#blueprint

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hollow pond
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true

lusty hedge
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๐Ÿ™‚

hollow pond
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I'm just thinking about the project I'm on at the moment lol

lusty hedge
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oh haha

hollow pond
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anyway what exactly are you trying to simulate

lunar sleet
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Your names and avatars are too similar I thought it was one guy having a convo with self for a second there lol

hollow pond
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who says we're not?

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(misty quick type the same thing)

lunar sleet
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Missed opportunity

lusty hedge
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):

lunar sleet
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@dawn gazelle current timeline is as such:

lusty hedge
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as if the dots are location on a map

hollow pond
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ah, travelling salesman

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in that case you can probably just do everything in a widget

dawn gazelle
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I'm not sure to be honest. I do understand what your desired result is, but I can't think of a better way to handle that kind of situation. I don't think manipulating the playback rate of the timeline will help get those summed values lined up in varied FPS as delta time is always about how long the last frame took with no information about how long the current frame will take.

hollow pond
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then display that widget to the screen

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that won't require any lighting stuff or even any camera

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and it being a widget, it's all 2D

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but then you have to deal with programming what you want to program in the context of widgets

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which might be a bit tedious. you can make entire games in unreal widgets alone but still it's not the easiest way to work

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you would honestly have a better time doing this in something like Godot or ditching game engine entirely. Python would work decently enough for this kind of thing

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assuming it's just a hobby project and not actually used for something else

lunar sleet
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Hoping ofc the frame rate is relatively stable from one to the next but yeah, I can see how sudden spikes would break it

slate hound
lusty hedge
lusty hedge
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does anyone know why debug lines clip ?

modest tinsel
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Where would I put the clamp? could you show me how the code woulld work if you dont mind! sorry ask! ๐Ÿ™‚

lunar sleet
modest tinsel
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So like right now I can move my character camera like my screen really fast but I want there to kinda be a limit to how fast it can move like your camera can only move so fast you know? ๐Ÿ™‚

woven pond
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Is it possible to get the player controller from who is clicking on the event ActorOnClicked within an actor?

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as in get the controller that is clicking on an actor from within actor

lunar sleet
lunar sleet
modest tinsel
woven pond
lunar sleet
lunar sleet
woven pond
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was trying to look at it from a MP way

lunar sleet
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Yeah, get controller does the job for you usually, but if you experience it differently ask in that channel

modest tinsel
lunar sleet
woven pond
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will do

lunar sleet
elder lodge
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I've been using a Capsule Collision and Line Traces to make some magnetic shoes work for wall walking, but I'm thinking that a Sphere Collider underneath the feet would be better.
But it looks like only Hit events will generate the normals I need; is there a way to set the sphere collider to generate hits but also not block anything?

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Right now in EventTick there's a line trace happening when they're on the surface

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Feel like it'd be better in a collision/overlap event but overlaps cannot generate normals

lunar sleet
elder lodge
# lunar sleet no, but what is the actual issue you're experiencing?

Honestly no issue fundamentally yet; I'm wondering if for "future" performance it may be better to have the logic triggered whenever the shoes are in range of a surface;
Right now I have a collision event with the bottom of the character which triggers a bool for the shoes to work; then while the shoes are working and on a surface, they continuously check the floor to make sure the player is still on it and hasn't walked off an edge.
That continuous line trace feels like it may be an inefficient way to do it. Begin/End Overlap could be useful triggers but there's no normal information, so I'd ultimately have to fire a line trace inside that trigger instead.

trim matrix
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hey all so i have this widget feature showing (Collect) and im trying to change my previous feature where if you walked into the collision box it would destroy, i would like to now have my character press E in order to destroy the object instead, i have setup the IA_Collect as well as added the input to the IMC, so im just wondering if i can add the input into the object itself or i need to do it via the Thirdpersoncharacter

hollow pond
trim matrix
trim matrix
hollow pond
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you could use that collision to allow/disallow the IA_Collection from running its code, but you'd still be able to pick up multiple objects at the same time, assuming that you're overlapping with multiple

hollow pond
trim matrix
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o

hollow pond
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I don't think there's anything seriously wrong with handling it in the objects (assuming you still use that collision sphere to ensure that the player is within range), but I would not do it that way. I'd use a line trace from the player's camera

short ivy
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why is this not rotating the camera correctly to the new checkpoint?

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i am getting the correct checkpoint location

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and it is rotating the camera

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just the rotation it ends up with is wrong

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not like inversed or such, just random kinda?

lunar sleet
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it doesn't do what lerp does, it's more like some curve thing

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if you want just a smooth transition between 1st rot and 2nd rot, just use a lerp and a timeline or such

short ivy
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sometimes it's kinda close but sometimes totally off

lusty hedge
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any reason this might not work?

lunar sleet
lusty hedge
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in an actor BP

lunar sleet
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you need to enable input

lusty hedge
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:/

lunar sleet
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it's not enabled by default in regular actor dudes

lusty hedge
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O

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how would i go about that?

lunar sleet
lusty hedge
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on begin play?

lunar sleet
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yep

lusty hedge
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ty

lunar sleet
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np

thin panther
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its worth noting that proper input routing is preferred to that

lunar sleet
thin panther
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(don't worry, the enable input node summons my presence :P)

lunar sleet
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you signed up for Enable Input Google alerts? ๐Ÿ˜„

thin panther
# lunar sleet wdym

routing enhanced input actions from the player controller via event dispatcher or whatnot

lusty hedge
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still doesnt work

lunar sleet
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oh yeah, def should use EIS normally, but I figured this is just prototyping @thin panther

lunar sleet
lusty hedge
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yes

lunar sleet
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you need to feed it something

short ivy
lusty hedge
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but i dont have a player controller :.

lunar sleet
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use the get player controller node

lusty hedge
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im just doing a simulation

lunar sleet
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there's always a player controller

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else you wouldn't be able to control the actor

lusty hedge
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works ty

mental trellis
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There's no pc in simulation, is there?

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It just runs the physics.

thin panther
lunar sleet
thin panther
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absolutely. i always find it handy to mention as the proper method so people know of it when they want to tackle it :P

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there was a lot of bad stuff i stuck with for so long purely because i didn't know of the better thing's existence

lunar sleet
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but I mean normal code still runs

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which is weird because I have an AI MoveTo that works just fine in Simulate mode. Yet nothing will print on begin play or Onpossess for controllers for some reason

thin panther
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which handles the player character, HUD, controller etc

lunar sleet
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but I mean

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if I put a print string on the AICon's onPossess or Begin Play it doesn't fire

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yet it'll do the move np ๐Ÿ˜„

thin panther
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to github!

lunar sleet
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fer what? ๐Ÿ˜„

thin panther
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to look at the aimoveto node

lusty hedge
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I DID IT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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i made a program to draw the shortest path to visit all the cubes!

