#blueprint
1 messages · Page 46 of 1
What BloodBanner already said, I believe, but with an image: can't you ignore the ship in the line trace by passing it in to Actors to Ignore?
or just made a different trace channel
and do it that way, thats how i would have done it tbh
im a rookie tho 😛
My problem with that is that then turret that shouldn't have a clear view of the target because of the ship mesh will fire
well u can seperate it :/
kinda hard to tell you how to do it without any visual representation
got an image ?
Sure just a sec
Anyone know why this tag is not working
ok the two spheres represents the turrets and the cube represent the enemy in this situation only the white sphere has line of sight to the cube and can fire but the golden one dont becuse of the ship
however they are both inside the collition of the ship (they are child actor) so a trace line that will ignor the ship will make the gold sphere be abble to fire
what can i do in order to solve it?
You could just add more collision boxes inside and make them block all and put them where u dont want the tureets to be able to fire ?
The trace must ignore the ship collision. set it in the collision settings.
Oh I think I get what You Mean now. How about using a plane to block it going negative
But with complex ship mesh will need a lot of planes
You could just use complex collision on the ship.
Unless you have a ton of ships at one time it shouldn't hurt your fps
how can i covert exec into bool?
Hi guys. Is that possible to get custom primitive data value in blueprints?
So I'm trying to produce some form of recoil here on the weapons end of the line trace but i can not seem to be able to get the line trace to go any other way than either just horizontally, vertically or diagonally 🤔 any pointers? 😁
I realized my mistake lol. Shoudl have used one random float for each Add node.
The thing is I am going to have a lot of ships
Just check the box on Update placement
figured it out different way
way easier and allows for continous rotation
also this bit
Well I assumed you wanted a bool from exec so it didnt make much sense any other way for me.
well thats what i wanted, but in the end it didnt work so
I have created game mode and put a character in my level but if I want to try the game with the green play button and second character spawn in where the viewport is, how can I make sure I start on the players starts character i put in the LV
hi,I have a strange problem, I have two widgets, the first one has a float variable, which I increment by one tick. The increment works without a problem, it grows over time, but the other widget that does exactly the same thing, this variable never goes beyond 1. Duplicate the widget that works but the duplicate presents the same error, the variable only remains at 1. What could be the mistake.
the ideal thing to do is replace the manually placed character with a player start
is there a way to order the blueprint instance editable variables? 🤔
I can set the category but how can i force a category to be at the top of the actor properties panel? 🤔
even on top of transform if possible 👀
but it may not override some category!
can I define a new Section? 🤔
I can 🦾
https://forums.unrealengine.com/t/how-to-modify-property-section-in-details-panel-in-editor/611250/5
YES!!! That did the trick. Thanks for the help! For reference, here’s the relevant code and result (I dumped it in my game mode constructor to test it out… probably should go somewhere more appropriate, but it works for now). static const FName PropertyEditor("PropertyEditor"); FPropertyEditorModule& PropertyModule = FModuleManager::GetModul...
is there any way to set stat value instead of toggling it ?
im using ExecuteConsoleCommand stat fps but it toggles
Well that one is just on or off isn’t it?
Does anyone know any good videos on yt that teach blueprints?
Anything from MatWadstein is good stuff, but if you want more like an intro to bp, start with “your first hour in Unreal” and other such courses on the epic community
Is there a difference between blueprints in ue4 and ue5?
Mat seems to be focused on ue4 blueprints
not really, some stuff is updated, and a select few things don't exist anymore, but like 99% of the stuff there is still the same
the vids he has up are still valid
inside source 😅 says he will be making new ones soon (though not repeats of the old stuff)
@thorn agate What do you actually want to happend? because I don't see a player start.
Do you just want to start the game controlling the cat you spawned? If that's the cause, select the cat and look for Auto Possesed. Set it to player 0
oh alright
thanks for the help guys
what could I plugin for the object reference, I am trying to get a reference to a pawn, not the player character
A reference to the turret
Though this seems flawed
You shouldn't need to cast immediately after an interact interface
im trying to get a bool, its for a power box
Why is the turret controlling that instead of the power box?
I mean I guess I can move the isPowered to the turret, but how would I reference the power box once its there
Depends on the game. I would make the turret have a list of power box that it owns
only 1 per turret
Each power box can have its 🔋 and its currently switched on state
okay, how do I tell the turret that the battery is switched on or not?
You could even use an event dispatchers to listen for when a power box enables or disables
Then the turret holds a ref to the power box, and binds to those dispatchers
how do I get a event dispatcher
There is resource online that demonstrate how to use event dispatcher
what should I link the dispatcher too? the box or turret?
The dispatcher just broadcast an event. You can do w.e with it.
Eg event power is switched on. Broadcast that the power box is powered. Any object that listen to the broadcast which in this case can be the turret, will be notified.
You can then do things like, activate turret gun via the dispatcher
yeah, still no idea how to do that
im just trying to get a bool from one object to another, no overcomplication
mainly, how do I get a event dispatcher from one script to another
create the event dispatcher in the power box bp.
make a reference to the powerbox on the turret, and set it in the editor.
the use that reference to bind to the event
ok, back to this, how do I setup a reference to the powerbox, this was the original question
hello?
By getting reference to the power box
thats the question, how do I get a reference to the power box
make a reference variable on the turret
Set node is the answer
an power box object reference
and then you can set it at editor time by clicking instance editable, or the eye icon
you make a variable, and you look for the type that is an object reference of your power box
how do I look for that, I searched up object reference, or power box, nothing showed up
well it depends what your power box bp is called of course
now is your turret placed in the level?
yuh
so click the little eye icon on that variable
then go into the editor
click the turret, and you should see that variable in the details panel
and now you can set it to the power box you want
thanks
Matthew have new video on blueprint live coms
What is this used for?
Did you implement the GameplayTagInterface in the actor to pass along that tag container you created?
Fyi that requires a bit of cpp to implement
Blueprint Runtime Error: "Attempted to access GreenScanner_C_1 via property GreenCardObjectRef, but GreenScanner_C_1 is not valid (pending kill or garbage)". Node: Bind Event to Scan Card Green Graph: EventGraph Function: Execute Ubergraph Multi Door Blueprint: MultiDoor
why is this happening
im trying to use the same stuff I learned for the turret on a door that requires multiple keycards, but for some reason it cant access the scanner
OOHH
I think its because the actor is destroyed
hollup
use Is Valid to avoid errors from referencing actors that are (being) destroyed
nah I got it resolved, it was being destroyed as a temporary way of telling the player that the card was scanned
is there a way to make it so that when I scan a card in the keycard reader it can trigger the door which is a seperate blueprint?
does one keycard reader always control one door?
I need something to connect to the branch to setup the WHOLLE line
no
its going to have multiple keycard reading capabilities and its modifiable so there can be 1 - 4 keycard readers at once
Anybody know how to move a character's turning animations (left/right) along a spline (circle) when clicking keys A/D?
ok, so 1-4 keycard readers can control one door? or can they control multiple doors
1 - 4 on one door
you can just make the keycard readers hold a reference to the door they control
theres logic so it updates the doors code with numbers to allow for modular unlocking, there is a NumToUnlock and a NumOfScans INT
I just need to figure out if there is a way that every time you interact with one of the scanners it can send a pulse to the door to check if its able to open yet or not
again, make them hold a reference to the door. or, you can look into Event Dispatchers
is there a event dispatcher that starts a script?
event dispatchers start whatever you want them to start when you set them up
any hint?
like how I could make it so that interacting with the scanners also interacts with the door
got it workin
Hey, my game in editor isn't fullscreening despite this being in my main level blueprint?
f11 also doesn't work for going from fullscreen to windowed, but it does in other levels?
why is this not working
does AddMovementInput not work for vertical movement? If so what should I use?
I believe you need to call "Apply Settings" from the return value of the Game User Settings.
