#blueprint

1 messages · Page 105 of 1

simple echo
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Hey y'all, really basic question.

I have actor BP A and Actor BP B

How can I destroy Actor B when Actor A collides with it?

faint pasture
simple echo
untold fossil
#

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?

faint pasture
#

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

untold fossil
#

(don't mind the yaw, forgot to plug that in, issues remains the same regardless)

harsh coral
#

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?

faint pasture
#

@untold fossil just make rot from ZX

untold fossil
#

Ok and Z is up and X is forward?

faint pasture
#

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"

untold fossil
#

Ok yeah that works

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wow

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thanks lol

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brilliant 💖

gentle urchin
#

Now add IK to each leg 😄

untold fossil
#

haha yeah I might xD

harsh coral
rotund fern
#

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]

  1. get the direction vector, using atan2 for both Y and Z axes
  2. set variables targetAzimuth and targetElevation and isMoving=true
  3. in the Tick event, if abs(currentAzimuth-targetAzimuth)>=moveRate set world rotation.Z to current + moveRate*deltaSeconds*(currentAzimuth-targetAzimuth < 180 ? 1 : -1)
  4. else if abs(currentElevation-targetElevation)>=moveRate set world rotation.Y to current + moveRate*deltaSeconds*(currentAzimuth<targetAzimuth ? 1 : -1)
  5. isMoving=false end

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 ❤️

gentle urchin
#

Sounds like a gimbal lock

#

Combining rotators have for me atleast been better at avoiding those, than anything else i've tried(except quats)

thin panther
#

that's because the combine rotators node just multiplies the quats :D

versed sun
#

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

gentle urchin
gentle urchin
#

"Costly"

steady night
#

hmmm this is the end of my linetrace but i would like to include the x rotation also

#

up/down rotation

old frigate
#

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

spiral fox
#

Guys do you have any idea how can create this system?

jagged moss
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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

random pulsar
#

i want to make a cutscene where in this server i can ask about it?

#

to get more detail

jagged moss
gentle urchin
spice viper
gentle urchin
#

Duration defines the completion , and stopping of the timeline afaik

frigid summit
#

hi guys
why cant i add timeline to sequencer event in unreal

lofty rapids
gentle urchin
#

Not dure why there would be a timeline in a sequence

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But i guess there could be a use case for it...

frigid summit
#

i cant add it here : (

distant estuary
#

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

versed sun
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make sure the mesh is the root, or have a collision box the size of your mesh as the root

hidden pecan
#

When I try to open the default unreal walk animation blueprint unreal crashes this is version 5.3.2 by the way

frigid summit
hidden pecan
lofty rapids
distant estuary
frigid summit
lofty rapids
#

you can't downgrade a project

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atleast as far as i know

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atleast its a possiblity things'll break

versed sun
keen gulch
#

How do you add delay to a for loop in a widget ?

drifting mango
undone bluff
versed sun
keen gulch
hidden pecan
#

The first person template

keen gulch
versed sun
#

i just got the first item in array , used it, then removed it
next loop the former 2nd item is now first

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if you want to do it again , reset Strings

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ahh , you need the index to feed something else

quiet token
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https://cdn.discordapp.com/attachments/786009879294377995/1212491131716239400/sspline_switch.PNG?ex=65f2075c&is=65df925c&hm=04e329c92ffe73f208541fe720d2b96bbba68a481728bd240f0c28725d351c55&

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?

keen gulch
#

yeah one sec

hollow karma
#

Are there any blueprint nodes for sorting an array?

lunar sleet
hollow karma
#

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!

calm slate
#

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

wispy badger
lunar sleet
calm slate
lunar sleet
gentle urchin
#

You dont retain the overshooting value

#

So the gap keeps increasing

lunar sleet
#

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

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The 2nd option is prly better if you’re going to have multiple cameras and want to reuse the same event with different instances

quiet token
calm slate
lunar sleet
gentle urchin
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So if backwheel is at 1050

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And spline is 1000

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You want to switch at 50 on the new spline

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Something like

If backwheeldistance >= splinedistance
Then
bakcwheeldistance = backwheeldistance - splinedistance

calm slate
quiet token
quiet token
gentle urchin
#

So backwheels should be 100% depending on front wheel location

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And simply be a fixed offset from them

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Depending on the spline and curves it might not be as simple as that ofc

vale pine
#

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?

snow jackal
#

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?

flat coral
#

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?

velvet pendant
#

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..

