#blueprint
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as in the if statement works fine when going down the true path but just breaks going down the false path because if statements in blueprints don't seem to have the same else functionality that they do in C++
yeah so i swaped it to a flip flop same issue tho
honestly you might need to split the camera and the character rotation into 2 separate blueprints
hmmm
oh wait, I think I know what the issue might be..
so the logic here is you have this variable which is camera offset and a second variable which is how far the camera moves right?
yeah
well what it's doing is get current offset, set it to range over the time, then set new offset
so the math is
to keep this simple offset is 0 and range is 100
over 0.8 seconds change from 0 to 100 then set offset to 100
then in reverse it's saying change offset from 100 to 100 then set offset to 0
because the reversed version of the animation doesn't mess with the camera size range variable
hmm
in other words you have to have a variable for the start position of the spring arm, a variable for the end position, and then a variable for where it exists currently and use the LERP to bounce the current position between the start and end
exactly
ahhh
the thing is though there is already a function for what you're trying to do that you're doing the hard way
which is set actor relative transform
hmm
in that instance what you would do is have the B in the LERP be your range value and A be 0 then have the target be the spring arm and in that case it will transform the position of the spring arm by the range value on the appropriate trigger
or you can just do relative location too that could work
yeah
i mean i suppose i could do that
however
a "noobie" hardcoding workaround
or wait
the problem you find with those workarounds is they tend to break
yeah
dont even need to set them liek that
i just preset the value and it works ..
so.. the issue you run into there is activation order... essentially the camera would move before the timeline begins wouldn't it?
I mean if that works it works I suppose XD
anyway back to trying to make my double door work...
haha tyeah ty for help
I have to say this has been pretty helpful to me too, I literally started UE5 a week ago having had 0 development experience outside a few years in a QA job for bossa studios and the fact I'm able to comprehend any of this is astounding to me
it works for the camera the character rotation dosent tho -.-
hehe
nice work
keep at it its a good sign
so what's the character doing now?
I'm guessing you want the character to start rotating the moment that the camera starts moving rather than pausing?
yeah oh was my bad the timeline was 0.8 but the character uses the 0,4 node value so the reverse way the first 0,.4 sec did nothing
so fixed now ๐
yeah exactly
goood luck on your project!
so I got them both to rotate just not quite in the way I hoped for XD
๐ฎ I did it
I thought this was gonna be some sort of secret sliding door for a moment.
I have those in the level but nah this one is meant to open like a normal double door
funny thing is I'm following a tutorial on how to do C++ in UE5 and like the absolute autist I am I can't just do what the tutorial is doing, I have to go on a 5 hour tangent figuring out ways how to do things that the tutorial creator doesn't do
That's good. You're learning more.
also @steady night what did you use to record what was happening on your screen for that first video you sent?
does it cost anything?
Just use geforce experience
im trying to make a grabbing component using a physics handler but it wont pick up the actor until i physically touch the actor with my player pawn, does anyone know why my actor might preform this way and possible solutions
idk in blueprint but in code usually there is a parameter call raycast radius or length you can increase that to get more range
hey, anyone ever had issues with blueprints not recompiling on other ppl's machines after pulling changes?
4 times now this happened seemingly at random:
Person A modifies blueprints
Person A pushes blueprint changes on perforce
Person B, with unreal closed, pulls changes
Person B tries game, blueprint does not behave as it should (no compile error on launch or anything)
Person B goes into blueprint, changes absolutely nothing, just presses compile manually
Person B tries game again, blueprint works as expected
you have to have the grabbing component be a bit away from the character model/camera because usually code like that reequires an actor overlap
The last step of loading the editor is "compiling blueprints" pretty much.
So it should be recompiling them.
Have you checked the entire console log?
but multiple times now ppl have pulled blueprint changes, and the blueprints still didn't behave as they should until manual compile
it's thousands of lines so no, I typed "compil" in the search bar
now we just had someone say that after they closed and reopened the project they had to recompile the same blueprints again
so unreal isn't detecting outdated blueprint compilations and isn't saving manual ones unless we actually edit the blueprint itself
https://i.imgur.com/haIdVkV.png I did find this
after restarting (the blueprints causing problems still need recompiling btw)
Have you tried updating from within the editor?
I know, not a solution, but yeah.
as in going into the blueprint and pressing compile?
so, is there a way when opening a door to have an animation continue from a current location instead of resetting then animating?
that works but doesn't always save and that's gonna be a lot of blueprints eventually
to recompile manually regularly
so I have a partially opened door in a level, and I want it to continue opening to full then close/open fully as normal but it currently teleports to closed THEN opens fully and.. it's something I see in a lot of games and it's not entirely a negative I just feel it looks a bit goofy so wouldn't mind a way to fix it if possible
only way you can really do that is either not actually use an animation and instead handle the motion from code, or prevent the animation from switching until it's over
might be able to have just 1 open animation and switch the direction it plays depending on if it should open or close too
yeah that feels a bit beyond me at current so.. I'll come back to it later
honestly idk why I'm putting so much extra effort into polishing this, it's not even going to become an actual game it's just a test project to go along with a tutorial ๐
the OCD in me is strong
I mean pulling from SC inside the editor.
Play standalone mode dosent spawn character i only able to control camera and if chose multiplayer unreal engine crash error all of this happen after i apply first tutorial anim blend what should i do?
I undone my actions but it still continues
you can do that? isn't that gonna cause crashes most of the time
especially since we have cpp in our project too
It's not the best idea.
It won't cause a crash, though, unless you update bp structs or something.
I'd rather avoid this and ideally find a proper fix instead
Are you using perforce?
yes
It might be that they're read only (due to perforce) so it's not even checking.
that seems like it should be an awfully common problem that there would be a documented solution to
It does seem likely.
Hi I'm having this issue where i setting the points on a spline to display a path for the player to take to get to a location but whenever im getting the spline points it also connects to a random point separate from the path and im not sure why
I'm having a weird issue that frankly makes no sense: I have an actor spawning around 5k hisms from about 12 hism components. I'm moving this whole thing with the player on tick. In ue4 i have no problems at all, 60+ fps smooth, no drops, all good. In ue5, this particular actor throws up the game thread in the 50ms range - WTF?!
Not sure if it helps, but I noticed that if I have a graph open and visible with A LOT of nodes on it , my FPS tanks
But , if the graph isnt on screen , it runs smooth
@surreal carbonMaybe you are basically adding a world 000 to the i0 of your spline, because you're only adding spline points. Is your spline component (that you're adding points to) nested inside the actor that's traveling around? meaning, is the spline's first point always the actor's location? if not, then there's you problem, if the first spline point is in world 000. Just insert your pathfinding actor's location at index0 and make sure the spline starts where your actor is and not at world origin.
@versed sunyea, thanks. That's normal, it's not that. Besides, That's usually more impactful towards the render thread iirc. This is absurd from ~16ms to 50+
new development : the blueprints are only outdated in their behaviour on one specific map
the same blueprints work fine on other maps without recompiling
maybe different/transparent materials?
Press F5 while playing to see if you have bad textures
Thanks man, this problem isn't caused by the render thread. It's the cpu thread, transparent mats have nothing to do with it ๐
ok, last thing i can think of, since you are you updating the transform on tick, are you only Marking Render State Dirty on the last instance?
