#blueprint
1 messages · Page 55 of 1
You can use AppendString
but thats not gonna be right
what is your objective?
to use CallFunctionByNameWithArguments with an array parameter
in this case, an array of booleans
Thank you very much, it works
code example?
I think she wants to convert the array into text
yes okay
i dont think you guys know how CallFunctionByNameWithArguments works even a little
void MyFunction(TArray<bool> MyBooleanArray)
yeah no you don't
it's okay i found a substitute
but thank you for your time anyway!! genuinely appreciated
kay
but no, CallFunctionByNameWithArguments targets blueprints specifically. it's an explicit function within unreal
I mean you just asked how to pass an array in function
i dont know where that come from
and it takes one argument which is a big string
"to use CallFunctionByNameWithArguments with an array parameter" is not "i want to call a function with an array as a parameter"
Why the media texture in my widget (which is a video) plays but stays frozen at one frame?? Holy moly I'm willing to pay the hero who will save me
Yeah I don't know what CallFunctionByNameWithArgument is
is it a CPP function or something?
ask in #cpp if that's the case
What exactly is your objective use case?
that's fine, well for clarity's sake:
If you want to call a blueprint function (hence why i put it in this chat) inside of CPP code, you do CallFunctionByNameWithArguments("FunctionName true true false true"); (approximately) and it parses that string to call FunctionName inside the blueprint with four booleans: true, true, false, true
If you show an example, it will be more helpful btw
so you can translate between blueprint and CPP
which is debatably not good practice in the first place, so my bad there
fair enough haha
I advice to ask the big boys and girls
Out of my league lol
thanks for your time, both of you!! <3
I thought it was more of a blueprint question lol
professional discord helpers are doing god's work
seriously
when i was first learning game dev the unity discord helped me so much
anyway just rambling now. you guys have a great day
you too
A blueprint I have has a variable for hooking up a button, which subscribes to an event that I have bound in the details panel (which I have assumed is fine, because Unreal lets me do it...) -- but I'm getting unexpected behaviour upon clearing that variable -- like it never unbinds the event.
Is this not an okay thing to do?
Or is it a bug? Serialisation issue? Corrupted BP?
To clarify my issue: if I hook up a button by filling that variable, it behaves as expected. If I then clear that variable, the button still seems to be hooked to the event, and can still control the throttle even if it's no longer referenced by my blueprint.
Of course, I already know the answer to this question deep down: no it's not okay, because that would be too convenient :(
Not sure what actually went wrong, so you want to unbind an event, but have you unbind it?
This method doesn't really afford me to unbind it manually.
there is no automatic unbinding?
It would seem not, that's the issue.
The thing is, you can have a variable of an actor subclass, and then you can click on that actor variable and bind events from it directly (see image 3).
The issue is that clearing the variable in the scene doesn't seem to unbind the event.
I don't know what clearing the vaariable means and in what context
The "button" variable slot is cleared and null, but the button still controls the throttle.
Yes, I am aware.
But that clashes with the method of automatic binding that the details panel would seem to suggest is possible?
This field is None.
It used to reference another actor which I assume binds an event automatically and serialises it somehow.
There is no such thing as automatic binding affaik
So that method is a trap?
If doing that bind something, it probably does something behind the scene, assuming you are using a plugin
This is default Unreal behaviour.
I mean I don't get how's that automatic
u are pretty much subscribe to it when u click the Plus button
it's probably the equivalent of Assign event to (this)
Yes but this is the Blueprint template.
How is it aware of the button in the scene at this point?
The binding must happen at a later stage.
Assumedly when the variable is filled, or when play begins?
not sure what you mean. When you click the Plus button, it will create an event (the callback) for you which will get executed whenever the event is broadcasted (eg Value Changed)
Yes.
But the class itself cannot be aware of the value of the variable at this time.
So when does it actually bind?
Like, now I have filled that variable.
So it has a dispatcher to bind to.
Yes, yes, I know.
But with your approach it is clear when the binding happens.
This event is just a template
Whereas if you click the plus in details it binds at some uncertain point.
it doesn't need to know which button (at least now I know ua re trying to pass a button) is being called
Yes, that's what I'm trying to say.
So when that button variable is filled, it binds.
When does that happen and how?
when the broadcast happend it will fire the event while passing the values it's assigned to
so if I create an event dispatcher for OnTakeAnyDamage, I can pass in the damage value and the DamageCauser
I am well aware.
But when does the blueprint instance actually bind to the dispatcher of the variable that I am passing in, when creating the event receiver using the details panel?
in the CPP file
???
you can probably read
when it get executed and what's binded
If that's too confusing for you, I suggest to not use the + button and manually assign the event your self like the pic i showed
You are trying to Bind an event that has been declared in codes
not something you can see in blueprint
I made that dispatcher myself.
This is an engine and serialization issue, not some basic confusion over how dispatchers work.
It shows for all events of the class, yes.
yes it does
Then I assume it binds that event at editor time and serializes that binding somehow.
Previously I assumed it would bind at begin play or something like that.
To be honest I never used the plus button hence why I just noticed it
so I have no idea
Okay.
sorry to waste your time
Well, no worries.
completly misunderstood the question
It seems like a very convenient way to bind events, which is why I'm a bit miffed if it turns out it's not a viable option :(
I never enjoyed doing a bunch of begin play bindings in horrible BP spaghetti
i always use the caveman approach with assign and unbind so I don't know until I step on the mine I guess
Any suggestion how to check if player is between 4 points? (area is defined by 4 spline points.
Can’t use a regular volume ?
Hi, is it possible to access the material being used in the Post Process Materials array so I can set a scalar parameter on it? im not sure how to get it out of the Camera > Post Process Settings to where i can set the parameter?
I think I usually create the PPM as a material instance on game start and add it as a blendable so I can keep a reference to it.
(like this)
I was about to suggest using creating a DynamicMesh with the 4 points converted to vertices then detect collision, but using a volume seems easier
any one know how to check the master material is "X" of a material instance ?
im looking to selectively run this on the next node
I'm not sure how to do this in BP
But, is there a way I can have a two different list of names, it choose 5 random names out of both list, present them to you, and it needs to change the %'s of said names chosen to be higher/lower depending.
I actually think the graphical problem will be harder for me, since I don't really know UI all that well.
I'm not asking for someone to do it, I'm asking for a direction so I can figure it out.
I would do a spinning wheel, but I think that's way out of my depth.
use an enum
as each name would be assined 0 to N and you could use any random number generater with it
The problem here is that wouldn't allow me to change the %'s of said names
so enums likely wouldn't be fully plausible.
you play with the numbers a bit, such as rounding the results of the random number generator to land on a 5 more,
as I was typing that it it just hit me that a data table might be better
Yeah
have to look at that more but you should be able to group a name with a % value
I can Assign a Name, and Percent Chance
and then update these fields
Data Table will work
now for the UI part.
You can use two map var types. The key being of type name and the value being a float (for the percentage).
