#blueprint
1 messages · Page 105 of 1
What's the actual criteria, the class of the actor that hits it?
essentially I want to destroy an enemy on hit with a thrown weapon
Here's the code and the result. The code is 100% the same as from a tutorial from a dude for who this works perfectly fine. But for me, it's completely fubar. No idea why. Can someone help me?
Detect the hit in the weapon, cast the other actor to EnemyClass(to detect if it is an EnemyClass) and if so, destroy it.
But that's not a great way to do it, you typically want a more generic interface like an actual interface or the built in damage event in Actor
(don't mind the yaw, forgot to plug that in, issues remains the same regardless)
Ok, so, maybe not directly blueprint related...but I can´t figure out how to save an animated morph target sequence. I created an animation blueprint for one of my skeletal meshes and I can animat the morph targets in sequencer, but I can´t figure out how to convert that into a reusable animation asset...
Is that even possible?`Or do I have to somehow recreate that animation sequence directly inside the animation blueprint?
@untold fossil just make rot from ZX
Ok and Z is up and X is forward?
Yes but the z should be the normal
You're saying "gimme a rot where this vector is the up and this vector is the forward"
Now add IK to each leg 😄
haha yeah I might xD
Gah. Why is this so hard...
I´m just trying to either create an animation sequence with morph targets animated or directly edit an animation sequence, but if I export an animated sequence using the Animation blueprint, it only exports the default pose animation, NOT the animated morph targets...
And I can´t add any tracks in the animation sequence editor either...
hello~
Okay so, I'm making a nice little game and part of it involves a SETI-like antenna.
The idea is that a point is chosen in 3D space and every antenna turns to point to it:
first on azimuth - turning on the Z axis a little at a time until it's correct
then on elevation - turning on the Y axis
I'm not fully sure how to make this work well, as the current version is very broken
What I've tried: [written code-like here, but implemented in bp, also shortened]
- get the direction vector, using atan2 for both Y and Z axes
- set variables
targetAzimuthandtargetElevationandisMoving=true - in the Tick event, if
abs(currentAzimuth-targetAzimuth)>=moveRateset world rotation.Z to current +moveRate*deltaSeconds*(currentAzimuth-targetAzimuth < 180 ? 1 : -1) - else if
abs(currentElevation-targetElevation)>=moveRateset world rotation.Y to current +moveRate*deltaSeconds*(currentAzimuth<targetAzimuth ? 1 : -1) isMoving=falseend
As it is implemented here, it sets the target vector to [90,-90,0] (pointing straight up) for some reason, instead of what I needed. I visualized it as an arrow and expected it to point it towards me (testing vector is player actor location)
the movement itself almost works, turning on the azimuth fairly correctly, but the elevation messes up (will upload a video as soon as I get the chance) and twitches -180->180 over and over.
Please advise ❤️
Sounds like a gimbal lock
Combining rotators have for me atleast been better at avoiding those, than anything else i've tried(except quats)
that's because the combine rotators node just multiplies the quats :D
I like using Scenes in BP
only change the Z Rot on the Z Rotation Scene, and only change the Y Rot on Elevation Sceneon
I was guessing thats what it did but never checked 😆
This looks costly if it had more componentd to it
"Costly"
hmmm this is the end of my linetrace but i would like to include the x rotation also
up/down rotation
Hello everyone, I want Timeline to call the function ResloveMovement after it ends, but I found that it has a delay of nearly 1 second. I don’t know what to do. After my many investigations, I am very sure that the problem occurs in finished. I hope you can help me. Answer, thank you
Guys do you have any idea how can create this system?
when trying to recreate this with a FPS character in a new world I struggle to get the "get controll rotation" to work with the fps character
i want to make a cutscene where in this server i can ask about it?
to get more detail
maybe ask in UE5 general?
I bet your internal timeline duration is longer than your planned speed period
When you open the timeline, it's not just the duration float at the top. It's the start stop of the graph as well as play rate
probably #sequencer
Duration >! stop of graph
Duration defines the completion , and stopping of the timeline afaik
hi guys
why cant i add timeline to sequencer event in unreal
sequence "event" ?
Not dure why there would be a timeline in a sequence
But i guess there could be a use case for it...
I currently got a system were It would just teleport my actor to a line trace based on the mouse screen position. Now I would like to adjust the location so that the mesh would never intersect with another one, even when rotating it. Does anyone at least got a rough idea on how to solve this issue?
I thought about finding the lowest point of the block mesh and just offsetting the final position based on that but this still wouldn't solve the issue were the block would intersect with the walls
I never got around to messing with it yet , but i think you want Sweep
make sure the mesh is the root, or have a collision box the size of your mesh as the root
When I try to open the default unreal walk animation blueprint unreal crashes this is version 5.3.2 by the way
try 5.2 it not crashes too often i tried 5.3 and i back to 5.2
Okay do you know if that would break anything
you mean the one that comes with a template ?
The problem with sweep is that it would just refuse to move at all when overlapping with a object, but the expected behavior would be that the object would slide at the wall while not intersecting
no not really
you can't downgrade a project
atleast as far as i know
atleast its a possiblity things'll break
ahh , bummer
Could you have a separate collision on each side, slighty outside the mesh
If that side is colliding, disable movement in that axis direction ?
How do you add delay to a for loop in a widget ?
is beautiful
iterate through the array on a timer
like this
thanks will try that
Yes
The first person template
how to get the current position you are on in the loop?
i just got the first item in array , used it, then removed it
next loop the former 2nd item is now first
if you want to do it again , reset Strings
ahh , you need the index to feed something else
Hello Everyone. We tryin to make a Train with front and backwheels that change splines at certain places on the map. Its workin fine so far, but the wheels distance changes slinghtly with every splinechange. Its not noticable in lower speeds, but at higher speed u start to see the wheels distaince gettin bigger and bigger until they exceed the trains lenght. What could be the problem?
try this
yeah one sec
Are there any blueprint nodes for sorting an array?
No, c++ has TArray:: Sort tho
Yeah, but I'm trying to make an example of usage for something using blueprints only. Oh well. Time to make that college data structures and algorithms class pay off!
Hi everyone.