But I'm not manipulating instance transforms on tick, I'm updating the actor's location. The hisms stay where they are in their local space.
hmmph
unless... ue5 handles each hism instance as they would indeed change their transforms every time the parent does (which would be retarded since their relative transforms never change) but idk...
are moving around a buildable vehicle with many parts or something ?
I'm moving a whole procedural city underneath a track ๐คฃ
It's fine, I've fixed it. UE apparently decided to reset my HISM collision settings to defaults so all buildings had collision. It's fine now ๐ Thanks for the help anyways m8 ๐
np
https://clipchamp.com/watch/3xT2NPEaHFT
I'm making a fake exterior based on a cam in world... trying to tweak I have some parallax issues, any ideas.?
Also Screen Aligned UVs is ticked
Looks like left/right is good , but up/down look wonky
can you change this 1.2 float into a vec (1.2 , 1.2, 1.2) and tweak each value ?
Well I think the pitch is particularly wonky
This divider is not that useful
I could try to add some z offset based on distance โฆ
Itโs just that the screen aligned UVs in material is doing magic stuff that I canโt really control
is your screen cap saving a rectangle shape? , looks like the aspect ratio is off
but , its not streched
Aight. So, I'm working on a star map for my space game, and I need some advice about data structures in blueprint:
I'm using a blueprint with a spine to do the nebula, I just spawn boxes along it and put a volumetric material on them
how to modify hud
but for that spline on the left I wanna use it to "mark" stars to have planets on them...
I.e. just draw out a spline to draw a trade route for want of a better name...
RIGHT. spline on the right
ah, wait, I got it ๐
spawn boxes like my nebula, but snap them to the nearest star
good talk, ta!
thanks that seemed to work
Hi, I want my character pivot to be feet, how to move this collider?
I move character position by spline which lays on the floor so it would be much more convenient for it to be in the feet
I have a data asset class. The goal is to define an asset with very simple and accessible input but to be able to get different data out of it with functions. To make this translation, I want to use some variables that I'd rather not expose to the derived data assets. Setting it to private and read-only doesn't prevent assets from modifying this piece of data. Is there a way to realize this? Or should this global data be stored elsewhere? (I can't get the game instance from a data asset for instance, so outside of a data table there's no super easy way it seems)
(I can just calculate height and make some kind of getter into my character but thats dumb)
I'm trying to save a variable to my save game from a another object trigger, but I can't manage to do this. I fail on the casting since I don't know how to set the object. Anyone knows how to?
is there a way to get all data assets of a specific type? im not using primary data assets, just normie ones
You can't move the collider and you don't.
Offset the character mesh instead
casting is just a type check. You need an actual reference to your savegameobject
Yeah, I just don't know how to grab the refernce. ๐ That was my issue
You should create and load the savegameobejct in gameinstance
so to access it from practically anywhere, you just go
GetGameInstance-> GetSaveGameObject
Oh, so I store the actual game-object in the instance?
Because now I do like this to solve it.
Which I was literally just thinking seems bad. ๐
But I'm just learning, so any tips to make it better I would love to hear it.
what logic is this? doesn't seems right
in here you should just be grabbing the SaveGameObject from the game instance then set what ever you need to set
To re-save the data with new data.
Will re-do this!
So basically having a varaible like this?
Your LoadGameFromSlot should happend only once
if you have LoadGameFromSlot everywhere in the code, I don't think you are doing it right. You will get different ref everytime you load
Have a variable of your SaveGameObject Type. Call it SaveGameObject in game instance
when you load or create Savegame, you set the variable SaveGameObject to the return value from create/load
Thank you! Will change to that.
@frosty heron Sorry for poking again, but this is more correct then for the creation right? (When the player chooses a slot to play from)
You shouldn't need to get GameInstance here as you are already in GameInstance
also when creating new Save you should check if there is an existing Save for that particular slot
Sorry! This is just the "create" function inside of the slots blueprint.
Do a Does SaveGameExist? If True : Do your override logic
If false you can continue creating the savegame object
It's inside the "save-slots UI widget".
So it's inside that widget and not the game instance.
Right but I would have a CreateSaveGame function in the game Instsance
not in the widget
The widget can just call SaveGameSlot (pass that specific slot name as parametre) if a save game of that slot don't exist
What you have might work but I keep it encapsulated
My GameInstance have the following function.
Create Save Game
Load Save Game
Override SaveGame
Delete SaveGAme
Oh, so I would just have functions inside of the game instance and call those instead of creating it here, and then I could maybe add a "UpdateSaveGame" and such all in the game instance?
Not sure what UpdateSaveGame does
I just need those function I listed mainly in main menu
Once u load and open map, you don't need to touch them anymore
You will be loading and playing Slot1 for example
So in game instance your savegameobject will refer to Slot1 when you play the game from Slot1
anytime you need to do any changes you go
GetGameInstance->GetSaveGameObject (This SaveGameObejct Ref points at Slot1) -> Set Hp to X
Reach checkpoint -> SaveGameToSlot
Thanks!
That sounds way more logical!
I think I understood it (and update save game, would be what I belive you call "SaveGameToSlot". ๐
It takes a while to fully garsp but once you understand it, would be a breeze for you
took a while for me because I am not bright but I can save/load easily now
Haha, I'm not either, especially when it comes to coding. ๐ But I will get there! Thanks for all the help and answers.
Your savefile will not be written unless you call the SaveGameToSlot function
So you can get the savegameobject and change the player health
That data will sit somewhere else
only when u call savegameto slot will the changes reflect to the .sav file
Yeah!
Is that for Network Multiplayer?
not much for simpler environments, could do everything it does yourself too.
LocalPlayerSaveGame extended normal USaveGame functionality to include more stuff like controller association, pre/post save events, initialize events, reset to default events, and small versioning support.
also supports more platform data for consoles
๐ my brain melts
read more @ SaveGame.h ๐
when game gets more complex, its a good start to know what kind of structure the save game should have
specially for versioning
I guess I should look into that.
when you are free ๐ i suppose..
Wow, it looks like I don't need to do several steps I do right now if I switch to that.
I liteally just started with the save-game, so I'm not far with it yet and could do the switch without really losing time
It even does the load OR create... ๐คฏ
that is the simple part ๐
will really need to read into its c++ implementation to see how it would fit your use cases
Yeah, but since I'm not further yet I need to learn which ever path I take from here. ๐
its more templated than USaveGame, thats about it
Got it. My game is quite simple, so I won't need to save a lot of data anyway (Time played, time per level, if the level is finished and such things, but currently not insane amounts of stuff)
more and more new stuff
Gameplay Targeting System is another one i want to jump into, very useful when most game is about tracing actors and filtering for target selection
the target selection/filtering method can be made into a presets then can be used anywhere, its modular too ๐
Unreal is inanse. ๐
(Like I have said before, coming from Unity). They give you so much good stuff compared to Unity (the difference between a company actually publishing games with their Engine VS just selling the Engine I guiess). ๐
the only caveats is, one man probably can never grasp everything
itss tooo muchhh
a blessing and a curse at the same time
So it would be more like this?