I'll look into it
You can do get parent chain until you can successfully cast it to a material reference.
From there you could do many options for valid checking. Converting it to string and doing a string = Boolean node might be one way to do it
is there a way to return nothing? i could return an empty print string, but this cant be the correct way of doing things. thanks
I created a blueprint Interface to connect two blueprints, implemented it in both, but the function in the blueprint 1 isn't working when called in blueprint 2. Did I do something wrong?
This is the call:
This is the function that plays the logic:
did you add the function in class settings?
I added the interface in the class settings for both blueprints. Adding the function is separate?
This is calling the interface function on self
is that what you mean to do?
If that's in BP 1 it'll call the function in BP 1
Ok so since the function that plays the logic is in the other BP, I'd want to set the target in the call to a reference to that BP instead?
That doesn't quite look like the interface version of the call though, if you right click and type "sueccessful hit" how many different things come up?
the New Interface ones
I tried all of these but none seem to be working:
The target's variable type is an object reference to the blueprint where the function logic is contained
are you sure the object in ActionSlotRef is what you expect, and does it implement NewInterface?
The interface is implemented in action slot, I don't know if action slot is an object though. How do I check that? I'm using action slots as part of the HUD.
show how you SET ActionSlotRef
If I'm supposed to set action slot ref in ability effect, I don't think I've done so. That might be the issue. I'm fairly new to unreal but I've had issues getting target references to work correctly.
yes you've basically said "Hey, try call this interface function on whatevere's stored in ActionSlotRef" but you didn't store anything there
That makes a lot of sense. My targets always return not valid when I do checks on them. I guess I've been missing an important step. When I need a target, I've been creating new variables, setting the variable types to the blueprint I'm trying to target, getting it in the event graph, and using it as the target.
Hey guys here is my question, how do u set a bigger time between each value incremented by the trigger action of an enhanced input action node ?
here is the context :
i have a bp_playerCharacter where the movement component is driven by a default way of moving with an input action like for the default third person template, and i have a dialogue system that stop movement when the dialogue is on.
i want to scroll line of my dialogue with the key of the movement but since its an input action there is only one node for all the keybind and the function scroll up and scroll back line of the dialogue are 2 separate function,
so i tried to scale up a float with the input action axis value and it work but only with the triggered node and therefore it scroll to fast and to far in the dialogue line cause the triger delay is so short
you can break your #enhanced-input-system into 2 IAs for movement instead of just one
but what if i like it scrolling and therefore need the trigger ?
can i just not choose to pick only half for example of the trigger
idk what you're asking
guys i have a progress bar that has the black image as background image and the red as the fill image, now is there any way to fade the red image to the green based on another value?
Have an input action for movement and another for dialogue scrolling. You would then have an input context mapping for your standard inputs and then a second one for the input when in dialogue and just add the relevant inputs for them. You then add and remove the ICMs as and when needed.
To clarify, the ICMs can use the same inputs for actions in other ICMs. As long as the ICMs aren't being used at the same time you should get any conflicts.
prly just need to change the alpha
i just put another image in front of the progress bar?
no. are you trying to have it fill as red up to a certain point and then turn to green?
Just update the fill colour based on the percent of the bar. You can use a lerp node to between red and green
for a sec there I thought the bkg was red mb
i actualy use ur interact system and i love it !
i dont realy want to change all the way it work even if i like what u say im scared of add and remove input context
oh okay thanks
It's 2 nodes, wdym you're scared lol
xD cause adding and removing input context mapping real time got me some weird behaviour cause i dont understand entirely how it work
you can even just add a new context with a higher priority that supersedes the other
and remove it when you're done with it
on Dialogue box shown -> add Dialogue mapping context with higher priority. On Dialogue box closed -> remove that mapping context
Anyone familiar with the Player Building System v1?
i go try what u are saying thx guys @lunar sleet @dark drum
I'm glad you like the interaction system. 🙂
Adding and removing ICMs isn't complicated and can be a great way to stop other stuff from happening.
They can be good to prevent branch chains on a single input when you want to use it for something else.
im trying to cast to this blueprint class that is my player building system
to get a var
yeah i saw it on the interact system i need to try it here its true
you need a reference to it first, is this BP_MasterBuildPart an object in your world?
its perfect, just wanna know if there is a transition from red to green directly, because it shows the intermediate colors
the lerp is not good for me
The BP_MasterBuildPart is part of the Master Radialmenu, which is connecto the player building system
i just need to know how to cast to thie blueprint, to get the var from them, to continue my branch
you can't create an actor ref variable, give it a class and feed that into a cast, it doesn't work that way
you need to get the instance that was spawned at runtime
so
once again
is this blueprint spawned or placed in your world?
it is spawned
this is the on spawn code
half of it at least
there i want to get the MBP var
so how can i get var from the blueprint if it is spawned in
I don't see anywhere there that says Spawn Actor from Class BP_MasterBuildPart
did you place this actor spawner in world maybe?
anyways, if it exists in your world and there's only one you can use get actor of class and cast into it. Not always the best way of getting a reference but should work for this case. Also, you should watch the blueprint comms live training pinned in this channel at some point, it'll help you understand how cast and the other comm methods work
so if an object is not spawned into the world at first, you need a ref?
does a object have to exist i nthe world for you to cast to it?
no, you need a ref regardless
an instance of it must exist at runtime. like player controller and game mode aren't actually visible in the world but instances of them get generated, and you get a ref to those and cast
thank you i think i understand a little bit better
i need to make a proper ref to the object, because i cant cast because it does not exist at run time
does that make sense?
yeah. if you want you can just place it in your level, make it invisible and get actor of class.
yep
thank you neo
np
Just a question how does binding a delegate work? Does it matter where i bind it? Or will the delegate happend when i broadcast it ?
this print never happens
even tho im clearly broadcasting it from c++ side
(dumb question)
I put the BP_Masterbuildpart in the world, how would you pull off of object :3
you need to call it
you mean i need to call Initialize Inventory?
getActorOfClass, feed the ref
thank you
call OnInventoryUpdated if you aren't already
I am on c++ side or what
Have you watched this?
https://www.youtube.com/watch?v=EM_HYqQdToE
Announce Post: https://forums.unrealengine.com/showthread.php?101051
This Training Stream takes a look at Blueprint Communication. We find that Unreal Developers of all levels can sometimes struggle through the concepts behind moving data between objects. So in this video we'll take a look at the different ways to make Blueprints talk to one an...
OnRep_Items() inside that OnInventoryUpdated.Broadcast()
@lunar sleet You rock
It even prints OnRep_Items() so i know Onrep happens
thank you
You mean me?
nah
@thorny hatch Is that Inventory valid when you bind to it?
