#blueprint
1 messages · Page 38 of 1
Seems they don't even have collisions. Is that needed for a Sphere Overlap Actors node?
2 behavior trees
but thats most likely unrelated to your problem.... i dont see why rabbit wouldn't work, i would rather expect the wolf to not work
it will not work with 1 anyway?
you make yourself more problems like this than necessary
once you got rabbit working, wolf will probably bug out
so i need to make another behaviour tree and use the same blackboard?
Selecting "WorldDynamic" as Object Type did the trick. Not fully understanding what a Pawn etc. is yet obviously.
It works now though. Thanks. 😄
@spark steppe thanks
or make a separate blackboard, those are totally unrelated ai behaviors
yes, it opens my VLC
you can also open default web browser to a page
World's leading screen capture + recorder from Snagit + Screencast by Techsmith. Capture, edit and share professional-quality content seamlessly.
@versed sun thank you
Hey guys is there anyway to setup a bolean that will reset the time of a sequence of animation in an animation blueprint ?
U can pin the anim montage in it but i dont know what to do next
That's not an anim montage
what is not an anime montage ?
yoyo boyos can someone help me out?
so im trying to spawn an enemy but he just doesnt spawn
i made it spawn a particle at the same location wich works perfectly fine
Go to your idle anim in content folder and print screen
the Random point for the AI will be different from the Emitter
That's an animation asset not anim montage
Anim montage have blue icon
wym? i mean i can remove the random point it still doesnt spawn anything
when i reduce the range from the player to like very close it starts spawning
but i think the engine tries to find a good spot but doesnt like them or smth
What are the rules for spawning? Could be intersecting with the floor and fail to spawn. Just a guess
it just takes your camera and gets the forward vector -1000
Try to print string the return value
but why does he propose me to get it like anim montage and does it help me to understand the thing i want to do better cause idont know what it changeif u want me to understand something from this statement or is this just a note
Of the spawn ai class node
so basicly far behind the player, then it takes a random spot there
as i saied, it spawns a particle at the same location so i can track whats happening
the light spawns perfect but the ai doesnt
is there any node i can use? like reachable or useable spawnpoint?
it might be a collision problem
if you try to spawn 2 emitters at same point , they will be at different locations
You have to save the Random Location because it will calculate a different random point if you don't
@chrome pumice
Anim montage and anim sequence isn't the same thing. It's important to distinguish the two.
You use slot to play anim montage. As of your problem, I am not sure why u want to "reset the time".
It sounded like a confusing approach. You can just get out from the state and go back in using bool, that will play the anim from the beginning. Again tho, not sure what the goal is
also, not 100% sure about spawning AI
ye i just spawn the emitter to find out if the ai spawn point is like under the map or smth
the map is kinda uneven aswell
this is where he should spawn but the enemy spawn just never happens
I just want to get a bolean to put the animation at the start to be able to reset the animation by pressing an input
i do this cause i made some sort of turntable to show my animation and model
i just want to press a keybind and reload anim in realtime
even if i make them like much further up the sky so it doesnt fail collision, still happens
Reload anim can be done in upper slot while the lower part will use w.e anim is playing.
I suggest to get familiar with blend by bone node
U should use montage to play the reload anim
what w.e mean ?
no no bro sry i didnt said i wanted to do that, i want to be able to put the animation time at 0 when i press a keyboard button, there is no reload animation or blend per bone needed
What ever anim*
Well even tho that's really weird, I tried suggesting going out of the state and back in
Go to your state machine, on the idle, connect it with another state.
Use bool to drive in and out of the state
When it goes back into the state the anim should start over from beginning
does anyone understand why this macro that is supposed to activate whenever the player changes the direction they are moving in doesnt work half the time? (it is called as long as the player moves)
thats awesome @frosty heron my idea to change animation with an abp is already pretty weird im assuming lol
i try this and tell u
Your anim instance meant to drive the animation of the character by reading the state of the owner.
Personally I keep all locomotion stuff as state machine and play other type of anim (reload, attack, etc) as anim montage
Yeah there is no reload animation or attack tho its me that fucked up saying reload i just want to control the time of the animation
I've a BP with a widget button that opens panels on itself.
The BP has the event to open the panels, and the widget within calls the event.
However I can't place multiple of them because the new ones only open the original. Could anyone help?
Im a nooby but is that good to use flip flop here ?
nah
U used get actor of class. That's already wrong
U will just get a random pipe thing in the world
Or more precise the first pipe the iterator found.
Get the actual reference of the pipe that you want to open
idk, my thought was that that way would allow me to get the direction one tick ago and compare that to the one the current tick but maybe it doesnt? idk
Seems like a flip flop isn't want you want. Each time it's called it runs one of the outputs, then the next time it's called it runs the other. My guess is sometimes when you change direction A is the next one for it to call and updates the last direction. Then, B is called, it sees the same direction and doesn't do anything.
Thank you, and also I don't know how to do that
And it only get called when axis changes (I assume it's on an Input)
also the logic of the condition look great from my nooby eyes but it may not be precise enought for the branch to interpret in what time the axis differ
When you press the button, which pipe in the world do you actually want to open?
U could place 4 pipes for example. Which one do u want to open when the button is pressed?
ah, that is true. But how should i do it other wise? having a sequence and or using delays doesnt really seem right.
i actualy dont know if its a good remarque or not but maybe try to get delta somewhere
ye that was also my thought to
like delta time or just the delta of the variable?
I'd remove the flip flop, then move the SET to after the branch. It only needs to be on the true part since false means it's equal anyway
delta time but it may be a dumb idea someone else will probably correct it
Does anyone know of a good method for keeping references of blueprints? When I'm confused about code I can always look up cpp code. However when I can't remember a blueprint script I've made I just take a screenshot of it to remember. is there a better system for this?
like right click reference viewer ?
bp func libs
often I use blueprint scripts between projects. Sometimes I forget what I did so I have to reopen the old project and look at what I did
if I just screenshot it I don't have to reopen the older project
That worked, thank you :D
.
the sequence node means run more than one thing?
Hi everyone, I'm working on a project in UE4.27, as far as I remember breakpoints used to remain active after closing and reopening the editor, now I have to re-enable them every time.
I tried to reset the engine settings and delete the config folder in the project but the issue persists, can you please confirm me I'm not mad? 🤣
No I'm just looking for an easy way to remember blueprints, I've found the best way is to screenshot thing and take notes
you can add a description of what the function does
whenever you hover over the function , you can read what it does
look like the best idea but this is not a bad idea to seek a process to make automatic doc lol
Its Working thx sir cat
ok thanks 🙂
Hello guys, Im a beginner in Unreal and no coding experience whatsoever so I need help :), I was trying to add running system with stamina but I altered some parts of the blueprint from the video I was watching but now my character is not stopping running (go back to normal walking speed), how do I fix this?
Is there a way to give an operator as a string or other variable type to use it in a math expressions?
It just run the first exec pin then the next
like together or after the first exec is done? sorry
Isn't this method make problems when I go further developing my game, like I want to add +movespeed items?