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took me 3 hours

lunar sleet
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that's decent

lusty hedge
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yeah

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its not reeeallly the shortest path

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but its the shortest path it can find

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with x amount of scans

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the algorithm SUCKS

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it justs hits random cubes and measures the distance at the end

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and saves the best result

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so random isnt good when we hit say, 30 cubes

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but im happy for now

thin panther
lunar sleet
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look what you started @mental trellis

short ivy
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@lunar sleet i just noticed sometimes when it's off then its exactly on the opposite direction

lunar sleet
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like it's rolling over 360 to 0 or w/e

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may need a clamp axis or normalize, can't rmbr which

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do some debugging with print strings and manual rotation settings and compare results

lunar sleet
thin panther
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I am now going to stop looking at ai controller code because my head is hurting how your ai move to is successful but OnPossess is not called

lunar sleet
lunar sleet
elder lodge
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whole industries dedicated to it!

lunar sleet
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We have Zoom now ๐Ÿ˜›

lusty hedge
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thanks ๐Ÿ™‚

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i think instead of entirely random ill do the next version where maybe the "saleman" goes to the closest point. and has a 50% chance to go to a random one. i think that will speed it up

lofty rapids
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from what i understand it's one of the hardest problems out there, not too many good algorithms that make a good path

lusty hedge
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would it be unrealistic to save previous attempts ? so when its running paths randomly it doesnt repeat?

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is there an easy way to save 200,000 attempts?

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or even a million

versed sun
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make a save game for each attempt

lusty hedge
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im a noob so idk if youre trolling

versed sun
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1/2 and 1/2 , more of, you could use a Save Game to save the results in an array
I'm not sure how many items an array can hold

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i think it depends on how much data you are saving

zealous moth
trim matrix
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back to the earlier convo @dawn gazelle , That timeline works great, but I have to tackle the second part of the issue, start N amount of timelines where N is the length of the array, all running concurrently

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For each loops are weird, they don't seem to work

elder lodge
# lusty hedge i think instead of entirely random ill do the next version where maybe the "sale...

Why reinvent the wheel? Go to the wikipedia and look at the heuristics algorithms that exist.
I think I saw something fairly recently that mentioned ways to do it using heuristics about the distance between nodes.
Offhand, I would never do entirely random. I'd do random changes from the best solution so far. You might wind up stuck in a local minima, but maybe there's a way to shake it up a few times.

elder lodge
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As an exercise I suppose it's fun to optimize on, though

lusty hedge
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how do i share code. my new version keeps crashing

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not sure why

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(blueprint)

versed sun
# trim matrix back to the earlier convo <@218956378654507008> , That timeline works great, but...

I have an answer for you, and its fun one...
Make your own "Timeline" Function, and run on tick
Make an Int Array that holds the indexes of your N timelines (Mine is Moving Pieces)
Make a Float Array "Alphas", each alpha(0 to 1) is going to be the % done you are with the timeline
Then make an Array for each value you need to use in the timeline (Mine are Mats, and Halfway Point)
Inside the function , For each Loop thru the Indexes , and use that to Get each on of your other Arrays
Increase the Alpha for each by either Delta (or some other math), and Set Array Elem back in the Alpha Array
Then do whatever you would do with the rest of your "Timeline's Update"
Once the Alpha for each Index reaches 1 , Remove that index from all the Arrays
Also, this runs each index independently of each other , you can start one "Timeline" then start another .5 sec later , and they would finish .5 sec apart

elder lodge
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it's fun just to see how much better performance you can keep getting

dawn gazelle
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Or do they each need different speeds?

lusty hedge
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Can i stop Unreal from saying "infinite loop detected"

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im pretty sure its wrong

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BECAUSE it works when i loop it less

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if i ask to loop it 20000 times it thinks its infinite and stops it

versed sun
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you can change the Infinite Loop number in Project setting , i think

lusty hedge
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my new method seems more efficient but runs slower..

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hmm

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the first one goes completely at random. can run 100 thousand times with little delay.

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the 2nd one has a 75% chance to go to the closest cube next and a 25% chance to go to a random cube

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logically i thought that would do better.

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its hard to say for sure without seeing hard data but i think its more effective but slower for each loop

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can someone review why it thinks i have an infinite loop here?

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or just review the code in general if they feel like

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im a beginner

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my new version seems to work in 2000-5000 scans

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last version was up to 400,000 scans ๐Ÿ™‚

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not tooo bad

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alright sorry for flooding the chat

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thanks guys

trim matrix
trim matrix
trim matrix
tribal gazelle
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Say I have a list of commands in an array (/cmd1, /cmd2) how would I go about showing them as a string, in order? Like: Commands: /cmd1, /cmd2

trim matrix
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Here's the crux of the issue, pass in the index of the array, but make a new copy of the loop body's contents

wicked magnet
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Does anyone know how to get multiple points on surfaces within a certain radius?

modest tinsel
dawn gazelle
trim matrix
trim matrix
lilac storm
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hey there i am facing a crashes , all the time different crashes , nullptr crashes , invalid index crashes but log does't say where this crashes are happening ? is there a tool or something to try to catch this staff?

trim matrix
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Is ur project bp only?

lilac storm
trim matrix
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might be some plugin

modern radish
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what is a blueprint interface, how does it work, and should I favor that over event dispatchers (what I've been currently using a lot in my project)?

faint pasture
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Interface is a set of common functions (name and signature only) that can be implemented differently on different classes

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dispatcher is a pub-sub model thing. Dispatcher is triggered -> bound functions are called

modern radish
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Ah okay, got it. and how does an interface differ from a function in the blueprint function library, for example?

lilac storm
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can i change texture quality for a build , for example 1 build for high gpu ,1 build for low gpu ?

dawn gazelle
# modern radish Ah okay, got it. and how does an interface differ from a function in the bluepri...

When you define a function in a function library, any place you call that function will execute the function as you've defined it in the function library.
When you create an interface, you only define the potential function. When you call the interface, the target object needs to actually implement that interface and each object can have its own set of instructions when that interface is called.

Eg. I can have an "Interact" function defined in my interface. In my door blueprint, I implement the interface and define the "interaction" function so that it swings my doors open. In my treasure chest blueprint, I implement the interface and define the "Interaction" function so that it opens an inventory. In order for my instructions to be passed to these objects, I must first have a reference to these objects, and then call the interface on them. So if I have a reference to a door, it'll call the door's implementation of the interface. If I have a reference to a treasure chest, it'll call the treasure chests' implementation of the interface.

thin panther
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You don't need separate builds for that

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Just use graphics settings

modern radish
true oriole
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hi, i am trying to create a projectile that have a sine/cosine movement. these nodes works but how do i control the speed of Y movement ? currently it's too slow.

thin panther
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Don't crosspost

true oriole
trim matrix
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Multiply the time you pass into the sinus

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by some const

true oriole
young meteor
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I'm doing a tower defense, and want to keep track of how many damage each tower has done, and combine that to a save file for unlocks and achievements as well.

After I implemented a save game function every time a tower hits an enemy I get small Hickups (lags), every time.

