#blueprint

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tidal tendon
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Not attached objects socket

tiny silo
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ah crap, true actually

tidal tendon
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so I cant make it attach the neck, I can make it attach to right hand

tiny silo
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but there's a "location/rotation" rule which allows you to keep/set origin

tidal tendon
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it works but result is like this

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I need to make it hold neck

grizzled roost
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Quick question, does the "Get (a copy)" node still function the way this description says it does?
It seems to function like "Get (a ref)" where the changes made to the "copy" are propagated to the array, I keep seeing this node in old tutorials but can't find in Unreal 5.
Was it removed and now "Get (a copy)" actually does get you a reference to the array element?

tiny silo
grizzled roost
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Right??

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So I'm not crazy!

tiny silo
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found a post somewhere in the forums that it's a lie and it returns a ref, but I didn't manage to validate that

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that being said, it's surprising that there isnt a way to get by ref with blueprints, like at all, unless you do a loop

grizzled roost
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This node seems to get the ref you need, I'm using it all over my code and it gets the job done.

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Big oversight on Epic's part honestly.

tiny silo
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I assume it would make sense to return a value when having an array of primitive types or strings, but I dont see a reason why and how it would copy an array of, say, objects

marble yew
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I created blueprint from class character, but i cannot edit properties using UI why ?
It is c++ project, but i want to edit properties using UI.

grizzled roost
tiny silo
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you should be able to test it one way or another

grizzled roost
tiny silo
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Alright now I also have a question:
Im experimenting with a physics-based VR project. Im currently trying to get a gun to work as a handheld item.
The handgun itself is a blueprint, but it's got a custom WeaponPartSlot component for the slide. The slide itself is yet another actor blueprint. The gun spawns the slide actor and attaches it to itself with a physics constraint with disabled collisions between each other.
The problem now arises when I try to attach the gun to the character (also using a physics constraint between the player's hand and the gun, so that the collision of the gun also impacts the hand position). Because the slide is a separate actor, it collides with the players hand while the rest of the gun doesn't, causing this weird issue.

Is there a way to fix this and prevent the slide from colliding with the player's character and related objects, while preserving physics? Or is my thinking completely wrong and is there a better way to do all this?

distant estuary
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Hello is there a way to add a socket to a mesh via the editor widget ultility and save it to file? I just found this node but I cant figure out what to put in this "Static Mesh Socket Object Reference"

undone bluff
distant estuary
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yeah well then its seams the node has noting to do with what Im tying to do

undone bluff
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editing sockets is really editor only afaik

tidal tendon
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Using OR node causes "accessed to none" error if none of the ORs happen. What should I do?

distant estuary
undone bluff
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you can only really work with offsets when attaching

lofty rapids
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where are you getting accessed none ?

tidal tendon
dark fox
tidal tendon
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branch and print string, as they are connected to output of or

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so OR node is causing an accesed to none error if none of its conditions met.

lofty rapids
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weird

tidal tendon
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Isnt it supposed to give a false result instead of accesed to none?

lofty rapids
undone bluff
tidal tendon
tidal tendon
undone bluff
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presumably because it's supposed to check something that is not valid

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I suspect the issue is lack of a validated get for whatever you are checking for conditions before the branch

tidal tendon
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I tried is valid before tho but I guess I messed something when I first did that

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I connected is valid to break hit result actor

undone bluff
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yea the issue was just that the branch was testing something about a hit result that didn't exist, though in many cases code will still work fine despite such an issue

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it is still an important error nonetheless

lofty rapids
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so if you pass it an invalid variable it'll fail ?

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makes sense tho

undone bluff
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use validation when you expect it to be invalid sometimes

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do not use it to make sure you get an error otherwise

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that way you know something's wrong

supple kiln
marble yew
supple kiln
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Let me try it first, wait.

thin panther
uncut onyx
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Hi, i try to calculate aim offset for left and right movement for the character using my current position and target position. Im using lyra as a base and i dont seem to get it to work. So i have the aimoffset layer where i pass the pitch and yaw like on lyra. The up and down movement kinda works when i just used substract (i think i should use better way though as its not so great either) but left and right movement i cannot get to work at all, i've tried many things but always to character aims somewhere else. Does anyone have a clue how should i do it? Thanks for any help

marble yew
thin panther
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then what do you mean you can't edit the properties

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if you can see things in the details panel, you've got properties to edit

marble yew
thin panther
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well yes of course you can't

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they're inherited

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you can't delete inherited components

marble yew
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but how do i put there my own things ?

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my own mesh and collider ?

thin panther
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you dont add custom collision to a character like that

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you use the capsule or you don't

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as for setting the mesh you click the mesh component and set a mesh on it

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in the details panel

marble yew
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what about CharMoveComp? i want use this class to make AI

thin panther
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ok? what there is stopping you from doing that?

marble yew
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maybe i should not use ACharacter ?

supple kiln
trim matrix
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Anyone knew how to make it appears? In the tutorial I watched, it has this and in my UE I don't see any.

supple kiln
lofty rapids
sudden spear
tidal tendon
trim matrix
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@lofty rapids @sudden spear Alright, thanks for the help. I'll try both of your advice.

sudden spear
trim matrix
sudden spear
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..oh I see... It's a function for a button...

trim matrix
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Yeah, trying to make hover button

sudden spear
trim matrix
marble yew
supple kiln
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Yes I guess that also works. I don't know what is the parent of the Character Class.

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If you click on the "character" class, it will open this window in VC. Maybe you can find what you're looking for.

marble yew
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i don't want to touch source ๐Ÿ˜„

rugged wigeon
grizzled roost
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That's what was confusing me.

rugged wigeon
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if you're copying a reference to a specific actor, and then you change that actor, you have two distinct refrerences to the same changed actor.