Add Movement Input is meant to communicate to a movement component on the pawn. How it interprets that data is based on the movement component itself. If you're using a character movement component, adding movement in the up direction doesn't do anything unless the movement mode is set to flying, otherwise you need to call a jump to move upwards.
@timid cosmos are you playing from selected viewport or what?
thank you
so when you press play and then that f11 nothing happens?
yep
im perfectly fine with other levels but this one for whatever reason doesnt allow it
could it have to do with my gamemode or something?
you can try alt + enter
nothin
strange
very
you aren't applying your game user settings, and this shouldnt be in a level bp anyway
welp, i didn't scroll down
I'm having some trouble here... So I have these two Widget Blueprints (WBP_InventoryIcon and WBP_Menu). I'm trying to make it so that when you click the WBP_InventoryIcon button it also unhides some contextual buttons stored in WBP_Menu. The MenuRef variable is set to be an object reference for WBP_Menu but when I run this it tells me MenuRef is empty. I'm sure I'm missing something here, can anyone advise on how to call the active WBP_Menu and change the buttons from hidden to visible?
(This is from the event graph inside WBP_InventoryIcon)
hello, can anyone spare 10 mins to help me find out, if it is i have bug or is it engine side bug? need someone with ue5.2+
hey, is there a way to make a level order. so like I can make it so if the player is in this level, the next level to load once they get to the end is this?
Do you actually set the reference in the Menu Ref variable, or is this just a variable of the type "WBP_Menu"? One is defining what can be stored in the container, the other is saying what is actually in the container.
Hey all, so I'm trying to get a list of all levels in a folder and add them to an array.
All of the info online points to using the Asset Registry>Get Assets By Path but I'm having issues trying to refine the list to only **Level **Asset types.
Can someone tell me if there's something wrong with my setup?
I just define it as the type, how would I go about setting the reference to the one that is live?
When you create the widget the return value that you normally "Add To Screen" is the reference to the widget that you need. You can promote that to a variable and pass it around, or store it in somewhere that is accessible easily to the local client, like the HUD class.
If you're absolutely certain there is only ever one copy of the widget existing, you could also try using Get Widgets By Class and get the first one.
how can i add in settings hardware raytracing, and or Lumen so i can give the choice to activate or deactive it?
Not sure which channel to ask this in. Since I figure I'd be most likely be doing this with Blueprint coding I'm posting here first.
I have a level designer who's not very good with coding. He gets stuck when I ask him to give me any of: size, orientation, or placement of an object. All I can do is asking him to simply place an object or create it with whatever 3D tool he is familiar with. So I need to automate stuff and "idiot proof" the process. I need him to place a class of object (in this case an exploration badge trigger) and have the object placement trigger a prompt for textual details, and populate a database with his inputs and the location/rotations of the object. I don't know how to set up a design-time trigger on object placement (in Blueprints please!) that will create prompts, etc. Any guidance or sources I can use?
you're going to have a much better time teaching the level designer how to do the other parts of level/game design.
I'm going to give this a shot and I'll report back if I figure it out. Thanks for your help
Anyone know how to get the projectile movement correct from enemy to player?
So all the buttons are already Variables, there's nothing in there that I could promote to a variable other than possibly the canvas that the buttons sit on? But even that I'm not really sure how to call it
What do you mean by that
Sounds like an aimbot to me.
My problem is with velocity of projectile in local space, like how would you set that up
Where is this menu ref being set ?
Yeah I'm just trying to figure out how to set it right now... Not sure how to set it to be the actual active HUD that is in the game
Rather than just an instance of WBP_Menu
Sry, dunno what you mean
Is it a child of the HUD class or why ?
It is the HUD class
Ok, so use getHUD
No, you need to getHUD, cast to your HUD bp and set its return value to this menuRef thing
Bottom one?
Sounds like what you are talking about
Yeah
(Blueprint is very new to me, I'm used to C#)
If you want access to your hud’s bp functions and variables then you do that and drag from as WBP Menu
Get Player controller
Alright let's give it a shot
Tho I have to check cause idk if you need all this when you’re inside an actual widget
If I search for an "Event Dispatcher" in my entire project and only see a single "Call .......". Is it safe to say that this could be deleted since nothing is actually binding to it?
Hang on
rgr
Probably but have source control just in case
Current mess
(I haven't hooked it up to the execution line yet because I'm not sure where to
What does the warning say
So then your wbp_menu is not your hud
Ah
It’s not an extension of HUD class
The Event Construct?
It’s not a HUD so you have to be creating it somewhere
Alright
Show that code
And event construct of what bp
What’s in BuildInventory
It's a big long
I'll see if I can fit it in a single snip
(That function creates the icons in the backpack in a grid)
That is WBP_Menu
WBP_Menu? Widget Blueprint
Ok
Are you calling Create Widget WBP_Menu anywhere ?
And also are you following some tutorial for this stuff?
Okay so I'm already Casting to BP_Player
So drag from that return value and get the menu ref
And if you need to, promote it to a new variable inside your widget, so you can ref it again
No
From as bp player
Drag and type get menuRef
Then from there, either use it directly or promote it to a var
Like that?
@lunar sleet You're a king among men, thank you for pulling the veil from my eyes. It works... Now to get it to vanish when Unclicked
Basically what Datura was trying to tell you, I kinda took you around the scenic route
Yeah but it's actually helpful
So was @dawn gazelle
I knew I needed to get the actual instance, it's just an active class
I just didn't know how/where to get the instance
Blueprint is very new to me, I'm very green
We’ve all been there
Question.... Is the "Item Button" a thing that exists in the WBP_Menu?
Sort of
Highlighted is the "InventoryPanel" which is a Uniform Grid Panel
And then inside that grid
So every grid square is an inventory button
It's messy and hacky, but it's just a concept that I'm working on. This will be redone better later... Or be eternal tech debt that everyone will curse
But in the event construct of the WBP_Menu it Creates WBP_InventoryIcon Widget
An array of them
Been working with the guy for years. I've tried.
I don't know where the right place to tell Unreal this, but I absolutly HATE that variables are usually a set height but the pins are a slightly smaller distance apart from eachother so when you use Q to straighten it all out they always overlap just a tiny bit. Can one of these not simply be adjusted to the same height as the other?!?!?
at least it's harmless
The UI designers of blueprints better never meet me or they will have a stern talking to
then a handshake because otherwise it's pretty alright
Hey, I wanted to create a menu that let's you access info of differents actors of the level
Like this
But don't quite understand the listview logic to get to this
Does anyone have an idea on how to do this?
I have something similar but for items, you could do what I'm doing which is buttons in a gridview
Hmmmm and how do I make it so that when I click on an actor it shows me the info of this actor in particular?
When you're populating something like a grid view, you'd create widgets and add them into the appropriate place on the grid, either programatically or by designing them to begin with.
For those widgets you'd probably want to have a numeric value associated to them, easiest would probably from 0 to 8 if you were doing a grid of 9 as this then can easily relate to an array.
However you're creating and keeping track of patients, they should be added to an array when they are created - this is the array your widgets could read from, and associate to so that when you click on that particular patient widget, it reads the number associated to the widget, looks up that index of the array, and can display the data of that particular patient stored in the array.
And can the array have differents types of info, like a picture, age, name ect ect?
You are describing a struct
You would likely need to have an array of struct for that
Though if the data does not need to change at all at runtime you could maybe use a data table or a data asset
Okey thanks everyone for the help
what you typed for the most part was incomprehensible... but if your issue is that your level designer doesnt know how to setup triggers, you need to teach him how to use them. Also the "idiot proofing" you do to stuff like triggers so its easier to use is not a bad thing
OK. I'll break it down>
When, during design time a given person places object type X on a level I want it to trigger a specific cascade of events:
a: The creation of a prompt for specific data about that object
b: The recording of that data and the objects position and rotation on the level.
So the first question is: Can a placement of a given object type on a level become a trigger at design time of a specific set of Blueprints.
