#blueprint

1 messages · Page 38 of 1

cinder thunder
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@versed sun in that picture example does the program Actually open that you are showing? I'm going to test this when I get home later.

young meteor
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Seems they don't even have collisions. Is that needed for a Sphere Overlap Actors node?

random pulsar
spark steppe
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2 behavior trees

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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

random pulsar
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it will not work with 1 anyway?

spark steppe
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you make yourself more problems like this than necessary

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once you got rabbit working, wolf will probably bug out

random pulsar
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so i need to make another behaviour tree and use the same blackboard?

young meteor
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Selecting "WorldDynamic" as Object Type did the trick. Not fully understanding what a Pawn etc. is yet obviously.

It works now though. Thanks. 😄

random pulsar
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@spark steppe thanks

spark steppe
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or make a separate blackboard, those are totally unrelated ai behaviors

versed sun
cinder thunder
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@versed sun thank you

pulsar vigil
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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

pulsar vigil
pulsar vigil
chrome pumice
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yoyo boyos can someone help me out?

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so im trying to spawn an enemy but he just doesnt spawn

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i made it spawn a particle at the same location wich works perfectly fine

frosty heron
chrome pumice
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particle spawns but no enemy

versed sun
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the Random point for the AI will be different from the Emitter

frosty heron
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Anim montage have blue icon

chrome pumice
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when i reduce the range from the player to like very close it starts spawning

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but i think the engine tries to find a good spot but doesnt like them or smth

frosty heron
chrome pumice
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it just takes your camera and gets the forward vector -1000

frosty heron
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Try to print string the return value

pulsar vigil
frosty heron
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Of the spawn ai class node

chrome pumice
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so basicly far behind the player, then it takes a random spot there

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as i saied, it spawns a particle at the same location so i can track whats happening

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the light spawns perfect but the ai doesnt

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is there any node i can use? like reachable or useable spawnpoint?

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it might be a collision problem

versed sun
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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

frosty heron
versed sun
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also, not 100% sure about spawning AI

chrome pumice
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ye i just spawn the emitter to find out if the ai spawn point is like under the map or smth

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the map is kinda uneven aswell

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this is where he should spawn but the enemy spawn just never happens

pulsar vigil
chrome pumice
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even if i make them like much further up the sky so it doesnt fail collision, still happens

frosty heron
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U should use montage to play the reload anim

pulsar vigil
frosty heron
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What ever anim*

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Well even tho that's really weird, I tried suggesting going out of the state and back in

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Go to your state machine, on the idle, connect it with another state.

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Use bool to drive in and out of the state

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When it goes back into the state the anim should start over from beginning

stark patio
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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)

pulsar vigil
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thats awesome @frosty heron my idea to change animation with an abp is already pretty weird im assuming lol

frosty heron
pulsar vigil
buoyant halo
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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?

pulsar vigil
versed sun
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nah

frosty heron
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U will just get a random pipe thing in the world

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Or more precise the first pipe the iterator found.
Get the actual reference of the pipe that you want to open

stark patio
marble tusk
buoyant halo
versed sun
pulsar vigil
frosty heron
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U could place 4 pipes for example. Which one do u want to open when the button is pressed?

stark patio
pulsar vigil
stark patio
stark patio
marble tusk
pulsar vigil
winged blaze
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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?

pulsar vigil
trim matrix
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bp func libs

winged blaze
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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

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if I just screenshot it I don't have to reopen the older project

trim matrix
ebon olive
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the sequence node means run more than one thing?

waxen cairn
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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? 🤣

winged blaze
versed sun
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you can add a description of what the function does

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whenever you hover over the function , you can read what it does

pulsar vigil
winged blaze
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ok thanks 🙂

sturdy ice
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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?

versed sun
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or 400 , don't remember normal speed

winged zephyr
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Is there a way to give an operator as a string or other variable type to use it in a math expressions?

frosty heron
ebon olive
sturdy ice
# versed sun

Isn't this method make problems when I go further developing my game, like I want to add +movespeed items?

frosty heron
ebon olive
trim matrix
thin panther
frosty heron
versed sun
thin panther
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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

sweet silo
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hi there how would create a "tear down a poster" mechanic ? thanks !