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whereas if you're copying a value and then you change the copied value, the original one is unchanged

grizzled roost
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Oh, that makes perfect sense.
I only used it for arrays of actor references so far.

rugged wigeon
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I'm not sure if there's any way to really utilize pass by ref on arrays in blueprints. Maybe it would be possible to pass by ref and set it to look at a different actor, but that's niche and gross imo.

grizzled roost
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ยฏ_(ใƒ„)_/ยฏ

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I'll probably use C++ for my next project, might give me more control, but my current game is simple so no biggie.

rugged wigeon
# marble yew Maybe i should use APawn instead ACharacter

You can ADD components to a class. You cannot DELETE inherited components. Using the character movement component (which is the only particular benefit of a Character) REQUIRES the capsule collider. If you need something to leverage the character movement component then use a Character. If you do not, then use a pawn.

marble yew
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ok thanks

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what component i need for AI to walk on navmesh?

rugged wigeon
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Character

marble yew
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so character is both for AI and player ?

rugged wigeon
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probably

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things that walk around tend to be characters

undone bluff
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a pawn is just an actor that receives inputs from a player or ai controller

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so what you need is a pawn and more specifically a character if you want to use the CMC

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if you want to use moveto nodes you need one of the native movement components

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it can be the floating movement component

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or you can implement that into your own

onyx mural
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hi ๐Ÿ‘‹ Im trying to set up an ability system in BP. Im having a hard time wrapping my head around the logic to structure the communication of the abilities. I have 3 different classes so I wanted to try to create a scalable system. Im struggling to figure out how to get the switch from the enum to pull data table information. Can anyone help?

marble yew
rugged wigeon
# marble yew thanks

you can do this. You almost certainly should not do it. Learn to use the provided toolset before you go off implementing your own

rugged wigeon
onyx mural
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Or do I just not use a data table and have each abilities functionality fire off of the enum?

rugged wigeon
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ehhh, I use data tables for defining the unit load outs. So the game instance remembers the unit loadouts with each skill slot having the name of an ability. Later, when the battle map is loaded, I will setup the abilities by loading the necessary data from a table using those names.

If you want to do it light weight, you could do something like bind the event "Use Lightning Strike" to the event dispatcher "Skill Slot 2". Then just have pressing 2 call "Skill Slot 2"

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If you wanted something more comprehensive you could look at the gameplay ability system

onyx mural
onyx mural
rugged wigeon
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Based on where you're at, you probably should just ignore the tables for now.

  1. give each unit with skills a list of skill names, or maybe a dedicated Skill 1 Name var, Skill 2 Name var, etc.
  2. On Begin Play, Do something like a switch statement on the name to figure out which event you should bind to.

You're going to have a headache making it clean because you can't easily pass around references to the events

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But this is what I do with GAS

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but you won't be able to pass around class references to an ability class. Because yours will probably just be events on the actor. So you might need to just suck it up and write "If skill == a: bind A, else if skill == B: bind B; else if..."

sage pecan
onyx mural
supple kiln
light ibex
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I have a keybind set up to destroy a set of static mesh components from an array using a for each loop, but for some reason it's only actually destroying every other component. i was wondering if there was a workaround to this? it works if i call the loop multiple times but i feel like there is definitely a better way to do it (before and after attached)

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this is all the code is, it has worked in the case where i only need to remove one component at a time but it seems to be working differently here

rugged wigeon
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when you destroy the actor, you're changing the array mid loop

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item 1 becomes item 0, but the loop then looks at item 1, which was previously your item 2

light ibex
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so would a reverse for each loop work better here? assuming im right about what i think a reverse for each loop does

rugged wigeon
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yeah

light ibex
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yep that worked

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thanks

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while im here, i should ask if there's a better way to lock the cursor to the center of the screen that this? it works fine but it takes over my cursor even when i tab out of unreal, making it very difficult to take screenshots or really do much at all while the game is running

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if not i take it a line trace component wouldnt be too bad as a replacement for on cursor over events

frail onyx
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Hey, i got the tracing part to work im pretty sure with sphere overlap and i also tried multi sphere trace, im just not exactly sure how to get it to only use the closest actor to the player, and also only work if its in the general direction im looking

sand slate
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Hello, quick question.
Is there a blueprint node that only gives one execute signal in a certain time periode, Like this:

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Maybe I should use this, but I perhaps there is a node for this

dry pecan
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question, if trying to simulate a wii remotes pointing at a screen but instead in this case jsut the mouse, would using ray tracing be a good idea?

narrow surge
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does anyone have any suggestions on why a character movement component would cause severe rubberbanding even in a low latency environment. its predicting and correcting just fine server side. smooth as butter. However this is resulting in the client to rubberband every step... at least I think that's what's causing it. adjusting the character movement networking settings in various ways reaps the same results or worse results as far as I can tell.

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do i need to implement some sortof authority in the movement blueprint?

frail onyx
# frail onyx

Anyone know how i can get this to only do the output i want which is to set the visibility of the widget to true only if it is the cloest detection point to the player within the trace

silk cosmos
flat coral
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Given a collider that's already overlapping geometry, is there a way to find the closest position where it doesn't overlap?

narrow surge
silk cosmos
# narrow surge my only issue with enabling is then it rubberbands on the server, and still seem...

General movement component. This video goes into a decent bit explaining the issues you'll have using the cmc and hoe this asset really helped https://youtu.be/YB_ew3j_HFw?si=tvhhd158n4jsRNSE

surreal peak
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Keep in mind that 5.4 starts shipping Mover 2.0 by default

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Which is meant to replace the CMC (for free) and should be more blueprint accessible in the end

narrow surge
surreal peak
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Also "you need this if you want to make a mp game" is such as shitty click bait title

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...

flat coral
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Is there like an inverse trace function, which starts off overlapping and returns the first NON-hit location?

light ibex
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ive been losing my mind for like an hour over this so hopefully someone can help me here, i have a system that sets the cursor to the center of the viewport every tick, but it continues to do so when i tab out of the game or editor window. i can find just about nothing online about how i'm supposed to use the "application has entered foreground/background" delegates. i just need to fire an event when the game is unfocused, and then another when the game is refocused. any help appreciated, i feel like this wouldnt be a hard thing to implement but here we are

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i could also avoid this if there were a way to use a crosshair widget i have set in the center of the screen as a begin/end cursor over event, and the actual cursor would remain hidden and move freely whenever

tidal tendon
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Should I replicate character movement in a multiplayer game?

hardy merlin
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Hello! I am making a melee-combat game. Currently my characters are testing overlaps against enemy capsule colliders. I have a much larger enemy and I want to be able to hit arms, legs, tail, etc. What's the best way to do so?

velvet pendant
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It's there any other easier way to check for X Level and do code?

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i wan't to do smth like,.