Give that the designer may be placing hundreds of these objects automation becomes a must. This project is a large open world.
https://docs.unrealengine.com/4.26/en-US/ProductionPipelines/ScriptingAndAutomation/Blueprints/
Looks to be up your alley
Describes how to use Blueprints in the editor to automate content production tasks.
my multi sphere trace isn't multi sphere tracing
it's only detecting one actor at a time
problem was it was set to visibility and I guess the points that were culled weren't visible
Thanks
does anyone know what these two guys are referring to when they say pushing something to a stack?
https://forums.unrealengine.com/t/how-to-manage-game-states-in-unreal/739445
i can't find anything relating to a "stack pattern" or anything on google
oh is stack a data structure of some sorts, google wouldn't answer but gpt did lol
That’s more of an actual programming term, so he’s talking about #cpp
You can use the stack or the heap to load things into memory, each with its own pros and cons, but that’s a bit of a lengthy topic
hes talking about the push/pop and peek function of a "Stack" would have, TArray has them too.
states are more about switching
doesnt really need push/pop operations
Oh, was I way off? 🙊
Hello,I need some help
I have a ship class with 2 weapon hardpoint (the two spheres the white and gold) they are actor attached to the ship and are inside of its colition capsule
When I have an enemy ( like the cube )I only want the weapon who got a clear view of the enemy to fire how can i do it?
I can't use a trace line cuz they are inside the ship colition capsule and so the gold sphere will trace line through the ship mesh
Is there any other way I can do it?
You can make the line trace to ignore the things that you want to ignore
look into the line Trace options
But I don't want it to ignore anything
But it sounds like you do. You said they are inside the ship collision capsule, so it give me impression that you want to do a trace but u want to ignore the ship colission capsule?
My problem then is that the sphere in the back will do a trace line through the ship mesh and that's the problem I wanna solve
What's exactly is the problem? if you don't want the line trace to hit certain actor (The ship mesh), then you can do exactly that.
by adding the ship mesh or what ever you want to ignore to the list of actors to be ignored in the trace option
Ok my problem is that I only want the sphere that can see the enemy actor to shoot , because the weapon are inside the collition box of the ship they will do a trace line through the ship ignoring it completely and so they shoot through the ship mesh even though they don't have a line of sight
I don't quiet understand the issue, I hope someone else have the answer for you.
If I were in your shoes tho, I would use AI perception (Cone shaped) to detect enemies and have the turret rotate to the target in interpolating manner
I've tried to, I added the ai perception but they didn't not "see" the enemy at all for some reason ( even though the ship perception does)
ship perception? I'm still kinda lost but I can assure you that what ever you are trying to do seems to be totally doable using AI perception.
detect Target -> Set Target -> Aim for the ship -> Fire
if you already tried, I suggest sharing your code in #gameplay-ai for some feedback. There isn't a reason to not fix/build from there
ye I managed to wiggle my way into the topic lol
https://forums.unrealengine.com/t/are-there-no-stack-in-blueprints/368881/4
when i first heard I also thought "stack" as well, then maybe it was some weird design pattern... the life xD tyty
does the set game input ui only function not exist anymore ?
it should exist and should not be deprecated in short notice even if Unreal want to remove it. Otherwise a lot of project will break
i cant find it thats why i am asking
sometime typing less is better 😄
Guys who played spider man remastered ?
How can I fix this error?
#materials is probably the best place to ask 😄
Oh sorry thanks
i am trying to make my ai fly but i dont understnad how to add movement to it, tried watching yt videos but it didnt work fo me. This is all i am doing atm in the aifly characater
First of all a little tip: you should set the movement mode on begin play or CMC defaults itself because it is not needed to be updated every frame. But here is one easy way you to get enemy flying: https://youtu.be/XEqUWYb6n8I?si=nGTYTUjEUM_pfan6
Hope you enjoyed the tutorial, comment with any questions or suggestions.
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You need to modify the for loop macro
Or more specific make your own ”for loop with delay”
thanks, i'll try that
I have already watched this video and its not really what i am looking for, i need the ai to be able to walk aswell as fly so basically i need a way of adding movement to the ai when its in the air and when its on the ground i can just use ai move to node. Yes thats true i dont need to update the movement mode each frame my bad
why cant i just do this in blueprint and then the character will go up?
if i use behavior tree task i can use this video but if i dont want to use behavior tree it doesnt work, wh is that?https://youtu.be/5y0tZY_xjC8
"Simple Flying AI" project-ready asset on Epic Marketplace: https://www.unrealengine.com/marketplace/en-US/product/flying-ai
Watch the follow-up tutorial where we go into more detail: https://jacksonnexhip.gumroad.com/l/FlyingAI
In part 2 we cover step by step:
- Random roaming flying behavior
- Patrol point flying behavior
- AI awareness so...
Well I am not entirely sure, but the question is why you would not want to use behaviour tree?
well i want to in the end but im not really sure how to make it not skip to the next step without the first step being fully done yet in BT. Like i want it to smootly start flying from the location to the target location but if i directly set velocity to 1200 it will jump from 0-1200 constantly and there is no way of adding timeline or anything to make it accelerate in task(Not what i know of) @shy gorge
I think you should ask this from #gameplay-ai
guys how can i create a spawn system?
i have a bp of a enemy that i want to spawn at the location of an actor that i can place in the world but randomically
i don't know if i explained myself
i have an actor so i can place it in the world and i want to get its coords
but i don't know what to do to make the spawn randomically between two or more
i have this but when i have two it doesn't switch
From the Out Actors -> Drag and type Random. Then from the output of the random pint, drag and type For each Loop
Then spawn on each iteration
or do a for loop if you want a fix number of spawn
thanks, it's working now
I have an issue, i have a torch which i "attach component to component" to the third person mesh, i add a bool to the character, tick the bool and the torch moves away from where its supposed to be. It also deletes a load of components from the character in the outliner. Any ideas?
I removed the animation blueprint from the character and it still happens, there is no code attached to the bool at present, i made fresh bools to try it with them and it still occurs
i've unattached the "attach componenet to component" and althought the torch stays still, the components are still being deleted
Can you show the blueprint
Ah, i've changed the bool through blueprint rather than in the editor and that doesn't break anything
i think it might be an editor issue, so stops me testing stuff but doesn't impact final build
seems to rebuild the entire actor on manually changing the editor, which breaks all the code connections
How can I linetrace on the actor bounds, not on each component?
@digital palm get the bound of actor then use FMath::LineExtentBoxIntersection, I dont know its BP
Hi. I was wondering how i can fix the code for my impulse. Basically i want him to get shot in the direction i am looking at him. So the green line is the impulse he get sents to. No matter where he is looking at or what direction i shoot him. He always goes that way (green line) but i want him to go the way im looking at him (red line) Any help? Impulse is attached to the + float and the Location is connected to the Impact Point. Bone to Hit Bone.
because they're in blueprint :P
performance was never a concern
Hello guys, a question, what do you recommend I implement so that the hand does not come loose from the hang glider?
hi, is there any tutorial you can link me for using ik skeletons with weapons?
im guessing the answer but is there any way to know about the sum of every forces and torques acting on a static mesh on a specific tick ?
cuz that'd be really really handy
no
(or alternatively current acceleration)
Can Scene capture component do a proper 180° capture ?
oh okay thanks anyway
yeah unfortunately i don't know of any to judge their quality :P
@trim matrix @dusk yew
Currently I have it like this, but when moving my hands do not stay stuck to the hang glider
#animation might be able to help
is it possible to make an ability system like league of legends with just blueprint? if so is it hard?
Isn't it convenient for me to use the "attach to component" function? so as not to have problems when the actors rotate?
Thanks, I'll ask.