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i know hot to swap mesh but i'd like the hand to rip the paper

sturdy ice
versed sun
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yes

sturdy ice
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Thanks a lot for the help 🙂

thin panther
winged zephyr
sweet silo
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hmmm true i guess i could do that

thin panther
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Play montage of poster tearing down, remove poster

sweet silo
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thanks i'll do that!

thin panther
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No problem!

winged zephyr
trim matrix
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switch on the character between them

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and do the appropriate logic there

winged zephyr
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Aight only possible with hard coding it Ig
thanks for the reply ^^

trim matrix
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you aren't making a calculator app in ue,are you?

thin panther
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Yeah you'll just need to parse the operator out

winged zephyr
trim matrix
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bruh

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ue is not for things like that

winged zephyr
trim matrix
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i mean, im not gonna stop you yeah

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i would if i could tho 🙂

lethal pollen
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Hi!

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Can a blueprint inherit from UProceduralMeshComponent?

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Thanks!

sturdy ice
lethal pollen
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I have a C++ class, class My_API UPStickProceduralMeshComponent : public UProceduralMeshComponent, but I can't find it here:

frosty heron
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Afaik anything that uses uobject should be visible

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Try without the U?

indigo lake
lethal pollen
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No.

ashen narwhal
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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

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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.

frosty heron
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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

sturdy ice
# versed sun yes

Just connected red instead of blue and now its working just fine, just as I wanted 😄

trim matrix
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i thought you wanted to speed to keep on increasing

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until a certain point

ashen narwhal
trim matrix
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btw, that stamina sys can be avoided by just pressing the sprint again

ashen narwhal
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Could it be because the widget is in the world and not displayed in the normal way?

edgy ingot
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Is it a 3d widget component or user widget?

trim matrix
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for the 3d one you added a comp i think

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to ur camera

ashen narwhal
edgy ingot
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Have u got widget interaction comp?

trim matrix
edgy ingot
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In your player character or w.e suppose to interact with the widget

ashen narwhal
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The player walks into a volume then camera switches to this one and the widget is displayed.

edgy ingot
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Kay, have u got widget interaction comp in your character?

ashen narwhal
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No

trim matrix
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addd

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you won't be able to use your widget otherwise

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(as a 3d widgt comp)

edgy ingot
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Widget interaction

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I havent play with that for a very long time. I suggest reading the docs, ssolve linked

ashen narwhal
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I've added it to the player. Can I just leave the settings as default?

trim matrix
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prolly

edgy ingot
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Afaik yes

ashen narwhal
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My mouse is in the center of the screen. So some offset I will add.

Also the trace doesn't go up or down

trim matrix
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yeah you'd need to add the mouse offset

edgy ingot
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I never interact with mouse, i did what ssolve said. Make the widget interaction, the child of the camera

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And i move my camera to drive the trace

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Not sure if u can use mouse

ashen narwhal
edgy ingot
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I mean you prob can but i dont know

trim matrix
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no wait

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@ashen narwhal in the details pannel there's a interaction source property

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set it to mouse

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and that's all you need to do

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besides adding the comp ofc

ashen narwhal
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I've done it. But oddly now I don't see a trace at all.

edgy ingot
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Well u would be using your mouse

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Maybe check if it print now

ashen narwhal
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Do you think its because the camra switch?

trim matrix
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possibly

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no idea how that comp works under the hood

edgy ingot
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No idea with the nouse stuff, i have no editor on me

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But u can try using your player camera

trim matrix
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see if it works without the cam change

edgy ingot
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Btw is the button set to visible? Make sure its not non hit testable

ashen narwhal
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Will try that. Thanks to both of you though. Appreciate the support .

trim matrix
edgy ingot
ashen narwhal
edgy ingot
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Ye i meant to change it back to camera

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I have no clue with mouse stuff

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My experience was doing it for a vr game

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I just make the widget interact component a child of the vr controller

trim matrix
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what is the object that i use to cast to my main widget?

edgy ingot
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And it work just fine

edgy ingot
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If the ref you provided is not the base class of you are casting, it will return fail

ashen narwhal
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thanks again

edgy ingot
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Make it a child of your player camera and dont change the camera when entering the volume

ashen narwhal
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ok, will try now.

trim matrix
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thanks for the info

hollow cove
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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

hushed heath
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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

warped sapphire
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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

trim matrix
hushed heath
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okay

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this is where the deltaseconds comes from

trim matrix
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you can get it with a get delta seconds node

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no need to store it in a var

trim matrix
# hushed heath

have you changed that since you've said it was frame dependent?

hushed heath
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no

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it was there even before the loop

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but this loop isnt running in tick

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i forgot to mention

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a bit more zoomed out

trim matrix
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And it didn't work when not using the delta time?

hushed heath
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i will take a look

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i just did that to prevent the problem im having now but it clearly isnt working

tropic pendant
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for some reason, the lower 2 nodes cause an infinite loop according to the editor

hushed heath
snow lintel
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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...

