#blueprint

1 messages Β· Page 32 of 1

vital cargo
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Separate strings or sequence?

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nvm

thin panther
# vital cargo

better idea, i dont know why i didnt see that one coming, plug the alpha into the update print string

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that will be better to see if it's actually firing finished as soon after

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i have a theory on whats happening but want to rule out this being an issue first

vital cargo
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ohh wtf

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Uhh it seems the alpha is taking longer than the timer

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I'll show you

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That is a first tbh

thin panther
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no i think i know what it is

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so, before you call the timeline, store that relative location in a variable

rigid bobcat
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oh
your using the current location in the lerp

thin panther
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then read from that variable

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the value you're lerping is changing each time, but you've run into the rare case where it looks ok

vital cargo
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Cheers

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That fixed it @thin panther

thin panther
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i.e. frame 1 is lerping from 0 - 40
then its 0.1 to 40, and so on :P

vital cargo
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I would have caught it eventually but after it drove me nuts

thin panther
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yeah there's those ever so rare cases where it doesn't actually look like an issue

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:P

vital cargo
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Time to adjust the timelines now, just a tad slow to what I wanted, thanks again

thin panther
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no problem! That's something I've always found with these things, how deceptively slow it is.
I remember once having a crouch lerp be 0.3 seconds and it was painfully slow :P

elfin hazel
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You could, in the entry widget, override On Mouse Button Up and return Unhandled. That way the listviews click event fires and you can now in the entry widget tell it to update the UI. Another way is to have the item tell the entry widget to update, through event dispatchers. This kind of seems like the way Epic suggests, But I would probably go with the mouse override.

pulsar moss
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Thanks for your help though, I had no idea regenerate entries was a thing!

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I'll just make it do inefficient things for now πŸ™‚

red berry
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How do you remove the motion blur when you move your camera around in first person?
Edit: found it, its in the camera settings in the player blueprint

trim matrix
pulsar moss
elfin hazel
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Nice

mint coral
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Can someone help me figure out how to change the pivot point of a static mesh in an actor blueprint?

opal kraken
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I have this bunch of node inside my character bp used for debugging purpose (i want to see the actual speed), how do i update the speed every 5 seconds for example instead of every tick?

thin panther
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(timer is much cleaner)

opal kraken
thin panther
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a set timer by event node

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then drag off the red pin and create a custom event

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then add your printing code

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set looping to true and change time to 5 seconds

lucid venture
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Hey y'all wondering if I could get some help with trying to make a wrapping bounds actor. Basically, I have a box collision actor that will wrap the players position if the overlap ends. It works just fine on the player themselves as you see in the video with a small volume, but not when the player is on the boat. It is only setting the position of the controlled pawn, so when the player is on the boat it sets the position of the boat and the player is parented. It is also only setting it once, but for some reason the boat position is being set to a crazy huge value and keeps moving even after the first tick. I have tried with smaller values and it works but when I get large enough like in this case it goes flying. I am not sure if this is something to do with the stacking, or for some reason the boat calculates velocity even though I am setting the actor location with a teleport. I've also tried just using teleport instead of set actor location but that didn't work either. Any ideas on what I am messing up here? Or if I should approach wrapping the player location differently than with a volume?

lucid venture
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I've also confirmed that when it is just the player with a larger volume their position also is set correctly, so it is something to do with the stacking of pawns probably?

ionic crescent
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maybe you can set a default transform for the location and use distance or something

lucid venture
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I'd like to have it teleport to the opposite side of the volume, that's why I am transforming the location of the actor to the local space of the bounds actor then multiplying it by -1

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This is the teleporting logic (I changed it slightly from the video to go back to world space but it functions the same)

trim matrix
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Hello! I am having a bit of a problem, and I believe it goes here, if not I am sorry. But it's the only place I coudl think of.
I am currently following this tutorial (https://www.youtube.com/watch?v=XuAbHTaz1r0 starting at 2:16) but for some reason, the option to put the 2D image into the Unit isn't showing up for me (at 2:45). I have the variable, I've followed the steps, but I cannot find that option anywhere. Does anyone know why that is?

We'll make the first UI elements of the RTS game - Unit Portraits and the Selected Units Area. This is the area on the screen that shows the player which units they currently have selected. We'll introduce functionality to click unit portraits to select that individual unit (for micro management for example), and we'll also react to the player...

β–Ά Play video
dawn gazelle
eternal cradle
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hey guys, anyone experienced with navigation invokers? i've a couple of questions.

solemn basin
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Could use some knowledge on how communicate between blueprints. Anyone have a good tutorial or video?

frosty heron
solemn basin
frosty heron
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2 hr video is nothing to be fair. Real tutorials take 100+ hours, not the few mins from youtube. Those normally do more harm than good imo

solemn basin
trim matrix
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Also thank you! I did that last time, and then tried it a second time, but it didn't work, but it worked this time so thank you!

wicked cairn
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Hi guys!! :D I'm trying to have the player's Location AND the Level they were in Saved every once in a while, but when its loaded, the GameMode Blueprint keeps opening the level, I'm assuming because when the level is opened the BeginPlay is called, which causes a loop (Player keeps teleporting to last saved location infinitely)

Anyone know where I can better place this logic?? Their location is Saved via the Controller grabbing the pawn, and Loaded currently through the GameMode... 😭

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Putting the load save logic in the Pawn OnPossessed or BeginPlay does the same thing, and so does putting it in the controller itself so i have no clue atm where to place it

dawn gazelle
# wicked cairn Hi guys!! :D I'm trying to have the player's Location AND the Level they were in...

You are correct. It's because you're opening the level in the begin play, so then when the level loads, you're opening the level, so then when the level loads, you're opening the level, etc. etc.
You should use some other event rather than begin play of your game mode.

Usually starting up a save game would be triggered by something the player does, like clicking a continue button. If you always want the level to instantly load the last level that the player was on whenever the game is started up you could use the Init event in Game Instance - this will only fire once when the game starts up, mind you, you wouldn't be able to access the last location from the player controller at this point.

lucid venture
# lucid venture

I tested this in a blank level with just floating pawn movement and the issue also occurs, does anyone have any idea why a floating pawn behavior would do this?

primal schooner
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Anyone know why the further you are away from a UI widget, the larger it gets? You can see how big the enemy bar is when I'm far away vs when I'm right next to him

edgy ingot
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It never become larger. Its actually the same size

primal schooner
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"appears" to get larger then :p

edgy ingot
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Grab a ruler if u want ro measure

lucid venture
edgy ingot
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Well simply you never tell the widget to resize

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Hence it stays the same

primal schooner
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okay so this is measured, far away one first, close up one second

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its 400 px wide when its faw away, and 384 px wide when its close up

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so its definitely getting bigger

edgy ingot
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Its the same size far away or close if you never actually tell the widget to change its size

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Prob an error in your part when screen grabbing

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If you want to scale it the further the actor is. Maybe you can remap the scale based on the distance between the actor and the camera

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That or use widget component and use world space instead of screen space

primal schooner
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hm.. yeah you're right its the same size. okay ill mess with scaling

dawn gazelle
primal schooner
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Heh yeah I just tried to line up with my own character one

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bout the same

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well, exactly the same hah

loud tree
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Do you have it set to screen space?

solemn basin
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I really need someone to walk me through this. What I want is to set the Deck Texture to something else when the DeckCount gets to 0. I tried watching the "Blueprint Communications | Live training" video, and I got kind of confused. I tried using "Get all widgets of Class" but I wasn't able to set the Deck Texture from the CardHUD Widget.

lunar sleet
solemn basin
lunar sleet
trim matrix
# trim matrix Hello! I am having a bit of a problem, and I believe it goes here, if not I am s...

Hello everyone! I have encountered a very similar issue, but this time it seems different.
So I created a horizontal box, in a widget, clicked to turn it into a variable, as it says to do (3:30), compiled it, saved it, and now it won't show up as a target to get from another variable for some reason, and I have no idea why. (9:55).
I tried to delete it, and remake it, I tried to force it through, cause I can make it show up, but then it just doesn't connect. I'm at a loss

trim matrix
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&*%$. I read them before and forgot there was a comment at that time lol. I'll check that out.

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Thank you for reminding me of that simple fact!

heady crypt
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hrmmm, Neo, you reckon 2 for loops and some Gameplay attribute evaluations from tags is a bit too much for a Pure function that finds and returns a colour ?