You'll get heavy milage out of GAS, but it needs some very minor c++ setup
whats GAS?
gameplay ability system
its a system made by Epic primarily for fortnite
It's very flexible
Hey guys, im trying to set up a IsMoving check inside my AnimBP, is there something similar to a Branch that could give me 2 outputs depending on a boolean check? (blend poses by bool doesnt really work, i need it give an output thats depended on the check)
Anyone can help me with vector math? I need to transform a local-space bone position to world space:
How come blend by bool doesn't do what you need it to do? It will either play true or false depending on the bool value
The output would be the one you plug on true slot if the bool is true
The same in the case of false, the output would be what ever you plug to the false pin
What r u attaching tho? The goal here is to modify the hand bone to be in certain position
Hmm, i guess im dumb. I basically want it do 1 thing if im moving, and do the other if im not moving. But right now to me it looks like it will take 1 input or the other depending on the boolean check.
To me its like an opposite branch in way, but i guess im mis understanding the node
i zee
So just to make it clear. To use the Blend poses by bool in a similar way to using a branch. I'd have to have 2 copies of the code. 1 for the true, and one for the false.
Where as with a branch node, i'd only have to have 2 results.
Not sure if I followed, wdym by you have to have 2 results with branch node?
The blend by bool is simply does the following
Play True when bool is true
Play false when bool is fale
Eg:
if Im crouching, i will play CrouchIdle_Female
When Im not it will play A_Female_Idle
@frosty heron With how you describe it, if i understand correctly. I'd have to do it like this :
Iirc As far as the vector math is concerned, if you can get your parent's world space position you can add your local to it, that would be your world position.
Look at the picture I sent
I would prefer however, to not have to have the entire code twice, and have two different outputs (caches)
Won't work. Local space is relative to parent bone, not owning component :(. I think I need to traverse all parent bones and accumulate their transforms
Ahh
What code tho? You are in the anim Graph, you don't write any logic
Hmm yeah i see, thats what im showing on my image aswell
use Cached pose to save states/pose
Why do you need to have it in world space?
Im inside an overlay layer for aiming
That is complicated 😄
I want to do something depending on if im aiming while moving
a simple branch or something similar would allow me to do this action if i am moving while aiming.
Could you set up a socket on that bone and use that instead?
I have an IK system, where the user can create IK animation themselfes. IK animations are applied relative to affected bones ref pose position in world space.
Ah yeah i guess i didnt explain it in detail, theres a bunch of cached poses involved and IK, and transforming bones etc, Thats the code im talking about.
I am applying an additive before it goes into the ironsight cache
i want to change the value of this additve depending on wether hes moving or not.
@lunar mulch the anim graph just read. I don't quiet understand the part where you need to "redo" codes, it sounded like you are not sure how to use cached pose.
here is example
Same problem 🙂
I will try my traversing approach and see the results. My current approach is to set the character to ref pose and just get the world position. But this is a hit and miss and I need to work with delay nodes
I'm the ue5 doc there's a function to get a socket's world position
But not in Ref Pose
Oh, damn
I use this function right now, but setting the character to ref pose for 1 frame and reading the world position does not always seem to work
so I want a function that will work 100% of the time and does not need delays
Yeah im working on a frankstenstein project i haven't worked on for a long time. Maybe this helps understand my issue
Is anything like this possible in a ANIMBP?
I would lose the ability to decide the strength of the additive tho that way right?
Cache pose after blend posses by bool (bolt start)
Then using the cached pose, you can do blend by bool (Is moving)
then apply your apply additive to respective pin (true / false)
Would anyone know how to go about making this kind of animation/cutscene with widgets?
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saved the pose as a cache directly after Bolt start check
looks about right
Sadly there is some strange behaviour happening now ingame.
Thanks for the help tho, i dont wanna exhaust you you've helped me plenty enough
For now ill just copy the code i guess and and learn a bit more about pose caches
I wouldn't know what to debug sorry. I would keep anim bp open and look at the anim flow and work from there
this is how i saved it btw i hope i understoud u correctly
gotcha, will do. cheers m8
yeah that's what I had in mind too
gl m8
cheers!
This is what I came up with and it works 🙂
Hey guys! Sorry for bothering, but I have this button blueprint and door blue print. The button animates correctly, and the door, despite not animating relative to its axis, also animates correctly. But when I try to connect the button press with the door opening, It does nothing. I have tested with prints, but they also don't show up in my VR ... Thanks!
("Porta" means door and is an actor reference)
been a decade since I last use VR in unreal but I think print string don't print to your VR screen
Hey guys! so my projectile is not moving in the direction I want
and I dont know whats causing it
like its not simulating physics or anything to mess with the projectile
Oh... good to know ahah makes things a tiny-more difficult but we stay strong ahah
Any good way to achieve something like this? A Scene capture somewhere in world, rendering to a RT then on a screeen. Is there a good way to tweak perspective for a moving pawn in front of the screen ? 🙂
anyone?
Create a 3D widget component to debug stuff
Make a line trace from you pawns head against the center of your "screen". Get the normal of that hit. Use normal to set your screen captures angle
Not sure how convincing it will look
I'm moving the camera on X/Z and rotating based on control rotation
the "window" is a hangar bay Oo
Finally! We got around to do doing a UE4 tutorial on a topic people have been dying for, a seamless portal door effect! This one was inspired by a post we saw on Twitter (https://twitter.com/mxweas/status/745765338629865474) and has also been asked a few times in suggestions (http://fusedvr.com/forums/topic/htc-oculus-portal-like-game/). We will...
I googled "How to create portal in unreal engine". I assume that is pretty close to your use case
quite close yes I'll look into it thanks 🙂
But keep in mind, that scene captures are VERY bad for performance
in others it just goes to another location
somethings off with the direction of the projectile
I cant tell what
I'm very well aware, resolution is not that high, and only one capture at the same time
like, when you get the rotation, what should you give for velocity of projectile?
From rotation, get forward vector, then multiply by a float that indicates how fast the should be in units per second
yeah! makes sense. It sucks that there doesn't seem to be a better way, at least for now 🤔
yeah looks like my problem was the value of velocity was too high
it shouldve been like 1 or 2 and i had 500
500 sounds fine though
yeah it wasnt working though
for the initial speed it would work, not velocity
so like initial speed 1000 then 1 for velocity
Initialized Velocity = Starting Velocity set in the projectile movement comp * Initial Speed
So I have an actor component with a public text variable for adding story info to the UI upon interaction. The only problem is my UI element is a multi line text box and I can only type in plain text into my component and it looks like ass. How do I make a text variable on my AC into a multiline text variable? I tried pressing shift + enter and alt + enter while in the text variable in my component with no luck.
Sorry if this would be better suited in UMG channel but I think this is about an actor component variable
hey, anyone here who worked with the "MotionWarp"-Plugin in UE? would like to know your experience with the precision regarding the actor wwarping to the target location. my actor doesn't go "exactly" where i want which i hoped motion warp would to precise...anyone experienced the same?
It’s not, it’s about widget stuff, but you need to either insert a new line with \n or use a Name instead at which point you can just shift+enter
I actually need an eye test. There's a checkbox right there in the advanced variable details that says multiline that I only noticed after I googled for 10 minutes and asked this server.
Thanks though
We make excellent rubber duckies sometimes
Hey everyone,
I'm using an asset for my UE5 Project. It's an FPS Parkour Controller and it works completely fine in the Editor, but when I try it out in the Standalone Version, it doesn't work at all and this message pops up. I don't work much with Blueprints and I saw the Message coming from this BP and thought that it could be fixed from here. Any Ideas on how to fix it?
whats with the is valid that doesn't do anything ?
it means it doesn't have that FPCState component, whatever that is
you probably need to go to your char, hit the + and add that component
you'd think whoever made that project would have some instructions but 🤷
your is valid is comming back false so it's going to print string
I downloaded this asset and it didnt came with any instructions abt that
so I should switch them?
what was the point of this screenshot lol
no you should fix the problem
most likely like suggested you need to add the component to the character
To show that it has the FPC State connected
no that's not what that shows
the code translates to : does FPC have component of class FPC State?
if Yes: promote that component to a variable, if Not, yell at the user (you) to add the component
you want to go into that character bp, and add the fpc_state component
most likely
Its already in here
Im so sorry if I trigger any of you with this but I just dont know how to use BPs well
Im too dumb for it I guess
nah you're good, that's good to know if that's already there means something else is the issue
I thought that it would be in that Component since the Screen Message is in there
And I really like this Asset and Im just hoping to lose it
These are all the Components and the Message Node is in the FPC Template
odd that it's firing not valid
the first cast is succeeding too
yeah, otherwise it wouldn't do anything
It works in the Editor Preview and nowhere else which is really confusing
You are not even in the same level
perhaps you are not using the same character in different map
Yeah but I already tried it on the other Levels
eject from your character and actually look at what pawn you posses
make sure it's the intended character
game mode are tied to respective levels. Check if the map where you get the error used the same game mode as in your Editor preview
where the error happend, i never see the hand of your character
and where can I see the Game mode of the Editor and Game seperated?