▶ Play video
nimble maple
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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?

opal kraken
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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?

edgy ingot
edgy ingot
edgy ingot
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Or you can use event on tick and interp movement with delta time

opal kraken
edgy ingot
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You will still interpolate from point a to point b

hushed heath
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@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?

hushed heath
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i have sent screenshots below

edgy ingot
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Dont connect pins like that

hushed heath
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how should i connect my pins then>

edgy ingot
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What is your end goal?

hushed heath
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wdym

edgy ingot
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By not making circular pins

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What do u actually want to do?

hushed heath
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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.

edgy ingot
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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

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It will be the same number regardless of your fps

hushed heath
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okay i will try this

edgy ingot
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Do it on tick

hushed heath
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ah okay will do

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ill just create a function then

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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.

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But i also dont see any other option to run things per fixed frame this efficiently

frosty heron
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Setting float shouldn't drop your fps at all

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Try to unhook the function, you prob still get 40 fps

opal kraken
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@edgy ingot i did this, it works, but when i overlap the box collision again it doesn't play the timeline again, any clue?

twin shale
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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?

frosty heron
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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

frosty heron
# opal kraken <@1078573396234862632> i did this, it works, but when i overlap the box collisio...

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

compact fjord
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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 ?

hushed heath
twin shale
wild moat
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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?

frosty heron
wild moat
twin shale
# wild moat

You have to mark it as Pure if it's a pure function

frosty heron
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Then you can make it a pure function

compact fjord
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@frosty heron

wild moat
frosty heron
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You shouldn't use pure function carelessly, especially if you have obj ref, which I see you do from your pic

twin shale
frosty heron
twin shale
opal kraken
wild moat
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oop i got it working

frosty heron
wild moat
#

thanks for the help 😄

twin shale
frosty heron
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Btw is the alpha 0 to 1 ?

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Your initial position can be your current relative position of the mesh

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Get mesh-> get relative location. Grab the output and set that to your initial location

opal kraken
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Solved

frosty heron
opal kraken
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It works perfectly thanks so much

frosty heron
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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

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In the timeline it shouldn't be the value of your final position. I'm not sure if things actually work in your end

opal kraken
frosty heron
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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)

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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

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Video is a bit too fast tho 😔

opal kraken
# frosty heron That doesn't look right, but I have no editor atm to show some bp. Your timeline...

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?

frosty heron
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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.

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I would say keep it simple and just call the player jump function when u do the spring thingy

opal kraken
opal kraken
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Yes

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It would be crazy for me to try doing a multiplayer

frosty heron
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Multiplayer is hard

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Extending cmc in multiplayer requires cpp

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Other than jump I think there is add impulse or force

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Maybe you can look at that too

opal kraken
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Ok, i will, thanks

tropic pendant
earnest fog
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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?

dawn gazelle
tropic pendant
feral ice
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How do i get the angle between my characters forward vector and my camera direction?

dawn gazelle
tropic pendant
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i need to have the if statement run every frame?

dawn gazelle
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That's probably the closest you could get to what you're trying to do, yes.

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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.

balmy carbon
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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!

hollow tendon
#

Hi, Can someone help me my blueprint is not working

opal kraken
versed sun
hollow tendon
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Thanks! Going to remove it

lofty rapids
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what is that bp in ? what class ?

hollow tendon
spark steppe
trim matrix
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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.

steady night
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@frosty heron hmm

edgy ingot
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@steady night unreal_dragon ?

steady night
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aye, sry nothing found it .p

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what project are u working on now btw ? still the same as a month ago ?

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@edgy ingot

spark steppe
edgy ingot
steady night
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@hollow tendon whattahell is that 😮

edgy ingot
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One is the old one , another one is multiplayer rpg

steady night
#

its like Mariocarts Ranbow Road map

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solo on both ?

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why on 2 at the same time T.T derp ?

edgy ingot
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Not solo

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Solo scripter yea

steady night
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ah okok

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still 2 at the same time must be a hazzle :/

edgy ingot
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Yup but i have no choice. Cant stick with the old one only because it didnt make it to our target platform

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In short, losing too much money

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Trying to finish it just because some people backed it

steady night
#

oh sheat

sacred estuary
#

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

steady night
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can i se it somewhere or ?

