#blueprint

1 messages · Page 52 of 1

brazen pulsar
earnest swan
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iirc you need to lower it so it decreases the distance

undone surge
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alright thanks

earnest swan
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you're welcome

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wdym by working backwards?

sleek timber
frosty heron
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Step three shows a struct not an array

versed sun
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or edit existing array?

flat coral
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I've got this timer in a widget which is shown while the game is paused, and it never runs presumably because the game is paused. Cool. How do I fix it?

stone field
flat coral
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I mean it's pretty standard to pause gameplay during menu interaction

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anyways I've got an animation I can use as a timer instead so I just did that.

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Plus side, I learned about Play Animation With Finished Event which is pretty cool!

wise zodiac
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Hi guys, I got stuck, or maybe it shouldn’t work.
Can you fire interface event in anim bp ?
( I’m sending the message but nothing happens )
Ty in advance

sour crater
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having a dumb moment

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where should i put the "mana drain?"

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if your wondering what mana drained? is

random pulsar
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@frosty heron hey whats up?)

versed sun
sour crater
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how do you make it into a pure function?

random pulsar
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just wanted to ask smth,when i have something in inventory and i restart the level by loading the scene,it does not delete items from inventory,i think is is because of the game instance,so i am wondering how can i reset the inventory when player dies?

random pulsar
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when health is 0 i load game iver scene with restart button

sour crater
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found it ill try it

random pulsar
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and then my inventory is full of items that i had

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would apreciate any help

frosty heron
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Or u just open the map again

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Game instance gets destroyed when Game Ends

random pulsar
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i just load scene

frosty heron
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otherwise they still presist

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Can u be more descriptive with what you mean by load scene

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Open Level Node?

random pulsar
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yeah open level sry

frosty heron
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well in that case the gameInstance still presist

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it will carry what ever value you set it too

random pulsar
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so how can i restart it completely)

frosty heron
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hard to say without knowing the design of the game

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I mean you re-set it by resetting the values manually

frosty heron
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If u die, don't save the game

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fall back to the old save file

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Re-load your data from the save game file

random pulsar
frosty heron
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you should incoperate Save Game objects then

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save at the point where you want to fall back to

random pulsar
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can i like ,destroy game instance and then load the scene?

frosty heron
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No

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I mean don't you need save and load at some point in your game?

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why not just start with that

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You saved at the start of your check point

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when u die you can load the data for that check point and just reset the map

random pulsar
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i need just the reset thats it to reset the inventory

frosty heron
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Then just make a function to reset the inventory

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In your game instance -> Clear inventory

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then open the level

random pulsar
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can you please explain how?

sour crater
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lol i cheated. was too afraid to change a already made function into a pure so i just remade the function out of the function

random pulsar
frosty heron
random pulsar
frosty heron
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im out, 6 am. Nite 2

random pulsar
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thanks you always save me)

trim matrix
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hi, i have a blueprint that has a variable that i want to change in the instance that i spawn

dire frost
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ok?

trim matrix
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yeah, how can i do that?

dire frost
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oh that was a question! i thought it was just a statement lmao

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anyway just drag of the blue pin

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on the right

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and set whatever you want

sour crater
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what would be the proper way of cutting off the mana drain if the comma is released

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comma key ^

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^ full code

trim matrix
dire frost
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and on comma released you can get the timer reference that you've saved and stop it

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btw did you hear of our lord and saviour enhanced inputs?

sour crater
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yea

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ik

quartz spoke
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im spawning a pawn with this node, but the controller doesn't seem to be possessing the pawn. Does anyone know why this is happening? calling Get Controller returns nothing, but if i drop the character in from the content browser it gets possessed

dire frost
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probably a good idea to unpossess the current pawn as well

faint pasture
dire frost
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oh yeah that's an AI 😅

quartz spoke
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👀

dire frost
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nvm me

faint pasture
quartz spoke
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riight, i have the controller set on the blueprint. So if it gets spawned in at runtime it ignores that?

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vs spawning it via drag-n-drop

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seems to be working as expected with that Spawn AI node though, tyvm 🙂

sour crater
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i would use a timer, but its a power up code not a regen

dire frost
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i think the timer approach would give you more control overall but if it works, it works!

sour crater
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it probablyh would but i just need it to increase battle power with a cool animation

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the BP within the power control does everything else

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cracks knuckles

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time to make power count >= 0 = BP - 1 for as while

dapper grotto
#

I'm trying to change cloud material parameter of volumetric cloud component (using simple clouds material from plugin) like below, but nothing happens. It seems to work different than how it works for meshes. I didn't find anything about this being a problem for anyone else though for some reason. So I must be doing something wrong, but I can't figure it out. I only found here on the Discord where someone asked how to do it in C++ that you have to set the material again to the dynamic instance, but that still didn't do anything for me. Now I am clueless.

charred berry
#

Using spline from modeling mode, and tho terrain raiser lower is on in details, the spline barely moves terrain up, is this a known issue in 5.3 or do I have a setting wrong somewhere 0_0

edgy eagle
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why does event begin play is not called for childs of the actor?

sour crater
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i believe you need to parent poccess

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let me get an example i think i got one

sour crater
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i believe you also have to do this on the event tick as well

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hope this helps

coarse vale
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Hello. I wanted to limit the yaw rotation for my character. I used camera manager and "max/min yaw rotation". It works with the pitch, because limit values are in the world transform, but it doesn work with the yaw. Also I had problems with setting the yaw limits back to it defaults values, it just blocked rotation.
Does anyone know the way to quickly and easily limit the yaw rotation?

sour crater
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trying to figure out why the bp will drain every delay, but the mana will only do it everytime it is released.

noble ledge
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Is grabbing the index of the array any different than just using the output pin? The top break is coming from the output and then the bottom is using the index into the array but its the same thing right?

dawn gazelle
noble ledge
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this is the macro

dawn gazelle
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Then yea, that looks like it's doing by reference as well, it should be the same.

noble ledge
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Ok cause im converting to C++ and I have just been doing..

for(FStructType& Item : Array)

So wanted to make sure nothing was different

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thanks for the help

lean flax
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Does someone know if there's a node I can use to move the player to a location similar to the AI Move To? Simple Move to does not meet my requirements, as I need the Movement Result

spark steppe
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diamond pin should be reference, too

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so i guess the for loop also returns a ref

sour crater
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trying to think of a proper way to make sure it cant recover if the mana is draining

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powering up and recovering is kinda buggy

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how do i stop a custom event thats on a loop

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i am trying to avoid a timer

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because its a power up code to where you can press a button and increase the bp stat

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mana

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is on a timer

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maybe if i just add MP += 100

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ill see how that does

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seems to work

lunar sleet
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I’d be surprised if that doesn’t cause issues at scale. Why not just use a bool to check if mana is currently being drained? If you don’t want to use a timer you can check it on tick

rapid helm
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i've been struggling for days, but i wonder why the division returns 0.8 (I set it to 80/100) but when i set it to the percent it doesn't update? It only updates when the health is in between 26-75 (3d widget btw)

dawn gazelle
# sour crater

Your issue likely stems from allowing the client to tell the server whether or not to recover mana. Even if you're not currently working on multiplayer aspects of your game the logic needs to flow in a way that ensures that you're not doing parts of things on the client that the server should be in control of or needs to know about.
Your mana should be handled entirely server side and let the server replicate the mana value, and the server can properly control whether or not it should be regenerating or not and set the value depending on usage. Your current set up has both the server replicating values and the client setting it locally, so if you are doing things multiplayer, things won't line up as the server is the authority of the "real" value, not the client.