Branch > Wpn lvl 4 = true > Spawn 4 Knifes,
Branch > Wpn Lvl 8 = true > Spawn 8 Knifes.

lofty rapids
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just use the integer and spawn that many knife ?

undone bluff
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you want to either increase the abilities per level according to an algorithm so you can determine what to do from there or have a table or other way to provide data for each level

velvet pendant
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uSing data tables, mhm

hardy merlin
undone bluff
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the only time you really need new unique logic per level is when the level changes how the ability works, adds some completely new aspect to it

hardy merlin
mortal nacelle
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is there an easy way to save a level actor that I have modified the properties of as a child blueprint?

velvet pendant
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if lvl = 4, just 4 lines, in 4 directions

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etc.

hardy merlin
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Ahh okay. So you'll want a math solution.

velvet pendant
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yhep

mortal nacelle
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example: I have a BP_BaseItem class and I modified the item properties on an instance of it in the map. It's a BP_BaseItem but I want to save a BP_Shield with the relevant property changes

hardy merlin
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That's easy. First calculate the quantity, then determine the angle after.

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@velvet pendant Do you want one beam per level exactly?

undone bluff
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yea so you have 360 degrees and divide it by the amount of lines

hardy merlin
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QuantityOfBeams = Level.

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Easy.

velvet pendant
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Oh, shit yea

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for a damn hour i was thinking, how i can create a Function per each line, so i can add for each lvl

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lul

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ty

hardy merlin
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haha

velvet pendant
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U guys rockin, ty

hardy merlin
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As for angle you can do this: IncrementAngle = 360 / QuantityOfBeams. Then a For Loop: Spawn beam at Increment Angle * LoopCount.

hardy merlin
velvet pendant
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I put them in a rush, just so i can use Numbers, i know it's should be integer.

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But thnak you also for reminding me

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๐Ÿ˜ฎ

undone bluff
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though just for the record, they're both 4 bytes, the only advantage for an integer here is that it forces you to use, well, integer numbers

velvet pendant
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+1

undone bluff
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it's reason enough, just wanted to mention it because I saw someone use an integer just to save memory haha

velvet pendant
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I'm not that good at this, i started with smth simple, i'm still thinkin' of @hardy merlin solution

hardy merlin
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Oh yeah. Not a memory concern, just that Float introduces errors that can be avoided by just using Integers.

light ibex
velvet pendant
undone bluff
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360 divided by amount of beams is your angle to increment by

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for loop for amount of beams

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spawn and add rotation for each one which is equal to the current index multiplied by the angle to increment

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you probably want to add rotation along the z axis

grim burrow
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Does anybody understand this hitch/lag spike in the profiler? It's clearly related to my player character and some sort of raycast?

undone bluff
hardy merlin
gentle urchin
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Floats all the way

hardy merlin
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Haha. I use GAS and I understand why they made float the default.

rugged sonnet
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Hi everyone,

I've encountered a small issue with my AI Blueprint. It's designed to navigate through all the orbs in my level and pick them up. However, if one of the orbs is placed outside the NavMesh Bounds, the AI stops and doesn't continue to the others. Could someone please assist me with this code?

undone bluff
hardy merlin
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Makes it too hard to see everything on one screen

gentle urchin
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takes some horizontal space yeah

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but thats why we got ultrawides ๐Ÿ˜„

undone bluff
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ah I guess I'm privileged with an ultrawide yea

hardy merlin
hardy merlin
undone bluff
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when the nodes don't fit on my screen that means it's time to start cleaning up

hardy merlin
velvet pendant
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@hardy merlin Just did, as you said, But the Rotation, it's still 0. The Axes, didin't change the Z rotation

hardy merlin
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Which way is the upper part of your screen?

velvet pendant
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Yes

hardy merlin
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Can you use DrawDebugArrow to see precisely what you're getting?

velvet pendant
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i would love to know how to connect it

rugged sonnet
undone bluff
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I'd just print out the float instead of spawning anything

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see if you get correct values

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then use an arrow as grug suggested

hardy merlin
velvet pendant
undone bluff
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looks good

gentle urchin
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worked like a charm

undone bluff
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some issue with your actor

velvet pendant
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Nvm, rotation works. My bad.

hardy merlin
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Yeah, the script is correct. Probably some issue with the spawned actor?

velvet pendant
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ye ye

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just figured out in deatils panels it's working

gentle urchin
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Knifes = 4 * (Level / 4)

velvet pendant
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i just have to make space between char and blades

gentle urchin
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sorry, division

velvet pendant
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To have smth like, 30 INCH, space between player and weapons

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ty tho

gentle urchin
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StartVector = ActorLoc + ActorForward*30INCH

hardy merlin
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Unreal uses Centimeters.

velvet pendant
hardy merlin
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Ah, the wondrous time of every gamedev's life when they start to play with vector math.

gentle urchin
velvet pendant
gentle urchin
velvet pendant
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ty

hardy merlin
# gentle urchin

That will make the ray start matching the player facing, as opposed to being locked to world-north.

gentle urchin
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Yepp

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happens when you just slap something together

velvet pendant
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@gentle urchin / @hardy merlin Tysm

hardy merlin
velvet pendant
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:v

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@gentle urchin Hmm, what i should do now? :))

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they seems to not update for each one

solid needle
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following this 4.2 video tutorial and it does this

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but it doesnt work in 5.2

velvet pendant
hardy merlin
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I'm here. What do you need?

velvet pendant
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Look at the photo i sented

velvet pendant
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Dunno how exactly to move the sword Y vector

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as i did with arrows

hardy merlin
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Show me your spawn code?

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Typically, Unreal Engine uses "X" to mean "Forward".

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X : Forward. Y : Right. Z : Up.

velvet pendant
hardy merlin
# velvet pendant

You're setting the Roll value of the knives so they won't point in different directions.

velvet pendant
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how do i make it so they gonna point in dif dirrection

hardy merlin
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Try using "Make Rot From X" and use the entire rotator.

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instead of just one axis.

velvet pendant
grim burrow
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Why did my blueprint grid lines get so thick? How do I fix this

hardy merlin
# velvet pendant

Ah there's the problem. You're using the position as a direction, so the knives will always point away from the center of the world.