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ex:

hollow pond
thin panther
#

there's also the consideration that you're performing a latent move multiple times between ever changing distance

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get actor location is indeed sharing the precise location, there is no way it couldn't

mild valve
#

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 😄

atomic light
#

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?

desert juniper
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For instance: All my base classes, structure, enumeration, etc are written in C++. All my individual item logic and abilities are written in BP

rose helm
#

I have functions in C++ that get called in C++, but I want to perform some extra code in blueprints. Is this possible?

mild valve
desert juniper
mild valve
desert juniper
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But that’s just because they’ve optimized the hell out of engine

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Imagine how much more you’d have to write if it weren’t for the unreal specific macros

mild valve
#

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

desert juniper
gentle urchin
#

Now you also have the full power of the engine, customized details exposure, new datatypes, increased network control, and so much more!

spice viper
#

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

gentle urchin
#

Probably c++ only

gentle urchin
#

So perhaps its time to dip a toe in 😎

neat lagoon
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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?

trim matrix
lunar sleet
lunar sleet
neat lagoon
#

im basically going to make an infinite runner type of game

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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

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this is what it would look like

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just not sure how I can do that

lunar sleet
#

How are you currently doing it that’s too snappy?

neat lagoon
#

right now im just trying to at least get the car moving left and right

undone bluff
neat lagoon
undone bluff
#

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

neat lagoon
#

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

wind badger
#

Some materials are not working after I migrated from another project... any ideas?

undone bluff
#

I mean it's just a static offset from lane to lane

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use an integer or something to keep track of in which lane you are

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left lane is 0, middle 1, right one 2

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so you can check if the car can move any further once it's at the edge

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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

frigid summit
neat lagoon
#

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.

undone bluff
#

in the last bit I explicitely used the names of the corrosponding blueprint nodes to explain it

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get world rotation > get right vector > multiply

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get world location > add

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from current location and target location you have all you need to drive an interpolation which you can look into yourself

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I'm off to sleep, good luck

neat lagoon
#

Alright, thanks for the help!

gentle urchin
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To make it look more .. fluid

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Id probably go with timeline

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Adding some slight overshoot and rotations

undone bluff
# neat lagoon Alright, thanks for the help!

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

gentle urchin
#

Curves are nice for that

undone bluff
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Finally add current location of car

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And you have target location

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Gone for real now

celest sky
#

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?

undone bluff
gentle urchin
undone bluff
#

I'd recommend using timelines too, just easier to get into

gentle urchin
#

Now they might be

tough kiln
celest sky
tough kiln
celest sky
#

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.

grim crypt
#

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.

stuck sentinel
#

what in the world is going on

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my third person mesh dissapeared

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this is a new project all I did was add first person

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next day i open it up and the mesh is gone

slender dagger
#

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?

blissful summit
#

property viewer doesnt show anything either, even more evidence that it is

stuck sentinel
#

so what do ido

lunar sleet
#

Also why not use get overlapping actors if that’s what you’re going for

slender dagger
lunar sleet
slender dagger
slender dagger
slender dagger
lunar sleet
#

The function does what it says

lunar sleet
slender dagger
#

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

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here's the collision settings for both the detection volume and the enemy

lunar sleet
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Hmm should work, in theory. If you use get overlapped actors with a print what shows?

frail onyx
#

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

lunar sleet
slender dagger
lunar sleet
#

You’re using for each loop print ?

slender dagger
#

yeah i wasnt lmao

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Seems to print normally

lunar sleet
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So it works?