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1-6 + 0-6 loops with 0-6 Attribute value evaluations

remote meteor
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No such thing as too much for a result you need to search for though. Often its not going to be too heavy, if is is heavy, can just shift to cpp to remove the bp loop overhead.

More like the better question to ask is whether there is a better way to evaluate what info you need. Which we dont have a context here.

heady crypt
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So I have the ability for the designer to add an array of damage types to abilities, and the option to let it also add damage types from the player stats, so I've set it to search the highest base damage value and grab a colour for the particle

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So it will go through a for each loop at least 1 time, and then grab a value from GameState for colour and return it

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but it may have to do that 6 times, and may have to search through an array of gameplay tags and search through player attributes with tags for a value 6 times

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I should just learn how to use the profiler and see the impact it causes

summer nexus
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How can I edit model polygroup that is selected in blueprint?
I like the corner to get higher when I look up and and lower when I look down

primal schooner
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Uh.. I was messing with animations that my PlayerCharacter is using, and I compiled and ran to test and now my player won't spawn or become possessed. I checked my GameMode, PlayerController, and Level, and all seem to be hooked up still. But none of my breakpoints work in my player controller. What should I look for?

remote meteor
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seems fine, so the color will always follow the highest damage type among them
profiler yes, if you have the time, its always better to judge from there.
i would say go with it, when it comes to optimization phase, you can shift this function to c++

heady crypt
primal schooner
heady crypt
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Pawn == Chara
Player Controller unrealted to what mesh spawns

primal schooner
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ah, yeah mine's set

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i have player spawns

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my GameMode is being created properly, I'm able to hit breakpoints in there at least

heady crypt
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and nothing is spawning at all in the scene after you modified your AnimBP ?

primal schooner
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ah i figured it out lol

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geeze.. didn't realize a "spectator" mode was a thing, and its bound to "alt + s" which I must have fat fingered or something

heady crypt
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lol yea spectator cam

primal schooner
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I'm guessing if you're in spectator then it doesnt' spawn any players since there's nothing to possess them?

heady crypt
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yep

primal schooner
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ah okay mystery solved haha

heady crypt
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allows players to move around and possess things though

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so it's a useful thing

remote meteor
heady crypt
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uh no

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it's counting any GEs of TAG in there and doing an eva

remote meteor
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so, multiple GE, but 1 manually executed cue?

heady crypt
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yes

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it may have up to 9 GEs per tag for 6 damage types so far

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I guess I could throw on 100 GEs and see if it still works without any issues

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added 89 GEs and it seems to not mind at all

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guess my armor GE affixes system won't bother UE at all

silent drift
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Morning! I'm currently trying to make a notification system for my game. I have made a notification widget and added a custom event called "Send Notification". Can I somehow make this global so I can call this from any place in my game to send a notification to the player?

remote meteor
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you can make a function library to get the correct reference and call the function

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where is this SendNotification function at?

silent drift
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It is inside the widget itself. I don't know if this i the bestd approach, but I did it like this,

I did a "NotificationWidget", and inside of that I have a "SendNotifiction" event I can call with custom parameters for title and message. Then it adds itself to the viewport and removes itself after X time.

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Again, if there is a better approach I'm happy to hear about it! It's my first time trying to make this, so I just did it based on what I thought was best.

remote meteor
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a widget probably cant really add itself to the viewport

silent drift
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Yeah, I'm currently adding it to the "PLAYER HUD" viewport, sorry! Missed to say that step.

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So it doesn't add itself to the viewport, it adds itself as a child to a vertical box on the right side of the playe rhud. πŸ™‚

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So it is stackable as well if several comes.

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Though, this also isn't great, since I want to be able to also show notifications in the main menu and that is without a player hud.

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So this is a second problem I have. πŸ˜„

remote meteor
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viewport are exclusive to player controller or the hud, you can have the SendNotification function on either of them.
when SendNotification is called, you can create a new widget and add to the viewport, or let the PlayerHUD widget to handle the adding of notification widget

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you can always add a playerhud on the main menu though

silent drift
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True, and yes, sorry, it creates a widget, and adds it as a child to the "notification" areas. πŸ™‚

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So I guess the best approach would be.

  1. Create a function library and add so I can call the "SendNotification" from anywhere
  2. Add a new "HUD element that's called "NotificationArea" or something, that will be a second hud to the player, and also added to the main menu (So I don't see health and such in the main menu, but have the same reference to the notificationArea for the library.
  3. Call the SendNotification from anywhere, and add it as a child to the notificationArea.

Do you think that sounds resoanble?

remote meteor
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depending if this is a single player game, at the function library, you can use getplayercontroller(0) or you can retrieve the playercontrollers from the gamestate or gamemode.
you are getting to the widget reference through the playercontroller/HUD(the NotificationArea widget reference needs to be stored somewhere) to call the respective adding notification widget functions

silent drift
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It is single player, so that sounds like a really good idea!

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I also figured I wanted to do the "NotificationArea" as it's own HUD element, since then I can also give it a really high z value, to always be on top of things.

heady crypt
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since it's SP you can use controller[0] and add an interface to do "AddNotification" and then you don't even need to cast

remote meteor
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yes, either an interface or a shared parent class for both the game PC and the menu PC

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i preferably will use the HUD class instead of a PC, but it depends if you utilizes it

silent drift
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Interface? Still haven't learned about these, how does a Interface work?

remote meteor
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interface allows you to have shared function calls on entirely unrelated classes
the implementation of the function itself depends on how the class itself implements it

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this also allows you to call function on certain objects without knowing the underlying classes

heady crypt
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You make a Blueprint->Blueprint Interface, then you add it to your Class Settings->Implemented Interfaces, then your object can receive any of the functions you implement without needing to cast to it

silent drift
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Ah, didn't know about those.

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That sounds quite good as well!

heady crypt
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so if you want to talk between multiple objects, then you want to use interfaces

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if you expect responses you may want to have tests though

silent drift
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Okay! I will see if I can get this working! Thanks for all the answers! πŸ™‚

halcyon vapor
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Is it possible to make a macro for a function library, and if I use that function library anywhere else, will the macro work?

primal schooner
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If I have a select node like this, but I've connected the False and True pins to something, is that basically like writing:

 {
  ...
  ...
  if (!something())
  {
  }
  
  if (somethingElse())
  {
  }
}

Meaning both will get evaluated regardless?

halcyon vapor
trim matrix
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I believe Select should have one as well if I'm not mistaken

remote meteor
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one thing about select node is

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regardless which one is chosen

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both pins will be evaluated

trim matrix
wheat flame
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hello, for some reason when i change air control it does nothing which means my character is strafing normally in the air, can anyone help me out with it?

silent drift
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Sorry for being a bit stuck again, but how do I make a reference to my "NotificationWidget" inside of a Blueprint Function Library? I'm trying to do cast, or even add it as a varible, but neither seems to work, so not sure how this works. 😦

trim matrix
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I imagine a notification widget would appear for a certain period of time, display something and then disappear right?

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You could construct it inside the notify function

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and remove it afterwards

silent drift
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Inside the notify function? Okay, maybe I'm missing something. πŸ˜„ Yes. So currently what I'm doing (I asked here a bit earlier and was told about the blueprint function library since I want to send it from any other script).

  1. I have a "NotificationAreaWidget" which has a super high Z value to make sure it's always on-top. It's a stackable box, so if several notifications comes they stack ontop of each other.
  2. I have a "NotificationWidget" which is the notification. This has a custom event called "SendNotification" with parameters, for title, message, time to show and if it is a warning or not (this just changes the BG color).
  3. I want to be able to send this from anywhere, so I can send it on the main menu, or while in-game etc. E.g. the player reports a bug through the user report tool I have. If successfull they get a notification it worked. or when they reach a certain goal or such.

So I don't know what the best approach is, and before when I asked for a bit of help I was told about the function library or interfaces, but I'm sadly not sure how to get it to work.

trim matrix
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@silent drift why not have the notification area widget handle that?

