be a very simple and usable solution? Replace the string with your enum.
yes this will prob help me
Not reliable as you're then trying to compare floats.
1.0f != 1.0f
is the direction relative or static?
Good point, use the int vector. May be 3D but ignore the Z. Or use your own struct that only has 2 ints.
hey guys how would i calculate if im attacking a unit from behind ?
i know the answer but forgot the words
cross product or dot product
Dot product
there we go
i use it to determine a block arc
I can see what’s causing the increase when saving the values from testing but I have no idea how to change it so that it doesn’t happen
In this video we will see how to do hit direction and launch forces.
By the end of this tutorial series, you will be able to download the project. Thanks for watching :)
What do you mean sorry?
@feral ice what types of directions do you need btw? it wasnt very clear
its ok i got it
@feral ice aye thats cool but what are u checking with the < after the ABS if its in a 90 degree angel behind or ?
yes
i think he is using 50 degrees which is prob better
idk try some values out and see what you think looks the best
yeah, altho the targets for the "GetActor Location" and the Get Actor roation should be from the same target right
When saving a value, let’s say I have an item I can buy over and over again which will increase the cost, total amount of that item and add a specific number to a total. Each time this is completed it adds to the save file
I would have 20 of these at a time running in conjunction
so 20 x 2 ints?
It has a counter which will tick up constantly, will go down and up depending on when you purchase items. A separate score which adds a total value as well as a stats system which keeps a separate value for each other item which can be purchased separately
@tulip lintel what laura is saying is that you havent described anything expensive yet.
I’m not sure then
sorry not sorry
Sadly I don’t know C++ tools so those would be of no use
start by looking at where you send shit into the save object
this is how i solved it. Not my proudest moment but it works. lol
Would it maybe be because I save everything as separate values rather than an Arry?
i cant even imagine how you do that without an array or a map
I believe I use a struct and break it out, save each value separately
considering you dont really control whats being written are you sure you can read it correctly?
so you need relative directions ?
what do you mean by relative directions
relative to foward direction
what genre is this ?
rolling
game
what do you think?
dude you have been messing with my brain this whole time
im sorry if i come off like that
i try to understand what the context is gameplay wise
nw im kinda laughing
It’s a rolling game, ok ? 🙂
so not a rock game but a stoner game
i see
it looks well done
but the avatar needs to be a rock, snowball or tumble weed
or
one of these things will generate revenue
@feral icehm
thanks ! but this code looks awful cant i make this better
dot product 😄
huhh
i mean im not sure what its checking
i would need to compare between 2 values right ?
i dont think you need two return just plug the < into the bool return
idk i have a headache of hell atm so my brain is kinda falling behind me as a type but it should be ok
hmm
@feral ice are these between -1 to 1?
same thing but yeah ok
@feral icetrue
so get move forward and get right are (0, 1) and move backward and moveleft are (0 to -1)
5.3 here
no dont stress it the real issue is further in
because i am looking at your switch and it works i get a brain freeze 🙂
dont fix what aint broken
Where did this come from? I can’t find it and I’m in 5.3
yes thats a nice mindset however my brain thinks my code is broken and it is in need of assistance
oh yeah i am using 5.0 something cant find it either
honestly i would:
produce the direction for rolling and feed it into the animation blueprint,
when rolling, toggle a bool into a a full body layer and use a 2d blend space to play the right animation
yeah thats true
i made that earlier but im not fan of animation blueprint kinda prefer play montage in player blueprint
I suppose montages is a genuin path for a soulslike animation regime
🤌
I used two enumerators just to make it look nicer.
get direction from inputs. Is that a built in function?
Nope... Custom function based on the code I have above.
yeah thats what i thought but i dont understand why you unplugged it. But i think i get it. The above version was "collapsed" into one function that is used in pic 2?
It's just to clean it up, and this code is something you may want to reuse anyway... Would be good to put it in a function library.
i see! Thanks dude
what the hell.....
That switch on string sure is creative lol
I mean it's disgusting, but impressive at the same time
So was this from a plug-in or did you make it yourself at some point and forgot about it? 😀
it suffered from elegantitis
Are the "get X axis value" nodes not a thing any more with the new input system?
I really liked them
They’re on the IA node directly
But I think you can get them separately too if you really want to
i did not make it so its native to something
There ya go
nice
probably via IA config ?
they all have them auto
It's not much of a big deal anyway now that input axes can output vectors
They can?
they can output at least multiple values, idk if they pack it into a vector for you but that's trivial
but at least you're not stuck with 1 value per event
Yeah true
That's why my old code just did Tick -> make input vectors out of all the axes -> proceed
i havent looked at all this since i switched to IA
How do you get the other Exec pins to hide on a IA ?