Sorry to ask this but how do I see or change it?
Look into the world settings on each map
Didnt change
i want to move a character using physics
is there a way to change the default sphere to a cube
or some other way to solve my problem 🫣
if you don't want the capsule, don't use a character
Unreal Character Movement Component is designed to use Capsule Shaped Collision
everything indeed worked with a cube but if I use a static mesh I cant insert animation
if you want to use different collision you will need to either write your own movement component or use Market Place asset (General movement component can have custom collisions) the catch is, it cost $350 USD
you can also add collision components to the character, like a box, to extend its collision, but some things like navigation won't take that into consideration
Let's say I have different interaction actors that trigger widgets. Is there a way to delete the previous dialogue widget when I trigger a new one to not make them overlap?
Use Remove from parent on the old one
Or use the same one and just change the text ?
How? that widget is triggered by another interaction actor.. what about I have 100 different triggerable widgets in that window of time? I should put remove from parent with 100 different widgets?
why not just change the text of the one widget ?
instead of having 100 widgets
How?
is that a text box or an image ?
text box
where do you create the widget ?
so one thing you probably want to do if you want to just use one is create it and add a reference to it somewhere then show/hide set text
i like to put it in the HUD
you most likely don't want to keep creating it, you just create in one place and reference it
Update your score, your lives, images without crushing your frame rate in Unreal Engine. In this sub-5 minute tutorial you will see how to use the 'is variable flag' on the elements in a UI Widget to create dynamically updated UI. We will look at adding custom events to the UI Widget Event Graph, where the is variable flag is on the Design Tab a...
here he just promotes it to variable in the actor i think, ig it doesn't matter
but HUD is a good place if you need access to it from anywhere
Any one know how or if possible to check if the actor on click node is a specific Input Action? button pressed is a key structure
Hello! Can you tell me why these variables and the array are empty? Another error appears after the session ends
Blueprint Runtime Error: "Accessed None trying to read property CurrentWeapon." Node: Attach Actor To Component Graph: EventGraph Function: Execute Ubergraph BP Third Person Character Blueprint: BP_ThirdPersonCharacter
Is it failing to spawn? The collision handling is set to default which may mean it doesn't get spawned at all.
The variables there are empty, they are not set
Perhaps the Get Actor is not returning a valid BP_Sword and it's failing to get the class from it? Are there any more errors or warnings?
As I understand it, "get actor of class" get an object from the level, but I don't have them there
If you don't have a BP_Sword or one of its children placed in the level then it wouldn't return a valid reference. That means when you're trying to get the class from the Get Actor of Class node, it would be a null pointer reference which wouldn't give you a valid class to spawn.
Is there a similar way to get a class, but without an object at the level?
If you disconnect the class input from the Spawn Actor node, you can select the class you want to use directly on the node.
I know this, I need a similar method as I did to set the variables
Is there a way to re-trigger "event blueprint initialize animation" after the character has been created?
It's not entirely clear what it is you're trying to do. If the thing doesn't exist, you can't get a reference to it. You can make a class reference variable rather than an object reference which then lets you define a class and then use that as necessary without requiring the object to exist, but there's no way to reference an object that doesn't exist.
I'm confused, purple is a class, to work with it, you need it to be spawned. Blue is an object, does it have to be spawned to work with it?
Correct. You spawn an object based on the class. Once the object is spawned, you can use it.
Thank
Im having a character spawn after an event then possessing them in the level blueprint
when the newly possessed character spawns the get owner cast is failing
this is my printout.
@fallow epoch get owner or controller?
If a blueprint does not implement an interface function, and something calls that interface function what exactly happens?
I have a project and it is calling a interface function to a BP. This BP does not implement the function. But the parent class does. So I am guessing it goes up through the hierarchy searching if any class implements it?
Thanks. 🙂 This was the fix for my utility widget with a phantom variable. It seems that Tools > Validate Data... will also achieve this, but the asset would have had to have been never opened in the editor session, as it only asks one time (the first time the blueprint/utility is opened). Otherwise, restarting and then re-opening the single asset is the fastest option (the validation of the full asset registry data is a long process; Only really good if needing to find the sort of error across multiple blueprints simultaneously)
Correct. Once implemented into a class, all children inherit the interface as well. Even if the child doesn't have its own implementation, parent implementations will be called. If you don't want the child to execute it, then you can override it so that it doesn't call the parent's implementation.
Do you happen to know if that applies to C++ as well?
It does.
Awesome, thank you!
You can also Add Call to Parent Function and Expand Node if you want to modify the code for the child BP
I am a bit confused, I am using gameplay tags and am trying to make my BT check them however it doesn't seem to want to.
I have a pawn, I added a variable of type gameplay Tag and set it to a value.
In my BT, I have this condition:
However it doesn't work :/
Going to throw out a guess here that the AI Controller needs to be possessing an actor that implements IGameplayTagAssetInterface and has and returns the appropriate tag. Have you done that?
No, how do you get that interface?
@dawn gazelle ok seems to be locked in c++... gonna make a decorator and a simple boolean bb var
What does it mean when a BP node has a yellow input pin?
Screenshot?
I think that's if the function is from an implemented Interface
If it helps, I am calling that interface function from another function from the same interface. In a class that implements the interface.
Yeah then that's probably it. It doesn't mean anything special. Just that it's an input that would require the interface to work
Since you are inside a bp that has the interface, it can fall back to self
Ok thanks
Hello! I'm trying to track the distance a player has travelled. What I've got right now is currently working great but I can't seem to figure out how to do the following...
- Only track the distance travelled on 1 axis
- Do not increase the distance travelled when they turn around and go the opposite direction.
As you can see IDK what I'm doing and tried to break the vector and just use Y but it didn't work 
Are you doing a 2D game?
No, it's a 3d game. I'm also worried that it's adding my jump height into distance travelled D:
If it was 1 axis and you knew that they were starting from a certain point, you can get the distance from the original start point and set the distance travelled variable to that distance. You can also clamp it before hand so the minimum is always the current distance travelled so the value doesn't decrease if they go backwards (which also wouldn't add to the total distance travelled)
going to think on this, thank you for the answer!
Okay I got it working! Thanks for the suggestion @dawn gazelle. Here's what I ended up with... maybe there's a better way but I couldn't think of one.
oops ignore that add distance node, leftover from trying something else
if you aren't counting backtracking, how is this not just distance from a starting point?
I don't want to count back tracking but the player can turn around if they choose to. If they do that, then the distance travelled variable decreases which I don't want. So it's really more like distance progressed rather than travelled if that makes more sense.
Still quite simple; only update if current position > maxPosition?
maxPosition = max(maxPosition, currentPosition)
then you don't need the clamp.
Ok, so in this case what you have is counting total distance from the start position, whether on X Y or Z. If you want only the one axis to count towards progression...
Start location should be set by taking the start location's axis value you want to use on begin play.
given 2 actor locations, how can i get a location with a limit on it?
if I take A - B, I will get the directional vector
then normalize it and tried multiplying by 200
but that didnt work out
@elder lodge @dawn gazelle wow thank you. Way more efficient and simplified. Learning a lot and I appreciate the help!
Im spawning a character that is being thrown. This is the view of it. I have set the rotation of the character to flatten it out but non of the spring arm or camera rotation work for setting it.
