#blueprint
1 messages · Page 33 of 1
Timeline -> alpha -> Lerp transform
Start transform -> end transform
Add noise along the way
Physics not necessarily important first
Okay I will try, some small example on blueprint would be very grateful for that
I would but my GPU is full atm
Thanks
Did you forget implementing the EmtpyGPUCache ? đ
Yes exactly, I can even create several curves for corresponding axis
I just want add more realism in scene
nah, I'm running A1111 and I got an XYZ plot going on; it's gonna be a while until I can do anything other than discord chat
Thanks anyway! I will learn about more complex usage of timelines
Is there a way to create a struct from blueprint variables or a tool that can do that?
I would like to be able to select multiple BP variables and then create a struct that contains all of them
A1111?
an AI gen
I need some backgrounds, so I am running several models in series until I can get what I want
fishing for seeds or good results đ
I tried to get a bathroom once...
it didn't quite get it
Lol
Computing all those toilets is hard
I mean... I guess the classic meme "Compete in the bathroom" and this would make sense. đ
AI thinks privacy is useless and inefficient
here it got close to it
but i think it thinks toilets are people
you can see one coming out and the other washing hands
anyways, this sort of stuff
No, thatâs just the public bidet
hahahaha
In many ways it is
the washroom of zuckerbergs dreams
nope
Looks a lot less cartoonish and more Pixar
I do like the âhead of the tableâ one
Looks like a bathroom+ conference room
why is #blueprint full of drawings of bathroom stalls?
Is there a way to print out a message when a projectile hits end of life? No collision.
on destroyed event
We're infected by some OT fungus thats spreading...
I believe patient 0 was in ||cpp||
OT? and a fungus infection makes me think of a the last of us type of situation not posting endless amount of bathrooms
i'd expect this from a rust developer tbh
I'm looking at a way to use some FishEye post processing effect, but I quickly realize my actions on screen which rely on hit results under cursor start to mismatch with this approach.. is there a way to have a similar hit query but taking that PP distortion into account?
Off Topic
It should be possible to device a function that converts a value through a fish-eye calculation
Thats the fungus at work đ theres no hope
No cure found... day 571
The FishEye Post Processing material for reference
not much you can do honestly. im not familiar with PP effects but is there a way to simple the pixel distance from its actual position?
im....i dont think i can do this no more....
anyway what do you think of bread?
II was thinking perhaps I could hit using screen space instead in the BP, but I'm suspecting the PP must happen after
you cant really do a hit scan on screen space since they are two different "planes" sort of speak
You should be able to convert them tho
Xy screen -> through fisheye function equal to pp => xy world
Wired it up and get my message when it hits something, but never prints if projectile goes off in the distance. I have a LifeSpan value on the actor, so it is not 0 (forever).
oh yeah for sure. i thought he meant to do a hit scan that starts from the screen and ends in the game world
are you sure it's dying? try to print "remaining life" on tick
got it
trying to figure out why my projectile has a decent life shooting in one direction, but almost imeediately dies in another and there is no collision.
That you know of
true
Cool, thanks. I should see if it's possible to do that same math in the Blueprint then
You may need to inspect the gradient
I have a "cast to" for the thing hit and if cast fails, it prints "hit something" and that never prints....so figured it may not be hitting anything
Yeah it uses this custom radial gradient function, might be hard to imitate in BP
You could also get away with dome map range clamped after figuring out the lin/max values i think...
maybe...
And what prints if the cast succeeds?
why are you casting at all?? just check if the actor reference equals to "nothing"
what is a dome map range đ
actually why cast at all lol. if it hit something it hit something
hit thing 1
Youâre not going around telling people to == assets are you?
Some* đ
only have a few things that can be hit, so casting to get to some methods of that actor to do things.
oh sure, sorry lol
what if i am...? đ«ą
Is that printing when you get the odd behaviour?
Weâre here to deter bad habits not encourage them đ
sounds like a job for interfaces tbh
no
how is that a bad habit?
isnt it the same thing as == nullptr?
If it can only hit and damage child of some base class, then interface doesnt make to mich sense ^^
Fungus
i've been spoiled with c# for way too long lel
Then check if anything else can drop the bulletâs health
Cast basically includes an isValid check and lets you access that actorâs insides
You also donât want to check against assets because what youâre looking for is an instance of the object
yeah but casts are expensive
readers added context
that's a lie
Theyâre usually not that expensive tbh, itâs just something most tutorials makers peddle.
well they are not as bad as the alternatives
(fan fact: interfaces are as slow as casts)
they are?
Hi, I'm having trouble understanding collision and when hit events are generated inside unreal. I made a scene with 2 skeletal meshes A with collision as on picture, I then have 4 scenarios:
- An actor B1 thrown into a scene with InterpToMovement (generates hit events)
- The same actor B2 grabbed with a physics handle with simulate physics enabled (collides but doesn't generate hit event
- Actor B3 attached using AttachActorToActor to my pawn (doesn't collide nor generate hit events)
- Component C attached to the camera of my actor (doesn't collide nor generate hit events)
Why doesn't hit event fire for the last 3 scenarios? How do I attach an actor to an actor so that it generates hit events?
I'm attaching an image with collision setup + a video that shows the problem
under the hood unreal just checks if the actor has the same UClass as the one casting against. which is O(n) cause it loops for all UClasses. same thing happens for interfaces
doing that now. and finding that all of my turrets have spots where the projectile "dies" faster in certain directions that others. Ugh! And none of them show any collision....
And I was so close to finishing this funtionality. doh!
it might be a bit more than I can chew đ
btw dont let O(n) scare you. UClass are just integers and comparing ints is one of the lightest tasks you can ever do
Smells like an issue with how youâve coded the health drop
@zealous moth âs GPU is backed all the way up from those
I am simply using the "Event Hit" to handle damage apply and then the EventDestroyed fires when projectile is gone. Using default projectile movement and actor lifespan. No other stuff in there.
Show the code
bring back toilet pictures
Event hit string when it hits something followed by the destroyed print, or just the destroyed print.
No I didnât mean just show spaghetti, I mean show the damage portion
as in where I apply the damage to the hit target? Thats just it, at certains firing angles, the projectile just dies, no hit.
yes, always. Either after lifespan on certain angles, or after a hit. Or very quickly after shot with no hit.