I'm trying to make a character to look at a camera actor(not the player), but i don't know where to start. i have some knowledge on environment, lighting and so on, but i totally lack on programming and blueprints, and tutorials aren't helping since i can't find one specifically about what i'm trying to do
Any help? BP doesn't want to fade my screen and my camera stays in default (0,0,0) position (I spawn the player after an intro "cutscene")
Blueprint: https://blueprintue.com/blueprint/e3tz9_fc/
(sorry its all packed up ;/)
Did you make an actor with only a camera in it ?
uh no.
i have a character blueprint (not the player) and i want its head to follow a camera that i placed in the level 😅
Ok, well make an actor or pawn given it’s a camera, put a camera in it with a spring arm if needed. Delete the camera you placed. Drag that actor from content browser into the level
When you switch
You dont retain the overshooting value
So the gap keeps increasing
From there you have a couple of choices. Either 1) put the code in the char bp and if you’re only ever going to have one of these cameras you can use get actor of class, select the bp you put the camera in, get actor location from the return value, use find look at rotation with start being the player’s loc and target being the cam’s location, and that will give you the rotator to use in order to face the camera by rotating the head. Or 2) put the code in the camera, use get player character, cast to your char bp, do the same thing but with reversed start and target @calm slate
The 2nd option is prly better if you’re going to have multiple cameras and want to reuse the same event with different instances
Would you be so kind and explain more detailed what u mean by Overshooting Value?
Thank you!!
I'm really new at blueprints and programming in general. so quite confused by it.
I did a few looking at tutorials, but didn't really figured out this one
May want to look up “your first hour in Unreal” on the Epic learning portal and then watch the bp live comms video pinned here in the is channel (2nd to bottom)
You basically (likely) want to retain the remaining value of the backwheels from the start of the new track
So if backwheel is at 1050
And spline is 1000
You want to switch at 50 on the new spline
Something like
If backwheeldistance >= splinedistance
Then
bakcwheeldistance = backwheeldistance - splinedistance
thanks
as of now i'm trying to obtain that result, and go on after that
Thank u very much, i think that might be the issue. We'll try it out immediatly!
Problem solved, can't thank u enough! Thanks again ure the best.
I would think relative wheel placement was more crucial than separste tracking tho
So backwheels should be 100% depending on front wheel location
And simply be a fixed offset from them
Depending on the spline and curves it might not be as simple as that ofc
Every now and then, I have a Child Actor Component in a BP class, and it somehow becomes its own independent non-child actor in a level.
So, there is a duplicate Actor instance in the exact same location as my Child Actor, which often goes unnoticed for quite a while.
I can't figure out what circumstances lead this to happen. It seems to relate to me messing with the base classes, SOMETIMES, but not always.
I know the lesson here is "don't use child actors," but has anyone run into similar issues and have been able to reproduce the problem consistently?
I'm trying to have a setup as such for a Niagara beam : blueprint actor1 start of the beam, blueprint actor2 end of the beam. I try to reference my actor2 in my actor1 to send a user parameter value in Niagara, but it does not work. When I send a value from a cube inside the actor1 blueprint, it works though. What am I missing?
Is there any way to set the variables on actor COMPONENTS via the data-only blueprint editor? Or should I just give up and use the full thing?
Hey guys,
I have a little problem, can you please hel me out? i can't figure out why get actor location dosen't share the precise location..
ex:
you're moving a component of the actor, not the entire actor
there's also the consideration that you're performing a latent move multiple times between ever changing distance
get actor location is indeed sharing the precise location, there is no way it couldn't
What you have done, now I spent whole day learning about C++ and even did my first function, exposed to blueprint and found out that it's indeed works like a charm with looping through 10 000+ items. Now my world is ruined, I need to learn more 😄
Hey im back with my balls and i think im observing something going wrong;
with these nodes I fix their speed based on the initial impulse they get so their velocity remains constant
but should the spheres, due to collisions, be launched upwards, this constant upping of their velocity makes them counteract gravity too heavily and they easily fly away, its like propelling them upwards
whats the logical course of action here? im thinking that i should not be touching/fixating the z vector at all, so that all Z movement is purely off of collisions but im not sure how to constrain that
something like this maybe?
C++ for all things perfomance and architecture related, blueprint the rest for convenience 🙂
For instance: All my base classes, structure, enumeration, etc are written in C++. All my individual item logic and abilities are written in BP
I have functions in C++ that get called in C++, but I want to perform some extra code in blueprints. Is this possible?
yep now I can see that, I want to slap me 10 years ago when I first encountered UE4 and started learning it to say "learn C++!" 😄
C++ is such a hard language to learn, that I’d honestly recommend starting somewhere else first. Like C# or Python,
But if you already have a solid programming understanding then C++ is a great progression.
well I have a background in other languages so I understand a bit, it's kind of feels overcomplicated to me, where you just need to write down so much stuff. Glad that tools like chatGPT exists, really can help. Need to recheck of course but really helps
Ah like boilerplate. Yeah unreal can be boilerplate heavy
But that’s just because they’ve optimized the hell out of engine
Imagine how much more you’d have to write if it weren’t for the unreal specific macros
yeah I do understand that it's not something that was created just for fun. I don't even understand what sizes of the head of those guys who actually created it, it's so god damn massive
Quick tip to add to your pocket. I like phind.com
It’s up to date, and programmer oriented.
thank you! Noted 🙂
Wuhu! We saved 1 fellow programmer today 🙂
Now you also have the full power of the engine, customized details exposure, new datatypes, increased network control, and so much more!
Anyone know how to get the current LOD for a Skeletal Mesh? I tried this, and no no matter which LOD is actually used, how many LODs a mesh has, or what the LOD Colorization view says... it's always 0
Probably c++ only
So perhaps its time to dip a toe in 😎
Im currently trying to make my lego car move left and right, but with a little bit of torque so its not so snappy. Not sure how to write the blueprints at all though as this is my first project. The car a pawn btw but its what the character controls when u play the game. Any help?
lmao, you want everyone to try C++
A little bit of C++ is good for everyone
Prly best to use the vehicle movement component. There’s a car template you can build on
I think this would be better for what im trying to do
im basically going to make an infinite runner type of game
all I need is the car to be able to move left and right to be able to move from each lane to avoid obstacles
this is what it would look like
just not sure how I can do that
How are you currently doing it that’s too snappy?
no I have nothing right now, was just saying that I wanted to do that if possible
right now im just trying to at least get the car moving left and right
super simple, when the player presses right or left, on event tick or using a timeline, interpolate the cars position to the offset needed to enter the next lane
would it be possible for you to show me like a screenshot of what that would look like?
does the camera move with the car horizontally? if not I'd probably only make the car itself move and have the pawn stick to the center of the road
the camera is connected to the car I believe, not really sure how well it will work once I have the car moving but I think it is
Some materials are not working after I migrated from another project... any ideas?
get the cars current position and add an offset to it perpendicular to the street, then interpolate from the current to the target offset position
I mean it's just a static offset from lane to lane
use an integer or something to keep track of in which lane you are
left lane is 0, middle 1, right one 2
so you can check if the car can move any further once it's at the edge
you can get the car's rotation, use it to get the right vector and multiply that by the offset (distance in cm you want the car to move), then you add that to the current location and you got your new target location
nice song
I think I sort of understand the idea, but if im honest with you like I said I have not much experience in UE5, so im not really sure exactly what that all looks like and how I would make all of those blueprints. I dont really know how to translate your words to the blueprints in UE yet.
in the last bit I explicitely used the names of the corrosponding blueprint nodes to explain it
get world rotation > get right vector > multiply
get world location > add
from current location and target location you have all you need to drive an interpolation which you can look into yourself
I'm off to sleep, good luck
Alright, thanks for the help!