And inside of the matching functionj I would actuallz assign the object?
that function as the name implies, tries to load a save game for the given player controller and slot name
Yeah, so the local player controller will always be 0 since its a SP game.
if the save game doesnt exists, it will create one and returns it to the delegate function
๐
Okay, so sounds like how I thought it would be. ๐ And if exists it will jhust load it?
so the result is, nomatter what, you will get a save game object, its either loaded or created if doesnt exists
then you fill in the data you want, then save it again
here is what i recommend, have all the savegame object related stuff in game instance, and always keep them one copy in your game instance
you usually only need to load game on startup, then subsequent are only saves
๐ Thanks!
so something like
GameMode Starts -> GameMode ask GameInstance for SaveGameObject for certain player -> GameInstance LoadOrCreates it -> Cache it as a variable so you can get them without load from disk again -> When GameMode ask to save, ask GameInstance for proper SaveGameObject -> Fills it -> GameInstance SaveObjectToSlot
๐ Thank you both for all the help! This is a huge help
ill go for that
@remote meteor I have one issue that I can't seem to solve. When it delegates it, it does it to the "normal" LocalSavePlayerNormalObject, and not to my created class that I added at the top. Am I doing something wrong?
And if I try to change it I get an error.
Should I do a cast?
Actually when getting the name it seems to give me the right name? I'm confused. But when I try to click on the slot several times, it seems to create aa new one each time, rather than telling me it already exists.
I may be stupid but I cannot for the life of me find this block
I have multiple trigger boxes in my level but all I can find is cast to triggerbox and cast to triggerbox (class)
select those trigger box in the level first, then only do those
you may want to reparent your savegame to the LocalPlayerSaveGame instead, you can do that in class settings
yeah but how
I can't figure out how to edit the blueprints for the instances
also why is this sequence not working
it's in my level's blueprint editor
like go to your level editor
highlight those trigger box first
then go into level blueprint
then rightclick
LoadOrCreate doesnt actually save into the slot when creating, you would have to save it yourself afterwards
I did save it, but will triple check this.
Thanks, I've figured out its a root component, inherited from cpp so there is no way
Yup, you can't delete any inherited component. The character in Unreal comes with it and anyway CMC is designed to be used with the capsule component.
So if you are using CMC and character, you have to live with the capsule component
Yeah I see
Sadly they decided the center is at the tummy which is straight bad
Is there any convenient way of disabling character physics during some time? My character is falling when some root motion animation is playing, I just need input+physics+collision to be disabled
why does this not work in the level blueprint editor?
it doesn't pull up the widget at all is the issue
Are your casts failing ?
And also thatโs not how you use overlap + you shouldnโt be doing this in the level bp
I never charted the physic territory but can't physich be toggled at will?
Yeah you can turn off simulate physics anytime
before you are playing your anim montage, disable physich
You cant
There is a Character->DisableComponentsSimulatePhysics() but no enable alternative
lol, are you in cpp or in blueprint ?
GetCapsuleComponent()->SetSimulatePhysics(true);
You don't use this?
Then #cpp but just fyi itโs called Set Simulate Physics, and itโs a bool like Cold has shown
Hello everyone,
I have a question.. I don't know why but my "Is valid" node is causing errors. I already tried the function and also this one with a Bool as an output but its causing an error regardless.
The "Depending On" Variable is a Actor Ref that is editable and visible for everyone.
And I know for sure (by troubleshooting for a while) that exact this "Is Valid" is causing trouble
Does anyone have an Idea what I could try?
I am trying to achieve that the blueprint asks if the Variable is empty or not and outputing the result as Bool or Execut
It's not your IsValid node causing the trouble
At the time you are accessing CurrentUsedPath it is not valid
it does not point to any object in the world. It points at nothing
Ohh..
You need to set CurrentUsedPath, what ever it is. Make the variable point at your target instance
Well.. my bad maybe I should read more carefully what the error says haha. Thank you! that fixed my problem
how do I do it in the character bp while not having it go to every trigger box then
I've only been able to get those event boxes in the level bp
do the overlapping of the character, and cast to what is overlapping from other actor ?
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?
how do I change the text?
you get the reference, and do set text
So I gotta create the widget at the beginning of the level and change text?
you can create it anywhere, i prefer the HUD
what about if I want to make the text disappear after 4 sec
well start with just setting the text
then worry about making it disappear after some time
wym by this
how lol
what is currentplayerbot ?
I have the widget. shall I create it on begin play?
the player actor
so inside that, do when it overlaps
yeah I have
and it worked
the issue is I have mutliple triggerboxes that I want to do multiple things
and I can't
i mean you can create it anywhere, beginplay on the character is fine ig
create it and promote to variable so you have a reference to it
cause it always calls the same thing even if they're different instances
the only way I can call the seperate instances is in the level bp editor
shall I add to viewport
i would wait untill you want to display it to add to viewport, or you could add to viewport and set text to empty
as the default
how to I set text?
make sure yout text box has is variable checked
This?
there ya go, so it should be displayed i would use a "test" to make sure
doesn't work
you wrote "test" ? because you set it to blank
is that code even running ? try a print string before the create
It's the begin play of level blueprint XD
(because this is the only level that will contain dialogue)
Just do it, it's called debugging
ya you don't want to use level blueprint, i'm not even sure how to cast to it if you can at all
uhm
if you see Unreal Documentation using it, it's because they are very very old. Level blueprint is a deprecated feature. Has it's uses but very limited.
You deffinitly don't want to create your Widget there
not even in character blueprint works
there is more chance to get help if you followed a reply with screen shoot
there are things that needs to be checked. Make sure your code ran, make sure the widget is added to viewport, make sure the text is visible
๐ซ
For now, print string after you create widget. See if you get a msg
working
Hardcode the text you want to edit right now. Write some gibbrish
if you don't see it, then it might be set to be invisible or it doesn't occupy a space in the screen (watch where you place your anchor)
Anchor is fine because if I do it my way by just creating the widget it works
it shouldn't matter if you just create, or promote to variable
should still add to viewport
Ok I found the problem
was adding to viewport in zorder 0
so behind my cinematic black strips
now just set the text the same way except this time you don't have to create
just get the two refrences and set text
Is this the best way?
So if I interact with something else it will set the new text without overlapping isn't it
Wow this is a super clean way. Dialogues are way easier now. I used to create 3000 widgets and it was a nightmare. You're a legend sir
What do you mean
so you have a custom event that displays a specific text, you can add an input to that event, so when you call it you send the text you want
and it should work np
i would probably make it a function or event that just displays whatever text you want, and do the branch logic outside so you can have multiple different things
But you can't use delay in functions
right so event
either way it's easier with inputs so you don't have to create a ton of events either
Isn't it good the way I did? After all they're just small texts when interacting with objects
I'm just wondering if this could create bugs
or it's clean
its fine i'm just saying usability is a bit low, you got to keep creating events
because you coded the text in the event
where if you pass the text, you can re use the event
and not have to create a ton of them
3000 widgets? the f
Subtitle only need 1 widget
after all you can't have 2 text at the same time?
if there is another one called, just replace the text of w/e being used
Thanks for your timing

For cinematic, I just call event notify. It will take parametre of Text and Duration
It's fine. Considering I was doing way worse before. I'm more than satisfied even because I didn't understand what you mean lol
and display it to the widget with respective life time
I have two black cubes up and down in a widget
What about if I create a macro that does this where I just have to input the text
For my purpose, i want 2 Inputs
Life time of the text and the text it self
I can show what I do for my cinematic subtitle, sec
Here we go. I found the first problem. If I interact with somehting else and pops up another text. the delay of the previous one will make it disappear
ideally i would let the widget to have its own timer for removing texts, so you could spam it, and the widget will handle with a timer
or use a retriggable delay
Hello!
