#blueprint
1 messages Β· Page 37 of 1
That'd be the position at 0
ah thanks
Also, does it need to be whole numbers? That's why I added the signs at the end. That way X and Y can only be 1, 0, or -1
removing that would make it a circle where it couldn't reach X 1, Y -1 for example
so in my test
0 is X=0.000 Y=1.000
0.125 is X=-0.707 Y=0.707
0.25 is X=-1.000 Y=0.000
i would have expected 0.125 to be -0.5, 0.5
not -1,1 like the image you posted?
it would sort of circle around linearly
Let's say you're drawing a shape with it from 0-1, what is the shape it should make? A square, a circle or well I guess a square but rotated 45 degrees
I'm also just now realizing that X and Y should be switched because Unreal is left handed
Which is why X is negative there when I was thinking it would be positive
What was the name of the node that gave the GAME time the actor was alive for? (I need bigger accuracy than seconds)
wait no, it would be the first one
god this is hurting my brain 
yeah definitely square
its for wind direction
i want to be able to move the wind around in a circle rather than having it suddenly switch directions which can look odd
so i would never want anything to be 0.5, 0.5
I mean, this basically outputs a directional 2D vector where the length of the 2D vector is 1. It would draw a circle in the examples I drew above. That's probably what you'd want for wind direction I'd imagine
If it's a square where at 0.125 outputs 1,1 then the length of the vector would be larger than 1 and depending on how it's used could cause unintentional scaling problems. Like the wind could be stronger when it's at the corners like that
does anybody know a way to make a custom volume that uses points to draw its area? Im trying to use it as a top down 2d navmesh
Kinda like this where I can make custom geometry
Use the Radian function type for COS and SIN
bump
get game time since creation
got it working, thanks for all your help π
How do you go from a world-space transform to a local-space location again?
sorry the coffee hasn't hit yet this morning
Wait shit I don't even need local space I need it relative to a specific component... dang I'm gonna have to do math arent I
probably a better way to do this, but you can just get both in world space and subtract from each other
is Set Game Paused the ONLY way to really pause a game? I'm experiencing that some stuff tick even with game paused
This works and my screen fades.. but some logic on my Controller BP continues to run and prints normally
Controller BP ? is it input?
I think there's a setting in events to get them while paused or not
Yeah my player controller
pretty sure there is like ( disable player input )
or something
this is mine, but might not help you
i don't pause my game tho
If it's an input event that's triggering, check out this setting on the event itself "execute when paused"
Old input system tsk tsk
its from 5.0 pretty sure
thanks for the answers, that doesn't really solve it for me. If I pause my game after some Custom Event was triggered on my Player Controller, it seems that goes on
What do you mean it "goes on"?
things on my logic are timed, and they still print even if I pause, for example
Pausing the game isn't like hitting a breakpoint in the code, you stop getting tick events and input events (if that option is unchecked) but the code continues to execute if it already is
Ahhh you have timers? Or delays?
delays, yes
maybe make a branch or something to see if game is paused
Show
I see yeah, it makes sense
it's a huge network lol, I can try
having a bool and a branch might fix it, but its most likely not the way to go
Just show the delay bit
Why is it recursive??
Pausing the game not gonna stop your timer, it just stop calling tick on function that is untick on "tick on pause"
This is why normally pausing is a shit show all together
Player Controller has a function in it called PostLevelLoad.. that is called by the level when it loads, from the level BP.. this part of the graph in the player controller sets up lots of things for the game such as UI, prepare some geometry etc.. this also goes and runs for about 5 seconds, then it prints Play Allowed
yeah that makes sense now that you explain it
if I pause after this part, later in the game, works great
thats why I was asking if there's some sort of hard pause, freeze everything
. If u halt the game thread then it's frozen and probably can't be un*ucked
yeah I thought so too, lol
"This is why normally pausing is a shit show all together"
Didn't know this
I personally haven't encounter problem yet with pausing but the vet says so. So π€·ββοΈ
Pausing is not an easy problem! Baldur's Gate 3 is probably going to be GOTY and it has no pause function. This is something real studios and experts struggle with at times.
We're actually quite fortunate that Unreal just hands us a physics system and particle system that can be paused. It's not uncommon to see a game where like it pauses, but fire continues to be animated while it's paused for example.
I think in your case just don't let them pause during level load. Hell, from a player perspective, if "Play Allowed" isn't true yet, then the game IS paused
Thanks for the insight, yea never thought about this
that's is an awesome suggestion mate, solved! lol
thanks so much
how do I make it so that in game you can see the mouse cursor? I am setting the set show mouse cursor on play in my player controller blueprint but it doesn't seem to work
nevermind I forgot to set it as my player controller in the gamemode β€οΈ
i thought for a second you wrote all of that within a single message
I'm trying to send data back to a gameplay ability from an actor blueprint (the rest of the code is in the GA, but it needs the 'target data' intput) but I'm not sure how the chain of cast object references will work. Any advice?
Ask #gameplay-ability-system how to get a ref to the gameplay ability
I've tried there a couple times but noone seemed to know. I can try again later and see if a third shift of people may have an answer though
I honestly dunno. To cast you need to get the ref somehow, usually itβs through an interaction or get actor of class/get widgets of class/get user widget. But no clue how one would get a ref to an actual GA
You don't want to communicate directly with gameplay abilities like this. They're meant to be mostly self contained and they pull data from other sources, listen for events, and use tasks that can wait for data.
Is there something like "switch on boolean"? I don't want to make a bunch of Branch nodes
select
But select only returns true or false. I need to execute specific nodes/pins based on which index is true/false
something like Switch on Int dfoes
a bool can only have 2 states, so you use branches for that
Yeah I'm trying to avoid making a bunch of branch nodes
it would be helpful if you showed what u actually are trying to do
Like execute different logic based on the index options
This only returns one value
(for example, if option 2 is true, then execute this logic)
this does the job but it's integer
you normally would do this sort of thing with branches
You can use ANDs or ORs in combination with a Sequence and Branches.
yes thats true, but im trying to see if there's a more efficient/better way of doing it
Alternatives would be to use a BitMask integer or a byte array and convert that into an enum of some kind to use on a switch statement.
i was thinking of turning bools into integer and then switch on int
because making a bunch of Branch nodes seems to me like a caveman asking the engine, is this true or not a bunch of times lol
i think that converting them to ints would be even messier
im listening
but what do i know πββοΈ
well you tried, thanks β€οΈ
Here's what you could end up with... The bits to byte node is from a free plugin.
Just isn't very clear what is happening.
this is very clear, i think that's exactly what im looking for
thank you β€οΈ
Bits to Byte is from Low Entry Standard Extended plugin on the marketplace.
aha so there isn't π
Not really... The bits could be fed into the byte in whatever order, and the enumerator description won't necessarily match up to the inputs. The higher up you go, the more complex it is to describe as well.
if the user will connect it nicely, it'll look just fine
If i understand correctly, for example, your bool bit 4 is true, gets converted to byte and gets fed into the Enum selection. what's the issue here
If you have bool bit 4 true, and bool bit 1 true, and bool bit 2 true, then you have to describe that all 3 of those things are true.