Search all calls to destroy the actor
And also how are you spawning it
Are you making sure it canât collide with the turret and itâs set to spawn anyways ignore collisions?
I only have a destroy actor (on projectile) after a hit. Otherwise it appears to "self destroy" at end of life.
Set to spawn, always ignore.
Hi everyone, is there any way to save diferent variables without saving everything at the same time? Like for example a slot for every diferent type of variable you want to save. Right now everytime I save the game I need to save all the variables that has been saved already.
Do you have ignore actor while moving set on both the turret and the projectile after spawning it? Iâve seen Event Hit fail to register if the velocity is high enough and the fps is lower than 120
Can you like add a variable into the save game without needing to save everything and get overrided?
let me look!
here is what happens, first shot takes abot 10 seconds to show "destroyed" when I aim down almost instant.
what's the default lifetime set to?
10
what's the issue again?
it collides with ur player or whatever when it gets destroyed sooner
here's a theory
when you ADS you are moving your camera, and the projectiles are set to collide with the camera(?)
so when ADS'd in you're just shooting the back of the camera which is right against your guns, which is why its despawning
Yeah I hadnât considered that
Draw debug sphere at hit location
remember tho, projectile movement component has its own hit events too
honestly I don't think it's very good, I'd make your own. It's simple.
Just make a component that does a line trace every frame and doesn't rely on having collision
hey if i have a "player Commponent" and wanna overrite whats inside with another "player" Commponenet" how would i do that
cuz in this case its replacing the commponent allthogether
Component
Temporary or permanent?
I dont know what you mean by "overwrite" and "replace"
What are you doing here
its for my save/load system
to me overwrite and replace are the same thing
well no
replacing is replcing to anoter actor basicly
overwite is keeping actor just replacing variables
basicly
Yeah you just want to save and load the state of that component, got it. I haven't done much with saving state of components directly, but you can always just copy the data into your savegame object. Would be a pain in the ass if you got a lot of data in it.
I dont know if this helps, but what I am doing is setting the variables on the actor when I spawn it then using the construction script within that actor to create all his components/guns/etc.
If I need to update something I just update the table that contains all the variables then kill/spawn the actor again
its probably heavier performance wise but I dont do it often and bottlenecks all the calls and data through one system I can easily change rather than doing all sorts of callbacks and stuff
https://www.tomlooman.com/unreal-engine-cpp-save-system/
This looks to be the slickest way to do it without having to replicate all the components data in the savegame class
Hi, why i can't see weaponActor in my character?
check expose on spawn(?)
same, nothing changed
hm, I'm not sure then, sorry I'm still pretty new, you may have to set it to be instance editable, compile, then compile the other side for it to appear, thats typically how it goes for me
Maybe explain what you mean by âsee weapon actorâ
oh if you aren't setting a default, there's also a hidden dropdown in your variables area for "override" it may be in there
i want to set value of weaponActor at character
@faint pasture yeah thats the problem i got 6 different components with loads of data <.< would be really tedious work to do each one seperetly
all variables in the defaults category
You seem to have a component WeaponActor in it
That was for a little test, I'll delete it
when game started, i can set at runtime
no true ADS.
in that case i'd do a printout of location just before destroy actor and start hamfisting my way through it XD
and no performance issues there? (unless that is what projectile movement is doing)
actually a faster way would probably be outputting your sphere trace/impact event and printing out the name of what it hit
THis is shooting in the direction that the projectile "dies" the fastest. No hit though.
Whats good people?
Not sure if this is the right chat for my question or not, but I've recently started back up on making a game trying to clean up my title screen
I've been trying to make a press to start screen to bring up the main menu, but is there a way to set focus to the screen/button and and only click or press the button once
The initial double click in window kinda feels janky
Forcing your window to be focused isn't something you can do in unreal by default. Maybe with some C++ wizardry but I doubt that cause that would be a security concern for windows
If I spawn a character pawn at runtime, will the predefined controller of that character pawn also spawn and attach itself? Or is this something I need to do manually?
That's what I thought but it wouldn't run smoothly for some reason
Even umg setup is a bit buggy at launch but after everything runs smoothly
what could this be reffering to ?
hm, so no impact event but its despawning? thats /weird/
doesn't look like a math issue from going from Xyz positive to negative either
iirc you cannot send arrays in multiplayer
exactly, that is why I am so ... at a loss.
@dire frost what really đź
i remember seeing that in #multiplayer but im not sure.
but it does make sense imo
How do you think the built-in projectile movement works?
Anything that moves does so on tick or something like it
hmm
thats what I thought. May try my own then.
I had posted a few days back about my enemies not being affected when shot on top, but it turns out my projectiles arent making it far enough to hit them.
ok just double checked. you cant send arrays, maps and sets in multiplayer
sets * ?
an alternative would be to loop through the array and send the actor references via a reliable event
added a line trace and it shows now hit (green box) and goes onward...
@dire frostaye altho this is a save function locally
oh why did you put it as a client event then?
Hi everyone, I will ask again In case someone knows this. is there any way to save diferent variables without saving everything at the same time? Can you like add a variable into the save game without needing to save everything and get overrided? Or maybe a slot for every diferent type of variable you want to save. Right now everytime I save the game I need to save all the variables that has been saved already.
@dire frost just tried stuff
imagine arrays but like faster when it comes to removing/adding stuff but it only contains unique elements
this could not be a more simple request for ue5
and yet
feel like im being driven insane by this stupid thing
You can arrays
Maps you cant but arrays you can? There is event fast array serializer for mp i think
Yeah the common workaround if you need to replicate a map is to have an array of structs, where the struct has your key and value
circling back to this-- looking for a way to automatically loop through all the variables in a given actor. any existing nodes or ways of doing so?
I have changed the name of an enum in BP and submitted it. Now my colleagues have compile errors for that type. I know in c++ you have to use core redirects for this but in BP a simple name change breaks all the uses of an enum???
Yea but I joined a huge bp project. So porting anything to cpp is a pain
But I guess I could do it and use core redirects... See if that works
Sounds like it was doomed from the start
It is what it is
Bps are awesome but they have some huge flaws my god...
I give up making my old project all nice because its pure bp
not sure about bp but for cpp you can only send an array with a limited size and you could potentially reserve the array unordered. i assumed epic thought that bps couldnt risk that but idk
You can still absolutely replicate arrays
that is a such a weird thing to do...what do you want to do exactly?