To make it look more .. fluid
Id probably go with timeline
Adding some slight overshoot and rotations
When you set up inputs you should get a value of -1 for left and 1 for right, multiply that by the distance to move the car and then finally multiply that by the right vector as mentioned above
Curves are nice for that
Finally add current location of car
And you have target location
Gone for real now
probably an obvious question, but i couldnt find any documentation online: if i move a root component using "Set Actor Relative Location", does this also move any children components of this actor to their relative locations?
Using curves with tick is better but less convenient to set up
For a while curves wherent even properly exposed to bp
I'd recommend using timelines too, just easier to get into
Now they might be
Location is always relative to the parent so 0,0,0 = whatever their parent's location is (so yeah)
But there is a difference between the Set Actor Location and Set Actor Relative Location nodes, right? I was under the assumption the Set Actor Location node set the actor's location relative to the world location, while the Set Actor Relative Location set the actor's location relative to the parent's location.
Yes but that wasn't your question. Regardless of in which space you move a thing, its children will move relative to it.
gotcha, that makes sense. thank you!
on a similar vein, does the Set Actor Hidden In Game node apply to its child components as well? The comments on the block seem to imply it does, but with my testing it doesn't.
Is it possible to have an RVT volume in a blueprint? Trying to use RVTVolume child actor class component, but won't let me access things like settings the bounds for the volume or setting the texture through blueprint.
what in the world is going on
my third person mesh dissapeared
this is a new project all I did was add first person
next day i open it up and the mesh is gone
Can anyone help me figure out as to why I'm getting an unknown object reference added to my array when I'm only adding a specific reference?
looks like it got corrupted
property viewer doesnt show anything either, even more evidence that it is
so what do ido
There‘s prly something already in overlapping actors
Also why not use get overlapping actors if that’s what you’re going for
get overlapping actors doesn't return any actors even though they're in the volume
That just means you didn’t set up your collision properly
at begin play the array is fine, the problem happens when more actors are spawned
Where is this code running ?
I mean both the volume and the capsule component are set to overlap for each other so I don't see how that could be an issue
That’s the only issue that it could be , other than them not actually overlapping each other
The function does what it says
I meant like, on tick or a function called on a timer?
wave start is called at begin play and in the macro, both in the same bp. the check is called every time an enemy dies
here's the collision settings for both the detection volume and the enemy
Hmm should work, in theory. If you use get overlapped actors with a print what shows?
Anyone know how to lock the cameras z axis when my 3rd person player is jumping? but it will still follow the z axis if i walk up a slope or stairs
CMC -> if isFalling == true, cache current Z, get current Z, set as Z
Do it on tick
weird. If I hook it onto begin play nothing gets printed, if I hook up to a tick it only returns the third instance
You’re using for each loop print ?
So it works?
not really. It's yet to add anything to the array when looking in the debugger
what do i use for caching the current Z/getting/setting?
and where do i plug the branch node into to make it work?
also still keeps adding the unknown class
Try using a cast to the class you want to have, prior to feeding it to the array. If you’re doing it the other way, use an isValid check, tho tbh get actor of class should only return that
Get the current actor location, split the pin, grab that Z and promote it to a variable to cache. Then get actor location and set it to the current X and Y and the saved Z. Now that I think of it tho, maybe do this when you first press jump (on started if EIS)
And then feed that saved Z until isFalling is no longer true. (Get the char movement component to get isFalling
You’ll need to test and find out what works best but isFalling is what you want for char being in air
how can i do this
Crouching is part of the character movement component
still returns the unknown class after a single death. Whenever I use get overlapping actors it just doesn't add them into the array until after one has been killed
Wait
im not using it
What is death? Are you calling destroy actor?
Yeah you are, you just don’t know it
bro
A character class comes with a CMC by default. And if you’re going to have only one character just use get player char
Bro.
i dont want is crouching
i just made that since the tutorial guy told me but im using a different crouch setup so that i can add a timeline
so i want the crouching variable from the third person
do you not have a char ref set in the event graph?
no
how do i do that
I don’t think you’re supposed to talk to the bp from the anim bp that way but iirc it’s try get pawn owner to get your char, then cast to that class, and get your bool
Remove the destroy actor and see if Unknown still happens
Or
Just remove the index from the array on death
When you destroy an actor it doesn’t go away right away, it becomes an invalid ref that gets garbage collected later
what does that do
you only need the first 3 nodes from that
I would cast to your actual char class not char in general but 🤷
I think this was off a template somewhere. but yeah do that
i dont have the first node
Besides you’re not going to have that Crouching on the default Char class so that part won’t work
Do you have TryGetPawnOwner?
did i do this correctly?
does it not come up on the search?
my character wont jump now so i think i did smth wrong lol
in the third person character right?
in the event graph of your animation blueprint
Almost
In the anim bp
excuse the shitty labelling
do you know what's wrong?
Leave the cached Z code where it is. Move the branch and the rest of the code to Triggered
oop
It doesn't look like your char ref is in the variables tab. You only have a single bool there
Only issue will be if you release the button that will stop working, so maybe just move that entire code to Event Tick, except for the cached Z
oh wait
no just expand your references category and you'll see the character reference
just plug that in and you'll be sorted
this?
Basically on Jump Started, save current Z. On EventTick, if char is falling use that cached Z
the one above it
no no
@slender dagger did you get to try these? #blueprint message
i dont want the character movement component
i want my variable from the third person character
Yeah they want a custom bool in their char class
whos they
You
that's your character reference
that's how you access your bools in the anim graph from your third person blueprint
Again, for that to work, you need to actually cast to whatever your char class is
Because you added that custom bool
Cast to BP_ThirdPersonChar
That’s get actor of class
i just tried that but it doesn't seem to work, am i supposed to use set actor location or set camera location?
does this not work?
Oh right your cam is a component on the char, I misspoke
Get camera, get/set world location
unknown still happens
With no destroy actor?
This be some interesting setup
yeah
So just replace all the get actor and set actor locations with set world locations of my spring arm for my camera?
AnimBP is like UI
Correct
Mostly a slave to the char state
Ok thanks
i did that and it worked
but now i cant move
or the movement animation doesnt play
what does the rest of your event graph look like?
So weird. At this point all I can suggest is use breakpoints and step through each node and each loop
honestly I might just use the screenshots I've sent in this and upload it as part of proof that I've attempted it. At least I might get a couple marks for it ig. It's not integral to the project anyway and it's due tomorrow at 5
Ah ok
Be fun to find out wtf happened but yeah lol
Might give it one more shot with breakpoints but I'm probably gonna lose the flow going through all the for eachs lol. My lecturer might know if I show it to him but he's probably so busy atm.