The rotation is the angle it was spawned at.
liimit on what?
like the picture, I have A and B, going from A towards B, but I want to stop at C, a limit of 200 units
you want the position at 200 units or...?
yup
the position 200 units from A, towards B?
yup
seems like you did what you're supposed to do;
FWIW, there is a node that gets the unit vector from one position to another.
then times 200, add it to position A
Are you forgetting to add to position A since these are all world positions?
I did but it doesn't work
B-A instaed? What's supposed to happen so you know it works?
i have an ai chasing the player
i want it to stop after it travels x
towards player
if i do B-A and add A, i get B
so no movement
is B over 200?
yes
A + (B-A)normalized * 200; but also, does it happen every frame?
if it happens every frame that's very fast
have you tried debugging the blueprint and watching the numbers?
is it teleporting 200 at a time?
it worked
lol
np; there is a node that combines the minus&normalize
i think it's "get unit vector in direction"
I'd like to trigger something based on distance, and view it in the editor directly, so I can update the distance in real time, and see the changes in real time. How is it possible to have kind of "real time update" using the construction script ? Should I use a timer ?
Also, how can I get the position of any object, in my blueprint ? I have a level with a spere, and a plane, and I want to perform an action on this plane depending on the sphere's position. So I'd like the sphere position from the plane blueprint
If they are both in the level, you can make an Actor variable in the BP that needs a ref to the other one and mark that variable as Instance Editable
Then you can select the other in the details panel of the instance in your level
Not sure if this a known issue, but when opening levels by object reference in PIE, it works the first time.
But from the second time onwards, it adds [UEDPIE_0] to object reference name. Causing the editor to close.
Hey everyone,can anyone help me to correct the camera tilt with a blueprint or whatever?
can someone tell me how to disable enanched input for camera movement when i switch to a ui widget on screen like an inventory,map or things like that?
If you use the “Set Input UI Only” (or something along those lines) node it should disable all input that is used outside of a UI widget
Does anyone know how to fix only the host changing levels when calling open level in Advanced Sessions?
yeah but then it doesen't take inputs from the playercontroller anymore and so i can't close the menù 
does ue have built-in node for spawn within an area but not too close ?
i want to randomly spawn enemies nearby player but not too near
I'm trying to offset a hitbox from my character, my offset is like "X:100 Z:100" (going off the assumption that the X is my character forward.) What transformation am I missing here to get the box to show up in 100 units from character forward???
video for reference
no, but you can make your own
you forgot the forward Vec
im losing my mind. of course thats what it is. 🥹 Thank you kind stranger.
You can separate the imc for camera movements, and removing it when a menu opens/mouse is visible
You can use EQS to get location around a target that fall within a specific range. You can even do checks to make sure it's on the nav mesh if needed.
I would use this method as well and have a specific ICM for being inside menus. That way it disables other controls as well you might forget about.
thanks ❤️
UE 5.3 FirstPerson template.
How can I get the Bone I hit on BP_FirstPersonProjectile?
I have no problem if I do a "Line by trace channel" in BP_Weapon_Component.
Don't know about fps template but if u do line trace by channel, you can get the out bone hit name on the out hit result
Event hit also gives you a hit result
Yes but the problem is they do not return Hit bone Name if I use any other then trace
Check what you are hitting to begin with
if u have the capsule comp to block for example, then most likely your bone will never get hit
hi there i'd like the player to be able to modify the scale of an object before throwing it.. i've tried but couldn't make it work yet
like you'd be able to modify the size at runtime as it sits in front of you and then it would throw itself after 5 sec
wip
do you want like how Metroid charged his Mega Buster?
but , seriously
awesome thanks!
really great way of doing it
how could i make it so that the player sees the object growing in front of him?
and could you explain what you did with the lerp and the division there ? thanks a lot
you would see that? you're setting it's scale
Spawn the same way you did , but 0 scale
If you need a visual of Charge% , you could use a Progress bar or something
the Lerp works with a 0 to 1 Alpha, so 5Sec / current time would be the % of growing you are
(that's current time / 5 secs) :P
I always backwards that....
ah ok i get it !
awesome thatnks i'll try taht
I have a bunch of child classes that inherit interface from their parent class and check if they implement interface. If actor does, I call my main functionality to change their transform( Location, rotation) . After some amount of transformation changes they fail the check for the interface. And suddenly after checking and transforming other actors they suddenly do have an interface. What could be the problem?
They fail even additional interface check too
you might not be checking the actor that you think you are
If Does Implement fails, print that you actually are testing
Hmm. Yeah. Maybe
You were right, but I am more puzzled right now. Somehow my trace travels through the Actor. Ignoring both his Character Mesh collision AND his capsule that are blocking that Trace channel. I checked with new trace channel and that same fail happens again
basic question, i have an one sequence animation, how to control it using input
like when i press the anim should play forward and vice versa
Also should continue from the exact frame, and should not reset animation when for ex: i pressed up button and then down
i googled but couldnt find answer
The problem is I never get that to return any thing but None.
then you didn't hit a skeletal mesh
Print string hit comp and hit actor to see what you actually hit
if you for example have capsule collision and that blocks the projectile. The projectile will never hit your skeletal mesh because it's obsecured by the capsule collision
I am trying to reproduce the lobbed projectiles from the binding of isaac but on an orthographic point of view with a sideways tilt similar to tboi.
We have the ability to add projectiles motion to actors and even to predict the path but it seems to be all Z axis based.
How would you do it to show it sideways top-down?
Hello I'm trying to set up IR night vision for my player held camcorder. I've tried setting it up with post processing but the night vision is inconsistent across maps. Is there a way to set a spot light that only the camcorder can see or does anyone have good post setting for night vision?
Hey, what's the keyboard shortcut to highlight all connected nodes to the selected node?
hey, how can I make global bind in common ui / common ui input? I would like the bind to the esc button to have the same behavior for each common ui widget (but with one bind to esc in hud)
try untick shortest path
solved it by setting it to world rotation instead *:
hm trying to move up n down :/ ?
what am i missing ?
trying to move in the Yaw direction thats not possible ./?
Why not use the axis value?
one 1.0 , other -1.0
usually Jump/Crouch keys
the W,s should be up n down
are you talking move on ground North/South Up/Down or Ladder/Jetpack Up/Down?
wait... you on the old input system ?
yeah i know,
yeah
i just changed the gampad left thunb from X-axis to 2a-axis
that might work then ?
shrug
altho i need the new input system when i think about it
whenever i press G to drop my cup it just floats in the air
here is the code for it
Isn't physics different in #multiplayer ?
im not currently working with any kind of multiplayer. its just there whenever i tried it
i added the multiplayer whenever i was trying it but now i removed it
then why are you using Server calls
the server calls are not currently hooked up to my actual events. i call the regular function instead of server down there
okay, show the updated code that doesn't include run on all, execute on server etc.. And make sure your cup has collision set up properly, else simulate physics won't do anything
also line tracing 100,000 down on Z seems...excessive 😄
enable simulate physics will not let me pick up the item
it just stays on the ground
ima work with it a bit more to see if i can get it to pick up with simulate physics
I thought the issue was it wasn't dropping?
yeah thats kinda the issue. it detaches from me just it dosent fall. enabling simulate physics dosent attach the actor to me at all
not sure i understand how to scale an actor after it was spawned
when i try to scale it before it appears it says access denied of course
for now i'm trying like this
here is the current actor blueprint ive been picking up
@versed sun hm ok im using the enhanced now how would u say i should do it ?
ok fixed it *
fixed my issue. just had to have simulate physics turn on and off and do some other stuff to get it to work
ive gotten a functioning pickup system but how would i do the cosmetic side of it such as a montage or an arm pose
guys is there a way to simppify a fraction, like if i have 6/4 how do i get 3/2
so I have some pants armor that has some cloth physics added with Set Leader Pose Component to my character but it won't simulate the physics
any idea why?
if I drop the skeletal mesh in the level as it is, the physics works fine
try #chaos-physics
any tips on how to make an interactable PC like in lethal company?
specifically the part that allows me to render the text i type and then input the text into a function
hmm whats wqrong with this x) ?
oh im multiplying
mb
hmm having issues with this tho
its suppose to do a random spread but this is obiously a pattern
hi all
when editor crashes and I have in the log the Script Stack
does anyone know whether I read the from bottom to top or top to bottom ?