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on Kickstarter ?

sacred estuary
#

what it looks like right now

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what I want it to look like

edgy ingot
steady night
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yeah saure

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sure

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Cool

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whats going down in japan ?

edgy ingot
#

Then tick set size to context

edgy ingot
steady night
#

ahh cool

sacred estuary
#

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

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that's what I'm looking to do anyways lol

edgy ingot
thin panther
#

that sounds like something you want to use a widget for, not 3d text

edgy ingot
#

0o even the text is 3d?

thin panther
#

it also sounds really awful, and you would have people joining with absurdly long, possibly offensive names to annoy others

thin panther
# edgy ingot 0o even the text is 3d?

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

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it's not a widget

edgy ingot
sacred estuary
thin panther
thin panther
#

sounds like a funny little gimmick to enjoy with friends :P

ancient folio
#

Hey all, what would be the best approach to set actor's location parented to other's actor component location?

lofty rapids
lunar sleet
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#multiplayer is a lot more complex than you'd think, best to ask directly in there

hushed heath
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ah okay

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but if anyone can help me just al lil bit in here would be fine aswell 🙂

lunar sleet
hushed heath
#

okay sorry

ancient folio
#

@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

lunar sleet
ancient folio
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@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

lunar sleet
#

just use those nodes and that'll do the work for you

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you might need to turn off some collisions in the process

ancient folio
#

@lunar sleet that's works, thank you!

obsidian arch
#

hey all does anyone know how this is causing an infinite loop? cheers

dawn gazelle
#

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.

undone bridge
#

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?

undone bridge
#

under the main player controller

frosty heron
trim matrix
#

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.

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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.

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guys this is my character blueprint, is it too big?

steady night
#

hello

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can someone explain what 135 dose

spark steppe
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my usual gameobject is more complex than that character BP 😄

frosty heron
steady night
#

yeah but like 135 from where to what

trim matrix
#

in one singular bp

spark steppe
frosty heron
#

A.yaw - b.yaw = X
If X bigger than 135, return true else return falss

trim matrix
#

||using BPs to do core gameplay mechanics is too much by itself||

#

BPs are a godsend.

steady night
#

@frosty heron yeah but in relative term is it like "if behind" right or ?

frosty heron
#

No clue, if u need to check if something is behind something. Use dot product

trim matrix
steady night
#

hm never done that ideas ?

#

tutorials ?

frosty heron
#

Google able or even youtubeable

frosty heron
#

If your bp gets too large, it takes more time to compile

trim matrix
tiny mortar
#

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

undone bridge
frosty heron
trim matrix
#

DeltaTime is already calculalted for you, you can just call GetWorldDeltaSeconds

trim matrix
frosty heron
undone bridge
trim matrix
#

Confirm that turn isnt to high. Nvm i see turn is just the axis value.

cinder thunder
#

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....\

undone bridge
#

i tried setting the "turn" multiplier to 0.001, no change

cinder thunder
#

I was able to launch a basic .txt file to confirm its working, but cant figure out the laucnh parameters...

trim matrix
undone bridge
#

Hang on!

#

I think it was the local space part. I found a different Node

#

This works!

#

no visible problems

trim matrix
tawdry orchid
#

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.

undone bridge
trim matrix
# tiny mortar I'm casting to my save blueprint and setting the variable 'player location' as t...

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.

trim matrix
# tawdry orchid Is there a way to make the ThirdPersonCharacter move only along a spline? Almost...
Epic Developer Community

Hello guys, in this quick and simple tutorial we are going to learn how to move a character along a spline in Unreal Engine 5!
↪️Join my Discord Server,...

frosty heron
#

Game mode

#

Iirc

tawdry orchid
#

Ahhh yes I saw that one, not quite what I'm looking for but thank you. 🙂

trim matrix
#

How does what you want differ.

steady night
#

this should work right or am i missing something ?

tawdry orchid
#

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.

frosty heron
steady night
#

hm so how should i check then :/ ?

frosty heron
#

-1 being total opposite of each other

#

0 is 90 degree

trim matrix
steady night
#

hm ok

frosty heron
#

1 means the vector are pointing at the same direction

tawdry orchid
steady night
#

hm aye, but the ACOSD @frosty heron

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

steady night
#

kk

frosty heron
#

I think get actor forward vector or actor a. Get actor forward vector of actor b. Then dot product the two vector

trim matrix
# tiny mortar so what do I do?