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Adding the notifications to itself i mean

silent drift
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That sounds better! πŸ™‚ I mean, since I don't really know what I'm doing with this (trying to learn), any suggestion that helps me understand this is highly appreciated. πŸ™‚

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And how do I make it able to be called from anywhere? In unity I "just" did a function that I could call and that would deal with all the work.

trim matrix
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@silent drift You could make use of the Get All Widgets Of Class node

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to get the referene to the notif area widget

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within ur bp lib func

silent drift
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Ah, okay, I will give it a go and see if I can get this working! I might be back with more questions. πŸ™ˆ

silent drift
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I think I got it working! Thank you all for the help! πŸ™‚ I don't know if I have done it in the most efficent way, but I'm able to send notifications from anywhere by calling a BP Function Library. πŸ™‚

Again thanks everyonet that helped me! πŸ™‚

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I need to add some error checks as well to make it fully work in a good way, since right now if there is no "NotificationArea" on the screen I think it will do nothing. πŸ˜„

trim matrix
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Since there can be only one such widget, you can use a get node

silent drift
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Ah. Didn't know that. Thanks! Will update it to do that.

remote meteor
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makes no difference

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atleast the for loop does a check for you

trim matrix
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The code is more logical then

west grotto
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ITs a float to interget multiplier then float So i can't add decimal number on multiplier. Is there way I can add decimal to float to float Multiplier

heady crypt
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1 * ??

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what is your goal lol ?

trim matrix
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i really don't understand the question here

versed sun
heady crypt
versed sun
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you need to change it to a float, Right click on node

west grotto
trim matrix
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you use an add node for that

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for addition

heady crypt
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you just want float * 1.5?

west grotto
heady crypt
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Decimal is a float

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drag your float, type multiply or *

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and put in 1.5

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done

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and you can convert from int nodes in your math nodes, Ryck has a picture of how

versed sun
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and here is video

trim matrix
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So I looked at the comments this time and I didn't see anything. But I have a main menu screen, and on that main menu screen are buttons. They all work it's fine.
HOWEVER, for some reason, when the game is booted up, a mannaquin also spawns, and falls into oblivion, and the tutorial I'm checking out has nothing of the sort. It doesn't break the game or anything. It's just... I don't know why it's there. The rest of it all works fine. The map appears to be empty

heady crypt
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GameMode Default Pawn

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PlayerStartPoint might be below the map slightly, or your PC doesn't load fast enough and it clips through map first and then loads landscape/floor

west grotto
trim matrix
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Oh the main menu is devoid of everything but buttons. I don't even know where the manaquin is coming from, all of the characters should only be appearing once the button is pressed, and said characters do appear on that map.

heady crypt
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if you have a GameMode you'll spawn the Default Pawn

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unless you clear it or set to spectator

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World Settings->GameMode->GameMode override

trim matrix
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face desk it didn't even occur to me to look at that, cause I'd already changed it a dozen times

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hmm... it still showing up though

heady crypt
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depends on where/when you changed, if you changed maps and accidently reset it or crashed

trim matrix
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There we go it's fixed! Thank you!

heady crypt
trim matrix
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Had to root around alittle

heady crypt
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now to place an animted character getting smacked and turn on physics based animations so it falls on the floor in the background as you look at the main menu πŸ˜‰

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venting your frustrations

ebon olive
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Hi guys. why didnt my animation played? when i test run the game, when i attack this object, all those links (the white one) above got highlighted but my animations didnt get played

versed sun
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If its true, print your Health , just to check that health is less than 0

undone bridge
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Hello all, I'm trying to create a "steerable" projectile. this part of the code is just supposed to move the object forwards and a constant speed, but nothing happens as is. does anyone know what I should be doing?

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sorry, that's actually a mis-named varriable

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it's currently just 10

red berry
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Which is better: AttachActorToComponent or AttachComponentToComponent? This is with regards to equipping items on a player

versed sun
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Is the item a component or an actor? (Don't use Actor Components)

gentle urchin
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Isnt attaching to actor just attaching to root component of that actor?

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Actor is just a container gor components really

red berry
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The item is an Actor. I'm just trying to find out which is better for performance

gentle urchin
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My point was, theres no actor to attach to. Its the root component, which is also just a component πŸ™‚

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Chained component transform updates is expensive regardless of which node you use (as they do the same thing)

elfin hazel
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So apparently scene components has "Start with tick enabled", so do they tick or do they not tick because there's nothing connected to their tick?

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4.27

thin panther
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even if there's nothing connected they can still tick

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the node still incurs a performance cost, even if slight

elfin hazel
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So every time a component is added to an actor, wether it is in the components view or dynamically with a node, gotta remember to disable tick?

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Correction; not just scene components. Any actor component has tick enabled.

versed sun
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I think you can default them to not tick in Project Settings

knotty coral
#

Hey everyone!

I hope anyone can help out with this

I have a inventory for a multiplayer project, everything works fine for the host, but other clients seem to have a problem reading items from the MAP variable.

So maps can't be replicated, but everything seemed to be ok a few days ago for the client somehow, but all of a sudden it's not working, so i'm trying to wrap my head around whether or not MAP variables are useless for MP or if i'm just doing something wrong.

So should i stick to using map or find another method? Because i honestly don't know why it was working earlier

The current process:
My inventory component has a server event that adds all the items to the map, and then i pass the map information to the players inventory widget, that's when things go wrong, the client reads the map as empty when reading it from the widget. This does not happen to the host.

spark steppe
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when i copy a function definition from an existing BP into an interface BP it copies the whole graph and i can't get rid of the nodes, is there any workaround?

dawn gazelle
# knotty coral Hey everyone! I hope anyone can help out with this I have a inventory for a mu...

Map variables can still be used in multiplayer as a means of being able to look up a value based on a key, but they can't be used for replicating data.
You can emulate a replicated map by using an array of a structure that contains your key and value pair and having functions set up that search the array for the appropriate key to find the right index to modify and then update that index.

trim matrix
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Can you delete it?

knotty coral
spark steppe
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who tf thought that it was a good idea to force every interface function (without return value) to be an event? 😦

versed sun
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i just add a no-named bool return πŸ™‚

spark steppe
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can i get the actor class of an interface reference?

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or do i need to make my own GetClass interface function? πŸ˜„

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also it somehow made the interface functions pure where i copied the definition from another BP -_-

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i think the whole copy&paste thing should be avoided!?

versed sun
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unless it works ?

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i would LOVE to have some default code in a Interface like a Override Function's "Add call to Parent"

spark steppe
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this should be impossible!?

tribal blade
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i just don't use interfaces at all alex

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I'm totally a composition fan but for unreal i either go small reusable components and larger classes with very optional functionalities

spark steppe
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yea, this is one of the rare cases where i can't inherit from a common base class -_-

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and a component is also not really what i want here

versed sun
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but, does the pure Interface call work?

spark steppe
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haven't tested yet, still refactoring stuff (and i still have the feeling that i will hate myself for that change...) -_-

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already mentally prepared to revert everything πŸ˜„

tribal blade
spark steppe
manic vessel
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I tried to set a grenade beep sfx TO GRADUALY Beep quicker as is is about to explode . Didnt work 😦

dawn gazelle
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Can be as simple as using an event to trigger the creation of the timer that you call in the beep sfx event.

spark steppe
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urgh, now i can't put actor references in an interface array -_- what a time to be alive

manic vessel
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Also not working ?

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Is My calculation off?

dawn gazelle
# manic vessel Also not working ?

The % is something called modulo, it's not giving you a percentage if that's what you were hoping for. If you want to get 50% of the value, just multiply by 0.5.

lofty rapids
#

"modulo returns the remaining number of a division. for example: 20 % 8 = 4."

manic vessel
dawn gazelle
# manic vessel Also not working ?

I also think you might want to clamp the minimum value of the beeping, otherwise you might end up where the timer is causing the beeping to happen extremely quickly. Like maybe clamp the minimum value at 0.25, which would be like 4 beeps a second?

undone sequoia
#

guys I have question I am calculating my own velocity because I am not using simulate physics but own kinematics and

this is how i do it, at first point I set Current Frame position, at second point I substract old frame positiion from current frame positon and divide it by delta world seconds and setting actual plane velocity at point 3 i am setting last frame position.

the thing is when I calculate it like this its working fine BUT big BUT delta world seconds are always very different which causes my result of velocity for example X can be 1000 1025 1080 1035 1090 1040 , its not in sequence but sometimes is next number lower than last number which is totally wrong, I tried divide it constantly by 0.03 or 0.02 then result is ok, I also printed delta world seconds and saw that number is in range 0.02-0.03 sec which causes me problems, any ideas ? I need get numbers in sequence because then My crosshair which predict my velocity is shaking like mad

#

output for x should be like 1000 1025 1040 1065 1080

#

next number never should be lower when I am not changing dirrection ofc

versed sun
#

can you clamp it to fake it ?

undone sequoia
undone sequoia
#

also check this I am flying straight and numbers of velocity are that crazy

#

there is difference by 200

#

3691 then 3411

#

crazy

versed sun
#

I dont know if the Tick's Delta Sec and World Delta Seconds are the same
Did you try pluging the Tick's Delta into the divide ?

undone sequoia
#

i plug in delta world seconds and then seconds right from tick same shaking

trim matrix
#

what if you used a constant value instead of the delta seconds?

versed sun
#

Did you clamp it tho? a clamp would make it so it would at least be == and never go smaller

undone sequoia
undone sequoia
versed sun
#

clamp the x number

#

but wouldnt work if you turn around..