And what is Inventory anyway
normally, I bind dispatchers on the BeginPlay of w/e needs to use it
@lunar sleet @dark drum it work well indeed
yeah
In my inventory WBP ^^
and then when i press tab i just show the WBP_Inventory so that is how it constructs ^^
so this is a function/event inside a widget?
yea
ah yeah that function pretty much does it for you, so remove the cast and just get your var from its return value
Do we need to have a "this is what casting is" talk?
oh? let me try
no no i got the video, but thank you
no 😅
it's mb, I don't use get actor of class often, I keep forgetting you don't need to type check something that's already getting that type 😄
lol
It worked, thank you very much
hey guys can someone help me solve this F=¤%¤#% error cant figure out what the hells wrong
yeah but i dont get it how am i accessing it if its null 😮 cant find where the error is
any1
click the branch node it calls out
You're trying to access a hit before you actually access the hit
don't do that
branch in the loop body
if it hits nothing it'll try to get the tags of the hit actor but there's no hit to get the hit actor from
the first branch is trying to read data that isn't there yet
you're reading from the for each loop
which hasn't happened yet
branch on Out Hits length or something
but that's probably unnecessary
so the 1st branch is useless also should also in the loop ?
the 2nd branch is redundant
Not useless, but wrongly placed at least
1st branch is probably "did it at least hit seomthing?"
1st branch is fine
lose the 2nd
or move it into the loop body where you actualyl have a hit to talk about
im curious what could be the point to do
no
i see some people do this, i wonder why
because they don't know not to
I'm not 100% sure what that'll do but it certainly won't be tick but 1 frame later
Guess depends on the frame rate
If it's stable, it might never call. If it goes higher from time to time, it might let a call through
But either way, don't do that
Yeah i think it'll fire as the tick time increases and keep resetting as it decreases but yeah it's gross
for context this was placed before a "focus" system, i first though it was for "optimization" but i dont see the logic
Focus system?
linetrace and calling a interface event to show some world space widget
Yeah no clue what the delay is supposed to do there
or using stencil to highlight stuff
If you want it to tick less often, use a Timer (without Tick) or lower the Tick Rate of the Actor
yeah ill see that when optimizing
@faint pasture
I was wondering if you could help me again please. I'm working on the set right now and this is what I have:
It would possibly never call if it was a retrigger delay wouldn't it?
And stable
I don't know what to set the object of the cast to w_player hud node to as it doesn't inherit from player controller or player character. Also, the output for the cast node is referencing one of several action slots, and I want the code to be able to work for all of the action slots. What do I do?
Being dumb here but the slots, where do I set them in terms of what the slots are like upperslot is from Spine 01 upwards etc
ok explain what you're trying to do in game mechanics terms
I think anim bp montage player -> blend by bone
basically the whole animation gets played in the slot, you just can blend parts of it away
Where could I put talk 2 so it doesn't run at the same time as talk 1?
When do you want talk 2 to play?
When E is pressed when you are close enough to the NPC but the objective is different than the run set to make talk 1 occur.
So this is in my animation BP and then the second immage is in the skeleton etc and for some reason there oppostie ?
Can someone help me make the top of a turret slowly rotate toward the player when entering its radius
Any ideas how I correct that. It's like the Animation Blueprint hasn't updated to see the Skeletal mesh is opposite ?
So I've narrowed it down to this some how is rotating the skeletal opposite way
Begin Overlap -> UpdateTargetActor
UpdateTargetActor -> GetOverlappingActors -> choose one (probably the closest one of YourPawnClass)
Tick -> TurretTargetRotation = FindLookAtRotation(MyTargetActor, self) -> TurretRotation = RInterpToConstant(TurretCurrentRotation, TurretTargetRotation)
@faint pasture I don't need to use a dot product?
If a hit was successful, but the skill is a combo skill, I want the skill and the UI to progress to the next skill and corresponding UI in the chain. For example, in action slot 1, let's say it's a 3 part chain and I store 3 individual skills in that action slot in an array.
- The first time I press 1, the first skill in the chain activates.
- If this hit was successful, the UI updates to the second skill and the next time I press it within x seconds will activate the second skill in the chain.
- If the hit from the second skill in the chain was successful, it progresses to the third skill and the next time I press it within x seconds will activate the third skill in the chain.
- If the third skill successfully hits or the timer to land the the second or third skill runs out, the UI will reset back to the first in the chain.
The ability effect blueprint calculates whether a hit (from any skill) was successful or not in order to apply damage. It does this with a get overlapping actors node where the target is currently a sphere component. I'm trying to pass the confirmation of a successful hit from the ability effect blueprint to the action slot widget blueprint in order to trigger the UI updating logic.
nah, you want the actual look at rotation, not "how much am I looking at that thing" which is what the dot product can give you
Start with the skill
What IS a skill in your system? A component, a uobject, a struct, an actor?
so found my Aim offest was the issue
I have ability as a parent class with a function that spawns an ability as an actor. Specific abilities I create are a child of this blueprint, but they only contain the animation montage that plays. So, I believe it would be an actor.
So there's really 2 approaches, either give the ability a dispatcher (which the widget binds to) or give the ability a ref to the widget itself
Pick one
and your ability state machine setup would be something like
??????? -> OK now we're in state 2 -> call dispatcher -> do the rest of the code
or
???????? -> OK now we're in state 2 -> if locallycontrolled or whatever -> notify MyAbilityWidget
I'd prefer the dispatcher setup
so widget knows about ability
ability doesn't know or care about widget
Regarding giving the ability blueprint an event dispatcher, I tried that and it works in regards to updating the correct slot in my action slot blueprint. However, ability only calculates whether the ability was successfully completed or not. It does not calculate whether the hit was successful.
The successful hit is calculated in ability effect and I couldn't get an event dispatcher to work the same way since ability effect isn't something that gets spawned in like an actor.
And when you get or change an ability:
Spawn actor -> save as MyAbility1 -> notify MyHUD or MyMasterHUDWidget (whichever approach you took), passing over a ref to the ability actor (and optionally the slot it's in)
Why doesn't the ability do all the ability stuff?
Who does the hit?
I'm not sure. One of the videos I watched kept ability and ability effect separate so you can assign multiple effects to a single skill. I don't know if this implementation is inefficient or incorrect. The player character does the hit I believe.
Either way, the hit should have nothing to do with the widget except in the chain of effects
the widget doesn't care about a hit
it cares that the ability went to Phase 2 or whatever
thats all it cares about
Pawn
InputButton -> MyAbility.DoThing
Ability:
DoThing -> ????? -> UpdateAbilityChain
UpdateAbilityChain -> call dispatcher -> do whatever else
Widget:
OnAbilityChainUpdate -> fetch new data from MyAbility
I don't want the ability chain to update on ability completion, only on a successful hit. But since ability completion is handled in ability, and a successful hit is handled in ability effect, should I try to merge the two and have ability handle both?