Ahh in my case so far, I think only one bool will be true at a time
Then you probably want to use an enumerator for the value.
Rather than a bool.
Bool: on or off.
Enumerator: one of 255 human readable values.
ill try both out and see what happens
How do you change the distance that decals disappear at? It seems to be based on the size but it's way too aggressive, this second set of bullet impacts aren't even visible a few feet away
fade screen size
Hell yeah, thank you!
stupid question but i need to change if something gets added or subtracted based on a value. my only issue is that I get branches work but is tehre something easier than just copying everything you have with a branch
like, theres a bunch of shit that this is connected to and i dont wanna have to clone it and branch just for that clamp
Perhaps you can make a function that does the thing, and all you need is to provide the inputs.
Hello, Im getting a weird problem. I have a parent bp and it has some functions and variables. When I click and make a child of it the child doesnt inherit the functions and variables. I have checked and they are set to public
Is this enabled?
thanks, my variables are showing now, anyway to replicate the function aswell?
It'll probably be in that override list that you can see beside the Functions header
Functions aren't overriden by default.
my function has access specifier set as public. other then that im not sure what other override list you could be on about
never mind, haha I override the function on my child and selected the func that way. yes just figured out haha
I am trying to replicate Outer Wilds 1st person movement in Unreal. I was trying to follow this tutorial (https://www.youtube.com/watch?v=bEWgGnq5h7c&t=2225s) but when I try to do it in 1st person I have a lot of issues and it uses movement input to simpulate gravity, when i actually want to use forces. I don't know what I should learn or what to do to get that effect. Any help is welcome
Project Files: https://www.patreon.com/posts/66135404 .
In this tutorial, I am going to implement a planet gravity system in unreal engine 5. Here, there will be a spherical world and characters will be able to work around the planet. Gravity will always be towards the center of the planet and character will always stay upright perpendicular to...
I can't access many of the timer functions inside my UObject, why is that exactly? I only have the "by function name" variants
Wdym it literally says set timer by event there
UObjects don't have a world context which is where timers are handled.
Ah, bp limitations of cpp stuff π
Oh my, so I can't use them inside UObject at all, or do I just need a reference to a world context?
You might be able to if you give the object a world context.
Well the gameplay ability has triggered a set of actions on an actor blueprint, which results in a 'target data' result which I then need to get back to the GameplayAbility for the next parts.
'Using tasks that can wait for data' sounds like maybe it's what I'm after, but I haven't found any examples of that in action for me to learn from / copy
I'll give it some tests, thank you π
So yeah, found in one of my projects I had given a UObject a world context and it allows me to create timers in it.
All that's needed in the UObject definition is:
.h
virtual UWorld* GetWorld() const override;
.cpp
UWorld* UYourOjbectClassHere::GetWorld() const
{
//Return null if the called from the CDO, or if the outer is being destroyed
if (!HasAnyFlags(RF_ClassDefaultObject) && !GetOuter()->HasAnyFlags(RF_BeginDestroyed) && !GetOuter()->IsUnreachable())
{
//Try to get the world from the owning actor if we have one
AActor* Outer = GetTypedOuter<AActor>();
if (Outer != nullptr)
{
return Outer->GetWorld();
}
}
//Else return null - the latent action will fail to initialize
return nullptr;
}
This assumes that the outer that is provided when the object is contstructed has a world context of course.
Wow, that's perfect, thanks a lot!! π
What is the use case for using this instead of just an actor for example?
Some things don't need to exist in the world and have the extra baggage of being an actor.
Ok, but if you give it a world context doesnβt that mean itβs in the world ? Sry, brain is weak π
No, it's not something that necessarily exists in the world, you're just allowing it to grab a context of a world that exists. You can actually have more than one world existing at a time, and technically the UObject doesn't get spawned in any of them, it just exists in memory and you can give it whatever world context you want, even at run time by changing what world is returned by GetWorld().
Oh, I didnβt know you could do that
anyone know why im unable to use get player character in an actors construction script, I am attempting to reference the player character
Doesn't make a lot of sense to grab in the construction script as the construction script can happen before runtime. I don't think that stops you from calling other functions from the construction script that may call get player character though <_<
Get Player Character refers to the character that a controller is controlling, does it not? And Player Controllers does not necessarily exist in construction. Or is possessing one.
What would be the "sanest" way of trimming silence from the beginning of a recording? (BPs only π )
or skipping it in the media player at least
the actor spawns during runtime, never before
get player character works only once the game starts
That's not entirely true. When you place an actor in a level it is spawning an instance in the editor.
i will not be doing this
And its construction script runs at that point.
how can i get around this
You can call another function in the construction script which then does whatever call you want with Get Player Character.
sounds good thanks
Possession happens after begin play usually
Fairly certain this isn't something you can do in Unreal blueprints. Clean up your audio using an external tool, use the built in wave form editor? (I'm not familiar with this myself but it's apparently a thing), or you'd have to find some means of modifying it during import (C++) or having some functionality that checks where the audio begins before playing it so you can play it at the right time (C++)
well you see, the audio is something that will get recorded at runtime π
there's no way for me to to edit it beforehand
Bp can only take you so far
how would i go about transfering assets from a newer engine version to an older one?
from 5.2 to 5.1.1
Does anyone here know how consistent and good feeling dashes / bounce pads are implemented in games like celeste?
Right now I currently just set the player's speed to a certain value for some time and that definitely covers consistency
but something about it feels off, and I can't tell what
You canβt usually go backwards
also, this implementation is very poor for like sideways bounce pads because it'll launch the character directly horizontally for some time before dropping
but I can't use something like launch character because it just feels extemely inconsistent
is it possible to edit the data version or whatever?
@toxic jay smart person, what do you make of this?
i can see this thingy within the raw uasset file, dunno if i can just edit it tho
it's normal for things to be compatible with lower versions, but not higher versions as new stuff was added and would most likely break it anyway
can sb send me a random 5.1.1 bp .uasset file pls?
i need to test things
it can be an empty actor
Hey guys noob question is this weird to branch before a sequence in bp ? is it some sort of super bad behaviour ?
okay, managed to force the editor into reading the file from the newer version
now it crashes π
the bytes are unaligned and stuff
it doesn't sound too weird, if you need the branch before the sequence it's basically the same as if you didn't have a sequence
it even crashes less now
Ok thx i dont know its sound like a bad idea for me lol
Did you ever get this working? I'm having the same issue even after compiling the engine from source. The process fails when SymGetModuleInfo64 returns false, with the error: The specified module could not be found.
Here's the full error from the Unreal Engine Log:
Guys somebody know what this thing do ? Cause im trying to use it to not have to create a bolean that assign a value when pressed but that doesnt seem to be is function
When any of those event on this node is executed, the action value will be updated, in this case, whether the input is over the trigger threshold.
To access this value, you also can use IA_R value in the right click menu.
thx ! so i did understand a bit but i was transfering this value via an event dispatcher to my widget to use it to change a element scale and it dont work is that normal ? i did use event dispatcher just before for other thing and it work fine so i massuming since i did the same process its not were it bug
also no print work either to debug it so it realy seem like it the action value that doesnt work as intended in my case
What would be a good replacement for a Timeline node? I'm trying to slowly fade in a post process effect, but im working inside a Actor Component so i cant use any timeline nodes.