#

nm

vale pine
#

Is there a way, via BP, to give a custom SceneComponent an icon or something where I can see it in 3d space?

versed sun
vale pine
#

yussssss, thank you!

undone sequoia
#

if yes then it will say

#

stay

trim matrix
#

It should be

#

as it's on 1 thread i think

undone sequoia
#

i am going test it on another computer

#

πŸ˜„

#

if it is ok I let it

#

idk why delta worlds seconds s*cks

versed sun
#

i can think of work arounds, but probably better to try to identify the problem first

undone sequoia
#

then u have make it by own

#

πŸ˜„

trim matrix
versed sun
#

Vinterp on tick from Current location to Goal location, and update Goal location every .1 sec ?

undone sequoia
trim matrix
#

yep

#

they showed it working fine with a const

worthy tulip
#

how do you get the BP node for "target" for actor or capsule component? It appears only Static Mesh Component has that "target" node

worthy tulip
#

yes

#

any idea please?

lunar sleet
#

Target for components usually only shows if they’re from a different blueprint

worthy tulip
#

i need it for "Cast to ____"

lunar sleet
#

Show your code

worthy tulip
#

hold on

#

as seen that "Cast to StaticMeshComponent" has that "target" thing

thin panther
#

The cast doesn't no

lunar sleet
#

Jesus lol

thin panther
#

You're just accessing a static mesh from the casted component

worthy tulip
#

without it, it won't even try to go through

lunar sleet
trim matrix
#

🍿

worthy tulip
#

i don't get it

#

explain please?

thin panther
#

Do you understand what a cast actually is

lunar sleet
#

you’ve been here since March, please watch the blueprint comms video pinned here

thin panther
#

And what that target pin is for

worthy tulip
#

i needed it to check an equal ==

lunar sleet
#

No you don’t need the ==

worthy tulip
#

really, without that the branch won't be true

#

i am serious

trim matrix
#

If it wasn't the actor it would go to Cast Failed

lunar sleet
#

I understand if you’re checking for the asset

#

But you’re casting to a component to begin with which prly means you’re doing something terribly wrong

#

Maybe go over what you’re trying to do exactly

worthy tulip
#

but if i am not casting to a component, then how does the BP will know it is a Cube Mesh?

trim matrix
#

no that part is all good (prob)

lunar sleet
#

Where is this code, where are you trying to check the asset from, what’s the point of this?

worthy tulip
#

this is from Capsule Hit Event btw

#

"On Component Hit"

lunar sleet
#

Ok

trim matrix
#

What's up with the second cast?

worthy tulip
#

it is an event from the capsule itself

worthy tulip
lunar sleet
trim matrix
lunar sleet
#

Why the need to check if its mesh is the cube

#

Dumb this down for us. What are you trying to detect here

worthy tulip
#

basically there is so many mesh there

lunar sleet
#

They’re all the same blueprint class?

worthy tulip
#

alright, i am trying to check if that static mesh is a cube, if not it is not that cube or static mesh, i would to check if it is another actor instead of static mesh. So it is an if static mesh, see if it is cube, else if it is actor, see if it is this "newactor00"

lunar sleet
#

Ok but I think you’re confusing static mesh actor and static mesh component

trim matrix
#

the == in the second cast is unnecessary

#

along with the branch that it is connected to

lunar sleet
#

Did you just place a bunch of cubes and stuff in your world without making a blueprint class for them?

trim matrix
#

yes, they did

worthy tulip
lunar sleet
#

Ok, make this easier for yourself @worthy tulip

worthy tulip
lunar sleet
#

Oh

worthy tulip
#

the cube is already there

lunar sleet
#

Hang on, I gotta check how they made it

trim matrix
#

staticmeshactors

#

i'm guessing

worthy tulip
#

it is just Static Mesh, it has no blueprints

lunar sleet
#

Yeah cause they’re using physics

#

So no need for code

worthy tulip
lunar sleet
#

Try this for your putposes

thin panther
#

(though they are still actors)

trim matrix
lunar sleet
#

Make a new actor bp class. Add a static mesh component to it. Find the mesh for that cube in the assets

trim matrix
#

You can do a screenshot and paste it to discord, no need to upload to imgur

#

or use that windows snipping tool thing

worthy tulip
lunar sleet
trim matrix
worthy tulip
#

the cube is working if it knocks the cube, so i let it knocks the actor, it does not work

trim matrix
#

connect cast failed from cast to staticmeshcomponent

#

To the 2nd cast

#

@worthy tulip

lunar sleet
#

we keep going with what he currently has, it'll only keep him confused and won't really scale well

trim matrix
#

shh

#

πŸ™‚

worthy tulip
#

it works but long errors message spamming on end play

lunar sleet
#

easy

worthy tulip
trim matrix
#

do a is valid check before the initial cast, for its input connect the other comp

lunar sleet
#
  1. go to your content browser, create a new bp class actor. Name it BP_Cube
  2. Open this actor with 2 click, add (+ sign) static mesh component, select SM_ChamferCube from the assets. Select MI_SolidBlue from the materials once compiled
  3. Delete all cubes in your level, and place these instead by dragging that actor from the content browser into your world.
  4. Moving forward you only need to cast to that actor directly, no need to check the mesh etc., just from other actor pin cast to BP_Cube
    @worthy tulip
trim matrix
#

if is invalid connect it to the 2nd cast

worthy tulip
#

noted, i will do both of you methods. Thanks a lot really

lunar sleet
#

def watch the blueprint comms video pinned in this channel when you have some time, it'll clear the fog on casting and all

worthy tulip
#

noted on that as well

trim matrix
worthy tulip
#

Thanks again you two

spark steppe
#

if i store a bunch of actor references on an InterfaceType array, is there ANY way to get the actual actor?

#

ah, guess to object and then cast?

crimson geyser
#

When I play my game it automatically spawns an CameraActor. I have no idea why and from where this is happening. Does anyone know why this happens or knows a way to find the blueprint that does this? In the image the grey cameraactors are the ones I placed myself. The yellow one is automatically spawned.

#

I can't do something like find reference on it.

mild seal
#

Not sure if this would be the correct channel to ask.
I can not understand how to access the Physics Asset of a Skeletal Mesh.

From what I have seen (YouTube vids), it is achieved by setting Set Simulate Physics to true of the Mesh (See image).
But this would only work in some scenarios (will not work on the Skeletal Mesh that I am working with).

Logically it would make sense to access the Physics Asset and then enable it?

A bit lost with how this is done, any light on the subject would be helpfully.

proud wasp
#

why does this happen every time i open the editor?

frosty heron
#

I get those stuff when I forgot to compile

#

normally from blueprint callable stuff not Blueprint interface

undone sequoia
#

guys how I should switch between 3 cameras? For 2 I am using flip flop

#

but for 3?

mild seal
runic pagoda
#

Is there an easy setup for controlling the offsets of a camera component depending upon the pitch of the players view? (Eg. The more they look up, the more it offsets)

undone sequoia
#

not too complicated?