After the exec is done. There is no together in a sense that everything runs from top to bottom
The only thing that run on separate threads are async stuff
ohh i see. okok thanks so much!
ur speed will keep increasing. If the drain stamina func disables is running, ur speed still won't lower unless the player lets go off the key (not to mention it will never return to the original one)
Absolutely, but you didn't mention this :P
you can see it with break point
you can make the 600 a variable, and change that value when you add move speed items
For items and effects that modify move speed you're gonna want to roll a manager than d handles and collects modifiers. It's generally the easiest way to handle without pulling your hair out :P
hi there how would create a "tear down a poster" mechanic ? thanks !
i know hot to swap mesh but i'd like the hand to rip the paper
In my mind I wanted to get "current movespeed" every time I want to change the speed of the char, so this is a simple way to do that huh?
yes
Thanks a lot for the help 🙂
It's just an animation
Example of what I mean:
a operator b
So if you make operator = ^ it would become a ^ b
Or operator = * it would become a * b
hmmm true i guess i could do that
Play montage of poster tearing down, remove poster
thanks i'll do that!
No problem!
implement that yourself
My question is if or how it is possible to implement
Aight only possible with hard coding it Ig
thanks for the reply ^^
you aren't making a calculator app in ue,are you?
Yeah you'll just need to parse the operator out
Worse than that, an incremental game
Dw I'm well aware, doesn't stop me from trying
Can I use "Do once" somewhere and stop the increase?
I have a C++ class, class My_API UPStickProceduralMeshComponent : public UProceduralMeshComponent, but I can't find it here:
Did you give it the Blueprintable specifier
No.
Hi there, I have this very simple event. But for some reason the widget buttons aren't being triggerd when I press them. Am I doing something wrong here?
Any advice would be great, thanks
In game widget ^. The buttons at the bottom are the ones which aren't working.
NOTE: I just have the buttons "on clicked" print string.
Print string on the clicked event for the button that "don't work".
If it doesn't print anything, then open widget reflector and hover over the button. See if you are actually hovering over the button
Just connected red instead of blue and now its working just fine, just as I wanted 😄
Still nothing, unfortunately. Although you can't see it, I have "show mouse curser on" and not getting any results when mouse is over the button.
btw, that stamina sys can be avoided by just pressing the sprint again
Could it be because the widget is in the world and not displayed in the normal way?
Use widget reflector to see if u can actually detect the button. No need for guessing game
Is it a 3d widget component or user widget?
this one.
Have u got widget interaction comp?
In your player character or w.e suppose to interact with the widget
The player walks into a volume then camera switches to this one and the widget is displayed.
Kay, have u got widget interaction comp in your character?
No
Widget interaction
I havent play with that for a very long time. I suggest reading the docs, ssolve linked
I've added it to the player. Can I just leave the settings as default?
prolly
Afaik yes
My mouse is in the center of the screen. So some offset I will add.
Also the trace doesn't go up or down
yeah you'd need to add the mouse offset
I never interact with mouse, i did what ssolve said. Make the widget interaction, the child of the camera
And i move my camera to drive the trace
Not sure if u can use mouse
oh ok, I will try that.
I mean you prob can but i dont know
no wait
@ashen narwhal in the details pannel there's a interaction source property
set it to mouse
and that's all you need to do
besides adding the comp ofc
I've done it. But oddly now I don't see a trace at all.
Still no print 😭
Do you think its because the camra switch?
No idea with the nouse stuff, i have no editor on me
But u can try using your player camera
see if it works without the cam change
Btw is the button set to visible? Make sure its not non hit testable
Will try that. Thanks to both of you though. Appreciate the support .
their trace doesnt seem to be drawing though
that was before I switched it to mouse
Ye i meant to change it back to camera
I have no clue with mouse stuff
My experience was doing it for a vr game
I just make the widget interact component a child of the vr controller
what is the object that i use to cast to my main widget?
And it work just fine
Casting is a type check
If the ref you provided is not the base class of you are casting, it will return fail
I see. I will switch it back and see if after adding offset it works right.
thanks again
U shouldnt have to do any offset afaik
Make it a child of your player camera and dont change the camera when entering the volume
ok, will try now.
thanks for the info
how do random streams work in multiplayer? for example if you grab a random integer from stream, assuming the seed is replicated, would the random number be identical as long at they're both trying to get a random number for the 5th time for example
yoo i have a loop with a retriggerable delay and its dependant on my FPS wich isnt acceptable in my case can someone tell me how to make it fixed no matter the fps
Can I upgrade my project from ue5.2 to 5.3
I tried upgrade project from 5.1 to 5.3 and failed opening character class
show what are you setting the battery to
have you changed that since you've said it was frame dependent?
no
it was there even before the loop
but this loop isnt running in tick
i forgot to mention
a bit more zoomed out
And it didn't work when not using the delta time?
i will take a look
i just did that to prevent the problem im having now but it clearly isnt working
for some reason, the lower 2 nodes cause an infinite loop according to the editor
this worked thanks you so much :))
Hi guys,
i try to create an effect (material) like this in unreal https://youtu.be/v15C8SbTTac?si=IMIt9npcJrc-7q2s&t=123
Does someone have an idea how to create this in unreal ?
I tried something but this looks very bad.
A new tutorial series about creating an underwater world. We will be programming different types of shaders including:
- Surface Tesselation Vertex Displacement Shader
- Post Processing Image Effect Underwater Shader
- Surface Cutout Sinus Vertex Shader
Plus we will code our own particle system in a 3D noise flow field.
Combining all these thi...
So, I've been trying to solve some stupid problem, and I forgot how to solve it. Beginner problem yk. I want to move the ads up, yet if I add it with a vector on the z, it moves up and down when I look up and down. I am trying to achieve, that it stays in one place, yet moving it up on the z axis. Not only that, but I tried it in the skeletal mesh already, it didn't work. Any solutions?
Someone can help me, i have thoose two meshes, i want that the mesh 2 would move like in the video with an interp movement that is activated with a box collision, how can i do that?
Check if you have circular dependencies
On overlap with the box collision, you can lerp relative location using timeline
Without interp movement?
You can use lerp instead
Or you can use event on tick and interp movement with delta time
Ok i'm going to try with lerp, thx
You will still interpolate from point a to point b
@trim matrix Hey man sorry to bother but i just found out it isnt fixed but the difference between 15fps and 60fps is just really small but big enough to inmpact my game. Do you have another idea i could try?
What do u actually want to do?
.
i have sent screenshots below
Dont connect pins like that
how should i connect my pins then>
What is your end goal?
wdym
i want to decrease the battery of my flashlight whenever it is switched on and then switch it of automaticaly when the battery runs out.
Come up with a number that the battery losses in a second. Multiply that by delta time. Then subtract your battery value with the result
It will be the same number regardless of your fps
okay i will try this
Do it on tick
ah okay will do
ill just create a function then
thanks this worked but could this be taking a toll on my fps cuz im not getting fps above 40 and i have read that tick can be very expensive.
But i also dont see any other option to run things per fixed frame this efficiently
Depends on what u do with tick
Setting float shouldn't drop your fps at all
Try to unhook the function, you prob still get 40 fps
@edgy ingot i did this, it works, but when i overlap the box collision again it doesn't play the timeline again, any clue?
I need a sanity check....This code works if ElevatorTarget is under the current location, but it does not work if the target is above the relative location... So 10,10,-2000 works fine, 10,10,2000 does not work. Anyone have any idea what it might be?
There are many many things run on ticks, it's not expensive. Just don't do expensive operation in tick like get all actor of class
I mean scratch that. Bp tick is kinda expensive but should suffice for small scale project
Print string to debug.
I would set the start position and end position before the timeline. The timeline should just have a value of 0 at the start and 1 at the end
Use the float from the timeline and connect it to alpha of lerp node. Connect start position to the first input of the lerp and end position on the second input of the lerp.
Connect the result to set relative location of your mesh
does anyone know why would for each loop with break return True 4 times when it should break the loop when it gets the first true branch ?
you are right once again thanks man you are so helpfull!