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TRy connecting these pins.

velvet pendant
#

Ty

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worked

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๐Ÿ˜„

hardy merlin
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Make sure you understand why that was happening.

velvet pendant
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Yep, i'm doing my best to re-evaluate the entire code, and make separate sections to learn it

frigid goblet
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Is there some nodes to get ALL INDEXES not only one?
Cause what I'm trying to do is teleport all players that are in the array

thin panther
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so a for each node?

frigid goblet
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I forgot about that one!

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Thanks, I will try it

thin panther
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no problem!

dry pecan
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Are there any nodes similar to onleftmousebuttomdown/up?

spark steppe
# solid needle but it doesnt work in 5.2

it's a bug in 5.x only workaround is to disable type promotion...

This appears to be a bug with type promotion, just search โ€œtype promotionโ€ in Editor Preferences and uncheck it and it appears to work after that.

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however this will disable type promotion for all types, so it will bring back the old math nodes with fixed types

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solution #2 is to make your own custom C++ node just for that

frigid goblet
# thin panther so a for each node?

Okay so, I have nearly zero experience with for each loop and can you tell me what is wrong here?
I want all actors(players) from array to teleport but it only gets one player. (The player who has entered the collision box first)

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also when players enter the collision box, index increases so I think it get players correctly but something is wrong with for each loop

lunar sleet
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Why are you making a new array while iterating over the array?

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Delete that make array and the get, drag from the element directly into the set actor location, done.

frigid goblet
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Oh, thanks but it still teleports one player :/

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Do I have to add/change something in here?

lunar sleet
frigid goblet
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They have to walk to it

lunar sleet
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If you print the array (with a for each loop) does it show more than one actor?

frigid goblet
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Only one

lunar sleet
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Try using get overlapping actors on tick or on a timer or when a certain event is called

undone bluff
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any way to clean this up ๐Ÿ™ƒ

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I need a good amount of the data from the hit so setting variables or using macros isn't all too great

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sucks you cannot collapse these

frigid goblet
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But I'm doing it wrong probably

light flower
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Is there a simple pattern to achieve atomic replication of multiple blueprint variables that doesn't require making a C++ struct ?

frosty heron
lunar sleet
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And are all of those actors bp third person?

rapid helm
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Does anyone know the difference between these 2 outputs?

gentle urchin
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Direction is normalized

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Always

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So its a vector of length 1 that describes the direction this is in

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In this case its probably a direction relative to the viewport center...

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Not sure how that works exactly

frosty heron
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@gentle urchin how to convert a vector to a direction?

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i can't wrap my head around it. Didn't study in high school

spark steppe
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usually you take a vector difference, e.g. ActorA Position - ActorB Postion, then you normalize the result to get a directional vector

frosty heron
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how does that translate to FRotator?

frosty heron
spark steppe
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guess the engine has helper methods to convert directions to rotations

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the problem with directional vectors is that you will always only be able to calculate 2 rotation values, yaw and pitch, roll isn't known

gentle urchin
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If thats a problem^^

fast compass
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If I'm going to generate aspects of or entire levels from blueprint, where would be the place to have this logic? The level Blueprint? I feel like the Game Mode is not right, nor Game State..

surreal peak
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What are we talking about?

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The LevelBlueprint is almost always wrong

fast compass
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For example generating a dungeon or a maze, like a mine or catacombs

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I did implement this functionality within the Game Mode before, but I heard people saying its not entirely right

faint pasture
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I'd do procgen based on stuff from GameState probably

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in minecraft the seed would be in GameState

swift sphinx
#

Using the newest version of Unreal Engine! how can i make the head of the UE mannequin fall off? (by pressing "Z" button)

i have tried to follow some examples online but it requires to set simulate physics and to my understanding you cannot set simulate physics to a specific bone? or am i wrong?

using BP btw

pastel skiff
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got a wierd issue where one blueproint works in one level but wont work in any other level, the code looks like this, any help?

frosty heron
pastel skiff
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i added a print string to see if it registers the rotation and it does this

rapid helm
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does anyone know how to rotate a rotator?

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Like literally just rotate an already rotating thing

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I want thefacing rotation to rotate the lerp

pastel skiff
frosty heron
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@pastel skiff hard to guess but with the way it's setup atm, it might help to check the rotation of the scene component

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if they are placed on 90 degrees or 180 degrees it will produce different result if I can guess what happend from here

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hard to tell w/o the project

pastel skiff
versed sun
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Combine Rotators

frosty heron
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@pastel skiff check if it's moveable?

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then check the output value instead printing hello

gentle urchin
rapid helm
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I did that

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but htis happens

pastel skiff
pastel skiff
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what do you mean the actor in the blue print or the actor in the level?

frosty heron
frosty heron
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for sanity check

kind dock
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how can i do a tool?

frosty heron
#

also do you get any error after exiting pie?

kind dock
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i have this:

frosty heron
#

๐Ÿ› ๏ธ

kind dock
frosty heron
# kind dock

You are attaching the weapon comp to the actor that you destroy right away

kind dock
#

ok thanks

frosty heron
#

im talking about what your code does

#

which makes it useless

#

I believe your intention is to attach the Weapon Component to the player

#

if that's the case, you want to get a ref to the player and attach the weapon to the player

pastel skiff
frosty heron
#

then look at the detail tab

#

then look and select the door component

#

Do you get any error when exiting pie?

pastel skiff
pastel skiff
#

if it wasent it wuldnt be working in the other level

#

and i get no errors

rapid helm
#

When i point at a specific point

#

it keeps printing 3 different values

#

it glitches between these values

#

This is by using combine rotators

#

camera rotation is ran through an input action using A and D while camera drag runs through tick and using the mouse

kind dock
#

how can i do an if a component is enabled

rugged wigeon
#

components do not generally have an enabled / disabled state

lofty rapids
#

perhaps just a variable

#

isEnabled or something

gentle urchin
#

Dont they? Activated/Deactivated?

#

Never checked it but i assumed one could control that

hallow compass
#

is it possible to do something like this in blueprint? In cpp i can make a delegate that has an input when exposed to blueprint. It would be really handy if it could be done when making a dispatcher from blueprints, for blueprint use as well

gentle urchin
#

Interesting

#

Is that an idea from gmr plugin?