slender dagger
#

not really. It's yet to add anything to the array when looking in the debugger

frail onyx
#

and where do i plug the branch node into to make it work?

slender dagger
lunar sleet
lunar sleet
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And then feed that saved Z until isFalling is no longer true. (Get the char movement component to get isFalling

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You’ll need to test and find out what works best but isFalling is what you want for char being in air

stuck sentinel
#

how can i do this

lunar sleet
slender dagger
stuck sentinel
lunar sleet
stuck sentinel
lunar sleet
slender dagger
#

that's the death code

stuck sentinel
lunar sleet
#

A character class comes with a CMC by default. And if you’re going to have only one character just use get player char

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Bro.

stuck sentinel
#

i dont want is crouching

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i just made that since the tutorial guy told me but im using a different crouch setup so that i can add a timeline

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so i want the crouching variable from the third person

slender dagger
stuck sentinel
#

how do i do that

lunar sleet
#

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

lunar sleet
#

Or

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Just remove the index from the array on death

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When you destroy an actor it doesn’t go away right away, it becomes an invalid ref that gets garbage collected later

slender dagger
stuck sentinel
#

what does that do

slender dagger
lunar sleet
#

I would cast to your actual char class not char in general but 🤷

slender dagger
stuck sentinel
lunar sleet
#

Besides you’re not going to have that Crouching on the default Char class so that part won’t work

lunar sleet
slender dagger
frail onyx
stuck sentinel
#

in the third person character right?

slender dagger
#

in the event graph of your animation blueprint

lunar sleet
lunar sleet
slender dagger
#

excuse the shitty labelling

stuck sentinel
#

yeah i already have it

#

what now

frail onyx
lunar sleet
frail onyx
#

oop

slender dagger
lunar sleet
slender dagger
#

oh wait

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no just expand your references category and you'll see the character reference

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just plug that in and you'll be sorted

stuck sentinel
lunar sleet
slender dagger
stuck sentinel
#

no no

lunar sleet
stuck sentinel
#

i dont want the character movement component

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i want my variable from the third person character

lunar sleet
#

Yeah they want a custom bool in their char class

stuck sentinel
#

whos they

lunar sleet
#

You

slender dagger
#

that's how you access your bools in the anim graph from your third person blueprint

lunar sleet
#

Again, for that to work, you need to actually cast to whatever your char class is

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Because you added that custom bool

stuck sentinel
#

i dont want this

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i want this

lunar sleet
#

Cast to BP_ThirdPersonChar

stuck sentinel
#

i showed you in the beginning

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didnt work

stuck sentinel
#

cast nor this one

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both need execute pins

lunar sleet
#

That’s get actor of class

frail onyx
slender dagger
lunar sleet
#

Get camera, get/set world location

lunar sleet
gentle urchin
#

This be some interesting setup

slender dagger
frail onyx
gentle urchin
#

AnimBP is like UI

gentle urchin
#

Mostly a slave to the char state

frail onyx
stuck sentinel
#

but now i cant move

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or the movement animation doesnt play

slender dagger
#

what does the rest of your event graph look like?

lunar sleet
# slender dagger yeah

So weird. At this point all I can suggest is use breakpoints and step through each node and each loop

slender dagger
lunar sleet
#

Be fun to find out wtf happened but yeah lol

slender dagger
#

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.

frail onyx
# lunar sleet Correct

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

gentle urchin
# slender dagger

Just a little fyi. You can let the thing that tracks overlapped actors subscribe to the destroy events of the actors currently overlapping

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Cleans up some logic

gentle urchin
#

Yeah

frail onyx
gentle urchin
#

Its a regular delegate

slender dagger
#

like a dispatcher?

gentle urchin
#

Yepp

frail onyx
gentle urchin
#

Their accuracy is limited

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Thats why you never do float === float

slender dagger
# gentle urchin Yepp

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

frail onyx
#

it all works perfectly just drops like 3 units every time i jump

gentle urchin
#

They generally serve a different purpose id say

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Interfaces is for shared functionality amongst unrelated hierarchies of classes