I would recommend overriding the find/choose player start functions like I said. Go to your game mode class and override them.

frosty heron
#

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

trim matrix
#

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

frosty heron
versed sun
cinder thunder
#

@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.

steady night
#

shouldent this look if im behind the target 😮

#

what am i missing

zealous sedge
#

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)

radiant cape
#

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?

dawn gazelle
#

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.

steady night
#

Datura, could u help me with how to check if behind target actor

#

this is where im at atm

#

but its not working

dawn gazelle
#
if (BehindTargetActor)
{
// do logic here
}
``` 😄
steady night
#

lawl

trim matrix
steady night
#

yeah

trim matrix
#

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

steady night
#

oh

dawn gazelle
#

DotProduct(Normalize(ActorA location - ActorB location ), ActorAForwardVector)

trim matrix
#

your doing if TARGET is behinf SELF

trim matrix
#

The midpoint in the range of -1 to 1, is zero. Not .5

#

Id imagine you want the midpoint.

radiant cape
steady night
#

i mean im guessin from midd point like 45-90 degreess something the ass *

#

how would i get that then ?

radiant cape
# dawn gazelle 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

trim matrix
dawn gazelle
trim matrix
#

the spawn node in the unreal editor is an object worryexplode.

dawn gazelle
#

Yep.

radiant cape
#

ty mans haha really appreciate it

steady night
#

@trim matrix hmm cant get it to work mine prints all the time now

trim matrix
#

Couldn’t tell you without the code

steady night
trim matrix
#

Ty

steady night
#

both actors derives from same class also*

dawn gazelle
#

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

steady night
#

hm

dawn gazelle
#

Blue arrow = actor's forward vector

winged totem
#

Hi, using EQS, how can i filter if an actor is dead, to let AI changes the target?

trim matrix
#

this should have been greater than 0.5 i think

trim matrix
#

@dawn gazelle am i wrong?

#

i think ima right cuz the cosine of angles <90 is positive

steady night
#

@dawn gazelle how have u assignet the Targets for the locations etc
?

trim matrix
#

the first 2 should be your comp location

#

starting from top to bottom

steady night
#

right ?

trim matrix
#

enemy should be the first 2

#

also i don't see the need of replacing the unit vector node they had before but whatever

dawn gazelle
#

Yea that does the exact same thing, subtracts one from the other and normalizes it.

zealous moth
#

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?

spark steppe
#

billboard

trim matrix
#

i call it the unreal_dragon

spark steppe
#

for me it's the unreal camel

remote girder
#

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

patent crow
#

the hump shaders r still compiling

spark steppe
zealous moth
#

time to put on your makeup

remote girder
#

I need one trigger box, when triggered, to then 'activate' a previously deactivated trigger box.

patent crow
#

or gather the reference in another way

#

you could use an interface to avoid a direct cast, if this is a frequent call

spark steppe
#

or save the reference on the trigger box which should wake up the other one....

patent crow
#

^

#

depends on your usage case

#

if the trigger box is small in memory size, theres no issue

spark steppe
#

a reference is pretty much a pointer

patent crow
#

if you bog the trigger w a lot of code, youll be using twice as much mem with a hard ref

spark steppe
#

nonsense, if they are in the same level

patent crow
#

ah yeah, as long as theyre in the same level instance, it shouldnt matter

remote girder
#

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

patent crow
#

learn the why before the how

remote girder
#

bit late for that, but I'll read it

spark steppe
#

wait i got a good video for you

#

watch the whole thing, and you'll learn a lot of good stuff

patent crow
#

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.

remote girder
#

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

spark steppe
#

after the video you should be able to do it in 30 seconds 😛

patent crow
#

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

spark steppe
#

and i think he does it within the first 30 minutes in the teleporter example

patent crow
#

yeah, youre right

remote girder
#

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...

elder lodge
#

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?

vital cargo
#

Anyone know how to get the position/vector/location of the very end of a spline?

spark steppe
#

get spline points returns an array of vectors iirc

vital cargo
spark steppe
#

yea, possible that it doesn't even exist, sorry

vital cargo
#

^ 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.

spark steppe
#

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

elder lodge
spark steppe
#

eventually you can disable it in the player controller, not sure

elder lodge
spark steppe
#

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"

elder lodge
#

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

glossy crest
#

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

spark steppe
#

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

glossy crest
#

the parent class of the thing i am trying to get the value from is a actor

spark steppe
#

no

#

in the screenshot you are trying to cast the player character to whatever this is

thin panther
#

Aka, you're asking "Is my player character a 'Masseys'"

glossy crest
#

ohhhhh

#

so what would i have to set the object to

thin panther
#

A reference to a "Masseys"

zealous sedge
#

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

glossy crest
thin panther
#

You have indeed

glossy crest
#

im new to ue so idrk what im doing

thin panther
#

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

glossy crest
#

ok sounds good

elder lodge
#

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.

thin panther
#

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

fervent bramble
#

Any idea why this isn't working?

#

Cast fails everytime

thin panther
#

You must not have set that BP as your character in the game mode

fervent bramble
#

In the player controller class?

mental trellis
#

No

fervent bramble
#

Or are they talking to someone else? 💀

mental trellis
#

The pawn class.

thin panther
#

Yep

#

Right there, a big ol' None

dawn gazelle
# fervent bramble

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.

mental trellis
#

Just never use get player character 0. Ever. For any reason.

fervent bramble
dawn gazelle
#

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.

fervent bramble
#

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

thin panther
#

That's why then

#

How can you change something in something that doesn't exist

dawn gazelle
#

In b4 but the blueprint exists.

spark steppe
#

i use it all the time, i don't see anything wrong with this in a single player game?!

mental trellis
#

Because it's lazy coding and will lead to issues.