I almost got it fully working but for some weird reason every time i jump and land my camera gets slightly bumped down a few units
Just a little fyi. You can let the thing that tracks overlapped actors subscribe to the destroy events of the actors currently overlapping
Cleans up some logic
In bp?
Yeah
I used a print string to try and debug it by constantly printing the cached z location and it seems as soon as i hit space to jump it drops a few units and then when i land you notice that its a bit lower
Its a regular delegate
like a dispatcher?
Yepp
it also seems to drop about 3 units on the float i have printing every time i hit jump
Keep in mind the nature of floats
Their accuracy is limited
Thats why you never do float === float
have a dispatcher where the check is called instead you mean? I'm a bit rusty with dispatchers tbh so I'm not too sure if that's how it'd work. Like I know what they do to an extent, but the main thing that I don't get with dispatchers is why you'd use them over interfaces and vice versa
Wait how do i make it work accurately with the way im trying to do it?
it all works perfectly just drops like 3 units every time i jump
Dispatchers can be listened to by anyone , interfaces needs to implement the interface 😅
They generally serve a different purpose id say
Interfaces is for shared functionality amongst unrelated hierarchies of classes
While dispatchers exist to inform whoever cares about it
Be it UI or managers or you name it
how do i get character velocity either its moving or its not
so if you want an actor to only damage certain actors you'd use an interface whereas if you want an actor to damage every actor you'd use a dispatcher?
What’s 3 units? Like goes from 10 to 7?
yo anyone how do i get velocity i dont understand this part
Ive never considered dispatchers for damage tbh
It’s been 3 mins lol, be patient. You seem to be getting velocity there, what’s the issue
Yeah like on the first jump it always prints out 111.64 and then when i jump next it goes down by 3 so 108.64
And it does this with every jump?
Like lower each time?
is there not already a velocity variable in your movement component?
i want it so only if velocity is greater than 300/ walk speed allow branch for example
yeah
so if the guy is walking or running allow something else
I use them for death events, inventory updates, quest events , component to owner comlunication
i did change it so i have a maximum of 2 jumps so i can double jump but i dont think that should be affecting it
yeah i guess that's true with the built in damage system. It's the only thing that came to mind but I think I'm getting what you mean. Could it be like health pickups then. if you only want team 1 to pick up you'd use an interface but if you want both teams you'd use dispatchers?
There's probably better ways, I'm just trying to get as direct a comparison as possible
Not sure. What if you add +3 to the end result?
Hacky af lol
So drag from it and use >= 300
But that’s a vector I can’t rmbr if you can use operands on it like that
oh wait i must've misclicked
Well you could split the pin and check X and Y, cause I imagine Z is irrelevant
hmm its weird though it goes down by a like different 3 point something each and if i try adding 3 and i spam jump before i've landed it keeps adding 3
wouldn't vector length xy work in that case?
Yeah, no that wasn’t really a solution
Probably? Doesn’t the CMC have a speed measurement or just max speed?
yeah max walk speed. That's what I used in my third person game
bro what the i just did my 2 jumps for the double jump this time and it just went up by 3 randomly and then up by 1 and then started going down by 3 each jump
its so weird
You would use it in a global event manager that all actors may care about !
While you dont want your glibal manager to cast to every single type that may care, nor do you wanna chevk if every single class has the correct interface implemented
So you setup a dispatcher
Could be some setting on the spring arm interfering maybe. Does it do the same thing if you just move the camera directly ?
Global time manager
Like in zelda botw
Where npcs react to different times
And some other events get triggered at specific times
ok I see.
So if it was like a scale from focused actor communication to broad it would be cast/call the event directly -> interface -> dispatcher
yeah
You can also try changing the relative location instead of world if not
yo which one is and + or
Are in-editor Scripted Actions removed in UE5?
good mornin
I don’t think there’s an and/or
And Bool
what if im only walking forward
would this node not work?
the y would be 0
and or boolean
Then do OR
what if im walking at an angle w and d
hmm when i use relative it just follows the player again
Add another pin to OR
Where x+y = 300 , can prly just do x+y >= 300 and only have one bool
Or try what Joe said above
Le sigh, not sure what’s happening there. My guess is some setting on the spring arm
I think it would just be easier using the max walk speed tbh. If you have a blendspace set up which are really simple, they basically do all the animation work for you
Prly, tbh I didn’t really see what the goal was
alr thanks for the help though! imma go to sleep but ill see if i can get it sorted tomorrow
will this work?
what happens when you test it like that?
i walk while crouching for 2 seconds then it goes straight to idle crouch
Interface is mostly for directly aswell. But where there is no good hieriarchy for the shared functionality between classes
Like inventory items and... static scenery and.... chests
Dispatchers are broadcasts,
Where anyone can subscribe to the broadcast
yeah I think I get what you mean. Like you can't really make any of them inherit from each other you use an interface?
does it loop when you view the animation in the sequence viewer?
but how do i enable it here
Yes exactly
(But then you can do components if you want some precoded logic and statefullness, instead of an interface)
thank you
who could've known an idea as basic as actor communication could have so many different ways of going about it lmao
whats the way to make editor utility tools now?
actor action utility wont even print string to screen, seems buggy
Hey, am trying to switch my camera to another one in a blueprint. How would I do that ?
SetViewTargetWithBlend
Use standard blueprint communication techniques to obtain a reference to it, and use SetViewTargetWithBlend
wait, is there no way to have data preset?
wdym by that
I have a structure, I want that structure to be parameter of an instance of a class, and I want to be able to set that structure to a preset of data.
I don't understand, but it's probably my English level
hum..
got practical example?
Yep, coming up
let's say I have a factory that produce houses.
I have a function that take a parameter and produce a house following those parameter.
For instance, house is composed of a Roof, Door, Windows.
Lets say now that my roof is a structure, composed of a shape and a color.
So my factory would have as parameter (struct Roof, mesh Door, mesh Window) for instance.
I want to be able to pass a pre-filled Roof Struct to my house factory.
I can't pass pre-set struct.
Like I can't have a Roof Struct and then
RedRoof a preset of Roof Struct with Triangle Shape and Red color
Or I don't know how I could do that
Show me your function signature
need to figure out what you are actually trying to do
RedRoof can be a literal struct
to make one, right click on empty field. Type Make -> Then type your struct name
Yes, I want a preset of that, I don't want to create it at run time
I want a file with all the data alreadu written
That's also what I was looking for
Try not to have hard ref in your data table tho
you might end up loading the entire structures in the game unintentionally
unless that's the intention
issue is, data table aren't heritable
data assets it is then
Ok so it's C++ only
I don't really use data assets yet but what makes u arrive in such conclusion?