#

In lyra?

hallow compass
#

no its an idea i picked up from a tom looman unreal stream a long time ago, extremely helpful, cleaned up my logic a lot

#

i was refactoring a bp only marketplace system i made and thought about including a similar delegate that fires on subcribers only if the input tag matches, but seems that it can only be set up in cpp, as far as i can tell

#

i think there is similar stuff with attributes in GAS as well

gentle urchin
#

So how does it work? Does the owner of the delegate have some tag map that it uses for dispatching?

#

Yeah i gotta check into that tbh

#

Seems very handy

hallow compass
#

yeah exactly

#

theres plenty of examples, lyra also has a gameplay message subsystem that uses a similar function + wildcard. I think they use it for all their ui updates

gentle urchin
#

Wildcard, oh the power surge

hallow compass
#

hehe

#

i wish the power was exposed to bp though, would make my life a lot easier today

#

i guess i will have to turn the bp only project into a plug in ;/

gentle urchin
#

Well its not the end of the world if you can just enable a plugin for it

#

Project still stays bp only , if thats a desire

hallow compass
#

hm, very true

#

i guess thats the way

gentle urchin
#

Currently i have to filter the broadcasts *after * i recieve them since i dont have this neat input

#

Not the worst, But it looks messy for no reason

#

On the other hand a "hidden" filter can be troublesome to debug

#

And doesnt read well in a bp only project

hallow compass
#

exactly - if you have to filter the broadcasts after you receive them, you have all your delegates checking, which can get out of hand pretty fast

#

but i guess it depends how many you have. i literally use this for everything , so i have to filter in advance

gentle urchin
#

Thats what i wanted out of gameplaymessagerouter ๐Ÿ˜†

#

A global, dynamicly filtered delegate i could use to push data innall sorts of ways

#

Like a communication bus really

#

Just connect whatever to it, and let known your desires

hallow compass
#

you should paste the messagesubsystem from lyra into your project plugins then, it might just do that

lofty rapids
#

a delgate is basically an event ?

gentle urchin
#

Oh yeah, Ive got it in there !

gentle urchin
#

Anyone can subscribe to it

#

In this case the subscriber can say we only wanna know about posts that has this #

waxen sorrel
#

math expressions don't allow to get .x or .y from vectors ?

#

GridOrigin - (OriginCentered ? Vector(gridHalf.x, gridHalf.y, 0.f) : Vector(0,0,0))

agile moss
#

Soooo.... when I put play sound at location and I want to stop it while it's playing, what do I use?

lofty rapids
#

what does the node look like for play sound ?

#

possibly an output that you can use as a reference

agile moss
#

play sound at location (x,y,z)

#

More tutorials here I come

lofty rapids
#

ya it doesn't have an output

velvet pendant
#

Messages just dissapairs in front of ma dayum face

#

๐Ÿ˜ฎ

#

didin't have the pleasure to hear that kiddo how's he cryin'

frosty blade
#

Hey guys, im having a weird problem with variables in blueprints. For example the Ghost interp speed is set to 1 but its working as if 0 and if i try to print it it also says 0. Same problem with a variable i have for delay. Any idea of what could be wrong?

gentle urchin
#

nothings wrong with the FInterp node that's for sure

#

add some print string, append the numbers, whatch what happens

frosty blade
#

tried to print both the output and the values. It works as if the value is 0 (when is set to 1) and the output result is as if it was 0. The weird thing i was trying now is that if i hardcode the value it works just as expected.

#

This works, if i promote to variable it doesnt

gentle urchin
#

sounds like the variable is 0.0

frosty blade
#

yeah but im setting the default to 1 and i can see it, but its printing 0 for some reason.

gentle urchin
#

Is it set to 0 somehwere

#

check for references

frosty blade
#

its the only reference i can find

gentle urchin
#

guess restarting engine might be worth a shot

#

naming overlap ?

frosty blade
#

its unique, im pretty sure. gonna try a pc restart as well.

gentle urchin
#

Try setting default to 2

#

Try a new variable

frosty blade
#

i think i figured it out of what is going on, as soon as i promote the variable i usually change name before setting anything and then i compile change the value. This created the problem for me and i can reproduce it. If i promote compile and then change name and value it works fine

red cape
#

Hi, im having trouble communicating between 2 actors. I made a variable as an object reference of the other actor (OT) however its says accessed none when trying to read it, any ideas?

undone bluff
#

you should be looking at the place where you are setting the reference

marsh pilot
#

I'm trying to figure out what the best way to have an "inventory" or a list of required resources is. Essentially just saying 10 of one object and 2 of another for instance. Is that what a map is for?

red cape
#

how can i get a valid reference from another actor then?

thin panther
#

check the pins for a video on blueprint communication

undone bluff
#

getting a reference is not something you have to worry about 90% of the time because communication between actors usually also involves some kind of process that gives you a reference to work with

lunar sleet
#

Eh

#

If you know what youโ€™re doing and how bp comms and interaction systems work, yeah

faint pasture
#

how does the 1st actor know about the 2nd?

#

what is the "rule"?

#

For example, a bullet knows what actor to damage because it's the actor it hit

marsh pilot
red cape
lofty rapids
#

i don't think you can access stuff inside the level bp

undone bluff
#

ah yes, one of the deadly sins of unreal engine

red cape
#

im making a puzzle in the level but dont know where else i could do it

undone bluff
#

I know it's the most intuitive approach starting out, but you should pretty much not use the level blueprint all with very rare and small exceptions

red cape
#

yeah ive heard

#

just not sure where else to make the puzzles

lofty rapids
#

maybe put the variable on the character instead

#

you can access the player from the level bp ?

undone bluff
#

your character optimally shouldn't even know about the puzzle except for generic interactions or inventory

#

it depends on the kind of puzzle

#

there's pretty much 3 situations:
you have one actor for the whole puzzle,
you have one actor for each part of the puzzle and each one does its part of the logic,
you have actors for each part of the puzzle and an additional manager that keeps track of everything

red cape
#

essentially, the 4 hanging light bulbs light up in an order. this is currently happening through the level blueprint as they are all separate actors, you have to light them up in order

opal wraith
#

Quick Question

undone bluff
#

okay, you'd start by implementing the logic to light them up

red cape
#

ive done that, but in level blueprint, should it just be one actor?