spark steppe
#

like?

#

i got 99 problems and get player character 0 ain't one of them

mental trellis
#

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.

fervent bramble
#

I do plan for this to be multiplayer 💀

dawn gazelle
mental trellis
#

It's about good coding techniques that aren't prone to failure.

spark steppe
#

alright, for multiplayer it's dangerous, but single player!?

mental trellis
#

You can do Get All Actors Of Class too. But that's also shit.

fervent bramble
thin panther
mental trellis
#

Do whatever you like Ben, it's still bad.

thin panther
#

There's no adding multiplayer later

fervent bramble
mental trellis
#

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.

spark steppe
#

i agree it's a lazy way of not always passing a reference around

mental trellis
#

It's just a terrible idea.

spark steppe
#

but since i know that the PC0 is always my player....

mental trellis
#

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.

spark steppe
#

oO now how is this different from get player character?

mental trellis
#

Because the local player subsystem actually keeps track of the local player controller for you.

spark steppe
#

i'm still only concerned about single player

#

i agree with you for multiplayer games (or anything that uses replication)

mental trellis
spark steppe
#

maybe i should check how the local player subsystem works

mental trellis
#

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.

spark steppe
#

actually i think it's worse 😄

mental trellis
#

Then maybe local player subsystem isn't the way. I've never actually looked at it.

spark steppe
#

i use this macro 😄

mental trellis
#

But there is a better way.

spark steppe
#

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

mental trellis
#

It's a subobject of the local player for your system.

spark steppe
#

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

mental trellis
#

(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)

spark steppe
#

and it keeps track of the player possessing different pawns?

mental trellis
#

It only tracks the player controller

spark steppe
#

it's confusing me, the thing gets tied to "something" and returns the outer

mental trellis
#

The outer is teh local player.

#

ULocalPlayer which knows about your player controller.

spark steppe
#

yea that looks like a cleaner solution, wasn't aware of it before

#

most of the stuff seems to be in ULocalPlayer

mental trellis
#

Should be easy to update your macro too!

buoyant halo
#

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.

spark steppe
#

by not calling it on every actor of that class...

#

pass a reference of the actual pipe thing to your widget

buoyant halo
#

Thank you.
I'm don't know how to do that, but now I've something to search for

ornate kraken
#

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)?

sage dew
#

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

Epic Developer Community Forums

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...

▶ Play video
faint pasture
zealous sedge
ember lichen
#

How can I set a static mesh from another blueprint?

#

I tried to make a function, or casting but couldn't figure it out

trim matrix
#

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

spark steppe
#

one of them should also affect childs of the button

faint pasture
#

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?

ember lichen
faint pasture
spark steppe
#

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

faint pasture
#

It's not what you think it is

spark steppe
#

background color, tint color, brush color

#

brush color is most likely what you want to modify

ember lichen
#

I'll watch a video on casting then, I definitely don't understand it atm

faint pasture
#

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.

trim matrix
spark steppe
#

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...)

trim matrix
#

i dont even see a brush section

spark steppe
#

wait, i'll start UE and check if i talked bs

#

guess i did, sorry

trim matrix
#

thats alright 🙂

spark steppe
#

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

near shard
#

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

spark steppe
#

depends...

#

guess you could use geometry scripting with complex as simple collision (if you keep the poly count reasonable)

mental trellis
#

There are functions to triangulate a series of vertices in the engine... but not for BP

spark steppe
#

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

spark steppe
#

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 😄

tame shore
#

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

spark steppe
#

or ALT + C

tame shore
#

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

mental trellis
#

Can't see a function for it.

spark steppe
#

yea seems like there's no PolyLine like thing, but for what he needs some planes or tris should be sufficient?!

mental trellis
#

You seem to have to know the triangles beforehand, rather than it triangulating for you.

spark steppe
#

but from the drawing it looks like he "knows" or wants to define the vertices

mental trellis
#

Vertices != triangles

spark steppe
#

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

zealous moth
#

Can this be done at runtime and saved?

#

As it's own shape for later use

spark steppe
#

apparently it's saved in the level

#

but you can pretty sure convert it to a static mesh (asset) in the editor

zealous moth
#

I would need to look into it but I am hatching an idea. Do you have the keyword for documentation?

#

Append poly?

spark steppe
#

apparently you can also use Create New Static Mesh Asset From Mesh so you could even script asset generation 🤔

spark steppe
zealous moth
#

Gotcha ty

elder lodge
#

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

pallid thorn
#

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?

dawn gazelle
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Ie, you move right it moves right too?

pallid thorn
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Yup that’s correct!

mental trellis
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The CMC also craps out if you aren't vertical.

elder lodge
mental trellis
elder lodge
mental trellis
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That's cool then!

elder lodge
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But I'm not sure that's the right quaternion operation, because it works sometimes but not all the time

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findfloor isn't doing anything rn trying to look up the implementation to see how it works

mental trellis
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I would do get world rotation, not relative rotation.

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But I don't think that's an issue.

elder lodge
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oh that makes sens i think if both of the original vectors are world

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Totally it

dawn gazelle
# pallid thorn Yup that’s correct!

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.

elder lodge