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While dispatchers exist to inform whoever cares about it

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Be it UI or managers or you name it

stuck sentinel
#

how do i get character velocity either its moving or its not

slender dagger
lunar sleet
stuck sentinel
gentle urchin
lunar sleet
frail onyx
lunar sleet
#

Like lower each time?

slender dagger
stuck sentinel
frail onyx
stuck sentinel
#

so if the guy is walking or running allow something else

gentle urchin
#

I use them for death events, inventory updates, quest events , component to owner comlunication

frail onyx
#

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

slender dagger
# gentle urchin Ive never considered dispatchers for damage tbh

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

lunar sleet
#

Hacky af lol

lunar sleet
#

But that’s a vector I can’t rmbr if you can use operands on it like that

slender dagger
#

should be able to.

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yh you can

stuck sentinel
slender dagger
#

oh wait i must've misclicked

lunar sleet
#

Well you could split the pin and check X and Y, cause I imagine Z is irrelevant

frail onyx
slender dagger
#

wouldn't vector length xy work in that case?

lunar sleet
lunar sleet
slender dagger
frail onyx
#

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

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its so weird

gentle urchin
#

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

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So you setup a dispatcher

lunar sleet
gentle urchin
#

Global time manager

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Like in zelda botw

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Where npcs react to different times

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And some other events get triggered at specific times

slender dagger
#

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

lunar sleet
stuck sentinel
#

yo which one is and + or

grim crypt
#

Are in-editor Scripted Actions removed in UE5?

frigid summit
#

good mornin

lunar sleet
stuck sentinel
#

what do i do here then

lunar sleet
#

And Bool

stuck sentinel
#

what if im only walking forward

slender dagger
#

would this node not work?

stuck sentinel
#

the y would be 0

frigid summit
lunar sleet
#

Then do OR

stuck sentinel
#

what if im walking at an angle w and d

frail onyx
lunar sleet
#

Add another pin to OR

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Where x+y = 300 , can prly just do x+y >= 300 and only have one bool

lunar sleet
lunar sleet
slender dagger
# lunar sleet Or try what Joe said above

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

lunar sleet
#

Prly, tbh I didn’t really see what the goal was

frail onyx
stuck sentinel
#

will this work?

slender dagger
stuck sentinel
#

i walk while crouching for 2 seconds then it goes straight to idle crouch

gentle urchin
#

Like inventory items and... static scenery and.... chests

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Dispatchers are broadcasts,

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Where anyone can subscribe to the broadcast

slender dagger
stuck sentinel
#

how do i set crouchwalk to loop

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its playing it once then stopping

slender dagger
#

does it loop when you view the animation in the sequence viewer?

stuck sentinel
#

yeah

#

i enabled loop here

stuck sentinel
gentle urchin
#

(But then you can do components if you want some precoded logic and statefullness, instead of an interface)

stuck sentinel
#

thank you

slender dagger
gentle urchin
#

Hehe yeah

#

Well its all just tools

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In the toolbox

grim crypt
#

whats the way to make editor utility tools now?
actor action utility wont even print string to screen, seems buggy

keen gulch
#

Hey, am trying to switch my camera to another one in a blueprint. How would I do that ?

gentle urchin
#

SetViewTargetWithBlend

thin panther
#

Use standard blueprint communication techniques to obtain a reference to it, and use SetViewTargetWithBlend

rancid moat
#

wait, is there no way to have data preset?

frosty heron
rancid moat
# frosty heron 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.

frosty heron
#

I don't understand, but it's probably my English level

rancid moat
#

hum..

frosty heron
#

got practical example?

rancid moat
#

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.