I'm currently having some problems with this code.
I want to do smth if the random number is 20 or less (20% chance)
But for some reason it happens completely randomly according to the string
Anyone know how to fix that?
How
Random Bool with Weight
Isnt it the same since the other texts are triggered by different bps?
ofcourse the delay/timer has to be in the widget
And how it works?
0.2 will be 20% chance of true
@modest monolith
events can have inputs as well like a function kind of
Okay, makes sense
With the set text exec pin connected of course lol
to answer your quesiton, since random int is a pure node, every pins pulled from it will be a new execution of it.
since there are 2 lines from the node, the node is executed twice, hence you have a non-consistent result.
to avoid that, when using a pure node, cache its output value into a variable instead of pulling from it twice
Okay, thank you ๐งก
makes sense
and then in the other blueprints I just trigger the even and text
but will the delay problem be fixed after?
I think something is missing
Now it's like this.. cleaner
Ok fixed
So basically the problem is that if I change text and after 3 seconds delay I put the text back to empty
If I trigger another text the delay of the previous text will make the new text disappear in less than 3 sec
So it's fine like this
Recommend tutorials.. udemy.. etc. Or just hop in and get lost + look up as you go?
i just found some stuff on youtube and went for it
The structure is nice of tutorials, but I also feel like its misleading. I did the unreal sensai free thing to get a brief overview
Maybe start by looking for small things you want to make
Can search from there
Start small, look for stuff that you think you can understand how it would work
Yeah. Been grinding at it. My current idea isnt working to well with Custom Stencil masks in a gray scale world lol. Since things render at different times. I am still getting small glitches in the color
Sows? Is he a cow? It's pronounced sews ๐ฆ
If I cast to third person character. Is it a reference to the character instance in the game or just the class
kek
final boss will be a cow then
@modest monolith The retriggreable delay should be a parametre too if you want long text to survive longer
I know there is a multiplayer channel, anyone here every attempted a multiplayer game? Non dedicated server, just p2p connections.
how can I reference different instances of an object in an actor blueprint? I've only been able to do it in the level blueprint but then it doesn't work
in this case I have two trigger boxes that I want to have two different events, however both of them do the same thing
You mean the duration ?
Hello!
Im wrapping my head around enhanced inputs, got everything setup and working.
I wanted to recreate the Crouch / Prone key mapping from Call of Duty.
If you tap crouch you crouch but if you hold the same button it prones, if sprinting then you slide or dive if button is held,
So far I got it working but I dont like that my slide animation starts and mid way my character dives because I held the crouch button,
Just creates this impossible move from going from sliding on your back to magically go flying mid air lol
Was trying to see if there would be a way to handle this via the enhanced inputs somehow,
For example when button is pressed wait to see if its held for minimum 0.4 secs or else execute just the tap action,
Fairly new to enhanced input and not seeing any examples online of what im trying to setup precisly.
Any idea how this could work?
If you are open to do it in cpp, there is physic sliding and crouching tutorial
Yeah I have my Slide Physics setup. Its just that I created a crouch function and setup a manual timer to calculate the holding of the button.
GetWorld()->GetTimerManager().SetTimer(TimerHandle_EnterProne,
While it does work, pressing the button would trigger my slide action and then would execute my prone/dive action almost simutanously.
Basically just wondering if I could use the enhanced input to better manage this.
Okay I know we hate the Level Blueprint. However, I need something which is responsible for knowing, for each level, when conditions are satisfied such that it's time to pop the level-end screen and move on to the next level. Those conditions are very different for different levels, sometimes it's finding a specific item or several, sometimes it's getting to a particular room, sometimes it's killing a boss enemy. Where should I put that logic and data, if not the level BP?
@jolly cipher https://www.youtube.com/watch?v=-iaw-ifiUok&ab_channel=delgoodie
Try this
https://discord.gg/uQjhcJSsRG
https://github.com/delgoodie/Zippy
In this video I create the slide mechanic in a custom character movement component. I also demonstrate how to create your own custom movement mode and give you the tools to extend movement beyond just sliding.
0:00 Intro
01:24 Overview
03:30 Setup
05:57 Slide Implementation
29:09 ...
Exactly the system I am using XD
Im trying to tweak it to make it feel more like call of duty ๐
hmm me too but I don't apply slide
Game Mode, or an Actor Manager imo
What's an actor manager?
But just wondering, in the enhanced input, I see we have many trigger options.
Is it possible to know for example if a button was held or tapped?
just an actor you drop in the world whos job is to track and manage specific task you tell it to do which in this case can track, bos killed, room open. etc
ye possible, I don't know about enchanced input. There is a macro in Dynamic combat system that does that
@jolly cipher
AH interessting, never messed with macros before but might have found another solution for tap and held actions via blueprints:
Yeah I reckon the new enhanced input should covered this
good find, im gonna save that lol
Probably an easy problem, I've got an open world level, and level transitions in front of buildings to other interior levels.
The problem is when the player exits a 'building level' they get put at the same start position each time. I'm just looking for a way to switch it from one to the other, have it so they start in front of the building they exited
If I've got a data table row handle, how do I get the NEXT row?
I know I could get all row names, search that list for the row name I have, and check index N+1 on the array, but like... that can't possibly be the "right" way to do it, can it?
Does an actor have an ai controller. I made an actor I need to move to another actor. Simple Move to Actor wants a controller.
nvm, I got it
A pawn has a controller, which sounds like this should be. An actor is just anything that can be placed in a level. If it has an XYZ coord, it's an actor. Walls are actors.
Hey, how do I add the values of a struct or datatable to the view port
Ive been seraching for hours but cant find how
in like a list manner
for example the names and picture of all npcs that are spawned
my map may be wrong through 3ds max, seeing as its black and i cant actually see any of my text on the map
With widgets
You can have a custom widget slot. Have the necessary variable in it like , text , image etc
Then make a master widget that have grid panel or a vertical box. Add your custom widget for each entry from the data table
How to have Two bones Ik target socket everything is set up just not sure how to connected, socket is of weapon so Ik will posotion hand in corret place during animation.
If you are trying to do simple move on an a.i character. Make sure the a.i have valid ai controller
I have an input action to turn my character with 'a' negating the value of 'd', however whenver I have them both pressed the input of 'd' overrides 'a'. How do I get them to cancel out?
nope, was wrong. I've got the player start tags, and there's an options key in the 'open level' node, but they don't seem to affect each other. It just jumps to a random player start
How do I make my character return to Player Start?
I want him to return to player start after he goes to sleep
I mean the easiest way is to copy the vector location of the player start into a set actor location vector and call it a day
Google's bard AI
I'm transitioning to unreal from Unity and it can instantly make comparisons to help me understand
Far better than chat GPT for understanding blueprint
like this ?
it doesn't work.. the camera keeps looking at the bed instead of initial position
โฆ so it does work youโre talking about rotation now
Cache the initial rotation in a variable and feed that in
I've got this array of transforms that are used as 3d Widgets. Is there a way to interactively duplicate them, in the same way you can duplicate actors with alt+drag?