Tick and delta time
tick and delta time not be that good for performance
but you can just do timeline in the character and access that somehow π€·ββοΈ
tick and delta time are absolutely fine for performance
people always say tick is bad
and they're wrong
And those people don't know what they're talking about
So which one is it π
tick can be bad, and it can be misused, but that is no different to any other tool at your disposal
Maybe this can help determine wether it should be on tick. It's basically tracking stamina, and when stamina reaches a certain point it will start fading in a post process effect
Pretty sure timeline have more overhead than tick and delta time π€·ββοΈ
By people always say tick is bad you probably mean youtube people
You can read pinned post in this channel that demystify common blueprint bs, revolving around tick and cast
If it's something that needs to happen every frame so that it appears smooth, Tick is what does it - anything else is adding extra steps and checks which still run on tick, and it might not even result in a smooth effect as it's not matching with the frame rate.
A timeline is ticking too just in a different package - it binds to and listens for a ticking event to then run its update output when that tick event is called, and then unbinds itself when it has reached the end of its timeline but that's something it has to check each frame, so it's actually slightly less performant than just using tick constantly, but it's also something that can be easily turned on and off so there is a good trade off. Tick can be toggled too!
A delay? It binds to that same ticking event, incrementing an internal value every tick based on how long the frame is and checking if the value >= the desired delay amount and if so, unbinds itself and calls its output.
A timer? It binds to that same ticking event, and works just like a delay, but it also gives you a handle that allows you to pause, cancel and even loop it until a desired point in the future.
The trouble with delays and timers is that there's no guarantee of when they will actually trigger as they're based on a certain amount of time, which can mean it can happen outside of when frames are actually happening. Eg. Using a looping timer set to 0.016 to pretend to be waiting for the next frame only works if your framerate is a constant 60FPS. If you're running 120 FPS then that timer is executing at half the frame rate.
Where you run into problems with tick is if you're using it for things that don't need to happen every single frame including if you have hundreds of actors ticking that don't need to be ticking. Changing a value over time on tick is nothing in the grand scheme of things, so long as there isn't hundreds of math nodes and function calls involved trying to get to that value.
Can I use Data Asset inside a Data Asset? π€
Yep
thanks I was afraid of ''overkilling it''
Thank you, this taught me alot!
Does anyone have an idea how I can utilize my player camera pitch to affect how far you jump? The simple result I'm looking for is if the player looks up (Y rotation between 0-90) when performing or during a jump, they will actually jump a further distance. 90 having the strongest affect.
I'm very new to blueprints and not a programmer so please be gentle. Everything I've done so far has been through tutorials. Any help is greatly appreciated!
Use map range clamped
The in value is your Y rotation
Input A is 0 , 90
B is minimum jump velocity, maximum jump velocity
You can use the return value to set your jump velocity. Then you can commit the jump()
Getting this exception error on startup. It occurs whenever a camera animation sequence is referenced in code:
Ensure condition failed: Registry [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Elements\Framework\EngineElementsLibrary.cpp] [Line: 33]
Typed element was requested for '/Game/Cutscenes/CAS_Stumble.CAS_Stumble:MovieScene_0.CineCameraActor_0' before the registry was available! This usually means that NewObject was used instead of CreateDefaultSubobject during CDO construction.```
I don't understand how this can be an issue if it I'm not using the sequence until runtime, but the exception is thrown on startup of the project. It works fine in editor but as soon as I try to open the project again, it won't load because of the exception. So long as the sequence is present in any node that is executed in any bp, the exception occurs.
Thank you... so much. I learned a handful of goodies just googling how to do some of the things you suggested and I've got it working thanks to you! β€οΈ
if i wanted to say load a save game 1 time per event call, would it be a good idea to just load it in the actor that requires it?
i have a manager actor that will be writing into the save game once in a while
i'm not necessarily a fan of storing the save game object within a game instance, as it's not like the "main" save file and will only need to be used within a few levels. I have a few different game mode classes and adding the save game variable to each one of those just so it would work in the appropriate levels seems like a bad design choice.
i won't accept responses in the likes of "go c++", as i'd like to keep the project bp only (no world subsystems π₯² )
The key word is "a few level". When you travel between level, your bp instance will be destroyed (unless it's stored in persistence object).
Game instance is your only option for a bp only project
Pretty sure world subsystem is per world but I never use it. Anyway any kind of subsystem is also cpp only.
@trim matrix
I mean you can always save and load before opening new level if that's what u want
.
during the game a few actors might want to access the current state of the game save
The only entities I differentiate is the settings, achievements and gameplay. Doing the gameplay in segments is a lot of headache, a good alt f4 will break the game
that would need to be a really precisely timed alt+f4
My ESC button does not trigger when I pause game. It looks like it is because of UI , but I dont even set Input Mode to UI only. Can anyone help ? Input Action has eneabled option triggering Inpaused state and UI is Focusable.
especially if the user has no way of knowing when the save actually happens
you mean it's not printing either of those strings?
where is this code?
hi guys i want to make the wolf stop when it hits the player but it doesn't stop with the node stop immediately
Where is your movement node
i realized i dont even need flip flopπ
Stop movement immediately work with navmesh. And your movement is direct and you move on tick.
That means that you movement work, becouse you triggering add movement input every time. And stop movement not help to stop it.
so i can make the wolf with the ai rabbit logic but reverse it to run to player ,stop immediately and play animation,reduce the health and when player runs from wolf activate the movement of wolf and run towards player?
U stop it but you tell it to move again on the next tick? Have you actually change the bool value? The one that drives the a.i every tick.
By the way the whole setup feel like band aids. I would suggest using behaviour tree to control your a.i
Yeah there were also other persons who suggester behaviour tree,i will look for it,thanks
Ugh, i should do that too instead of some bp brain tick
I've managed to avoid it for like 6 years now π
Behaviour tree?
Yee
You used state trees I suppose? Not quiet sure what that is. I never actually work with A.I from scratch
It will just be clamped
So if your value is over 100 you will get 100 as the return value
a bit of a conundrum, perhaps someone has some good suggestion.. I'd like to "lock" the mouse to the middle of the screen until my PlayAllowed boolean is true.. this doesn't work, as the Exec gets stuck in the while loop.. how could I achieve this?
U don't get infinite loop error?
@modern radish
Loops are designed to be run in a single frame. If you don't have guarantee to get out from the loop in the same frame then you are not using the right approach.
Personally I don't have a single while loop in any game that I ever made. Don't see much use case
No i rollee my own thing
Yes yes this is totally busted, infinite recursion lol
how to make sound attenuation setttings not show up like this
You don't use loops for something like that.
Wrong tool for the job
but like this:
How would I accomplish it?
If you need to check every frame, do it on ticks
If it's a periodic check you can use timer
Ah good idea
I would say do it on ticks, if you need to check mouse movement or if you are setting mouse position
idk what would be the variable type for a sound attenuation settings asset
found it
how to get this variable to not show up in the details panel of the component?