Do you guys thing I should look into optimizing the save game function (right now I save all variables when I do it), or is it simply not very realistic to save the game every time a tower shoots?

versed sun
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are you saving game to slot each time ?

trim matrix
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Do async save at the very least

young meteor
trim matrix
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Not the normal save to slot

young meteor
trim matrix
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Is that code in a function?

young meteor
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yes

trim matrix
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Make it into an event

young meteor
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In the event graph instead?

trim matrix
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Right click on function in the list

remote meteor
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why do you need to save game after every hits though

trim matrix
young meteor
young meteor
trim matrix
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(You click on the function instead of the event)

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sorry for shit image quality

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pulled this gem from google imgs

young meteor
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Oh okay. Can't really see what it is.

remote meteor
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not a good idea to save that often

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thats for sure

trim matrix
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It says "Convert event to function"

young meteor
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Convert function to event

trim matrix
remote meteor
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you can hold on to the save game object for awhile, save during a mapchange, wave, actually unlocked a achievement or what not

young meteor
remote meteor
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async save is fine

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calling it multiple times in a row is questionable though

young meteor
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Only concern is people getting some loot or something they love, and then crashing.

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Would make more sense to save in that instance though.

clear sierra
young meteor
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Got it. Thank you. ๐Ÿ™

trim matrix
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you could add a simple retriggerable delay also to where it is about to save Nevermind, that would not make them save as instantly as before tho

young meteor
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Right

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The whole point of converting the saving function to an event was? ๐Ÿ™‚

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to allow for async?

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๐Ÿ™

wise raven
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My project crashes when i tick weld simulated bodies, is this normal?

clear sierra
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its not normal

wise raven
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the vehicle mesh is a static mesh, the parent in heirarchy, and the mesh is a skeletal mesh under the parent static mesh, both are set to simulate physics

thin cradle
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hey, right now the default character, when moving, instantly moves towards the direction added in AddMovementInput, and slowly rotates to face that direction
Is there any way without custom code to instead make it always move on its forward axis while still slowly rotating towards the intended direction?

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or do I need custom code for this?

clear sierra
fringe coral
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I'm trying to figure out how to make a "Quit" button open up a Yes/No prompt for the player they must answer "Yes" to before closing the game, but I think I've been staring at this too long and the answer isn't coming to me. I've created a widget with the prompt in it, but I am spacing on how to actually return a true response to the "Quit Game" command branch when the player clicks "Yes". Any tips?

thin panther
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im not exactly sure what you mean there

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it's just Click Yes > Quit, Click no > destroy widget

clear sierra
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have close button somewhere, But people can always do alt+f4 to quit, if you want to override that ?

fringe coral
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yeah, you're right. I'm clearly too tired and need sleep. I was totally overcomplicating things.

thin panther
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get some sleep, sleep is good :D

versed sun
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Event Dispatchers in a Widget are your friend

wise raven
clear sierra
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are they already attached in component space ?

wise raven
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looks like this

clear sierra
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so you are saying when Mesh is simulating physics, it flies away ?

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Maybe you should like into Physics Constraints

trim matrix
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is there a way to set variables according to the skeletal mesh?

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if the skeletal mesh is named Pistol Set variable to something

versed sun
trim matrix
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nice that perfect

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thanks

stray halo
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so is there a way to get multiuple target refrences?

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I have lights that i wanna turn on and off with a power button buts its only targeting 1 set of lights but they are all under the same blueprint actor

heavy linden
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alr so ive been working on this equiping system and i want to set the mesh
I have this rn but the problem is if i equip smt the last equiped item is still set true and than the mesh equips on the wrong thing any help?

storm dove
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how do i get the actors name (in the level) so that it works both in editor and in packaged game?

trim matrix
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What's the use case here?

storm dove
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im baking procedural mesh to static mesh and i want to reuse it so i dont have to regenerate every time, so im saving the asset with a string, and i want to get the asset same way too

trim matrix
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I dont think you can do that in a packaged game.

storm dove
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dang

wise raven
elfin lagoon
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hey guys, my player character choose to attack NPC with a TEAM1 tag only, no mater, which team PC is, team 1 or 2
help pls

distant garden
zinc flicker
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Why cant i look around when using "set target with blend" even when i setup "Axis turn and axis lookup"

crystal crown
lunar sleet
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The new camera may not be tied to the controller/input

zinc flicker
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I tryed to follow that step by step but it dosent accept my lock input

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in the tutorial it works i am just not sure if that no longer works in 4.27 he maybe uses an older version ?

trim matrix
zinc flicker
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Thanks a lot so i guess Enable input counts for every input even moving around a mouse

zinc flicker
frosty heron
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If you detect key press in your locker then I do suggest to scratch that and redo the input bit

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Your locker or any intractable object don't need to know input. They simply have interacted function or event that get called

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Eg , player line trace. Check if hit actor have interacting comp or implement interact interface. If they do run, interact event

zinc flicker
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Ah i see so the Enable / Disable input is only bound to that specific actor so when i leave a locker he dosent need Input Enabled anymore.

trim matrix
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It's sometimes needed though

frosty heron
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Locker shouldn't even need to read input

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That's terrible

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Why do u have to run input logic on actors you don't own? That's gonna be hell to debug

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U r just shooting your self in the foot

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Don't have to take my opinion, try programming lounge or smart ppl

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If your tutorial suggest doing that. Honestly just delete it from your Web history, actually very harmful

trim matrix
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calm down please, it's just an input axis

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for reading the mouse input ๐Ÿ™‚

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What would be better than?

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A pawn?

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or handling the locker state in the player?

frosty heron
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If locker need to read input instead of the player then that sound really wrong

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I wrote the most common approach with interaction.

There are better ways and there are worse way. Also there are way you shouldn't do. Having a locker reading your input is one of the things you shouldn't do

zinc flicker
trim matrix
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It's the most straight forward approach I'd say

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You could do that entirely in the player tho

frosty heron
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Well in this case i dunnoe, if something is possessed in a sense then maybe it's okay

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I thought it was for some sort of interaction system

trim matrix
zinc flicker
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Ah no i just wanted to create an option to hide in a locker the "interaction system" is the thing that create the button he named it like that :D

zinc flicker
trim matrix
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ah never mind, ima misremembering that tutorial i guess ๐Ÿ™ƒ

zinc flicker
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At least i figured it out but its good to know that "Enable Input" is not something that random stuff should have.

trim matrix
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Yepp

frosty heron
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Well if you need to drive the thing then

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Just make sure to disable input when you get out from the car/locker imo

trim matrix
#

damn thats crazy sweeney_activate

zinc flicker
trim matrix
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Spawning stuff with BPs isn't exactly the most efficient

zinc flicker
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i made him Hidden

trim matrix
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Ah no you just hide them

zinc flicker
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At least my AI no longer detects me when i do it that way.

trim matrix
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Keep in mind that they still can block your ai

zinc flicker
#

Ah you mean the Capsule?

trim matrix
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Yepp

zinc flicker
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So probably best to make the Collision go away too.