undone bluff
#

yes

red cape
#

ah ok

undone bluff
#

with the exception of an interaction system that should entirely happen in the lightbulb

red cape
#

yeh, but to light them back up you have to stand underneath them and active them with a button press

opal wraith
#

i made a logic to spawn box collisions around the procedural grid to stop the player from going too far away but when i press on the button to move for too long it passes thought the box collision

#

how can i fix it?

red cape
#

guessing that would be inside the character

undone bluff
#

it should be, you should look into making a generic interaction first so you can use that for all your stuff

red cape
#

i can do that with an interface right?

opal wraith
undone bluff
#

yea, for a simple system you can either use overlap or a linetrace from the camera and then send off the interface call to the resulting references

#

for the order I'd give every lightbulb bp a public integer variable

#

so when you drop in the bulb you can set its number in the details panel

#

then you'd have either a manager act as a middleman or directly communicate to whatever you are activating

#

the main point is that you'd append the integer to a string

#

so when the player clicks on bulb 1, then bulb 3 it results in a string of 13 which is compared against a string in the manager or target

red cape
#

thanks, its already alot easier just working with one actor

thin panther
#

You really shouldn't use the level bp

faint pasture
#

You still haven't said in plain English how actor A and B are linked

lofty rapids
#

i used the level blueprint in a tutorial first thing

#

then i never used it again

#

but it makes sense if you think "i need something specific for this level"

fleet cedar
#

Can I spawn a pawn from my Controller BP? I am trying but it just says it's pending kill

lunar sleet
#

click on the magnifying glass to go to where the problem actually is

fleet cedar
#

I see, but I never told it to destroy X_X

lunar sleet
fleet cedar
#

even without the warning - the pawn just never appears, I paused and ejected, and did simulate

#

Was using spawn actor from class

lunar sleet
fleet cedar
#

Error ws pointing here... saying it couldn't set static mesh because it was destroyed

But at no point do I destroy it, it just never seemed to spawn in the first place

lunar sleet
#

and is 3dExam Pawn cached directly from the return value of the spawn node or how are you setting it?

lunar sleet
#

if your main menu and your primary level use diff GMs (and PCs), where do you put the saveGame functionality ?

thin panther
#

game instance is a common one

#

Though may i introduce you to subsystems

lunar sleet
#

ah ๐Ÿคฆโ€โ™‚๏ธ ofc

lunar sleet
thin panther
lunar sleet
#

I'll need cpp won't I

#

lol

thin panther
#

It's sooo worth it thooooo

lunar sleet
#

ik, I want to learn about them too, but rn I'm just prototyping to learn the SaveGame object stuff

thin panther
#

fair enough, stick to game instance then

undone bluff
#

I need to get into subsystems asap, but from what I've seen they're super straightforward

#

They sounded so intimidating haha

thin panther
#

They are. It's literally just subclass your subsystem of choice and the engine handles it's lifetime and setup

#

you just do your logic and have nice globally accessible functionality

#

Then you just get your subsystem from it's lifetime manager

#

I.e. UGameInstance::GetSubsystem or UWorld::GetSubsystem

lunar sleet
undone bluff
#

More like singletons I think

thin panther
#

global funcs, variables whatever

#

but tied to a lifetime of your choice

#

for example you can get one from initialization, one only in the editor, one tied to the game instance, one tied to the local player, or one tied to the world

#

it's neato

stoic cradle
#

Crazy question, but I have the string from a custom struct I created by copying the variable from a blueprint and pasting it into notepad. Lots of parenthesis and commas to separate the variables and nested structs within it. Is there any easy way to be able to create a blueprint function to convert this raw string back into the struct?

#

I don't have access to C++ in this case.

#

The resulting string is obviously a mess. I can create a new variable and paste it back onto it and the new variable gets all of the information, but I need this to happen from within a game, getting the string that is normally a result of a variable copy, and then parsing it back into the struct. Its being done as a way to transfer the data between the game and various addons, and unfortunately I don't have any other way to do it.

prisma forum
#

Any idea why control rotation isn't working for this pawn? Print strings show both Relative Rotation Z and Control Rotation Z are what I would expect them to be, but when moving forward the pawn always moves with control rotation z = 0. I have it set up so that Mouse 2D adjust spring arm rotation (3rd person character)

frigid goblet
#

does anyone know why get overlapping actors gets only one player (BP_thirdpersonchar)? What did I do wrong

#

It should print all players and teleport them but it works only for player who has overlapped first

lofty rapids
#

multiplayer ?

frigid goblet
#

Yes

frosty heron
#

@frigid goblet full code

frigid goblet
pine mesa
#

Can someone help me? What do I put into the "Object" pin for casting to a widget?

frosty heron
#

Let server move the players

frosty heron
twin perch
#

that code finds where my target reticle is, i need to make sure when an animation plays the character faces the rotation, but then when the rotation sets it goes back to normal.

#

anyone got any advice ? if i just set the meshes rotation then my wasd movement is messed up

frosty heron
#

U r casting to its own type

silk cosmos
# pine mesa Like this?

Yeah but it looks like the instance already ha s type of selection ui. If you want to validate if it exists right click and convert to validated get

frosty heron
#

Also u need to set the variable

#

U need to get the actual widget u created in the world

#

So where ever you create the widget. Promote it to variable

#

Then use that variable to access it

pine mesa
frosty heron
#

For a start abandon level blueprint

#

It's almost always the wrong place as communication goes one way

#

U can't get a ref to level bp in blueprint world

#

2nd. Watch blueprint communication video by matthew

#

If u don't know how to get ref and communicate between bp

#

Depending on what you are doing, if the widget belong to a player. Normally you can create it in your hud.

Where ever you are in other bp. You can get the hud with get Hud node, cast it to your hud and get the widget

pine mesa
#

Thank you! I got it working by instead firing an event from the widget itself, where the actor could take that event!

echo wren
#

Is there such a blueprint that say: you have a class with a name and age. so you make a variable based on that class. Is there a node that can create that object that would have the variables in it on the left as inputs? instead of like "Set Name" then "Set Age" nodes? (just wondering if i can simplify my tree that way)

rugged wigeon
#

If you mean spawning the blueprint as an actor, then yes, you can check off the boxes for "instance editable" and "expose on spawn" and they will appear when the class is selected for Spawn Actor nodes

rapid helm
#

how do you make a thing rotate around the projected world to screen?