A very basic constant "regeneration" effect can be done on a timer and you can technically leave it always active. You can put a branch on the logic that sets value and connect in any kind of boolean logic to determine if the mana should be increased or not. It gets more complex if you want to stop or restart the timer any time the resource is being used.

frosty heron
# dawn gazelle Your issue likely stems from allowing the client to tell the server whether or n...

Isn't it normal for client to set things locally before telling the server to replicate the change? If we don't introduce client prediction the game will be not responsive.

Server will replicate the true value back anyway and correct or punish the player if the values send are invalid. I think that's how it normally go but I could be wrong. I certainly won't wait RTT to see my character start sprinting or having its stamina consumed

dawn gazelle
misty nimbus
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is their a blueprint thats just a timer like e pressed->dissble input-> wait 2 seconds-> enable input

dawn gazelle
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delay, set timer by event. Delay would likely be the simpler of the two for this kind of situation.

misty nimbus
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awesome delay is perfect tysm

dry pecan
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so in unreal, I have a health actor compoent and I need have it assigned to my player character, how can I get the values of the actor compoenet, the health floats and refrence them in my UI? making health UI

frosty heron
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The player character can own the health comp.

To get the health you simply get the actor that owns the component -> get the component -> get/set health

dry pecan
frosty heron
dry pecan
frosty heron
dry pecan
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in the level?

frosty heron
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All u have to do is pass the owner reference to it

frosty heron
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Which bp did you place it

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You want to assign owner to the widget

dry pecan
earnest swan
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You might as well move the logic to the player, so then you don't need to re-create the widget every new level

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Or something else like the gamemode

frosty heron
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Or hud

dry pecan
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how can I refrnce them? the health value here

dry pecan
# frosty heron Or hud

since I need to reflect that health value there onto my widget, which is a probelm when its not a variable I can easily refrence

frosty heron
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It's easy as f

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I already explained how multiple times kinda

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When you create the widget you want to pass the actor that has the health component to it

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Once you set it in the widget, you have direct access to that specific health component

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In your widget construct try to print string get owner. See what that give you

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If that gives you the actor that own the component then you can just drag from the blue pin and type get component by class and select your health comp

dry pecan
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also I thought I was creating the widget in my player character?

frosty heron
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You can create it where ever you want that make sense but if you are doing widget 3d maybe u can just get the owner right away

frosty heron
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How is the widget placed? Screen space or with widget component ( in world space )

frosty heron
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K show the create widget node

dry pecan
frosty heron
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Promote it as variable. Good practice if u need to access it

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Now in your WB health. Create a variable of type actor

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Make it instance editable and expose on spawn

dry pecan
frosty heron
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Then refresh your create widget node

frosty heron
dry pecan
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oh like this?

frosty heron
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Yea, give proper name

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Next do the step I said about creating variable in wb health

dry pecan
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made an actore varibale named PlayerCharacter

frosty heron
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Make it versatile

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Name it owner

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And type is actor

wintry meteor
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hi guys, is there any sites possible to learn for blueprint part?

dry pecan
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versatile?

wintry meteor
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im still lost with blueprint

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😦

dry pecan
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also renamed it to owner

dry pecan
frosty heron
dry pecan
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though this is outdated and now I'm changing it to my actor compoenent on my player character

frosty heron
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I'm still waiting for u to finish what I wrote

dry pecan
frosty heron
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Have another 5 mins to hand hold you, gtg soon

dry pecan
#

by refresh do you mean delete?

dry pecan
frosty heron
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right click create widget node and select refresh

dry pecan
frosty heron
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k now get a reference to self then plug it to owner

frosty heron
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especially blueprint communication pinned in this channel

dry pecan
frosty heron
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right click on empty space

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type self

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self being w/e blueprint u are at

dry pecan
#

alright there we go

dry pecan
frosty heron
dry pecan
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would something like this work?

dry pecan
# frosty heron

alright it says BP first person character which is who it was assigned to

frosty heron
#

k so onto the next line then

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Widget Construct -> Owner -> Get component by class (Health Comp) -> Promote to variable

dry pecan
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where do I do that, in the actor or my widget

dry pecan
frosty heron
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get

dry pecan
misty nimbus
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sorry if im interupting but is their a way to say

if( e is pressed and component overlap is true)
{
dissable input
delay for 2.5 seconds
enable input
}

dry pecan
frosty heron
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pick your health component class

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From the return value, do is valid check

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if valid, promote it to variable

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Then that's that. You got a reference to your health component

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the rest is 🦵

dry pecan
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um... I dont know c++

frosty heron
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no c++ involved

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hard coding means, instead plugging a variable

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just pick from the drop down

dry pecan
dry pecan
frosty heron
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promote the return value

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that's your health component

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now you have a reference to your health component in the widget. The rest is leg work

dry pecan
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I'm sorry but is this wrong as well?

dry pecan
dry pecan
frosty heron
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this is your owner/character health component

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I am too burn out for more hand holding

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you can work your way from here

misty nimbus
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it didnt work so i made it even messyer (;<

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it works now though

earnest swan
# misty nimbus

If you wanna clean up what you have rn, you don't need to have the branch check "truth" and "collided" since you just pressed E. You know it has been pressed. Only check "collided". Also, collision and overlap are two different things so it might be good to change the variable name to "isOverlapping". Also, that will fire if it's overlapping anything.

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I'm not sure if that's what you want? But if it is then that's okay

misty nimbus
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so would i just need to cheak if coldided (ill change it) is true

earnest swan
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Yeah, when you press e check if collided is true

misty nimbus
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okok thank you i just did that

dry pecan
#

how can I call a custom event from one actor to another?

frosty heron
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You get a ref to the actor then call the custom event / function

short phoenix
#

I'd like to carry a screenshot I made for a save game to the save metadata. I know about the function to save a screenshot to disk. Is that the recommended way? How do I derive that path cross-platform? Or is there a better way?

dawn gazelle
short phoenix
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@Datura Is the missing part in particular capturing a screenshot in some form other than to a file on disk? It sounds like I'd want to capture it as an image in memory, although I guess I could still derive the path and load it in somehow.