This is one of those rare situations in which the pure random node is executed only one time, and it's because it's feeding into the same node (where you're adding it). Create a second random in range node feeding in the same values and connecting it to one of your axis inputs.
I'm suddenly having a weird issue where if I compile a blueprint, the variable I've been using becomes inaccessible?
ex. I got the error with my 'Room Size' variable, so I deleted the variable and tried to replace it, but it said the name was taken, so I used the name 'Floor Size' instead. It compiled fine, then I compiled again and got the error.
I'm restarting the software trying to troubleshoot it.
If you have a function (not an event!) somewhere that uses a variable as input or output that has that name within that blueprint or its parent classes, that could be causing the conflict.
Two different functions can't have local variables with matching names?
Local variables should be fine to use the same name, and functions can have the same input names too.
But if you're trying to use that name as a class variable as well, then you can run into conflicts.
Yea, I was aware of that, this error made no sense. I'm using local variables in a few different functions, but I'm refactoring one and that's where the issue cropped up. The restart seemed to correct it, I'll share anything else I discover.
Ahh ok, I see. So if I name the return output the same name, it'll give me this error.
Changing the return name fixes it.
Hello all! So I'm going to make a detailed post so what I say makes the most sense. I am working on a 2.5D platformer (3D graphics, 2D physics and movement), and I am trying to implement walk for the character. From my math background, I know I can plot the position over time by using euler's method to approximate the position curve. The image i provided is a sample of what I think would be nice for the walk speed, and maybe increase the cap for running speed. Slowing down would also work the same way and decelerate at the same rate it accelerated at. I tried working with the enhanced input and the project input settings and the character movement, but nothing seems to work for moving my character. How can I implement walk physics similar to this? I also am more familiar with cpp if it is easier to implement in that fashion.
here's a rudimentary way i implemented it, where frame time would be the delta time and walk frame is the t value over the course of movement, and thus would switch to constant speed after a certain threshold. This BP feels a bit clunky though and probably can be simplified, and also I am unsure how to actually update the player position instead of using variables in this case
is there a way to set a local offset instead of adding?
Are negative numbers just not supported in math expression nodes?
Anyone know from BP stand point what can cause a core slate cpp crash to occur M
?
I'm calling brush color function from a border, and a set text function from.a text
It seem though when I call my customer event its causing a crash
They aren't directly... You sort of need to do a 0-1 if you wanted -1 for example.
It's assuming the - is always subtraction.
You using the CMC?
There are a bunch of friction and dampening and speed controls
Might be simpler to use things like Add Force than homebrewing positional data
Why didn't CMC work?
Wdym? I use negative numbers all the time
Is it possible to apply several additive animations at once (Using the Apply Additive node)?
Im trying to do this, but it looks like the additive animation with the highest alpha will override the other. Is this an engine limitation?
If so, is there another way of adding several Additive Animations at once?
(posting here since animation is dead)
Okay so discovery my thing is crashing most likely because some how the set text is running on not the game thread
Question now is how do I ensure the set text is being ran on the game thread as its the sign at moment as cause of the crashing
I can't access cpp so
yeah you don't have to worry about that
you can't magically force a node across to a different thread like that
Some how though the set text is being run on a none game thread it's causing an crash
I can almost guarantee you it isn't
I get a core slate error thing on the crash
show us the error
a slate function in the callstack is to be expected, because you're using UMG, which is built on Slate
Didn't take picture of the crash error but I remember it referred to a cpp line on core slate
yeah that makes sense, and doesn't indicate anything about something magically running on another thread
UMG is just a set of elements and a visual editor for certain enhanced versions of Slate widgets, so an error in SlateCore makes sense
if anything UMG related was to crash, you'd see Slate mentions in the crashstack
Well there was a script stack
And in that it didn't mention the two custom events o made where on the one I'm doing the set text function
no, it wouldn't
And that being the last item on the stack
Mot sure of from that your able to point me to where the crash would likely be happening
what is BP_StoppingPointHelper?
It an actor I level that literally just have collision boxes
When they are overlapped they do a call out on a dispatcher
i'm new to things, im not sure how you recommend implementing this
and im guessing the widget binds to this to change some text?
looks like if I want to do something like -2x I have to write it out as 0-2*x
So the scenario manager is binding to the stopper helpers dispatcher
And then the scenario manager when it receives calls to a widget on player screen which has a function that calls to a child widget the relevant function to srt text
On that stopperhelper hud widget is the one which has the set text on
If I read the script stack right that last thing it calls is something on that stopper helper hud widget
I'd start by tracing backwards. Make sure that the element that you're trying to set text on is valid. Then make sure whatever is a level up from that is valid, etc. etc.
keep removing elements until the crash stops.
Out of interest how would I do that ?
I have the text as a variable so should be valid ?
lots of breakpoints, disconnecting nodes, and is valid checks, and print strings.
you're basically trying to debug what is going wrong, and once you've figured that out, you can come up with a solution
once you can stop the crash, you can work to isolate it to a specific action causing it.
once you know that, you can fix it
Awsome
Would you say I'm right though it's prob failing on the stopper helper hud widget
I would say it's a pretty good starting point, yes
So I'm reading scrip stack right
I read from bottom to top in terms of execution flow
But obvs good to start top to bottom to begun what's not going right
The crash report you get from Unreal you usually read from the top, down, with the top most being the last thing executed. More often than not though the error will be related to something in C++ instead of what's in your blueprints, though it could be your code in blueprints that caused the crash, so it's not always entirely clear.
Logs like you posted above you'd read from the bottom up to see what was last executing.
Thank you for help all
Yeah I don't typically found the stack all that useful most of the time, except for a rough idea of where it's going wrong
See what happens tommorow as I have clearer idea where issue is now
Just do -2 * x?
after i have a rough idea, i just start tracking everything, i.e. is this null and shouldn't be, am i trying to change something that can't currently be changed
scroll up a little more
Ah it was you that already replied to that :P
I scrolled so much
Ah, my b. I didn't know math expressions was a specific node, thought you were speaking of nodes in general.
Looking over the docs, it seems like it basically parses the string into math nodes, which means it doesn't know what to put in the first slot of the minus node?
In BP when you create a UUserWidget and add a button or something you can bind events to it. So looking at a project, for the On Mouse Button Down it is bound to event On_TitleBorder_MouseButtonDown function. Whats the point of this? Is it so you can specify a function versus overriding the OnMouseButtonDown function?
Damn this math expression node is actually really cool
Automates a lot of the math spaghetti
Could you try (-2)x
I've been working on pause, main and options menus and there is this problem arises when I try exiting the options menu back into the pause menu like this
It won't work. It parses it literally as subtraction and if you don't have a number before it, it doesn't work.
and it works but for some reason even if I have "is valid" check when opening and closing the pause menu it just overlays the pause menu over and over again
Buttons get their own events that can be called under different circumstances. You override OnMouseButtonDown if you want to have a click-like functionality on a widget....
A good example would be, I may want to direct focus to a text input box if I click on a widget that doesn't contain any button.
This one's perplexing me. The graph in the first image shows a timer that increments a value "Cash" and displays that change in the UI based on the number of owned tiles every 2 seconds. This works fine. The second image shows me trying to update it the same way in the same section of code, but it does not work. On top of this, the "Cash" value starts at 25, decrements at 5 per click, and stops allowing clicks after 5 clicks as expected, but the displayed value simply increases by the number of tiles regardless and never decrements.
Yeah I was just confused why you specify a function instead of using the OnMouseButtonDown function. But I guess by doing it this way you are specifying a function for that specificy component.