Show code
Well this is annoying. I just deleted the VInterp and SetRelativeLocation nodes and replaced them with "fresh" nodes. Everything works fine now. Blueprints is weird sometimes.
i've made a custom function, but it doesnt use any exec input/outputs, how do i hide them or make this just a value output node?
U mean u don't want the exec pins?
Then you can make it a pure function
@frosty heron
i tried that, but then it won't print anything, using the same exact nodes outside the function works perfectly fine:
You shouldn't use pure function carelessly, especially if you have obj ref, which I see you do from your pic
Then you have some issue inside the function. The pure function will run as an input to PrintString
Print string the objects you are comparing
Also, read @frosty heron's message. Pure functions should only rely on the inputs given to them, otherwise they should not be marked as Pure
It work now thanks, but i didn't understand why on final position i have to set the Z value to one, i moved the cube on the viewport by 200 on the z and it was on the right final position, so why in the final position if i set 200 on the z the cube move in where it shouldn't but if i set the z final position to 1 the cube moves by the same height when i move up by 200 z on the viewport?
yeah, i'll make sure to expose the actors then
oop i got it working
Not sure if I follow . Why is your end position only 1 unit high? Try higher numbers
thanks for the help 😄
Awesome!
Btw is the alpha 0 to 1 ?
Your initial position can be your current relative position of the mesh
Get mesh-> get relative location. Grab the output and set that to your initial location
Sorry my mistake, i left in the timeline the value 200 at second 1
Solved
Your timeline value should be 0 to 1
It works perfectly thanks so much
If u want to move something over 3 seconds for example. Length is 3 seconds.
1st key is 0 at 0, 2nd key is 1 at 3 seconds
In the timeline it shouldn't be the value of your final position. I'm not sure if things actually work in your end
This is my timeline, before i put 200 instead of 1 and i was using the float value of the timeline as z location, now i'm using it correctly
That doesn't look right, but I have no editor atm to show some bp. Your timeline should end at the last value too. Adjust the length (top left, see where it write 5)
When you play in pie, eject from your controller and check the relative location of the comp u moved. I will be surprised if you get the correct value
Hey guys, in today's video, I'm going to be showing you what a Lerp is, how it works and how to use it. If you have any nodes you would like me to cover, leave a comment down below.
#lerp #nodes #WhatIsALerp #Ue4 #UnrealEngine4
Unreal Engine 4 Tutorials Playlist: https:...
Video is a bit too fast tho 😔
Like you see it kinda works, i made this thing beacuse i wanted a sort of launchpad that didn't use launch player but only the physics, but unfortunately the player stay perfectly fine on the box when it raise, but when i move fast like at the end the player maintain the velocity given by the raising box (it is kinda what i want), do you know how can i manage to make the player jump even if he stands on the box?
Physich is not my territory, but there are places where you can start.
Official docs for character movement component. Or you can look at delgoodie cmc tutorial.
In cmc you can basically enter a new physic state when you changed movement mode. You can define custom movement state and work on your physich logic there.
I would say keep it simple and just call the player jump function when u do the spring thingy
It seems kinda hard to do, i'm a begginer XD, i went into a complicated territory, i will use the jump like you said, thanks.
Is your game single player?
Multiplayer is hard
Extending cmc in multiplayer requires cpp
Other than jump I think there is add impulse or force
Maybe you can look at that too
Ok, i will, thanks
i mean yeah, but it should get out of the loop once a condition is true
Question about setting up class structures for gameplay actions: my characters can use certain powers, and I'm looking for the right way to structure that. I was thinking to just have a Powers base class, and have child classes which spawn the relevant effects and such. I figured it should be parented to Object, since it's just a collection of variables and code, and doesn't need to exist in the world. However, since it's not parented to Actor, it can't call Spawn Actor. I'm fine reparenting the powers base class to Actor, but it just seems like bad form to treat it like an actor. So, what, I spawn the actor in, run its code, and then immediately delete it? I can do that, it just seems like there's a better way. How have other people handled this?
The question is when would that loop end. Executions are meant to be finished within a frame, and if the condition is never reached, it'll exceed that execution time and cause that infinite loop error.
ohh, so i cant do a sort-of while loop like that
How do i get the angle between my characters forward vector and my camera direction?
While loops suffer the same problem. If their condition doesn't go false within adequate time, they cause infinite loop errors.
how do I go about this then?
i need to have the if statement run every frame?
That's probably the closest you could get to what you're trying to do, yes.
Can always gate it with a bool and branch first so you're only running it when you want, then set that bool false when you want to not run it.
it worked tho
Hello! So I'm trying to make a setting menu. I have a Structure with Audio settings volume (all floats), a savegame blueprint with the structure variable. The "Get Game Settings" variable is in the Function Library. And it's called in the Settings Widget (last picture). Any idea how can I solve this one? Maybe I'm missing something. Thank you!
I wonder how many developers have their code like this
what is that bp in ? what class ?
Hardcoding_Objects.bp.uasset
level BP, what else?
Hey, I've been trying to make this work but I can't get the pawn to move.
This is the blueprint for the AI movement and I did set a navmesh and floatingPawnMovement.
I also sent a screenshot of the navMesh because there are some cracks and I don't know if that matters.
Also it keep saying " NAVMESH NEEDS TO BE REBUILT " but I did rebuilt the navMesh few times.
@frosty heron hmm
@steady night
?
aye, sry nothing found it .p
what project are u working on now btw ? still the same as a month ago ?
@edgy ingot
Holy shit
does the pawn that you want to move have an AI Controller assigned?
Working on 2 projects atm
@hollow tendon whattahell is that 😮
One is the old one , another one is multiplayer rpg
its like Mariocarts Ranbow Road map
solo on both ?
why on 2 at the same time T.T derp ?
Yup but i have no choice. Cant stick with the old one only because it didnt make it to our target platform
In short, losing too much money
Trying to finish it just because some people backed it
oh sheat
Hey guys, I was wondering, how do I get a mesh (cube, whatever,) to scale with text? right now 3D text can "overflow". I want the mesh width to change alongside the text's length
I took down the patreon recently, so nothing to see. Catching plane to japan atm. I can share some screen shoots when im back if u want to see
Try making the text the child of the box
Then tick set size to context
Holiday 🦦
ahh cool
I want it to scale the box instead of scale down to fit the box's bounds. I want it to be a funny joke in game, when someone with a long name joins their nametag will of course be comically oversized
that's what I'm looking to do anyways lol
that sounds like something you want to use a widget for, not 3d text
0o even the text is 3d?
it also sounds really awful, and you would have people joining with absurdly long, possibly offensive names to annoy others
Hey guys, I was wondering, how do I get a mesh (cube, whatever,) to scale with text? right now 3D text can "overflow". I want the mesh width to change alongside the text's length
it's not a widget
I see, i need coffe
this isn't something I'm too worried about as it's not going to be a very public game, simply a little fun project I'm doing while getting to grips with networking
you should go make some
as long as you're sure this isn't going to be commercially facing, then go for it, but you'll want to be doing this via a widget 🙂
sounds like a funny little gimmick to enjoy with friends :P
Hey all, what would be the best approach to set actor's location parented to other's actor component location?
wdym
you can guestimate the font size and base the width off the amount of characters
#multiplayer is a lot more complex than you'd think, best to ask directly in there
also see #rules on cross-posting, you'd already gotten a reply there
okay sorry
@lunar sleet let's say i have a wardobe with drawers and I would like to put something (another actor) in one of the drawers and would like if that actor move along with drawer when I open it
attach actor to actor or actor to component
@lunar sleet thanks, I will try, I tried to calcukate drawer location and combine it with other actor, but it didnt work as I excepted
just use those nodes and that'll do the work for you
you might need to turn off some collisions in the process
@lunar sleet that's works, thank you!
hey all does anyone know how this is causing an infinite loop? cheers
While loops are meant to be completed within a frame. You can't let them run indefinitely.