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Lacking anything else, I was trying to ape something I was doing in Unity where I had a save per directory and there was a file there for the screenshot. That's in opposition to, like, a save file per screen shot. I don't know if I'm about to walk into some tension in Unreal if it's centered around putting saves in a single file or something.

frosty heron
dawn gazelle
# short phoenix @Datura Is the missing part in particular capturing a screenshot in some form ot...

That's part of it, the other part being converting whatever format it is saved into back into an image format that can be displayed by the engine.
I suppose it's actually better not to store it if you are trying to display a list of save game images as you'd end up needing to load all the save games, which depending on the game, could be a lot of things to have to load into memory that don't really need to be there just so you can display the image.

I also didn't realize that the built in save system can be utilized in such a way that you can have folders created for each save. I was under the impression that all the saves got stored in one place but I see that is incorrect now. That also means you could potentially utilize what I was saying and have a separate save file for storing the meta data about the save game that prevents you from loading all the extra details you may not necessarily need when choosing the save game.

kind estuary
#

why is it said that the GetAllActorsOfClass is expensive? Isnt it just getting an array of actors?

frosty heron
#

Actually probably can peek at export and import texture2d node

kind estuary
#

im just creating an array for the actors instead of that, and storing all the actors in it. but the GetAllActorsOfClass seems more straightforward

dawn gazelle
dawn gazelle
frank sundial
#

Alright so im trying to make a swinging grappel hook. I have the hook part done for a pulling hook but I want to make one for right click that lets you swing instead of being pulled to the object. Here is what I got so far

short phoenix
short phoenix
#

@Datura Thanks!

twilit jacinth
#

Reset Level Node sets a variable inside actor to false, even though it is true by default. What is going on? I don't really kno how this node works

empty gust
#

How do i make weapon not clip through walls

random pulsar
#

i made it this way and the inventory is not cleaning(

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this is in character

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maybe i wrote it wrong or there is another way to clear the inventory?

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this is the main bug that i have,please help

frosty heron
#

when you open new level, those inventory health etc is lost anyway

empty gust
#

Thx i will use this after 3 hours bc im still in school

random pulsar
#

health restarts but inventory no(

frosty heron
#

Only Data that is presistence is the one in Game Instance

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Your code here doesn't do anything

empty gust
#

Today imma make the wave system for my game

random pulsar
frosty heron
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I don't know what's get set where

random pulsar
#

There will be only 1 level

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Thats it

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I dont even need game instance,its from totorial

frosty heron
#

When you open level, that inventory will default to its default value anyway

distant hollow
frosty heron
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Unless u store and read from game instance

distant hollow
#

But what exactly is your intention when you clear the inventory? Does your character start with something that you didn't want after GameOver?

limber citrus
#

Hey, I just joined a new project and I am trying to understand the code base quickly. I am used to use "FindRefrences" and "RefrenceViewer" to see where everything is being used/called to get a quicker understanding but here's my problem atm. I don't know how to do so with event dispatchers. There are alot of them everywhere in every existing BP, but how do I track them? like I want to know when does an event dispatcher gets called and binded and so on. Do I need to check every existing BP to find where it's been used, or there can be a quicker way to do so?

remote meteor
#

||There is a dark secret where one is able to retain the whole player controller when changing levels, though both level has to have the same GameMode/PC class||

frosty heron
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Server travel?

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I think we can even retain actors with it

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There is a function to piggy back actors but I never try it my self

remote meteor
#

seamless travel yeah, by default PC is cleaned and recreated regardless, though you can actually change that behavior in gamemode

distant hollow
remote meteor
random pulsar
distant hollow
#

If you want him to start clean

limber citrus
random pulsar
#

In Inventory bp?

distant hollow
#

If the Default value on the array is empty then it should start empty

distant hollow
random pulsar
distant hollow
#

Rightfully if your default value is null, then rightfully speaking it shouldn't be holding anything on restart though

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If you have something on restart then maybe check your default values, or if you have any code on startup adding things to it

limber citrus
random pulsar
#

Is there a chance that it can delete grid,or item slots?

obtuse geyser
#

I have no idea and can't figure it out, whenever I spawn actor I want to execute print string 3 seconds after it is spawned, but somehow Delay doesn't want to work

obtuse geyser
frosty heron
#

I don't know, never seen that delay. It's an async process

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The other delay is fire and forget

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It will run the code as long the actor is still alive

obtuse geyser
frosty heron
obtuse geyser
frosty heron
#

I haven't touch Gas yet but how certain are you that it still alive after the delay?

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My bet is that the object actually get destroyed

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When u print w.o delay its still alive on the same frame. Maybe when u call print string after delay its not there

obtuse geyser
#

The actor stays in the level so I belive it is still alive, I even tried to run print string whenever ability ends

distant hollow
frosty heron
#

And when you say actor stay do you mean the bp that spawn the bubble or the bubble it self?

obtuse geyser
#

@frosty heron Delay couldn't work because ability ended before

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Found out the issue

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Fixed it myself

frosty heron
slow flint
#

Hello in unreal engine 5.3 where do i override the ReadyToStartMatch ? im trying to do it in the gamemode but i can't find it even tough the documentation says it should be there

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im using a custom gamemode

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i mean its a new gamemode but the parent stilla game mode base ? does that mean i cant do it inside of the child ?

sour crater
#

trying to set up a system to where i can power up, but it comes to a point i can power up while still recovering mana, which makes it where it is a struggle between drain and recover.

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I can easily make it where it checks if it is draining, and then set draining to be off when mana hits 100

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however i can see where if a player gets hit

slow flint
#

Not it works ! thank you so much

sour crater
#

in the minute of recover, the drain switch wont hit

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and the player wont be able to power up until they hit 100 mana

native canopy
#

why the set view target with blend pawn controller not working only can rotate Yaw

forest crater
dark drum
versed sun
#

For ISM , is there a way to manually Mark Render State Dirty?
I'm trying to update a varying list of ISM Components each with varying instances, and I'm not sure how to select the last instance

neat sinew
#

Hello! Im spawning an actor that has a sphere collision with overlap events. But once I attach that actor to another actor, I stop getting overlap events. Found a few posts about this issue but haven't manage to find a solution yet.. Does anyone know a fix?

nocturne fossil
#

if i do a circle shape with actors, will the average location be the center?

lyric quiver
#

Using the new input actions, how can I add input mapping to a bp other than the player? I have tried just copy pasting this section but I need a reference to the player (I think)

#

Wow how nice. I didn't know steam corumunity was a thing

spark steppe
#

it's the russian version

lyric quiver
#

ah

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I thought it was just a fake mispelling community

spark steppe
#

it's hard to get a good domain among all the other scammers

lyric quiver
#

must be tough for them 😦

sour crater
#

nice three days of work finally paid off

fleet cedar
#

Anyone know why this isn't running in construction script? Seems so basic

versed sun
#

is Aim Target set ?

fleet cedar
#

I got it to work... so confused why it works, but now it does

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I just used a 3d widget as the target instead of a component

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The aiming was working previously in the BP but not in the editor window

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my overlap doesn't trigger til I'm way in the middle of the box

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should trigger here as I enter the volume

dark drum
dark drum
fleet cedar
frosty heron
#

Rest is checking the component collision settings

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And print string overlap actor / components

flat coral
#

Okay this works perfectly in PIE, even standalone, but when I package a build this function instead starts sending me to the title screen instead of the target level. What the hell?

fleet cedar
#

Thanks Cold. I did show collision and it's where it should be... I have it set to block all

pallid nest
#

Hey guys, I am following this tutorial (https://www.youtube.com/watch?v=v3JXpF4wl_o) to make movable an item but for some reason it seems I have an issue casting to the blueprint itself ("accessed none trying to read"), any ideas what can I've bee doing wrong please?