]
it only doesn't appear there if "Private" is checked, but I don't want to private it
but why would it even appear in the first place if "Instance Editable" is off
where can i find that?
If it's not there where you find private then it's probably not there
here are all the flags it shows me on that var
There are 3 types a variable or function can be that I know off
Public, private or protected
Deffinitly for variables too
at least not for that one
Protected is like hidden but can still be accessible by other class if declared as friend
Bp
im gonna just private it and make a const function to still access the var i guess
You can't change variable value in const function? I think
That's what const imply iirc
I'm lost
me too
i don't want the vars to show up like this, so i need to private them
U said you want to make a const function for a getter to your variable. I'm just saying then if I'm not mistaken. That will be read only
yeah
i want to be able to access the component
to potentially modify its properties and stuff
make it 7
Returning a reference should be fine but if you need to change a primitive data type, say a float or bool in a const function. I don't think you can do that
How do you make a random delay that can be instantly stopped and restarted at any point? SetTimerByEvent with random time, triggering itself?
Create a timer that call it self again upon finished. The timer shouldn't be set to loop for obvious reason
The set time can be random time
So I have a hierarchy of MainParent (C++ class) > ItemBase (C++ Class) > BP_ItemBase > BP_EdibleBase > BP_TestItem. However TestItem doesn't inherit any of the functionalities that BP_ItemBase has, if I use TestItem to inherit directly from BP_ItemBase instead of EdibleBase it works as expected. Mostly the interfaces don't seem to work without the direct inheritance to BP_ItemBase. Is there some form of limit to parenting classes?
It should inherit π€
Because what I do is a trace from the player to check if the actor i'm loking at is inherited from MainParent if it is then we go ahead and proceed but this goes false when it comes to TestItem being inherited from EdibleBase but true if inherited from BP_ItemBase
I don't think it's inheritance problem, could be something about the code.
If you get variable in your bp test item, can you see the variables or function from bp item base?
oufff, negative. I just checked if i could get anything from BP_ItemBase but nope
Look at top right and see the class it's derived from
why can't i bind it to the function?
Make sure the chains of inheritance is correct
Its EdibleBase
You can? It even have some compatible function listed below
no those are events (well the second one is)
Yea it's correct, my confusion is high rn lmao
Have you got any function in that bp?
they are shown in the 2nd attachment
Did you have any input in the function?
Yup, need to provide compatible function or event
Same params, which is nothing with the case of timer
smh i even know how to do such a thing in cpp (bind a func with params)
no wait iam able to call variables and functions, idk what i was doing when checking before lol
All is well then?
@frosty heron so the BP approach is to make as many duplicate parameter-less functions as i can have "states" for that function?
Should inherit the interface too
Nope, Interfaces still don't seem to inherit and it's just sort of null when I do the trace check
This is the EdibleBase
This is TestItem inherited from EdibleBase
Go to your class setting and check the inherited interface
It's there right?
yesss
I think your problem is right now, you are hitting the table
What do you actually print?
The ItemClass
Show code
of it's null it just say StaticMeshActor
K I'm more convinced that you hit the table, check if the collision for your undetectable bp is set properly
For now you can print the actor instead the class
See what it give you
BP_ItemBase, EdibleBase and TestItem have the same type of collision. It doesn't print the actor either, just hits the table
Well the line trace it self doesnt care about your inheritance. It just prints the actor it hit. So imo this is deffinitly collision problem
wait there's 2 of you π
You can print overlapped component and the hit actor. See what that gives you
Yea my other phone is dying
ahh
wait, overlapped component? like the staticmesh?
hits the table
So either the table is somehow blocking your item. Or your item dont have proper collision settings or collision body
Place the problematic one on the floor and see if u can trace it
If not, then i suggest to look at the collisoon setting and if the static mesh have collision
The meshes have collision as they work if the class inherits from BP_ItemBase. This happens with any class thats 2nd down from BP_ItemBase for some reason
It just hits the floor mesh etc
Yup sounds like collision issue
what is the name of the dispatcher in a media player that triggers upon the media starts playing? (when opening the media and then doing play on it). I can see on playback resumed but idk if it gets triggered when the media wasn't paused previously
Make sure ur collisoon setting is indenticsl to the working one
Nothing else to add at this point imo
All look like this π€
Thats for the mesh component? Or a shape comp?
the mesh
Make sure the mesh have collision
Show print screen of the mesh collisoon
The food stuff is from the same asset pack. All the meshes work fine if inherited from itembase but not you know, EdibleBase
That looks like complex collision
yea but still. If I use this mesh and inherit from BP_ItemBase directly, it works
currently it's ItemBase > BP_ItemBase > BP_EdibleBase but works if the bp class inherits from BP_ItemBase directly instead of BP_EdibleBase. I mean it's not a major issue but it would make things so much easier and better looking
Can I create an input pin for a function that accepts a delegate?
https://i.imgur.com/CDbrCI3.png
Bp ediblebase inherit from bp item base, so thst one work?
I want to be able to connect this argument to the "Bind Event" Event pin
https://i.imgur.com/QzI8srL.png
yup, if i set a static mesh inside EdibleBase and test on that it works fine
Create a new child bp of ediblebase
Dont touch anything and just change the static mesh
See if it detects
tf
it worked, i didn't touch anything. I just created a child class and popped it in the scene
Deffinitly some collisoon setting is changed, accidentally or not
If I create a new Blueprint Class and manually choose the parent, it doesnt' work
but if i create child class from EdibleBase, it works
idk why that should even matter but oh well π
it works now so haha, cheers for the help
Pretty sure u can. Drag the red pin to the function
So do I enable the bool or not...?
Just search by conext for "bind"
i did
and nothing
it only shows playback resumed
but i'm unsure if it triggers when the media wasn't paused
it worked. But why does not it show a delegate option when you expand the type selection?
https://i.imgur.com/tBDRDGW.pngv
πͺ but yea, you cant declare that as variable thru bp.
In cpp we do have to declare the delegate
I guess hooking into the function in bp does the work under the hood
is this really necessary to be on Tick? I tried putting it on my EventBegin event, and it doesn't persist π
enabling and disabling it does nothing π
Try on the sound asset itself i guess
f that, i'll use both on media opened and playback resumed
Can I declare a function parameter as optional (the delegate)?
Has any one come across such issue?
Why do the controls spazz out?
Its from the template too.
this keeps returning the default attenuation no matter if i override it or not
i have a deadline for the project and i can't figure this out πͺ¦
Dont think so. I dont have editor on me but you can try
Normally ot scream at us when you dont even bind the assign delegate
yeah it does right now...
Ok. I tried to create a macro instead of a function. But when I''m trying to copy paste the Bind Event node engine says it can't do that for some reason
https://i.imgur.com/r5Dj4jI.png
How would it know the underlying signature
WouΓΈd you have a list of all possible delegates and signatures?