5.2+ I think
I was gonna ask if it’s the axis 2D
See I would just rotate a vector made like FVector(IA_Move_Forward, IA_Move_Right, 0) by the rotation I wanted and feed that to the add movement input
Either 5.2 or 5.3 is when that started
gotta do all the smart stuff soon it will be too late otherwise
hehe
the dropper panels will collapse up to the lowest used output
oh nvm it does some auto cool
is there ever a reason to stick to a non current UE release?
plugin s
maybe use no plugins 🙂
I get sick if i dont use Electric Nodes tho
im sorry thats a valid reason
Brokenness
Instability
Migration issues. Like my project I migrated to 5.3 is permanently borked, at least for now. If I don’t open it directly from the .uproject it yells at me that modules were built with a previous version
same almost
Even tho I changed the build.cs to .latest and whatnot
Diff engine version? 🤷♂️
I'm on the same as the project I'm looking at
unless its contextual from class
same
Yeah certainly possible
Only diff I see is that your Class is connected
In the first screenshot
i mean the node is sensitive to classes natively
its a trick they hid it to get us talking
Bastards
So what you’re saying is, he lied about the version too 🙃
what class is this getting fed
Yours is Default, his says Default at runtime
well i was saying mine is the same, it doesn't show that what he circled
BP interactable. Basically a class used for things that can be placed in the world like buildings etc.
what does it inherit from
what is the class in the first screenshot
Well the class the node resides in is my player class. I've essentially done the same as epic have done because that's where I sto... i mean borrowed the code from
well
you said this extra option is in a project you are looking at
if you dont have it isnt relevant
But it's selected in the project
default is 2, so only the other project has the interesting bits
i guess its sensitive to the class
And actually looking at it, it's not even in the dropdown in the project
Shouldn't make a difference anyway hopefully
that or its custom at some point to have that enum exposed
how tf would they do that ? select something not selectable ?
they havent said which class it is yet 🙂
cannot test hypothesis
enough shitchat
does anyone know how i could produce a collision capsule that mimics the phys asset generator or is based on the phys asset capsule for any bone/skel mesh component?
or even better. Someow construct a character from modular skel meshes. And have a traceable result per skel mesh component?
Or the best option, manage collision resolves for individual shapes in a phys asset at runtime?
tried to make the instanced static meshes spline meshes instead so that they can deform to the spline, creating a continuous snake body, but they dont like that
they twisted in the middle and kind of flatten, and move off the level instead :(
You need more vertices
possibly
i would need the artistic people to make assets because i was just using the standard pipe shape lol
was testing out a way to implement the snake that we could use
ill need to sleep on it i think
been working on this guy for six and a half hours straight now
@rich pollen a lot of visual stuff are just heaps of cheats and illusions
if anyone would be able to help me learn blueprint give me a message 🙂
does anyone know why some of the phys asset colliders are green or red?
doesnt seem to make a different for traces im mostly curious if something is broken or not default
also is there a way to make all collisions on by default and not via console?
Inheritance or if custom channel they ask you if you want default to be block
sorry that question was for this toggle
Hi!
I have an actor on the surface of a Sphere.
I need it to find the largest path to move through it (sphere diameter) until it goes all the way round the sphere and starts again.
What would be the formula of this?
Thanks!
Idk, maybe in config but it’s actually easier to alt+C
nice that works for the editor at least
Well you can also blueprint execute console command on begin play if you want
anywhere?
Not sure I haven’t tried it
from an actor component
Oh nice
pls show/explain how u currently have it set up
Next thing: Why cant i find these nodes in the BP api reference by google or in documentation search?
some variables have interesting suggestions but i want to read about them
Eh, documentation is scarce on most things. Smart people told me best docs are reading the code
ah right
some of the variables suggest i have some agency over the phys body collision shapes and states. but its a real hazzle to scroll to that spot in the editor and u know.
i want the collection of related variables
drag is 1 but
its still very fast finterp for me
i want it 2x-3x slower
to get from current to target value
ah so it is
any source on 1 being the slowest there
can't find it mentioned anywher
yep just set it to 3
remove the variable and do it manually
ah shoot just looked at the source and it clamps it yeah
gonna have to do the interpolation yourself then yeah
You can always multiply the Delta Seconds 
Hello guys, I am making right now game based off wow arena mode. I want my characters to have different resource types(ie Mana, Rage, Energy and etc.) Every resource will have it own regeneration rate, name, color and etc. But I don't know how to organise resource type system(in which blueprints class or in which entity at all) Can you help me to figure that out?
this is very extensive
you want to make a general blueprint to track things, later you can attach that blueprint to a player or store it within the player
Which type of blueprint?
just an actor is fine, thats how i'm doing it right now
I work with components for heaps of logic i want to experiment and research for a specific system.
its just an invisible nothing floating in space that stores my weapon variables right now
But actor is an object that can be placed or spawned in the world, I don't need this type of functionality
so?
I solve all the logic for health related concepts in an actor component on the actor
right now i'm keeping all my base weapon variables and such in a blueprint that just hangs out that I can call on whenever, but yeah later i'll probably attach it to a specific player
I store health in an actor, but I need different system for resources(cause there can be many of those for different characters)
if you already do something why ask for suggestions

its really up to you how you want to do it, I told you how I would do it and you dont like that, so do it your way, both are fine
system design is part personal and part CS conventions
I mean health is resource that is for health, but other resource is for spellcasting
And this resource for spellcasting I need to make somehow
so whats the problem? you could hold a thousand variables in the actor and it wont affect performance
How can I make a system in a blueprint to detect how much pointlight a user receives?
figure out how to measure exposure to point light. print it.
Sorry to ask, but do you have any documentation or something I can read? I've been searching the internet for quite some time and can't find anything.
not really an idea has to be proven and if you cannot find tools and sensors you have to make your own.
Aside from that, start with the most accurate description of the idea in play. That usually helps unravel it.