Right now what I have is more like:
Pawn
InputButton -> MyAbility.DoThing
Ability:
Activate Ability Effect + Anim Montage
Ability Effect:
CalculatesSuccessfulHit -> (if successful) UpdateAbilityChain -> call dispatcher -> do whatever else
Widget:
OnAbilityChainUpdate -> fetch new data
All you need to do is have the UI update on ability chain update
get that working
then the UI doesn't care about the hit, you can change the ability chain however you want
all the UI directly cares about is the state of its ability
CalculateSuccessfulHit should def. only talk to the ability
although I'd handle it all in the ability
Okay I understand, that makes sense. Right now the UI updating is basically a set brush from texture node that changes a skill icon based on the thumbnail for that skill. So, I'll work on setting up the ability chain progression and go from there.
heck you could just bind for now
binding -> brush = Ability.BrushArray[Ability.ChainIndex]
I'll give that a shot. Thank you!
how do I limit how close the Camera Boom gets to the player when next to a wall?
its jumping into the brest and clipping through the shirt
What do you want to have happen?
clip into wall or into character?
Im looking to limit the "near clipping plain" (what it would have been called in unity) to the shirt will not cut off when that happens
but i dont see the setting for that or the controls to zoom lol
still figuring out unreal's fundamentals
Open menu Edit → Project Settings → General Settings, there is a Near Clip Plane that you can change.
thanks, but im not seeing a change. is there a deferent setting on preset camera that i need to mess with ?
I think you need to restart editor
ah ok , lol got a face in the arm
i will give it a shot
well that will not stop coming back lol
Is it possible to disable texture filtering in SM5? I can only seem to get it working in ES2 preview using these texture settings
one quick fallow up before I take a brake, Im looking to lock the camera rotation to a fixed angle such as a top down or 2D preceptive whay the player is doing "x" but then unlock it back to the 3D rotation after what property would I look at for that ?
Hello i have a BLCOK ability that i want to use the classic " button is pressed" start blocking and "when button is released "stop Blocking " . how do i set that up with the new enhanched input ?
you can probably use started instead of triggered
the defalt character has swimming?
Hey, wondering if there is a cvar or exposed float to make niagara particles to tick at a lower rate?
how do i set up a leader variable for a set of playable characters?
Is it like a party and one of the characters is leader?
yes
so far what ive done as guesswork
is I created a partyunit component, then have the gamemode get that component, and set it to party units
Just guessing as I go along
imho something you should consider saving in the gamemode
well it's gonna be used in and out of that gamemode
so the party can change maps?
other than that, not sure what to do, I've made some units that are children units
that are character classes
just 3 to start
I want to make it so you can swap between them as the party leader
It sounds like a party is an array of characters + 1 character designated as leader
yeah its just 3 characters and you set 1 as leader
Asked earlier in CPP but didn't really understand how to do this part in BPP: char starts running and I have a function that adds "running" status to player. How can I have an event to basically say while player has that status to cycle through and decrease stamina
BP*
Was using event tick but was told bad ider
yeah event tick consumes more resources
And I can't find an "onArrayChanged" event
If it's meant to update every frame then event tick is where you do it
Do you want your stamina to smoothly update or update in chunks?
it needs to be constant. Not fps based lol
so need to make an event that fires off when player has Running status and then cancels when player no longer has it
I mean does it need to be constantly checking or check once a second or what?
you should look into gameplay ability system
I think I have it
what is controlling the camera's rotation ?
I found i can use arms length to control the zoom
but the transform is not updating on the fallow cam or the Boom so its not clear what I want to mess with in the BP to make changes
I have set the skeletal mesh and anim class but still the character doesn't show up?
can someone point me in the right direction? please.
I am trying to create some sort of clipping plane that caps the clipped meshes. For example, I am trying to "cut" a building to see the insides, but the trimed walls etc, should have a solid color or material. this is for an archviz app I am working on, but I am totally lost on how this can be achieves if possible. also the mesh or meshes to be cut are static meshes mostly.
if anyone have an idea, is very welcome. I guess the easiest way to do it is with some kind of material override wen the meshes overlap some kind of volume (the cutting object) . but not sure if how that can be done or if there is a better way.
thank you all.
for some reason the pick up animation plays when my character opens doors as well... theyre using very similar scripts with box colliders to trigger the interaction prompt
not every single time though
nevermind, looks like I forgot the disable input node at the end overlap lol. I spent like an hour trying to figure out what it was
Does anyone know how to change the alpha of a text over a timeline. I'm trying to get some text to fade out once the character overlaps a box, but not having any luck. I've tried different variations of this BP but don't seem to be getting anywhere. Changing the alpha channel manually is not doing anything either. TIA
How to make two strings pass through Make Json. (As shown in the image)
I wanted to add Voice Prompt and Text 1 strings to Message. But I can add only one.
I have tried using Append. But it will also include Voice Prompt along with Text 1, When i get an output from Text 1.
So how to make this work?
How can I set actor location in an event that has Call in Editor checked?
it does a line trace in the constructor but it doesn't actually set the location
line trace is returning false even though there is a hit
Dont do the call in construction, use the button on the details menu in the level editor
hello , can i ask how can i get the Y scale value of enhanced input local player subsystem?
It’s got a pin on the Input Action node
Set draw debug to duration, your end vector is prly off
no it just doesn't detect
It should but it doesn't
it checks visibility and the collision im testing against has visibility blocking
Show a screenshot with draw debug on
Also try a diff channel and toggle trace complex
Could anyone point me in the right direction on where I should look to clear up this warning:
LogPhysics: Warning: TConvex Name:BodySetup /Game/DungeonMeshes/SM_EndRoom3.SM_EndRoom3:BodySetup_0, Element [407] has no Geometry
Is there a way to get a mesh's nearest point (anywhere) to the cursor? Or a way to get the outline polygon of the 3d mesh in a 2d space? I need this for better UX when hovering the mouse near objects. I'm trying to incorporate this with a voronoi diagram
Do you have an empty mesh or something ?
thanks
https://blueprintue.com/blueprint/fa53v5k6/
hey guys im trying to check if target is infront of "self" need help cant figure this out
If you take the direction from Self to Target, then you need to compare that to Forward of Self
I have a problem with my interface i i dont know how to get the refrence to my laser bullet
i just want to set a variable from a other blueprint in a other blueprint why is it so fucking hard
Are you just struggling to get the reference?
yes
Do you know generally how to get references? or is this one specifically tricky
What did the blueprint look like when you used the variable? how were you setting the variable?
Are you creating bullets in blueprint? (as in, are you using the "spawn actor of class" node?)
yes
That's why you won't see it in the drop-down list. No bullets exist yet. They only exist when you spawn them.
yeah
You'll see the "spawn actor" node will have an Actor variable as an output. You can set your "bullet" variable to be that
yes, that's because the variable is invalid if you haven't spawned a bullet. Event Tick is going to run that code every frame, which means it will be running that code when you haven't fired the gun yet.
You probably don't need to do it on Event Tick, do it after the bullet has been spawned.
can i do it in a widget?
like here
how am i gonna get the refrence?
So, you were on the player character before, which was where all the bullet spawning code was so it was easy to get a reference to the bullet. So now, since you aren't on the player, you can get a reference to the player character and using that reference you can get the bullet.
how do i do that (sorry i am new)
There's a node you can call pretty much anywhere, called "get player character". That is going to give you a reference to your player character.