#

Basically like this right?

trim matrix
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I guess

zinc flicker
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Thanks again for the help =)

trim matrix
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Yepp

distant garden
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My camera has no pitch value, even though i can pitch my camera

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How do i fix it

feral ice
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i want to have directional roll depening on camera angle and where player is facing. And im doing this by using calculate direction and it works how i want it to work when the player is still but once i am moving and roll again it will always go in the direction the player is moving because thats where the velocity vector is pointing. How do i make this work even though the player is moving?

crystal crown
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Did you even search for tutorials?

feral ice
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yeah if i did. Cant find a one where it depends on your camera

zealous moth
#

is there a way to get the distance along spline closest to a vector?

crystal crown
feral ice
distant garden
feral ice
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here i am looking sideways but holding d which makes the player go backwards and also roll in that direction. The same as using blendspace @crystal crown

crystal crown
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well my dodge is the same as in the tutorials cuz i'm using controller rotation. it's the same in dark souls. It doesn't make sense to turn your camera away from the enemy just to dodge

feral ice
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have you played the wicther, they have that feature there

crystal crown
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Not sure how to do that. Maybe someone smart can help

chrome pumice
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yo dudes i cant foliage brush anymore for some reason, i seleceted paint but my mouse curser is keep displaying as a "+"

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any idea how to fix? i had this for days now

chrome pumice
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ahh aight

sharp crane
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Hi, got a general UI question. Is it better to have 1 HUD widget with a lot of functionality, or multiple small widgets that spawn/remove from parent as needed?

carmine palm
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Trying to make it so if you are in range of a chest (overlap of volume) and also looking it it, it outlines the object:

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Currently have this (thought I saw this online for checking if an object is looking at another object)

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But I'm not sure what it wants for object type array

fallow elm
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Hey guys, does anyone know why this could happen? My subtract node is straight up not subtracting (resulting in 0)

carmine palm
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oh wait I got it

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you have to makearray lol

trim matrix
feral ice
trim matrix
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Is there a get input axis value node in BPs?

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If there is, you could use it to construct the vec

lofty rapids
fallow elm
random pulsar
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guys i want to connect here like i drew but when i do this the 1st select disconnects

random pulsar
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how can i connect both of em?

fallow elm
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When it's hooked up to a print string it's subtracting, when it's not it doesn't

lofty rapids
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well tbh either way it's subtracting

lofty rapids
# fallow elm

the print string shows the correct value then it's working, something must must be wrong with how your using it

fallow elm
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I dont know how I'm "using" the subtraction node wrong I guess is what im trying to ask

lofty rapids
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your sure it's recieving zero ? also where is the execution that goes to that ?

fallow elm
#

I unhooked it from print string:

thin panther
#

bp watch values are notoriously bugged

fallow elm
#

okay will try that

dawn gazelle
dawn gazelle
# random pulsar guys i want to connect here like i drew but when i do this the 1st select discon...

You can't connect both of them up as it wouldn't make sense. You can't set it to use a sprite based on one condition and then tell it to use another sprite with a different condition in the same node. If you want to combine conditions you can. For example, you can take your return value from the top select node and feed that into the False pin of the bottom node. The true value on the bottom node should be your "death" sprite. You'd then connect the return value from the bottom node to your Set Flipbook node.

#

After doing that, it would first check if the health < 0, if so, show the death sprite. If the health is >= 0 then it'll set the sprite to the movement ones based on how fast its moving.

steady night
#

Hey Guys

#

i need Advice on how to Formulate .

thin panther
lunar sleet
#

A formula, obvi ๐Ÿ™ƒ

steady night
#

Classic

#

no, this shit

#

this wont work

#

the problem im having is that i have "melee damage + -" and also melee damage +% - %

#

not a better way of compiling everything

#

need*

#

the main problem is basicly the final step when adding the damage with % plus or % subtract

thin panther
#

im not sure why you have separate values for those

#

to add 0.2 damage, + 0.2
to take 0.2 damage + -0.2

random pulsar
steady night
#

wdym

thin panther
#

you have to variables for positive and negative damage

#

which you don't need

steady night
#

but i do :/ ? i mena this is a line of "buffs stats stuffs" some give - to flat damage some + to flat damage Some minus to % damage and somme plus to % damage so

#

thats why i need

mental trellis
#

Don't do math in bps.

thin panther
#

no you don't
a buff that gives positive damage is adding its damage
a debuff that gives negative damage is adding -damage

thin panther
lunar sleet
#

You can + a negative value btw

thin panther
#

math in bp is awful

lunar sleet
mental trellis
#

At least use the formula node or whatever it is node.

thin panther
lunar sleet
#

Ah

thin panther
#

prefer c++ or math expression

lunar sleet
mental trellis
#

Maybe?!

lunar sleet
#

๐Ÿ˜€

mental trellis
#

Yeah.

lunar sleet
#

I keep forgetting you strictly live in 5.4+ cpp now ๐Ÿ˜€

mental trellis
#

That's just my lack of bp knowledge showing, not 5.4 ๐Ÿ˜›

noble ledge
#

Does anyone else run into an issue with the debugger just freezing for like 4 minutes because you accidently hovered over a pin?

trim matrix
lunar sleet
mental trellis
#

Probably.

trim matrix
#

it sucks.

mental trellis
#

I mean you're using BP, that's the standard.

lunar sleet
#

I need to lerp something between x and x + y without it being frame dependent, any thoughts ?

thin panther
#

at least it generates the spaghetti for you

#

and hides it

trim matrix
#

exactly

#

it still does the ๐Ÿ

thin panther
#

well you aren't exactly going to escape that in bp so it's a moot point

#

sure the spaghetti ain't great but tackling c++ for a single math expression is slightly overkill

trim matrix
#

no, it's not neat

#

it sucks.

mental trellis
#

Or record the start time and, when you resolve the value, work it out dynamically.

hollow pond
# trim matrix it sucks.

I can debug a math expression much more easily than debugging a nest of nodes and wires. even if that nest is neatly organised and laid out, it's still a nest.

#

and as ACT said I'm not gonna jump into C++ for one bit of math

lunar sleet
thin panther
#

(granted it's ideal if it's a mega big bit of math, like path finding, or wave function collapse)

lunar sleet
#

Doesnโ€™t exactly work with a timeline play rate ^

thin panther
#

but for applying some damage, just use math expression

#

much cleaner

hollow pond
#

somewhere on my computer there is a screenshot of my very broken A* pathfinding in entirely blueprints. it's easily the worst thing I've ever done

thin panther
#

but yeah, you find out pretty quick through profiling if your math is too much for bp

#

and it nearly never is, Fluid Ninja Pro is a bp plugin after all

mental trellis
lunar sleet
#

Sec Iโ€™ll pull the message link

thin panther
#

i still opt for c++ because i don't like spaghetti hell, and the math expression in my experience can break with super large expressions
(i also just prefer c++)

dawn gazelle
crisp urchin
lunar sleet
mental trellis
#

Use your timeline as an alpha with values between 0 and 1.

lunar sleet
#

I did yeah

#

Datura suggested that

mental trellis
#

Define what 0 and 1 mean somewhere else.

lunar sleet
#

It still seems to be affected by frame rate tho

mental trellis
#

Then when your timeline ticks, set whatever your value is to 0value + (1value - 0value) * alpha

lunar sleet
#

Oh ?

thin panther
lunar sleet
mental trellis
#

It doesn't.