Why do you need this
It's for the horror game, I made a sanity system and I want that system to work based on how long you are in the dark or how much light you have around you, for that I want to make a little system like that measuring the light. you receive, but I can't find material about that
Sure. If i was doing this. If i couldnt find a sort of exposure sensor to use, i would look at if the light produces a hit box. If it doesnt i would look at any configurable values that define game world distance for photons or whatever they use these days, I would use that to make a bool for "close nough"
THe thing you described is not much different than a proximity sensor for a specific type of target.
How do I turn my interface into a function like this?
Add a return value to the interface, though this seems like something that probably shouldn't be an interface call at all.
i cant able to write multi line text here ?
Hey I changed the class of an object and now the object is invisible. Is there a way I can fix that?
It’s not important so I can delete the object so it’s not that big of a deal. Just curious
Shift+Enter should add new lines I believe.
thats not working 🥲
:/
its working on everywhere on text
but not on instance editable text
its like this
widgets in other widget with instance editable
hey guys, I have a quick question
is constant saving a bad design? by constant I dont mean on a timer. i basically have an XP component which rewards xp on kills. would it be a smart idea to save all data on XP gain? my current saveobject is quite extensive - it saves stats, items, settings, worldtransform and so on. also the game has lots of mobs so player might be gaining xp constantly if they're farming (aggroing many mobs)
I'd say it's probably not a great idea and mostly unnecessary. There's nothing wrong with saving periodically on a timer, or on specific events that you absolutely want their progress to be saved.
I'de agree, sometimes its easy to update a save for modular save systems though.
i kinda want to have realtime saving tho (or something close to it)
It really depends on how the information needs to be accessed
im already intercepting some keys (such as left-alt in case player alt-f4s) and esc
You want to prevent alt+f4?
not really, just want to have accurate save info
It's peculiar how you design what is usually emergent 🙂
haha
AOE farming is historically unintentional until it wasn't:)
well I might as well implement a timer which saves periodically if some conditions are met
I'm currently working on a project that has real time saving, it has modular save files which makes it easy to save a specific part rather than everything.
i see
I have a Spline Point struct and I'm setting the Input Key as shown in the pic and I'm getting this error. I have no idea what it is trying to tell me bc I'm just setting a float and its complaining about an array item
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Array_Get_Item". Node: Set members in SplinePoint Graph: BuildMasterSpline Function: Build Master Spline Blueprint: bp_TrackManager
Hello!!
Please...
I don't entirely understand your question. You want to move in a straight line through the center of the sphere?
Hey @west yoke .
No, move the actor along the surface diameter.
If it's a sphere, there is no largest path along the surface. Regardless of which direction it would all be the same distance.
hello, I have a save game object called BPS_GameTrainerSave, and I'm trying to figure out how to l can reset the integer in it called High Score to 0, Score you see is my save slot used to put my data in
That should work, so long as you have created a save game in that slot previously.
oh I did but in a different object, though it was on an event begin
how odd
ok good news it does work
I just was playing in the wrong screen
@dawn gazelle Hey!
True. Well do you know how to calculate it?
So I ran into another problem, I made a collectable object but my count is not increasing on my widget, is the answer ovious on here?
What are you trying to do with this ?
Every time you do this you're loading the save game into the "Return Value" object that the node has there, but that only exists in memory and on the object in which you've loaded the save game in.
If you're trying to access the save game all the time, then you have to save the save game if you've made a change, and any place accessing the save game would have to load it again.
You're better off loading the value into some common place, manipulating it there and accessing it from there, and then saving it when you need to, and loading it when you need to.
so its better to have the variable that holds my collectable count somehere else and have it update there as well?
Yep, and then save and load it when necessary, like when starting up the game and before exiting or when the player wants to save. A good place to store a value that needs to persist all the time while the game is running is typically the game instance. If you don't need that kind of extreme, you could put it on your playerstate.
do you think I should update the variable in my player controller? thats where I have it keep my count
can someone please tell me if I did this wrong?
I have the feeling this only will run once
Hey @lunar sleet !
I'm spawning clouds on an invisible sphere.
I already can spawn de clouds on random surface locations, I just need them to move along the diagonal from where they start.
Don't know how to make the calculations to get it .
how can I make it so its always on the lookout for points?
Typically you'd make a dispatcher that you call when points change and then have the widget bind to it
for some reason my idle animations won't i have everything set up properly, it was working just fine idk where or what i did wrong i printed log from animgraph it seems fine i also have additive leans applied that works so i know the AnimBP works. i can share my screen i need some help fixing this!
As far as I know the animation blueprint class doesn't support replication
Where is the setting to make my blueprint connections angular instead of smooth curves?
How would you make items, food, clothing and weapons modular in blueprints?
If item is the base class, and you can pick them all up, how do you add different functionality to other items? e.g. food you can eat, a gun you can shoot
Should we be using subclasses/parent inheritance? What about using interfaces? Is it possible to have conditional interfaces, e.g. implement "Consumable" interface for food items, but not for guns and clothes
Well personally I'd separate the pick uppable items from the actual useful thing
Hey, im trying to do a dash ability on my 2d character and im putting a delay after the button press but im still able to spam it the dash button, delay wont work, is there a different way of putting delay after dashing?
Why not have it baked into the pickuppable item itself?
And should I have a base class that can do everything a weapon can do, but the subclasses only implement what it needs. Or should I have a barebones weapons base class, but use interfaces to describe the behaviour? e.g. not all guns use electricity/energy, but some laser gun will need it, so its redundant that all weapons will have an energy variable they won't even use?