#

πŸ˜„

trim matrix
#

it's a single node

#

works like flip flop, but has more outputs

#

you only need to enable looping on it

golden gull
#

Guys, I have an interaction system which uses a line trace. I use a line trace to see if an object I hit implements the interact interface and if so it invokes its interact function. I have a door and its function is to open up, but the catch is, since the door swings open, the only part left to target with the line trace is the hinge. So, when I'm close to an open door and want to close it, I have to aim precisely at the hinge, which kinda sucks. Any suggestions on how to trigger the interaction without having to aim at the hinge?

loud tree
brazen pike
trim matrix
loud tree
frosty heron
golden gull
#

ah I had a collision box but the problem was that it wasn't blocking the visibility channel so the line trace didn't work properly

frosty heron
#

you just add collision in the mesh editor if you haven't got one

loud tree
#

Which is why I suggested adding a new collision box to the frame πŸ˜…

runic pagoda
brazen pike
#

The camera's Y axis rotation is the pitch

trim matrix
#

you should be able to draw out of it the max pitch

runic pagoda
#

Ahha maybe that's what I was missing

#

Thanks I'll give it a try

golden gull
trim matrix
#

something to do with iks or whatever

#

u'd need to change stuff in the anim bp i think

frosty heron
#

looks to me the character get pushed down to the floor rather than the ik being the problem

#

the default manny Ik implementation is already good imo

#

Open Console and type Show collision

trim matrix
frosty heron
#

It basically just trace down from the foot location and apply offset to the foot according to the impact location iirc

trim matrix
#

maybe it's freaking out since it's inside the box collision

golden gull
#

I turned off the IK and the problem is gone

trim matrix
#

yee

#

you could change the ik traces to ignore visibility and use a trace for obj instead

golden gull
#

thanks guys

frosty heron
golden gull
#

yeah I can see that now its ugly

frosty heron
#

oh right, the IK trace might be hitting your collision

golden gull
#

I'm a bit confused by what use a trace for obj instead means. Sorry I'm very new to unreal haha

trim matrix
#

Sphere trace for objects

frosty heron
#

This is what the IK uses

trim matrix
#

it's diff than the nodes u'd see in a normal event graph

frosty heron
#

You can probably make a custom trace channel for your interactable stuff

golden gull
trim matrix
#

yes

trim matrix
golden gull
#

yes

trim matrix
#

or a single var?

#

that's good

#

draw out make array out of it

#

and for the elements select WorldStatic and WorldDynamic

golden gull
#

This didn't work unfortunately

trim matrix
#

then click on that +

#

next to it

frosty heron
#

It's not like normal bp unfortunately 😦

golden gull
#

oh I did the values are there I just didn't show them haha

#

well I guess I can scrap doors then lol I'd rather have IK

trim matrix
trim matrix
golden gull
#

No :C

#

I set it as worlddynamic and world static but its the same problem

trim matrix
golden gull
trim matrix
#

set the object type to vehicle (or something else than worldstatic and worlddynamic)

golden gull
#

lol that worked, why?

trim matrix
#

because it was still tracing against it

trim matrix
golden gull
#

ah I see

trim matrix
#

now you made the coll box invisible to that trace

golden gull
#

thanks a lot!

frosty heron
#

Launch the game from IDE in debug mode

trim matrix
#

do you recognize InContext.Struct as a struct you could be using somewhere?

thin panther
#

don't crosspost, read the #rules

trim matrix
#

have you tried checking the logs?

#

if they provide any other useful info?

#

I ment just the logs in the Saved folder

#

Aren't those just a trimmed version of the logs in Saved btw?

#

(sb pls fact check that 4 me, thank you)

#

Now I see why cross posting is disallowed πŸ™‚

#

and delete it from here

#

so mods won't get mad

knotty coral
#

why does it say my arrays are not replicated inside my widget blueprint? They are neither sets or maps so don't understand why they can't be replicated.

trim matrix
#

because they are in the widget bp which i doubt would replicate

#

what for?

knotty coral
#

i need to pass an array of item objects to my widget, so that i can create item widgets out of each item object

trim matrix
#

the widget should be only a visual thing

#

store the array elsewhere

knotty coral
#

alright will try, the tooltip got me a bit confused, appreciate it!

near elk
#

I have a question, whenever I go into crouch for some reason my character is half way in the floor, (it's FPS) but when I used my TPS character as a FPS it was working fine, but when I switch to another mesh it starts behaving weird. Any idea why this might happen?

rich pollen
#

having problems with spline meshes on my snake boi
they are deforming, but are all over the damn map, and in no observable pattern

anyone who works with spline meshes able to help me out here?

#

the construction script

#

and the code that should be moving these spline meshes

#

the spline meshes should be following the head directly, but what the hell is happening

#

the head appends a spline that should be controlling the movement of other parts of the body
it worked fine when i used instanced static meshes instead of spline meshes but im looking to make it appear as a single thing and not a head and so many parts that just follow

trim matrix
#

hi wherre do i go for information on packaging?

#

what channel

crystal crown
trim matrix
dreamy mountain
#

how would i remove a widget from the screen?

#

this is in the widget i want to remove

#

idk how id remove it

dawn gazelle
#

If you're trying to remove it when you click the Start button, it won't happen as the Open Level basically stops everything and starts loading the level.

dreamy mountain
#

but it doesnt remove the widgets before starting to load the level

#

it just freezes up

dawn gazelle
#

Exactly. No time to process it, it just starts loading the level.

dreamy mountain
#

ok.. so would i be able to make it like remove the menu widget and then show a loading message?

dawn gazelle
#

Not if you're doing it on the same frame as opening a level.

dreamy mountain
#

would adding a delay work maybe?

dawn gazelle
#

Probably.

dreamy mountain
#

how would i add in a widget that isnt self to the widgets blueprint?

#

i need to get a reference to loading_widget

noble ledge
#

Can someone tell me what this add is doing? Is it getting the 0th index in the UpdateCounts array and setting something to the UID member?

dawn gazelle
noble ledge
#

Is this Add actually adding anything?

dawn gazelle
noble ledge
plush hornet
#

hi all, hope your ok. Just a quick question, how would I save an actors rotation when transferring levels? I'm going to do it in the game base as all my teleport logics there. Im not sure what blueprints I would use though. Any helps appreciated.

#

Thanks

mossy nymph
#

my player character blueprint corrupted. is there anything i can do?

versed sun
#

either load a back up , or learn to back up

mossy nymph
#

i have a backup but its old so id have to redo so much

#

thats so shit

#

this type of thing should never happen in any engine ever

versed sun
#

what corrupted ? just errors ?

mossy nymph
thin panther
#

Ah the classic 5.3 engine bug

mossy nymph
#

the details panel is blank and every time i playtest, it crashes the editor

thin panther
#

Are you using source control?

mossy nymph
#

wdym

ornate kraken
thin panther
#

Source control. Are you using it? Like perforce, git, plastic, etc.

I'm going to assume from you saying that, that it's a no

thin panther
#

Then set it up

#

That's your insurance against this stuff

mossy nymph
mossy nymph
#

this should still never happen, ever

thin panther
#

Also worth checking your auto saves

#

It's engine bug, they happen

#

Sadly

mossy nymph
thin panther
#

In your project folder / saved

#

There can be auto saves

ornate kraken
thin panther
#

But yeah with a bug like this, that is quite random, affects very few people, and is hard to reproduce, it can slip through cracks of qa

ornate kraken
mossy nymph
#

i literally just changed the "Jump Z Velocity" then pressed ctrl+z and it corrupted

thin panther
#

Could be worth making a bug report on considering it's pretty critical

#

If you've got solid repro steps

#

Test in a blank project or whatevs

thin panther
#

Google for the bug tracker. I don't have a link

mossy nymph
#

ok thank you guys

#

im just using an old backup now

#

gonna have to redo some stuff but its not as much as i thought

clear cave
#

Hello! I'm using a 3rd party package (called Cinematographer) to provide realistic camera bodies for use in a first person game. The primary way to integrate them into my player character seems to be child actors, but the challenge I'm having is that yaw rotation is not being translated into the CineCameraActor located within my child actor component..is there a way to propagate that?