If you want something done over time, you'll need to use tick. In this case, a timer may be adequate if you don't need to change the value every frame.
hey guys, I set up this code to steer a projectile, "turn" is a value between -1:1 but, the code is currently being run many... many times a second. causing the projectile to spin out of control. can someone let me know what I'm doing wrong here?
where is steer being called?
Triggered runs every frame
Unfortunately there is a lot wrong with this code.
Firstly, this setTimerByEvent function is comepletly unessicary, and will cause issues. Steer in the current context will be called every frame of the game. Meaning you are starting an aditional 1 second looping timer every frame? The solution, is delete the looping timer node entirely. This alone will not correctly solve all the issues.
Triggered on the input mapping runs each frame. Meaning steer will run each frame. Meaning you cannot constantly apply any rotation value and must factor in the FrameDeltaTime in order to apply different amounts of angle rotation each frame.
guys this is my character blueprint, is it too big?
cute
my usual gameobject is more complex than that character BP 😄
If difference is higher than 135 degree?
yeah but like 135 from where to what
ok, thanks, im new to ue5 and i dont know if i am doing too much
in one singular bp
it's fine, don't worry
A.yaw - b.yaw = X
If X bigger than 135, return true else return falss
||using BPs to do core gameplay mechanics is too much by itself||
BPs are a godsend.
@frosty heron yeah but in relative term is it like "if behind" right or ?
No clue, if u need to check if something is behind something. Use dot product
so how should i do like shooting or interacting
Google able or even youtubeable
You can use components to break down features
If your bp gets too large, it takes more time to compile
🇨||++||
I'm casting to my save blueprint and setting the variable 'player location' as the actor location, then saving game to slot 'Save1'
Then I cast to save blueprint, load the level, other variables, and finally set actor transformation as the variable 'player location'.
But upon loading 'Save1' my character goes to the right level, all other variables work, but the location is always where the 'PlayerStart' is.
It's stored as a transform variable within the save blueprint, i've watched multiple tutorials and mine matches up with each of them
I think I follow... but I'm not sure how to do that. something like: when triggered calculate the time passed between frames and multiply the arbitrary angular rotation by that number?
You can make entire game in bp only
Its just RotationRate * DeltaTime
DeltaTime is already calculalted for you, you can just call GetWorldDeltaSeconds
unless you run into just that 1 thing that you can't do in bps
Live without that 1 thing or step up the game with cpp
that get's me to here, but it's still spinning WAY too fast
I dont beleive you want to set velocity in local space, ActorForwardVector returns in world space.
Confirm that turn isnt to high. Nvm i see turn is just the axis value.
So i got the basic functionality working, but I cant seem to figure out how to launch a .exe with launch parameters, any ideas? If you can somehow figure it out, I would be so gratefull. I tried appeneding my paramters to the string, but it doesnt seem to work....\
i tried setting the "turn" multiplier to 0.001, no change
I was able to launch a basic .txt file to confirm its working, but cant figure out the laucnh parameters...
Nvm i see turn is just axis value.
Hang on!
I think it was the local space part. I found a different Node
This works!
no visible problems
yea SetVelocity is in world space now.
Is there a way to make the ThirdPersonCharacter move only along a spline? Almost like a side-scroller, but curved? I've been looking into it yet can't seem to figure out a way of doing this that's worked.
this has been such a pain in the butt to figure out, Thanks! Trying to find relevent tutorials is toturous
In the GameState (Or gamemode, cant ever remember without checking again) there are functions you can override called FindPlayerStart, ChoosePlayerStart. These functions are called by unreal engine to determine a players starting position. You are setting the actor location of the player somewhere (Upon loading, wherever that is), but unreal is using the value returned by those functions to pick the starting position.
Either confirm that the players transform is being updated after unreal is choosing the location, or override those choose player start functions to properly provide a player starting location.
thanks, I'll try it
Ah, thank you!! 😄
Ahhh yes I saw that one, not quite what I'm looking for but thank you. 🙂
How does what you want differ.
@frosty heron https://blueprintue.com/blueprint/tgyfp2-u/
this should work right or am i missing something ?
Well this one seems to be more automatic movement of other characters, whereas I'm stuck on how to get my player character to move along the path when arrow keys are pressed if that makes sense.
Dot product should return a value of -1 to 1
hm so how should i check then :/ ?
Its nearly the same exact concept. Instead of adding a constant change in distance every frame. Add a distance value that is driven by the arrow keys.
hm ok
1 means the vector are pointing at the same direction
Ooooh okay, I'll try it, thank you! 😄
so what do I do?
hm aye, but the ACOSD @frosty heron
So if the dot product of 2 vector is -0.7 to -1 . You can say that actor a is behind actor b
I never actually used it and I'm bad at math
Try to look up at some videos using it
kk
I think get actor forward vector or actor a. Get actor forward vector of actor b. Then dot product the two vector
I would recommend overriding the find/choose player start functions like I said. Go to your game mode class and override them.
Print string the result so u can see at what value do you want to determine if actor b is behind actor a or vice versa
yeah but how do I do that?
look it up online or something its simple. I don't have unreal open to give step by step instructions with pictures.
Your just overriding a function
If you don't know how to override a function. Start with googling it
no clue, maybe launch a shortcut to the program with the launch params ?
@versed sun good idea that's what I was thinking. Should be a decent solution for now. It's Def going to bother me until I figure it out. Thanks.
Hello, I have this blueprint that duplicates the player based off of the value you set for it to multiply. I have to main problems: One, when counting how many actors there are with the for each loop, it counts up with every single duplicated player that interacts with it instead of just one of them. Second, when i change one of the actors to multiply by 3 for example, it still only multiplies by 2. (Amount of actors is 1 by default)
Are classes the first ever thing created?
And objects are things that extend from it?
Is a parent not always a class, but a parent is always the object/class something extends from?
Everything is a class.
You spawn objects of the class.
Two very basic classes in the engine are the "Object" class and the "Actor" class. Actor is a subclass of Object. Every class you'd normally do anything with extends from the object class.
When you're creating something that'll exist in the world (ie. something you can see in the viewport), you'd normally subclass Actor to create it.
So yea, even when you're creating a blueprint, you're effectively creating a class which is a template of variables and functions, some of which are inherited from its parent class, some of which you override, or you create your own custom functions and variables, then you would proceed to spawn an object based on that template.
Datura, could u help me with how to check if behind target actor
this is where im at atm
but its not working
if (BehindTargetActor)
{
// do logic here
}
``` 😄
lawl
Is this function trying to do, if SELF is behind TARGET actor?
yeah
Your driving the first parameter of the DOT product by SELFs forward vector.
That would need to be the TARGETs forward vector.
Basicly the function is just backwards rn
oh
DotProduct(Normalize(ActorA location - ActorB location ), ActorAForwardVector)
your doing if TARGET is behinf SELF
Also, dot product returns a value from -1 to 1. Not 0 - 1.
The midpoint in the range of -1 to 1, is zero. Not .5
Id imagine you want the midpoint.