frosty heron
#

You can pass Struct if that's the question

#

including literal struct

rancid moat
#

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

frosty heron
#

Show me your function signature

#

need to figure out what you are actually trying to do

frosty heron
#

to make one, right click on empty field. Type Make -> Then type your struct name

rancid moat
frosty heron
rancid moat
#

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

frosty heron
#

You can use data table

#

or data assets

#

I will go for data table for this case

rancid moat
#

That's also what I was looking for

frosty heron
#

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

rancid moat
#

issue is, data table aren't heritable

frosty heron
rancid moat
#

Ok so it's C++ only

frosty heron
rancid moat
frosty heron
#

you can make data assets in blueprint

rancid moat
#

yes but I can't define members

frosty heron
#

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

fair pecan
#

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

gentle urchin
fair pecan
gentle urchin
#

thats the one, my mistake

fair pecan
#

Do I switch the delay node with that one or destroy actor?

gentle urchin
#

both

#

its two in one

fair pecan
#

holy cow

gentle urchin
#

its a delayed destroy 😄

#

if 0, it wont be destoryed

fair pecan
#

I c. I'll toy around with it to see if I can make it work! Thanks again Squize!

gentle urchin
#

You'd probably also wanna block firing if you're in the process of being destroyed

fair pecan
#

Firing bullets?

gentle urchin
#

I guess?

#

x)

fair pecan
#

Haha yes

harsh coral
#

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?

fair pecan
frosty heron
#

You can control the morph target in the sequence instead

#

especially if u want to sync with the sequence fps

harsh coral
#

If you know of a way how to create an animation sequence instead out of morph targets, I´d prefer that.

frosty heron
#

if you are doing it outside the sequence, you will not be tied to the 25 fps you required

gentle urchin
frosty heron
#

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

fair pecan
harsh coral
frosty heron
#

play around with the timeline then?

harsh coral
#

I really don´t get why you can´t save morph target animation as an animation sequence.

frosty heron
#

I dunnoe, you probably can

#

afaik you can save anims u create from sequence

#

but never done it my self

harsh coral
# gentle urchin

Hm that doesn´t work for me, can´t plug in the timeline variable into the target slot, as its not a sequence?

harsh coral
frosty heron
harsh coral
#

Whats a timeline comp?

frosty heron
old frigate
#

I recently concluded that the Unreal Timeline node is very difficult to use and there are always various problems.old_man_yells_at_unreal

harsh coral
frosty heron
#

it work as it is

frosty heron
#

from the blue pin, drag and type set play rate

harsh coral
frosty heron
#

U are still trying to connect to the wrong node

#

from the blue print drag, right click, type set play rate

old frigate
#

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.

harsh coral
frosty heron
#

the error msg is also crystal clear

frosty heron
harsh coral
#

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.

frosty heron
#

you can use context sensitive when searching, also look at the target when pulling out nodes

harsh coral
#

Is that something you usually should do? Always drag off from a variable rather than creating a node by right clicking?

frosty heron
pulsar hazel
#

Hey guys, does anyone know how to get a texture raw data? Is it possible with blueprint only?

frosty heron
#

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

harsh coral
#

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:

frosty heron
#

it will be a breaze once you get used to it

harsh coral
#

If I wanna animate the starting point of the animation...what should I add in this event flow?

pulsar hazel
frosty heron
harsh coral
#

And is there a way to see it in editor without pressing play?

frosty heron
#

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

pulsar hazel
frosty heron
#

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

pulsar hazel
#

but is it worth it? I am trying to save run-time generate images on the save game

frosty heron
#

then reconstructing it?

pulsar hazel
#

Not necessarily, I tried just saving it before and exporting/importing files, but neither did work]

#

maybe I did it the wrong way

frosty heron
#

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

pulsar hazel
#

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

frosty heron
#

what node are u using?