Unreal Data Asset documentation ahaha
you can make data assets in blueprint
yes but I can't define members
the data assets should be a blueprint assets anyway
but it can have cpp class as the parent
U can declare member variables with out touching cpp
but if u can use CPP why not, especially if your struct is a bp struct, I will deffinitly recommend switching now than later
I have a BulletActor which interacts with Turrets if they are Deflected by the player. Any1 knows why adding a Delay-node of a measly 0,2 seconds disables Destroy Actor-node of the Turret to be commenced?
If I remove the Delay-node the Impulse-node won't have proper time to play out when Bullet hits the TurretActor because it is ofc instantly destroyed.
Here's two video-demonstrations:
I am trying to make the Turret to be thrown into the air for a bit before initiating the Destroy Actor-node
Set lifetime is your friend
Is it the same as the "Set Life Span"-node?
thats the one, my mistake
Do I switch the delay node with that one or destroy actor?
holy cow
I c. I'll toy around with it to see if I can make it work! Thanks again Squize!
You'd probably also wanna block firing if you're in the process of being destroyed
Firing bullets?
Haha yes
Ok, so I set up a timeline in my blueprint which should trigger a skeletal meshs morph target.
I got it working, but the issue is:
A) It only plays when I hit play. As I need it only, when I´m rendering out a sequence using Movie Render Queue...is there anything else I need to add?
B) The play rate is way too slow. I need it to play at 25fps exactly. How do I set that?
This might not be what you are looking for, but it also only plays once since u have it plugged into the Playnode in the Timeline. If u want it to Play multiple times u need to connect it to the Play from Start.
You can control the morph target in the sequence instead
especially if u want to sync with the sequence fps
Yeah, but its an animation I´m going to reuse over and over, so I´d prefer it as a reusable asset, that I can just activate and I can´t figure out how to save a morph target animation created in sequencer as a reusable animation sequence...
If you know of a way how to create an animation sequence instead out of morph targets, I´d prefer that.
if you are doing it outside the sequence, you will not be tied to the 25 fps you required
Or set it to looping internally
make a function out of it and just call it whenever you want to play the anim
in the sequence you can run event notify to execute the morph but again, it will not be tied to the sequence fps
Oh yea! Missed that one
I did...but it plays so slow, I didn´t even see it loop yet...:)
play around with the timeline then?
I know how to animate it in the sequencer. But then I need to animate it from scratch for every new sequence.
I really don´t get why you can´t save morph target animation as an animation sequence.
I dunnoe, you probably can
afaik you can save anims u create from sequence
but never done it my self
Hm that doesn´t work for me, can´t plug in the timeline variable into the target slot, as its not a sequence?
Yeah, only works for skeleton/bones animations, not for morph targets. Its so counterintuitive, coming from a linear content workflow instead of games...
it's a timeline comp. Nothing to do with sequence
Whats a timeline comp?
I recently concluded that the Unreal Timeline node is very difficult to use and there are always various problems.
No issue for me. The bad experiences I had was due to my errors
it work as it is
U are still trying to connect to the wrong node
from the blue print drag, right click, type set play rate
Well, maybe I’m complaining a little bit. In fact, most of the problems are caused by the developers’ own code logic. The Timeline node is essentially very convenient.
Damn, thats so confusing, lol.
Not really >_>
the error msg is also crystal clear
Most famous mistakes which I've done my self is doing a lerp but changing the value on update
Yeah, its confusing, if I just add the node by right clicking (Set play rate) and its a different node then when dragging out from the variable itself...
But named exactly the same.
you can use context sensitive when searching, also look at the target when pulling out nodes
Is that something you usually should do? Always drag off from a variable rather than creating a node by right clicking?
yes because many things can do the same thing
Hey guys, does anyone know how to get a texture raw data? Is it possible with blueprint only?
Set Play rate Montage, Set Play rate anim, Set Play rate timeline, etc, etc
they come from different objects
you want to get relevant one
Possible
Yeah, but why not call it that then, instead of just "set play rate"...:)
Well, its just complaining about not being a programmer and trying to understand the logic, I´m sure it makes more sense when you get the hang of it.
Either way, its working now...one more question though:
it will be a breaze once you get used to it
If I wanna animate the starting point of the animation...what should I add in this event flow?
How?
there should be a helper function, look around
And is there a way to see it in editor without pressing play?
i got to read the pixel values once, but I think I used cpp.
scrapped it because it was too expensive or I just don't know the better way
@pulsar hazel Ok seems like there is only one for RenderTarget in blueprint
there might be one for texture but I can't find it
Do you know how it is called? I am looking for hours XD
read pixel something for rendertarget
that's not a texture tho
you can ofc read texture raw pixels but seems like cpp route
I think last time I try to read one, my game froze for 4 seconds
but is it worth it? I am trying to save run-time generate images on the save game
in bytes?
then reconstructing it?
Not necessarily, I tried just saving it before and exporting/importing files, but neither did work]
maybe I did it the wrong way
Easy mode is just to export it as png
then you save the paths in your savegame file
When you re-load the game, get the image by importing the image from the saved folder
that can be all done in blueprint too
But when I try exporting as PNG I get an error saying only exr is avaliable
and when I import the exr I get unknown
what node are u using?
Since you said run time generation, I am gonna assumed you use render target?
Yes, but I saved it as a texture
you save it as .png
But I can change to renderTarget or texture2D (tried both before)
lets go with the easy mode imo
I don't know what export to disk does, not my league
and what format it will produce
Okay, but how Can I create a texture2d from a render target (I only found the editor only nodes)
But I only can Import it as a texture 2d, right?
no
you export render target as PNG
not as texture 2D
Then when you load the game you can import the PNG as texture 2d
but is there a way to import the PNG as a render target
Render target is something you get when you project a Render Target
it will be what ever the render target camera sees
how do i spawn actors in the construction script i want to spawn sth in editor but it seems it wont spawn at all
Usually you dont
I heard that's disabled
you can spawn through editor functions
yea it is but there must be a thing to you do to bybass ?
what is this
buttons that appear that can be clicked
But when I import the file, it is a texture 2d and cand be saved on the variable
is that edtior extension stuff? iam 0 knowledable in that
cant save texture2d as var?
its just editor executable logic
can be placed in a regular actor
so you can have a "spawn 2430 trees in a circle around this actor
Are you importing texture 2D or are you importing Render Target, which is it? I've provided the 2 nodes above
convenient
so i search with unreal editor functions and that should guide me ?
I used export render target
But I can't fin an Import Render Target from file
You don't import render target from file...
Remember you are exporting png files
select a custom event with no inputs.
In the details panel , there is a "call in editor" checkbox
select that
then put the actor in the level,
select the actor
watch the details panel
You export a render target to a PNG in your saved folder
Then you import the PNG as texture 2d
and see a button with the event name appear
dam thats easy and this should allow me to spawn ?
