#blueprint
1 messages · Page 75 of 1
I don’t see the mesh. Use simulate
I would absolutely love to get suggestions for a more efficient or clean method to get what I want... This is just what I managed to make through my own research
I haven't been able to truly remove the error, just add workarounds
Sorry what do you mean by that? (i may be a noob xD)
i can't tell you a fix as i don't know the whole system, but you could totally check all the boxes for overlaps (might even work fine in the construction script if you don't have thousands of them) then change their color or something to visualize the faulty ones
The navmesh. And 3 dots next to play button let you change it to Simulate. F8 also toggles that at runtime
I can't say I know how to do that sadly
I'm an artist first, so navigating programming is very, very tricky
You’ll also prly need to use either RVO or DetourCrowdAIController so they can nav around obstacles
Navmesh shows fine
my blueprint broke in some way, I already tried multiple things but I can't fix it, essentially one component is broken (the details window is blank), the only way to "fix" it is to reconstruct the blueprint right?
You’ll need to debug using the visual logger. There’s also some vis log nodes that allow you to see shaped traces at the projected goal
Thanks ill google away and try get it sussed
Def try RVO (on char settings) or using the experimental detour crowd controller as well, as they’re the main tools for handling navigating around obstacles
Rogey, i think im gonna turn off collision on the people so they walk through each other, its sort of a city builder / rts game so there will be heaps walking along paths, but i havent started any of the paths just yet
Found it in the logger, i was accidently setting the walk speed to 0 during a certain function xD Atleast ive gained the knowledge of loggers now
so remove it?
hello devs ASAP ASAP ! how to get actors that is already overlapping box collision on begin play (i want to get this cow) when game started , and doing this code doesn't help
That's how you do it but if it's not returning anything, it might be that the cow hasn't loaded yet. You can try adding a delay until next tick which should give time for everything to load before it's run.
i did a delay for 3 secs , it is not returning anything , i thought may be problem with collsion , but interestingly when u try to just drag another cow to box collsion OnBeginOverlap function works just fine , WTH?
It could be that the animal doesn't have the animal tag? Seems like a redundant check though as you getting actors that are BP animal base which I would assume would always be an animal.
Adding to that you then use a cast and check if it's in the array even though you're using add unique. The get overlapping actors would only return an actor once soon begin play I would imagine it would already be empty so you should just be able to add them to the array without checking anything.
As a guess, I would imagine that it would only recreate the class widget if the old one as been garbage collected.
GetOvelappingActtors Returning me an empty array , even tho cow inside of box collider
Odd, are the animals set to generate overlap events in the collision settingsm
Hallo Could i know how to make variable for animation ?
want to change in viewport, but i don't know how...
can not find 'promote variable'... mhh
Does anyone know why the instance component that's created using the foliage painter might not be correctly returned from a trace? The trace is picking it up but when I store the hit, it doesn't have any of the date like the specific component and the hit item.
Edit: Nm, it's a me issue lol.
I'm pretty sure the bug is caused on Ur end, I used grid panel just fine for forever for countless times.
Check if they actually get destroyed and check what ever it is you are adding
Its possible that you probably just add to the rows and collumn instead setting the row and column back to 0
✋ Hello, how to fix the issue that player will lose mouse control after close a widget? I have to click mouse button once to get it again.
Not smart just past mistake. But anyway need to know what a actually went on your end. When you create widget it should add a brand new instance of the widget
Set input mode to game and UI and chose lock always
Don't think so. I just tick that when I need to expose on spawn
Static variable is probably a cpp thing, I am not aware of being able to do that in bp
Closing and opening doesn't equate to destroy
For widget , instance get destroyed when it's deemed unreachable
So you have to remove from parent then set the variable to null
Remove from parent doesn't destroy the widget, it just remove the widget from the viewport. It can still be added anytime
i have this on UI, hwo to cast to blueprint? create widget can't read the value
Normally you should never have the need to clear or delete your inventory widget
Simply refresh it by clearing the inventories and reinitializing data (eg row and collumn)
I'm currently working on an interaction system that works with static mesh instances where when you interact, it switches the specific instance out for an actor mesh. Does anyone have any suggestions on how I might get what actor needs to be spawned based on the hit instance? Other than checking the actual static mesh and use it as the key in a map, I'm not sure what other options I might have.
@dark drum what's the map pairing?
That was my initial thought but other than using the static mesh, I'm not sure what other options I might have for the key.
Edit: I guess tags could be an options but I would imagine that would get messy to keep updated.
Not sure what you are trying to do, need more info
But you should check Matthew blueprint communication video to help you understand with your current problem
I did, but it didn't work. I wrote this in the controller blueprint.
Do it after you create the widget and feed the widget to the in widget to focus. Also don't forget to show mouse cursor
R u trying to spawn multiple static meshed based on what you hit?
try to read Widget variable
Still unsure what's what. I suggest watch the video. Bp comps is essential.
If you need to read or set q variable inside a widget, promote the widget to variable on create widget node. You can then access your variable via the variable.
And can't stress this enough, watch the blueprint coms video by Matthew
It's so I can interact/do something with static mesh instances. So it could be grass, trees, rocks etc... So when the player goes to interact with it, it'll spawn the relevant actor in the same place as the hit instance and remove the instance. Also, once the player moves far enough away from said actor, it'll destroy itself and add an instance back to the ISMC. That's the idea anyway.
How do i use current pawn rotation for movement instead of input?
I need some math help xD So i have a "Clockwork" variable on my gamestate that is always counting up. On my building being constructed i need to work out how long it has been worked on for. How can i pass that through and keep track of only how long it has been worked on for and not the overall clockwork time
That is what i currently have, but obviously once the time has already elapsed a certain amount, the buildings just insta finish.
When work starts, store the current clock work value. Then you would just take the current clock work value and minus the initial value when work started.
Would it be something like that? Except put the set clockwork paused time before this function runs to store it beforehand
Another option is to have an event dispatcher on the game state that is called when the clockwork var is updated. Something like 'OnClockworkUpdated'. Then when you start work, you bind to the event dispatcher. When it's triggered, you increment a value each time. When it reaches a specific number, work is complete. If you stop work, you unbind the event.
Only hard thing is working out how to store it only once as it all runs on the on tick function
Ahh yep so a bind should work much better in my case then
Yea, with you wanting to be able to stop the work a binding makes the most sense. That way, it only updates when it needs to.
havent really used event dispatchers, ill post here once done to make sure i get it right xD
Does that look right?
nope i messed something up xD
Something like this.
The top bit would go in your gamestate for updating clockwork. The bottom bit would be in what ever you want to build. The target on the bind nodes would be your game state the 'OnClockWorkUpdated' would be on.
With the "Call On Clockwork Updated" in my gamestate, it wants me to input my building as target, is that normal? i thought it just broadcasts a message to anything listening to it
So event dispatcher is on my building, then if i use the call from gamestate that should trigger it right? why do i need to put the building reference into the gamestate to call it
Well, it's calling a specific event dispatcher.
The one on one specific building.
How does it know which building's event dispatcher to call unless you tell it?
i didnt even think of that, yeah that aint gonna work then
theres no way i can store a reference of every building in the gamestate on a city building sorta game xD
Indeed
What even is this event? Why is the game state calling it and not teh building?
Have you got any suggestions of a nice way to do this? pretty much my gamestate keeps track of game time. When my building has more than 1 worker, it starts building. After a set building time has elapsed i then full spawn it.
So im struggling to find a nice way to pass through the game time, then work out the elapsed time of actual building
Why not set a timer on the building itself?
i had a branch on tick for if theres more then 1 worker if true, then "do work" just wasnt sure how to calculate the difference as it was on tick, so setting a starting time was hard'
On a random note, I really need some sort of text preprocessor on discord that changes "hte" to "the".
Don't use tick for that. Use a timer.
Or a delay node.
what would be the point of that?
Of what?
i asked "what would be hte point.." then fixed it
Im mainly just not sure how to set the starting time only once, and not repeatedly. Although i check if theres a workforce repeatedly and only want to set it the second that turns true
Is it okay to do that?
i made a timer function run this "Check Workforce" so then itll set it once when it starts, then start counting time and actually progressing the construction inside the "Do Work" event. Then if the workforce drops off, it will reset the time to 0 and reset the do once node
is that acceptable? (im very fresh so dont know bad practices)
Hello. I need to use the "Deproject Scene Capture to World" node but it requires a "Scene Capture 2D Object Reference". Instead, I have a "Scene Capture Component 2D Object Reference". How can I implement this function with reference to my component? I thank you for your assistance.
damn i cant work this out xD
So i managed to store the starting clockwork time (from the gamestate) for when it starts work then im just trying to work the math for it all. The *60 is to convert minutes to hours but it still seems to be slightly off time
This "Do Work" is running in tick too with a gate to start / stop it
Is there something like on-quit in Unreal? My projectiles keeps complaning when I haven't "destroyed" them yet, and exit the game.