Literally like what happens when you use the spawn node to make an NPC spawner or the create widget node?
The things it spawns are objects...?
i mean im guessin from midd point like 45-90 degreess something the ass *
how would i get that then ?
Yep.
woah... So is the main object class that it looks like everything extends from gets spawned itself at some point in the engine init?
Like, why is that class called object? kinda messing me up
Or should I just be content with what i've learned just now xD
Idk what threshold value you want
. Just making sure you. knew dot product returned from -1 to 1. With that you should be able to find the correct threshold
Basically everything can be referred to as an object. It's part of the basis of how object oriented programming languages work.
the spawn node in the unreal editor is an object
.
Yep.
ty mans haha really appreciate it
@trim matrix hmm cant get it to work mine prints all the time now
Couldn’t tell you without the code
Ty
ACosD will return an angle between 0 and 180.
So if you wanted to check only within 40 degrees behind, do <40 from the ACosD
hm
Hi, using EQS, how can i filter if an actor is dead, to let AI changes the target?
this should have been greater than 0.5 i think
.
@dawn gazelle am i wrong?
i think ima right cuz the cosine of angles <90 is positive
@dawn gazelle how have u assignet the Targets for the locations etc
?
enemy should be the first 2
also i don't see the need of replacing the unit vector node they had before but whatever
Yea that does the exact same thing, subtracts one from the other and normalizes it.
what do you call the component you use to visualize abstract actors?
like a random sprite
we have that cloud, th elight bulb or the dinosaur
what are those?
billboard
i call it the 
for me it's the unreal camel
Have a pretty time sensitive question.
How do I make one trigger box 'wake up' another trigger box placed somewhere else?
Any help is appreciated
the hump shaders r still compiling
what do you mean by "wake up"?
time to put on your makeup
I need one trigger box, when triggered, to then 'activate' a previously deactivated trigger box.
put a tag on trigger box B;
on first trigger box, find actors with tag;
execute "wake up" event from first trigger box
or gather the reference in another way
you could use an interface to avoid a direct cast, if this is a frequent call
or save the reference on the trigger box which should wake up the other one....
^
depends on your usage case
if the trigger box is small in memory size, theres no issue
a reference is pretty much a pointer
if you bog the trigger w a lot of code, youll be using twice as much mem with a hard ref
nonsense, if they are in the same level
ah yeah, as long as theyre in the same level instance, it shouldnt matter
I'll be real with you guys. I'm realtively new to ue. I've assigned a tag to the second trigger, but now I'm not sure how to 'find actors with tag'
or what a direct cast is lol
as time sensitive as it may be, you may wanna skim this https://docs.unrealengine.com/5.0/en-US/how-to-use-blueprint-communications-in-unreal-engine/
learn the why before the how
bit late for that, but I'll read it
wait i got a good video for you
With the Epic MegaJam just around the corner, this week we wanted to focus on the groundwork - how to prototype quickly so you can get to the detail work faster. Time is of the essence when it comes to jam events and to make you feel better prepared we're bringing on Chris Murphy to discuss some tips and tricks on smashing through the busy work ...
watch the whole thing, and you'll learn a lot of good stuff
the first section should give you a solution. create a variable in your awake trigger, and set the var type to the same as your trigger bp. you can use the dropper to select the other trigger and then you can perform actions on the sleepy trigger.
This is for my portfolio project, which is due in less than 4 hours...I love UE and will absolutely watch this video when I can, but right now I just need to learn how to activate this trigger box @spark steppe I really do appreciate this though
after the video you should be able to do it in 30 seconds 😛
and "wake up" really depends on what you need to do. you can enable/disable tick with that reference. you can execute any events in that blueprint, including functions from it's parent, if it's the child to like, a "main trigger" blueprint where most of your logic is set
that is a good video, but there's a direct answer if you dont need the "how" yet
and i think he does it within the first 30 minutes in the teleporter example
yeah, youre right
this is what I got so far. The Awake variable is what I made following your instructions
I don't know what you mean by dropper...
I'm modifying the look controls for a zero-g game, but for some reason this only works with the Y(Pitch) axis and is ignored on the Z(yaw). After some playing around, it seems like something overrides the Z rotation to always stay the same on the actor, i.e. I can preview changing it in the editor during play but as soon as I click enter it resets. Anybody know why? Something in the CMC that locks that axis?
Anyone know how to get the position/vector/location of the very end of a spline?
get spline points returns an array of vectors iirc
Get Number Of Spline Points into Get Location At Spline Points I assume would work, couldn't find Get Spline Points
yea, possible that it doesn't even exist, sorry
^ That works
Its fine, you pointed me towards the right direction
I would have thought you could get an array too but I guess not, i'd probably have to loop through them or something.
i'm pretty sure there is a way to get an array, or i made the node myself 🤷 apparently neither... guess i'm turning dumber
ah
Convert Spline to Poly Line is what i used
which is pretty much the spline points without the spline curving, which would however end up being okay in that case
I've noticed this does work with a Pawn instead of a character, though?
it's probably the control rotation from the player controller
eventually you can disable it in the player controller, not sure
I was digging through the Character to find a bool for something like that but wasn't finding anything
How do I get the parameters/details for the PlayerController?
the problem is in the player character tho? this is not about an NPC?
if you don't have a custom class for the player controller make one which inherits the PlayerController from UE and set that as player controller class in your character and/or world settings/gamemode
uhm, or wait
check the "use controller yaw" thing in your character
i think that might be the setting that i was thinking of
and maybe "use controller desired rotation"
Yeah, I'm using the player character
Not seeing those tho
I'll try lookign at custom player controller
Tho it does seem to all work fine rn with just Pawn and FloatingPawnMovement
how would i fix this?
trying to get the name of a object from a actor to set it as a text in a interface
well it doesn't have character as parent class
so what is your player? if it inherits from pawn or similar you can use get player pawn
the parent class of the thing i am trying to get the value from is a actor
no
in the screenshot you are trying to cast the player character to whatever this is
Aka, you're asking "Is my player character a 'Masseys'"
A reference to a "Masseys"
I have this script to move my players camera backwards when they hold down shift. It works, but the camera doesnt move relative to the player, so you can look around without the camera moving around the player when it is in action and when it is finished. How would i make it so that its still attached to the player when it starts and ends
i think ive done this wrong but
You have indeed
im new to ue so idrk what im doing
You should probably take a watch if the blueprint communication video in the pins to demystify a bit of what casting is and how to reference objects
ok sounds good
Jeez, feeling silly now. Clicked around Character Movement but never clicked on the topline BP_FirstPersonCharacter, unclicked "Use Controller Rotation Yaw" and now it works.
I thought all the movement logic would be contained in the component, that was extra confusing
Doesn't seem intuitive to me taht there would be extra parameters/details that can't be found further down the tree.
Well that's because inheriting controller rotation has fundamentally nothing to do with the character movement component
And the CMC can't magically show properties for things it doesn't have either
You must not have set that BP as your character in the game mode
No
Or are they talking to someone else? 💀
The pawn class.
Get Player Character 0 returns the possessed character of the player controller. If your game mode isn't spawning a character, then you'd have to spawn it and possess it yourself. If you're not spawning and possessing it yourself, then Get Player Character 0 will return nothing.
Just never use get player character 0. Ever. For any reason.
What should I use instead?
In widgets, you do have access to Get Owning Player Pawn, but that too would require that the player controller actually has a possessed pawn.
I'm basically trying to change a Sensitivity int inside the Player, but this is a main menu and I wasn't spawning the player in the first place
In b4 but the blueprint exists.