📚You'll learn how to:

  1. Setup Character Blueprint.
  2. Setup Animation Blueprint.
  3. Setup Trigger boxes.
  4. Other Calculations.

👇Follow me on social media:
Discord Server: https://discord.gg/ZB7SMbbxQz
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✅ Download the project files and get the best second met...

▶ Play video
frosty heron
#

With the trigger box

fleet cedar
#

Sorry OverlapAllDynamic

frosty heron
#

Right but u need to expand and check per component too

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And u have to check both settings.

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So 2 comps to check is the trigger volume and w.e u trying to overlap

fleet cedar
#

Okay I will see. My theory was it had something to do with how I am trying to dynamically set the volume in construction script. If I make a second volume and scale it manually it works fine

frosty heron
#

Changing the box extent should be fine

frosty heron
fleet cedar
frosty heron
fleet cedar
#

Works fine without using construction script

frosty heron
#

U go to title screen because the map doesn't exist

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In packaged

flat coral
#

It's my packaging settings for sure, i"m only baking selected maps

frosty heron
#

It has to be added to the list

frosty heron
pallid nest
frosty heron
fleet cedar
trim matrix
#

guys i am looking into destroying objects and i have this column as a geometry collection, how can i destroy it when it takes damage and maybe clear the debris afterwards?

pallid nest
frosty heron
frosty heron
#

I will just leave it here not gonna repeat for the third time.

Set your bp cube, to the cube u want to push or pull

fleet cedar
#

Yeah I made a second to test, the second (thinner) works perfectly but it seems when I connect it to my Construction script it no longer overlaps correctly. Can't really understand why as it looks fine, and if I show it in game it looks right

pallid nest
fleet cedar
#

Settings are the same on both except that 1 setting

frosty heron
#

Example. Line trace to a door to open

#

Or get closest door for third person game etc

junior prairie
#

When should I use an event dispatcher or a blueprint interface? They seem to accomplish very similar things

frosty heron
#

Not even remotely the same

junior prairie
#

I mean you use them both to communicate between different classes and they can both carry variables and what not

frosty heron
#

You bind event dispatcher

#

So only things that subscribe to it will get a callback

junior prairie
#

right, and once they subscribe to it then you can use it to communicate between different classes and carry variables

#

but got it, thanks

frosty heron
#

You use blueprint interface to communicate between classed that share common behaviour but derived from different base class.

Example would be interaction

lyric quiver
#

I'm using this code in both my player bp and a separate actor bp, it works fine in the player bp but when I draw a line trace for the actor bp it always seems to start at the world origin instead of the player camera.

pallid nest
frosty heron
lime basin
#

i have lost some of my blueprint windows how do reset settings to defaul so i Get it back I have no idea how to do this

#

🤣

pallid nest
frosty heron
#

Print string

lyric quiver
# frosty heron Show whole code
  1. Code on box to make it launch.
  2. Code on player for look direction from camera.
    I'm trying to launch the box in the same direction the player is looking
pallid nest
#

should I cast to the bpcube directly instead?

frosty heron
#

I'm bad at math so not sure

frosty heron
#

Also this code only works if u only have 1 cube in the world

#

When more cube introduced Ur game breaks

frosty heron
#

Because it set the pointer to a random cube in the world

#

If that's what the tutorial tells u to do then damn....

pallid nest
#

maybe i made it wrong and it is get actor of all class?

frosty heron
#

No

#

For simplicity sake, you should Press E. Detect closest cube. Set that cube as the cube in your bp then do your pull and push logic

frosty heron
#

U can replace that code later with more checks. Eg if facing the grabable cube etc

undone surge
#

i am using base aim rotation so that it is replicated but it causes lag. is there a way to use get control rotation but still have it work for the server

pallid nest
lyric quiver
pallid nest
lyric quiver
#

can you show code?

pallid nest
#

of course one sec

sonic crest
#

Been longer than 1 second

lyric quiver
#

didn't ask

pallid nest
#

this is the bp i am trying to call in my character bp

#

which is the one it moves the cube

sonic crest
#

You're running a constant check to see if the character interacts with it??

pallid nest
#

well that is wrong explained , it is actually moving the cube in my character bp with this code but the problem is that the ref there for bpcube is failing for some reasong

pallid nest
sonic crest
#

Why don't you use an Interface?

sonic crest
frosty heron
#

casting is just a type check

sonic crest
#

Can make

frosty heron
#

if what u plugging is the not type , its just gonna failed

pallid nest
frosty heron
#

Reason is it's EMPTY variable

#

untill u tell him which Cube In the world, you are actually making it point to

sonic crest
#

It's much better with an Interface.
Make an Interface, name it, and make a function called "Interact"

With it you can easily pass the character calling it and set it as reference (rather than on Begun Play and constantly checking)

frosty heron
#

Ok u have a variable Cube In your Bp. and then what? it's Empty. It points at nothing in the world until you SET it to Point at some cube in the world

sonic crest
#

True, it doesn't know which object to reference

lyric quiver
#

This reminds me of my Unity days and getting null reference exception errors lol

frosty heron
#

Ye once, you know how to Set your references

#

u wont see the error anymore

sonic crest
#

We all start from somewhere

frosty heron
#

took me sometime to click

sonic crest
lyric quiver
frosty heron
pallid nest
frosty heron
#

Do you have your character pre-placed in the world?

sonic crest
frosty heron
#

you can do this route but it's shitty

#

but just so u understand what refferencing is all about

#

Make your BP cube, instance editable and expose on spawn

#

Now go to your map, Find your Chharacter, Navigate to the BP Cube variable. Drop pick some cube in the map

sonic crest
#

You can think of
Class: Human
Object: People

We are all derived from Human class. And we are it's object in the world

Probably a bad explanation but ehh

pallid nest
#

my brain is about to explode : ' )

timber crystal
#

Guys sorry i got a noob problem right now i try to cut the length of the animation notify but i cant use the buttons not the 1 or the star under the 1

and yes i now its normaly for Animations this problem but is not so active there ...

lyric quiver
sonic crest
#

😂

dark drum
#

Does anyone have any ideas why 'GetOverlappingActors' doesn't return any items? The component is box collision set to overlap on WorldDynamic (ignores everything else), the items inside the box are world dynamic (collision) and set to block.