Gyess it could have a wildcard signature
Does anyone know how i could go about making it so that my players camera smoothly leans when the player moves to the sides (it leans to the left if you move left and right if you move right). Currently i have tried making it with a timeline and that works but when the player swaps direction it snaps to the other side, i understand why this is in my code but not how to fix it, I have also made it using a lerp and the delta time which works but i dont really have any control over the curve. (I also tried a combined aproach but it had the same snapping problem as the first one)
(here is an image of the combo aproach)
Set the beginning and end value (a and b for the lerp) before the timeline then use that for the lerp
Your point A and B shouldnt be changing accross the timeline. Right now you are using get control rotation and setting it. So every frame you incremenet the A input
anyone know why this event doesn't fire?
the cast is valid and interface is implemented
Hey people! I'm trying to make a simple pickup BP parent which I can then change to whatever I want in the children. Logic is when the character overlaps the BP I'll just print hello to see if it works. later I'll destroy it. But when I overlap the BP with the character (blue cube) it just doesn't work. Can anyone see what I'm missing here?
Okay weirdly enough when I just change the mesh to the default cylinder it works. Anyone knows why?
ah i see, i fixed that now. But the problem of it snapping to the other direction is still there
ok I see now, it's because the interface is inherited from the parent while the parent doesn't explicitly implement it
how do I call the inherited interface event on a child?
Wrong event ? You want message i believe
still doesn't work
why does this happen every time i launch the editor?
Is the message event triggered?
Show your latest bp
Those bps didnt compile because u broke something
i didnt
i have to refresh them
and they work
but why do i have to do it?
every time
Check the error
@edgy ingot
yes
Well there you go. You did break something
no i didnt
Look at your 2nd pic
i told you
K if u say so
the hierarchy goes like this:
TestVehicle : UnitBase
UnitBase : IUnit
when I call MoveTo on IUnit the event runs on UnitBase but not on TestVehicle
i cant do this every time tho
U shouldnt need to do it every time
It pops up because u didnt fix the broken node
U break something
Some ref that you used to have on some node, no longer exist
Or you can fix the broken node π€·ββοΈ
how?
Compile and save
By going to the problematic node. Refresh or recreate it
Read the error msg
thats the error message
why do i have to do it every time tho?
U dont
U never fixed it
Thats why it scream again when u open later
U just click compile, thats not a fix
Then u dont have to do it again
Fix, compile, save
Seems like u took away something that is used in many places
Ur latest pic not even the same one as the previous one
it worked last time
ok now i did what you said
time to restart the editor
it happened again @edgy ingot
You can always wrap it in a new custom event which you override in the child i guess
Check the error again
its the same error
I dont know if you actuallt refresh the node with red marks because u break something
And u have a lot of broken bps
yes i fixed them
And claimed to fix them all in short notice
the game run
why
Not here to argue anyway
ok then how do i fix this?
Just telling u what i think is wrong
If u say so
Cpp project?
yes
?
Go to your cpp and build from there
ok
Close editor first
Close editor, build, run the game. Profit
Its the only time i encountered such error
My brother pulled my commit but didnt build from ide
The fix was to just build from ide
ok that worked
Its weird if it happend when working on solo project. My assumption is u work with someone that does the cpp stuff.
When you get the work, u only get the cpp and header file. It is not yet compiled, hence you need to always compile when when you pull from git repo
K then i have no idea cuz for the cpp stuff to come out, dont u need to build the project
Hey! I made a MasterButton for my blueprints and exposed the variables for text style/button style etc. Is there a way to change the title from "Default" (on other blueprints) to anything else? Or maybe some subcategories for each (text style, button style etc)?
Just for more organization π
So you want each instance to have custom text?
is there a built-in node for finding elements that exist in both arrays?
Can always make one in your own blueprint function library
Takes a min
Get array a, get array b. If found and found, return true
I think!? for example in the picutre the title is Default (there are only the Text Style variables) so the title should be "Text Style" or something similar.
Hmm im kinda lost, not sure what you mean sorry
You cant change the category name, dynamically if thats what u r asking
That was what I wanted to explain now, haha. It's ok, thanks. Just wanted to be more organized cause I'll have more variables. Thank you
Typically u dont need to see a page of variables
If you have a lot of variables for specific stuff. You can always use structs
the problem is that i can't use wildcards in a func library. And a macro library is class exclusive
Eg, inventory data should be stored as a struct. You will end up with one line instead of a page of variable
Rip. I dont know if theres inbuilt function for that, but maybe someone knows
Thank you, will try
hi there how would you a create a "tearing down posters" system ?
like this but you would see the poster being taken down
i know how to swap mesh but you woudln't see it being taken down in real time kindof
there isn't a built-in sort array either?
Nope, but there is free plugin for it. I think
<guy throwing pc into trash gif>
Its probably int exclusive sort?
I helped someone did bubble sort once
Never find a use case for my self ( yet )
Theres deff some plugin to sort array i just never bother downloading one
Epic should have just expose the cpp ones π€·ββοΈ
nah i can do the sort but
.
Low Entry Extended Plugin does it
Ye not sure how wild stuff even work in bp setting. Afterall u have to define the rule for the sort?
Like sort array of actors but based on what?
In cpp you can overload
Do it exactly like the plugin does
Wildcard stuff can work on bp through CustomThunk
f it, i'm doing a sort function myself for every possibly var type (that i'll need)
Well i will recommend the LE plugin
Its free and has bunch of useful stuff
Including all the sorts
π€
wth it crashed
im at my limit with the engine today...
still haven't got that resolved either
If you need intersection use a Set instead of Array
is there a way to get a camera view to show as an texture instead of having to take screenshots of every item you have?
render targets
ah, will have to look into it, cheers
Hey, so i'm using PaperZD to create a point and click where you would click a specific icon on screen to go to another location, all locations are going to be images, what would be the easiest way to change the onscreen location? would I just be able to create a UI blueprint with everything that would be onscreen and swap them out when the player changes location? and how would I add in a cutscene (for example the player starts on the main menu, clicks new game, fade to black, then it fades back in to a cutscene), how would that be possible?
Is it good idea to store Data Assets in Game Instance as array?
but would I need a RT for every item then instead?
you could how them be created once for every item in inv
there's a node Create Render Target
is it possible to switch the render target into a texture2d once created?
it seems to be possible but it's Editor Only
No, It outputs a Texture Render Target 2D object π I guess I could just switch the icon variable to the same though
you can get a texture out of it tho
(at least i can see the func for that in the cpp side of the docs)
if not, then you'd have to make multiple dynamic material instances π
i have an interactable blueprint, this has a widget component which itself has a widget class, in the widget class, i have a binding that updates the name depending on the interactable blueprint name, how do i get the widget component from the widget class inside of this binding?
Just what I was hoping for, but I can't seem to use it in blueprints though.
turned out the blueprint was corrupted for some reason and didn't link to its parent correctly. I had to create a new one and it worked
Searching through the discord, it seems ConstructTexture2D is not available in a packaged version of the game anyway π€
Interesting. Reparenting didnt work either ?
I think reparenting might have caused this but I'm not sure
So then, its either mat instances or screenshots lol
basically the same tedious process
nah, u know what dynamic mat instances are?
hi, I'm making a murder mistery game, where the murders have a red color name and only them can see other murder players with red name color, in multiplayer, event and replication how can I do that?