It's not weird. There are some pretty useful usecases for it
Such as for auto saving systems
The property link in c++ is what you need for that one.
Nothing in BP does it
yeah i thought bps were blocked from replicated arrays...
It would not make sense if you couldn't, because the game state literally holds arrays and is replicated
For that youd just serilize the whole actor instead of "looping" through each and every variable
There are still cases where you may want the property link
For such a system. Granted the property link is more niche, but it is certainly useful
Ah fair enough
Out of curiosity, why does string "win" in this case and why is casting a name to a string a 'promotion'?
Promoting just means a conversion
Property link?
Yeah. UClasses have a what's called a property link, which is basically an iterator for each FProperty
oh TIL
Also why is this legal but the reverse order of connecting the pins ISNT legal?
that's how I got this
U r trying to drag it into existing == . Try to drag the pink pin and type equal
You can deffinitly compare strings
no I generated the existing == by doing what you describe, it drops the node in but refuses to connect it
I think you're supposed to use the stupid string-specific equality functions like java
it just drops the node and disconnects it, you need to use string equality stuff
string iirc has a "equals" node
Thats what i meant tho. Use the string comparsion function
do spline meshes not work right on character blueprints?? it works right on an actor
Could you elaborate on this? Does this only apply to renaming stuff? Or are there more annoying aspects to it?
you should be able to see where it is ?
call me crazy but this does not look like infinite loop code
it's barely doing anything
I was just prototyping some stuff
a delay and a function where I set two variables lol
yeah but i did try it without just incase
oh yeah I did a delay of one frame to ensure everything works
you don't have a loop anywhere else ?
weird it would say that about that i don't see it
Can you break it and look at the BP call stack?
No this is all that is called from beginplay i'm super confused
wait it only occurs when I jump, but how is that related to beginplay huh
Function /Game/Blueprints/Character/PlatformerMovement.PlatformerMovement_C:OnInterrupted_990860E245213C217FCE9BBD7D0F69BB
Function /Game/Blueprints/Character/PlatformerMovement.PlatformerMovement_C:ExecuteUbergraph_PlatformerMovement
Rolled my own projectile movement without line trace/collsion at the moment just to get the ball moving.
Green dot is new projectile way out and the debug spheres show where the original porojectile was getting terminated.
I think it may be showing the wrong thing
Show your jump function
okay yeah that's 100% what it did
Should the movement component just do the moving and the projectile check line trace every tick or the movement component do it all? And if so, can the component talk back to its parent to fire off a Hit event?
because i found a silly thing in my jump just now
and it works fine now
the beginplay just threw me off
because that's not where my issue was lol
so it's all good now lmao
some blueprint nodes (Listen for Gameplay Messages to be specific) disappear from my blueprint after restarting the project even though I'm sure I saved it properly. What might I be doing wrong here?
Specifically, I'm implementing my dialogue system. It pulls strings from CSVs, and I'm trying to add the ability to parse variable adjustments from the CSVs as well. For example, you talk to an NPC, a quest value goes up
How does it know what quest value to go up? It's listed in the CSV. So we need to be able to find the right key (which is in the CSV) in the list of variables
I set up the village stomach and i need somehow to decrease a small value from the progress bar ,and when player picks up some meat i need to add a value to the stomach can someone explain how can i write this?
how do i need to connect the max stomach and the current stomach?
What i mean is you don't need collisions at all
Tick -> line trace -> did it hit? -> yes -> ok do stuff
hey Ilajo, you need to decide where to store the variable
I suggest some sort of pickup event on overlap with the meat, then you'd just have that event drive set -> variable, and the bar would be set as a percentage from max meat to current meat
CurrentStomache / MaxStomache
for me its hard to understand this way and i also dont want to waste yours time but is the price of 10 dolars ok to show me in voice channel how to make it?
nvm i found a video)
Hey guys i can't remember how i made this work last time,
i have a ComboBox that has bunch of options that change the Anti Aliasing, the problem is i need the button to remember the selection,
so if you open the game first time it will show what the current Method used is.
How can I prevent my PickedUpActor from clipping through walls at high speed? Precisely when I "slam" it against the floor with very high velocity. I am grabbing the component through PhysyicsHandle and clamping its location on Tick to slightlyaboveGround level on Tick. Nothing seem to work
Create an enum and set it and save it
On game start get the enum value to display the current setting
thanks
Did you get to save and load?
Hi all, just a quick question, how do I keep an object the same speed on a level sequence so it doesnt speed up or slow down?
Thanks
The transform is relative to the timeline in sequence
Unless u r not driving it from sequence timeline
well i haven't touch the project since the save and load thing, it works just needs polish... polish ... andddd more polish
Gameplay first imo
Polishing can come later
Still working on the horror game?
not sure, i have mixed feeling about what i want to make
Very common dilema
kinda feels like overpopulation of horror games ( nowadays )
My opinion is you should come to terms with what you want to make
And stick with it till the end
Dont make something big , start small
yeah pretty sure one of the bigest mistakes is working on something but never release it.
Little lost on what you mean. Im using a level sequencer. Also there is a relative function under the transform node but i dont believe thats what you meant.
Thats not what i meant, i mean did you move the object using the sequencer?
yes
I have no idea then because it should move relative to the timeline. If you have it on X position at 2 second it should be in that position in 2 seconds time
What i want is to create a loop where it moves at the same speed from beggining to end
What it does normally is at the start of the sequence is speed up then slow down near the end
Yes they are ease in ease out by default
If u want to make it linear, select your key frames and hit 2 or 4 i cant remember
But u want the triangle icon
Is it recommended to make your own state machine that is gameplay logic based instead of animation based? I saw on the asset store there were two somewhat popular ones, but one was 150 the other was 300. Right now I'm at the early stages and I currently have an object that has 3 (technically 4) states that it can be in and I'm not sure if I am doing it correctly since I am basically checking to see what state it's in when it does something. However I can see later on that my project might have objects with a bit more.