So I need to export and import with different variables? but since the render target will be lost after load it will be unable to export again when I try to save the game again
in editor, yes
worked ty ❤️
I can only reiterate this #blueprint message
this is how I export, save and load my Player avatar
Hm, think I´m gonna give up on my morph target animation triggered in blueprint directly...
Probably best to use the blueprint animation instead and simply copy the animation over to other sequences, as needed.
Its just so stupid that you cannot simply save morph target animation as a animation sequence, you you can reuse it in sequencer...
I can get it to play when I simulate and I can even change the play rate and control that in sequencer, but I can´t make it play as soon as the sequence starts playing or at a specific time, which is what I do with niagara effects using the lifecycle track.
if i change a struct like this
will it overwrite the other variables in the struct ?
test it
i did
a print string will do
something is breaking but i dont know if its here
print string the other values? before and after
Can´t figure out how to create an event that triggers it that I can keyframe in sequencer.
And I also cannot see the animation in editor unless I hit "PIE".
fill in the literal struct with the values from the current struct
Is there any chance this would not work while paused ?
Hey y'all, I'm having trouble detecting collision between 2 actors. In my enemy blueprint, I have this blueprint snippet, and nothing is being printed at all
so the event isn't firing most likely
Would you have any idea why?
collision settings ?
are you looking for overlap ? what is this event hit on ?
Hi folks.
I have a blueprint with a variable that I would like to have hidden, or disabled based on a boolean.
If that boolean is true, it shows other variables. If that boolean is false, it hides them.
Is this possible?
Thanks!
I'm ideally destroying both objects when they collide. I don't imagine they will be overlappping one another.
i'm still new to unreal, idk about event hit
i just done overlaps
which i assume overlap begin is like a hit ?
Yeah, I tried overlap and got it to work. Thanks @lofty rapids 🙂
"Event Hit specifically deals with physical collisions and blocking objects."
I made a knife throwing event, but when I throw the knife on the ground or on the wall, it starts spinning around like a beyblade. how can I prevent this?
Maybe you could try to make it stick in ?
or what do you want to happen, it just drops ? it's probably physics
why is unreal UI acting like a B#¤"%¤
in editor
in game..
anyoneeee
hate this stuff
you probably want the array element, your tryint to set a single thing to an array
Hm how do I change that then? I had a "for each" loop stuck in between before and that worked, was just wondering if it could be done without iterating through all 500 skeletal meshes...
But I guess not?
I really suck at understanding the basics...:)
well you want to apply to all or a certain one ?
if you want to apply to all you'll need to loop through them
if you need a single one you may be able to single it out
yeah, I´m just stupid.
I keep getting stuck between thinking how to do things in the viewport and how I have to do things in blueprint.
Like, whenever I´d select a bunch of objects i the viewport and change something, I have to do a "for each" loop, I mean I guess thats basically whats happening under the hood anyways:
Selection gets converted into array, thats passed into a for each loop...
ya that's pretty much the gist of whats happening under the hood
it's selecting them all, then applying probably one at a time
in a loop most likely
when you use a foreach you have a few outputs, one is array element, that's the item in the array at that index
Well. I gotta let this go. I´ve tried everything I could do make something seemingly very simple work.
Took me two days to work on this whole blueprint and set everything up and then I´ve spent 1.5 days trying to figure out how to add just ONE functionality for convenience sake.
Getting a bit unbalanced in terms of time spent and there is still a lot of other stuff to do...
i mean going through a quick blueprint tutorial, or looking up the basics online might help
variables
functions
stuff like that
Hello. Is there a way to add an actor to a data layer through blueprints?
Did you know you could destructure the struct pin? This was life-changing for me. Just right click on the struct pin and you'll see the option to expand it. This will give you easy access to the individual elements of the struct so you can change just one of them.
why use tags instead of a variable ?
i have not used tags yet, i can see i can use them and do hastag, but is there really much more to it ?
I might be really wrong here, but my impression was that TAGS are used to help you find, filter and select assets, for example using a blueprint node like getAllActorsOfClassWithTag (might have misremembered the exact name). Variables on the other hand are used by the blueprint to store dynamic values that will change as a result of gameplay and influence business logic.
Does that make sense?
i have a question:
I got a linetrace and i want to make two event dispatcher calls to two different blueprints - an obstacle and a target
Both blueprints are similiar they do count up or down a score and also play a mediaplayer hitmarker at the hit point location.
My problem is that when i do this both hitmarkers get triggered. Any idea why?
there are two seperate event dispatchers
ya that makes sense, pretty much what i figured, but that get with tag thing is cool
it's better than what i'm currently doing which is checking a variable on foreach of a parent class
probably should use tags there
Sounds a bit weird to use dispatcher for that i guess?
Show some code?
I have been attempting to add music when an ai is chasing the player, that stops when the ai loses sight of the player (and stops chasing)
So far it plays when the ai starts chasing, but doesn't stop. Had help from someone on a different discord and my uni lecturer
There's lots of BP if any more needs to be seen let me know
additionally the 'lost line of sight' print string shows just fine
Anyone know how to make an action happen once my player lands? like have it get squished with a timeline or something
i have the whole squishing part setup im just not sure how to trigger it the moment i hit any ground
Assuming it's a character, you can use the on landed event.
oh its that easy, thanks lol
i am super new to really do blueprints and have problably done more bad than good
😄
i included the scoring also right after here bcause i think i had broken it when i tried to do it with the event dispatcher in the target and obstacle blueprints
this is the linetrace
it detects right now my mosue position in the viewport
later in real life it will be a ball hitting a wall sending data in via osc and touchdesigner
here is my obstacle
someone told me to use a blueprint interface but i have no idea how to use it
Im just confused about the blueprints and what they are ment to do and how they relate
Currently you're trying to simulate by mouse ?
i have one blueprint which is a linetrace to see if something is hit (right now since i dont have a kinect here im simulatnig by using my mouse for this)
from there if something hit
i want to make a call (not sure if this is the right way)
for two blueprints placed in my level which are a target and an obstacle
if the target is hit i want to count up the score in the ui and for the obstacle i do subtract
i also have a mediaplate hitmarker that i play at the location the line trace hits the actor
The thing doing the linetrace would prob be your 'pawn'
The things being hit can be identified by tag and / or casts
its in my character blueprint
If theres only ever 2 types of targets, then casting is just fine assuming they're mostly always loaded
so here i do cast to them in the linetrace blueprint (character i think, i am verifying unreal i have to wait again to open the project) and then do the count up and down for the ui but i do also send the location with the call to the blueprints to play the mediaplayer which i have included in them
should i change it?