#
Epic Developer Community Forums

The boardgame player characters (β€œMainCharacterBP_BoardGame”) in my party game have a multitude of custom camera actors (β€œCharacterCamBP”) which I’ve added as child actor components, which allows me to have much better camera control, and also allows for easier camera transitions using Set View Target with Blend, however, here is the problem. I...

tribal gazelle
#

You can load two different savegames like this right? Or can you only use one at a time? (Just wondering since I am getting reference none errors)

dawn gazelle
tribal gazelle
#

I put a branch there also lol

tribal gazelle
trim matrix
#

Probably not, but that depends on your menu

tribal gazelle
#

When I save and load my character's position, the camera spawns at the PlayerStart and then moves to the player's position. How can I fix that?

marble tusk
rich pollen
#

that doesnt work
and the setting location and tangent for a spline mesh only does it in local

marble tusk
#

Are the spline meshes and spline itself all set to 0,0,0 in the blueprint?

rich pollen
#

yes they are the default

tribal gazelle
#

When I save/load my player's position, they always spawn facing north. Would I have to save the CameraView location/rotation to make them face the right way?

trim matrix
#

yep

tribal gazelle
#

There is no node, only get.

dawn gazelle
sick basin
#

heres no errors, but why wont me interacting with the button make all the instances of my coin blueprint respawn

dawn gazelle
sick basin
#

it doesnt even make single one respawn

dawn gazelle
#

Probably because you have no reference set?

sick basin
#

what reference

dawn gazelle
sick basin
#

it says coin blueprint there

dawn gazelle
#

"Coin Blueprint" is a reference to something. What is it pointing to?

sick basin
#

my coin blueprint

#

i took it form the content drawer

dawn gazelle
#

No it isn't. It is a cointainer that can hold a reference to a spawned object.

sick basin
#

i dragged this into here

dawn gazelle
#

You may have set the type of that container to Coin Blueprint but it doesn't point to a blueprint.

sick basin
tribal gazelle
rich pollen
dawn gazelle
# sick basin

That's exactly what I mean. It's a container that can hold a BP Coin PIckup reference.

#

But are you actually setting anything into that reference?

sick basin
#

it should reference to blueprint class right

dawn gazelle
#

No.

#

You spawn instances of blueprints.

sick basin
#

well how do i make it reference to all the spawned instanced of blueprints

dawn gazelle
#

That container can hold a reference to the spawned instance.

sick basin
#

well each spawned instance of coin pickup blueprint shoudl be listening for the event?

#

isnt that the point of event dispatcher

dawn gazelle
#

No.

#

An event dispatcher exists only on the single instance. Other things can bind to that event dispatcher to listen for when that particular instance calls its dispatcher.

#

One -> Many

sick basin
#

yes thats what im trying to do

#

theres one coin respawner button thing

#

and when you touch it, it should call everything binded to event dispatcher

#

i want to make every coin binded to it

dawn gazelle
#

Then you have to get reference to every coin and bind to that dispatcher.

sick basin
#

isnt every instance doing that when the game begins

dawn gazelle
#

No.

sick basin
dawn gazelle
#

It is binding itself to its own event dispatcher.

#

Each instance has its own event dispatcher.

#

So when you have a reference to a single coin, and call its event dispatcher, it would execute only on its own event dispatcher.

sick basin
#

oh that makes more sense, so I could make the event dispatcher on the respawner blueprint instead then

dawn gazelle
#

Yes.

#

πŸ™‚

#

Then have the coins look for it, and bind to an event dispatcher on it.

sick basin
#

am i supposed to find a respawner in the scene, or just get reference from the blueprint in level editor

tribal gazelle
#

If anyone else can help me, when I save/load the player's position, I get and set the ControlRotation but my character is facing north still.

dawn gazelle
#

You use a variety of ways to get a reference.
One would be to have a variable of the correct type (Like set it to a BP Coin Respawner type) on your coin blueprint and mark it as "Instance Editable" and "Expose on Spawn". When you place a coin in the level you can then select any existing BP Coin Respawners in your level.

Another would be to use GetActorOfClass, assuming there is only one in the level and this would give you a direct reference to it.

dawn gazelle
tribal gazelle
#

Everything is correct angle/position but the player is facing north.

dawn gazelle
#

Are you setting the actor rotation after it has been spawned?

tribal gazelle
#

I am loading it upon begin play inside a character component but is referencing the game instance to load/save it. It's all working just the player is facing north.

#

I am doing the same process that has worked for other components/saving.

sick basin
tribal gazelle
#

And saving upon pause menu (to then exit)

#

This is the game instance/saving & loading

dawn gazelle
#

You can't reliably set the actor location/rotation on the client if it's a replicated actor.

tribal gazelle
#

What do you mean?

#

ATPSCharacter is the owner of the component

#

That is calling those events

storm shale
#

Am kindda stuck thinking of smth that won't let me focus on other stuff. Why Use Functions over Macros? I understand Macros is basically just a set of nodes condensed for the sake of making graph nicer, while Functions are simply the same piece of code, but does that actually translate into performance? if so how?
You can have local variables in both.
The only difference I find is that Functions can be called from other blueprints and that Functions cannot have flow control stuff (multiple exec pins). Which is I think why Unreal itself uses macros for their own Flow Controls tuff, like For Each Loops and stuffs. BUT those are simply restrictions.
Assuming you have something that you can do both as a function and a macro, which one is better? Performance-wise. if anyone happens to know abouts this

#

Cuz I've seen quite a couple ppl who seem to know about this in the forums, but they never explain the why.

dreamy mountain
#

How would I reference a different widget blueprint while in the graph view of a widget blueprint?
I have two; MainMenu_Widget and Loading_Widget, I'm just using Add Widget while in MainMenu but from that, I can't select Loading_Widget as an asset or anything, and I don't know how to make a reference to it

versed sun
#

they are just 2 similar but different tools
I personally use Function 99% of the time , they seem to do anything I need

thin panther
#

always use a function over a macro where possible

storm shale
storm shale
dawn gazelle
# tribal gazelle What do you mean?

You're running RPCs there - the "Run on Owning Client" means that you're setting the location and rotation on the client only. In a multiplayer environment usually the server is in control of actor location and I believe it is supposed to be in control of actor rotation as well.

dreamy mountain
thin panther
storm shale
#

and you'll be able to select the widget u created from the drop down menu

dreamy mountain
#

Ah ok

#

I'll try that tomorrow

#

Tha ks

dawn gazelle
storm shale
#

mmkas, final question. Do you know what's the difference in the 'local' variables they both have. Cuz I've read in multiple sources that macros' 'local' variables aren't actually local variables or smth like that. OR at bare minimum not the same. And I do get that in execution cuz Macro local variables kinda persist when you call the macro again. I weally want to know.

tribal gazelle
versed sun
#

Macro local variables are pain in butt

dawn gazelle
# tribal gazelle So I should run it on the server? Not owning client?

Well, you're running into a problem here... If you're saving the actor location on the client, you need to be able to have the client tell the server the location that they should be in. This is a means for players to potentially move themselves anywhere in the world. You may only let them do it once, but even that one time can mean they can be placed anywhere in the game world when they call that RPC.

#

Technically, yes, you would need to have the server set the location if you want the actor to be at that position/rotation, otherwise the server would just correct it anyway.

#

The control rotation I think is ok to set on the client.

thin panther
dawn gazelle
#

The actor rotation + location I think needs to be done on server.

tribal gazelle
#

Ok thanks mate

dusty badge
ornate kraken
#

Hello. Does someone know how I can get how stretched UVs from a hit Actor are to then stretch the brush size in that direction and make it appear normal.

slate hound
#

anybody know a better way to do this? trying to put a Widget's RT on a tex param and the RT isn't made immediately and this seems like the only way to get it to work with minimal delay in displaying the texture... tried looking for an event to bind to but doesn't seem like anything is called when the widget component starts rendering

edgy ingot
#

In begin play i did set actor location and offset it by 0.0001 iirc

#

This is only for widget component tho

#

2d widget seems to work fine

lunar sleet
#

There’s a delay until next tick node btw

slate hound
#

oh no it doesan't

#

it was still going through the Do N

#

it takes longer than next tick for the RT to be valid

lunar sleet
#

Weird

#

I’ve used RTs before, don’t rmbr having that issue

slate hound
#

widget component RTs?

#

I've had to do this before in another project too

lunar sleet
#

It was for a minimap

#

I don’t think I was changing the texture param tho

edgy ingot
#

2d minimap?

lunar sleet
#

Yeah

edgy ingot
#

It works just fine for 2d

slate hound
#

ya this is for VR world widget

edgy ingot
#

But 3d widget is another issue

lunar sleet
#

Oh, so 3d breaks it? I c

edgy ingot
#

For render target

#

I had this problem for my cinema

slate hound
#

I don't think it's broken I think it's working as intended

edgy ingot
#

Stressing out for like few hours. I end up got it to update by moving the plane

slate hound
#

it takes some time for the RT to get created and applied to the widget component, but they don't have an event that can say when that happens

lunar sleet
#

Prly better to do it in cpp then?

slate hound
#

ya the first time I had to do this it took me like a whole day to figure out why it wasn't working

#

ya probably

split widget
#

This only prints "working" for the first enemy destroyed.