Yes you just highlight all the frames, Right click and choos linear. Thanksđ
Think I am close to getting my custom projectile movement working, but hit a rookie snag. My projectile base class has an Explode custom event. I am trying to call it from the Child BP "laser". When the movement has a "hit" it calls the base class Explode, but it never fires on the child. (breakpoints show it fires on the base class/parent). What might I have missed?
okay i tried making it, and it looks like this.. from short testing seems to be working, let me know if i did something wrong @edgy ingot
Only way is to test it
If i can work things out w.o testing i wouldnt have to deal with debugging
yeah no it works, just asked if maybe i should change something
alright thanks :)
I have been running into the issue where if I open up the gameplay debugger tool through the command line at runtime, the engine stops printing strings onto the screen. There are also no print strings on subsequent closing and opening of the engine. Anyone happen to know what causes this?
thanks all... got my custom projectile movement working and it solved my early termination issues. Means I missed something in the OOB Projectile Movement...but all is good.
I just want to bumb this
you mean a animation state machine?
there is the free... locomotion project ( made by a guy who got hired by epic )
Isn't that basically just for animation though? Like for instance, in my case I might have a button that is active, deactive and destroyed, each having their own logic, since they aren't really animations, would the animation state machine allow me to put its own gameplay code in it?
i mean from what i know it's only used for animations..
Anim instance just read variable from its owner to drive the animation
You should not do any logic in the anim instance
For something like a button or switch you dont even need anim blueprint
Ah yeah, that doesn't really work for me since another object in my game doesn't have any animations, it is just a physics object that also has 4 states
this is one of the best project u can learn from ( for anim state machine )
Nah, for those who can dechiper it. They said its spaghetti
well spaghetti worth enough to get hired
Yeah, that's what I thought. I didn't say I wanted to use a anim blueprint, I was wondering if there was another way to deal with finite state machines for logic or would it just be easier to use some asset on the marketplace
i can't read it lmao
Sure but still spaghetti. He stop developing it too
Its good to have movement going
But to edit or add is not easy
Currently on that physics object, I have 4 variables that are basically branched to check which state it is in
No idea what you want to do
What fancy things do you need for a switch
yeah i once tried adding metahuman, and change some stuff, and instantly gave up and decided it would be easier to make it from scratch lol
I find making animation to appear fluid is not an easy task
yeah, well depends how epic you want the movement to look
Rdrd epic
Yea i got to settle with what i can muster đ
I used als for my old ongoing proj
Not saying its bad but for learning maybe not the best source
The als it self is a gift to the community imo
yeah the unreal marketplace is one of the best things... the amounts of free content is "unreal".... haha get it ? ........
For the physics object:
State 1 (Spawned State): It falls as a physics object until it hits ground then goes to state 2, player shouldn't be able to interact with the object
State 2 (Waiting State): The object waits on the ground for a few seconds, player walk up and kick it around or whatever, after a few seconds the object goes into state 3
State 3 (Adjusting state): The object goes to a hovering position, goes to state 4 after adjusting to the position
State 4 (Hovering state): The object rotates and hovers, the player can pick the object up
Thats what I 'm trying to do, isn't that a finite state machine? Is there an easier way to do this other than 5 booleans and if any time the player walks up to it to check each boolean to see what state the object is in
Nothing is animation based
Not sure what animation based actually mean. If thats an actual thing, well i just didnt tap this kind of subject
Afaik in normal bp you cant do state machine? Maybe you can use behavior tree i dunnoe.
I don't need an anim blueprint since it doesn't use any animations
So it is better to just get one of those assets then?
Since that was the original question
Anything you describe above doesnt seems to require state machine to work
But maybe i dont know better
If an object needs to be in certain state i would just use enum
before you mentioned it, i have not only never seen it done.. but not even imagined it being done.
The issue is, when I need to go from one state to another, there is a situation where it can go from state 4 to 2
in unreal sometimes there is multiple ways of doing 1 thing.. but this ain't it
Yea i dont c the problem. I would just use enum
Nice đ
kinda reminds me of that graph
CD projekt showed on how the options work
looks quite " clever" and fun to use
Yeah I somehow didn't see that, but I didn't look that hard since I basically asked here first, since to me a state machine seemed like something that would be built in
Still too expensive for me
Free?
Limited functionality
Get that super expensive UE5 Coro plugin
Mb, when i see a price tag i tend to forget about the free trial
Yup
I stand mistaken
TBH, the free tier works for me, I don't need much validation which seems like most of the pro features since I'm a solo dev for a game that probably won't sell anyways, I'll just forget to plug something in anyways
The dream of an Indie dev
" full version for free "
random thought
what if everyone here worked on a single game O_O
time to make gta 6
The p4 merge would be a nightmare
github would shutdown ( if using github )
Using GitHub with that large of a team?
well "as a joke"
if everyone did even a single thing ( asset or animation or audio or UI )
there would be a game
Id make a component with states and transition rules
Isn't that... just a finite state machine?
Yeah, the original post was basically asking if there was a built in type of state machine I could use for logic or would have make my own/use a marketplace addon
Yes I know
Glad weâre all on the same page
yep, making gta 6 as a team of 25K
Minus all of us that would prefer not to work in a team
how do i make like a progress bar that goes down as a 'cooldown'
i have a delay in the dash mechanic which i want to show visually as the cooldown
possibly make that delay a value that gets subtracted
when the delay function happens set a new value ( the value is the time the cooldown should take )
then possibly use something like a Tick event, to subtract the value
and then just connect that value to the "progress bar"
there is better ways of doing this pretty sure, but thats one way it could work
ive got a variable called dashcooldown
which is connected to the duration of delay
Current cooldown / cooldown time = your progress bar percent
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.
If you want a value that increases or decreases overtime I would recommend a timeline
how would i do them
Is there a way to reference the Skysphere in an Actor Blueprint? I'm casting a line trace and want to add it to an Array of things to be ignored.
I mean, not gonna ask why youâre line tracing at the heavens, but itâs set to No Collision preset so either make it custom or trace on a channel it already ignores
I'm making a movement system where you look and click on something and smoothly lerp to that Position
It works fine when you click on the Environment but if you accidentally click outside of the playspace then SOMETIMES it will hit something and send you to something at X:0 Y:0 Z:0
If distance between Current position and clicked position is < Threshold then
Move to new position
If not
dont move
You should run queries and check if pathable
If not reachable then dont commit to the move
and the Sky sphere is probably centered at 0,0,0
so if you cliked on that , then ignore
Start by not using delay
In basic form, input dash should execute dash function which will then start a timer to decrement dash cooldown.