@tawny patioquick and dirty, add a Do Once node after Pressed in your input event and Reset it from the Delay
Worked like a charm Tq o/
@tawny patioactually the DoOnce was meant to go after the Pressed and before your code, the Delay stays where it was and its output loops back into the Reset of the DoOnce
Don't use interfaces for everything. Use proper base classes. The reason you should use a separate pickup item is performance based.
So i.e. every consumable has a base class, that has an event called consume that alters a series of stats for example. Each subclass/data asset fed into the base class, specifies these things.
A gun would do the same for shooting and whatnot.
Where interfaces would come in would be something like inventory interaction or world interaction. I.e. interacting with any item picks it up, interacting with something in the inventory, might equip it if it's a weapon, or eat it if it's food
@tawny patiobut your version also works fine
Oh ok 😅
So the gun's logic and functions won't appear on the prop itself, but only when you pick it up and the model is attached to the player? How about knowing how much ammo, durability a gun has if its on the ground?
Would an interface or base class be used for a weapon? So most weapons we can have an interface which has PrimaryAttack, SecondaryAttack, Reload. Based on the player controls, right clicking (secondary attack) would block with a melee weapon, but zoom in with a gun. But how would the AI know if they're out of a resource, i.e. ammo or energy? Should there be checking functions as part of the interface too, such as a general function "IsEmpty" and "RequiredResource" so the AI can know if their pistol is out of ammo, or their chainsaw is out of oil or their laser gun is out of energy?
Applying invalid scale V(X=1.00, Y=1.00, Z=1.00) to body MainBat_18
im having this warning now everytime
it started happening after i installed editor symbols
Can i ignore this?
Which node is screaming error?
If I have a enum of 3 values. How would I cycle through them by pressing a button
example
Hey folks.
I currently have some damage calculations done in a Blueprint Library function. I'm considering moving it to an actor component instead. It is not strictly needed.
Is it correctly understood that in a component I would be able to do my calculations like before, but I would also be able to set variables (and access variables) directly in/from the actor it is attached to?
Saving the whole "pass variables into Library function, use them, and output some variables, that I then have to define in my actor afterwards?
You could Input a Diamond {Pass by Ref}, and Set By Ref inside the BPFL
Ill find example..
cant see the node
i mean the actor is mainbat
but the node
no idea
how do i see it
Something that set scale?
Try ctrl f and type scale maybe
🤷♂️
though the actor MainBat is a full C++ actor
there is no bp
I got a warning about my plugin
It still "work" so I ignore it
Then when I package it doesn't work
So I try to fix warning as much as possible
maybe it will go away 🐱
That will update the variable in the actor it came from?
Look into it? If u want
Test it out , but as far as i know
Not saying that it's the same on your end. Depends on the error right?
its only happening very rarely
Here is how i used it to make a Timeline-ish function for something that cant have a Timeline in it
I'm not familiar with the Diamond, but how do I input a variable to make it work?
This is what i have on Scale in my MainBat actor
Called Pass-By-Ref
but could it be that the scale error happens from another actor doing stuff on this actor?
or this is not the case
it says mainbat
I see textrender set scale 3 vector
so must be inside mainbat?
3d
its like a phrase that appears like
Actor Fighting !!!
then it scales down and disappears
Okay, not diamond in picture yet, but I would simply input it as normally there?
Go inside the function, in your inputs
I didn't say it can't be, I don't know what the function does or what a text render is
I see how to make the setting you told me. That part is clear. 🙂
now its gone the warning
maybe the scale cant go negative
its going negative i think sometimes
Clamp it to 0, 0, .01
it dosnt like true 0,0,0 ?
Clumping ?
Scale -= FVector(0.05f, 0.05f, 0.05f);
ClampVector(Scale);
this one maybe
Thank you once again. Will give it a go 🙂
Hey all have a question in relation to the mouse cursor is there anyway to use a gamepad as the mouse? So i can use the right trigger as the left mouse button?
Create a UFUNCTION from that if its only avaible in C++
Ok.
hmm, trying to figure out quite basic problem with timeline.
So, I want to on button press add +6 to the Time.
And it works if I don't interrupt it, I can do 6, 12, 16 in nice motion
but once I quickly double press it jumps to the next value and adds +6 to it.
How can I come up with this timeline, so if I press multiple times it goes from current to the multiplied one?
do you have any idea about catmullROM and how to use that to ProceduralMeshComponent?
Unreal 5.3.1
trying to make it so that when the player is 600 units away from the held prop they drop it, and I cant get it to work, not sure if there is a simpler way to do this
I have some experience wiht PMC, never heard of catmullROM ?
are you trying to procedurally generate using catmullROM ?
i dont understand, can you describe your problem
why you copy my game ? 🙂
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😄 1st time seeing this
see i got one test from one company they give me this
- Write a Blueprint to create a Geometry along the Catmull-ROM spline using a function implemented in C++
- Do not use SplineMeshComponent use ProceduralMeshComponent to generate the extruded geometry
- The Blueprint takes 3 inputs
- List of Points from the a text file
- A Texture File in PNG/JPEG Format
- Width of Geometry to be Created
- During Construction/Start of Game the blueprint should do the following
- Generate a smooth geometry width (see attached image for reference)
- Apply specified texture
- Additional Points for not having any stretching on texture/allowing editing the spling in runtime, or allowing generating in 3D
No, I just add +90 rotation and Camera Lag does the transition
so they basically want to generate a mesh on a spline, without using splineMeshComponent.
so you use CatmullRom to generate your spline, now use PCM to generate Mesh on that spline, so you just need to put vertices and tangents on PCM to generate mesh you calculate vertices and tangents from catmull ROM,
-- First try to understand how to create a straight cylinder using PCM, once you understand that.