WHY
i use it all the time, i don't see anything wrong with this in a single player game?!
Because it's lazy coding and will lead to issues.
The moment you start doing MP and you forget to use one of the good methods, you've now got a bug you can't solve.
I do plan for this to be multiplayer 💀
If you want a setting that is set before the actor spawns, then you'd have to save that setting in something external to the actor. Like using a save game and when you spawn in your character, loading the value from the save game.
It's about good coding techniques that aren't prone to failure.
alright, for multiplayer it's dangerous, but single player!?
You can do Get All Actors Of Class too. But that's also shit.
Ah okay, so should I store this in a SaveGame class?
Then you need to do it from the start
Do whatever you like Ben, it's still bad.
There's no adding multiplayer later
Ah geez okay
Well, you can, but you'll have to redesign every single class from scratch because of things like "get player character 0" and all the replication issues you will run into.
i agree it's a lazy way of not always passing a reference around
It's just a terrible idea.
but since i know that the PC0 is always my player....
You don't even need to pass references around.
You can always get teh local player using the local player subsystem if you have to.
oO now how is this different from get player character?
Because the local player subsystem actually keeps track of the local player controller for you.
i'm still only concerned about single player
i agree with you for multiplayer games (or anything that uses replication)
☝️
maybe i should check how the local player subsystem works
It's the equivalent of using globals in c++. Epic does it all over the place.
They're now having to backtrack 10 years of techdebt because they were shit.
actually i think it's worse 😄
Then maybe local player subsystem isn't the way. I've never actually looked at it.
i use this macro 😄
But there is a better way.
can anyone help with this
local player subsystem sounds like something which is just a global subsystem to wrap the global getters 😛
haven't looked at it yet, but my guess is that it does the same
It's a subobject of the local player for your system.
yea there's not much going on in the class, wonder how this is tied to a specific player
for e.g. split screen games
(and the local player always knows what your player controller is)
For split screen there are multiple local players defined.
Each one has its own player controller and local player subsystem (I think)
and it keeps track of the player possessing different pawns?
It only tracks the player controller
it's confusing me, the thing gets tied to "something" and returns the outer
The outer is teh local player.
ULocalPlayer which knows about your player controller.
yea that looks like a cleaner solution, wasn't aware of it before
most of the stuff seems to be in ULocalPlayer
Should be easy to update your macro too!
My widget in my object's BP open's it's doors.
How can I get the widget to only open it's own BP's panel?
I just can't figure out a way to isolate itself from the array.
by not calling it on every actor of that class...
pass a reference of the actual pipe thing to your widget
Thank you.
I'm don't know how to do that, but now I've something to search for
Hello. Does anyone know how I can add images to a data table faster than adding them one by one (maybe using BP or something)?
Hey everyone, I'm brand new and just trying to follow some tutorials to slap together a prototype flying game. Rn I'm using the flying template and it's flying pawn for the basis, with a directional mouse aim added following a tutorial about freelancer style mouse aim. However the tutorial is old and doesn't give any troubleshooting tips on how to make the dead zone centered. Currently it's way off to the upper left and I don't know if I can just adjust some values or if I need to put new nodes somewhere in the blueprint. The current blueprint looks quite similar to what's described in this post https://forums.unrealengine.com/t/need-help-with-movement-controls-for-flying-in-direction-of-mouse/232121
And the tutorial I was following is this one https://youtu.be/3hBxGasGVyI?si=liTjM-MGL2bQDl6D
Hey everyone. I have a blueprint pawn that has controls for flight that works pretty well. for some reason the moment I try putting the same controls on a character (I want to eventually animate my spaceship for custom animations for landing and such) or change the static mesh in the pawn to a skeletal mesh, the controls break and won’t turn a...
In this tutorial you will learn another important part of making a space game: controls to fly the ship. There are tons of different control schemes for space games and I will try to make tutorials for each one. Today we are focused on the Freelancer style mouse control where the player's ship chases the mouse position on the screen. We will fol...
Spring arm component, look at the default 3rd person template.
I got a better result by just easing field of view but thanks anyway
How can I set a static mesh from another blueprint?
I tried to make a function, or casting but couldn't figure it out
hey does anyone know how i can make the hover option show on my buttons images? i made the alpha 0 to make the button backgroun colour transparent, does anyone know how i can make the image itself have the hover feature? its currently a child of the button
i don't have UE open right now, have you tried to mess with the alpha of the brush/tint color?
one of them should also affect childs of the button
BP1:
Get a ref to BP2 somehow (however you want) and of the TYPE that contains the mesh (this is where casting might come into play if you need to go from a more general type to a more specific one)
Set the mesh
HOW do you want to get the ref? Does it just know about it all the time, is it based on a collision or a trace, or what?
I'm pretty new to Blueprints so I'll try to explain what I'm doing. I would like to randomly select a static mesh for an obstacle/map chunk, then spawn it. I'm doing this all in the gamemode, and trying to call a function from my obstacle blueprint that changes the mesh, I can't figure out how to cast from my gamemode into my mesh because I just get "MESH" does not inherit from "Game mode Base"
Start with knowing what casting actually is.
that sounds like you want to spawn an static mesh actor, which gives you the actor reference, then you can call set mesh on the static mesh actors mesh component
It's not what you think it is
i believe it was the alpha
yea, but there are like 3 color settings for buttons
background color, tint color, brush color
brush color is most likely what you want to modify
I'll watch a video on casting then, I definitely don't understand it atm
Casting is a question/conversion: "Is this object an instance of X class? If so, let me treat it as one so I can do X class things to it."
You have an Animal, you want to make it Bark.
Animals don't bark, but Dogs do.
You cast your Animal ref to Dog to see if it is one, and if it is, then you can call Bark on it.
ahhh alright, so do you know what i will need to do witht he brush colour to modify it into being a hover?
Alright I get it
set it to alpha 0.5 for example and to alpha 1.0 in the hover settings (if there is a hover setting for the brush color...)
i will try
i dont even see a brush section
thats alright 🙂
what you could do is, set it to Draw As Image
then the tint would affect the texture which you select
so you would remove the inner image and let the button draw it
that however also requires that you update all the states to the texture, otherwise it might switch back and forth between image and plain button
somewhat like this
Does anybody know if I can create an actor (or some other blueprint class) that uses points to draw an area that I can then reference?
SOmething like Id want the character inside the area to ONLY move within the area
Not sure how to start
depends...
guess you could use geometry scripting with complex as simple collision (if you keep the poly count reasonable)
There are functions to triangulate a series of vertices in the engine... but not for BP
eventually with a spline as reference (which is set to loop)
so you can't just generate some planes from BP?
thought geometry scripting added that
https://docs.unrealengine.com/5.0/en-US/geometry-script-reference-in-unreal-engine/ that looks like it does support it from BP!?
thank you 🙂
Append Rectangle
Appends a planar Rectangle to a Dynamic Mesh.
This does introduce potential problems with huge meshes dramatically increasing the size of the level file. However, with One File Per Actor, the mesh data will be stored with the OFPA Actor file, rather than the level (so, still potentially huge, but in a separate file).
gotta love those sidenotes 😄
Hey, can someone help? im not pretty sure where to ask for help on this one, but yet im using TTPS template and i dont know what i activated but this sort of Capsule debug collision appeared? and i dont know exactly how to desactivate it, sorry for bad english and if im not in the right place
in the viewport there's a mini menu on top, click on show => collision
or ALT + C
Can you tell me exactly where it is? bc the command dont work and i been using unreal only for a week now
sorry for bothering you
I mean from a series of vertices to a plane. Maybe you can now!