I don't know why you're getting that problem, but there's a problem in the left screenshot. Say you have no cash and 1 tile, that should result in 1 cash. So cash=cash + tile(1), but then you pass in that logic to the function, so it calculates it again, passing in 2 in this example. The function will always get N tiles more than the actual cash you have.
Thank you Robin, I have noticed the first number is always higher
do you recommend any guides for using the cmc for 2d movement?
Does anyone have any idea how I can get the wheels to update in realtime? I'm trying to make a trials fusion style system from scratch and can't seem to figure out how to properly rig suspension with the hovercar arcade racer approach.
I basically figured out how to animate rudimentary suspension however you can see in the vid it's not ideal.
I have them updating on the event tick but it is reliant on the line trace cast on the hover component event's tick for the locations. Is there a way to soft attach the wheels to the mesh and have them maintain an offset on the Z axis?
Hey, Niagara question: does anyone know how to create uniform length ribbons? Right the ribbon velocity determines their length which makes ribbons very short with slower velocity
My idea would be to calculate the length based on the velocity in blueprints. So the faster it goes, the shorter the length
it's supposed to work pretty well out of the box for basic movement; depends on what you're trying to do.
Hello, does anyone know how to orbit (Horizontally and vertically) the Camera on a specific World Location?
Hello 👋 I need help on making my Camera orbits on a Specific Location in World. The input will be Left click + Hold + Drag. I already set this up. The only thing I need to do is calculating the new location for the Camera to make it move around, orbiting on that selected part or target. And the Camera should also not lose focus to it. I also t...
Are math expressions more efficient than using nodes?
If I'm understanding the documentation correctly, it's just an automated way of creating macros for the same nodes you could do manually
so, probably par at runtime, depending on whether the engine optimizes those under the hood when running
I'm very visual so I like seeing the nodes but if the expression is cheaper to run in some way I would prefer that more.
though I think they'd be more efficient in simply writing the code; it's nice to just be able to plug in variables and have the answer come out right
I feel like if you're only doing simple expressions it wouldn't make much of a difference at all.
Yeah; I've been doign some intermediate algebraic things like Velocity Verlet, and the math node would tidy up a lot of the nodes
But I also think there's visual value in the expression being explicit in the name of the node
vsdebuggin a mess of plusses and minuses
Seems like just some maths on the input, if you've already got the input figured out
That or a spring arm that rotates maybe?
quite a few ways that seem easier than mathing out the location on the circle, tbh
i guess im just trying to make basic 2d character movement to tweak later
What's wrong with using basic Movement Input as is?
when i tried using the basic movement input with the cmc it didnt work out that well, so i was wondering if u had any recommendations like documentation for me to look into
If you care this much about the performance, then you probably would want to make the function in C++ and expose it to blueprints rather than doing any blueprint math.
End of the day, I wouldn't worry too much about it until you can actually determine if some of the math you're doing could benefit from optimization, and that likely won't happen unless you're calling this math frequently and on dozens if not hundreds to thousands of actors.
Thank you that is very insightful. I'm certainly not doing it on thousands of actors but I do think that typing out the expressions is getting me more familiar with math in a non visual way which I feel is good for me.
turning my n-body gravity logic into Barnes-Hut is on my todo list; just haven't done any C++ conversions yet!
What happens with the third person character template out of the box?
you can lock the axis to one plane and then you have a 2d side scroller.
shalom, making a multiplayer game and wonder how i can get the player index from widget
to get player index, i need player controller which NEEDS player index
You should never use GetPlayerCharacter with the index in multiplayer game
it will gives you different result, depending whos calling it
not "multiplayer", more just split screen
Player Index in that context is for Local Multiplayer
Ok so Local Multiplayer then, entirely different architecture
Don't know many guys who does Split screen game. I wish you luck. Try to scour the pinned articles in #multiplayer. Maybe you will get the info you need
🫡 thank you
If you're feeding in the owning player correctly when creating your widgets, then you can use "Get Owning Player" to reference their player controller or "Get Owning Player Pawn" to reference their controlled pawn which you can then cast to your desired character.
its an interaction widget :P
i found a way now, thank you
didnt know "get widget" existed 🤦♂️
That is the problem How do I get past the Capsule for I can't delete it. or is there settings I can set on the projectile and Charactor to make it ignore the capsule?
Yes, you make the capsule component to ignore projectile but let the skeletal mesh component (which have valid physic assets) block projectile
hey im trying to setup an upgrade system on some turrets, i want to set a mesh attached by a socket to the turret to invisible but when i press the button when in the radius of one of many turrets it only does it to the first turret i placed down even if i do it in the radius of a different turret
You want to set AsBpTurretFinal when you want to do the actual upgrade. Right now you are setting it at the start of what ever you instance of the object you are in become live
@pulsar galleon
should i set it on the On Clicked
Depends™ on your game
but doing on initialised make no sense
as you want to Search for the nearest actor at the time you want to upgrade
i tried it on the On Clicked but it does the same thing, it makes sence why On Initialized doesnt work though
You need to see it in the perspective of design. Write it on paper first and figure out what happend when we do X.
It make no sense to set it on Initialized altough I know nothing what your project is all about
I probably look at it, as the player can run around the map. And when he is close to some turret and he clicked on Upgrade button, it will upgrade the nearest turret if the condition is met
Simple logic is
Click Upgrade -> Is there any nearby TurretActor? Get closest TurretActor
-> Upgrade the TurretActor
Also do mind the origin point when looking for the nearest actor
Do u actually want to nearest Turret actor from the world origin 0,0,0 or do you want it nearest to your player?
if you want it nearest to your player then get the player location and feed it to the origin
im doing it on overlap, is there an easy way to get the actor that has the trigger
Maybe fix your current upgrade problem first
i can see obvious mistake in looking for find nearest actor
i think im doing it in the wrong BP, the find nearest actor is in the widget bp when it should probably be in the actual turret bp
The node Find nearest actor it self has nothing to do where it is called
please read what I wrote
This will "fix" your simple upgrade search #blueprint message
Try #packaging
okay thank you
Do you have a simple example for me for this? I think I put the settings wrong. it is 4 places I mess up. Or any good video or page that go a bit in-depth on this topic?
I am not aware of any video sorry
it should be as simple as ignoring projectile on capsule collision setting
and ensure the Skeletal mesh component block the projectile
so your bullet will ignore the capsule but will hit your physic assets from your skeletal mesh
What is the max for the angular dampening float?
so fair warning I'm new to this and still learning the very basics so, I'm doing things the inefficient way at the moment please don't go too complex with the solutions as I'm a bit of a slow learner
I'm trying to create a double door which opens when pressing the interact key while you're standing inside a collision box (aka while you're overlapping you can interact)
so far my setup is a mesh with a box around it, an interact interface which goes into a flipflip which goes into a timeline and on update the relative rotation changes by 110 degrees on the z axis and this works fine for a single door
what I'd like to do is have 2 meshes and each one rotates by 110 degrees in opposite directions but I'm having trouble figuring out how to do that, any tips?
like if I have 2 instances of "set actor relative rotation" one after the other in the update chain coming off the timeline would it wait until one was finished rotating before the second one activated or would they both activate at the same time?
How can I rotate the velocity vector of the actor? I currently have a system that changes actor location and rotation, but since velocity vecto is the same, character still travels in the same direction, regardless of the rotation that the target actor have.
can't you make the velocity relative to the direction of the actor because to me it sounds like the velocity is relative to the world which means it will always travel the same direction
Yes thats exactly what is happeneing
I do not think that there is such thing as relative velocity in UE
Well you should decide if they should both activate simultaneously
The other door will just have mirroring rotation
what does your timeline for camera float look like?
also what's to the left of the timeline? like what's triggering them?
so you can actually streamline this, take out the branch and the 2 sets and replace it with a flipflop going from the turndirection into the 2 camera size range sets
something like this
a switch u mean ?
see above it's specifically called a flip flop