You only call that function in your gamestate where you update the clockwork var. Every where else would bind to it. I think thats where you're getting it confused.
Think of it like having a bell that makes a specific sound. When you create an event dispatcher it's like specifing a sound. When you call the event dispatcher, you play the sound. When you bind to an event dispatcher it like listening out for the sound and doing something if you hear it. (this isn't actually what happens but i think it helps understand how you would use it)
Yeah but to use that i would still need a reference to my building from inside the gamestate correct?
Which isnt really feasable in my application
No, your gamestate doesn't need to know anything about who binds to it.
The attachment you replied to that was in my gamestate, it wouldnt let me use that without a reference to my building for some reason
Unless i set it up wrong, probably did xD
Make sure you create the event dispatcher in the game state (as there where it would be called from) and not your building.
ahhh yeah i had it the other way round xD
Game Instance has a Event Shutdown
Blueprints have Event Destroyed and Event End Play
Ah, Event end play I think might be what I'm looking for! Because I already used Destroyed for other stuff.
I will have a look! Thank you
Okay sweet got the event dispatcher working, now just the actual math for the do work
Does anyone know of a good way to blend different PP settings together? I'm not using PP volumes as the player might need effects applying regardless of where they are so are done directly on the camera.
Trying to figure out what actors are taking up physics time - is there a way to print all actors contributing to physics calculations?
i never messed with it , but would it be in here on your Camera?
I'm not using PP materials (at the moment), it's just the main PP settings.
Do anyone know how to code a System that convert 1000 into 1k to 1m to 1b and so on?
Money wise?
hey guys is there a way I can change the shape of a scene capture component 2D's view frustum?
im making portals for my game and i want to set the bounds of the view frustum to the bounds of the portal plane so as to avoid rendering objects outside those bounds
like in this video
When Double Fine began Psychonauts 2, they set out to create an exciting sequel and chose to create portals to separate the mental worlds and provide fun moments for players. Join Double Fine to learn how they built portals in Unreal, the hurdles they faced, and the solutions that led them to success.
#Microsoft #MicrosoftGameDev
Hello, I have done a build my game, and some of the Niagara effects have dissappear in the build. Does someone knows about this problem?
Maybe the build settings? could be that the effects get turned off because they are using features not enabled in the build settings.
could be missing materials on emitters making them not render, though then usually you get a checkerboard texture. could be something related though
hey. how would i make this work. so only when a staticmeshactor (with the tag "PickUp") from the level touches the trigger in the Bp actor. The staticMeshactor already has the tag applied
I've created a light actor Blueprint. ie an Actor Blueprint with an embedded Point Light.
When I drag the BP to my scene I see that all the light properties are still exposed (circled in pink)
How can I hide or at least lock these properties in the editor? The only thing that should be exposed is the position (Transform).
.
If it's the actor that has the tag, then you want to use "Other Actor" and check if "Actor has tag"
cheers!
Does anyone know if interfaces can be called in async functions? Or is that illegal unless done on the main thread?
is there a way to detect whether or not the location of a line trace's hit is inside the trigger box of a different actor?
basically I want the trace to follow the character and return one result if the part of the character the trace is hitting is inside a box, and a different result if that part is outside the box
but just making the box block the trace causes issues
@hoary junco Finished the movement yesterday, everything works as it should
Now I'm figuring out the interaction system to support more than just the lever
using what you already have you should be able to figure the rest out
Yeah, it seems to be going fine
but ask if you need help of course
of course
Hey everyone!
I'm working on 2D minigame and I'm wondering, how to make the lights to work? All the Tilemap is bright, and adding any source of light seems to not work
Anyone know how to fix/change that?
are you just trying to get an even ambient light?
Hey, does anyone know how can I pass parameters to an event that I called with a timer?
I want to make my own source lights in the map
All the Tilemap is bright and any light source doesn't work
is there some way to get the exact name of a component as displayed in the editor? the "get display name" node adds a bunch of stuff to the text
you are probably looking for GetClass() -> GetClassDisplayName()
for instance from this I want "qwe". Its type is a static mesh component
in fact i'm looking for the exact opposite of that xD
ok nvm
Is there way to know when the movement has changed without using EventTick or SetTImer?
make yourself a setter and use only that?
?
So a character goes into the water volume. Automatically the mode changes to swimming.
does the water system do this?
I'm currently making a side scroller runner game and I'm wondering why my character gets animated in the fall animation when I jump twice in a row
Is it a matter of speed?
the friend said "you haven't shared your code, can't say much. it is possible related with the transition from jump -> fall. you might want to add an "and" boolean and add another condition, such as timeRemaining (ratio) <= 0.1"
But how i try to implement that is noob like i now ...
I have a main Skeletal Mesh that is the nude body of the character. I also have child Skeletal Meshes that are the various clothing (pants, shirt).
The main skeletal mesh uses an animation blueprint. I made the clothing follow the animation of the main body by using "Set Leader Pose Component".
It follows the animation perfectly, however, when I set a morph target on the main body, the children (clothing) do not deform, only the main body deforms. How do I make all clothing deform with the main body morph targets?
I used "Set Morph Target" node inside the Animation blueprint for setting the morph target.
@hoary junco real quick, I'm trying to get some gui to show in the viewport but this isn't working. Is there something obvious which I'm missing ?
You can't. Timers are bound to a specific delegate that returns no values.
which blueprint is this sat on?
its own, just the graph window in the widget
again, it could just be a checkbox I have to tick in the details or something dumb
then you need to have something like this in the gamemode blueprint
Alright I'll do that then
replace "general UI" with whatever the UI is you're doing either way the widget won't do anything unless you create it on a blueprint that exists in the scene
Yep everything works fine, just been a while since I last added ui so I forgot how everything works
I'll add a hitbox to the lever to make it easier to hit
it's ok I'm just melting my brain right now with a massive tree of conditionals on whether or not something is detected because I wanted to be fancy 🥲
That's what I did with my interaction system, albeit on a much smaller scale I'm guessing
I'm done for today, everything works fine and I'm happy with how it is so far. Next I need to learn how to properly animate stuff
Cya : )
good luck!
and thanks for the help again
you too
Hello, I'm having a problem with some problems with niagara effects, some of them (not all) dissapear in the build, but I can see them playing in the editor mode, can someone help me?
Please 🥹
Hello 😄
Quick Question I wanted to get a camera angle similar to MK shaolin monks but I aam having some trouble getting it how go through?
A bit new to camera setup
and using PaperZD
Might want to try #niagara
thx!
Could you add a trigger volume around the water and use that to fire off an event on the player character which switches their movement mode to swimming?
Alternatively you could add a check to the movement input that checks if the player is currently in water or not before deciding what to do, but that's probably less optimal and could lead to funky behaviour if the player is technically in/out of water but hasn't given a movement input recently
Question, when doing a options widget, do u normaly put it in the menu controller, och player controller or do a seperate for each one
?
Anyone got any knowledge as to why Box Collisions wouldn't block a Character Capsule that is marked WorldStatic or a Custom Object Type? Having trouble figuring this one out. I have both objects set to Block on all Objects/Channels (a character capsule, and a lone box collision), but when switching the character capsule collision object type to either WorldStatic, or making a Custom Object Type, the capsule falls through. Works fine on all the other Object types (pawn, vehicle, destructible, etc)
The reason this is particularly noticable is that 2D tilesets seem to just use a bunch of box collisions. So my character falls through it if I make a custom object type! Wanted to make one called "Hero" to make some other parts of the code cleaner.
Oddly enough, if I toss a regular shape cube under the capsule, the capsule will be blocked by that regardless of the collison object type. From what I'm able to gather, it seems like it's an issue particular to the Capsule component on characters. It just doesn't seem to like being a WorldStatic or CustomObject Type (maybe it has something to do with it being the root? no idea really).
Looking more into it, i made a new character, and this one doesn't seem to be having any problems, makes me wonder if my character is corrupted.
hey there
i have this simple movement setup
i have an issue when i click one of the movement keys like W for forward i get the correct value which is 1 or -1 for the opposite but if i hold W and D i get a value of 7.07 why is that ?
i should have 1 on each of them
Any idea why the NavMeshBoundVolume is under the floor?
Yeah I have that issue too. Sometimes the nav mesh likes to shift away for whatever reason. A temporary fix is to set the nav mesh generation to dynamic under the project settings
This smells super unity-like. Why not use CMC?