Yeah but i cant find a video explaininh how to do this
You can try to do step by step as I describe it
Make a widget for your slot. Let it have text and image of the actor
Make a widget to display the list of the slots. Add a vertical box
Populate the vertical box with your widget slot based. Make sure to init the slot data right before adding them
Can't I just take player start rotation lol
Should work too
I have two PlayerCharacters, CharA with a camera setting of Orthographic, and CharB with Perspective.
When I start the game, the camera angle is directly topdown, as intended.
However, when I switched characters, the view becomes a mishmash of purple and blue lines.
What is happening?
it doesn't work
I see youโre getting actor of class player start but not using it
Why not just grab the xform from it directly if youโre going that route
the fkin code totally ignores whatever rotation I tell it to use
it doesn't work anyway
the rotation
I even made a blueprint with a billboarda and an arrow and doesn't work
Maybe youโre rotating the wrong thing ? Try rotating the charโs camera instead
hey guys i need once again ur help, it worked before but now (few month later probably an update) i can't get "self" to work to set the variable of the bp
image 1 is the npc and image 2 is the player character it was an interaction wich require to set in the bp_npc himself as a variable redirected to the player
billboard rotation???
Fix your error?
I'm fixing crap since this afternoon
If you can't withstand pain maybe take a break or do something else. Everyone have to go through debugging, especially when doing something new
the self node doesn't work anymore and i dont know why thats the error
Yeah that's what I'm going to do. Ima play a bit hehe
@pulsar vigil what self node? Which one are u talking about?
Self just refers to the blueprint it's in btw
You have error in your 2nd pic. That leads to compilation error. Fix it first
U are pulling a pointer that don't exist. See how it's greyed out
hmm i need to give u more detail,
the average npc target is in erro cause i dont set it on the bp_npc this error is in the player_bp, before i got this problem it was working perfectly cause i was setting the npc i want to interact with, with the self node but it doesn't plug in anymore and i dont understand why, cause i want to ref the bp himself
I don't know what works but I surely know the 2nd pic is fked. I'm surprised If u can hit play at all.
Why don't u f I x it first?
I don't think anything else matter when you can't compile Ur bp
im telling u i can't compile and play cause of the npc_bp the second bp cause the player bp try to get an actor variable not set up
if i dont resolve that i can't make it work
this is a related error this is not something else
You can't compile because u have average npc target which doesn't exist (greyed out) that's your problem
And on another unrelated matter since you insisted to keep going to Ur first pic
Self refer to the blueprint it's in
So if u are in bp character, self is bp character
If u can't plug self to something then that something is not the same variable type
yes but im using it in the npc bp bro
U make it really hard to help you ๐
I'm gonna go to sleep, gl. Hopefully someone can pick it up
no u did great i forgot to check something
sry bro thx for the help
@pulsar vigil in your second pic, you are trying to get a variable that is greyed out, this means you removed it from your original BP. that's the entire problem
Might anyone have any insights to this?
2nd pic , you are in wireframe mode
If that happens in pie, I have no clue how you got to that
What do I need to change?
Also isn't the orto view experimental?
typically it's a view
I did this:
2nd pic happend when you are in play in editor?
it is but it works and I managed to make it go from ortho to regular
I think it wouldn't make a diff in this context, I tried both CineCamera and default camera
Bump
try both, regular and then try both ortho
No idea how u go to wire frame mode. Normally you have to press some number to change the view mode
yup ^
Ah thank you. I didnt know you have to toggle to view the channel
Tried, no good
Yes, which is baffling me
I don't have any codes in the blueprint to get into wireframe
5.2
I don't have a clue ๐ค
Sigh
Can you check your mp pleaaaaase
it work now indeed the self was not working cause it was a problem of typo i was trying to get the one with one letter less @zealous moth
Plugging self to something is a matter of compatible variable type. The name is not the reason why it can't be plugged
I did consider this but this "length" for Ribbons as I found determined by lifetime as it "creates" or ribbons at the end the longer it lives. Faster velocities also increases the length but not what I want. Given my limted knowledge of niagara, would you know how to do this correctly?
Odd. Nothing in the camera detail panel that sets it to wire frame mode?
Nothing
@distant hollow https://forums.unrealengine.com/t/camera-actor-orthographic-projections-shows-only-in-wireframe-mode-bug/571509
Hi, I am trying to position my Actors in 2D scene, thus Iโve switched into Orthograpic mode with my Camera. But there seems to be a problem, as itโs showing scene preview ONLY in Wireframe mode. Is that a well known bug, or someone has some workaround to that issue (to render in Lit/Unlit modes as well) ?
Lots of ppl with same prob ? ๐ฆฆ
Damn
Iโve heard of this before yeah
Find Look At Rotation Start being the emitter location and the target being the impact point, and use the rotation into the rotation of the emitter?
okok
ty
@dawn gazelle how would start being the emitter location since im spawning it on impact point also :/ ? both being same ?
How can it face towards the point if it is at the point?
exactly
it can't.
exactly but isent that what you wrote ?
What I wrote isn't in the context of something being at the location you're trying to look at.
Mathematically being at the location means you can't look at the location as you are the location.
Never got the chance to play with decal but my brain tells me the logical thing to do would be to get the normal of the hit surface
There is an "impact normal" on hit results. That gives you directionality.
hm
I just can't remember what it is you need to do to get it to rotate to that normal ๐ค
Rotatexvector? I dunnoe
Is there a way to get the updated location of a component? I have a component driven by an animation but it seems the location "sometimes" is set to the location at the start of the animation, and not where it is currently
https://gyazo.com/2a9630e48ff7cfae61048edfde3112ed
Actor1 overlaps with 1stCollisionBP and spawns Actor2. When Actor1 overlaps 2ndCollisionBP, Actor1 is destroyed. But I want Actor2 to fire a function.
I know I can add an interface to Actor2 and access it from 2ndCollisionBP - but what if there are multiple spawned copies of Actor1 and multiple Actor2s?
where us the issue? looks fine to me
The issue is that the arrow will spawn at the location at the bottom
And not the top one where it's actually at
It's debug tracing at 2 places at different frames
You said:
Actor1 overlaps with 1stCollisionBP and spawns Actor2. When Actor1 overlaps 2ndCollisionBP, Actor1 is destroyed. But I want Actor2 to fire a function.
Make it
Actor1 overlaps with 1stCollisionBP and spawns Actor2. When Actor1 overlaps 2ndCollisionBP, Actor2 to fire a function. Then Actor1 is destroyed.
I probably want to do this with an event dispatcher, right?
does the unwanted location happen to be 0,0,0 ?
I am struggling to understand what that arrow scene component is. Can you debug the name of the component as well as its vector?
Happens to be at the first frame of the draw animation
yes, what is the value? 0,0,0?
Arrow is a arrow component that is attached to the bone of the bow
@zealous moth You are exactly right. How do I get Actor2 to fire that function when Actor1 overlaps it?
get relative
I'm trying to "get" Actor2 but failing.