Do you know how to cast? You're using an interface which, in my opinion, is harder to wrap your head around so I'd assume so, but you'll need to do that here
yeah i dont know how to cast
Okay so you can use "Get Player Character" but the reference won't know about the bullet variable just yet. That's because that function will return your player character but the class will always be "Character" rather than what you are actually using (I think you are using "ThirdPersonCharacter"). You are using a child of "Character", so it will have everything that "Character" does as well as your custom code. You need to use a "cast" in order to tell your code which child of "Character" you are using. A cast will take an input and check if what you gave it is the same as what it is checking for.
so you can search for "cast to ThirdPersonCharacter", then use that cast's output
yes perfect
its not working
Ah I see the problem you've used the wrong interface call here. You're calling the function in this widget, you want an interface message
If you search for BLInterface, you should find several options. I can't remember what it specifically looks like, it's called a message
still not working
I believe you can subtract the starting location from the ending location and you'll get the direction
Can you send a screenshot
How is it not working? What is it doing that's wrong?
its not setting the damage
Get the look at rotation using the start and end locations and then get the x vector of the rotator it gives you. You might have to 0 out the z axis on the locations if you only want the xy.
It might be hitting something before the damage has had time to set
i dont think so
@faint pasture yo whenever you got a sec, was unable to solve why the clients dont do the rpc :/
it seems to be that the trigger event is not calling
it doesnt print anything
Check if the bullet reference is valid
how?
Yeah it will go over all this
the refrence is not valid
You aren't helping yourself by avoiding the video, which you could have actually finished by now :P
ok
I have BP_Weapon.
Then i have childs of this BP_Weapon.
BP_Grenade, BP_RPG, BP_Knife.
Each one has its own different functionalities and behaviors.
Now lets say i need to spawn these weapons randomly in the map.
Do i use a switch statement + SpawnActor node for each one? With random int?
Or i use something like a Data table, and get a random item from the data table?
I'd make a manager BP which handles the random spawns. Inside it there'd be an array of weapon classes, then it gets a random index
got it thanks
Hello i have question i lern ue5 and i make game in which I would like to do mechanics penetration and rebound bullets how it should work, how to program the armor width given in millimeters, any guides
?
How can I change material to meshes if I get them via Tag?
I am having issues making Input mapping context work as expected.
It seems like button pressess are carrying over when switching Input mapping contexts in blueprint. I expected "Options Ignore all pressed keys until release" to fix it but no luck
this is how I switch mine
@versed sun interesting, thanks.
Anyone know why I can make a blueprint with a teal decal show up, but if I set the material color to black it does not create a darker (black) spot?
(Decal set to translucent unlit if it makes a difference)
Trying to fake planets moving by in the background (space theme)
ahh got it working thanks!
out of the array element, cast to the "Painting Wall" actor and change material thru there
im not exactly sure what the problem is
I found an easier way already. But I'll keep in mind. Thank you!
so would everyone agree in terms of when you shoot the weapon it fires the projectile toward the end location of when the line trace is and if there is a valid hit the weapon fires toward that hit location ?
is there a way to attach a blueprint to a character from the ui widget if the player buys an item from an in-game shop? I'm finding ing it hard to find a tutorial on this, thanks.
I have my parent BP_Gun that has a variable float ShootingSpeed, then i have BP_GrenadeLauncher, BP_MachineGun, BP_Canon, each one has its own ShootingSpeed.
How do i override this variable from the parent?
just set it in the class default
i have collison name 1 and 2
i hit 1 but in the print string the result is i hit 1 and 2
hmm, perhaps the collisions are overlapping each other?
you might want to add a check before applying damage and printing string
ok, so its most likely overlapping with the mesh when you simulate physics after it dies. thats why i said you might wanna add a check on the "on overlap begin" event
also, instead of using multiple collisions, perhaps you could get the hit result from the line trace and switch on the Hit Bone Name and go from there, might be better
that not accurate
so why i need to do
how do i add a blueprint to a shop widget?
its more accurate that way but it has a lower error margin.
sec, i will send an example
this only work if i mvoe trace to bone location
what if you make the collision settings of the spheres like this?
wom't apply damage
is your character collision settings set to Pawn or PhysicsBody?
my mesh is no collision
I believe if you tweak the collision settings you can get it to work the way you like
however, you can also try this
yeah this is not working
:D
Have you considered using the physics asset instead of making custom collisions?
i don't knwo how to make it
how ot make it?
every skeletal mesh has a physics asset (if you dont have it, you can create one as well). in this asset, you can define the "collisions" that will detect hits on specific bones. as I said, using the hit result from the linetrace, you can switch on Hit Bone Name and go from there. If you want, you can change the collision sizes in the physics asset and allow for an easier head shot for example.
you make the enum file for switch?
no, the Hit Bone Name variable returns an output of a Name variable, so you can use "Switch on Name" node - however you will have to input the bone names exactly as they are.
can i unhide the phsyci asset? visible in game
I'm not sure about that. Perhaps you can try some console commands like:
"Showflag.Collision"
"Showflag CollisionPawn"
or "show collision"
not working
none of the commands work?
no
can you try it in game? run the game and press the tilde key: `
and try Show Collision
the collision not hsowing ingame
try do it like this
this work
nice :)
this is accurate
is there a -= or += in blueprints?
instead of doing the minus/add, get value, then set.
too many steps for a simple task
there is an increment and decrement node just type "++" or "--"
yeh saw it by thats only by 1 right?
yup
this:
is different than this:
why?
shouldnt taking the value before and after set be the same?
If you're subtracting some value from Current health, to set current health. Then, in the first image you do that again with the comparison.
I only see one instance of that, you sure?
this is the complete original pic:
I get the health, subtract the damage, then set it
subtract doenst modify the original value AFAIK
Hello,
I have a system to make objects appear on several sockets. The sockets are stored in an array then I take one with a random integer that I remove, to avoid having several objects on the same socket. Later, if I destroy the object, I'll want the socket it used to return to my array. How can I do this? Ping me please
It doesn't subtract? Well I don't know why that is, but the problem with this operation is that first you
health=health-x.
Then query(health-x)
Where as I'd expect the query to be just health
Hi, im trying to package on hololens but they don't find a path that I never touched...
oh.. right, the execution flow queries for 2 subtraction, my mistake.
sometimes I forget how to blueprint
Im bad at UE sooo I don't know what to do, if someone can help me it will be very kind !
You could pass the socket to the occupier. When the occupier is destroyed, it informs about that with the socket. Or you can make a map (key value pair) of type occupier - socket, which you lookup when the occupier informs about its destruction.
I have an actor with a variable reference of another Actor (EnemyActor). Then i have Child of this actor, and the class defaults doesnt show this variable? What am i missing?
Why is my VR Pawn not triggering overlap events? I'm using the VR Template. My VR Pawn doesn't trigger any overlap events, even with a collision sphere added. Neither the actor itself, the collision sphere, nor the VR headset model can trigger any overlap events.