I'm spawning in a lot of actors and I need to get them each time to send an event when they are destroyed. Should I even being doing this like this?

heady crypt
#

SP?

split widget
#

Ugh I don't know what that means.

heady crypt
#

Singleplayer

split widget
#

Yes!

heady crypt
#

When an enemy dies/says they dying, just call the gamestate for game functions/ player[0] for ui

#

you won't need to do any server auth on the thing dying, they should know their HP, and should be able to just inform GameState / Player[0]

split widget
#

I see

#

Currently it's just two different actors communicating not the gamestate

heady crypt
#

lol then why you do this?

#

who's the owner of all the Zombies?

split widget
#

I got no clue...

#

Is an actor

#

Coming from Unity so a lot is interchangeable and a lot isn't

heady crypt
#

right, ok so if your Enemy_Spawner makes the zombies, you can just add them to an array and store the data, without wasting time later doing a cast every frame

#

and you could store your Enemy_Spawner REF on your GameState

#

and then the zombie can say GetGameState->IDed

#

with a Blueprint Interface Function

#

0 casts needed

#

and 0 world actor lookups lol

split widget
#

Understood, I'll do this then

heady crypt
#

BP Interfaces work similar to messages in Unity

#

just make it, add functions, and go to your targets Class Settings -> Implemented Interfaces-> Add

#

you will need to make a new GameState though and assign it in the GameMode override

#

Blueprint->New->GameState->Name it w/e you want

split widget
#

This is a lot I'll come back later if I get caught up but I'll try to do this

#

Thank you thou!!!

runic pagoda
#

So I'm trying to get the current pitch of the camera. Get world rotation seems to be getting me the right numbers (p= camera pitch, from +90 to -90, exactly right). However its all 3 axes in one so I need to split it out to be useful. I thought 'break rot into axes' would be it...
But the output for that is XYZ, with both X and Z giving pitch (but in different ways, both between 0 and 1), and Y giving.... something I can't actually figure out, but isn't pitch.
Is there another way I'm meant to do this?

dawn gazelle
runic pagoda
#

split pin doesn't exist on world rotation (tried that first)

heady crypt
#

break nodes let you hide things you aren't using

runic pagoda
#

breat rotation gives better results than breat rot though thankyou

dawn gazelle
runic pagoda
# dawn gazelle

oh it doesn't work while it's connected, silly me. Had to disconnect it first

dawn gazelle
#

Ah yea that'd do it

heady crypt
#

depends on what looks better to you

runic pagoda
#

ok so this works for looking from 0 to +90, however the issue I have (which I have one solution for, but it sounds convoluted in my head so I suspect there is a cleaner solution) is that the offset I need isn't linear.

+90 needs to equal +45
0 = 0
-90 = +10

Any thoughts?

runic pagoda
# heady crypt

ah actor transform makes sense too, though I assume it'll give me the same figures. Worth remembering in the future though

heady crypt
#

nah that's cause I was in a GameplayAbility

#

and was the only variable readily available to drag off for a transofrm

#

transform even

runic pagoda
#

ahh

heady crypt
#

you want to clamp your rotation range?

#

or you want -90 to feel like 10 ?

runic pagoda
#

at -90 pitch, the camera is offset by 10
at +90 it's offset by 45

This is easy enough, but the problem is that I need it to be offset by 0 at 0pitch, so it's not a linear sum

#

The only solution I can think of is branching nodes, that trigger depending on a 'sign' node that detects if the pitch is positive or negative

elder lodge
#

I have a GravityManager that keeps track of objects emitting and affected by Gravity, and I want those objects to add themselves to the GravityManager on their own lifecycles, but I'm running into I think a race condition with them trying to reference a null gravitymanager before thegamemode sets it up. What's the best way to delay this or make sure the Gravity Manager is loaded before doign this that doesn't require polling?

heady crypt
#

singleton

elder lodge
# heady crypt singleton

yeah I'm aiming for singleton
the GameMode sets GravityManager as a variable at its BeginPlay
But some Actors that are starting in the game have "add to GravityManager's array" as their Beginplay, but GravityManager's null before GameMode sets it

zealous moth
elder lodge
#

i had it waiting in a while loop but Unreal didn't like that, i'll try it with a little delay

heady crypt
#

if you aren't threading with coroutines don't ever wait in a loop of any sort

lunar sleet
#

Well, you can technically make a custom for loop with delays but prly better to use coros 🎡

trim matrix
#

that would be still linear i think

runic pagoda
#

this works, I just think there's probably a cleverer solution

#

I'm also not happy having to use Tick, but I'm not sure there's another way

trim matrix
#

isn't that linear?

runic pagoda
#

mine? No, it's 0 to +90 uses a 0.5 multiplier, and 0 to -90 uses a x0.11 multiplier. So it's a curve

#

well it's a not flat line

#

a V

trim matrix
#

yeah V, but not a curve

#

GPT shited out this equation πŸ™‚:

heady crypt
runic pagoda
# trim matrix

I think my solution actually ended up tidier than that lol

trim matrix
runic pagoda
trim matrix
#

yeh

runic pagoda
#

which was all that mattered lol (for my purposes anyway)

#

its tidy enough for testing purposes anyway. Is there an alternative to using it on Tick?

trim matrix
#

You should do this on tick if you want it to be smooth

runic pagoda
#

ok thats fine then, I had to enable tick on the character blueprint for this so I guess nothing else required it, but smooth camera stuff is going to need to be running all the time I guess

gentle urchin
runic pagoda
gentle urchin
#

If ypu want something truly unlinear, find a formula that fits your needs (quadratic ?) Or do a curve

trim matrix
gilded venture
#

So anyone have any guidance on how I could go about making a map of all of the variables on a given blueprint where the key is the variable name and the value is a reference to that variable? Trying to set up a script interpreter to build cutscenes via Excel sheets handling dialogue and manipulating variables.

frosty heron
#

Variable name will be FName, the value will be w/e the value is

random pulsar
#

Hi guys,i just want to know how can i make a village stomach, like for the player to collect meat, berries, etc. and on the side of the progress bar it is shown that the village’s reserves are growing. And if he doesn’t collect food for a long time, then little by little the value in the progress bar decreases

heady crypt
#

prob make yourself a custom GameState and use it to store that, and have the player character send a notification to it to ++ and have it drain on tick

#

or add a Timer

twilit jacinth
#

Im trying to change the position of Held ObjectActor by taking Relative location of components on an actor. But it seems to me I cannot take relative Z axis location relative to the parent component from components, and can use only world location. But the further I move away from the center of the world, the values change faster, since World location is in hundreds, or thousands.

#

How do I normalize it? Or is there a better approach

uncut condor
clear sierra
uncut condor
#

i have no idea what im doing

uncut condor
#

I mean the Projectile cannon in my case

#

same idea

clear sierra
#

So you will calculate a look at the object from camera World Location to Object World Location,

Now you have rotation which needs to be applied on the camera, Now how you want to apply it, You can directly set the world rotation on the camera, But if you want to do it on relative space, you may want to Convert the World Transform to relative transform first the apply the rotation to Relative Space.

clear sierra
#

Check LookAt function

faint pasture
uncut condor
#

Isn't GetForward Vertor calculate the forwardness of the rotation?

clear sierra
uncut condor
#

what is its name?

clear sierra
uncut condor
#

ok

runic pagoda
#

Is there a way to take the running feed of the world location Z axis of an actor, and get a running average? eg. while walking the z height changes by small amounts constantly, but I want to smooth out the result by taking an average

uncut condor
#

i don't see it

faint pasture
#

I'd use a FInterpTo probably

clear sierra
faint pasture
#

If it's for a camera, there's already movement lag built in to the spring arm component, maybe use that.

runic pagoda
faint pasture
clear sierra
#

Yes lag should work

#

Show lag settings

faint pasture
#

Anyway, just interpolate if you don't want to use a spring arm

heady crypt
#

isn't crouching camera height based on the capsule half height settings ?

runic pagoda
# clear sierra Show lag settings

I've tried a lot of lag settings. They do start to show improvement if I put the speed down to like 2 and the distance to about 10. But then if I move more than a small amount I end up behind the character

#

I have considered setting up nodes to update lag depending on speed, but thought I'd try alternatives first

#

https://youtu.be/NWHLH2P3HxA

You can see the issue in this. I toggle between the two cameras. First is socketed with lag, second is non-socketed but using interp to keep the height correct (doesn't matter for the vid as I'm just walking).
The gun/arm looks jittery in the first, and smooth in the second. (Second is the hand being slightly further right as I don't have the cameras perfectly aligned)

#

though the ideal would be the socketed camera, but with the jitter smoothed out (so maybe interp will help there). being able to do the smoothing per-axis is handy, something thats often an issue with lag (perfect lag for one axis, doesn't work for anotther, especially fast forward movement). Though I'm sure there's better solutions

clear sierra
#

You will make the camera instead of attaching,make the camera follow your pawn, You can use VInterp to do follow or do average Position, where you will fill an array of positions on tick, then create a logic, where you will average the index in the array.

runic pagoda
clear sierra
uncut condor
molten knoll
#

Question:
I want to create an Editor Utility Widget, where the User can select a DataAsset of a specific type, how can I search for those DataAssets in my Widget?

clear sierra
uncut condor
#

ConvertToRelativeSpace

edgy ingot
#

Actually i dont think you can use that for data assets.