#

It's handled by the timeline.

lunar sleet
#

Oh ok

mental trellis
#

If you say "go from 0 to 1 over 5s" then it will handle the calculations.

lunar sleet
#

I see

#

Iโ€™ll try that thx !

mental trellis
#

If you want to get fancy, you can also feed the timeline output into a curve which remaps it to a new 0-1.

keen widget
#

how to switch this to another int? like Do stuff if int is - "596" ?
when i press Add pin its always get incemented by +1

trim matrix
#

idk what your goal is, but you're probably doing it wrong :/

keen widget
mental trellis
#

You could create a map of int -> int.

copper hawk
#

what would be the best spot to put this code? I want it to show after you click the button to be put into the dungeon. It is a "blobber" game and I want it to show only once you enter the dungeon

mental trellis
#

Map your required values onto the input of the switch node (0, 1, 2, 3, etc)

copper hawk
copper hawk
#

I would assume when you click the button it fires an event?

lofty rapids
#

i don't see a button ?

copper hawk
#

even though this already exists there, so I would need to add it after?

copper hawk
lofty rapids
copper hawk
lofty rapids
#

so that is running where ? when you add to viewport ?

copper hawk
lofty rapids
#

there is an event for clicked of a button

#

you could do it at some point when the level loads

copper hawk
lofty rapids
#

but i like to store the widget in the HUD

#

for easy acces

copper hawk
#

Would I need to add a delay?

#

I see, it doesnt even get there. Bizarre.

#

it doesnt print creating

#

so that means it isnt even getting there

#

nvm, it is. printed again and it works this time

#

updated code, it prints all it needs to print. it just isnt appearing

lofty rapids
# copper hawk

open level most likely stops the code and loads everything fresh

copper hawk
#

Maybe youre right

trim matrix
#

almost definitely even

copper hawk
#

sorry, I am new to Unreal

lofty rapids
#

you got to put it somewhere that loads when the level loads

copper hawk
#

Understood

#

sorry

trim matrix
#

no need to be sorry smh

lunar sleet
#

๐Ÿ˜ญ

copper hawk
#

ok, thanks guys. It just does it four times now. lol. I know the reason, just don't know a solution.

#

hmm

lunar sleet
#

Wanna tell us the reason?

copper hawk
#

i put it in here. (First image) and it does it four times because it loads that 4 times. (third image)

copper hawk
lunar sleet
#

Get player char, cast to your char bp

trim matrix
#

bad place to store that i think anyways

copper hawk
trim matrix
copper hawk
#

oh ok

#

sorry

trim matrix
#

@copper hawk where have you placed the code now?

copper hawk
#

Here. I will show

trim matrix
#

๐Ÿ‘

copper hawk
#

didnt move it yet. was trying to find a more suitable place

trim matrix
#

could you explain what is what and where is there?

lofty rapids
#

you may be able to use the hud, will there be multiple levels ?

lofty rapids
#

i would store some sort of status in the game instance

copper hawk
trim matrix
#

what is wbp bottom dialog box?

copper hawk
copper hawk
#

Yes, I am using a plugin to do a typewriter effect. easier then writing my own code lol

trim matrix
#

ok, when does it need to be created?

copper hawk
#

After you click this circled button.

#

which cant be used. Because that is what loads the first level

trim matrix
#

You could do this either in a Game Mode BP or the player controller/character

#

on begin play

copper hawk
#

Ok, will try

#

worked, thanks! Now does it show everytime I die or what

trim matrix
#

if you've placed the logic inside the player character, and you destroy it and then respawn it, yep

lofty rapids
#

pretty much game instance you can use to keep data across levels

#

so you could have a variable that holds the current status

trim matrix
#

no we're talking about displaying a widget

#

upon entering a level

lofty rapids
#

i'm talking about because it reloads like that

#

you could hold a status in the game instance

#

so when it loads checks the status thats where your at with it

#

kind of base the display off of that, and theres multiple levels so it would load when you load another level also

trim matrix
#

i would do it in the level bp if it's for just 1 level kappa

lofty rapids
#

you could create it in the HUD, store the status in the instance, you would be able to keep track of where your at

#

thats if the thing works when you add to viewport which i would guess

trim matrix
#

@lofty rapids i still think we're talking about 2 different things...

lofty rapids
#

if your just going to use it as an intro in that one level ig the level bp.
but what if you wanted to re-use it and say stuff at other times

copper hawk
crystal crown
copper hawk
#

Yep, it works perfectly. Thanks guys! Really appreciate it. ๐Ÿ˜„

trim matrix
#

You generally don't want to use level bps as their code isn't reusable

#

but it works in this case soo

copper hawk
#

thanks guys, i really appreciate it

#

Ok, new issue. When i click, it makes a copy or something?

mental trellis
# copper hawk

If you want some feedback, I don't think your portraits suit your game very well.

copper hawk
mental trellis
#

I dunno, from the text, I was expecting more pixel art stuff.

mental trellis
lofty rapids
copper hawk
#

will show what it means in a video

#

just need tor ecord it

#

it like shows itself multiple times

lofty rapids
#

are you clicking in that video ?

zealous moth
copper hawk
#

yes

copper hawk
lofty rapids
copper hawk
trim matrix
#

Tools->Find in Blueprints just to be sure

#

type the widget name there

copper hawk
#

ah, it was. thanks @trim matrix didnt know that tool existed

#

very helpful tool

trim matrix
#

remove it from the other places ๐Ÿ™‚

copper hawk
#

yep, works flawlessly now

#

thanks guys

dawn gazelle
zealous moth
#

no, because it is a real index :/ I have to refer to the vectors using that index in other logic

#

like there's an order to it

dawn gazelle
#

Could you not look up the vector by the index it is in, in the array?

#

(If you were to use an array instead)

zealous moth
#

looking into it

zealous moth
dawn gazelle
#

I believe it is "Insert"

#

you feed in the new index and the vector you want to put in there.

#

Everything else should shift down.

#

If you were to insert at 2, what was at index 2 would shift to 3, 3 to 4, etc.

zealous moth
#

hmmmmmmmmmmm i am trying to figure out if i can make it into an array only

carmine palm
#

Question because this is working but now how I want it lol. Its not working for player facing the item. Its working if player is in line with the item no matter direction.

#

Highlights loot object when player is within range of it (IE overlaps) and on end overlap dehighlights, but I want it to only highlight if player is looking at it, and if they change direction away from it then it unhighlighs

#

So not sure how to properly test looking at object

#

My line trace is currently just checking if they are in line

trim matrix
# carmine palm

for end do camera location + (camera forward vector * maxInteractionDistance) ๐Ÿค 

#

for the start, just the camera location

carmine palm
#

so other actor->get camera or whatever-> get location for start

#

yea do did actor->getComponentByClass(Camera Component)->getWorldLocation

#

well in BP but yea

trim matrix
#

GetPlayerCameraManager->GetCameraViewPoint, use the location from that as Start. From the rotation do ->GetForwardVector * 1000 <== 1000 is the max interaction distance. Then add together the multiplied forward vector with the camera location from view point, and plug that into End

plush hornet
#

evening all, How would I save a players rotation when entering a new level. For example if he is facing up how do I get them to still be facing up when entering the new level. My charecters a 3rd person actor btw. I presume you would save the info in a game instance? Thanks

trim matrix
#

GI, yep

dawn gazelle
# carmine palm Question because this is working but now how I want it lol. Its not working for ...

If you want to be able to turn on and off the post process based on whether the player is looking at the item, you'd need to use Actor Overlap Begin, Acor Overlap End, and Tick.