-1238 607 64
the simplest is to cast to that actor overlapped and run the function then destroy actor
Unfortunately, that actor (Actor2) doesn't overlap.
whatever the relative value is, see if that is the same every time, if so, do a == check and ignore if it is
or fix your animation
yeah thats a good fix for now
Im doing an endless runner, but instead of a character its kart. Can i still use a character, or it should be a vehicle
what does vehicle has that is different than a character?
use the character and just add your own meshes over it
vehicle is a headache not worth using
got it. thats what i found in my searches
so what is it used for?
unlike you need to simulate physics, suspension, actual vehicle (realistic) features, no
unless*
I made tons of pawns that are characters, made the mesh blank and added a mesh on top
it just works
well the car will have to explode sometimes, might upgrade to tank too?
What do i need on a AI to make it be able top hear noise ?=
what do you mean by complex physics?
like it will fall or something?
like, do you need a wheel to turn to change the wheel rotation of the front wheels, do you need a friction system to propulse the vehicle? do you need tire suspension?
if not, then you don't need the vehicle
ah i see
well i guess no
just need it to go forward and turn sideways
though it will go over ramps
exactly, most folks don't need this stuff
and you can do a single trace below to get the ramp angle and determine if it can decelerate and stuff
got it, thanks a lot
Turns out the server was never playing the montage and was always in idle. Is there a way to enable playing montages server side? Just checked and the play montage is definitely called server side but it seems the skeleton isn't moving at all despite it being called
is there a way to recover my blueprint that got corrupted because of saving during a crash
it's massive so recovering it is much much easier than recreating it
last autosave seems to be from ages ago so that doesnt cut it
Found out, โoptimizationโ group and Itโs called โVisibility based anim tick optionโ. Set to update frame and bones and it works server side now
is there a way to enable/disable tick if an actor is not on screen?
Hey I have a question. I spawn a geometry collection with a pulse when something explodes. But the game lags littlebit when I spawn the pieces. Is there a way where I can make it less heavy?
How would you get a Pawn to Move to Location? Add a movement component and an AI controller? The object I want to move is an orb, thus it doesn't touch the ground. I had it moving... but it floated off to 0,0,0 and I don't know why.
i believe there is a move to location node
does anyone know why this wouldnt work? for moving a character left to right
i casted player controller and used the right mapping context
debugging shows that it responds properly to input but it doesnt do any character movement
Unfortunately, I tried the Move to location or actor. Because it is a pawn I can't use the character movement component.
i have the movement constrained also, so it shouldnt move on the y axis
not sure what to tell u there, im still new too, i would say just go ahead and add a character movement component if the pawn is going to move
Better question - how do I add an AI Controller to a pawn?
Oh, it looks like I don't inside the BP. It's not a component.
have you tried scaling it all up?
Force tick?
theoretically also "World Direction" should always just be to the right; its the Action Value input as (-1,1) that changes whether a character moves right or left along that same world vector
how do i get an object to receive information from a raycast
i want to press f on an object and run code in that object
Add a component or an interface to your actors that you want to respond to your input.
Input > Trace > Get Component from Hit Actor > Call Function On Component
or
Input > Trace > Get Hit Actor > Call Interface
how do i get the hit actor. i keep using overlap events and its not detecting the line trace from the player
thats on the receiving object ^
but can another object recieve a line trace and say: "that came from the player"
Yeah. You can just call something on that actor
what do you mean by that?
multiplying the input?
You should be getting the hit actor from the line trace node, and if you want it to fire the object needs to be set to block whatever channel youโre tracing on
i can try that, what about the force tick what do u mean
under Break Hit you can find reerences to the originating actor
try the little force checkbox on movement input
Hello old slackers. I'm working on a player's drone and made this section to adjust the 6Dof based flight preventing the drone's rotation on the Y axis, which was too strong and annoying.
I wonder if you guys think it's well put together as it is or I should clean it someway. Thanks in advance as always. Cheers!
The set actor transform at the end is effectively doing nothing as you're just using the actor's location & rotation anyway.
Unless you're caring about setting the scale, but I sort of doubt that.
did this and still no dice
is it because target is pawn?
Your world direction might not be right
depends on what a rotation of 0 means, i know you said you locked some axes?
nah, I think that's the basic way to move a pawn last I checked
What's the difference between these two?
I set up a WheeledVehiclePawn, and it came with the VehicleMovementComponent. However, if I want to use the Set Max Engine Torque function, it specifically requires a ChaosWheeled component.
Both of them seem to have the same internals based on the Details, but is there another difference here?
Prly one uses chaos physics the other one is legacy
Idk, could be that one has extra stuff in it like GM and GM Base
heres my constraint,here's what the capsule looks like
pretty sure it's facing x
when i output the forward vector it gives 1,0,0
try eliminating all constraints and seeing if you can get it to move at all?
no dice
i did this to test if it would move at all
and it moves up properly but it also flips 10 degrees
is this a character from scratch? with the CMC?
when making a new blueprint i chose character
the character movement component is listed?
in the hierarchy?
idk how to make a neat text file with all the properties but here is most of them
should be default
i might just make a new blueprint and try again
okay so doing that worked
i'll never know what happened lol
the controls are inverted tho ill just flip the cam
Does vinterp work in multiplayer? A friend told me that its not replicated?
Vinterp is just a math function. It doesn't replicate anything on its own.
Ah so its the setactorlocation
i mean the question should have been...
is the CharacterMovement Component better for multiplayer replication
or i can make my game using setactorlocation and vinterps
How can I edit the second jump height to have more velocity than the first? Do I have to make a double jump bp just for this?
CMC has client side prediction built into it which allows clients to manipulate their controlled character's location before sending those instructions to the server and the server then validates it and can correct the client location if the server disagrees with where the client should be.
It's not a requirement to use the CMC as you can make your own pawn and your own custom movement component for it, but you'll likely have to build similar systems to what the CMC has to facilitate smooth, responsive movement for the client while still maintaining server authoritative movement, if you care for such things.
ohh
i see so basically my game wont work multiplayer
because its full of vinterp -> setactorlocation
and i heard doing a custom CMC is a bit of a pain
Quick question, Did i write this wrong? i want to check if the overlapped object is The same as the selected one and then have it marked true or false. In a print screen it marks them as the same but the condition keeps coming back as false for some reason
Well, the built in CMC is about 13k lines long, if that says anything about what epic did to build theirs.
This won't work as what you're checking against is the asset known as Sky_Limit_BP where the "Other Actor" could potentially be an instance of a Sky_Limit_BP.
You can either cast Other Actor to Sky_Limit_BP or check if the class is ==
When i respawn the ai in my game they no longer move or shoot. am i missing something to make the ai start running its logic again?
sorry didnt get the tone. is 13k a lot in that context?
if you are doing your own custom cmc you might be sitting on your computer for years
so actors are never used vwhen the game is multiplayer
Sure they are.
Appreciate it
What is it that you need that CMC can't give you? A lot of brainy people ๐ฉ on it for it's performance.
CMC is good for competitive shooter, it is designed with such in mind.