-- Understand how to calculate vertices using catmull ROM.
i understand how PCM works and but how to generate with catmullROM i didnt understand
this is what i tried iam getting print value as 519 and how to use that values from catmullROM? can u help me?
I think you want to leave your current time of day alone before the timeline , and only let the time line change it
You need to track Current Time, and Goal Time
Make your Lerp A Current , Lerp B is Goal
just add your 6 to Goal each time you want to cycle, and your Current time will catch up
honestly i dont know how catmullROM works.
I'm also not sure if we should be helping you with that given it appears to be some interview task or something
its simple but i didnt understand how to link with PCM
ofcource we can help if we have some problem, in job also we will ask our leads for help or others same like that
What, you don’t want to live virtuously through someone else’s job interview? 🙃
An interview task is different to being in the job
not even one person knows every thing
Should be hilarious when they say ok show us how to do this and you have no grasp on it tho 🙂
thats what iam trying to do getting grasp on it by asking my friends
This math seems excessive. If you can get the world location of your physics handle and your first person camera, you should be able to use this node to get the distance between them. If the distance > 600, then you'd want to drop.
we need to do it no matter how both same
its a test that you can do or not thats it...
http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
seems like lot of reading.
They are not the same.
An interview task is testing your knowledge to complete a task to see if you are a suitable candidate. It is typically unethical to ask for help from third parties regarding the task itself
hahaha bit more is there
Yeah I hadn’t even considered it could count as cheating. I wonder if they have a fine print in that task for that
Not to mention a lot of interview tasks are under NDA
This one seems fairly generic to require an NDA but I would think they assume you’re not going to consult other people to solve it
I hope his interviewer is not in this channel
Think of it this way, if it was an in person interview you wouldn't be able to phone a friend to ask for help
i didnt get any NDA so thats y iam sharing all this task
That's good, at least there is no risk of NDA violation
Funnily enough, it’s not even one of those random interview questions picked by HR that is not likely to come up in the job again. It looks like a pretty legit test of knowledge required for the job so I imagine he’ll need to know a lot more than this if he does get the job
How much time they have given you for this
But anyways, kind of off topic ig
no no he is not in this
hmm, i tried it like this and it still didn't work, not sure if the error is in the math or what
You shouldn't need to check if > 600 or > -600. Just > 600.
You also need to have some kind of event to actually run this on as right now it wouldn't do anything. You can start with Event Tick.
dude i have this task where i struck in this i asked if u wanna help then help or ignore ok
and if we have a chance to ask then y cant we do it?
@reef bloom
Because it's an interview task... It's unethical to give help in those situations
Well, 1:1 help like this at least
Idk what the topic is but I thought it’s supposed to be greater than not less than?
he says less than 600 then drop
bruh, this was the issue the whole time, thanks for the help
hope this is not for other interview or something.
just an amateur project, free to play game
this is working, but how can I make it with less nodes, like one function for all?
because I want to do that in lots of game settings, I can't just copy past everytime
I cant event find this node Get Current Game Settings ...lol
What blueprint are you in
i was trying from some component, is specific to an actor ?
I was thinking maybe it’s GM specific but that looks more like a user made function
Well, if you can directly get the game settings struct by ref, then you could set by-ref var on the specific value you want to change. That's assuming Set New Game Settings doesn't need to be called for anything other than updating the values in the struct.
If I call my Game Instance in a blueprint library function like this, will I run into issues? (with the World Context Object thing)
you can get WorldContext inside BlueprintFunctionLibrary
You'll need to add a world context option to your bfl method if you need it.
I made it man It's not important I meant how to confer a struct data without doing it like that
The "World Context" variable within the blueprint function library is a reference to the world that the blueprint you're calling the function from exists in.
You see the World Context Object input on the Get Game Instance in a blueprint function library as the BPFL doesn't have a world context on its own, but the Get Game Instance node requires it in order to function.
Highly appreciated.
Quick Q, my flush debug strings doesnt seem to do anything? I print one set of those 5 variables every time my function executes but i keep seeing multiple. What am I doing wrong
you can also give the print strings a key so it overwrites the print the node created
Works like a charm, thanks :D
which should i use?
The upper one looks like its from the character, the lower supplies which player to use, in most cases they are the same
dedicated servers effect how you use the lower one
Its easy to rely on the replicated player state which will always be correct even between clients.
Multiplayer in genereal, isnt it?
yes
Well, in a listen server the first player should always be index zero, but yeah, there's usually something to consider such as this in multiplayer.
Remote client, locally controlled, authority, isn't always clear which one is relevant. Locally controlled pawn is something that could use some more helper function by default.
Controllers aren't relevent to multiplayer since they aren't being handled or replicated(?) By the server.