I created an enumerator with 2 different roles (normal and murder), and I even created an enum var inside the character
Not really
I have zero experience with them
What are Dynamic Material Instances in Unreal Engine 4?
Source Files: https://github.com/MWadstein/wtf-hdi-files
#multiplayer but sounds like all you need is just information if the player you control is innocent or murderer.
If murderer then set texts of other murderer to be red
You can just assign the murderer and innocent on server side and then rpc to client before drawing the texts
I want to try make this that if a player joins it updates
You need to set the replicated variable on server side. Replication only happend one way. From server to client
Not client to client
hey all is there a way to differentiate between a right and left click with this node?
Take it to #multiplayer channel where the experts are
Not with that node no
ok, thanks
do I need to delete the messages here to write in the multiplayer channel?
ah unfortunate, I want to have different things happen when you right or left click a button but Im not sure how to differentiate between the two
Cross posting isn't allowed but I am not the police
There are ways to detect key inputs in the widget
Using the on key pressed event
But it's a bit painful to detect right click for buttons
yeah
If I have to do it, I will make a custom button widget.
Inside it will detect right click pressed. I will then check if when right click is pressed, check if the button is currently hovered or not. If it is then run a custom event or function, if false do nothing
So I managed to make my Esc Pause menu working, and now when I press Esc in Puse menu I can unpause the game. But when I click not on on Esc button, not on Continue game button I cannot unpause the game. What could be going on?
so your saying the continue game button isn't working ?
what is that code look like ?
you probably don't want to keep creating in the pause game event
Hi guys, can you please help me with this BP? I do have this static mesh with a box that ends the game and another one (in the floor) which is a trigger. Then on begin overlapping it rotates the tree and falls to the ground and then I am trying to roll it with an actor movement of local rotation. The problem I am facing it is that the trunk is rotating like a clock and moving rather than just rotating and rolling. Is it possible to find a way where it is rotating by itself (so I can make it look like is rolling ) please?
When i bind an event on an actor's begin play, do i also have to unbind on that actor's destroy to prevent memory leak or does it automatically take care of it when the actor is destroyed?
How do I turn my gun in the direction I fired the bullet?
Letβs have a gun and let my character turn in that direction in the direction I shoot the bullet. I can shoot bullets, but how do I rotate the gun and the character in that direction and at that angle? I found the angle, I printed it and checked it, I created a flipbook according to this angle, I have a character with a gun in his hand, but it doesnβt work when I create it. Help me (2d game)
I haven't done any flipbook stuff, but in 3d I would rotate actor
in this case I imagine you need to take the rotation and then translate it to the correct flipbook frame for that angle
It should take care of that for you
I have already taken the angle and when I get to that angle I print "hello" and it works but the animation does not play.
Hey everyone!
I have a quick question. Does anyone have an idea how I could compare two vectors if they are the same (but with some tollerance).
I am trying to compare the actual Location of an TargetActor with a possible SplinePoint Location.
Bute everytime The Result ist False. eventhough the Actor is at the exact position as the SplinePoint
Can somebody help me? My trigger box is triggering even though im not in it. (if i get remotely close to it) It might have to do with the fact that it is parented to AI but im not sure
I even tried it with a Tolerance, but to be honest I couldnt find eny information about the scale if the tolerance so I just tried random values between 0 and 100.. But nothing changed
You should add an quick Check about the Class of the overlapped Actor. If you leave it like this every Actor on your Map triggers this event. But with such a Check this can be prevented
Not complicated, but I feel there's probably a BP that does it easier
I would take the player location, break out the vector add and subtract your tolerance value from each XYZ , and then compare the xyz to the broken out vector of the other half
Probably make a function out of it
Like this for example
Ok, thank you so much!
oh.. right I could try that. Thank you!
That's a fairly tight tolerance - it is based on Unreal Units like you would see when modifying the location of something. What you have there is what you would be doing to test it. Perhaps print out the two values so you can compare yourself to see?
hey, question
I have an actor with multiple collision shapes, the idea here is when an item enters a radius, it moves to the character, then when enters the inner one, we collect the item
my trouble here is that overlap is based on the entire actor, I could create an actor for just the collection radius and attach it to the actor, it seems sloppy, is there a way of breaking out which collision in an actor is generating the overlap event or should I do it the sloppy way?
With some testing with values I crafted (like GodForge suggested) an own Function with Tolerance that checks if they are the same. This worked for me π
oo nearly equal, I discovered a new thingy today XD
use component overlaps
so on tick run component overlap actors?
not unless you're spawning things directly overlapping
onComponentBeginOverlap is what I meant
You could try Component Overlap. That worked for me. Just checking everytime something overlaps the entire Actor what excatly it overlaps (what component of your Actor) and excute depending on that this or else code
ah okay, so I'd drop this in begin play to create the event then feed off of that
you don't need to bind
either right click it and add event or select it and scroll all the way down in the details panel
they give you the bind just in case you want to use it that way, but the event itself will fire when overlap begins, just like the actor one
doesn't seem to exist by default
ah ha, thats what you didn't mention, i got it now
I thought I was specific enough with that "it", mb
Has anyone got any clue why this Behaviour Tree task is never finish executing
It gets stuck here
#gameplay-ai is a better channel for this
ah mb
if the cast fails your AI will never advance and will stick there forever
you need to make a little loopy guy that finishes that node for all conditions, if it doesn't complete you're boned π
a little loopy guy eh? I like it
I think the difference is that the standard method is checking if the target locations is within the tolerance, where with what you're doing you're individually checking the positions of each are less than the tolerance.
eg.
If I have a vector that is 0, 0, 0 and my actor is at 3, 3, 3 and I'm checking the distance between them with an error tolerance of 5, the default way would return false as the distance is actually something like 5.19.
In your case, you're checking individually if they are within 5 units each, so since all values are <5, your function will return true.
how does the LSV works ?
does it triggers on begin/end overlap ?
for example,
if my player is in a LSV (the linked level is shown), from BP i manually unload & hide it, if i move, will the level be back loaded & shown ? or do i have to get out and back in to trigger again
ohh... makes sense
Trying to do loop for every items and get different variables in them to set them to different structures
but for some reason every structure get set to the same last item varible.. why ?
what im doing wrong?
My logic was this:
- look inside first item take its name Alex and then set it to ST_AttackMacro1 name var
- look inside second item take its name Nicolas and then set it to ST_AttackMacro2 name var
... - look inside second item take its name Tisha and then set it to ST_AttackMacro2 name var
but right now they ALL get set to the last name Tisha from last item
so whats in the collapsed graph ?
I want my gun to angle and my character to turn to the direction I'm shooting.I found the angles and I can interact.How will the gun I will use rotate at the angle at which it is fired? and My character also needs to turn in the direction that is fired.(my game is 2d)
if you reorder the make array, is it using the last one ?
yes all varibles get set to the same item for some reason
but this simple test works for some reason
oh, sorry, i was dumb, i was looking in the wrong debug info, its working..
i was looking at it confused af
ty, blueprint debugger pluggin saved me
for SOME reason unreal5 default debbuger showing wierd stuff
like this:
why its showing me 1st item when im mouse over the 5th, that what was confusing me
is there a away for the input to fire even when the game is paused?