need your help devs with Move Component To BluePrint. I made the button and grid into one actor and wrote this BluePrint where the grid called "RAILS" is supposed to move on one axis (x or y) as I press the button, but it moves in all three. Need your help, how to make the "RAILS" move on only one axis and slide into a wall
How would one go about implementing recursive data structures? IE: struct a {string aa, int ab[], a * ac} a;
You wanna get the current relative offset and add 100 in one axis to that
I bet you have it offset already. So moving it to 0 in two axis causes movement 🙂
@lunar sleet
Any help? BP doesn't want to fade my screen and my camera stays in default (0,0,0) position (I spawn the player after an intro "cutscene")
Blueprint: https://blueprintue.com/blueprint/e3tz9_fc/
(sorry its all packed up ;/)
Squize was helping you already, no?
i havent quite understood what is wrong or what direction i should go
Maybe rephrase the question? What are you going for and what’s not working
i want my target bp actor and obstacle bp actor to recieve a call from my linetrace hit and play a mediaplayer texture at the hit location. i use two event dispatcher calls from where the linetrace bp is happening. is that the right way to approach this? My problem is the hitmarkers played both at the same time when i hit the obstacle or the target
the event dispatcher also has an input vector that i can use for the mediaplayer to transform on hit location
I know how to do it in C, what I don't know is how to do it in a data table or blueprint (Well blueprint can just have the C++ exposed, but Data Tables is where I really need it.)
Line traces can’t rly make calls. They just trace over a distance until something is hit. You can make custom collision channels if you on out want it to hit certain things.
Then, in the appropriate actor you can use an on hit event
No need for a dispatcher tbh, just use the hit events - unless you need to call stuff from other bps once the hit event fires
any help, please?
Still not getting it
Get actor location > Move component to, but the weapon is moving far away, any ideas?
I'm fairly well-versed in Unity, but I haven't worked in Unreal scripting in some time. I'm trying to make a top-down game as practice, and currently attempting to make the player pawn turn to face wherever the mouse is on screen when left mouse is clicked. Any obvious reasons this wouldn't be working/terrible ideas displayed in my code that I could improve?
Probably, I'll try that, thanks!
Still didn't work. So probably something to do with either A) I'm rotating the wrong thing or B) I'm not putting the right rotator values in
This is my Character pawn class hierarchy right now.
Probably cause the character class comes with a skeletal mesh that I don't seem to be able to delete
I'm not really setting this up for being suuuper robust in the long term. I'm just trying to practice and get familiar with unreal again
It's been years
By the way, should I be handling player movement in the Character class or the PlayerController class?
Character class seems far easier but I feel like it would be more robust in the PlayerController class if I wanted to make swappable pawns for different player characters
BP doesn't want to fade my screen and my camera stays in default (0,0,0) position (I spawn the player after an intro "cutscene")
Blueprint: https://blueprintue.com/blueprint/e3tz9_fc/
I moved my code into the actual character class and it worked, but it feels kind of kludgy - what is the character controller even for?
More importantly, how do I find child components/objects of a given object in blueprints? I know in code it would likely be object.childname.childname etc., and I could assign it to a variable. What's the equivalent in BPs?
Ok, I realized that that is just what you'd do in BPs I imagine. So I made a variable to hold my character's BodyTransform so I don't have to be getting its transform from my mesh's reference every time
As far as i know, everything that's in M, is in Child too
So, you basicly dosen't have to reasign everything, everytime
Just modify in the child
No
Cast to ai_enemy > As ai_enemy set health = 10
and etc.
As reference, My Ai_Bomber have this Variable called Enemy Health, and i cast from anywhere to modify it. dunno if that's what you need to hear, that's what i was gettin' from your question
I thought casting was saying "try to interpret this object or information as this different sort of object or information"
not finding any instance of that type as a child class or component
no
I have a question about timelines. So I made a door using a timeline but every time when I close and reopen the door the rotation is a bit off. Like instead of going from 0 to 90 it can go over, why is that?
But that's what the documentation says. Can it mean something else too?
i don't use it in that, way. i'll give it a try and come with feedback, I mostly use it just for Communicating w bps.
Never find this a option
Can i see ur timeline?
You can do fun stuff with DTs in cpp
Stuff you cant do in bp
I dont know, everytime I open and close it just goes over how I set it
before re-using the button?
yes
I mean I could fix it by adding some more code that sets it to 0 or 90 when it finishes, I was just wondering why it does that
kek
omg
I think I found the problem
nvm, I had to play from start, but it isnt any better
Does anyone know the proper way to call a subsystem from a UObject?
Dont you need some world context?
That's what it says, but I have no idea how to supply the world context without an interface to do so
Isnt there another get node
The only node I have to get the gameplay message subsystem is this one. I don't think I can break it or give it variables?
It only asks for this context when I call from UObjects
Somehow AActors supply context automatically
Yeah i think its a hidden auto context pin
But i thought there was a node without it hidden...
This class has a C++ base, can I add context somehow in C++? I've never tried
C++ is a magical place where all your dreams can come true.
Indeed it is
BP doesn't want to fade my screen and my camera stays in default (0,0,0) position (I spawn the player after an intro "cutscene")
Blueprint: https://blueprintue.com/blueprint/e3tz9_fc/
This is probably very simple because I feel like I used to know how to do it but I can't remember. How do I access/update this variable on another blueprint? e.g this variable is on the player character and I want the enemy controller to change it
I have made it public but I can't remember what to do next, something with casting is what I recall?
cast
cast to myBP > as MyBp > set Chase Volume
thanks, I was trying to cast the other way and getting confused lol
Np
an instance of the third person character
it's always an instance of thing you want
in this case one of the many accessors for the player character will do
thanks :)
I'd have a look through the pins and watch the blueprint communication live training.
It's long but will do you wonders in the longer run
Even short run
true that
tried the sound again by instead changing the volume between 1 and 0, doesnt work again, I imagine because it just plays the sound at event begin play and doesn't update the volume when the variable is updated but don't know how to make it do that
just to reiterate since it was a little while ago I said what I was trying to do, I'm trying to get music to play while the enemy AI is chasing the player, and stop when it stops chasing and goes back to 'patrolling'
what are you trying to do mate
?
Branch if enemy has line of sight?
Cast to Chase volume and turn it up and down?
if x happens
Oh, thanks very much. I thought about that initially, but thought "relative" means to a component's origin. It finally works!
I even found a way to how to GetWorldLocation by myself, feel smart
yeah I think so
that's more like it bro
I'm just stuck on how to make the volme of the sound update
@shadow dove Are you trying to play music when seen?
chase volume - > set chase volume
yeah so I managed a few different ways to make it play when being chased (seen) but can't get it to stop when the AI stops chasing
Before setting the chase volume, be sure you're add / substract from it
otherwise you're setting the same as it is
im just setting it to either 1 or 0 though right?