Can't see a function for it.
yea seems like there's no PolyLine like thing, but for what he needs some planes or tris should be sufficient?!
You seem to have to know the triangles beforehand, rather than it triangulating for you.
but from the drawing it looks like he "knows" or wants to define the vertices
Vertices != triangles
what i'm thinking of as solution was.... think of a spline flat on the ground, then you grab those spline points and generate planes upwards from them (walls basically)
the height would be some arbitrary fixed value
if you just follow the spline points until you reach the start, then it's like a polyline
so you have point 0 and 1, then you add height of 200 to 0 and 1, which gives you 0,0, 0,200, 1,0, 1,200 thats plane A, then you do the same on 1,2 ... 2,3, .... until you reach n,0
apparently it's saved in the level
but you can pretty sure convert it to a static mesh (asset) in the editor
I would need to look into it but I am hatching an idea. Do you have the keyword for documentation?
Append poly?
apparently you can also use Create New Static Mesh Asset From Mesh so you could even script asset generation 🤔
i just linked the whole geometry scripting reference above... #blueprint message
Gotcha ty
Putting together a zero-g environment with magnetic shoes to walk on surfaces; given the local Up Vector of the actor and the normal of the surface, how do I rotate the actor so that they align?
will i have to use quats and lerping
Hey guys,
So I've recently begun work on my first fps level project, but have run into several problems. I swapped out the firstperson arms mesh for a third person skeletalmesh so the player can see their body if they look down. However, the BP_weaponcomponent from the starter content rifle now has a blueprint error, as the firstperson mesh is no longer present. I have tried swapping the first person mesh node out for the equivalent skeletal mesh node, but while the compile works, picking up the gun only results in the gun floating at the bottom of the character mesh. This might be a simple fix, but was curious how I should go about addressing this?
Does the gun move along with the character mesh at least?
Ie, you move right it moves right too?
Yup that’s correct!
I'm going to say yes. You're not going to get anything useful out of rotators unless you stay vertical.
The CMC also craps out if you aren't vertical.
Find Quat Between Normals? Seems like it's working-ish, but seems to drift in its rotation as I repeat it.
No I mean, if you aren't on a flat surface (rotate the character) then teh cmc will put the character vertical again when it moves. That or my friend did something super wrong.
I've already got the zero-g movement and rotation the way I want it; so I don't think the CMC is interfering anymore; AFAIK it is snapping based on how I tell it to snap right now
That's cool then!
But I'm not sure that's the right quaternion operation, because it works sometimes but not all the time
findfloor isn't doing anything rn trying to look up the implementation to see how it works
I would do get world rotation, not relative rotation.
But I don't think that's an issue.
Then you'll likely need to look into making sure the weapon is attached to an appropriate socket on the character mesh. You'd have to open up the character mesh, ensure there is a socket somewhere in the hand bones, get the name of it, and find the node that is attaching the gun to the mesh, and modify it so it is referencing the correct socket name. If there's no socket, then it's something you'd have to add and position yourself.
Now I need to make it lerp
The relative rotation of the capsule should be the same as teh world rotation as long as the actor isn't attached to anything.
The capsule is the root component, right?
This doesn't change anything on runtime.Trying to randomly generate either a cube or cone
"Change anything"?
It doesn't change the static mesh, it keeps it at a cube
But both end up running, I watched it while playing
Would changing it before spawning it leave it at a sphere? Or would it just go back to what the blueprint is before spawned
Yes, that's true... but it is behaving differently now, so ??
Shrug
well, thinking about it, it would make a difference. Turning 90 degrees to the right in world space is different than from local space.
if i'm upside down or lying down, etc
Not if local space is world space.
As it should be with a capsule not attached to anything.
The local space of anything attached to the capsule obviously changes, though.
Well
The local space of the capsule to itself is obviously always 0 😛
lol exactly
And input occurs in that space, not in world space.
So, yeah, I think I misunderstood what you first said!
ah well. i'll look at how to lerp rotation in the morning
Anyway, you want to apply the local input rotation quat to the world quat.
Input x Capsule
Most-local always comes first.
Forgive my inexperience, but where would I go to find the hand bone sockets? Would it be in the skeletal mesh details?
You see the little folder with the magnifying class under your mesh on the right? Click that and then open the mesh in the content browser.
Ohhhhh okay thank you!
So in the skeleton tree, I'm seeing a bone called ik_hand_gun, would that be the socket I am referencing in the blueprint?
That's a bone, rather than a socket. I think?
A socket is attached to a bone or a mesh.
...I don't really do graphics...
Oh yes that makes sense. I'll keep looking. I appreciate your help!
How can I spawn an actor, set its static mesh to a random one, then have it STAY as that mesh
This changes the first one only, and the get All one will change all of them repeatedly
I guess I might be misunderstanding the question to some extent, but you're not trying to set the static mesh so that other actors spawned from that class will use it, are you? That wouldn't work because you're only setting a variable of an actor created from that BP class; all actors created from the class will continue to use the value that's selected in the BP itself
I’m trying to spawn in an actor, then immediately change its static mesh
Which I’m starting to think it might just be better to spawn an entirely different BP, but I can’t figure out how to set up my array to accept 2 different BPs
You have a Construct graph, use it.
I would say not to use the "Get Actor of Class" node for this. It's probably getting the same actor every time, which would be your issue
I agree. This really seems like something that should be done on an individual basis for the actor being spawned, aka at runtime in its own BP
Yeah that is the issue. I was trying to find a way to get the last Actor, not the first
I’ll try a different approach because this doesn’t seem ideal
It's just not a good way to do it anyway. Maybe if you explain the use case a bit more I could help you figure out a better way
Get actor of class is only seldomly the right choice, it’ll get whatever actor it finds in the world first with no prejudice
it's very very niche yeah. It grabs the first one in memory, which is sometimes the most recently spawned and sometimes another random one
If you want to change every actor use get all actors of class and a for each loop, but if it’s a specific actor you want to change, you need to get a ref to it with some form of interaction, be it a line trace, an overlap, etc
My end goal here is an infinite world in one direction (think subway surfers but less restrained on movement). This blueprint is supposed to spawn the next ‘biome/chunk,’ BP
Ah proc gen
question, then: Why would the BP for the "chunk" not contain this logic to be run as it's spawned?
first attempt at it so lots of learning
Well bear in mind there’s a #pcg-framework system and a GDC talk on how Warframe does their level generation iirc
It had problems on it for some reason so I moved it to the gamemode
But in a primitive form, you can just iterate over an array of different meshes and pluck one out at random
They can each be in an actor if you want
Does the PCG Framework plugin have options for that? Or is it worth using in this case?
Idk enough about it but that channel has resources
I have this enemy count in my enemy bp so that when it dies it +1 on the counter but it only shows 1 everytime I killed an enemy. This should be easy but maybe im not getting it.
Your enemy blueprint is a template for an enemy. By defining a variable on a blueprint, you're saying that it can contain a variable of that name.
If you spawn two enemies from that blueprint, they then both have their own copy of that variable, and each would be setting their own value +1 when it dies.
If you want to keep track of how many enemies are killed, you'll likely need something external to the enemy itself to keep track - it could be your player character, it could be the game state or game instance, but the variable keeping track shouldn't be stored on the enemy that is dying.