Your widget will just need to show the precentage of the cooldown which is currentdashcooldown / dashcooldown
i dont know how to decrement it tho
ive taken delay out, im guessing i put in a timer?
Set looping timer of 0.01 sec. Which run a function that decrement the currentdashcooldown by 0.01
i meant keep the delay but before u do the delay SET a Value
Delay is the wrong choice in 9/10 cases, best not to recommend it to new people who already use it because they think it works the way it sounds
in his case he needs the delay to just stop the exec from continuing for certain time.
but yeah there is better ways
In his case he should get rid of the delay
without a delay
Too many trash tutorials using delay
Especially in gameplay mechanic, why do you want to run somethings with pinky promise
you never want a timer that low
tick is always preferred over that
fight fight fight
Agree with you for performance wise. My small brain just dont know how to decrement without being frame dependent
Prob use delta time yeah
instead of decrementing, come up with a stamina loss per second, and decrease stamina by that value * delta time :D
and thereâs the fallacy I was talking about. Delays wonât stop the timer or tick from ticking away, hence why itâs a terrible idea
true
Awesome
so the best way to handle a cooldown timer
is to not have one đ€
Indeed, coroutines would be great but thatâs a tad more advanced
well that is a cooldown timer
for a cooldown timer it adapts slightly
idek where i read stamina from lmaoo
instead for cooldown you add the delta into a variable, and check if it's greater than your needed cooldown
I wonder if the guy left the chat like 15mins ago đ
So does a BT btw, donât hate me for saying it lol
and went to sleep
Delay?? Timers?? Corout⊠ah f this Iâm outta here
Hi back again. How would i create a class i.e like an NPC class or enemy class?
Thanks
like fuck lol
im still trying, i havent a clue if im doing things right lol
I would use character instead of pawn if you are making humanoid npc or enemy
just put a timer on screen and make the player count..
Dont know aboht doing things right. The fact that i see dash cooldown bool is already not what i would do
I would create a base class for skill
Each track their own state and timer
So when i need another skill to press i dont have to recreate the same thing over and over
its the only skill i have lol
How would I apply this to actors I have already?
will it be the only one ?
yes
ill cross that bridge when it comes
i need to get a somewhat working version by friday
fir college
I prefer making stuff modular / customisable.... I hate redoing things
same but on a time limit, i can bare with it
In the player graph it should be as simple as ActivateAbility. It doesnt need to know the current cooldown or doing the decrement
after friday, im making a different game then lol
Binding: Property ' /Script/UMG.ProgressBar:PercentDelegate ' on Widget ' ProgressBar_0 ': Member:GetPercent Has no return value, unable to bind. i get this
You can hit File -> Reparent if you want
what are you applying?
u want to change your npc's to Pawn's?
or u have skeletal mesh or other
I just want to have certain groups together for when i cast certain things I.E certain enemy groups/classes, NPCS, Interactive objects
Try to return on false and cast failed
Then have a base class
still fails
yeah thats what im after
Npc player enemy friends can be MyGameCharacter
They all can inherit from the same base class
yeah make a child or something
how would i create that
So whats stopping you? Right click new blueprint , choose character
just normal bp, and then right click and make a child
What actor
We talking about classes
If you already have existing class and its not character and thatd your base. You can reparent that as neo says
Say I have multiple NPCS and I want them to be in the NPC class so that if im in range of any of those NPCS I can speak to them for example
The point here is to understand OOP
ok so remaking the function fixed it
whats that?
F
Im not good at explaining. You can google it and look up the concept of inheritance
oop is object oriented programming isnt it?
Thats the abbreviation yes
Source control, see pin in #ue5-general and set it up, the earlier the better
incredible
yep thats it
please rate my artstyle
That could further branch up to one base class
Thanks guys, couldnt find any videos for classes but Inheritance was what i was looking forđ€
This is horirble and run in prepetuity
yeah ik its horrible but it works
As for your smooth fill u run the logic every 0.1 sec thats not gonna be smooth
the good old"
if it works, don't fix it.
yeah i figured
Do it on tick with delta time as cuppa suggest
exactly
how would i put it in?
i guessed here but idk
Gross but it is viable
No its in your tick
Why is that?
I just try to avoid tick like the plague, I know it's fine to run some things on it and I do, but I just try to make alternatives.
some stuff have to be run on a tick
This is when you should run ticks
what would your alternative be?
If something needs to be checked every tick, use it
For cooldown? I came up with a formula that uses set timer by function to update the widget fill bar.
Ppl avoid it because of youtube myth
on a loop
Timer with 0.01 is worse than tick
In terms of performance
I just don't want to become reliant on it when there are alternatives.
I don't use .01 lol
Worse alternative?
it would also help i realized the bar fills up when the cooldown percent is 1 and below lol
whenever the cooldown is > 1, it doesnt fill shit
you have to break it down into fractions/decimals. 1=100
0.01 might not even be enough for smooth fill up bar
Mines pretty smooth I'
make it a animation or something lol
I'd say
that would make it smooth
Whats the time?
Even 0.1 is not smooth
what is a delta second?
We r talking about how to make smooth progress bar fill
like, im thinking, i have to do * or / to increase and decrease the time
but idk
it wont load
you would use delta time for something like a FPS counter
ah ok
well, ive got what feels like a decent time for the dash
with a visual cooldwon
so thanks
Delta time is just time diff between last frame and current frame
?
the cooldown for the dash
space math
fr
now i need to actually make a level lol
oh btw
is there a random number node?
there needs to be some halloween theme, so im just gonna throw in a cheap k-fee car jumpscare when a number = something random
just every tick
yeah could do lol
Random Bool with Weight might be a good fit
Basicaly a % chance to be true
If its an event that run once a while, just use timer
could do, yeah
You use tick when you need something to happend asap. If you use timer with a small number, you might as well use ticks
" now i just need voice acting/ motion capture / animations / levels / assets / gameplay and other "
easy peazy i have 1.5 days left
fr
it just needs to be a basic game
its for a college project
first one of the course
its halloween themed
doesnt need to be extravagant with motion capture
downloads gta 5 source code and codes a new mission
then shows up to College with it
fr
by college u mean a UK college or like an American one or ?