Assuming this is a single player game...
On begin overlap, you can verify it's your player character overlapping by casting other actor to your character class, if so, set a bool named "Player Overlapping" to true.
On end overlap, do the same but set the bool false.
On tick, check if the Player Overlapping bool is true and if so, you can perform your trace logic. After the true on your trace, you want to do something like the below. The "Target" in this case would be the player charater. The dot product should be > 0.5 if the chest is "in front of" the player character, so you can plug this into a > check and branch it. If true, set your post process material on. If false, set it off.

carmine palm
#

yeahighlight works just fine

#

its just 3rd person and want to make sure player character is facing it

#

so I need t break the hit result then

#

and make sure its my chest yea?

fringe coral
#

I tried removing a child widget with "Remove Widget" but the buttons on the parent widget keep needing an extra click for some reason. Why is this and how can I remove this nuisance of a UX problem?

lunar sleet
#

Are you looking for remove from parent ?

fringe coral
#

Yeah, sorry. That's what I meant.

lofty rapids
#

mabe you didnt focus the widget ?

trim matrix
#

show code

plush hornet
lunar sleet
#

Get the rotation before you change level, cache it in a var, set the rotation after level load?

#

How are you doing it ?

plush hornet
#

Getting the control rotation from my player charecter and saving in a rotator variable in game instance, when level loads, getting variable and setting my actor rotation

#

Its not working though

lunar sleet
#

Debug. Use breakpoints or print or watch value to see what actually comes through

#

Idk if itโ€™s control rotation you want tho

#

Iโ€™d imagine world

trim matrix
#

you too should show code ๐Ÿ™‚

fringe coral
#

shouldn't that be in the C++ channel?

lunar sleet
#

Blueprint visual scripting is also code

fringe coral
#

I'm an artist so I just find it hard to see them as the same thing.

lunar sleet
#

Also #umg might be able to help if you still have widget issues

lunar sleet
plush hornet
#

The important parts Iv'e highlighted in Red

lunar sleet
#

Are those prints working ?

plush hornet
#

This is what im getting

carmine palm
#

ugh

#

Its facing that way every time lol

plush hornet
#

it doesnt seem to be saving the variable

#

even though it says true?

lunar sleet
# plush hornet

See docs on control rotation, try it with get actor rotation instead

plush hornet
#

tried doesnt work

#

Not sure if its because im using a papersprite actor?

#

Control movement works pretty much the same though so unsure whats going on

lunar sleet
#

Maybe, but your get control rotation appears to be returning 0,0,0

#

You can double check by setting a breakpoint on that set player rot then when it drops to it go and hover over the output of get control rotation

lofty rapids
#

get controller, get control rotation

#

is what worked for me

ornate kraken
#

Hello. Does someone know if a node like create material instance but with render targets exist in BP?

carmine palm
#

fixed the trace but

#

for some reason its not detecting the collision on the static mesh according to he uh

plush hornet
carmine palm
#

any idea neo

lunar sleet
# carmine palm

You really need to finish your sentences lol. Then you have a collision issue

#

Also youโ€™re using == so idk if thatโ€™s returning false

carmine palm
#

can you not collide with static mesh components?

lunar sleet
#

You can

#

You just have to set the collision properly

carmine palm
#

oh

lunar sleet
#

And use casts not ==

#

For the actor side anyway

carmine palm
#

what collision would it need

#

Need player to not be able to walk through it, but need the line to hit lol

lunar sleet
brisk merlin
#

Anyone Know if it is possible to use or PILOT a ( Camera actor ) in game as the main playable character. In the editor you just right click and can pilot the camera, I would imagine that it would have to be manually configured to do this for "ingame." if so how?

carmine palm
#

yea im looking at that now

#

what is the line trace considered for collision? Do you know?

hollow pond
brisk merlin
#

That's what I thought, thanks for the quick tip! and verification

dawn gazelle
#

Just going to put this here for @carmine palm

carmine palm
#

thanks brudda

#

are event ticks heavy (optimization wise)

dawn gazelle
#

If you want to be able to detect if the player looks away, you need to use tick.

carmine palm
#

Figured

dawn gazelle
#

And for something like this, it's not very costly... And it's turning tick on and off when needed.

carmine palm
#

oh so you are only turning tick on while in overlap

#

I see it now

#

didn't know you could do that

#

Bruh

#

I know why

#

It wasnt working

#

I had hitactor instead of hit component. PepeCry

#

atleast I think thats why

ruby tendon
#

if i cast an action to an enemy that is a parent, does the child also take that action

#

might be a really dumb question

plush hornet
#

I figured it out๐Ÿค—

#

Same principle as get charecter rotation but you have to use the Vector 2D variable instead

#

not a rotator variable

#

Not sure if this is what you mean but ......Use a post process volume and set it to unbound so it covers the level. Mess with the options below in the volume. It will fade everything in the distance but keep everything around the player clear.

#

its the easiest way ive found tbh

dawn gazelle
#

If you don't override the function in the child class, it'll execute it as defined in the parent.

carmine palm
#

success lol

#

now I just have to do your tick thing

gentle steppe
#

does anyone have a template for free or anything which has a pickup system with some items, which when you look at them, it has an interaction widget which says something like โ€œ[E] Appleโ€ or whatever keybind and item. iโ€™m trying to remake one from DayZ but i donโ€™t know how to get a border to be the same length as the text of the item

lunar sleet
carmine palm
#

not sure if this is visible enough

#

New laptop. Used to 49 inch monitor lmao

#

Just figred out these reroute nodes. They are so convenient lol

#

how do you add comments or the border behind code

lunar sleet
carmine palm
#

thanks bruh

reef badge
#

i'm wanting to attach a point light to my character, and add particle effects to a double jump, similar to what is pictured. Only I want the light to be tied to a health/stamina bar. Tips on how I could get started prototyping something like this?

versed sun
#

Break it down into parts
Do you have a Health system made?
Do you have a Light setup and what are you changing about the light?
Do you have a Character?
What do you have so far besides an idea ?

timid rune
#

Does anyone know why when I check to see if my forward vector is -1 it will always return 0 even though it is prints the correct value in a print string

lunar sleet
#

How are you checking it

faint pasture
#

that doesn't make sense

timid rune
#

im splitting it into each axis and it prints -1.0 in the printstring

faint pasture
#

show your code

#

what exactly are you checking?

timid rune
versed sun
#

try nearly equal

carmine palm
#

how the fuck

#

is your node boxes square

#

are*

timid rune
#

That seemed to work thanks!

versed sun
timid rune
#

What causes that? Just Curious

versed sun
#

-1.0 is rounded

timid rune
#

@carmine palmChange the Images in the folders: C:\Program Files\Epic Games\UE_5.2\Engine\Content\Editor\Slate (Graph and Old)

versed sun
#

its actually -1.0000001

#

or something

carmine palm
#

oh nice

#

ty

versed sun
#

Use Nearly Equal with floats to save headache

timid rune
#

@carmine palmIf you want i can send the folders I already changed so you can just drop them in

carmine palm
#

Sure that would be awesome

timid rune
#

Just messaged you@carmine palm

carmine palm
#

Thanks bud

timid rune
#

NP

carmine palm
#

How can I remove the Target[self] shit from my function

#

oh pure function

#

sick

reef badge
#

@versed sun I don't have a health system yet. what i'm wanting to change about the light would be the attenuation radius and the intensity, as well as mayble the particle sphere radius. but i'm sure i could find a video on how to setup a health bar, and try to figure out how to make the light work with it.

crystal crown
#

How can i access animbp's without casting

mental trellis
#

Why wouldn't you want to do that?

crystal crown
#

i don't want them to be loaded all the time

mental trellis
#

Add an interface.

crystal crown
#

i have

mental trellis
#

Cast to the interface.

crystal crown
#

didn't know i could use interfaces for animbp, mb

mental trellis
#

They're all uobjects.

versed sun
lunar sleet
#

Once loaded, it stays loaded tho

#

I donโ€™t think interfaces will change that?

mental trellis
#

That's not true.