"Locally controlled pawn"
The only type of controller you'll want to focus on is the APlayerController cause that represents the actual player playing you game
Stuff like NPCs in your world?
or remote clients that aren't controlled locally
Those are abstracted away by unreal for you via APlayerController
There's always a time that you need to do something in a character only locally, and not on other remote pawns
As for NPCs and such they are a different AController and the engine cant really handle the replication for you on that aspect cause each type of NPC might need to it's replication to be handled differently
A rule of thumb is to have the critical stuff be a reliable rpc while other stuff be in an unreliable RPC. So if the user bandwidth happens to be lower than anticipated then at least the important stuff will get sent while the unreliable stuff will be out on the back burner
So for things that "should locally be handled" those can be unreliable RPCs that would be nice if they'd replicate but won't be a game breaker if not
RPC's aren't really relevant to the examples I'm thinking. Here's an example:
In a system where the player character needs to have a interaction overly when they look at an object, the trace should only be a local character.
Im playing a sound loop whenever the character reaches a certain stamina treshold. What would be the correct way of stopping the sound? The sound is saved inside a variable. Im worried about performance, what node would be the best approach for this>?
Well it depends, you might want to do the check on the server anyway to stop Cheaters from interacting with items from anywhere
May want to try #audio for this
am I dumb or it isn't possible to remove outputs from functions on control rig blueprints? It just doesn't have the remove button
There are certain things that can be performance taxing. traditional interaction is not a good example of this. In client authoritative features if we can off-load something from the server to the client its nice to take the opportunity.
I'm working on a real-time editor where mostly everything is client-authoritative because it doesn't matter. There is also a lot of very taxing actions and edits made. I have a marquee selection that if was server-only, would break the game.
Use a metaSound and handle the stopping of the sound there. As for performance just make sure to save the sound on a component cause it seems like a frequently used sound and want to keep those alive all the time
Surely but often client is not authoritive, and relies on server validation, which is additional cost compared to just doing the interaction on the server ? But yeah client authority is another can of beans where offloading much is possible, and adviced i guess
Not sure, #animation people might have xp with that
Sorry i might be misunderstanding, what do you mean with "Saving the sound on a component"? Could you give me an example?
Anyone ever had any issues with the "Load Asset" or "Does Asset Exist" nodes?
Trying to grab a data asset and I've checked the path and filename 100 times, it's definitely correct but every time Load Asset returns "None".
Trying to load a Data Asset in an Editor Utility Blueprint
Sure its not already loaded?
it might be but that node should still return the asset
and "Does Asset Exist" should still return true!
Thank you!
Ended up using Get Asset Registry -> Get Asset by Object Path... and that works fine. Weird one.
Just add an audio component to your actor
Hey folks, question
I'm going to make a system where if you mouse over an enemy, health bar shows up at the top, easy
My question is: how would I make that function a little bit "sticky" , for example, if two enemies are basically totally overlapped, it doesn't super rapidly flicker between the two of them, or you're barely on an actor it flickers on and off.
besides delaying the mouse-off to clear or change target to reduce how much flicker you get, any ideas?
If you're using the Actor Cursor Over and Actor Cursor Leave events, I think only the one on top should be reporting as being over, no?
if they're animating and overlapping that could change every frame
Yeah I’ve had issues with hovering or clicking on actors in close proximity
Ok so, then probably need to do something with delays.
On Cursor Over > Set Bool Hovered True > Retriggerable Delay .25 > If Hovered == True > Show Health
On Cursor End > Set Bool Hovered False > Retriggerable Delay .25 > If Hovered == False > Hide Health
?
Or something along those lines, maybe less time on the false
I was thinking about that, does calling a timer every tick like that reset the timer or set a billion individual ones?
how do i set the button images for normal pressed . . . in the Graph editor?
Set style
Hey, guys. Is there anyone online? I have a question.
I want to create an event dispatcher on different AI pawns. And for the event dispatcher to work all of them needs a reference to my main character. What is the industry standard way of giving my main characters reference to all the AI pawns? And if I make this happen and inherit the blueprint with this functionality will the child blueprint already have the main character reference inbuilt?
The basic I've been using was get player actor and cast it to Bp.
Is this a multiplayer game ?
No, a single player.
Ok then just get player character on your base AI class, save it in a variable and the meek children shall inherit the Earth reference
But "get plyer character -> cast to BP". Is this the industry standard way to get the only main character's reference in UE? Or is there any other better way?
I mean is their any other approach to do this? Like in Unity(I used it for a bit). It uses a game manager for something like this. So is their any industrial way to do that? That big development companies use.
Blueprint Interfaces?
quck question! my begin overlap event is spawning too many actors... i'm using spawn actor node
just want it to spawn one , and stop firing
you using triggered?
The industry standard is to use cpp to cast
Yeah, certainly faster
Any hard ref you cast in bp will load the object to memory.
That's not the case in cpp land
Show code
I am sorry but even though I know cpp. UE's cpp is too overwhelming for me.
Why the concern for the industry standard then hehe
Well that got nothing to do with my opinion in regard to casting
You can make a manager if u want. No one stopping you to do it in unreal
its spawning too many
How do u want to spawn it? When anything overlap the comp? Or only when player overlap the comp?
like a one time trap trigger
when player touches trigger
But u don't care what trigger the overlap?
Even if it's a lost ball?
i keep forgetting overlap is agnostic
I want to make my game as efficient as possible so it doesn't cause me problem later in development. And I don't think it would matter even if my main character loads into memory as its the main playable character there will be many times when it will need that however I just wanted to know if there is any efficient method in use for industry level production.