Hey guys! I have a variable called Distance which is increasing according to delta seconds using event tick.. I want after 10 seconds to take the value of the distance at that specific time and put it in another variable. How can i do it ?
what is CMC
Character movement component. It's the built-in movement component that comes in the character class
All that code above you have would be just 4 nodes
oh i see
i like root motion movement more
CMC supports that too
On tick check if the var modulo 10 == 0. If true then move it to another variable.
I have not played around much with the rootmotion stuff in CMC but I know it supports it
idk if you know that already but using root motion animations all i need to do it give it some value and it will move based on it
i dont like to push the character around and play animation using the normal method as a lot of sliding happens and it wont look good
also still my issue is that number why it comes out when i click on both movement keys
So that you don't move faster when going diagonal
but i didn't set it up that way XD it should give 1
might be an option to disable it in enhanced input. I don't know much about enhanced input though to know if it does ¯_(ツ)_/¯
its not related to the enhanced input
i get a value of 1 for forward and -1 for back ward that works just fine if i click one key and used to work fine when i click w and d or s too but somehow now it doesn't
Add a breakpoint on one of the print strings. See if any values are out of the ordinary (just hover over the pin you wanna check)
if its related to the enhanced input it used to work before and i didn't make any change to it
will try
and if so how can i check for that
and nope the value is getting as 1 and -1 from the the keys so thats not the issue
nvm its the normalize somehow it's not working any more and that was the issue
That's awesome thanks
I'm trying to read mouse movement (delta movement over time, I don't care about position), I setup an IA_Rotate with Vector2D value and in my context map added the "Mouse XY 2D-Axis". It mostly works but when moving the mouse to the left for example I'll get alternating positive and negative values such as 10 and -10 one after another which makes no sense to me, am I setting this up wrong?
(I'm showing mouse cursor so this is only triggering on click if that makes a difference)
im setting up a character what does it need to have ,a controller,gamemode,instance,default pawn and?
game instance also
and game state or player state?
What ever you need for your game. It's a design question you have to decide
how do savegames work in multiplayer, like if the person who started the server on their computer saves their game, would the server be able to load that or would it specifically have to be saved by the server
That depends on your design
You can make everyone save locally too, nothing stopping you to do that
I just let client save their own file. When they join, they send their save file info to the server. Easy to be abused but nothing that concern a small studio
For anyone who cares I changes input mode to game only (instead of game+ui) and this resolved itself.
Hey there.
Is there a variant of OnActorBeginOverlap, for JUST a component of the actor? I wanna use a specific collider for the player rather than a the overall volume of the player
OnComponentBeginOverlap
Can anyone tell me why when i wrap a uniform grid in a scroll box it adds huge spaces inbetween rows, or if i set to horizontal it adds huge spaces between buttons
@dawn gazelle Thank you very much!
If you're using the CMC and trying to use the "Up" vector, you'd need to set the movement mode to flying.
When I destroy my actor (Respawn Player) is there a way to keep the same widget and not create a new one?
I have a variable that is being generated, but I need to call that variable before generation happens (a few ticks later)
I can hack it but shoving in a "Delay" node before the get variable, but is there a better way to manage this?
When you generate the variable have that call the generation.
hey guys, on event beging play I am casting my character blueprint. Then when I overlap a trigger I am taking a boolean from my character bp and setting up that bool to the true/ off when I end overlapping. Then in my character, I have an event (warning zone) that displays a widget when the bool is on and when off it removes the widget from the parent. The widget is displayed but it is never removed, what did I do wrong please?
im setting up my main game save system. i've decided to load it in my game state for the person whos starting the server and replicating it. is there a way to expose a variable and set it before gamestate has begun for the slot name?
cant see here how you're removing it
If you want to persist the selection of a slot name after a level transition you could store it in the game instance.
Just a heads up though, you can't replicate a save game to others.
how would you go about replicating the save game data? do i really need to replicate each variable separately 
What save game data is it that you would need to replicate?
Generally speaking, if you're relying on the server to save the game, you'd be restoring the game to the state at which you saved it at - that means you'd be storing values from all replicated actors etc. You shouldn't necessarily need to replicate all those values to clients as you'd be spawning and restoring those values into replicated actors anyway.
for example, i have 15 pieces of floating crystal that players can collect spawning at the start of the game. They spawn at random locations with random rotations and scales, random meshes etc. they move up and down and spin. using replicated movement and actors seems very wasteful in that case so i was going to use a random seed and stream and then i havent thought this through yet - somehow save which are collected.
the saves will be client side and its using a dedicated server on the client that starts the game
The crystals should likely be replicated actors if you're expecting clients to interact with them, or they could be components of a single actor, possibly even part of an HISM. The movement can be done entirely locally if they're not moving around the map.
does replicating actors have any overhead vs just spawning them when a client joins based on the seed? they should be identical regardless
Sure they do, but if you're only dealing with 15 actors it's kind of moot. Regardless, even if you did spawn them locally on the client, while also spawning them on the server, you could make them net addressable, thus, you can have it so that the server spawns the actors locally, makes them net addressable & stably named, and sets the replicated value of whether or not its been collected.
When the client receives the seed and proceeds to spawn the crystals, it too can spawn them, make them net addressable & stably named, thus making them replicated, and will receive the replicated value which you can then drive to show/hide the crystal in question. No matter how you look at it, each value still needs to be replicated in some way to the client.
do you have any idea what am I doing wrong here please?
is your variable valid? try a print after is valid
Your problem could stem from multiple overlaps occuring that you didn't want to occur at once as each time "Warning Zone" is called by any actor that is overlapping with your zones and it's creating a new widget and adding it to your screen, but your code will only remove the most recently created one.
yes it is, it prints
oh true, you might be making a ton of widgets? check if its valid before you create it
make sure you only make one
oh really, that could be possible thanks. should i use player character as overlaping actor?
thank you, how can I do that please? creating a variable and checking if that is true then creating the widget?
Do this same thing but only create if "Is Not Valid"
yeah i guess you could use a boolean, but if the widget variable is in the same blueprint
^^
Yeah, I'd maybe check to make sure the overlaps and end overlaps are checking if it's the player. Just an "Other Actor" == "Get Player Character 0" should work.
like this right?
No. Check if valid before the create and set.
You only want to create a single instance of the widget ever. If it gets removed, then a new one can be created.
thanks datura btw
oh ok I see thanks
it gives me error with the boolean 😦
is not , maybe that is the problem? what i Showed is the level blueprint and the bool is in the character bp
I wanna make ads system. I wanna move arms to camera. How can I calculate the Ik hands location?
How could I go about debuging what is constantly interrupting my attack animations?
Does calling RemoveFromParent on a widget also properly "destroy" it and remove it from memory?
Yes and no.
It does not Destroy and Remove it from memory.
But it's a step towards it. A Widget, like any other UObject, gets cleaned up automatically by the GarbageCollection system when there are no more references to it.
If you remove the Widget from the Parent, but you keep it referenced in some variable, then it will remain alive
If you however clear all references to it, then it will be cleaned up automatically during the next GC cycle.
hey now the enemy flyes just straight ,how can i make him fly randomly up and down at the same time?
Hey guys any help with putting a int variable into a text variable? So I put the text on a widget it displays the int then the text for example
Hello!
So I'm converting my 3rd person controller to operator more like a twin stick shooter (one joystick for movement, the other for aiming and turning, or with a mouse using the mouse position as the aim direction, and wasd as movement).
The camera is fixed, and I'm trying to rotate the player to a given direction. If I use the SetActorRotation, then it works but then the movement input is off. I.e. pressing up on the joystick doesn't make the character walk forward (the direction they are facing), it makes them walk to the top of the screen.
If I use the AddMovementInput with a direction, then the actor properly rotates and faces the correct direction and everything works fine, but they move slightly with that input, so if I hold the joystick in the direction then they walk in that direction, they don't simply just look in that direction.
I cannot find what exactly is rotating in AddMovementInput so that I can mimic it, if I use/modify controller rotation then the camera moves and it all messes up.
Is there a way to add movement input, but not actually move the pawn/character, but just rotate?
since I haven't been on unreal for a while... is there a better way to do this?