This is called after 1 second to make sure it wasn't a load order issue.

frosty heron
#

Anim notify don't have Length

#

The one that has is Anim Notify State

#

that looks like the one, so I don't know what the problem is

pallid nest
#

shouldn't this make the reference correct?

frosty heron
frosty heron
timber crystal
#

i cant change the length of that with the one

#

i want something like that but i try it like this tutorial but i cant do it like him

dark drum
timber crystal
#

he cuts the lenght with the star buttom under the 1

pallid nest
timber crystal
#

but i cant do that

frosty heron
#

@pallid nest

frosty heron
sonic crest
#

@pallid nest
Here's how I did it with Interface

  • Go into your content browser
  • Create an Interface called BPI_Interact
  • Create a function called "Interaction"
  • Go back to your character and Implement that Interface from Class Settings
  • Do the same for the Box Cube
  • In the Cube, implement the newly Interface Function, and set the stuff you did on BeginPlay on that function, no need to get Actor of Glass, and do the rest, you don't need the tick for that, just put them all with the Interface Function
  • Now in your character, when you press use, call that interface (while making a linetrace you can check if Does Implementat Interface) and call that with the Hit Actor
frosty heron
#

not sure about stars button

#

dont know what that is

timber crystal
frosty heron
timber crystal
frosty heron
#

close * save re-open

pallid nest
sonic crest
#

Goodluck! Ping me when you need anything

pallid nest
frosty heron
#

@dark drum Kinda work for me

#

its not detecting SM tho

timber crystal
pallid nest
remote meteor
dark drum
dark drum
remote meteor
sonic crest
#

From that, you can pass the actor interacting with the Interface (from Player to Cube)

obtuse mulch
#

theres an invisible redirector in one of my folders (i have the filter on) its just wont fix

sonic crest
obtuse mulch
#

theres a slight loading on one of the folders when i do "fix up redirectors" but it does nothing

#

maybe anyone had this issue

remote meteor
#

on the whole content folder, fix redirector from there

obtuse mulch
pallid nest
remote meteor
#

like literally on the content folder, so you dont skip anything

sonic crest
obtuse mulch
pallid nest
frozen zinc
#

Hey, do someone know how can i use variable from a different blueprint? Just quick note that the one blueprint is not a parent of second one

pallid nest
#

and now i connect the bp cube in the interface of the character or something like that?

sonic crest
#

On the cube, attach "Char ref" to the output pin

sonic crest
#

Or Character

remote meteor
obtuse mulch
#

bro i know that

#

it acts like theres a redirector but i doesnt fix anything

#

theres no redirectors in that folder

sonic crest
dark drum
sonic crest
obtuse mulch
sonic crest
#

Glad it did)

pallid nest
sonic crest
#

Sec

#

@Alex
Player

#

Interface
it's an Actor

pallid nest
#

you are a star, thanks mate

sonic crest
#

BoxCube

sonic crest
sonic crest
frosty heron
frozen zinc
#

By using cast to?

frosty heron
#

no

#

Why everyone have the same misconception with cast 😄

#

cast is just a type check

#

you can cast but first u need to get the right reference

frozen zinc
#

how do you get references then

frosty heron
#

if that reference is not your target Class then you can cast it, assuming the ref is that type

sonic crest
frosty heron
#

Many ways

#

worse way is get actor of class and get all actor of class

#

if u dont know what u are doing, u will just make something that dont work

sonic crest
# frozen zinc how do you get references then

for example, overlapping actors, hit actors from line trace
referencing an object is in the world, of which object you are ref with. if we have 5 instances, which one is the player interacting with??

frosty heron
#

Picture this, I want to open a door.
So I have a variable called door. Now there are 5 doors in the world. Why should I get all 5 doors with get all actor of class? Or why should I get a random door with get actor of class?
What I should do is grab the door that I want to interact with. Via (Overlap, Linetrace, Distance, yada yada depending on the game design)

frozen zinc
#

okay, I have 2 widgets, one which stands for computer, and second one which stands for the browser in this computer. I would like to set the "IsBrowserActive" variable in both widgets

frosty heron
#

When you create the widget, you can promote it as variable

#

if you need to understand how to communicate between Bps you should watch blueprint communication video

#

is not a topic where one can hand hold you

frozen zinc
#

ill do it then, thanks <3

frosty heron
obtuse mulch
#

Difference between cast and pure cast

#

can that mean that pure cast do not create a hard reference?

frosty heron
#

They do, Hard reference are the blue pins

dark drum
obtuse mulch
#

i still save most of the BPs as their base class and then cast when needed

#

that fixed my long start up problem

#

in theory im wrong, right

dark drum
# obtuse mulch in theory im wrong, right

A hard ref means it forces it to load into memory. Any actor that references another actor (or asset for that matter) that isn't a soft ref will force it to load as well as any of its hard references. The reason people say to avoid casting is to help prevent long reference chains that force most of your project to be loaded into ram even if it's not actually being used.

obtuse mulch
#

are you an AI

dark drum
dire frost
frosty heron
#

Infinite loop error

pallid nest
frosty heron
#

Relative is local space

#

Relative to the parent

dire frost
#

Makes sense. You might want to GetActorForward * YourDistance

#

Btw the reason you get that behaviour is because the parent is not rotated, just the component/actor itself. Alors, it will seem it's taking "world" location but it's actually moving relative to its parent

dark drum
median yoke
#

How difficult is it to make a procedural generation level system?

dark drum
faint pasture
zealous moth
#

I am trying to lock on and it works but it does so at instant speed. Is there a way to make this interpolate smoothly?