go all the way out, and make a full blown triple AAA quality game
Until Dawn 2 or Detroit Become human
uk
as in mandatory further education college
i wish
yeah i went to UK collage too
went for IT rather than game dev
out of the whole class, im the only one really doing any game shit, theyre all doing more good models, im going for good gameplay
sounds fun
it was between those two for me tbh
i left after the first year lol
as its simple stuff, that i already knew and i didn't wanna spend 3 years re-learning the same stuff
but atleast you get a certificate
it it a solo project ? or a team effort
team effort but im the only one who really knows unreal
still in year one
the team im in, im on unreal, one kids on blender, ones on the game pitch and ones doing music
but the music kid hasnt been in
and everyones affected by bus strikes in the north east
ah, yeah i get you... i was also the only " knowledgeable one"
yeah
but when you bust out shit that wsnt hard to make but they dont know that and are impressed
love it lol
anyway, blueprint things
how would i make a ui element move down whenever i collect an item
i have a totalscore variable which goes up
i just dont know how to make the ui move
UI animation
bye
i have this simple slide animation that " slides" the "game saved" text
and then have it played in reverse
incredible animation skillz
Hey guys need help, here I have a begin overlap for my enemy. And on my player I have this hit box that will overlap with enemy and I want to ignore the collision of this box and only overlap with the player capsule.
ok, so what's the issue? đ
btw, to avoid spaghetti streams like that, promote the return value to a variable and then just get it as many times as you need
It doesnt work, Is there a different way of ignoring collison of this box's collision with the enemy without interfering with the player collision with the enemy.
yeah, you might need to change the object type and/or make a custom collision channel
oh custom collision
Is there any resource where I can learn this?
Part two of the quick how to's on collision channels. Here I talk about setting up two custom collision channels and set objects in the scene to have varying responses to them.
I found this one seems very easy to do
I mean it can still be tricky but technically not a difficult concept to learn, at least not the creating custom channels and object types part
Who is up for a math problem? I would like for the first 6 cards to be equal distance from the center of the hand like it is currently. But after 6, I would like for all the cards spacing to get less and have the far left and the newly added card stay in the same relative space.
So not having CannotImplementInterfaceInBlueprint requires each class to implement the entire interface...?
I recently opened a project and for some reason took forever to compile shaders, then once opened it was super slow and consuming drastically more memory than any other peoject. Anyone experienced smth similar?
I've opened the project many other times, it never takes so long to compile shaders or anything.
Would anyone be able to tell me why my Interface isnt working?
Hi, is it possible to play FlipBook in Widget?
You cant but if you want animated widget youd have to make a user interface material.
How can I use this node from inside a character component? I cannot create or paste it.
You cant
Timeline needs world context afaik
So it doesnt work in component
Whats flip flop got to do with timeline?
What do u want to do
If you want to level up, use 0 flip flop in your project
It's part of my flashlight code tbh idk what it does, copied it from my map asset example character
You can move the timeline logic in the owner actor i suppose
Trying to avoid just that
Here is more of the code
You cant run timer in component
That flip flop tho.
Use bool instead
What if you need to save states? Like if flashlight already on, you want to keep it that way when the player transition to new level
Thats not gonna happend with your flip flop because it alwahs remember its state
Not controllable
The state of the flashlight does not need to be saved. Although never thought of that before.
Well when you do, you have to go back and redo the flip flop bit. I would just never use that node outside prototype
Its not just about saved. What if u want a cutscene and have everyone flashlight turned off?
You can , but need plugin
how much
what is its name
CSW Flipbook for Widgets
not bad i guess ..
8 dollar AUD so maybe 4-5 USD?
does it get constant update or it is stuck in time?
how would i handle player hurt boxes in a fps game so i could make headshots do more damage and footshots do less etc
wdym
I never update it so I don't know. It served my purpose
but it seems to get patched all the way to 5.3
You simply check which bone you hit. You will have to setup physic assets for your FPS skeletal mesh
I'm watching a work around tutorial how to display flipbook in widget but it seems OVERLY complicated process
In this episode, Emily takes us through the process of setting up and using a UI health bar that is animated and changes speed based on your health amount. The lower your health, the faster the animation. As you get closer to low health, your health bar drops to red and the animation plays quickly.
The first HP Tutorial:
https://www.youtube.c...
thanks bro
@edgy ingot look better? This works also.
For me, preferably less spaghetti
Yeah I am yet to clean everything up, I like to get it working first, then optimize.
@tribal gazelle
not complicated but you have to do the legwork on your own
with the plugin, there is already function to play, pause, resume, change playbackspeed, etc
however, will what is in the tutorial do the job?
Didn't really finish it but I don't see why not
do the job as in it will play the flipbook
Classy
to do other function you will have to write it your self
I have a component that adds itself to a manager's Array on Begin and removes itself at End.
Is there a significant overhead to changing it to a Map in order to have it be O(1) instead of O(n)?
Is there some unreal node that would do array removal more efficiently?
Or handles this general model, since I imagine it comes up quite often
I don't think this is doing what you think it is doing. You appear to be saving a copy of the array in the component, adding the owner to that copy of the array and removing the owner from the copy of the array when the component ends play. If the below is a reference to the actual array you want to modify, that's what you should be adding and removing from.
As for your question, Adriel was doing some testing with iterating over arrays, maps and sets here that you can take a look at: #blueprint message
Really, it's not a reference to the Manager's array? I assumed since I'm getting that same object it would be a reference.
It seems to work, at least, in the editor when playing
and checking the manager's array
and destroying actors
It would contain the same things at the time that you first set it, but it would be its own array being stored in the component.
Why is your end play didnt remove the array from the manager?
Truly the manager had the array working a second ago and now it's not đ I have no idea what I changed
The manager's the only one who's supposed to have a reference to the array
I mean dont you want to gwt your manager-> emmiter array then remove that one?
So is the solution here to store the game mode instead of the array?
I'm just trying to have it not duplicate the same Cast and Game Mode bit for the End Play on removal, unless that's the only way
Instead working with 2 instances of diff array
I was hoping it to be references to one array; as Datura points out I'm accidentally creating a second one.
All you should need to do is this...
That is then at least referencing the same array (the manager's?) to add and remove from.