Ummm...let me see. When you use Play sound 2D... It just plays a one-off sound. I'd recommend a setup where you have a constant reference to the Sound.
that's what i was saying.
i tought you gonna make the sound fade away.
that's what I was thinking was the issue, how do I do that?
no just stopping is fine for now, because I can't get it to do that as is
Sure, I'd use a metasound asset in an AudioComponent then have events to Play Trigger Param/ Stop Trigger Param etc on the audio component. Let me pull up one of my projects...
You could create a Subsystem as well, to handle all of the Audio/Music as well.
whatever's the quickest way tbh, been trying to do this for three days and it's due in tomorrow 😅 tried four different ways
You're working in some sort of company?
uni
uni?
university
@shadow dove
Well the component method should take like 5-10 mins.
(This is quick and dirty)
- Add AudioComponent to Character
- Create MetaSoundSource Asset
- Create Wave Player in the MetaSound (Set chase audio)
- Create 2 Trigger inputs in the MetaSound
- Create 2 Events in Character Play/Stop -> Set Trigger Parameter for each
https://docs.unrealengine.com/5.3/en-US/BlueprintAPI/MetaSoundParameterPack/SetTrigger/
I'm trying to spawn a character blueprint into the scene outside the spherical skybox
but nothing happens
any help?
I've also set up to spawn an actor which works just fine
how do you fade the screen? what do you use?
Nothing happens. Like, the character doesn't spawn? Did you try setting you player start to the desired location?
its not the player itself
Start Camera Fade function. Whole blueprint is here: https://blueprintue.com/blueprint/e3tz9_fc/
this blueprint is from the player character
I think it would be easier to set up an animated fade
what are you trying to do mate?
and how would you do that on the camera?
not the camera, but the image from the widget
I'm trying to spawn a animated character of the main player as a status icon into the HUD after the player spawns
and an actor of the object that needs to be collected
the actor spawns
but the animated character doesn't
I dont want to use a separate widget for fading the camera if camera manages can do it itself
hellow
So you're using a scene capture to render the animated character to the HUD?
yea
have you tried using the fade node with event tick instead?
How can i snap an actor to procedural mesh grid closest vertex from mouse position?
I’ve been trying to make a wall building system for 2 weeks now and i’ve been struggling for the past 6 days trying to figure out how i can snap an actor (in this case it’s just an actor that contains an arrow) to the closest vertex on the grid compared to the mouse location.
The grid is a procedural mesh created like so:
i also have the camera logic to pan it around
I would setup some print strings to make sure the anim char is spawning. Also, verify your render target, material setup. Does the render target display anything at all in the texture itself?
That doesn't sound like it will work
The camera fade it self faded over time based on duration
I am already checking, and the print string doesn't fire from the false input of isValid node
also when I exit out of the player controller and check the scene outliner
the player status actor is nowhere
just the object actor
how do I add an audio component?
what duration have you set on that node
why would I do that? It doesnt require it being animated every frame. Animation is done behind the scenes
0 for instant fading
tried with 0.1 but the same thing happens
In Character BP...you'll see an "Add" button in the top left...search for Audio Component
Don't think 0 works. I always do 0.000001 for instant fading
Hey guys, I am trying to make a game where you control a character and then switch to a Drone to do building. I can now switch between the two and the camera inputs work but i cant move when in the drone. (Character is an actor, Drone is a pawn). Picture is Drone Blueprint (Sorry that it is so small)
Start small. Make sure u fade away first. It's just a node. U have a lot of thing going ok with your code. Try one step at a time
U r switching to drone only actually
hmm, suddenly started working. Another cache issue ig
You are possessing the drone every frame
What class is doing the spawning on BeginPlay? I'm guessing that that's the player character?...and what's happening after that?
U can only posses one at a time
If you want to control the character, don't unposses it
That'd what I'm saying
U unposses the character
So all control is forfeited for the character
is this all for 3?
after the player status actor, it spawns the object actor at the same location as the player status actor, surprisingly, it gives no error
and how would I fix that?
yet there's no player status on scene
Many ways. One way is to have input in your player controller instead and have drone and character listen to it
its supposed to be around here, but it ain't
Can you try adjusting the Z distance to something small for troubleshooting purposes? Like 300 or something. I'm wondering if it's being destroyed because it's out of the world bounds.
oh!
seems like that was the problem
reason why I was setting it out of bounds was because I followed a tutorial a while ago about having 3D objects into the HUD
the guy mentioned to have the object outside the skybox
but I don't think he mentioned about other actor types not being allowed to be outside
So something like this or am I missing something?
stuck a bit on 3 onwards I think, sorry if this is basic stuff
Cool beans. Yeah, there's a few methods to make that happen. I think there's a distance setting in the actor class to destroy if out of bounds. You can also adjust the world settings.
https://docs.unrealengine.com/5.3/en-US/world-settings-in-unreal-engine/
It's all good....let me see
yup
That is in PlayerController? Unpossess call is a bit weird for me, should be posses towards player right, unposses will be called automatically.
Yeah that works too just like the last screenshot i send. But still cant move the pawn (Drone)
do you get any print of EIA_move in the drone?
Drone BP:
Did you add the wave player?
this? not sure if thats right at all
F9 for breakpoint on move. Does it fire the input?
yep
Drone BP instantly opens
"Floating Pawn Movement" ?
No..
That’s it. Now plug the out mono into the output out mono. Create two new trigger inputs in the left details panel.
Add Input Vector needs a target
like this?
Yea, you need to add that component "floating pawn". But AddMovmentInput should alsow work. Might be that the input from the EIA_Move between 0-1 is too small to see.Try multiplying it.
I love you bro. Have been trying to fix this for days now, thanks
You are welcome!
got this too btw
That’s it! Now drag the two triggers you created and plug them in into the play and stop. You can detach the onlay that’s plugged in currently.
What should I connect there so that my widget has a custom cursor?
A user widget object
How i can create that?
what next?
In the content browser, right click and add User widget
Create the events' in the character class
?
Yes, then the Set triggers
struggling to figure out how to addd those
Drag the Audio Component to the graph, then drag from there and type SetTrigger
so like that?
You got it!
awesome right, so now all I need to do is make the enemy trigger the events right?
Bingo bango!
is this not right?
That's right
hmm, it is not playing
Where is it being triggered to start Playing?
oops lmao I madde it stop for both
ok it still doesn work one sec
hopefully thats readable
ok so i got this code and it shuld work like that, you walk in the box the value in the first person character is set to true but it doesnt work, anyone know how to fix it?
I'm adding force every tick to this pawn and it SAYS it's going faster and faster, but it's not actually moving and the logs prove it
Hmmm...does the Chase Audio Component have the metasound set?
as in the wave asset?
In the character bp, click the audio component then set the asset to the MS
like that?
after ddoing that it now starts the sound on game start
and doesn't stop
That's it. Uncheck the activate button.