What am I doing wrong?
I don't think blueprints provides reference objects in the class default list.
Do you have an example, please? Because I've never used a Map Key, I can share my code if needed
I use map key with Name and Bool right ?
Here's an example of actor ref-Name map. I assumed it's a named socket of a mesh.
You can change the actor to whatever class it is you want to attach to the socket.
And the Name type can be changed to a scene component if that is more proper for your case.
So, i use Map Key with Skeletal Mesh and Name ?
ah that makes sense
though we could see in there just the fact there is an array in the parent
hmm no, It would be a beetle type - Name map. So when the beetle informs about it removing itself, you can lookup which Name it used.
Should look something like
I have this code before the Array, and I set the current beetle, I get the beetle from the variable there then? But it's a Skeletal Mesh variable
Whatever type the beetle is is the lookup key to the map. If it's a skeletal mesh, then that's what it should be.
Oh ok ! Thanks you so much ^^
I can't connect the Skeletal Mesh because it's a component, how can I do that? If you have any ideas ^^
Change the key type to be of the same type as the beetle is.
oh, you probably want skeletal mesh component, not skeletal mesh.
Oh yes, there's such a thing as a variable type, I hadn't seen it, I'm really sorry and thanks a lot for the help.
Is there an easy way to make a character blind? Can't seem to get camera exposure settings to work for that
hello everyone.
can someone point me in the right direction? please.
I am trying to create some sort of clipping plane that caps the clipped meshes. For example, I am trying to "cut" a building to see the insides, but the trimed walls etc, should have a solid color or material. this is for an archviz app I am working on, but I am totally lost on how this can be achieves if possible. also the mesh or meshes to be cut are static meshes mostly.
if anyone have an idea, is very welcome. I guess the easiest way to do it is with some kind of material override wen the meshes overlap some kind of volume (the cutting object) . but not sure if how that can be done or if there is a better way.
thank you all.
I still dont get this.
Lets say you have a spaceship that can only use one gun at the time.
And you can cycle between 100 different gun types.
And sometimes even collect other guns.
Do you destroy the other guns? Or you hide the other guns?
If you destroy the other guns, how do you get them back? Considering each gun has specific ammo quantity, etc...
You would hide them, it would make little sense to destroy them in this case. If you want to go the route of destroying the guns, you would just save the state of the gun before destruction and use that state to recreate it.
hide 100 guns?
save the state?
yes thats preferable. Because hiding the guns you still carry them around, and thats not good.
how do i do that? like maybe in a struct?
Yea a struct
thanks
though its weird there isnt a way to save the data of an actor before it dies 🐺
must create a weird struct
You would just have a function in your gun actor that populates a struct by ref and then calls destroy on itself or you can have a function named GetState in the gun actor that just returns the struct.
yeah that will work
i was thinking another way is... just remove the mesh and the collision of the gun, then its basically a state struct?
well it comes with some of the actor clutter too, but that wont affect performance
if the mesh is removed and the collision is removed then what else is there in the world that could affect performance, considering i could be with 100+ of these actors without mesh attached to my spaceship
Don't worry about performance until you have profiled it. A hundred actors isnt that many
100 different guns yes, but active at once how many?
maintaining 100 actors is probably heavier than spawning/destroying a few in demand
updating of parent attached component's translation interates through all of them
I have an array of Material Interface, containing various Material Instances.
I extracted Index 1 from the array, returning a Material Interface object of the Material Instance.
How do I, from the Material Interface output, obtain the Linear Color (Base Color) values of the Material Instance, so that I can apply them to a UI Button tint?
Can you place a post process volume inside an actor? I want to apply a post process effect when you overlap an actor
Hello friends, I have a small problem: I want it (Ai) to run towards me as soon as it sees me and simply move in a desired direction
can someone explain to me how this works?
hey mate i try ya way out but it dont work 😦
i try also this but that didn't work either
You can put the PPV in the scene, then use a blueprint node to trigger the effect on the actor blueprint.
Only issue is that I want the PPV to be bound, so the effect is applied and removed when I move into and out of the actor, just like if I applied a texture to the inside of a box
On the MoveAI. Which Pawn object do you want to move?
Howdy all, Just wondering if anyone able to help me think through what to use for creating weapons, for player and for NPCs.
So, i got weapon struct and it works for making child BP of a weapon base, setting the player weapon, modifiable current weapon stats, mesh etc, and able lose ammo, deal damage all that generic stuff.
So far havent tested for NPC use but i'd currently imagine it wont be too different to just setting its stats by value.
But i see about data tables being useful for setting up "items",
Only real way i can think of using them currently would be to make a Blueprint have a modifiable Name variable and do the "get data table row on name" to set it.
Alongside that i also seen and heard videos of Data assets which seem to fulfil a similar role.
Just a pretty simple question really is, for Player and NPC usage what is better to use, just one or a mix cause currently i see myself getting tunnel vision in just using Structures.
the ai its self the character blueprint for the ai
looooooooooooooooool
hahaha it worked thanks
but now he walks in a wrong way why that? i want thaht he gos on the y axe
the pawn reference is empty..
gotta put the enemy into it
Glad it worked
He di
Did
If you want your AI to move only on the Y axis, you must split the Vectors and hook up only the Y
Thanks yes it worked with pawn self
okok i try it out 😄
this is the result 😩
Not sure what you're trying to do but if you want your AI to Move on the Y axis only, you must split the Vector FROM the Destination and from the pin connected to the Destination, hook up Y
if its okay, can you show it move in the game?
yes
i record it 1 sec
sorry im not realy sure how to implement that im a noob just started with unreal for 1 month
Why is it that my blueprint variables can be modified in any other blueprint, despite that I didn't provide public access, and neither are they derived from each other?
As far as I understand from the documentation, they shouldn't be accessible.
Additional to this question, if variabels are NOT set to be public, but NEITHER are set to be private, what is their access to be specified as? (cause it doesn't seem to be protected either)
this should be multiply, not add
ok lez go i try it
the default visibility is public in blueprints for variables
variables in blueprint can only be either public or private
ASAKA YOU ARE A CHAMP!!!! it worked now thaaaaaaaaaannnnkkksss!!! 😄
@remote meteor Thanks, it indeed seems that way, but then what to make of this eye then? (and the tooltip text)
ah wordings
public (eye icon) means you can see and edit the variable in the details panel of the actor when its selected in your level
that 👁️ means whether this variable should be instance editable
yeh what lawlster says
Aaaah!
not exactly access modifier
Thanks @remote meteor , that clears it up
I'm glad that bad practices are the default 😂
Whats the best way to set up different classes like Wizard, Warrior, Ranger, Etc? Should I just dupe the third person character. Every time I look up classes on YouTube I get something coding related.
@remote meteor Much appreciated, thanks for clarifying
for starters, usually you want to have a base class, then child of it to add specific functions
this way you can share similar functionality across classes
Yea i thought of making a child class
I was having issues yesterday changing variables in the child that originated in the parent. They were like greyed out
can you show them?