#

This logic is run on tick

#

so it updates fine and locks on fine

frosty heron
#

Lerp it?

zealous moth
#

how

frosty heron
#

I think lerp between last rotation to new rotation

zealous moth
#

lerp needs an alpha and I am running it on tick, so not sure what to expect as opposed to a timeline

#

I tried and it just doesn't want to turn

frosty heron
#

Interp rotator maybe

#

Adriel would know 🙂

#

But I think you can do rinterp last rotation to target rotation

zealous moth
#

i did this

#

but again, it just doesn't want to rotate

#

delta time is hooked to tick

frosty heron
#

I think instead of current u want the last rotation but I could be wrong

zealous moth
#

no

#

no

#

i'm an Rtard

#

i never linked tick

#

every damn time

#

the logic was flawless

#

🧱

sonic crest
pallid nest
# dark drum I'm actually planning to make a tutorial for making a pushable box. Not sure whe...

hi many thanks for your help, i suscribed so I can see it once when you do it. Not really any specific type, I tried originally with this one https://www.youtube.com/watch?v=bCAlowYEYEI&t=285s but I encountered the problem that the item flies (I read it was something related with the bones but can't make it work) and then I tried this one https://www.youtube.com/watch?v=v3JXpF4wl_o but for some reason I get errors with the reference with the movable actor (cube)

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dry pecan
#

could anyone help me figure out this error? Blueprint Runtime Error: "Attempted to access Sphere via property K2Node_Event_OtherComp, but Sphere is not valid (pending kill or garbage)". Node: Branch Graph: EventGraph Function: Execute Ubergraph BP First Person Projectile Blueprint: BP_FirstPersonProjectile

median yoke
dark drum
faint pasture
#

Tick -> set target -> rinterpto actual towards target

median yoke
#

possibly max 40 rooms mininum 20

faint pasture
#

then automate that

#

you'd probably start by choosing random directions and laying down rooms but making sure they don't overlap

median yoke
#

i have a main room which will need to then generate the rest of the map

faint pasture
#

You need to start at the basics

#

think about your rules, what are the rules for room placement?

#

what actually IS a room, are they all the same size with connections in the same place?

zealous moth
dark drum
# median yoke possibly max 40 rooms mininum 20

I did a tutorial a while back for generating a procedural maze (uses the backtrack method). It's grid based so you could modify that to spawn a room BP that adds walls, door and other fluff.

#

@median yoke just so you're aware procedural stuff often takes a lot of time. You just have to chop away at it.

If you want to keep it to BP only, you'll need to learn how to spread calculations/generation steps across ticks. Ideally, you'd want to use c++ and multi thread it.

median yoke
wild moat
#

anyone familiar with the texture / icon baker plugin from the cropout content example? i tried migrating and packagine the plugin and it just doesn't work outside of it's own project:

#

thought it might come down to a mesh setting, as making a new setup in the project required me to enable "enable nanite support" for anything to show up, but even that doesn't fix it in other projects:

slender axle
#

Super noob. Only have about 10 hours into messing with stuff. I have a radio set up to play a track. I would like for the player to press E on it again to turn it off. When I set up Stop for the audio it will briefly stop but play again. Any insight?

zealous fog
#

editor utility widgets are so good sweeney_activate

undone surge
#

how would i go about moving this bone inside a bp using a timeline ? which nodes help me change the transform of this bone exactly

faint pasture
serene wedge
#

Is there any practical way to detect that my character is in the border of a platform? Near to a cliff. I can do a trace but I was wondering if there's any built in peppery for that on the character class

dark drum
# serene wedge Is there any practical way to detect that my character is in the border of a pla...

There might be something on the character movement component. I'm pretty sure it has a can walk of ledges var so there might be an event you can bind to. (Not sure)

There's this old post where people go over a few things about it.

https://forums.unrealengine.com/t/can-walk-off-ledge/3119

Epic Developer Community Forums

“Can Walk Off Ledge” ? If I set it to true, it will prevent the character to walk off a ledge. But how does this works? Is the character tracing down to see if there is a ledge under him all the time? If so, is there a event that fires when it detects and that I can use? I am making a “Ledge Grab and climbing system” and I want my character to g...

serene wedge
#

how do I create a class that inherits from CharacterMovementComponent and use it with the character class though?

#

the character will come with a CMC by default, can I replace it?

hardy fable
faint pasture
serene wedge
#

tbh I'm using cpp, lmao, but since no one answered my question there I'm trying it here as my question was not specific to the programming method

faint pasture
#

You're playing it then not saving the ref so you have no way to tell it to stop

#

Also don't loop back around to use the set node as a get as well, just have separate set and get

#

it's the same thing logically but looks less spaghet

slender axle
#

@faint pasture Ill have to figure that out thanks for a little insight

faint pasture
#

just promote the return pin (the blue thing) to a variable

#

that's a reference to a sound

#

you can even replace the bool using that

#

Input -> your other branch -> is SoundRef valid? -> yes -> tell it to stop -> set SoundRef to nothing
-> no -> play the sound -> set SoundRef to the played sound

#

soundref would do double duty as the reference AND the bool sort of

slender axle
#

Thank you!

dry pecan
#

is there any way to do something continuouas with a node like this and not only the moment it colides with the object its looking for? like damage over time

dawn gazelle
dry pecan
keen schooner
#

Or have Begin Overlap flip a bool to true, End Overlap flip it to false, and check that bool off of Event Tick

keen schooner
#

Event tick will check every frame if the bool is true using a Branch node; if it is, apply damage. If not, do nothing

slender axle
#

@faint pasture I tried doing what you said I think, its all still super confusing to me. Im gonna have to learn a bit more.

dry pecan
slender axle
#

@faint pasture Again this probably looks like dookie but just trying to learn

faint pasture
#

Do you understand what a reference or pointer is?

slender axle
#

I guess when you said reference I was thinking variables so I dont think so.

faint pasture
#

Yes, it's a variable that refers to a playing sound, whatever that is (sound component maybe? IDK.). What matters is that it's a reference to whatever SpawnSoundAtLocation spawns.

#

The happy path is that the sound ref is not valid yet, so you spawn the sound, and then save the ref

#

The other path is that it IS valid (you spawned it last time), so you destroy it or tell it to shut up, then you clear the sound ref (set it to nothing)

slender axle
#

@faint pasture Lol I think im just making this worse. Im probably just going to leave it how it was. Player can turn it on but not off lol. Until I learn a bit more

faint pasture
#

drag your variable into the graph and click get

slender axle
#

Yes I know that much atleast

faint pasture
#

the little get node for Sound Ref

slender axle
#

Dang that worked! I still need to grasp the concept a little bit but this will help me visualize it for the future! Thank you

dry pecan
#

how do I uncreate a widget?

faint pasture
faint pasture
dry pecan
faint pasture
#

save a ref to it so you can later remove it

#

but I wouldn't do it this way

#

instead have a widget or something that's always there, and you just fire an event off on it whenever you get damaged

#

Say it was a widget.

Pawn:
Damage -> hey mr widget, we got hit!

Widget:
OhShitWeGotHit -> Opacity = 0.2
Tick -> Opacity = FInterpToConstant(CurrentOpacity, 0, InterpSpeed)

This would result in somethings opacity going to 0.2 every hit, and decaying towards 0 at InterpSpeed.