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Now I need to make it lerp

mental trellis
# elder lodge Totally it

The relative rotation of the capsule should be the same as teh world rotation as long as the actor isn't attached to anything.

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The capsule is the root component, right?

ember lichen
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This doesn't change anything on runtime.Trying to randomly generate either a cube or cone

mental trellis
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"Change anything"?

ember lichen
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It doesn't change the static mesh, it keeps it at a cube

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But both end up running, I watched it while playing

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Would changing it before spawning it leave it at a sphere? Or would it just go back to what the blueprint is before spawned

elder lodge
mental trellis
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Shrug

elder lodge
# mental trellis _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.

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if i'm upside down or lying down, etc

mental trellis
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Not if local space is world space.

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As it should be with a capsule not attached to anything.

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The local space of anything attached to the capsule obviously changes, though.

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Well

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The local space of the capsule to itself is obviously always 0 😛

elder lodge
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lol exactly

mental trellis
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And input occurs in that space, not in world space.

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So, yeah, I think I misunderstood what you first said!

elder lodge
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ah well. i'll look at how to lerp rotation in the morning

mental trellis
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Anyway, you want to apply the local input rotation quat to the world quat.

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Input x Capsule

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Most-local always comes first.

pallid thorn
mental trellis
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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.

pallid thorn
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Ohhhhh okay thank you!

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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?

mental trellis
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That's a bone, rather than a socket. I think?

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A socket is attached to a bone or a mesh.

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...I don't really do graphics...

pallid thorn
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Oh yes that makes sense. I'll keep looking. I appreciate your help!

ember lichen
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How can I spawn an actor, set its static mesh to a random one, then have it STAY as that mesh

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This changes the first one only, and the get All one will change all of them repeatedly

solar sequoia
ember lichen
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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

lunar sleet
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You have a Construct graph, use it.

solar sequoia
solar sequoia
ember lichen
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I’ll try a different approach because this doesn’t seem ideal

solar sequoia
lunar sleet
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Get actor of class is only seldomly the right choice, it’ll get whatever actor it finds in the world first with no prejudice

solar sequoia
lunar sleet
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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

ember lichen
lunar sleet
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Ah proc gen

solar sequoia
ember lichen
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first attempt at it so lots of learning

lunar sleet
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Well bear in mind there’s a #pcg-framework system and a GDC talk on how Warframe does their level generation iirc

ember lichen
lunar sleet
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But in a primitive form, you can just iterate over an array of different meshes and pluck one out at random

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They can each be in an actor if you want

ember lichen
lunar sleet
tawny patio
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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.

dawn gazelle
# tawny patio I have this enemy count in my enemy bp so that when it dies it +1 on the counter...

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.

pallid thorn
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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.

tawny patio
dawn gazelle
storm shale
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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?

pallid thorn
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fair enough, thanks for pointing me in the right direction!

storm shale
dawn gazelle
storm shale
storm shale
dawn gazelle
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Doesn't have it in UE5... Lemme see my UE4 project

dawn gazelle
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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.

storm shale
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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

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since u'll always at least need a soft reference to something

dawn gazelle
ebon olive
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Hi why my line trace isnt showing on test gameplay? 😦 i put it as for duration under line trace

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is this a bug?

mental trellis
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Are you facing forward +x?

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And I assume that node you cut off on the left says "get actor forward vector"

buoyant halo
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Is this an efficient way of controlling my panel door?
Panel has a widget button to open/close

ebon olive
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so lost !. i thought i did everything right =x

mental trellis
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Don't multiply by 200,0,0. Just multiply by 200.

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vector x float

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But if you're facing +x it won't matter too much.

steady night