If you need something large scale, CMC is not the answer for you
What you do with your multiplayer is up to you. The Character Movement Component is just something that Epic has given with the engine and can be used by people as a starting point for client predictive movement, but that doesn't mean everything needs to have client predictive movement.
there is also GMC which a lot of people praised in market place. Cost $350 in marketplace
absolutely performance, and i dont like how it seems all prefabricated
vinterps and rinterps + set actor transform feels better to me
Why do you want to interpolate?
I mean you can always do that in CMC
CMC allow you to enter new Physics state, you can do your own custom calculation there
Moving things around takes a lot more than just setting an actor location. Like, how do you determine if something is capable of jumping? If it can crouch? If it is allowed to fall of the ledge? How does it actually fall? Is it allowed to move through certain types of meshes or not, etc.
cmc as far as i know is more like: AddInputMovement
or like Send Actor here
dont remember exactly the node
I suggest reading the documentation, it's not for the faint heart
Also if you are doing Multiplayer, you have to use C++ for CMC
no way around it
Well there is, with GMC
$350 dollars is a bargain for the work it done for ya
You want to Interpolate rotation and location for Proxies
But for the local player, you want to apply things instantly
i see
though most of my games dont require jumping or crouching
https://discord.gg/uQjhcJSsRG
In this video I am introducing a series I will be making which explores the character movement component and how you can extend it in depth.
0:00 Intro
1:00 What is the CMC?
2:00 Do you need a custom CMC?
5:35 What does the CMC provide?
7:10 Outro
What you need to know in one video
i recently followed a tuts that had Character, and used AddInputMovement
So i changed it to Actor, and started vinterping
i dont know why feels better and like i have more control
If you are doing multiplayer you should get familiar with concepts like client prediction, server authoritive and correction
anyway watch the video, it has more info than what can be provided by a discord talk
so is it fine for my first games to just vinterp actors around and dont do any multiplayer
okay im watching
Don't know, I don't trust my self. I rather use what AAA devs do to make their game
btw for first game, doing multiplayer is insane, just saying. The level of complexity is tenfolds
but still is better to maybe get used to the CMC now
i though the CMC was actually easier...
like its premade
and when i saw in tutorials they were lerping and etc it always confused me
What is your end goal here?
but then i thought, hmm i can lerp stuff i dont need cmc
You can't make your movement smooth enough?
what about gravity?
break, friction?
jumping to air
etc
well break is easy
most of my games are 2d fake 3d
like its a 2d board and then i have stuff in 3d
nobody jumps
but thanks
gl
Ive search the discord but I cant find it. Has anyone had any issues with Primary Asset Labels not applying chunk ids?
not applying at all! driving me mad
i watched the video
it seems in most cases the cmc is necessary
but for example look at this tut:
Hello guys, in this quick and simple tutorial we are going to learn how to move a character along a spline in Unreal Engine 5!
โช๏ธJoin my Discord Server, NOW: https://bit.ly/GorkaGamesYouTubeDiscordServer
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it doesnt use the cmc
thats how i move characters
everything dependsโข on the project
you use what your project required you to use. I have no comment in the case of 2.5D. Never touch the water for that
ohh i just messed up
i imported the thirdpersoncharacter (c++) into my project, by pressing the button Add/Import
it was blank
now it doesnt open
i didnt compile. i first closed the editor
then compiled and doesnt compile
2> Creating library C:\Users\Dane\Documents\Unreal Projects\TeckionFighters\Intermediate\Build\Win64\UE4Editor\Development\TeckionFighters\UE4Editor-TeckionFighters.suppressed.lib and object C:\Users\Dane\Documents\Unreal Projects\TeckionFighters\Intermediate\Build\Win64\UE4Editor\Development\TeckionFighters\UE4Editor-TeckionFighters.suppressed.exp
2>TP_ThirdPersonCharacter.cpp.obj : error LNK2019: unresolved external symbol "__declspec(dllimport) public: static void __cdecl UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition(float,enum EOrientPositionSelector::Type)" (_imp?ResetOrientationAndPosition@UHeadMountedDisplayFunctionLibrary@@SAXMW4Type@EOrientPositionSelector@@@Z) referenced in function "protected: void __cdecl ATP_ThirdPersonCharacter::OnResetVR(void)" (?OnResetVR@ATP_ThirdPersonCharacter@@IEAAXXZ)
2>C:\Users\Dane\Documents\Unreal Projects\TeckionFighters\Binaries\Win64\UE4Editor-TeckionFighters.dll : fatal error LNK1120: 1 unresolved externals
thats it
basic question:
I am spawning 2 players with characters in a map.
I want that one cube I already have in map follows* player 0 (follows NOT like AI, to have same location but with an offset)
and the other cube follows player 1
-I have an array of the player controllers, array position 0 is player 1 and position 1 is player 2, always.
I tried on tick from game mode, from the cubes adding a tag, ... nothing
I would like this set up to work in multiplayer
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay"});
this solved it ufff
scary stuff
@trim matrix w/e you import depends on the HeadMountedDisplay module I suppose
none of my project includes that
yeah i wont do any headmounted stuff but thats what they ask for so
it never actually goes into the toggle settings timer function. anyone know why? it hits the node of set timer by event but never hits the first node inside toggle settings timer
Nothing wrong here with what you've shown.
Perhaps the timer is paused as you're pausing the game (basing this on the name of this widget)?
you are correct, thank you so much
any thoughts about a workaround? all i need to happen is the animation to finish playing before i remove the widget from the parent
There is this node, but it can't be triggered in a function, only an event.
Hey there, i'm trying to make it so when "On Character Begin Overlap" is played it will continue to give points every second play until "On Actor End Overlap" is played. (I have heard of "set timer by event/function name" but not sure if this is where to implement it)
Right now it only gives me 1 the first time I enter and that's not optimal for what I have in mind. As you guys probably can figure out i'm kinda new to this so any help or redirection to a thread is helpful ๐
๐
This would be the place to do a set timer by event. Start the timer on the begin overlap, promote the return value of the timer to a variable.
Set the time for how often you want it to trigger its bound event.
On the event pin of the timer, drag off from it and create a custom event node. This will be the event that is triggered by the timer, so do your increment on this event.
Set the timer to looping.
On end overlap, do your cast and grab the timer variable you promoted, and call a "Clear Timer and Invalidate Handle" on it - this will end the timer for you.
This isn't a foolproof way, but it'll get it working.
Absolutely amazing explanation! Thank you alot! Im gonna try it out. Glad to hear I was on the right track just needed some help haha. But thank you again for taking the time
You wouldn't set it in blueprints. It's something that you define when you're adding the socket to the mesh and I think you can manipulate it within the animation graph/blueprint if needed (doesn't appear so... can only manipulate bones)
hm
๐ you saved me so much time, thank you. that worked
@dawn gazelle done n done
Another Thing
im using Mobile input with virtual joystick
when im holding down a button on the Ui(touchscreen) then using the jooystick it get "unclicked" ?
anyone know how to prevent that ?