So I was able to create a new socket on my skeletal mesh's hand, but now what happens is I pick up the rifle and the character carries it around at their side, holding it but in a typical unarmed walk cycle. I'm assuming that I have to bring in an animation of some sort, but not sure where to start.
Watced a yt vid and saw exactly what you mention, thx again.
If you attach the socket to the appropriate bone, it'll animate along with the mesh. This is also more of a #animation issue than it is blueprint. So long as you're getting it attached to the character and it's going to your socket correctly that's all that #blueprint is really meant to help you with.
Hii, am trying to use soft references but in the reference viewer they're treated as if they were hard references. Does anyone have any insight on this?
fair enough, thanks for pointing me in the right direction!
for further context, it's happening on my Player Controller. And I just did a simple test, created a new object, called it 'Test' Created a variable in my player controller of a soft reference of that object. Saved, and it shows the reference is a hard reference instead of a soft reference.
Does the reference viewer actually distinguish between hard and soft like that?
It does have a toogle for it
Doesn't have it in UE5... Lemme see my UE4 project
rip
Ok, so yeah, I get the same behaviour in UE4.
I think they may have put that there thinking it was a good way to differentiate, but in reality your blueprint would need a hard reference to the other asset to even know that it exists in order to say that it's a soft reference to that thing. That'd be my guess as for why they removed it in UE5.
Object references are one of the building bricks of every project. However, when you try to manage them in blueprints, there are many…
Do you have any insight into that? Cuz if there's no way to differentiate soft vs hard references it doesn't make sense the stuff that is written there. Cuz there'd be no way to ever have the graph not reference everything in your project as a spider web
since u'll always at least need a soft reference to something
Ok.. got it to work in UE4. You need to make sure to save the asset containing the reference and reload the reference viewer. I was able to get soft refs to display properly.
Hi why my line trace isnt showing on test gameplay? 😦 i put it as for duration under line trace
is this a bug?
Are you facing forward +x?
And I assume that node you cut off on the left says "get actor forward vector"
Is this an efficient way of controlling my panel door?
Panel has a widget button to open/close
yep it is that node.
yep im facing +x
so lost !. i thought i did everything right =x
Don't multiply by 200,0,0. Just multiply by 200.
vector x float
But if you're facing +x it won't matter too much.
Seems fine
You'll need to set the value of your variable to 'None' too.
The widget still won't be immediately destroyed. It can take up to a minute.
does anyone know if it's possible to create a Landscape through blueprints, or editor blueprints more specifically?
I want to make a menu that adds a "template" landscape to a level, with my pre-defined settings such as size, material etc
hi is there anyone who knows about buttons and player camera movement? if yes please reply to this with a ping or dm me i need help with a game im making (sorry im new to ue4)
how about you ask the question directly xD @undone siren
im trying to make a camera movement system like fnaf
basically i made 2 transparent buttons on the left and right and when they are hovered over by a mouse the camera rotates 90 degrees
i want to make it so that when the player is at 0 degrees (facing straight) he can also have another button at the bottom to turn 180 (basically flip to behind him) instantly
to be more specific its similar to fnaf 4 where hovering over the bottom of the screen will make the player turn towards his bed behind him
note: my game is not fnaf related but the gameplay is inspired from fnaf
I cannot for the life of me figuire out why this isn't working and I need some help. The blue thing is supposed to be activated when it overlaps with the yellow electricity but it just isn't despite the fact that their collision says they should
and thats the collision of the two
Please someone help me figuire this out
Try changing Object Responses -> Block to Overlap
Unfortunately, that didn't work
Hey, how would I rotate a pawn to face the player always?
Hey, was hoping someone could point me in the right direction. I'm trying to add some camera "movement" to a 3rd person camera during animations - I want to have them follow a certain path depending on what animation is triggered. I think it'd be something akin to splines but ones that are relative to the pawn. Is there any functionality I'm not aware of that could help me with this?
Hey guys, can someone help me with a simple ( i think) question?
I wanna make a game like Knights of Pen and Paper 2
What class would you use for the characters?
BP actor assets are more or less same as classes in that sense
Character or PaperCharacter could be options for it
cool
I tried for some hours to make my camera work after "Set view target with blend" in an actor.
https://www.youtube.com/watch?v=gHJ4pHlqAzQ
I followed that tutorial but everything works beside the movement of the camera inside the locker. I tried multiple things, like changing the locker from actor to pawn or character, trying to possess the locker, but what ever i do after i use "Set view target with blend" i can no longer look around freely with my mouse.
If i leave the locker everything works fine again just inside the locker i cant freely move my camera.
Is there a way i maybe have overseen?
I used UE 4.27
Hey guys, in today's video, I'm going to be showing you how to hide in a locker. In this, the door will open and the player will get in. The door will then close and the player will be hidden from all AI's. This means that you can hide from a chasing AI.
Locker Download: https://drive.google.com/drive/folders/1QpZ9EsUJh8cEq-xLt1brY08DrQQ6S3Y9?u...
Hi
How can i make my rotation smooth?
here is my blueprints
Make sure both objects are set to overlap the object type each of them is respectively and that generate overlap events is checked on both
Lerp with a timeline
what do you mean "with a timeline" ?
You haven’t used a Timeline node yet?
Hi i got a Blueprint which contains a lot of static mesh .. in the construction script i put those static meshes in to an array.. in a custom event i iterate trough the array and try to scale it up from 0 to 1 all the static meshes one by one.. but it only doing it with one mesh not the other ones.. i thought that the for each loop go trough the full array but in my case it stops after the first element..
My goal would be that i have a wall bulided up with triangle planes.. the triangle plains should appear one by one by scaling them up preferably from bottom to the top but at this point i cant mannage to do it in any order..
in my second picture you see the timeline xD
For each loop executes in one tick
Your timeline won’t have enough time to complete more than once
ohh i see .. do you have maybe any suggestion how could i do this ?
How would I make an actor face the player?
Find look at rotation
🤔 I’ve seen people recommend making your own custom for each loop macro
I tried using it but it didn't work
Sorry for photo instead of screenshot, on college pcs
Discord is blocked lol
Ok, but then I can't connect the return value to anything
Btw since it’s #gameplay-ai , if you use a BT it comes with its own rotate to face bb key and move to tasks built in
ok that seems beyond my knowledge.. but thank you ..
Yeah you can just break the struct pin
I’m thinking
Use breakpoints to make sure the event actually fires and if it does drop, hover over the output pins to see what comes through
give me a moment, i'll show u
(my editor is still loading 🙂 )
thank you
yep.. shouldnt i make a duplicate before i mess up engine content?
ahh ok xD
also add a new input "Next"
with the type Exec
break that link
and connect the Next input into the same branch the exec output of that Assign was previously connected to
do you mean like this?
no the next should go to the branch
yep
thank you i try it
it will execute once when you run the Exec pin of that node, and then every time your timeline finishes the the Next pin should be run
so should i connect the end of execute to the next node ?
connect the finished to next
no, the Finished output of the timeline
or the timelines finish node
ok
it works thank you.. now i just have to figure out how can i do the scale up from bottom to top .. but thank you again .. you helped a lot
Hello, i've a problem on the uxtpressablebutton if someone can help me. When i am in the simulation, I can't click it, it seems like the button don't interact with the hand...
Is that a 3d widget?
Add a widget interaction component to your vr hand
I am putting a 3 second Delay at the end of my custom event , but when I call the custom event from the level blueprint, the rest of the script in the level blueprint continues without the 3 second delay. Is there a way I can make the Delay from my custom event affect the level blueprint?
hey, is there a way to get the local sunset time?