#

Like the projected world to screen is the center

echo wren
#

so i can just plug stuff in and not call a set for each variable. if possible.

rugged wigeon
remote meteor
# echo wren I may be misinterpreting what your saying, but i am hoping for a node that break...

for an object, it holds many different variables, inherited from its parent class, so it would get messy if its allowed to get/set all of its variable at once.

however, instead of holding different variables and type on the object, you can always place the variables that you want to edit at once, in a struct, the object would have a variable of the struct, then you can set all/some of the variables.

rugged wigeon
#

It looks like you're probably just unpacking the struct and setting each value ont he actor, so make the event take the struct as an input to make it nice and clean.

echo wren
#

i get all the proper ways to do it, was just curious if unreal had a node like that. thats all. thanks

rugged wigeon
#

If you want some 2D UI thing rotating around a point on the screen you should make a widget that rotates around that point on the screen.

echo wren
#

sorry

rapid helm
rugged wigeon
#

ok but actors exist in 3D game world space and your screen is 2d

rapid helm
#

I'm aware

rugged wigeon
#

Do you want a UI widget rotating around where that point is? Or do you want an actor rotating around where that point is

rapid helm
#

An actor

#

The idea is that the object will rotate around the point where it is on the screen

#

But i've got no idea how to properly do that

rugged wigeon
#

So in this situation you don't want the yellow rotation

rapid helm
#

How u mean

rugged wigeon
#

You're saying "on the screen" which is a 2D plane. But you want to rotate a 3D actor in 3D space. So what does that even mean? Do you mean the object should be flying in a circle a fixed distance away from the camera?

#

or should it be moving in a circle around the object along the ground?

#

if the orange dot is on the blue plane, where should the rotating object be in 3d space?

rapid helm
#

I guess i should be more specific

#

The object in question that i want to rotate is the camera and i want it to rotate around the arrow (the red thing) based on where it is on the screen

#

You feel me

#

Like if the arrow is on the bottom right side of the screen the camera will rotate around that point instead

rugged wigeon
#

rotating the camera around an object as a function of where the object is rendered on the screen? No I don't think that will ever work. do this instead.

  1. parent the camera to an object on the red arrow.
  2. rotate that object which will cause the camera to swivel around the red arrow
  3. determine your rotation with some other scheme than "where it is on the screen"
rapid helm
#

Well thanks anyway

lunar sleet
# thin panther global funcs, variables whatever

so are you able to return outputs back from them? i.e. in my case, I need the widget to call an event in the GI (has async in it, so I can't make it a func), then return a bool or other vars to the widget so I can call a diff function in there? rn, I'm stuck calling into the GI and casting back into the widget for this, which is fine ig, but seems silly

#

and doesn't look like you can call macros from outside the origin bp

#

tbh I don't even know if that would work since this involves latent actions. I imagine even subsystems need to run within one tick

remote meteor
lunar sleet
#

yeah, I don't want to make it more hacky than it already is, I'm gonna read up on this UAbilityAsync

#

oh wow it's just global eh

remote meteor
#

yeah, its more like "function library" kind of static, but each call will create a different instance of the task

#

the classical way for me to handle this is to get GI, bind something, call the function that will later call this delegate, callback from delegate, continue

#

something like these

gentle urchin
#

Delegate seem reasonable

lunar sleet
#

Cause I have to wait for stuff to finish happening in the GI and get values from there once thatโ€™s done

gentle urchin
#

Why wouldnt it work?

#
  • WBP Initiate Save and bind to SaveCompleted in GI
  • GI Start latent save
  • GI calls save completed delegate
  • WBP recieves the broadcast and mives on
#

Wbp dont cRe if this takes 2 seconds or 2 mimutes

lunar sleet
#

Ah right that makes sense

#

Saves me from doing an extra call back by subscribing to it, thatโ€™s fair

gentle urchin
#

Maybe you just wanna stay subscribed to this callback

late gorge
#

anyone know why there could be inconsistency when using a stationary actor's world rotation to align player character's rotation?

#

not a consistent mistake/offset from what i'd want, but an actual completely random offset

#

it's set up to repeat the align every half a second, it's supposed to align the player character to the connecting lines (tried using both an arrow component's world rotation and find look at rotation, you can see blue and yellow debug line to represent both, the math seems correct every time)

#

character movement "disable movement" is called at this point, no input should be registering (except after finishing the conversation)

#

the only way to actually make it align i've found is to use the movement to rotate the character around and sometimes it'll work, sometimes not (as you can see in the video)

#

which also happens if i fire this only in conversation, it's just there to repeat it quickly so i can debug more quickly

gentle urchin
#

Tried flushing the input buffer?

#

So you dont have a remaining rotation waiting to be applied next frame

#

Also, wouldnt you just disable movement input during convo?

late gorge
#

...

#

i wouldn't be here if the obvious hadn't been tried :D

#

flush input i have not tho

#

lemme try

#

nope, the flush was already set :\

gentle urchin
#

Its not.obvious to 90% who asks questions here, so forgive me for making sure

#

Also why are you setting the location?

late gorge
#

so it's set at a consistent place for cinematics

gentle urchin
#

You definetly wanna disable movement input for this then

#

But ur setting rotation based on something thats st your exact locatiln

#

How do you expect that to work

late gorge
#

the arrow and ai aren't moving

#

how would that not work?

gentle urchin
#

But you are

late gorge
#

the player is only involved in debug lines

gentle urchin
#

Youre asking it to find the direction from 0,0,0 to 0,0,0

late gorge
#

arrow -> ai location look at rotation
or
arrow world rotation

#

and you can see the 2 debug lines stay consistent

gentle urchin
#

I now realize its logic in the ai bp

#

So get actor is the ai not the player.

late gorge
#

yep

#

single player game so get player character should be consistent

gentle urchin
#

Yepp

#

Should you be anle to use the arrow rotation directly ?

late gorge
#

same result

gentle urchin
#

Anything else updating rot?

#

Logic seems fine

#

Im sure if i add this in a project itll work

late gorge
#

the locomotion component is anything i can think of, but movement is disabled

#

it's a root motion based ABP

gentle urchin
#

Does that respect disabled movement instantly ?