If u are going to use pure bp then no need to stress soo much with micro optimisation. You are already using a limited and slow tool.
There are things you can manage, like using soft pointer for assets such as textures sound and material
Build -> Test -> Optimize. Premature optimization is just as bad as not optimizing. I wouldn’t really worry about the industry standard unless you have a whole team of devs you’re working on your game with
Valid point.
Now that scares me. looks like I'll have to work on cpp as well.
You probably want to "AND" your values there somehow...
Eg.
IsAirborne > NOT > AND > Branch (True) > Do your Dash
CanDash >
Depend on the game and the scope. I never say you have to but having even little bit of cpp can make a lot of difference to your game
You are suppose to use both btw
Can’t really avoid cpp if you’re actually building a game; eventually you’ll need it
Bp struct for a start 🤣
Doesn’t need to be a lot, but yeah
I don't mind using it however, UE's cpp is just different from the one I learned. The syntax names are just too weird to wrap my head around and is medling with my prior knowledge.
I guess there is no helping then.
I just didn't want to download that enormous Visual studio on my device. Visual studio code was just not responding well.
soft references?
Actually. Can you tell me what benefits will cpp give me instead of blueprint? like what blueprint can't do? It would be a great help if you can give an example.
@granite frost https://landelare.github.io/2023/01/07/cpp-speedrun.html
Gain months’ worth of Unreal C++ experience in a single article.
Woah!! Man! Thanks a lot!
BP is the trial of unreal
C++ gives you nice things like susbsytems, component visualisers, detail panel customisation, third party tools
But also just more nice things. A lot of the date time stuff is cpp only
Blueprint Interfaces help with soft vs hard dont they at least?
So like. I can make a full fledged game with only c++?
Making a save system that auto serializes everything is not possible in bp
Multiplayer? Cpp
Loading screen ? Cpp
Editor utility stuff? Cpp
Etc
As the article says you never use 100% of one or the other
BP excels at prototyping, setting up asset references, quick gameplay code etc.
C++ excels at core game logic, base classes, and extended functionality
I would say no
I guess another week or month of learning UE cpp it is then.
Thanks a lot.
I'll start working.
bye
Gl, but u can always get comfy first, no need to make full fledge game
I am creating BPs that have many Instance Editable variables. I want to improve my in editor work flow by organizing the details panel. I have looked at the documentation but not found a lot, perhaps there is a page I have missed that someone can recommend? Or a YT vid... site Link?
Here are some of the steps I have taken and questions I have.
I have categorized my variables... but what order they appear in the Details panel does not seem controllable? Is there a way to set the order?
The newer filter buttons "General" "Actor" "LOD" etc... are those user-definable?
Last note, When I use the serach in the details panel, any variables that are Arrays do not show up... Is there a fix for this? Just using search would likely be an ok way to go but this keeps hanging me up.
Thanks!
You can reorder them simply with drag and drop.
If you don't know what struct is, you can look that up
How do I set default value for object reference of class?
You can't. Object references don't exist until runtime.
That's odd that you want a resource type as an object
If you want a class reference to use to say spawn that object, then you can click on the text beside the little pill and change it to a "Class Reference" instead.
I will need later to change ticks of resource or resource regeneration rate
Doesn't it mean that I need object reference but not class reference?
Variables inside Resource Type class
@violet plank objects ref are instance of a class.
Are resource type something you create at run time?
Don't know how you handling your system but it's odd to me that resource type is an object ref
@frosty heron yes I can drag and reoder them in the My Blueprint panel of the editor. But it does not seem to effect the order of appearance in the Details Panel when working in the level and wanting to set up the BP
See here on the left I have ordered them but on the right they are not in the same places
and then in the level editor, they are actually in a different order from that
also here you can see I have an Array
What about the array?
is there some event or delegate that fires when PSO is done loading?
No idea
The search is not infallible, check it manually
@lunar sleet yea I figured as such but just thougth I would ask
Maybe? I’d ask #graphics
also, as I said there are many variables so its the checking by hand, scrollling up and down that I am trying to work with and see what orgnaizational options there are. Ive just never dug into it very deep and wondered if there was more to know about for doing this.
Sry, I may have misunderstood the issue, what are you trying to achieve ?
I just want to organize the User Editable variables that show up in my Details panel when I have my BP in the World and I want to customize that instance.
as it is now the location is organizeable via the Categorys system but then the order that the categorys actually show up in the details panel when editing the User Exposed variables while in the world, seems random. Not alphabetical... and not follwing any order I set up in the editor in the My BP panel @lunar sleet
I did find info on customizing the details panel using the Slate UI Frame work.... intimidating!
Ive studied Processing and then I use BP, but have not crossever to C++ as of yet.
Hey all, I have an EnhancedInputAction question as an Unreal n00b (but experienced in OOP if that helps): I am trying to override the behavior of the parent class for two EIA events, but what I find is that both the child and parent event handlers are being called. Is there a way to disable the event handler of the parent if I want only the child behavior to happen? Thanks!
An I see what you mean
Show your code
It's a conceptual question not a debug question. I can replace the BP logic in the parent class and it works as expected. The question is how to get Unreal not to call the parent class's event listener if a child class is listening for the same event.