#

If it stops being referenced, it will eventually get unloaded.

lunar sleet
#

As opposed to casting?

mental trellis
#

A cast will tie the two bps together, which potentially ties whatever bp he is talking about to the assets in teh anim bp.

lunar sleet
#

Ah I c what you mean

#

Thatโ€™s interesting, didnโ€™t know you can use interfaces like that

mental trellis
#

That's kind of the main use of them in bp

lunar sleet
#

Nice

thin panther
#

A cast to an unloaded object in BP does load the CDO though, which is retained for the duration of the play session

The downside of this is if the BP has asset refs, as they will remain loaded. Base classes make this a non issue.

Casting in c++ is free from this issue, as the CDO in cpp land is loaded anyway. Which is also why you don't asset ref in c++

mental trellis
#

Of course, if it's the main character's anim bp and it's the main character class, it matters not a sausage.

crystal crown
#

nah i'm trying to keep my character and vehicle separate

proper vigil
#

Duplicated this MetaHuman code to run different dialogue when the Objective Text is something different. Different vars and a different new text for the Objective after the second event run. The one that says Test Text is the second one and the one that is first has the text change to Visit Cemetery. For some reason, they both result in the objective becoming Test Text.

mental trellis
#

That's probably a good idea, Extile.

versed sun
carmine palm
#

For this function is there an array function that is just get object (index) so I dont have to foreach?

fringe coral
#

Ok, so forget "remove from parent" for right now. My question for this little experiment I'm doing is: how can I destroy a ui widget using only blueprints? If "remove from parent" is the only way then how do I remove all effects so that interacting with underlying widgets doesn't require an extra mouse click?

proper vigil
#

The one above is the Visit Cemetery one.

verbal kayak
#

why cascade particle AnimTrailData does not work in unreal 5.1?

carmine palm
#

I cant even see that ryck

versed sun
#

2nd pic

carmine palm
#

I have one player (single player game). Just need to get the overlap actor

#

yea get

#

that works

versed sun
#

yes, Get(0) will work

carmine palm
#

ty

#

All working now

#

It's all pretty now lol

versed sun
#

where's the Uncommon ?

crystal crown
#

How do i make this into an interface?

faint pasture
crystal crown
#

I probably don't understand your question but i need the character to open the vehicle door before it's possessed and toggle handik on/off before/after possession

faint pasture
crystal crown
#

vehicle

carmine palm
#

Through BP is there a way to end the on overlap event from being called

#

found it lol

crystal crown
#

also i don't want to cast stupid stuff like this

carmine palm
#

Question again

#

Going to make this a function/bp I can just drop on multiple chests and just have a variable on them to change gold value/treasure array

#

Is there a way to get whatever collision component self has?

#

more so. is there a getComponentByClass that can have a group of objects as a class type/filter

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sloppy but got it lmao

magic kite
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I don't understand how enhanced inputs should work in 5.3 followed the guides and tuts online most of them out of date and do not work any more and the client doesn't get the local controller enhanced input added for some reason? what am I missing thank you ๐Ÿ™‚

crystal crown
edgy ingot
carmine palm
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Another noob question lol

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So I had made that bp on my object

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but I want to make it usable as a drop on bp for all my chest objects so I don't have to re-write it for everyone, and then have an exposed array I can just change loot on.

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and I have an interact interface on the object, but I can't add it to my new BP (guessing it cant have interfaces)? and also if not can I grab the interface from the object and grab the event

edgy ingot
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If your new bp is a child of a bp that has the interface, it will inherit the interface

carmine palm
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issue is

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the bp I need to call the event

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to use my other functions

edgy ingot
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I dont see the issue

carmine palm
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do I have to add the bp to the object first

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before it will show up then?

edgy ingot
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Not following you sorry

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You are making an interactable object. Keep it straight forward

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Make a base class for interactable objects

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Make a base function called interacted

carmine palm
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BpChestSmall - has the mesh/trigger box on it.

Want to make a base BP to just be able to drop on it.
edgy ingot
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You can then have different functionalities if needed in child classes, eg chest or door

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Or even light switch

carmine palm
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on the player?

edgy ingot
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Not sure what you "dropping"

carmine palm
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interact class

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?

edgy ingot
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Child classes inherit their parent functions

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And events and interface

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I will still suggest the same thing

carmine palm
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okay

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I see now

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or not

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yea I got it now ish

magic kite
dense jacinth
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If I make a base_enemy bp, and then make all enemies a child bp of the base_enemy bp, how would I check if a reference to an actor is a child of base_enemy? I know there has to be a way to do this easily in BPs but it has somehow evaded my google searches

ionic crescent
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get class and if its = to base class

dawn gazelle
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If the cast succeeds, it's a base_enemy.

radiant cape
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New to programming/visual, trying to understand all of these words in seeing in tutorials...

If you have a parent class that's never used in the world called Pawn, and 2 classes that are its children that are spawned in the world...
Is the parent class in this case what programmers call an abstract class?

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blueprints is probably a bad introduction lol

dawn gazelle
# radiant cape New to programming/visual, trying to understand all of these words in seeing in ...

An abstract class is something that you can use as a definition for child classes but not actually spawn or "use". Pawn isn't technically an abstract class as it's not defined as such in its UCLASS() specifier:

UCLASS(config=Game, BlueprintType, Blueprintable, hideCategories=(Navigation), meta=(ShortTooltip="A Pawn is an actor that can be 'possessed' and receive input from a controller."))

If it was abstract class, it would say "Abstract" in there.

dense jacinth
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ty ๐Ÿ‘€

edgy ingot
edgy ginkgo
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making a three player game as seen here with 3 spawn points. Currently with 3 spawn points players randomly spawn at different points how can I make the spawn point determine which player spawns there

autumn bane
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if i have a blueprint Set and i destroy 2 of the actors inside it, whats the behavior once GC runs?