Essentially I'm initially setting the rotation of my camera boom and want to prevent the lag from happening on this initial set. Because It would break the immersion a bit if the camera jaggs around after every loading.
add movement input says "usually normalized" does this mean it becomes normalized, or the input needs to be normalized?
tutorials and the fps template show using 2 of these nodes, for forward and right, but then they'd have the diagonal input problem if this node doesnt normalize
I am trying to get my rock to throw based on where the camera is/rotate the character with camera while throwing. This is what I have right now, tried setting rotations and such based on the camera but that ended up breaking my movement orientaion completely
Can some one help me figure out why this wont connect?
says refrence is not compatible
It will tell you the type when u drag the blue pin and why they r not compatible
it says chaos wheeled vehicle componet not compatible with chaos wheeled vehicle componet
Screen shoot? The pic you have is chaos wheeled vehicle movement component
yeah
The pic you sent doesn't match with what you said, can you screen shoot instead?
i cant because the text goes away one sec tho
Might want to consider screen shoot tools. Can't really help with out seeing
@frosty heron
Having issues with a bit of math or setup here. In my gamestate i have a clock system. On my building i have a "Do Work" function for when a building is placed until it is fully constructed depending on how many workers are working on it. I cant seem to work out how to manage this. Does anyone have any suggestions please? happy to screen share in voice channel below if needed
The way i have it now seems to make it build so much faster than what it should be. I have it set as 1 hour build time with a float of "1" that is why im dividing the clockwork by 60
Win+shift+S
#game-math is a new channel
Ahh sorry didnt even see that one
One is Wheeled one is not
How would I fix it because all of the bp's use that but I need to get the rpm
I haven’t dabbled with chaos vehicle myself, but it seems you need wheeled vehicle component in order to use that function
So if your vehicle doesn’t have that, you need to add it (or replace the regular one)
Im trying to make one and failing miserably
I Know that now but the prob is all the bp use the vehicle movement
I don't touch chaos vehicle, you will have to figure out the component architecture
Prob want to ask adriel when he is around. He does chaos vehicle stuff
Is that bad practice doing it this way? i only want to set it once if true then run the function. Then if it ever hits false, it will need to set it again next time it goes true
Its working, just not sure if its a bad way of doing it
It’s prly fine
right, so an oddball question about post process. I have an effect that I want to have gradually effect the screen more or less depending upon a condition. The post process is attached to the player and set. My question is what do I call or grab when I cast to the character and get the post process volume from it? Inside of the character under the rendering materials section there is a slider bar which goes from 0 to 1 and this adjust the intensity of the PP volume, but it doesn't have a name so I don't know what it is.
I have got this so far, but again, not sure what comes out of the post process output pin. If its any context, yes I know I can just make a really big PP Volume and set a trigger, like a collision, to activate and deactivate this effect. The issue with this is that it is a frosting effect on the screen, akin to what you would see happen to a camera in a snow storm. The longer the player is in a certain condition (say, outside in the cold) the more this effect dials in and effects the screen. I also need the reverse to happen since the player could come out of the cold, for example, and the screen would clear up. So that is why a simple "on or off" solution wouldn't work for me.
You can always control the post process weight
From the blue pin of the pp , you want to get the setting and set its member
so I messed with the blend weight (which is the only option that shows up with 'weight') and that did nothing. Let me try another setup though, a simple on and off to see if it indeed does cast at all.
You can always try outside bp first. Add it to the level and play around with the pp
I used timeline for my effect to give a gradual effect
0.5 will be snappy
Tried that as well, lol no dice
yeah I wanted to just see if it worked, so i put it low
Works for me, again you should play with it outside your bp
Once it work, doing it on bp is cake
I know it works, its just getting the nodes right. Again, I know that is the value, since it is the only thing that allows me to adjust the intensity, but its getting it in the BP thats stuck
You should adjust a specific blend weight too ( the actual material you want to edit)
Afaik should be on post process material arrays
Don't have editor to check rn
Is there a node to set the image to a button but for everything like normal, hovered, pressed etc
Maybe try making this a variable. It might be out of scope by the time the Screen event is called
you mean use an image on a button?
yeah but i want to pass a texture in to set it, but for every option
R u changing image or button?
or should i just layer an image over the top of a button in the widget
There is an option to select image in a default button
Thx but I ended up just doing it in the character BP. short and sweet, does the job. I like to try and find alternative ways of doing things to expand my knowledge, but its late and I dont wanna go down a rabbit hole lol
R u changing button or image ?
The image ON the button
but i want to change it for every type in the blueprint, or is that just a headache? xD
same image for all states
Make a base class for the custom button then
but when each button is created i want to set that image for all of them
each state has its own image option....
You can change the brush at run time using set style node
so each button will have a seperate image, and i want that to apply to all states
You can do that in the detail panel then. But if u need it to do it at run time use set style node
It's only a few nodes
curious, how many buttons do you have? and are you using the same image in more than one location?
Its a button for each building type that gets added to a grid for the player to choose. So probably close to 100 by the end
each building has a different icon / image
ill just lap an image over in the widget and change that, probably easier
ah, I was gonna say, if you are using the same button more than once, you could create a master button and just use that over and over
Make a base class for your custom button. Add the functionality. Save your self repetitive work
its ugly, but functional. I just made a base class, like summer said, and use it over and over when I need it
Thanks!
hi im trying to get a random line in a cone..
Green is the bp provided (with 0 yaw and pitch), purple is the line just drawing from the two objects
Its a bit off.. Am I misunderstanding something about these nodes?
what's it supposed to be doing?
Random line from the cone, but you constrained the randomness to 0?
Yes to confirm the center point is indeed going to the origin of the other object.
However it is not, the green line in the picture doesn't match yo with the line to the actual object location
Hey , i using this way for fire automatic rifle but also want to fire rifle with single shot too
A Unit vector starts at 0,0,0; is it supposed to come from the Actor? I see Start and End leading off
in which case you'd have to do Start = Actor, End = (Actor + Vector)
ill try that now
Ok; just call FireEvent?
Adding after the random unit vector node causes the trace to now go straight up
For reference, the start and end move out ot this trace
is it not possible to get an interface function to appear as a pure node in Blueprints? It's marked as BlueprintPure in c++ and compiles fine, but when I call it from BP it has execution input/output still
its End = (Direction * Distance) + Start Location
interface function cannot be pure iirc
thats obnoxious
I keep getting a not valid on "Construction Working On" Im trying to get the one in the array that is the closest. I dont get how it can be not valid though, any pointers please
It loops through the array and gets it, so it has to be valid surely
I have an actor that can add a spline component in construct script . that is added to other actors as a child actor component. Im a bit puzzled as to why I cant manipulate the added spline component in the parent actor , but I am able to do so in the world
What are the default values for Current Distance and CurrentIndex @gusty crater
hmm, im not super good with breakpoints in BP but you can breakpoint on the Is Valid node and check the array, what index it tried to get, and whether it set a valid reference to that actor
Thats just before the loop from the same pic
so on a breakpoint on it, its showing current index as 1, then it says Current Queue Num=2 whatever that means. The array is of a master building type
that just means there's two things in the current queue array,
okay so the loop is working fine, or at least giving you a valid index
oooo actually i think i might know what it is
i think im removing the object without removing it from the queue. i made it the first 2 buildings instant construct
ah, so you might have a garbage pointer in the array that is pointing to something you already destroyed
in that case, the distance to that pointer will always come back as 0 (i just checked the Get Distance To function), so you'll actually get the bad index consistently lol
😄 It works
first lil project trying to do most from scratch so theres many mistakes xD
Hello! Is there a way to make a "custom only in editor spawn-point"? Currently when I want to test different areas of my map, I move the player spawn-point to that part, but when I forgot to move it back and do a build it of-course starts in the wrong spot. 😄 So I'm wondering if I can somehow make a custom spawn-point that is only used for when playing in PIE? Since then I can keep the game spawn-point at the start, and it just gets ignored when I player in editor and when building the other spawn-point is ignored.
click the three dot dropdown next to the play buttons
use Current Camera Location instead
There is a node to check which build you are in
Curious if anyone has run into this issue. I am in Unreal 5.3. I have a data asset. It's only variable is a struct which contains a display name (text) a few floats and a bool. On begin play, I create object of my data asset type. I then set the struct variable. If I then read the struct variable, it is at it's defaults and not what I set it to. It's almost as if it completely ignores me when I set the struct. For example, this print string returns nothing at all.
Bp structs are broken especially when it comes to live editing. Also, I don’t think you can modify DAs at runtime
I can't use that since it's a 2d game, and I then start outside of the playable area. 🙂
Ah, interesting.
I will need to check if I can get that working!
i don't see why this would not work
but one big problem here is that you never seem to reference the data asset, which makes it prone to be garbage collected
Guys i have a weird question when i change something in my bp about my interact system and i start play mode i have half less fps then i wait like 5 minute without changing anything i hit play mode again and my frame are back oO (my interact bp contain tick event with trace and actor component set and when i look with insight it show me that the tick event take all my frame on the cpu)
Can someone explain why the engine look like it need some time to recover my bullshit then it work properly by magic ?