So you haven’t tested it in the child in practice? 🙂
Yes, and both the child and parent respond to the event in practice
Which makes sense, both objects have registered for the event
If the code is in the parent, it should only happen once
In blueprints if you override the event or function in the child, you have to manually call the parent's version.
I want to de-register the parent when I am registering the child, essentially overriding the parent behavior if it were polymorphism
Yeah, I mean overriding should do exactly that, and like Datura showed you would need to then manually add a call to parent for it to run both
IIRC, There can be exceptions for certain events, like Begin Play, as they're called separately from the actual C++ parent. Otherwise, any custom events should trigger as you define
To clarify, your child should not be “listening” for the event. It should be overriding the parent function that happens when the parent gets the call
IA_Move is being triggered in both 🤷 and there's nowhere to explicitly call the parent
Ah yes, forgot you’re talking EIS not actual dispatchers
So what do you want to happen differently in the child than the parent ?
I would like the parent to not get invoked at all
Then maybe don’t parent it ?
That's the purpose of the child, to jump in the way of the truck 🙂
Well the parent handles other events
No, the purpose of the child is to INHERIT
Ok, so
Which I don't want to write again
No, the opposite. Use everything else the parent has except change the behavior for move in the child
Normally I'd override Parent::Move with Child::Move
Change it how, jw?
Tbh, you might be able to override the bindings using cpp, I’m not sure.
The user can use different types of movement depending on how they want to interact with the program
🤔 you could maybe use different mapping contexts that take priority, on the child
Yeah I started in C++ but I wanted to inherit all the logic in the blueprint 😢 which you can't do that direction
Oooooo that's a thought
I haven’t tested this in an EIS/inheritance context but may work
Ok so I'm not crazy about OOP being broken here, I guess that's something
Thanks Neo!
So testing... I have a blueprint parent class... I have a child of that class. I created an EIS action and plopped it into both the parent and child class. Spawn the child class and possess it, only the child input fires.
Yeah, eh, I guess it makes sense to Unpossess the parent here
Hmm that's what I'd expect. Do you see Add Call to Parent Function in the dropdown?
No.
🤔
I don’t think IA nodes have that implemented
I mean I can go hack up the parent and do this differently if there are some fundamental issues with the design. Though I would expect it to work like Datura is seeing. Hmm. Ok appreciate the feedback, thank you.
Oh wait, you have C++ class that you're binding inputs in?
I started that way but I wanted to inherit some logic that was in BP so I was moving over to trying to do it in blueprints
Yeah so if you have that input bound in C++ that's one of those exceptions... The node you see in blueprint isn't a 1:1 correlation of the binding of the input in the C++ parent.
The way to get around it is by overriding the function call that the input is bound to instead of directly trying to access the input event in blueprints.
I've added this to Parent and Child and see both getting invoked on the screen. BP only.
Child says "Child" 🙂
Hello all, I am new to BP and would like to get some advice on what's the best way to get UTC time continuously. I am building an experimental program and would like to stream real time vr headset and eye gaze position to be recorded with an external app (labstreaminglayer), and it seems that my BP will only call Get UTC time once so I am getting the same time every frame. Is there a good way to keep update the UTC time?
That's not how blueprint works. Pure nodes (ones without execution paths) are executed when the node they're connected to is executed. You should be able to verify this yourself if you were to print out the string from your time conversion on tick.
You're pushing the sample string array on tick, but it's not clear what this component does with that sample data as it may not necessarily be getting execute on tick itself.
Read first pin in this channel at some point
Yes, I noticed that when connecting it to tick and print to screen. I think I need some way to keep calling UTC now function
Event tick will do that, so long as you have the UTCNow connected to some node that is executed on tick.
The only thing that may be not working is the To Unix Timestamp Double function you have inbetween... I don't think that's a standard blueprint node.
Got it, I was originally trying to add another tick but it does not work. Maybe I will use print string but set to not print to screen. Thanks for the response.
I think it is?
https://docs.unrealengine.com/5.3/en-US/BlueprintAPI/Math/DateTime/ToUnixTimestampDouble/
Ah I'm not on 5.3 so I don't have that node 🙂 But here's an example... Shows that the milliseconds are increasing
Does anyone know why homing projectiles will aim for the bottom of the homing target? I have the Homing Target Component set to the pawn's scene component, and I'm kinda stuck on how to fix this. Could i add a socket on the target skeleton or something that i could have the projectile aim for?
Did you try changing it to a different component ?
Like a box collision or w/e
Oh 👀 looks like that works, tyvm :) I thought it had to be set to a scene component specifically
How can I set a int from a text value in UMG
That doesn’t look like a text type
Its a common text from the UMG
Like CommonUI?
Interesting
now how to convert to number
int value
to string to int
I thought he did that in the first screenshot
isnt there a parseint or something in blueprint?
Kismet i think according to google
it will work I guess but I thinking I want to lock the input to numbers in umg . think I need to rethink this
I got an Idea
If you want the actual text contained in the text of a text widget you have to get the text convert it to string then convert that to an int.
Oh they don’t have a text to int eh?
Nope. Which is a bit strange considering you have text input fields...
Im going to do it in reverse and bind the text to the Int. then have arrows that either ++ or -- in either way, should do the trick then
I was gonna say. If this is coming from a widget, your logic might be backwards
This will do the opposite of what you asked....
Are you trying to set an integer variable based on the text contained in a Text Object, or are you trying to set the text within the Text Object to an integer?