Truly that's what I had it like before, but I wanted to unlink the two events for ??aesthetic?? reasons
Also because that'd require a pure cast yeah?
and i was warned off overusing pure casts
Who warned you? Lol
You don't have to use a pure cast. In fact, in this case you probably shouldn't as you're doing an isvalid check anyway which is what an impure cast does.
You can also have the cast again on the endplay if you want to have it split up and looking more aesthetic (and actually slightly better practice to do anyway, it's bad to cross execution lines)
Hi question regard Flipbook node in material editor, the node displays the sprite sheet depends on the number of rows and columns but is when the sprite is not squar meaning 2 by 2, 4 by 4, or 6 by 6 number of sprites there will be a missing frame during displaying the sprite sheet
my question is there a way to fill the gap between the frames without having updating the sprite sheet?
I see you are trying to use material as a mean to display your flipbook in widget
yes i'm giving it a try
Not sure if u can pause, change playback speed etc
Tbh for me that 5 bucks was money well spend
Cuz i can actually work with actuak flip book
it is not about the price ... i don't mind even of it is 100 bucks. it is about what is the relaybitiy of the plugin
Chang frame, rate etc
wait im coming back
I agree with not everything should be impure
But has its place
I see people mentioning events vs functions
is that like saying I could alternatively have my object ping the gravity manager to add to their list instead of having the object do it itself?
You can broadcast using event when the comp is created
But if the manager not guaranteed to exist then you want to rethink your design
yeah what im saying is that a third party plugin is not bad but sometimes isn't good either. how do I know the developer will continue supporting the plugin?
Yeah, that's what the delay is for, though it does feel like a hacky move
not sure what the more robust solution is
I will keep it as a last option for now
Does plugin allow the flipbook to interact with blurprint normally without any issues?
I'm really REALLY surprised by epic how they neglect such simple thing .... strange
if event delegate doesn't solve the issue, I would use repeating timer instead of delay
at least i know at some point it will be set
Hey, does anyone happen to know if SetRestCollection for Geometry Collections is working in BP right now? I'm dynamically creating a Geometry Collection from BP but calling SetRestCollection doesn't appear to actually do anything. My Geometry Collection is essentially empty
How can I posses a SpawnActorOfClass?
I want to leave my current actor and become a new one
Casto to pawn or character
Get player controller , posses. Use the cast value as the target
^ just make sure the spawned actor is inheriting from pawn
What is best way to replicate in a widget cast? I use GetOwner (Actor Component) for other casts in components, I just don't have that option in a widget. What should I do?
Don't think you understand replication
widget just read the current health value from the character
it doesn't need to care about setting or replicating the health value
yea that's not what you should use in multiplayer setting
like ever
Instead what you want is probably to get the owner of the widget
Get Owning Player -> Get Pawn -> Cast to Your Character -> Get health
From what I've learned I can use GetOwner inside components to get the replicted actor, am I wrong?
You get owner to get the owner of the widget
as simple as that
wether it's replicated or not is another matter
Oh ok thanks
Get player controller / character with index will return different results based on who called it (Server/Dedicated/Client)
hi can anyone tell me the reason why in BP editor Y and Z axis swapped
nope not always. For example look at box extends for Box component
so many times I have to write extra lines to swap Y with Z in runtime
I guess the reason is unreal devs decided to make every local (relative) stuff right coordinate system rather left for some reason
is there an audio input equivalent for this node? Can't seem to figure out how to change audio input device via blueprints
Is it possible to change the name of the "time" axis in a float curve?
I have UCommonActivatableWidget as HUD
When I press left click nothing happens, it used to work with regular widget
in log I see
LogViewport: Display: Viewport MouseCaptureMode Changed, CapturePermanently_IncludingInitialMouseDown -> NoCapture
Any idea what i am missing?
It's nohittestable too
I have created a data table. But the toolbar buttons along the top are missing. Anyone seen this before?
Weird. Created a new one and it was fine....
How would I make an editor tool that generates new assets?
with C++
Is it possible to add a "tab" to a print string in blueprints?
just tab, you know from tabs and spaces
No i have no idea
Why can't I construct an object of MaterialInstanceConstantFactoryNew?
You mean new line?
BP throws error "cannot construct an object of that type"
no
Try cpp to create asset. I dont think you can do that in bp. Im using plugin that create material for me. Its done in cpp
just press space 4 times?
No it's about aligning multiple lines of text where the first part is different
ah yeah strings doesnt have that supported
you might need to implement that yourself (or maybe there's a plugin that does that for you in the marketplace?idk)
You could 'force' each section oof the string to be a specific length...
not sure if displayed string is uniformed text tho. doubt it
How would I go about making an input system that only affects my actor's rotation based on my input instead of movement and rotation? I've already implemented a button to toggle between the two modes, but I don't understand nodes enough to get my desired result.
I'm trying to modify the base 3rdperson movement set up in UE4 if that helps any.
UE4? :<
Can you try to explain further what is currently happening and what you want to happen?
Rotation only changing by Input is kinda just that, modify Rotation from your Input.
Basically I'm trying to achieve an effect similar to the "hold still" control in plate up. You move normally with WASD, but if you press space WASD only affect character rotation and don't add any movement.
Just unsure of what node I would need to use to do that
I don't think there is a simple node for that. You will need to set your own boolean that determines the mode.
And then where WASD is currently applying MovementInput, stop that via the boolean with a branch and perform the rotation part instead.
Yeah I've got that all set up, but the setactorrotation doesn't seem to be the right node, or I'm linking stuff together incorrectly.
Nothing is changing your ControlRotation here
You need to math out the rotation for your char
Depending on the AxisValues fo the two Axis Events
And fwiw the current Camera Rotation, which could be the ControlRotation if you use that
Just setting Character rotation to Control Rotation won't do much
It's gonna be a topdown game, so I don't think I'll be able to use camera rotation to determine it
I'll do some more googling and see if i can figure it out
You can use the Atan2 (Degrees) node to get the Yaw rotation for your character. For the X, Y of it plug in MoveForward's Axis and MoveRight's Axis respectively
And what do I use to turn that into a rotation value to plug into setrotation?
It outputs a float that is ur Yaw
use it in the make rotator node
and plug that into the setrotation
Ah so just duplicate the main shit and replace the first few nodes
MakeRotator(Z (Yaw) = Atan2(X=MF.Axis, Y=MR.Axis))
@trim matrix what happend to your pfp?"