#

just have a "thing" that you can say "hey we got hit" and it'll take it from there. I wouldn't spawn a whole widget every hit, that's just wasteful and they'd stack etc

native canopy
short phoenix
#

I have some need for singleton blueprint classes that are individual subsystems. What kind of blueprint class should I be using? Where should I set up and tear down the individual instances afterwards? I think actor blueprints are not a good place because I would prefer not to deal with having a ghost actor I have to carry around.

sleek pecan
#

Hey y'all. I have tried creating an EditorUtilityWidget in C++ that I could then inherit from in blueprints. This works fine, except if I create a standard blueprint widget and then inherit from my custom editor utility widget class, the editor doesn't seem to recognize it as a EUW and won't give me the option to run it when I right click it. Likewise, if I create an editor utility widget and try to reparent it to my custom class, it doesn't appear in the list of classes. Am I doing something wrong? Is this an editor bug?

frosty heron
#

If u want run time, game instance can be one. I used it for loading screen system

#

Or editor for editor utility stuff

short phoenix
#

Huh. Can they be done in Blueprints or do I write them in C++?

#

Hmm I guess I answer myself that they cannot. Or at least that's what I see a few times. So maybe I'm finally going to write some UE5 C++ here.

steady night
#

why is this not working O.o ?

#

actor is not rotating

frosty heron
#

doing things that can't be done in BP

lunar sleet
# steady night

Action value is usually between 0 and 1, check the values that are coming through

steady night
#

i did they are comming through

frosty heron
#

I need to take Picture in my game and save it for the player icon

lunar sleet
frosty heron
#

time to learn how to convert them to bytes 🤔

steady night
#

@lunar sleethttps://gyazo.com/ce9115a76141704e51e75ba8e7946de1

lunar sleet
frosty heron
lunar sleet
#

Ah

frosty heron
#

I don't want to import it to a folder either as a picture file. People can just delete it and the game gonna look different

lunar sleet
#

What are you doing there

steady night
#

nevermind that just showed it for the picture *

#

this is the full *

#

basicly im trying to rotate my character but that dosent seem to be working

#

i can change the roll,& pitch but not the yaw

lunar sleet
#

Does it go through the True pin when you debug it?

steady night
#

ye

lunar sleet
#

K, check your char settings for use control rotation, it’s prly being overridden

steady night
#

....

#

...

#

thats 30 mins of my life im never getting back again...

lunar sleet
#

Works now ?

steady night
#

yeah 😛

#

ofc its using the controller rotation,,

#

i imagained i check those options 10 times

#

but i must have missed it...

#

ty

#

altho now the camera isent moving ... sigh

#

this part is supposed to rotate the spring arm

#

its changing the spring arms Z value but its not "changing it in world" .. ??

#

any options restricting that also ?

dark drum
steady night
dark drum
# steady night

You need to select the spring arm. (Sorry I wasn't clear on my other comment)

#

You can set to use control rotation on the character itself, spring arms and cameras I believe so you have to check each of them to get it how you want.

#

Disabling on the character but enabling on the spring arm allows the cam to rotate around the character. You'd have to handle rotating the actual character separately.

remote meteor
frosty heron
#

trying to have as little plugin as possible

remote meteor
#

reference it maybe

dark drum
frosty heron
#

There are heaps of customisation for the character, I can't use Screen grabber to decide what character gonna look like

#

i will need to screen grab on character creation and whenever the player change cosmetic

dark drum
frosty heron
#

just reender target, export as image file. Re-import when game load as texture 2D

#

but I don't want players to actually tamper with the image file. So this time I will need to think about storing them as bytes and reconstructing it

#

there is already plugin for there lAsaka linked me but gonna take this as challange

dark drum
#

A few years ago I had an idea to do something similar for item icons so I didn't have to make them all. I couldn't get into work lol.

steady night
#

how would i do a "Autorun function"

#

since i dont want the delay like this whats my best option ?

faint pasture
steady night
#

timer by event ?

#

how often dose the actionInput Fires ?

#

like whats the delay bethen each event +

dark drum
steady night
#

toggable

#

i mean this works fine

#

im unsure about the 0.005 timeer tho

#

since each tich is idnno when

dark drum
steady night
#

ohh

#

dident know that existed

#

noice

#

hm

#

that dosent loop tho ?

dark drum
# steady night dident know that existed

I probably use it far too much haha.

Have the event call the timer again if a condition is met.

You'll need to store the timer so when you toggle auto run to turn it off, you can clear and invalidate the timer to stop it.

steady night
#

i mean this works

#

but the run on false is bad

#

how to i run the event from a "timer handle" ?

dark drum
# steady night but the run on false is bad

Move the branch after the add movement. If the 'MD4 pressed' is what controls if auto run is active, you don't need to connect false, just on true have it call the timer again on true.

steady night
#

ok,

#

but how do i call the timer then ?

dark drum
steady night
#

yeah i get that but how do i run the "set timer for next tick by event"

dark drum
#

Actually, if you're setting the var, just call the event (not via a timer) if the var is still true, the event will trigger itself on the next tick.

steady night
#

or do i need to make another custom event that runs that one ?

#

imean do i need to call it like this ?

dark drum
steady night
#

yeah but having a event trigger itself dosent work without any timer or something, since it will "infinit loop"

#

but this works so

dark drum
steady night
#

xaxa

dark drum
steady night
#

aye it was the "Create Event" from the set timre for next tic that i was looking for

#

but dose this create a new event or ?

dark drum
steady night
#

ah ok so then it uses the existing one not recreating another one

#

gotcha

#

thanks!

dark drum
#

Just goes to show a picture says a 1000 words lol. I think I might have been at it for a while trying to type it out haha.

steady night
#

yeah lawl

dark drum
#

Hmmm, should i make a pickup manager using an actor or an actor component. 🤔 It's for having events happen when stuff is picked up.

frosty heron
#

Anyway to get the Sequencer Play time?

#

or the current progress it's at? CurrentTime/TotalTime

dark drum
frosty heron
dark drum
#

everything you could ask for haha

frosty heron
#

returns frame tho 🤔

#

gonna figure this out

#

make sense I guess

dark drum
elfin abyss
#

I don't know where to ask this so i hope this is the place. If i want to procedurally generate a mesh, like a terrain, a cave, or rooms, would i use a procedural mesh, then an algorithm that calculates where the vertices go and then place the mesh between those vertices?

dark drum
#

the denominator would normally be 1 so i would imagine it can just be ignored. If it doesn't look right you might have to divide the numerator by the denominator. I'm not sure why it wouldn't be 1 as it's frames per seconds.

frosty heron
dark drum
elfin abyss
#

Something like the planet generation in Astroneer, or in 7 days to die, where the terrain is procedurally generated, but it also has terrain destruction. Furthermore, expanding that to creating underground caves, tunnels and maybe sewers?

thin panther
#

That's far out of the scope of beginner

#

Just want to remind you that astroneer was made with a team of 4 industry veterans all with well over a decade on experience :P