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is this the best way to "Destroy" a widget ?

mental trellis
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You'll need to set the value of your variable to 'None' too.

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The widget still won't be immediately destroyed. It can take up to a minute.

modern radish
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does anyone know if it's possible to create a Landscape through blueprints, or editor blueprints more specifically?

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I want to make a menu that adds a "template" landscape to a level, with my pre-defined settings such as size, material etc

undone siren
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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)

uneven geode
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how about you ask the question directly xD @undone siren

undone siren
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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

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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

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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

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note: my game is not fnaf related but the gameplay is inspired from fnaf

fervent lantern
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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

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and thats the collision of the two

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Please someone help me figuire this out

vast stream
fervent lantern
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Unfortunately, that didn't work

dreamy mountain
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Hey, how would I rotate a pawn to face the player always?

sharp dagger
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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?

idle notch
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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?

lofty summit
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Class?

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Pretty sure Blueprint doesn't have classes and C++ does

earnest tangle
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BP actor assets are more or less same as classes in that sense

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Character or PaperCharacter could be options for it

idle notch
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Thank you very much mates

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I'll try it out!

lofty summit
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cool

zinc flicker
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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...

▶ Play video
hexed cosmos
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Hi
How can i make my rotation smooth?
here is my blueprints

lunar sleet
lunar sleet
hexed cosmos
lunar sleet
pine hatch
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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..

pine hatch
lunar sleet
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Your timeline won’t have enough time to complete more than once

pine hatch
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ohh i see .. do you have maybe any suggestion how could i do this ?

dreamy mountain
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How would I make an actor face the player?

lunar sleet
lunar sleet
dreamy mountain
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Sorry for photo instead of screenshot, on college pcs

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Discord is blocked lol

lunar sleet
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It’s prly the RInterp, it never does what you’d expect

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Test it without

dreamy mountain
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Ok, but then I can't connect the return value to anything

lunar sleet
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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

pine hatch
lunar sleet
dreamy mountain
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Yeah, just remembered

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Still doesn't face me

lunar sleet
lunar sleet
dreamy mountain
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Got it

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I hadn't connected the pin on moveto

trim matrix
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(my editor is still loading 🙂 )

pine hatch
trim matrix
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double click on the for each loop to open it up

pine hatch
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yep.. shouldnt i make a duplicate before i mess up engine content?

trim matrix
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then duplicate it and name it "ForEachLoopWithNext"

pine hatch
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ahh ok xD

trim matrix
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also add a new input "Next"

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with the type Exec

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break that link

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and connect the Next input into the same branch the exec output of that Assign was previously connected to

pine hatch
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do you mean like this?

trim matrix
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no the next should go to the branch

pine hatch
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like this than..

trim matrix
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yep

pine hatch
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thank you i try it

trim matrix
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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

pine hatch
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so should i connect the end of execute to the next node ?

trim matrix
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connect the finished to next

pine hatch
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like this?

trim matrix
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no, the Finished output of the timeline

pine hatch
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or the timelines finish node

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ok

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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

frozen spruce
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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...

trim matrix
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Is that a 3d widget?

trim matrix
cinder thunder
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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?

sand yacht
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hey, is there a way to get the local sunset time?