How do I show shadows with Owner No See enabled? Trying to show the characters shadow for First person
Hey guys I am creating a spline by automatically adding points on it. In the loop I am setting every points location, rotation and tangents and...I get weird numbers out of it (I am probably missing some math). Since I need specific values, setting the rotation BEFORE setting the tangents its resetting the point rotation and setting the rotation AFTER setting the tangents is making still weird numbers. I checked the method in c++ and of course tangents and rotations are related, quite obvious. Can someone tell me if there is a way to set this up properly?
hidden shadow I think its called
in the component
Hi ! Is there a way to change the position of a widget inside a grid/stack box/wrap box at runtime using blueprint ? I want to set only the child position in the box ( or at least just one value, not column and row as this wouldn't adapt to the screen size )
Like we would do in the widget editor using those arrows
If I use this and then only set the collumn value, would the child widget adapt to the grid boundaries ?
yes, and the Row would remain the same
Okay I see, but then it would not automatically go the line bellow like it would in a wrap box
Yeah that's not the best solution... But as you said I don't think there is a way to tchange the child position inside a wrap box
a Wrap box dosnt have Rows or columns, more of an ordered list
can anyone write me your default values of these fields:
can this list be reordered though without unspawning child bellow ?
you can have a Array of things you want in the wrap box, and Clear and re-add the children in a different order
Yes that would work, but i guess it's not as efficient as the grid solution
Thanks for the hint !
thanks !
What do you mean? Might be actually interested, if I understood correctly. I felt I had no better solution than making that axis rotation completely null but there's a way to make it still scalable, let's say to give further controls in the flight like adding additional forces like space capsules do, I would do that instead.
what can cause this to happen? the asset exists in the path its trying to find it but .. it cant find it?
I am sometimes getting errors, after i close a run, with this branch node. Anything obvious causing the issue? I am fairly new
if you didn't hit anything , the hit result would be NUL
Try before your branch, do another Branch for Blocking Hit
Aaah ofc, makes sense. Thanks!
How WOuld i Stop a Timeline if the target is Dead ?
or rather Dies While in timeline
so it stops'
you can get the timeline ref and Stop it
11@versed suncool dident know that
you can do all the actions to a timeline
ah coolio
then u might also know how to end a Montage prematurly ?
i mean i have a "take damage montage playing" and if i die while doing it i want it to do it instantly
but now it dose it after montage finnished
pull off the Montage ref and look for similar
i haven't played with montages in years, but the idea should be similar
hmm, maybe not
dont know if that can be done
starting a new game project, a car that shoots.
should i use Third Person for this? Or should i go with vehicle?
This doesnt look very good.
@versed sunyeah but whats deciding when interrupted then :/ ?
no clue about #animation
aye just found this tho
jupp seems to work
however have to tap it in individually lame if u have multiple but ๐
Try connect mesh to "target"
Without this, blueprint doesnt know, on what mesh can execute anim montage
My timeline is 1 sec
If i set the rate to 2, it will play twice as fast (.5 sec to finish)
if rate is .1, it will be 10 sec
not sure if you can set it to only Update every X time....
try this version of Play
ok so it's a Timeline Node use to affect the timeline
Wdym, you just set the play rate to change the speed of the timeline
Go to your anim bp and add a 'slot' to allow it to play montage
I don't think they want to affect the speed of the timeline overall. They want to change how often the update execution pin fires, which you can't because it's every frame
Ahh ok, didn't know the context
There are tutorials all over for it but in short, you need to create anim slot in your anim bp for your character
Im not on pc, but i found a ss from web. You need it
thanks it works ๐
i never notice that the timeline is added on the list of variable as "component"
so I just saw that the construction script of blueprint actors only ever runs in-editor if the blueprint was added to a level and not spawned at runtime
is there a way to force it to run at runtime too?
the upperbody is a name convention, you could use whatever name you wanted but for example if you want to play an animation only on upper part of character, but keep the lowerbody the same one, so you can slot that animation only on upperbody and you can keep "running" and "attacking" at same time, for example
Hi, I'm having a problem: my goal is to link the text to the button press. When you press the button once, it displays a text, when you press it a second time, it should display another text, etc.
I'm using an switch on int to manage the text display and my problem is that as soon as I press the button once, it displays the last text. I know I need to add something to detect the release of my button or something similar, but I don't know how to do it. Does anyone know how I can fix this?
@sour geyser I would recommend learning array. Once you can utilize it, you can just display in sequence from the first index
I'll try that thank you
Hey guys! How would I go about referencing the material of the hit actor in this case?
Hi ! Is it not possible to set the value of a structure which is inside a structure ? In this case both my structures are declares in cpp. But when I trigger the function, it only prints 0 in the logs, meaning there is no element inside the array ...
Have you double checked that the Test Scenes Data array actually contains some elements before adding?
because Find returns a copy, the changes was not propagated back into the Test Map
you would have to add it again to override it in bp, i dont think there is a Find that returns a reference in bp
Yes it returns true out of the "Find" node
alright, this makes sense
Is there a way to get the value by ref then, without using the find node
find returns a pointer in c++, you can update it straight without adding it back
So in bp it returns a copy but in cpp it returns a pointer ?
or rather we dont even have pointer in bp ๐ค
Okay thanks, and can I still add an element , or is it just editing the already existing array element
That's too bad, I would've assument that they would have ref, like they do for simple array
there is FindOrAdd if i remember, if you must have something
Thanks ! I'll check this out more in details in the documentation
What about this node ? Anyone ever used it ?
that exist for most variable types, what is does is set the Target variable to input Value
Okay, might be interesting but it won't make me escape cpp ...
I feel that one day I might hate me for not doing the extra effort of using cpp ๐
nah its going to be fine
have a function, local variables, do the update and add there
I hate my self for not doing cpp earlier ๐
like 8 years late
Okay so I have this actor begin overlap blueprint, for some reason it always returns string 3 regardless of the lane the player is in
the lanes are instance editable and are set properly in the level
okay so each player reads their initial locations it seems but refuses to update them afterwards
if you teleport the player into another location does it not trigger an overlap effect?
here is a better explanation. not sure whats going on
you mean ScreenOutput is cleared?
do a switch on the commit method
the input box and the buttons on my screen stay. but that input text box is gone
i think that helps
thanks!
That looks like nightmare to work with
Not the way to go using bools like that
basically since it wasn't detecting the collision when it changed I had it change the variable manually
What is that paint brush looking
ah no worries It's a system I had to throw together I will do it with less bools on my revision pass
I just need a workign prototype basically
What are you trying to do btw? Like gameplay wise
Bruvv
Sorry if this sound rude, but it would be very not likely to do so with your current skill
and you are choosing one of the hardest genre for multiplayer
competitve multiplayer and new to blueprints don't mix
I would think Beat em up even harder than competetive shooter
I am pretty far along actually
especially since competitive multiplayer games = dedicated servers = source build of unreal engine and c++ knowledge
I have all the core beat em up gameplay done, I just was struggling with multiplayer implementation
Spoiler : You will need CPP for multiplayer
oh it's offline
oh, local multiplayer
yep! I realize my skill is not high enough for that yet
ah then it's not competitive in the typical sense
that's not a networked game
so that might be a future update
it's more of what's referred to as party game/local coop :P
It's competitive in the way mario party with mates is competitive
it won't be, you can't update into networked multiplayer like that :P
well you can, but you rewrite the whole game essentially
Networked multiplayer designed differently
if u do it single player way, you can't convert it to multiplayer
but multiplayer can be played in single player
only goes one way
It's not a priority is my point since I know I am not there