#

Since you said run time generation, I am gonna assumed you use render target?

pulsar hazel
pulsar hazel
frosty heron
#

you save it as .png

pulsar hazel
#

But I can change to renderTarget or texture2D (tried both before)

frosty heron
#

use these nodes

pulsar hazel
frosty heron
#

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

pulsar hazel
#

Okay, but how Can I create a texture2d from a render target (I only found the editor only nodes)

frosty heron
#

Just export the render target as png directly

#

that's what I did

pulsar hazel
#

But I only can Import it as a texture 2d, right?

frosty heron
#

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

pulsar hazel
#

but is there a way to import the PNG as a render target

frosty heron
#

it will be what ever the render target camera sees

round spruce
#

how do i spawn actors in the construction script i want to spawn sth in editor but it seems it wont spawn at all

gentle urchin
#

Usually you dont

gentle urchin
#

you can spawn through editor functions

round spruce
#

yea it is but there must be a thing to you do to bybass ?

round spruce
gentle urchin
#

buttons that appear that can be clicked

pulsar hazel
round spruce
gentle urchin
gentle urchin
#

can be placed in a regular actor

#

so you can have a "spawn 2430 trees in a circle around this actor

frosty heron
gentle urchin
#

convenient

round spruce
pulsar hazel
#

But I can't fin an Import Render Target from file

frosty heron
#

Remember you are exporting png files

gentle urchin
#

select that

#

then put the actor in the level,

#

select the actor

#

watch the details panel

frosty heron
#

You export a render target to a PNG in your saved folder
Then you import the PNG as texture 2d

gentle urchin
#

and see a button with the event name appear

round spruce
pulsar hazel
gentle urchin
round spruce
#

worked ty ❤️

frosty heron
#

this is how I export, save and load my Player avatar

harsh coral
#

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.

gentle urchin
#

why not at a specific time ?

#

its just an event trigger isnt it

steady night
#

if i change a struct like this

#

will it overwrite the other variables in the struct ?

frosty heron
#

test it

steady night
#

i did

frosty heron
#

a print string will do

steady night
#

something is breaking but i dont know if its here

frosty heron
#

print string the other values? before and after

harsh coral
steady night
#

hm it did .

#

then how do i change an elemetn in the struct only :/

frosty heron
#

fill in the literal struct with the values from the current struct

steady night
#

got it

tough osprey
#

Is there any chance this would not work while paused ?

simple echo
#

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

lofty rapids
#

so the event isn't firing most likely

simple echo
lofty rapids
simple echo
lofty rapids
#

are you looking for overlap ? what is this event hit on ?

paper latch
#

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!

simple echo
lofty rapids
#

i'm still new to unreal, idk about event hit

#

i just done overlaps

#

which i assume overlap begin is like a hit ?

simple echo
#

Yeah, I tried overlap and got it to work. Thanks @lofty rapids 🙂

lofty rapids
#

"Event Hit specifically deals with physical collisions and blocking objects."

spiral kite
#

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?

lofty rapids
#

Maybe you could try to make it stick in ?

#

or what do you want to happen, it just drops ? it's probably physics

steady night
#

why is unreal UI acting like a B#¤"%¤

#

in editor

#

in game..

#

anyoneeee

#

hate this stuff

harsh coral
lofty rapids
#

you probably want the array element, your tryint to set a single thing to an array

harsh coral
#

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...:)

lofty rapids
#

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

harsh coral
#

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...

lofty rapids
#

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

lofty rapids
harsh coral
#

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...

lofty rapids
#

i mean going through a quick blueprint tutorial, or looking up the basics online might help

#

variables

#

functions

#

stuff like that

plucky pasture
#

Hello. Is there a way to add an actor to a data layer through blueprints?

golden kite
# steady night

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.

lofty rapids
#

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 ?

golden kite
# lofty rapids why use tags instead of a variable ?

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?

hollow bane
#

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

lofty rapids
#

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

gentle urchin
#

Show some code?

shadow dove
#

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

frail onyx
#

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

dark drum
frail onyx
hollow bane
#

😄

#

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

gentle urchin
#

What bp is this?