I was'nt experiencing this until i tried to implement my system and object into my environement and not just a blank testing project
I want to create a widget at the mouse position how do I set the position
If it is a large BP and if it is open and visable, you can get a FPS hit
Try making sure your main Level Editor tab is what is visible then you press Play
hi, Will checking how many people are in a given team and then replicating this value to each player to disable the widget be appropriate in GameState?
Where does the "Take Automation Screenshot at Camera" node save the screenshots taken? I can't find the path which is displayed in my console log. Also is it normal that I possess the cameras when the screenshots are taken? How can I take the screenshots from the cameras without possessing them?
It's probably not necessary. If the team value is stored on playerstate, any time someone joins or leaves the game (namely Begin Play and End Play of Playerstates) you could call an event dispatcher on the gamestate that anything that needs to know the counts can bind to, and then the clients can loop through the PlayerArray on GameState and determine the number of players on each team and show/hide the widget.
Does this look correct? It's supposed to instantiate an "Equipment" actor, then attach it to the player
Hey everyone!
Did anyone know how to fix that? I don't understand the problem.
Thank you 🧡
Hey, I have a question, I have an event here that If I press tab it opens a widget menu but I want to make it so that if I press tab again It closes, I can't for the life of me seem to figure out how to do it so one press is for open and the other is closed?
I also tried a flip flop
Try this
If there is already a the widget , remove it
If not , then make one
This doesn't seem to work for me cause I am using a player controller for the details and not the BP_Third Person?
show your code
Thats litterally it mate 😄
i'm not a coder btw just an artist trying to figure out what the fuck im doing 😄
Save the widget to a variable
What type of variable?
Pull off pin and Promote to Variable, it will auto set pin type
Nothing stopping you from replicating the code shown in player controller
Im making a path building system. I have a "Master Path" with a box collision on each side. I want it to know if it needs to be a straight, t junction, bend or x junction depending on what its hitting. Does anyone know of a tutorial i could look at to wrap my head around how to accomplish this?
Yeah but I really suck with this 😄 It's my first time trying to mess about with BP 😄
I just see theres a modular way to make menus instead of a single widget you can call widgets and it helps to make things easier to customize and move around 😄
I would remove that pin going from the Create Widget to the Remove from Parent node. You don't need it and it looks like it could cause troubles
Are you working on a grid? I assume your wanting the paths/roads to connect to building?
Sorry to bother you I ran into a problem 😄 I didn't have the Set Input mode ot UI only, so when I did that it doesn't close again now 😐
yeah its a grid like pattern
but for all my building im just snapping my cursor location to a grid size
Do the paths visually take up a full square or partial? As in the grid size is 2m but the path is only 1m wide type of thing.
just starting it, the white cube is my pathway to scale to suite everything, then some box collisions to detect whats on each side. Just need to melt my brain into trying to work out all the logic now xD
i will make it take up the full grid size
Then use some collisions on the edges for all my pathing so the AI cant walk off the edge of a path. Thats why ill need all like 90 bend etc.... i was trying to find a way to have my whole navmesh volume red to start, then use a modifier to make it green only where this path actor is but i dont think that was possible
hmm, you could put the Remove from Parent code in the widget
ok i dont understand everything but i think i got what u said
TLDR: don't have large BP graphs open when playing
perfect i take note
Personally, I would have a single path blueprint that has an array/set of all the occupied tiles. (probably an int point) When you add a path, it just adds the grid location to the BP. When you place a building it adds the tile that the entrance would be.
When this happens you then have the path BP check the array to see if the array contains the surrounds tiles. Based on this data, you can then determine what mesh or material needs to be applied at the given location.
This saves you have to mess around with collision boxes or traces.
I've not come across any specific tutorials on paths but what I've described has similarities for a maze generation tutorial I made a few years ago. You can even use the same data to spawn in nav mesh modifier volumes to increase the cost of traversing on tiles that don't have a path.
I dont keep track of the whole grid system as i wanted it to always expand depending on the map and not having to generate it. I just have a function that moves my curson position a certain amount to feel as if there is a grid. Would i need to actually track grid tiles for that way to work?
In a way yea but its easy enough to just get the world location and divide by your grid size and then round.
Yeah that might have to be the go
i would still need all the logic to replace and rotate pieces etc though
Which i guess is almost the same point im up to doing it this way
hmmm i wonder if i could just say make the path cube check if its touching another one, and if its not enable one of my collision boxes to block that side off so they cant walk off the navmesh, and if it is touching, disable that collision box. Reckon thatd work?
Then its bugger all logic
for some reson my sound settings aint working, am i missing sometyhing ?
(the save audio BP) is for later ignore that
Sounds good I'll use another approach.
What are the possible reasons why DestroyActor won't destroy an actor? (in editor mode, called from an EditorUtility)
Are you able to access the actor from wherever you are calling DestroyActor?
You're not supposed to be "Creating Object" of a Data Asset as the Data Asset would already exist, so you just need a reference to it. You technically can modify a data asset at run time, but any details changed won't be saved, so the moment that asset is no longer referenced, you're then working with the default data asset.
yeah i checked it's not invalid
Could you share a screenshot?
What is it doing vs what you expect it to be doing? Is it not mixing the way you want or not playing at all?
When the branch that creates the actor is reached the actor appears and everything that uses it works fine. I just need to delete it afterwards
(the second screenshot is the get starting points function that creates the actor)
what happens if you put a print node on the Not Valid output?
does anything print on the screen?
just a troubleshooting step, is all
nothing, the true branch lights up with debugging
Oh I see. I figured that since it was an object, it didn't exist until created. Otherwise how would unreal differentiate between modified data assets at runtime if it's just referencing hard data like a data table.
wait, i think i see it
@lyric basin its not affecting the sounds at all, the slider moves with the value but the sounds are always 100% ive set all the sound files to use the respective class
*
yeah sry i placed the wrong is valid node for the screenshot, this is what i tested with xD
K, is Get Starting Points a custom function? Can I see whats in there?
yep, the second screenshot i sent earlier^
ah nevermind, it's a thing that has bitten me already in the past but i keep forgetting ;-;
you have no guarantee on how many times pure functions are called
"get starting points" was being called multiple times, only the last result reached destroy
solution: make not pure
yes, that would be it. I was just about to ask if its dumping into an array or something, cuz if there is only one instance it should delete it. But if more than one instance is created, by the time the destroy actor node is reached, only the last instance will be reached.
Though, you could in theory create an array if there is more than one reference and then just call the index you wanna destroy.
nah just needed one, ty for the help nontheless!
Yup, no problem
in fact if i could i wouldn't even instantiate it, i need to access the tree of meshes of a blueprint and copy their materials on an actor in the scene.
Instantiating the bp and destroy it immediately feels wrong but at least it's straightforward
how often is this called?
sounds like something that could eat up a lot of resources.
Company uses USD, but not in a good way. Animations don't have textures but share tree and names with a pure unanimated mesh.
The Unreal department imports the mesh, gives it materials, saves it to a blueprint. then when they import an animation they wanted a 1 click tool to apply the correct materials
so i traverse the tree comparing names and taking materials from the blueprint to the imported USD animation
So looking at it again, I see the volume is being set (to whatever value the Set node is getting) but is the Set Sound Mix node supposed to adjust the volume somehow? I am not that well versed in audio nodes for UE, but I don't see what is actually adjusting the volume, just whats setting it. The Set Sound Mix node just takes the input from the Set node.
yeah, I agree with you, that feels wrong.
just sounds like there is a gap somewhere for something to go wrong, but idk.
USD mesh to blueprint
USD animation to scene
Apply meshes from blueprint to scene
oh been trying to explain them Unreal is a game engine first, not a CG tool.
You can guess how it went 😆
@lyric basin well its a slider
What they first proposed was even worse: write a custom json file with the paths to the uasset materials, read it from the animation, like... whelp.
Sry needed to vent
yeah, i can totally imagine that convo. I would imagine someone saw a cinematic of what UE can do and put 2 and 2 together to make 5.
all good!
couldn't have explained it any better!
Let me try recreating this on my end. might take me a while, but I've been meaning to put volume options in my game. I will get back to you.
@lyric basin nice ty
yeah no problem, just a quick question. this is a widget yes? What did you select from the palette? Was it just slider or something else? Audio slider?
okay thanks.
Could you share a screenshot of the rest of that portion of the widget?
if I have two parameters of the type array. Lets say one is of static mesh soft object reference, and the other is lets say a float. Is it possible to tell Blueprint that when I add an entry to the mesh array it should automatically add an entry to the float array as well?