It would be nice to be able to set some var as private but still have a child of the BP be able to edit them.
like this
i guess i can still edit the main value huh
so i keep all the features that are shared between classes in the parent and then add additional functions in the children
the ones that differ
yeh, the basic idea of inheritance
they can share the same hp mechanics, jump, interact
but they have their own skill set in the child classes
okay cool thanks for your help :)
I have plugin B with (USTRUCT) FNoiseData
and I want to use FNoiseData in another plugin A.
Is it possible?
I have got compile errors
You might want to spend some time planning the hierarchy for the inheritance if you're new to it. Re parenting a class can be a pain sometimes.
you gotta include PluginB module in your PluginA Build.cs.
you also need to make sure FNoiseData is exported by adding <ModuleName>_API inbetween struct and the name (e.g. struct PLUGINB_API FNoiseData)
then you can include the files
Yes, I am doing something similar
Just add that material to the PPV, put it in the scene, and code the actor to apply the effect on/off on overlap events.
there is 2 place you can do a PP material, the PPV or the camera
both should work fine
my FNoiseData inside NoiseGeneration plugin
my 2nd plugin is "Voxels"
is it s enough in Voxels.build.cs ?
should be correct
to be clear there is where I use FNoiseData
but the error still the same
I just want to know that it is possible to do something like that just not to spend time an dlooking for answer for what is doesn't exist
it is possible to reference types across module yes
Thanks a lot I just continue to looking for answer
instead of this, you should include the header file that contains FNoiseData
Im trying to generate a collision, this works:
but I cant make it work so I only get 1 collision event, meaning, only generate an overlap when white detects blacks or the other way around
is that possible?
yo. I'm in a parent class BP and I'd like to print out the name of the actor..
iterates through all the components?
this doesnt make much sense
so when you change a component translation, this iterates through all the compnents?
dont understand it
or you meant that when you change the parent transform it must change the transform of the attached children, that yeah makes sense to me
though having 100 actors moving with your spaceship that are just invisible guns id say thats a waste
should destroy or at least detach the unused guns, not just make them invisible
Get Ref to Self (or whichever codes that outputs a reference to the actor that you want to check) > Get Display Name
i'm running this at begin play and somehow nothing prints:
You can use On Component (or Actor) Overlapped events.
Im already using it, but thats not my question
So what exactly are you trying to achieve, and what is going wrong?
You are getting two collisions instead of one or something?
I have 2 units (actors) walk towards each other, 2 overlap events are being triggered, I want only 1.
Are the two actors using the same BP?
so I thought setting the response channel to ignore in one of the units was enough
but when I do that, I get no collisions at all
so feels like either I get 2 collisions or 0.
trying to understand why
I presume you have set up Overlap Events on both actors?
You could just set it on one instead of both
yes I could but.. why cant I just not assign a response channel to one of them?
And you may want to check if the collision is happening one for each actor, or both on the same actor (meaning for some reason you are triggering it twice)
@remote meteor @swift kestrel
This is what im doing instead of destroying the guns not in use. Then when i load them back again i turn all of this on.
Other than this i could just dettach the BP_Gun from my spaceship, and move it to -1000 and leave it there hidden, until i need it again->move back and reattach
They would need to be different object types if you want to isolate a response channel
Otherwise they basically wouldn't detect each other
Actually
thats what I have there
If they are different BP, then you should be able to do so
objectTypeA wants to check for ojectTypeB channel
Did you run a Print to check which are the actual actors collided?
but if I dont set the same for objectTypeB.. shouldnt I be seeing 1 event?
yeh
I get object1 collides with 2 and 2 with 1.
or nothing
Obtained the DisplayName of the objects collided?
yeh
Hmm
they dont have any collision setup
purposely I set it up on runtime
everything on ignore
That can be an issue
Show your code on how you set the collision?
so on runtime I asign it like I showed above
its there above a few scrolls
I setup the objectType and channel
The code before this?
I just set colors and other stuff not relevant
One possibility is that your code ran through both routes somehow, and that's why they triggered twice
Try adding a Print "Route 1" and "Route 2" behind each of them respectively
triggering twice is actually correct
since both objects are detecting overlapping
what I dont understand is why I cant only make it to trigger once
when setting to ignore the response channel on one of the objects
so I set objectType on both, but only response channel on one of them
shouldnt that trigger 1 event?
like this:
here Im setting objectType for obth, whites and blacks, but only responseChannel for 1
so if I understand correctly I should be seeing 1 event triggered
but obviously Im missing something
Try disconnecting the one below as well, and also put a Print behind the one above and see if this route was fired twice.
yeah I tried all combinations
Then you need to check at what point were they triggered
Print is your best friend
I would suggest you put a Print behind the upper route first to see if this is the part that was fired twice
If it isn’t, then try to first identify the part of the code that the overlap is triggering.
look at this monstrosity..
I want to make this feature compatible with static meshes, skeletal meshes and actor BP that contains a static mesh or skeletal mesh.. I'm sure there is a better way to handle each case appropriately..
alright, but Im understand it correctly right? setting a responseChannel for a specific objectType, and then setting an object for that type triggers a response
can you use a flip flop orgate node?
terrible advice 😄
not really since your blueprint logic was awful
how was it awful?
https://youtu.be/GNqxkoib26k?t=72 can somebody help me ? I am working on the same powerUP pickup logic for my vehicle combat game. With a help of your kind crew I managed to make the powerup billboard image fly towards the player's car. What I still need is to make billboard image decrease it's size over time to dissapear completely ( let's say in 1 second ) but unfortunately I cannot force the billboard to behave correctly
I am so bad at this.
The game seems too focused on Rally and not enough on Death, 3 laps is hardly enough and you have 0 option to change it too. I'm sure you could nitpick the hell out of this game but the length of races and map size are my biggest two complaints, followed by a lack of vehicle types.
The billboard doesn't seem to react to any type of resizing
anyone ?
set world scale 3D is the correct node
but it doesnt seem to react properly in game
when I tick the set billboard visibility on / of it will change it's size , but not in a fluent manner
how can i add keys to a curve asset in a BP?
at runtime?
yes
i m trying to make a car ghost replay and my intention is to save the car location and rotation every few frames to a curve , and then read them a change the actors trasfrom... i m trying to add values to a curve float or a curve vector but i dont know
Curve assets might be design time only
but you can certainly just fill an array of transforms up and save it into a savegame
Is there a specific reason I can't create an object reference to a curve table in blueprint? Or is there a way and I'm just not seeing it?
you can?
its called curve table row handle
The problem with that is the ref to the curve table has to be set directly in the node. I see no way to create a reference for the table that can be dynamically set.
tbh it wouldn't make any sense to dynamically set them, Each curve have their own unique row , just like data table.
I must not be explaining it properly then
What channel do I post Cooking questions to?