Hi, I'm having an issue where I'm trying to bind on audio finished to another custom event. But it says accessed none every time I try during runtime. The random dialogues array is also instant editable but it's still broken. Any ideas?\
Hi all I have a level which is obvs unloaded and loaded back in depending on if player is on or on a neibouring tile. This has cause an issue where an actor that is always loaded is loosing hard references to an actor in the level but only when the level is loaded back in.
Thanks i didnt see it earlier
Should I be using soft references for stuff that need to be references when the level loads back is or am I missing something
please note I'm on the TSW editor so limited to what I can implement
Hi everyone, new here! I've got a question:
So I want to build something similar to RCT. The terrain is flat, but is a single plane filled with grass-textures (e.g. 64x64 so 4096 tiles big). I want to give that a material where i can change e.g. tile x:12, y:15 with sand, so the material updates itself and switches out that specific tile.
Is this possible? Or should I render a smaller plane of 1x1 per grid tile?
If the single plane is the way to go, how do i go about it handling getting the data into the material?
Hi
In a parent BP, i would like to call a event dispatcher when a interface event is called, the issue is that because in each child the interface event is used in the graph, its overiding the parent one
is there a way to do both ?
Trying to get buoyancy working on mesh, went by https://docs.unrealengine.com/5.3/en-US/water-buoyancy-component-in-unreal-engine/ , but nothing is working. ]
You can right click on the event node and add a call to the parent event.
last attempt I added 'scene' components as buoyancy objectgs, though Im not even sure what that means, so I used spheres ?? and placed them inside mesh
pasting location to buoyancy location
ty, but isnt there a more automatique way ?
its annoying to add an extra node to each child
Any time you override a parent function, you're saying "Do this instead". To ensure that the parent is called, you have to declare that you want the parent called and you can even decide when the parent is called.
okay ty for the extra info
Even in C++ land you have to call the Super() of the function to get the parent class' execution to go through.
its just annoying the first time because i have to get to all already created child xD
In my fps game i have linetrace shooting but for some reason when i walk backwards the shots go to the side randomly and I dont know why. The code is really basic here it is:
Guys in my project i introduced those kind of obstacles, but the collision with my character does not work properly, but with a sphere you can see that works perfectly, any clue or suggestion to solve it?
For enhanced input action I'm calling the IA Event. How do you check if the event was left mouse on right mouse button?
All I see is this currently
or do I have to add an IA Event for singular actions
You should have two different input actions and then merge them on a inputMapping called IM_Combat to have it more tidy and you can add more combat inputs if you need it in the future
Then call EnhancedInputAction IA_LMouse and then the RMouse or whatever name you prefer
guys i'm having a problem with my game, where can i ask for help?
if i want to filter out all the components without a tag from a Component Begin Overlap and End Overlap how can i do it?
In the other actor node you cant get the array GetAllActors??
ok, now how can i use the array to filter all out (i started like 4 days ago, i dont know much)
do a foreach and use a branch to know if has the tag or no
with the node get tag name
thanks ill try
Hey all i hope your well. I put a post process volume in my level and tried to adjust the focal distance and depth of blur because i want to adda depth of field effect, but it doesnt work no matter what i try to change. any helps appreciated. Thanks
Your a starπ€
unfortunately i cant get it to work with that method but i found this category in my collision box, maybe i can set it to only blueprints or something?
Hey, i canβt wrap my head around getting the input action pressed making a ui widget to react to it,
I did make work another widget react to an input action but it was only about toggling a boolean and message the value in an event dispatcher
Here i want it to work this way : the moment i press the input, the horizontal box that contain element i want to rescale, rescale at the same time for the same duration.
Input actions are just events.
You use that event to drive logic.
If you want something to do something based on that event being triggered, you either have to tell that thing that the event is happening, or have that thing listen for that event.
If you want something to do that something based on certain criteria, then you have to have some means of differentiating when it can or cannot do the something.
ok i see thx
try this instead, the above solution is flawed and will not work.
drag out from other actor and the "Actor has Tag" node
plug that into a branch and bob's your uncle
i need that the collision box detects only the things that i say, i'm trying to get a specific mesh to get detected and deleted
then, hold a reference to that mesh elsewhere, and check if that refernce is equal to your overlapped one
You kind of only have two options...
First is if you're able to get the "Other Comp" which should return the component that is triggering the overlap, in which case you can check if that component has a tag.
Second is using appropriate collision settings which is what you were looking at a little earlier, but these need to be set up on both the thing detecting the collision and the thing causing the collision, in which case it would trigger the collision event only when you want it to happen.
Hellooo, I'm trying to package my first plugin ever. It's a very simple project, but I'm running through this error
UATHelper: Package Plugin Task (Windows): Remote compiling requires a server name. Use the editor (Project Settings > IOS) to set up your remote compilation settings.
UATHelper: Package Plugin Task (Windows): Took 0.50s to run dotnet.exe, ExitCode=6
UATHelper: Package Plugin Task (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\Shalini Roy\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.3\UBT-UnrealGame-IOS-Development.txt)
UATHelper: Package Plugin Task (Windows): AutomationTool executed for 0h 0m 48s
UATHelper: Package Plugin Task (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Package Plugin Task (Windows): BUILD FAILED
I have only selected Android and Windows as my target platforms. I don't understand why I am getting an IOS error? Unless there's some other issue and I'm not catching it..
how does spawned actors work with World Partition? I spawned an actor, ran away from the cell, but it didn't despawn
#packaging would probably be a better help.
Hey all, I'm trying to control a parameter (Hight_Mask_Bias) in a material (m_SimpleVolumetricCloud_Inst) from within a blueprint seen in image two. How can I go about doing this?
And should I be controlling the parameter in m_SimpleVolumetricCloud_Inst, or its parent object m_SimpleVolumetricCloud?
I have tried for 4 h to make my first person players camera lean towards the sides when the player moves to the sides (or diagonally etc) and i have not gotten it to work. at best it leans smoothly to one side but then snaps to the other. Id like to make it using a timeline so that i have more controll over the curve. Seeing as all of my attempts have failed i obviously need a new aproach, does anyone know how i could do this?
So, how would one go about making a Persona 1-esque (I have no idea what it's actually called, but first-person grid-based, if that makes sense?) movement system? I have been trying for days and just can't figure it out...
i need to loop through only the first 10 values in an array, would you just increment a number each loop and break when the threshold is met?
seems messy but that might be life
Just do a for loop
Breaking is fine too if you are not guaranteed ti have 10 values in the array
oh oh and just use the get array node niice ty haha
Incrementing number is not messy, that's what loop does under the hood
how can I get this in blueprints? I'm trying to control parameters from my metasounds, and it looks like I need to use this, but I can't figure out where I can get this from.
I've already created an "Add Audio Component" to my Event BeginPlay, and the sound is playing on begin play.
Are there standard nodes for handling yaw and pitch correctly after applying roll? Or do I have to do some trig with the mouse input? Is doing it in the character class best practice?