#

And whats its responsibility?

hollow bane
#

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

gentle urchin
#

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 ?

hollow bane
#

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

gentle urchin
#

The thing doing the linetrace would prob be your 'pawn'

#

The things being hit can be identified by tag and / or casts

hollow bane
#

its in my character blueprint

gentle urchin
#

If theres only ever 2 types of targets, then casting is just fine assuming they're mostly always loaded

hollow bane
# hollow bane

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?

nocturne basalt
#

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

peak zodiac
#

How would one go about implementing recursive data structures? IE: struct a {string aa, int ab[], a * ac} a;

gentle urchin
gentle urchin
#

I bet you have it offset already. So moving it to 0 in two axis causes movement 🙂

hollow bane
#

@lunar sleet

wispy badger
lunar sleet
hollow bane
#

i havent quite understood what is wrong or what direction i should go

lunar sleet
hollow bane
#

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

peak zodiac
# gentle urchin <#221799439008923648>

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.)

lunar sleet
#

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

velvet pendant
#

Still not getting it

#

Get actor location > Move component to, but the weapon is moving far away, any ideas?

obtuse glacier
#

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?

velvet pendant
#

would not be better with set actor rotation?

#

@obtuse glacier

obtuse glacier
#

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.

velvet pendant
#

You have 2 meshes?

#

why

obtuse glacier
#

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

wispy badger
obtuse glacier
#

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

velvet pendant
#

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

obtuse glacier
#

What do you mean by M?

#

The mesh?

velvet pendant
#

Mother class > child class

#

Wanna modify smth in Child, just cast to it, idk

obtuse glacier
#

Isn't casting changing one data type to another?

#

Like casting int to string

velvet pendant
#

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

obtuse glacier
#

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

agile moss
#

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?

obtuse glacier
velvet pendant
#

Never find this a option

gentle urchin
#

Stuff you cant do in bp

agile moss
#

sure, give me a sec

velvet pendant
#

and how's that wrong

#

Do you let the animation till end?

agile moss
#

I dont know, everytime I open and close it just goes over how I set it

velvet pendant
#

before re-using the button?

agile moss
#

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

velvet pendant
#

it's should not

#

lol

agile moss
#

kek

#

omg

#

I think I found the problem

#

nvm, I had to play from start, but it isnt any better

twin shale
#

Does anyone know the proper way to call a subsystem from a UObject?

gentle urchin
#

Dont you need some world context?

twin shale
gentle urchin
#

Isnt there another get node

twin shale
#

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

gentle urchin
#

Yeah i think its a hidden auto context pin

#

But i thought there was a node without it hidden...

twin shale
#

This class has a C++ base, can I add context somehow in C++? I've never tried

gentle urchin
#

I will say... likely

twin shale
#

C++ is a magical place where all your dreams can come true.

gentle urchin
#

Indeed it is

wispy badger
shadow dove
#

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?

velvet pendant
#

cast to myBP > as MyBp > set Chase Volume

shadow dove
#

thanks, I was trying to cast the other way and getting confused lol

velvet pendant
#

Np

shadow dove
#

oops actually

#

what is the object

thin panther
#

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

shadow dove
#

thanks :)

thin panther
#

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

gentle urchin
#

Even short run

thin panther
#

true that

shadow dove
#

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'

velvet pendant
#

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

nocturne basalt
shadow dove
velvet pendant
#

that's more like it bro

shadow dove
#

I'm just stuck on how to make the volme of the sound update

velvet pendant
#

wdym

#

bring it up, let's see if i can help

shadow dove
#

let me know if there's more you need to see it's too big to screenshot in one

velvet smelt
#

@shadow dove Are you trying to play music when seen?

velvet pendant
shadow dove
velvet pendant
# shadow dove

Before setting the chase volume, be sure you're add / substract from it

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otherwise you're setting the same as it is

shadow dove
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im just setting it to either 1 or 0 though right?

velvet smelt
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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.

velvet pendant
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that's what i was saying.

velvet pendant
shadow dove
shadow dove
velvet smelt
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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...