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do i just have 1 element (null) left?

marsh pilot
edgy ingot
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I never go full circle with exec pin

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W e u do workout your logic without cursed pin

marsh pilot
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Ah okay, I suppose I don't know how a nested for loop works in blueprints apparently. I'll do more digging into that

edgy ingot
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Its not about nested loop

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But the way ur pin goes

marsh pilot
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Oh I see what you mean, thank you

dawn gazelle
west yoke
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Since we can't iterate over sets, is it better to just use an array and AddUnique and Remove Item or use a set and conver to array to iterate?

slate fable
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quick question! When I make a blueprint>Character, why is the capsule component halfway in the ground? is there a way to fix this to where the whole capsule is above the ground?

tawdry surge
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@west yoke it depends what you're doing. Sets are faster at look ups, so if you just need to check if something is in the container use that. If you need to iterate then just use an array

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@slate fable No. The capsule root is in the center and you can't move it

slate fable
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@tawdry surge is there a reason its stuck like that? I don't think its supposed to be like that? did I mess something up somehow? ๐Ÿ˜•

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@tawdry surge I tried adjusting the halfheight to try to fix it but im at a loss at this point, it just makes the capsule taller instead of bringing it up

slate fable
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in this case I just put the mesh I'm going to use inside the capsule under the ground level? will it affect anything in the game? I'm using this character as a monster and will be attempting to give it some AI like chasing attacking etc.

zealous moth
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@dawn gazelle that solved it!! ๐Ÿ˜„

slate fable
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i think i got it figured out to some degree thanks @tawdry surge @elder lodge

fallen drum
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GREETINGS
can someone explain to me why my selected option is not being set? i essentially just want it to display the resolution of the player's screen in the combo box before they select a resolution

modest tinsel
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Whats causing this error? sorry to ask! ๐Ÿ™‚

fallen drum
dawn gazelle
dawn gazelle
modest tinsel
fallen drum
dawn gazelle
# modest tinsel So how would I fix that I think I know what you mean

Either
A) have everyone run their own trace in the multicast event to get their own reference to the actor.
B) pass reference to the trace actor's hit results through the multicast (add a property to the event and pass it)
Mind you I don't think you can have component movement actually replicated like this... I'm not sure calling stop on clients would work.

dawn gazelle
fallen drum
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so i have to put the set selected option after i added all the options?

dawn gazelle
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If you don't add the option, you can't set the option to it if it's not in the list of options.

fallen drum
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ohhh i see now i figured it out. i used the viewport size which wasnt in the list so i switched to get user settings and got the resolution from there

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thanks for the help

elder lodge
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this seems to be zeroing the velocity instead of inheriting it after detaching from a body; am I misunderstanding the flow here?

carmine palm
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Having hard time mathing

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what would you do to get a position in front of player say 10 ft with trace

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forward facing vector * something?

modest tinsel
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Are my anims playing twice?

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Why do these play twice in client?

elder lodge
carmine palm
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my start works. I just cant get my end

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I have actorForwardVecotr * MaxInteraction (val is 300)

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which is not working obviously

dawn gazelle
carmine palm
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my hero

dawn gazelle
# modest tinsel Why do these play twice in client?

Notifies shouldn't require replication like this. The montage itself can trigger the notify locally when the montage is playing on any clients which can then be used to playback the sounds or whatever you want from that notify.

elder lodge
hazy dock
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Ok, I don't know where else on here to ask about this. I'm trying to automatically do something after a Bink video finishes. So I'm loading it up and then registering the On Reached End event. The problem is it seems to trigger just before the player actually starts playing instead of at the end of it playing... I've read through the C++ and this is where it's causing it:

{
    // Check for if we should issue the reached end event
    if (bnk && !reached_end && !IsPlaying() && !IsPaused() && !IsLooping()) 
    {
        OnMediaReachedEnd.Broadcast();
        reached_end = true;
        //MediaEvent.Broadcast(EMediaEvent::PlaybackEndReached);
    }

Anyone run into this? Any ideas how to keep it from ending before it begins?

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this is basically the blueprint code:

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I have a lot of stuff going on around that code to set up things like brushes for the UI, load various other things while it's going to be playing, etc., but that's the code I'm running on the bink media player

livid olive
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hello! I've been studying Unreal recently. I'm trying to use voice chat within Unreal using Discord. Where can I find that information?

hazy dock
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Well... for anyone interested I found that if I set it to looping true and then delay a bit after the event set up and set it to looping false again it works... pretty bass ackward, but it's working... Anyone have a better way around this or know what I'm doing wrong to make it so that I have to do this? I assume it's something I'm doing...

hazy dock
wise raven
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does "ignore actor when moving" node disable collisions between two actors?

surreal peak
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@hazy dock fyi that's not for sale and mostly deprecated from Discord s side

hazy dock
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ooh, was just trying to help quickly, but looks like you are out of luck, at least with the GameSDK

digital palm
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I would like to draw a line from the center to the middle of one side. I know I can use actor bounding box but can't resolve it. Any example?

thin cradle
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is there any blueprint event for when 2 objects stop physically colliding? like how hit is called when they start colliding

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power?

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all good

serene crater
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Is there a parituclar reason why a BP with parent class APivotTransformGizmo can't be spawned as an actor in the world?

halcyon vapor
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If the get node is plugged in to an empty array what is the output?

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ah so if a few hundred run every 0.5 seconds, is it noticeable?

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alright nice

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but as long as there aren't many instances active at the same time it's good right?

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alright, the code I'm making is highly unusual, so I couldn't expect it any other way

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I'm afraid for my very specific case that won't be possible, however functions that run on tick are rare and small, so that's as much as I can do

wild crater
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Yup, it's called switch

unreal berry
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Guys im finally done with my beginplay logic๐Ÿ’€

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Now i still needa do some event tick logic wish me luckgeorgelaugh

wild crater
# unreal berry Guys im finally done with my beginplay logic๐Ÿ’€

I would suggest splitting up your code more into functions and trying to see the patterns to avoid duplication. If you can, replace any two (or more) pieces of similar logic by making one function and settling the differences with parameters, then call the function 2 (or whatever the amount) of times with different parameters.

unreal berry
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Like movement is done somewhere else

versed sun
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Just a FYI, if that graph is visible when you are playing , you might get a FPS drop

unreal berry
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Yeah true, its pretty big

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Would i need to use more graphs for the loose functions?

versed sun
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nah , just make sure you are on a different BP or tab

edgy ingot
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Look for select nodes as well

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The return value will depend on the input value

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There is switch and there is select nodes, both have different usses

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Say u want to play sound depending on an enum or int. Then select is the obvious choice

nova oxide
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is there an easy way to make async loaded actor classes persist in memory?

mental trellis
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Assign the class to a variable in an active object.

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Someone mentioned the yesterday that cdos stay in memory perpetually? Idk

nova oxide
# mental trellis Assign the class to a variable in an active object.

currently tested that did not work:

  1. i added the reference to a map as a key only in GameMode
  2. i added the reference to a map as both key and value in GameMode
  3. i added the reference directly to a variable in GameMode
  4. first one but in an actor on level
  5. second one but in an actor on level
  6. third one but in an actor on level

all of these got lost after waiting for garbage collection

edgy ingot
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Try game instance?

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@nova oxide

nova oxide
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i suppose also relevant is that this only happens in a build, not in editor

edgy ingot
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Because in editor once loaded always loaded

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But in build when you transition level, a lot of things get destroyed and gced

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If your outer is a presistence object, eg game instance. You should be fine

nova oxide
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they're fine to be destroyed when changing levels, but they are currently getting destroyed without as well

edgy ingot
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How do you load the class?

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If they have valid outer, they shouldnt be destroyed

nova oxide
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they're valid for some time, but then they get cleared out

edgy ingot
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R u loading class or asset?