....yyyyyes. I think
basically like this. but the threshold parm should spawn when I click the mesh entry
oh you mean like that. Again, yes it should. You would have to code it (or use nodes) that appended an index to the float array when you add one to the static mesh array.
that should update the UI in the details pane automatcially, but again, it should
With enhanced inputs in ue5 what is the best practice for binding ui triggers ( showing main menu for example) ? And where should the initial keybind be set?
@lyric basinthats basicly it
I'm pretty sure you can in cpp. Not sure in bp I'm not aware. If you don't have duplicate mesh in the list, you prob want to use map
thank you I will see if I a can achieve it in BP before going into CPP
There is no call back when adding an entry in bp? Maybe it's possible in bp but I'm not aware. I've used plugins that can modify class default at runtime so I know u can do it in cpp
keybinds are set in the Project Settings >> Inputs
I don't use that system anymore, and by bind I mean to trigger a ui element. My question is how to properly trigger ui overlays by pressing a key and then overriding key captures in the widget
There is something called get forward vector, that you can make another actor follow you forward. However, is it possible to tilt it by an angle?
what is the easiest way to inspect return values from nodes in BP?
just get the difference between positions, then use this vector as a heading.
What do you mean?
Subtract your target position ( destination ) from your current position ( object that's following), this will give you a vector that points towards the target. Then use that vector to rotate to.
assuming that's what you want.
I want to like it point 30 degrees towards the left of the forward vector and then 100 units away at direction
Do I need to use sine cosine stuff?
rotate your forward vector
normalize it then multiply by 100
No there is a rotate function
there is a rotation from x vector that could help you
Oh so before I plug in the rotator I can just add the 30 degrees
maybe? Dunno
Are timelines you add to your graph stored anywhere in the blueprint or once you delete them are they completely gone/cleaned up? I had some timelines I've since moved to other actors and wondering if I need to do any additional cleanup other than deleting them in the graph
If they are not in the variable outline it doesn't exist.
Thank you 🙂
this is exactly what was happening thx u so much
Is there a way to import FTimespans into datatables with csv?
wich will the move to prioritize ? the location or target actor ?
It wouldn't really matter in this case as you're giving it both. My own guess would be that it favors the target actor if its valid.
What plugin makes blueprint lines look so good like this? I always see people using it here and need this, I prefer it over the normal look.
it would if the target moves from the destination if its a long way i suppose
ok
yeah makes sense
It's called Electronic Nodes iirc
it's about $15
Ah yea your right, thanks!
Depends
You only do it if you are 100% sure that your cast won't fail
Like getting your custom game instance can be a pure function
Hey all,
Is there an SOP on attaching skeletal weapons to a skeletal character?
Currently i spawn the weap off map somewhere and transform it to the relevant character socket to attach. It works fine but seems hacky....
afaik no one on the internet has ever shown this in a vid lol
Hello i'm Muntasir Dawlut and i'm an unreal game developer
This is one of my personal project that i am making.
if you like it don't forget to like and subscribe to my Youtube Channel and my Facebook page
Don't forget to Like and Subscribe and you can also support me through these links belows for so that the game can be develop much more fast...
what is an static mesh ?
jo does anyone have good blueprint tutorials i could watch?
what help you need ?
im new to unreal need some tutorials for blueprint really thats all
check on youtube Matt aspland or ryan laley or codelikeme
you
you'll have great beginner tutorials there
thx
hello , why can't i pass a variable by referenece inside a custom event in blueprints ?
I think you can set the input type to be pass by ref with advanced settings
but also, don't do this?
events are just broadcasts out and have no idea of where it was called from. the fact that epic allows pass-by-reference for events is quite stupid but it's epic lol
just use a function instead. and a timer as a substitute for delays
i tried using a normal event and passed the input into a function using a parameter with pass by reference and i get same warning
the issue is the event itself isn't able to pass params by reference
i thought so i just had to make sure ... thank you !
your welcome 😄
hello hello, sorry to bother with a question. but does anyone know how to add sensitivity values to analog controls? i wanna have player movement go from a walk or run based off of how far an analog stick is pressed and not based off a toggle.
Set the input as an axis instead of a bool. That will give you a float to use. * edit typos lol
Im extremely new to BluePrint. but i hopefully can rush to a friend to help me do that.
UATHelper: Packaging (Windows (64-bit)): WARNING: Visual Studio 2019 is installed, but is missing the C++ toolchain. Please verify that the "VC++ 2019 toolset" component is selected in the Visual Studio 2019 installation options.
UATHelper: Packaging (Windows (64-bit)): ERROR: Visual Studio 2019 must be installed in order to build this target.
PackagingResults: Warning: Visual Studio 2019 is installed, but is missing the C++ toolchain. Please verify that the "VC++ 2019 toolset" component is selected in the Visual Studio 2019 installation options.
PackagingResults: Error: Visual Studio 2019 must be installed in order to build this target.
UATHelper: Packaging (Windows (64-bit)): Took 2,1589809s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\Admin\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE_4.27\UBT-PlappyFirt-Win64-Shipping.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error
how can i fix this
Hi, can someone help to guide how, using blueprints, to connect a procedural mesh with a procedural foliage spawner?
It may sound like a procedural channel question but in this channel I am trying to understand in principle how to do such things in blueprints - i.e. connecting things that don't seem to be accessible from "All actions for this Blueprint" menu.
What I have:
BP_chunk, that creates chunks of "landscape" from procedural mesh components - in runtime;
BP_landscape, that is placed in my scene and that sets the chunk parameters for size, noise, scale, etc.
A procedural foliage spawner that is tested (in a different map, based on UE documentation) and works on a UE Landscape component but that I cannot figure out how to make it work on my runtime procedural mesh kind of "landscape". In the BP_chunk, I cannot seem to find any node that I could use to connect to this spawner, or anything that would seem intermediate, to in the end still connect the spawner. Thanks for your help who has a moment!
it says to install a component ,where?
you can start by installing visual studio 2022 instead. and in the visual studio installer choose the "C++ game development" component. also you'll want to install .NET6.0 or above and .NET framework 4.8 or above
btw #enhanced-input-system makes this was eaiser to make and tinker with later
i have it on pc
Anybody know a place I can look to start finding info on creating in engine custom areas? I want to make a feature where you can customize your room ingame with furniture you buy and don't know where to start
do i need to install it one more time ?)
ah okay. i apologize again for putting a question in the wrong spot haha
oh no need to apologize lol
no. just uninstall VS19 if you dont need it. and do the other steps that i mentioned before
i will just unistall both and install one more time the 22😂
no i prefer if you just say what you want here tbh. that way your issue is more likely to be resolved
No not like that is like a job thingy
if i want to develop for android i also need to select from that list something?
oh well im not available for hire right now 😅
Oh oj
i have not made games for android with unreal but afaik you dont need to.... maybe you'll want to move your questions over #programmer-hangout
and also something,do i need to tell unreal to use visual studio 22 somewhere?
should in the project settings
the build is successful but something strange happened,the bird is not rotating at the same speed when it dies and the jump decreased by x3
anyone had something similar?
it may be cause of delta seconds?
Hello i want to make the player go on top of the object but still have the same x or y value how can i do that ?
what do u want him to do concretely ? sit on it stand on it ?
stand on it
just teleport on top of it
then u can make a scene component in the bp of it that will serv as target and u set the position i suppose i m actualy doing the same thing but i use motion warping and root motion animation
i can explain more if u want
please do
by setting a scene component in the blueprint of the greenthing u set a component that have his proper transform, if u get it in ur bp_character u can set the position of ur charazcter on it
Just a question, is this teleport you want a specific actor always? Or do you want it to be a repeated element...?
Wdym?
Well, is this cylinder the player can teleport on top of a single thing across the entire game that lets you do that?
I'm not very sure of how the mechanic works or how do you want it to happen, sorry
You can always just tell an actor "get this actor and teleport me to X" but it's a very rigid system.