Why not just have a variable of the data asset of youe type in the editor utility widget?

uncut condor
steady night
#

Hey Guys Question, im gonna do my Save/load Function now i get the best way to save logic is inside the GameInstance Right ?, also should i use a Commponent to save on or how do u guys do it ?

steady night
#

rather the playerinstance or game instace ?

#

@clear sierra

clear sierra
#

Yes, Well if you look at the problem of saving and loading, you want to do it no matter what your pawn or other classes is doing..

#

So Game instance is the best one for Blueprint Project, I have done subsystems, which is also UGameInstanceSubsystem , so Game instance is fine

steady night
#

ok

#

even tho its a MP game

#

each player has their own game instance tho

#

so shouldent matter

clear sierra
#

Yes, Save game will only save a local copy

#

so each client will save there own save game copy, But in multiplayer scenario, if you want everyone to save same copy, i would not even recommend SaveGame, I will personally use Database on a cloud machine to save the status of the game.

steady night
#

aye no all thats saving is basicly their own local "player character" with stuff

#

so theres no saving involving others

#

if thats what your aiming at

clear sierra
#

if you only want to save only for Local Client, then Save Game inside GameInstance should serve your purpose

steady night
#

ok ty

#

@clear sierra just a question will this "overwrite" the current save" or do i need to remove / clear it somehow or ?

clear sierra
#

This will over write, if Save Game files is available, you should Load the Save Game file first then, Update the Parameters inside SaveGameObject, then Resave

steady night
#

hm alright

thin panther
#

only the server should be saving important client info

#

otherwise any client can just use a save editor

#

and cheat items and such

steady night
#

hm, save editor ?

thin panther
#

yes

steady night
#

whats that

thin panther
#

save files are just files

#

files which you can edit. sure they're binary, but you will be able to easily cheat with a hex editor

steady night
#

how would i save it onto the server then ?

thin panther
#

the same way you would for a client

steady night
#

except just run it on server ?

thin panther
#

yeah, you'll probably have to do some funkiness for retreiving a specific client's info, which is where #multiplayer come in

steady night
#

aye

#

hm if i would make it saving locally first would i be a bug rewrite to change it to saving it on the server after ?

thin panther
#

yes

steady night
#

gah...

#

i mean your probably right, but cheaters will always find a way to cheat tho...

#

but yeah thats would be a big gamebreaker

heady crypt
#

cheating == aim bot, not save spoofing the entire games inventory lol

#

don't allow any client to ever have access to MP save data

steady night
#

aye

thick bramble
#

Is there a way to get to CustomDepthStencil for instance in InstancedStaticMeshComponent?

versed sun
#

I don't think there is
I think you have to make a ISM for each Stencil

thick bramble
#

How does then unreal outline an single instance if I click on it?

clear sierra
#

Now go and figure it out, I think you can instance ID inside shader, I am not sure but maybe, we did something similar but using Niagara.

trim matrix
#

Niagara for outlines?

trim matrix
#

you could work with that

zealous moth
# thick bramble Is there a way to get to CustomDepthStencil for instance in InstancedStaticMeshC...

@versed sun Try this:
https://www.youtube.com/watch?v=8F6Sl5gsLy8&ab_channel=PendingKill
Not the exact same but close to the same idea

SOURCE: https://github.com/PendingKill/Tutorial_ShaderAnimations (flies)
https://github.com/PendingKill/Tutorial_SplineMesh (boxes with splines)

TABLE OF CONTENTS
00:00 Introduction
00:26 PerInstanceRandom Documentation
00:59 Shader Animations (Flies)
02:27 Colors Intro (Boxes + Splines)
04:00 Basic Float Method
06:00 Modulo Method (3 branches)...

β–Ά Play video
#

you can do per instance material

clear sierra
versed sun
spark steppe
#

can you even have multiple stencils?

zealous moth
#

the stencil can be applied per instance

#

iirc yes

zealous moth
spark steppe
#

i think you can only have one

zealous moth
#

you have up to 255

spark steppe
#

that's values on the stencil

#

but it's the same buffer

zealous moth
#

werent there 4 buffers?

spark steppe
#

rgba? xD

zealous moth
#

no, they had different denominations

#

I haven't touched stencils in 2 years >.> but you could definitely change the stencil and if you have an ISM/HISM, you can change it at the dynamic material instance level of each instance

spark steppe
#

i feel like you are mixing something up

#

there's only a checkbox to render in custom stencil, no way to select one

zealous moth
#

hm i might be

#

lemme check

spark steppe
#

also there's only one CustomStencil texture sampler for materials

zealous moth
#

that's the word

#

there were different samplers as well

#

k so you can do up to 255 using the default

versed sun
#

I switched from Stencils to Overlay material , seemed easier to manage

zealous moth
#

in 5.2 i think it was introduced?

#

yes, much more easy

#

here

#

spagetthi and meatballs

#

but you can do multiples at once on the same material, and using a material instance on a per instance, you can set it up

spark steppe
#

values yes, but not different stencils

#

and you have to deal with value overlaps

zealous moth
#

true but again you can do it all in the same mat

steady night
spark steppe
#

wtf, why do you cast to a specific class?

zealous moth
#

?

heady crypt
vale pine
#

A bit of a "sanity check" question
-When there's a delay with Custom Event variables, can I expect the variables/references to always be "stored" in the event until they are requested?
-Also would I be correct in assuming that it will grab the values of only the most recent call of the Custom Event?

zealous moth
#

print string it

#

and check if it is

#

but if you call the same event twice between delays expect tomfoolery

#

it's best to use a timer

spark steppe
#

yes

#

if it's called twice, it will execute twice with the same values tho (the last ones it had when called)

vale pine
#

Cool, that's what I suspected. Thanks!

elder lodge
#

Will that End Play cause shenanigans if it's using nodes taht were only directly flowed to by Begin Play? Seems to work rn, items disappear from the list upon destruction.
Worth maintaining an index to speed up destruction?

#

Pure Node?

#

I could just convert it to a variable to ref later, how does one convert to a pure node?

lunar sleet
#

Right click

elder lodge
#

Ooooh

lunar sleet
#

Don’t overuse it

#

Not everything should be pure

elder lodge
#

😨

silent drift
#

Anyone know how I can make my own player start? I would like to make the character spawn inside a particle effect rather than directly. Is that possible?

zealous moth
lunar sleet
#

I’ve seen my share of tutorials where every cast is pure for no reason

heady crypt
#

would you say it was pure madness

zealous moth
lunar sleet
gentle urchin
#

Im a fan of functions

#

Small, neat, easy to read functions

zealous moth
#

events are the way

gentle urchin
#

Events are functions too

#

Just more messy πŸ™‚

eternal flame
#

Does anybody knows how to move for example box from A to B, but with additional shakes (using animation curves)? What is efficient way of doing it?

zealous moth
#

shakes?

lunar sleet
#

You know, like Shakira

eternal flame
#

I mean it has some trebble

eternal flame
#

For example elevator

zealous moth
#

OH

eternal flame
#

πŸ˜πŸ˜‚Yes shakiraπŸ‘πŸ˜‚

zealous moth
#

break it into 2, local offset and actor location

eternal flame
#

I want to add additional effects

zealous moth
#

using a timeline, or tick, or whatever, move the actor location.
Then, using a timer or still on tick, add offset using a sine/cosine function

eternal flame
#

But how to move efficient with additional control of coordinates

zealous moth
#

are the physics necessary?

#

otherwise WPO in material