#

The algorithm you're looking for is marching cubes, and you'll be in c++ land using it

dark drum
dark drum
thin panther
#

My condolences

#

😆

dark drum
elfin abyss
#

I know about marching cubes, i just don't know where to start with it, whether in c++ or blueprints

frosty heron
#

I think that will involve a lot of reading and research

#

7 days to die use voxel

#

Not something that a discord channel can guide you imo

thin panther
#

Sebastian Lague:s video on marching cubes is great

frosty heron
#

I won't start with planet generation or caves or sewer, that's pretty nuts to me.
If I want to tap on procedural world building, I will start with Grids and Blocks and thingking in 2D first

elfin abyss
frosty heron
#

then move to 3D

thin panther
elfin abyss
#

I already wrote a marching square script in python using pygame, so i'm familiar with it but i guess i lack experience in unreal engine to translate it there

dark drum
#

If i still have my project where I did something based on marching cubes, I'll share some bits to give you an idea. I'm not sure if it'll even load as it was made in UE4 which i no longer have installed lol

thin panther
#

That link above for GPU seems quite useful. Now I think about it, it seems great for compute shaders 🤔

thin panther
#

But I would avoid BP for this one, you won't leave yourself room for much game, if you can even get it to run

#

Calling things from BP, like a C++ function such as "generate terrain" would be fine

elfin abyss
#

Thank you. I'll check that first and i'll avoid using BP but i wanted to start somewhere and BPs are easy to prototype even if it's on a smaller scale

thin panther
#

As long as the bulk of the generation code is c++, you leave yourself much more comfort, especially if your implementation isn't optimal :P

dark drum
thin panther
#

Trying to translate that hell isn't going to be easy either, as well as trying to debug

dark drum
#

The math node is pretty good for this.

thin panther
#

If you're looking for a proper implementation I would also say it's worth looking into compute shaders. You could probably get away with doing the bulk of it in there, and taking advantage of the gpus huge number of cores

#

Hmmm. A fair point. I just can't imagine what else that Nvidia link could be talking about

frosty heron
#

Are inputs consumed when playing sequencer?

#

my UI can't seems to detect any input

dark drum
dark drum
thin panther
#

Ah that makes sense

dark drum
#

I am surprised there isn't a 3d perlin noise node in BP though. (i think there's a material one though) Probably to discourage crazy decisions like doing complex terrain generation in BP lol.

elfin abyss
#

Thanks for the tips guys, much appreciated

narrow pawn
#

**anyone **got a rescource for how I can dynamically change my widget GUI, based on player interaction?

#

for example add a new icon for a building as well as keeping them in a chronological list
PLEASE❤️

steady night
#

is this not how u blend pose with upper body ?

#

the layer blend has "spine_01" setup but the default slot ?

#

i wanna play montages with top body only

frosty heron
#

Change the default slot to Upper body Slot

#

then for the source u want ur cached pose

#

Then after the layered blend per node, U also want another slot for full body montage

wicked cairn
#

Hihi!! How would I go about getting a Box Trace of the Player's Screen with a Forward Vector Distance of 5000? It should appear like a cone in a rectangle shape. I think I might have the right Idea, but I'm unsure how to put the pieces together

dark drum
narrow pawn
dark drum
wicked cairn
#

Trying to get a trace of actors in the player's current view

#

This is what i've got!

narrow pawn
frosty heron
#

That's pretty easy

frosty heron
#

u just create new widget (icon) and add it to the child of the horizontal box

#

how you want to sort it, would depend on the rule you defined

narrow pawn
#

so I have to place them in a horizontal box, aight thank you <3

frosty heron
#

Is there even a point to this? I mean I still end up with a hard ref, so I will probably load the Widget Class all the same

narrow pawn
#

order doesn't matter for now, I bet I can sort them later

frosty heron
#

create widget -> Add Child to Horizontal box

#

done

wicked cairn
# dark drum What for?

Trying to get an AI to detect when a player is looking at them by grabbing the players screenspace origin and adding a "view distance" of about 5000, I'm gonna grab the hit results to let teh AI know they're being looked at or can be seen by the player, just kinda like a cone shaped trace

steady night
#

@frosty heron hm ok but how do i get "upper body slot" ?

frosty heron
#

if u haven't got one, make one

steady night
#

oh

dark drum
steady night
frosty heron
#

u want full body slot before the output pose

#

and that's it, u are done

dark drum
steady night
#

ah okey , how do i choose with slot the montage should use or whatever

frosty heron
#

Im not following, can u be more descriptive?

#

If I understand the question right

#

In the Montage you can set the slot to play

steady night
#

aha

#

where :/

wicked cairn
frosty heron
#

beside the timeline

#

look around

steady night
#

oh

#

found it

#

but when i change to that slot then it just T-poses :/ ?

frosty heron
#

Just some bug

#

refresh it by opening other anim asset

#

then re-opening it

#

re-open the montage*

steady night
#

aye

#

thanks ty

dark drum
wicked cairn
dark drum
frosty heron
#

anything AI related prob should be done on the server

#

if everyone doing the check, each machine may produce different result

#

Server hold the truth anyway so just do the check on server

#

if the AI (In the server) sees the player, then just inform clients that specific character is seen

narrow pawn
#

smh the box kills the UI

#

supposed to look like this

frosty heron
narrow pawn
#

nothing seems to work

wicked cairn
# dark drum Ahh for multiplayer you might need to get all the players and check their look a...

So, I'm trying to use a Decorator for the AI that gets the "Was Actor Recently Rendered" since getting a trace for the player's look at rotation is probably expensive, but I'm noticing that the clients dont even get considered when the AI is being looked at. Like the function only works for the server :(

I'll have to figure out how to alter the function or make my own i'm unsure.

wicked cairn
spark steppe
#

shouldn't AI logic run only on the server anyways!?

wicked cairn
#

Right?? im confused

dark drum
spark steppe
#

also people claimed that WasRecentlyIsRendered() behaves unexpected sometimes

mental trellis
#

Depends if it's mp or not.

wicked cairn
dark drum
# wicked cairn

As far as I'm aware the server wouldn't know if it was recently rendered for all players. You'll need to get all the players and check their look at rotation (from the player to the AI) and compare it to the players actual rotation. If it's within range then the player is looking in the general direction of the AI.

mental trellis
#

The simplest solution is just to check the angle between camera->forward and camera->ai

#

Even if you don't render it, you should still know where the player is looking.

wicked cairn
narrow pawn
#

ok, I figured out the allignment

mental trellis
#

You can check horizontal fov and vertical fov and compare the individual axes/angles. Or convert the actor's centre location to screenspace and see if it's anywhere useful.

#

That'll fail horribly if they are too close, though (both of them)

narrow pawn
#

how do I let one widget create additional widget for another widget though?

#

that is one hell of a sentence

spark steppe
#

that still ignores walls, etc.

mental trellis
#

Line trace

spark steppe
#

just use ai sensing/perception?!

dark drum
spark steppe
#

it also has the whole cone check logic built in

wicked cairn
#

WAIT

#

oh my god i forgot the Pawn Sensing component exists...

#

🤦‍♀️

spark steppe
#

wait, one of them is the old (eventually deprecated!?) one

wicked cairn
#

oh