How to manually place a mesh in my scene if it is generated in a blueprint in runtime?
just put the mesh generation code in the construction script
its a cylinder that the player can teleport on top of
Just copy paste no matter how big it is?
if it's slow code then i recommend calling the code via a call-in-editor event
Okay, so you want the game to allow you to use multiple cylinders to teleport on top of?
so it wont lag everytime you drag the bp
Or is there just a single cylinder in the whole game that lets you do that
I copy pasted and nothing happens in the scene..
in the construction script?
yes
oh yeah bp doesnt allow spawning actors right...
yes. then compile, save, went to my scene, nothing.
yeah then just use a call-in-editor event
Okay then, my suggestion is that you use an Interface
Since you want to have several actors with overall the same behaviour of interaction
Small question
Does the "Ongoing" Output fire an Event every Tick the key is held?
https://docs.unrealengine.com/5.2/en-US/enhanced-input-in-unreal-engine/
Taken from the UE docs.
according to my understanding, it should work
someone else in a tutorial i found did this by adding a "for each loop with break" on trigger output
Next time use #enhanced-input-system channel, it’s more specialized. As for your question, when you have a hold trigger of say 5 seconds, and you actuate the button, the event pins fire as follows: Started on actuation, Ongoing while actuated while not having reached the 5 seconds, Triggered after 5 seconds of hold (at which point Ongoing stops firing), Completed when released after the 5s, Cancelled if released before the triggered fired
And yes, both triggered and ongoing tick away while their respective stages are active
Just trying to understand the best practice when trying to achieve "tonnes" of pickup spawns. Currently, I have a "Pickup Manager BP" which loops through all "Pickup Spawn Point BPs" and then spawns a "Pickup Base BP" with a random item. I am estimating to need around 1,500-2,000 of these pickup spawn points and was wondering if it's even going to be possible to loop though all of those actors by the time I reach that many? Should I be doing it a different way? Or is there a more efficient way of doing this? Like doing it all within the pickup BP and manually placing them down instead of spawning them via a manager?
I also want to loop through them all every 45 mins and destroy the ones that have not been picked up yet and then respawn them all again.
I looked into the loop limit for UE and it's like 1M loops.. but can the engine handle thousands of loops is what I am asking?
The engine can
That's not what pure cast does. Pure casting a function returns a value without execution pins but the value is revaluated everytime it's called.
Whether you should be doing that in bp is another story
wait i might be conflating it with something else
my bad I was thinking of pure functions
I’d just delete your msgs at this point
Quick question
When I switch the skeletal mesh of my blueprint, the material slots of the first mesh somehow overwrite the materials of the second skeletal mesh ... is there a way to change that without switching the materials in the blueprint for each new skeletal mesh I'm putting in there?
Since actually, the car body is only a cosmetic, and it should be switchable on that blueprint, instead of making about 120 blueprints for all the different cars
it looks like instead of "switching" you are just putting one over the other
Everytime you change the skeletal mesh, loop thru the material and set material to none. This will revert the material to w.e the new skeletal mesh have
Hello, I have blueprints which generates a very large array. I want to set the generated array as the array's default value. Is this possible?
Hey all,
Is there an SOP on attaching skeletal weapons to a skeletal character?
Currently i spawn the weap off map somewhere and transform it to the relevant character socket to attach. It works fine but seems hacky....
can variables be called like this ?
the guy in the youtube video doesnt connect the pins
item id is just being called
without being set
Can, what it does behind the scene is promote it as local variable
Yeah
I seen ppl do it this way, I got used to it and do it my self from time to time
When I have to drag too far and it's unnecessary to do so I just get the variable like what your pic shown
You should prefix the locql variable with L_ for readability
when i have to drag too far i usually just make a variable and set it at the beginning of the blueprint
but i suppose it already exists
Yeah I had to learn that too, input vars on a function already exist in it so you don’t need to promote them. It looks weird but you get used to it
is this getting skipped cause no one actually knows?
is attaching two skeletal meshes ancient magic
cause i can do it, I'm just kind of hacking it...
wondering if there is a better way
Wats the value of the array?
If someone can help, they prob will. Personally I never attach sk to sk
I spawn an actor and i attached to socket GripPoint. How can i get socket location in animbp?
well its not really a workflow/practice thing
You cannot make an animated weapon without it
Just saying I never done it, so can't help you pal
or attach anything with an animation to the character at runtime
oh never have, my bad
I thought you were implying its bad practice some how
No no
I believe a pistol or rifle would need to be skm
Soo far I only deal with swords
I can do it no problem, i just dont like that I need to spawn the mesh on begin play first, and then transform it instead
All I do is switching out the Skeletal mesh Asset reference
You just get a ref to your skeletal mesh then grab the socket location?
Addressed the problem for you
You can reset by looping thru the material and setting it to none
Works for me
i don't have an skeletal mesh on characterbp
now, if I as a beginner now would know how exactly that works, that'd be helpful xD
I have a skm on weapon bp
Have one then? Abp Job is to read
After you change the skeletal mesh, get materials and do a for loop
For every loop set material to none, and the index to the array index
Done
Do they have to be dynamic materials?
Maybe, but i spawned a weaponbp and attached to socket. I wanna get a ref to that weapon bp
Nope
So i can use weapon skm
good ^^
Then make a ref to w.e you need and initialise them
You should have a ref to your custom bp character in your anim bp
I have it
From there you can access your weapon bp or w e it has
Wouldn't it be smarter to do the for loop for the mats first?
Or won't that make a visual difference?
You have to do it after you change the skeletal mesh because u want the materials to fall back to the latest skeletal mesh
I mean atm u only change the skeletal mesh, didn't give any instruction to change the material
I tried this and not work
Make sure u don't get error
Any accessed none?
Nop
Ensure that you have the socket in your weapon mesh
Other than that I don't know. It should work
true
That it's my code
You have to play in pie
ok I'll test that later
Then check if u get accessed none or not after exiting pie
Well there u go
Maybe bad initialization?
Set the appropriate variable
More like never initialised? Show where you set the weapon bp
Weapon component*
I would say it can be null at the start
Why?
You shouldn't need to make a weapon comp variab
I dunnoe, don't have access to your project
You already have ref to the player anyway
So don't need a separate variable for weapon comp
Simply tpschar-> weapon component
Try that
i need the player BP to run a function on a WBP
It works
but i cant seem to figure it out. casting and interfaces require a target
just use GetPlayerCharacter?
how does the PlayerBP (whatever that is) know which widget to run the function on?
What are you actually trying to do?
the DisplayInventoryFunction is located on the WBP_Inventory.. im trying to call that function from the players blueprint
Which actor actually creates that widget?
you gotta add the widget to viewport
Pawn is the thing you control
thats set in the gamemode right?
Gamemode defines the default pawn yes
The closest thing to "the player" is probably the playercontroller
Character is a subclass of pawn
"Get Player Character" will get their pawn if it's a Character
Player BP doesn't make any sense, nobody knows if you mean PlayerController or their Pawn. Just call it Pawn or Character if it's one of those. All Characters are Pawns tho.
Is there a way to change the values in a timeline with a input?
Possibly not, are you trying to scale the whole timeline?
A common approach is to have the timeline go from 0 to 1 and then you multiply that by whatever on the output
or map range
@frosty heron I seem to do something wrong here:
Connect set material node from the loop body exec pin
Not from completed
still doesn't work
Show pic
there ya go
Did you do it after you change the skeletal mesh?
yes
Try print string on completed to make sure it runs
wait a sec lol
Hey, when you make a varialbe public how can I access it through another blueprint?
By Getting the instance of the class
I would recommend watching Matthew blueprint communication video
awesome, thank you i'll check it out
You are awesome @frosty heron
hey guys , i have this code (L1_1) that basically on beginning overlaps displays a widget and on endoverlap removes the widget through a boolean and it works perfectly. My problem comes when I duplicate this BP (L2_2) as the cast fails. Is this because I need to do a child the duplicated BP?
Just a random idea, maybe you could find the actor rotation and offset the control accordingly?
So if the actor is standing on a wall at 90 degrees from the world floor, then offset the movement vectors 90 degrees in that direction
Thanks! I'll try it out
If I have an actor component and it's replicated, do I also have to replicate the event that sets the variables, or should I be able to read the variables from other clients without pushing it all through the server?
How do i refrence a scene camera from another actors blueprint
however you want
What and where is the camera?
just a camera in the world?
So I take MoveForward value and run it through FInterpTo and set the result to a variable called FooBar. I'm facing a challenge where I need to reset the variable FooBar to zero when switching between -1 and 1 value from move-forward.
check sign of input
vs sign of current interpolated value
FInterpTo output uses other math to create a value which is not -1, 0, 1. So I can't use that.
yeah its just a camera in the world
You can get actor/s by class if that works.
quick and dirty
ive tried that but it doesnt show up
what class is the actor?
k so get actor by that class, anything?
then how does it know which scene camera i want tho
that's up to you
Any idea? #blueprint message
explain in plain English how the camera should be chosen
Show what you're actually doing
ive got two scene cameras and i want the 2nd one to be stored as a variable
you can check sign of a float
so how do you pick which one is the 1st and which is the 2nd?
i dont its just my 2nd camera in the scene
I'd put them both on 1 actor if every level has 2 cameras
or use tags
what makes it the 2nd?
how many cameras are in the scene in the editor?