#audio is your best bet
even if I'm asking about the blueprint side of things?
Yeah, those nodes are specific to audio. Thatβs why we have specialized channels
alright will do
Has anyone created a good knock back in unreal before? I find launch character node to be kindof jank
This aparently isn't required anymore. You can set parameters directly on the component through nodes like "Set Float Parameter" or "Set Integer Parameter"
How can one get widget reference from BP?
er
from Hud reference
or component
my b
Start again. Where do you want it and what do you want?
I have a bar on my main hud
I want to access said bar
from another bp
playercontroller->gethud->whattodohere (obviously its in blueprint form)
Are you using a hud actor to manage your widgets?
Get hud will return the hud actor created from the hud class variable.
If you aren't using that, get hud is probably the wrong method.
When you create your hud bar. Save it as a variable. Make that var public. Get that var. Do that either in your player controller or in a hud actor bp that you set as the hud class.
oh okay
Any idea why a text widget would be displaying as semi transparent even though its pure white? (0,0,0,1) , no material
Do you have a second copy of your editor open?
No
Only other thing Iβve seen cause that is the auto save bug
That's weird cause the text is not transparent evident by the fact the partical effect is hidden behind the writing
Have the colour of the text be (255,255,255,1) instead
Ahh yeah it's not transparent
its not white either
Auto save bug?
Wrong widget or are you changing its settings dynamically?
no and no
i changed it from red to white, red was also pale trashy transparent looking red
Sometimes the auto save glitches, so it looks like itβs trying to save the map but itβs just trying to overwrite the auto save
Well that was me trying to save manually
How much work will you actually lose if you force it to close?
Try #umg then, they have more knowledge on this stuff
Just wanting to sanity check - is there maybe a more succinct way to get this result? Lyra inventory (I think anyway) seems to be tied to the 'controller', and I couldn't think of another way to get the controller without casting like I did
Create a structure that can contain an array of your desired items, then you can create an array of that structure.
I mean you can append arrays
as in, Add items from Array B to Array A
can i add new items(arrays) in to structures in runtime?
Is there a better method of doing this? I want to send the 'GameplayEvent' when the weapon ends a shoot-cycle (so the boolean changes from true to false).
Why does 'Set play rate' not have a target? i need to connect the array elements to the target
No
Well
You add another struct entry to your struct array
Which in this case would hold another array
yes! that what i need π
So "yes"
how?
As Datura said, create a struvt that holds an array
When my character turns in the direction of my mouse, when I want to walk, it walks backwards.
My mouse turns right when I'm on the right side, but when I try to walk it walks backwards.
anyone strong on rotations ?
here is my question : how to convert a AddRelativeRotation to AddWorldRotation
simple question, cant find the answer..
Inverse transform
how ?
How can I reference a Blueprint_Class variable inside a Widget_Blueprint binding?
could someone pls real quick send a screenshot of their For Each Loop with Break standard macro? think ive accidentally edited mine
thats ue4 tho
probably didnt change since 1984
@elder warren @pure walrus thanks so much!
this is the wolf logic and i want to make 2 more animals rabbit and wild boar how can i do this? do i need to make from scratch all of them?
Can you even do that with BTs?
?
like derrive them and stuff
i dont know man i just made the first behaviour tree watching a tutorial
#gameplay-ai should know this
but if you were able to run an another BT from within a BT
you could separate that part i guess?
and reuse it
Inverse Transform Rotation
from the docs it doesnt seem like it
I think you can, im just not sure how
Swapping it at runtime?
Also more #gameplay-ai
i guess so, but swappng at runtime wouldn't allow u to do stuff in the same way i think
at that point it would be better to remake it into an entirely bp only controlled ai
For whatever reason my camera doesnt move when crouching ?
it worked before but now it doesn't
the collision capsule is moving correctly
but the camera is not affected
oh so u mean the camera doesnt lower?
"The same way"?
Whats that way
I thought you meant it doesn't follow the player at all lol
Only thing you might miss is proper transitional view , or subtree view
no, it just doesnt "follow" the crouch position
Show how the camera is attached
tried doesn't it brakes the view
cameras stays in the same position
2 sec let me try something
no anims
let me try to redo it or something ... ughh
love it when stuff doesn't work when it's meant to work
i wasn't refering to anything specific. for that bt, yeah you could separate it into 2 BTs and then switch on them
ur β
Why wouldn't it be?
Nothing in the code change the camera position
It only change the capsule half height and offset the mesh
Hey Guys how would i get "The Closes withing Range" of all actors from class ?
dang i been doin a for each, checking distance, if distance is less than previous make that one the closest etc etc
didnt know about that node
Same π
i thought there would be so i searched "closest" in nodes but not nearest
then why did it work before?
i didn't change the code or anything
No idea with what you actually see from your end
if you also look at any tutorial there is no code for the camera
Sure thing because Ur camera doesn't change from the crouch or uncrouch function
it automatically goes down with the collision capsule
It could be placebo I don't know what you see
Actually wait I'm wrong
The camera do change because the camera is the child of the capsule
But it would be instant
Question: is there a way I can launch an .exe with command line parameters from a blueprint during runtime (this won't be a packaged project)?
exactly and for me it doesnt do that
i can clearly see the capsule going half height
and camera stays exactly the same position it was before
the capsule is not affecting the position of the camera
and i have no idea why
I just did crouch a few days ago , iirc mine also stay but that was my intention
You can always lerp the camera if u want to change the position smoothly
yeah but the camera doesn't move, so first how would i make it collide with the collision capsule
so it moves it down
i know i could "tp it smoothly" to the location
but it should work without it
Open console and type show collision. See if you actually crouching
i have it visible
not crouching vs crouching ( don't mid the model lmao )
it slows me down - it shows that it's crouching
but the CAMERA just doesn't move
When i jump and then crouch for like 1 sec i see some Camera glitch ( weird movement )
Something like this
Put the file path to your .exe in B
you can also open folders (what I use it for)
That's scary lol. Imagine the game open some .exe file
π
Could be key logger for all we know
my thoughts exactly
@versed sun yes. Are those built in nodes?
I was wondering why it's soo laggy
@frosty heron Oh dajum thers already a function for that thanks!
Built in yes, but it might be a plugin you have to enable
bro... they can use c++ for unreal
You still have to specify the location tho. Closest from which point?
it's possible to add malware into the game itself
I could just get the actor location
Thats finebim just tryinh to find wich player is closest to x player
if you cant find it , try this plugin
launch url isn't a part of that plugin i think
Altho i dont like the get all actors from class but i mean its not a tic function or anything but still
Tick is very useful
Some code only belong there
Many things run on ticks
Don't let youtuberd feed you false information because they didn't use tick correctly
Hey folks
I'm not getting any hits on the Cast.
Wondering if my towers are indeed "Pawns"? It works when I use the same function for enemies instead if I recall correctly.
(And I'm making sure to have towers within range of course)
Hi guys, anyone has any idea on this please?
Are your towers a Pawn ?
guys i set up the behaviour tree of 2 animals rabbit and wolf the first is rabbit and second is wolf but for some reason it does not work for rabbit can someone tell why
you should make 2 to begin with