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You could create a Subsystem as well, to handle all of the Audio/Music as well.

shadow dove
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whatever's the quickest way tbh, been trying to do this for three days and it's due in tomorrow 😅 tried four different ways

velvet pendant
shadow dove
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uni

velvet pendant
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uni?

shadow dove
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university

velvet pendant
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ohh

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i see

velvet smelt
queen heron
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I'm trying to spawn a character blueprint into the scene outside the spherical skybox

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but nothing happens

queen heron
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I've also set up to spawn an actor which works just fine

queen heron
velvet smelt
queen heron
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this blueprint is from the player character

queen heron
velvet pendant
wispy badger
queen heron
queen heron
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and an actor of the object that needs to be collected

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the actor spawns

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but the animated character doesn't

wispy badger
opal wraith
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hellow

velvet smelt
queen heron
opal wraith
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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

velvet smelt
# queen heron yea

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?

frosty heron
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The camera fade it self faded over time based on duration

queen heron
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also when I exit out of the player controller and check the scene outliner

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the player status actor is nowhere

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just the object actor

shadow dove
queen heron
wispy badger
wispy badger
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tried with 0.1 but the same thing happens

velvet smelt
frosty heron
mystic edge
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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)

frosty heron
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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

frosty heron
wispy badger
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hmm, suddenly started working. Another cache issue ig

frosty heron
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You are possessing the drone every frame

velvet smelt
frosty heron
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U can only posses one at a time

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If you want to control the character, don't unposses it

mystic edge
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I cant control the character.

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Just not the drone

frosty heron
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That'd what I'm saying

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U unposses the character

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So all control is forfeited for the character

queen heron
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after the player status actor, it spawns the object actor at the same location as the player status actor, surprisingly, it gives no error

mystic edge
queen heron
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yet there's no player status on scene

frosty heron
queen heron
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its supposed to be around here, but it ain't

velvet smelt
queen heron
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seems like that was the problem

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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

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the guy mentioned to have the object outside the skybox

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but I don't think he mentioned about other actor types not being allowed to be outside

mystic edge
shadow dove
velvet smelt
velvet smelt
stiff leaf
mystic edge
stiff leaf
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do you get any print of EIA_move in the drone?

mystic edge
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Drone BP:

velvet smelt
shadow dove
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this? not sure if thats right at all

stiff leaf
mystic edge
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yep

mystic edge
stiff leaf
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We have a drone as well

mystic edge
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"Floating Pawn Movement" ?

velvet smelt
mystic edge
stiff leaf
# mystic edge "Floating Pawn Movement" ?

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.

mystic edge
stiff leaf
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You are welcome!

velvet smelt
# shadow dove 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.

shadow dove
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@velvet smelt got it

ancient heath
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What should I connect there so that my widget has a custom cursor?

velvet smelt
ancient heath
velvet smelt
velvet smelt
shadow dove
velvet smelt
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Yes, then the Set triggers

shadow dove
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struggling to figure out how to addd those

velvet smelt
shadow dove
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so like that?

velvet smelt
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You got it!

shadow dove
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awesome right, so now all I need to do is make the enemy trigger the events right?

shadow dove
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is this not right?

velvet smelt
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That's right

shadow dove
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hmm, it is not playing

velvet smelt
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Where is it being triggered to start Playing?

shadow dove
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oops lmao I madde it stop for both

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ok it still doesn work one sec

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hopefully thats readable

pastel skiff
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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?

flat coral
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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

velvet smelt
# shadow dove

Hmmm...does the Chase Audio Component have the metasound set?

shadow dove
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as in the wave asset?

velvet smelt
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In the character bp, click the audio component then set the asset to the MS

shadow dove
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like that?

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after ddoing that it now starts the sound on game start

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and doesn't stop

velvet smelt
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That's it. Uncheck the activate button.

shadow dove
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where's the activiate button?

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is it this

velvet smelt
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It's in the setting of the audio comp...scroll down

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Thats it