2
nothing im just speaking in terms of the order i placed them in
The top connection is moveforward value. FInterpTO saves it to Rotation variable. I need to reset Rotation to zero everytime, moveforward value switches from -1 to 1 or viceversa. The reason when switches I want the calculation to start from 0 instead of the currentl stored value.
then do that
if target and Rotations signs don't match, then Rotation = 0
How? Since the connection is always on
Rotation value is 90 or 100 or 140 stored in a map.
I just want the FinterpTo to go from 0 to 90 when switch happens
show the rest of the code around this
You'll need to save something frame to frame
if you save A then you can check the sign vs last frame
is Temp Val an actor or local variable?
check the SIGN of them
But it will return the same as move-forward value
gotta compare it vs last frames
they will match all the time except when you cross 0
If SignLastFrame = SignThisFrame -> normal
-> Rotation = 0
I only found this function
would i be able to use a get analog input modifier as a means for my player movement to detect different speeds? for walking to running for example?
since im not trying to make running a toggle
You can just get the axis value
unless you want an actual event to fire from the input system
Whats the blueprint code to determine if a Material Instance can have its color changed or not? i.e. if the MI is the type that's on the left, instead of the type on the right? I tried using "GetParameterInfo" node with parameter names like "Color", but its not working.
I need a way to determine if a MaterialInstance (not a dynamic one, the default constant one) has a TintColor or not basically.
thats what i was figuring (although im not sure where to tie it in my movement sorry new to making games haha but ill figure that out with my friend :D)
I'd do it based on results instead
like trial and error?
anim bp just blends between animations based on speed
if you're talking about the animation side of things
i need to have the player character movement determined on how much the analog is pushed
It is by default
like a slight tilt = walk and then a full push is run
give it less input, it goes less
(for some reason it just goes all the way to the max speed)
show your input -> movement setup
ok give me a moment
im assuming youre talking fromthe blueprint correct?
or i mean the event graph?
yeah, the bit of code that goes from your input action to AddMovementInput
if my understanding is correct you mean this haha. i apologize again for my lack of knowledge since im new to making games but i have goals to make this game 😄
print the x and y from IA_Move
if they are analog then you'll have to just tune stuff in the movement component
oki
would you be opposed to meeting me in one of the voice chats? if thats alright? i understand if youre busy
What do you mean by value? It holds vectors, about 2 billion of them.
sure thing!
That's editorBP making an asset or using a save-game territory
Hi, I have an issue
I have a pawn with an Ability System Component and an Attribute Set
On begin play I try to access the Attribute Set
But on certain pawns, the Attribute Set is not valid. After digging a bit, I found out that pawns that are spawned in the level have valid Attribute set, but not pawns that are placed in the level
How do I fix this?
dafuq is you doin
What do you mean by making an asset?
already asked there, and it's more of a general Unreal question than a question specifically about the GAS
why is a member initialized when the actor is spawned and not when it's placed is my question
That's a GAS specific problem it sounds like
probably isn't serializing? Maybe ask cpp
alright I'll try
@wraith loomWhat are you doing that uses 2 billion vectors anyway? Vector field?
that's 24 gigs of vectors.......
48 if they're doubles
Galaxy. Anyways, I looked at your link and I don't understand how that helps me make a default array.
You'd need to make an editor BP that can make an asset for you, which would have the stored array within it
you're waaaaaaaaay off into fancy pants territory though, storing 2 billion of anything is going to be a nightmare
like, most people won't be able to fit it into ram
it wont be in ram
yes it will
it won't fit, so it won't
if it's just on an array in some asset
well yeah
Have you got it to actually run to 2 billion in Unreal? I'm sort of mind blown that it would even do that
If it's being generated by a procedural algorithm you'll have to do something different
No Man's Sky doesn't ship with the galaxy as data, it ships with the code to generate parts of the galaxy
You're right there, so if you're lucky your games process will just get terminated by the OOM (out of memory) killer
540 stars per pixel for a 2560 x 1440 screen
realism
Actually that's not very realistic, isn't there that tidbit where if you hold a grain of sand in front of you toward the sky the area it covers your view contains 1000s of galaxies
Sure, but because of gravity warping light, and light itself being slow compared to the size of the universe, you won't see that many anyway
I can't find any editor utility blueprint tutorials for some reason
what editor utility blueprint parent class should I choose?
Not positive, but I think they're talking about a blueprint which exists in your level, but you only use while in editor by running functions set to run in editor
you are way outside of tutorial land if you want to generate and save 2 billion of anything
start by making an editor utility BP that can make an asset with a bool in it
How are you going to generate the 2bn points?
honestly you're way out of bp land for 2 billion of anything
I can't make a galactic gravitational sim in BP? scam
inb4 foreach i in 2000000000 do star
I heard the simulation we definitely all live in was made in BP :P
Could probably do it with a million stars in Niagara
the O(n) would be mental though
Is there a node to make an asset? I searched asset and couldn't find anything obvious.
yeah. Even in C++ land your iteration time for 2 billion of anything is insane.
Even pulling all the tricks out with cache alignment, simd etc
I’m trying to make an Editor Utility function that initializes folders and assets that are necessary for modding a map into a game I’m modding. It was easy to make directories but after a full day of searching, I couldn’t find a way to create assets from a Blueprint. Now I’m wondering is this even possible to create assets and save them in Con...
Do it with a SaveGame first
but no, you won't be storing 2 billion
start with 200
Why can't I delete any components here?
That's a c++ component
how do i switch from a camera on my player to a static camera in the scene
Add a camera to the scene -> use it (however you want)
I'd start by not having a camera on your pawn at all and seeing if it'll automagically use the one in the scene
might do that
Camera manager is a good habit to get into using as well
At least I find it helps when using multiple cams
I don't think he should be pursuing that, procgen would be a much better use of time if he wants galaxy sized simulations
If you want true galaxy sized simulations, you also probably want a couple tens of millions of dollars in r&d money
Not particularly helpful
I can find the cpp and h file for the parent class and edit that
You can't delete a component created in c++ from a blueprint
You can't get rid of components that come from a c++ parent class
You'd have to modify the base c++ class
but there only seems to be a uasset file for this particular BP
is that the default 1st person template actor?
Yes
You can't delete anything that's inherited in a child class.
You also can't edit the cpp and .h source, because in a launcher build it's read only, and you'll permanently screw every single thing derived from a character. Well, in this case every single third person project but you get the gist
use Character instead
Object -> Actor -> Pawn -> Character -> YourBPClass is what you want
Object -> Actor -> Pawn -> Character -> WhateverThatParentClass Is -> YourBPClass is what you have
What class does it derive from? Should say in the top right corner
<project name> character
Either edit that if you intend to have a project specific C++ character base class or don't use it and reparent to Character
I should be ok to edit the parent class I think given that it seems to be project specific
How do you have a C++ parent class and not know?
You don't want to edit the firstpersoncharacter
Nor can you anyway
(at the moment)
Just derive from character, as Adriel said
If they have a <ProjectName> Character they probably can modify it, but not a good idea unless sure it won't break something else
I'm generally just saying it's not a good idea because they don't seem familiar with the way things work. And editing things like that when you're new is not a good idea
Though I'm not sure where they got this from, because that is the default first person character
So <project name> character must derive from that
Ah yeah, I'm not familiar with the default template classes
Unless someone for a pack of whatever has just ripped the first person character code 😆
Moral of the story: don't touch it and just use ACharacter as you suggested
I was thinking it might be their projects base character class and have things for project-wide setup (e.g. GAS, AIPerception, VOIP, etc)
What're you trying to do such that a billion values actually need to be referenced or sensed in any form?
I feel like the obvious solution would be octtrees, but I'm probably missing something
I'm trying to make it so that players can build in each star system, so I think I need a sort of "master array" for everything to reference to.
You can have most of that sitting on disk until you need it
Are you reinventing no mans sky
I know
But why before it's built?
It's a multiplayer game
Couldn't you generate new planets as they actually get interacted with? Procedurally?
Same question
Just wait until they're generated to store them
Add server space as needed
I don't think that works, because I need to make a map, and I think generating stars live is too taxing
@Zap even better, always procedurally generate the planets and just store deltas
ue5 thinks I have an infinite loop, but its only infinite as long as it doesnt reach its assigned max value (which it has) and I dont know how to get around it
In blueprints, yes, it's a million iterations iirc
The people in the forum post have "create asset with dialog" and "create asset" nodes, which I don't see. I got the LE standard library plugin and that doesn't make the options for those nodes show up either.
Do you "Get Asset Tools" first?
ah thanks, I didn't drag off of it