Yeah no i realized that immediately
idk bud
Just needed the one node. It's 3am. My apologies
Ty though, that achieved exactly what i was going for
The movement axis combined together make up the "ray"
Hi, I'm having trouble understanding collision and when hit events are generated inside unreal. I made a scene with 2 skeletal meshes A with collision as on picture, I then have 4 scenarios:
- An actor B1 thrown into a scene with InterpToMovement (generates hit events)
- The same actor B2 grabbed with a physics handle with simulate physics enabled (collides but doesn't generate hit event
- Actor B3 attached using AttachActorToActor to my pawn (doesn't collide nor generate hit events)
- Component C attached to the camera of my actor (doesn't collide nor generate hit events)
Why doesn't hit event fire for the last 3 scenarios? How do I attach an actor to an actor so that it generates hit events?
I'm attaching an image with collision setup + a video that shows the problem
Nah, but that's okay. It would've been nice but not important
I think you just use the tab key...
neither does \n work there, u gotta do shift+enter
What's the easiest way to move root component when moving attached (child) component? NOT vice versa which is the default đ
Like when driving a car , the car moves to where the driver goes?
is it possible to use a variables value within a single text box along with other text?
so for a score, instead of two text boxes next to each other, can i do like Total Score: {totalScore}?
use FormatText it can use parameters
My BP is still ticking on begin play even tho i have start with tick disabledđ€
Hello, Im with a trouble on damage system, im actually trying to use multisphere trace to hit multiple targets on a melee character, but the problem is that those targets receive multiple damage in just one atk, maybe someone can help me to fix it? I tried to use "do once" but it also did not work well because then only 1 target received damage at all
Your multi can find targets, then call the ability execute which should only work once, so dont add doOnce here, add Do Once where each target recieves damage or how the ability is being executed,
DoOnce is little tricky, maybe add a cool down or something
is that a node or is that in the ui?
Node search Format Text
Anything wrapped in {brackets} will be a wildcard variable , letting you plug things in
yes this one, One thing to take care of, Format Text is costly so dont call this on tick
Interesting, what situation you must have to call it on tick
ahh ok
debugging vehicle physics?
Lots of cases you can do it like this :
- If you have created a binding on TextBox and used this, that is a tick.
- If you want to format Text with data.
Don't think that you need text for debugging
how do i know what parameter is what then?
When I learned that bind works on a tick, I never used it
well for debugging, it does not matter what you use, because its not going to be present in final product
me too
yes, you right
UI should be event based, and if you can use Validation Panels correctly, you can squeez lots of FPS.
Yeap
better develop UI on Slates, Slates have their own thread)
yes much better.
how much you have experience?
experience with slates ?
I have never created UI from scratch, But i can move around the code.
I should try to create some UI using slates
no, UE
Interesting solution
Good)
Slate Run on GameThread, is this correct News ?
It wasnt nice, but it worked -ish
My ChatGPT is very nice to me
im trying to make text appear when in range of a certain object; what would i put in object if its a blueprint ive made?
its just an actor blueprint
doesnt move
@toxic jay sometimes my chatGPT, emails the whole code, i just copy paste it.
Slate and UI in general is working inside the game thread. Performance wise you can use slate purely or inhire from a UUserWidget class and make an umg widget from it.
Doesnât really matter these days
i believe my ChatGpt more than any documentation in this world.
you would put the object reference which should be in range.
idk what the object reference is tho
Something even ChatGPT don't know
No one can make me believe, sorry @weak laurel , but i am deeply in love with my chatGPT, whatever she says is the final word.
is it mutual love?)
If you have hope, then all is not lost)
This is what she said
đą
friend zoned
True love is always one sided. đ„č
Don't give up, you can do it!)
yes đ
Forward declaration for ENamedThreads
This right? Well, I thought it would work but still nothing đŠ
you kids and your AI... Just go to the library and open an encyclopedia , not that hard
@weak laurel @clear sierra I guess this should answer your thread discussion
it's nothing)
There is no slate thread, My CHATGPT was right đ„ł
And this is a joke?)
the slateloadingthread is only used for loading situations like loading screen or anything
but the main ui is in the ENamedThreads::GameThread
Ayy cool!
I think his solution was to add Actors which has recieved damage to Actors to ignore Array, so dont clear it here, and dont make it local variable
Yeah I thought the same but the problem is the for each loop, because it keeps "adding dmg", i tried to create a macro to delay the for each loop and it looks like a "tick dmg". I thought to create a bool inside the dmg system "isreceivingdmg" so i made it only calculates if its false, after that i change it to true so it seems to limit the damage, im now trying to find where to turn it back to false again
Here is the basic setup
Loop thru each of your hits
If that actor is NOT in the array, then apply the damage and add it to array
If it IS in the array , the it already took damage, so don't do anything
the Local Hit Actor Array will reset , no need to clear
~RyckGPT
I think it will not work, maybe node take a copy of array, not reference
yes, simple fix
new GPT version, nice)
Now with visual aids
Hallucinates less, I hear
well...
im really confused lol, it doesnt really work, it shows both in and out of collision
Schrödinger's code
both True and False until you debug it
how do i od that
Hi, I created a blueprint consisting of another blueprint that was added as a child component. In the BP editor I am able to configure the child options. I now want to add multiple of these BP and change this child of the instance, but UE does not show me the configuration option.
Any help is appreciated đ
Is that a child actor component?
Yes, I just created a new BP and added the Pole as Mesh and the Traffic Light as a BP/
Yes, I figured that this is not right. How would be the best option?
If you want to add multiple meshes to an actor just add more static mesh components
See above
The problem is that the traffic light bp contains some logic and functions etc. I want this as one component and I want then to create one new actor with the pole
You can also override UStaticMeshComponent, instead of creating an actor for Traffic light.
you can move all the code to Component from actor
Can you please explain what configuring you want to do on traffic lights ?
I have this BP where I can configure that light colors and the logic creates the light cyrcle etc.
Based on this, I now want to create different poles as SM that hold this BP. My problem if I copy this logic over is that should something change, then I would have to edit all BPs.
I mean that and also does the pole need to have diff code than the traffic light itself? Why so much complexity
No, you would use OOP and inheritance to only change it once
In an intersection I need to set the one light to start with green and the other to start with red.