#packaging if you make lunch packages for your significant other
Is there an easy way to see an inherited variable chain? Trying to find where something is coming from.
i'm not sure but i would put a variable getter in the graph and hover over it, quite possible that it shows the origin class
Just call it
your problem is probably more like "How do I get a ref to my instance of W_CardHand"
I haven't tried that one, let me see
that probably true
So who wants to talk to W_CardHand and what is the reference chain from them to it?
It sounds like you might be putting game state into your widgets though and you shouldn't do that
widgets should just display and be an interface to game state, not hold state themselves
do you know any good video on that?
I'm really struggling with this project now
I would read up on model view controller and probably start using dispatchers
there's certain things that are NOT state though
shuffling a deck is state
fanning out the top x cards is not really
I'll add that to the top of my learning list
I would start with some hand widget that can subscribe to dispatchers on PlayerState like OnHandShuffled and OnHandRevealed and OnCardPlayed
What sort of card game are you making
Model is the actual game
view/controller is your widgets
I'm just trying to learn Unreal Engine through the scope of the Yugioh card game
the game doesn't live in the widgets, it's a way to give the game commands and view the game state
this is probably why i've hit a wall.
IDK much about YuGiOh but if it was Poker I'd suggest this.
Make the game work with text only. Have it print out your hand and all the cards you can see etc whenever that changes
Then, instead of printing out text, update widgets
and instead of using hotkeys to manipulate the game, use drag and drop and widget buttons etc
but have the core game mechanics work whether or not the widgets exist
Simpler way to do it would be to have 2 ways of doing the same thing that call the same code
Have pressing the 3 button play your 3rd card, also have clicking it or whatever play it
both should call SomeObject.PlayCardInSlot(3)
That makes a lot more sense.
I see what you mean now, but it doesn't really show anything useful
Any suggestions and where I can learn that from?
how can i do that?
WhenYoureAlreadyDoingYourSaveEveryFewFrames -> add whatever data to array
WhenYouWantToSaveItToDisk -> do the usual savegame stuff
isnt save game only used to load a game ? i want to use the values during game
i never touched a save game BP
just skip that part then
just save values to some array somewhere
no
I have discovered that I'm really, really, dumb. Variable was coming from the animation tray that I forgot I made months ago. (On a widget)
Unreal engine really needs better inheritance tracing or I'm missing tooling
i could bet that there is a way, which most people aren't aware of
Can anyone tell me why my orthographic camera is cutting meshes that are near to the camera?
The near plane is set to 0
Hey there. I'm having an issue with my gliding mechanic. When I press the glide button, it toggles the visibility of the mesh. When I just jump and land (without ever gliding) it also changes the visibility of my mesh. I can understand that it's the Event On Land that's triggering it, but how would I go about solving this so it only does it after I've pressed the glide button?
So I just ran into a funny thing, no question beyond curiosity about what happened here. I've got this functions which searches a list of journal entries by an ID, and returns the matching entry if there is one. Simple stuff.
Thing is, I also use it to check for the PRESENCE of a journal entry by testing if the return is valid. And that latter function was giving me some WEIRD results, returning valid when there was absolutely no match.
The weirdest part is how I fixed it. I added this return node, and that made the subsequent IsValid check start CORRECTLY determining if an item was found.
I would have thought the "before" version and this were logically equivalent, but apparently not!
Why was the return considered "valid" when there WAS no return node hit?
I want to make car reverse when it's stuck and get unstuck how do I do it? I'm also using pawn sensing please help me
I'm trying to make an automatic gun, I am kind of stuck though I'm not sure why this isn't working, I also haven't made anything like this before
After I construct a UObject like below and run a function, will that object be automatically garbage collected after the function completes?
if the outer is still valid, I don't think so. Things get garbage collected when they are unreachable
eg, nothing reference it and it doesn't have valid outer
Anybody ever used the 2D Grid Execution macro to spawn things onto a grid? I am trying to spawn things on a grid however I need to make pairs of them for matching later.. I am able to spawn in things but they are just random and not in pairs.. any thoughts?
For example spawn BP_CUBE but there are 4 colors of cubes.. I would need say 2 Blue and 2 Green if it was a 2 x 2 grid and not 1 Blue, 2 Red and 1 Purple as an example as the Blue and Purple would not match up....
Anyone able to help me figure out the bp for: spawn items randomly within a radius. IE: I have x count of items and a preset radius. I want the items to spawn randomly within said preset radius of this spawner.
all at once?
What have you tried so far?
I'm back down to this because my math didn't work lol. So I obviously don't know how to do the math
Thats where I'm stuck
I don't know how to make the random locations within a radius of point X
Where point X is this spawners location
afaik unreal handles that for you when you check "try to adjust location, always spawn"
Well that would spawn them in a short radius
however if you manually want to do it, you'd have to make some custom logic
Im aware lol
bro its easy, if you are aware you must know that node ^
how about that @carmine palm
Thats for nav
that's for navigation
I use that for AI lol
LOL

@carmine palm Random X, random Y, if they're underneath a radius distance from spawn location
how's that? I don't like taht it has to guess and check, but it's an implementation
you can get mathier if you want
yea let me try to math that myself
random X within range, then calculate the maximum possible Y from within that range
okay
Then doa random Y
depends how performant you really need this to be
likely to not matter for anything less than hundreds
oh its not
This one is going to be mob spawner
so probably < 20
at a tim
time
Here's an idea actually
perhaps you can try using RandomUnitVector to get a random vector and then multiply it by RandomFloatInRange with Min=0.0 and Max equal to the radius of your collision
random RADIUS within range
random ANGLE within range
rotate vector by angle, add to position
this one could work if you are using a sphere collision as well
Is this 3d to sprite?
I'm trying to do a top down shooter where the mouse controls are closer to how a twin stick shooter would work on an analog stick. So rather than move your cursor anywhere in the view to have the character rotate, the character will simply rotate based on which direction you move the mouse. So there is no mouse position really, it's more of a radial type of deal. But I'm new and don't know what terminology to use to even search this. I've searched for weeks trying to find a solution. Could anyone help at least guide me to what type of method I should use here?
FYI the goal is to make shooting more skill based. Rather than just put your cursor on an enemy and shoot, you have to guesstimate (similar to how billiards games work)
Super basic question but if I have say 3 variables that I want to set to the same value, is there a more efficient way than to have three Set nodes?
If you are making a top down then rotating this way with the mouse wouldn’t feel too intuitive.
What are the vars?
Let’s say all three are an Integer for example.
And I want to set all three of them to 1.
I don't think there is in BP. You'd have to use 3 set nodes.
if you have a use case where you need to set different multiple variables to the same value, you can use a macro library
though i doubt its more efficient
That wouldn't work though would it? The array would just store the value of the var not a ref to the var itself.
i dont remember, maybe patty is correct
yeh it doesnt
if its setting a value within an object reference maybe it could work
or the input is actually an array variable
You’d think there should have been a node to take the variables as targets and set all targets to that value but no…
internally it would just do a for loop and set var
technically it exists for function calling
But you can’t plug multiple variables into one target input to a function right?