#

Sorta doesnt look like it

late gorge
#

but in the end this is all that the component is doing

#

same result even if im not moving when i start conversation

#

it's atleast consistent in the sense that certain pre-dialogue rotation ends in a consistent post rotation set rotation

gentle urchin
#

Easy to test with a new actor

#

That will verify the logic, isolated

#

The set loc/rot part of it

late gorge
gentle urchin
#

So that part is solid

late gorge
#

found it, the locomotion is doing some root motion offset thing that i have to disable in addition to character movement disable movement

queen heron
#

how do I get the index of the last spline point?

spark steppe
#

get the number of spline points -1

queen heron
#

do I like get the number of spline po----

gentle urchin
#

x)

timber crystal
#

hi

#

can somone help me? ๐Ÿ˜ฆ

tame pecan
timber crystal
#

why the hitbox dont goes up even if u but the orintation value higher

#

bad picture one sec.

i go now for trainig in 60 minuts i come back i hope somebody can help me until im back

Thanks in advance to anyone who tries to solve this

THANKS

queen heron
#

ok, this is soo weird
if I attempt to execute a Draw Debug node, the game still runs, but the render is completely frozen
if I go into simulation mode, I can see the axis at the bottom left corner rotating and leaving permanent debug lines

#

ue 5.3.2

#

it seems when the draw debug node is active, everything is frozen

#

when the duration has ran out, everything goes back to normal

#

huh

#

so

#

it seems to be a bug related to MSAA

#

I changed the anti-aliasing to TAA and the draw debug nodes run properly now

dark drum
neon burrow
#

Does stuff like Create HUD / add to viewport go in "character" or "player controller" ?
watched a video, and now i am conflicted

gentle urchin
#

Create HUD as in the widget?

#

I put it in the HUD class

neon burrow
gentle urchin
#

Anything widget related -> HUD class

dark drum
neon burrow
#

saw a framework video, and in their explanation they had this in playercontroller

timber crystal
gentle urchin
#

Thats my reasoning

timber crystal
neon burrow
#

well, i was just making sure because, if i added it to playercontroller then the hud would spawn in main menu, and not when character spawns in,
that way i would have to make two seperate player controllers

dark drum
timber crystal
#

you mean this right?

gentle urchin
#

But youd need 2 hud classes ๐Ÿคฃ

neon burrow
#

Yeah i figured xD

gaunt wadi
#

Am I being dumb, using VR template with VR hands to try trigger an overlap event with collision box and it isn't triggering, both set to simulate overlap events, any ideas?

neon burrow
timber crystal
neon burrow
hollow bane
#

Hello ๐Ÿ™‚
I have made a portal that I want later spawn in. I use niagara particles but i also do have a cylinder mesh within the niagara particles.
Right now I spawn the portal with F. The particles fade in nicely but my cylinder mesh comes in instantly. how should i approach this problem to make it also fade in slowly like the particles at spawn?
They all are in side an blueprint actor i spawn.

neon burrow
#

I made my "player controller" to be the new one, but now my character wont move or anything ?
i am bit confused as its a child of the parent "player controller"

"my character only moves if am using the BASE Player controller"

gentle urchin
#

Are you overriding whats making it move?

neon burrow
#

Player input is in the CharacterBP
and the my player controller is "mostly empty"

#

I just did this, and it works?

#

the one on the right is the one that doesnt work
and on left is the one i just made and works

#

no idea why it doesn't work, but i will just use the new one that works

versed sun
ocean crow
#

Hey all, anyone know why my transform gizmo is transparent?

timber crystal
#

my character animation freez in his block animation after i press the "Handy button" for block why?
I want that he only blocks when the button is pressed in that case he blocks all the time after i press it ones and than i can not stopp the blocking any more he freeeeeezzzzeee in blocking mode like the button is always pressed

(Until i press the block key on my keyboard)

hollow bane
#

I have another stupid question ๐Ÿ˜„
I am transforming my niagara particles now with event tick on x axis. each time a tick happens it looks like the particles are reset for a tiny amount of time. is that a problem of the tick or the way my niagara particles are set up?

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maybe the lifetime?

dark drum
neon burrow
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I have a interface that gets executed in "an actor" then that goes through BPI_Interface and should end in HUD, but it doesnt

timber crystal
sudden spear
sudden spear
# neon burrow

Ideally this should be the class that needs to fire that event

neon burrow
sudden spear
neon burrow
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How would i get a reference of a HUD class

sudden spear
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...an interface call always needs the desired class (which should fire the event) as a target

sudden spear
sudden spear
hard charm
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Guys, how can I extract the angle between 2 rotations in blueprint. Would it be done with the delta rotator?

neon burrow
gentle urchin
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You dont need the cast

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Get hud

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Returns a reference

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Of the parent type, but that doesnt matter

neon burrow
gentle urchin
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Its still the very same reference

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You want the message interface call

neon burrow
#

yeah i think my fault was that i didn't find GET HUD because it doesnt show up unless u untick "context sensitive"

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so i got confused on how i should get a reference

sudden spear
gentle urchin
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Im not really sure why this is an interface call anyways but oh well

neon burrow
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Add to screen happens in a ACTOR
and the EVENT happens in HUD_PLAYER

neon burrow
gentle urchin
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dont hate the cast

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use it when it makes sense

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Adding to screen is very class specific operation

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you're not gonna have 10 very different classes reacting to that

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and your hud class is always loaded

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so there's virtually no penalty for casting to ti

sudden spear
neon burrow
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Well now that you mention that, it does make sense

gentle urchin
#

interface is an abstract concept

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ment for communicating with a bunch of classes that dont easily fit in a common hieriarchy

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(as many others, I prefer component over interfaces due to statefulness and pre-coded functionality)

sudden spear
hard charm
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Yes in the end I did it with the dot and harassment between 2 vectors. Because it's the only way I can think of

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I would like to know if between 2 rotations the angle between both can be extracted. I understand that with the delta rotator function it returns the difference between both rotations but it does not return it to me in angles.

hard charm
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In the end I solved it, this is to make it so that if my character's angles between the inputs are greater than 120 degrees, he turns me completely with a timeLine

neon burrow
gentle urchin
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Progress attleast ๐Ÿ™‚

sudden spear
hard charm
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What my get velocity vector function does is the sum of the forward and right vectors plus the last input vector I pressed. I do this so I know what direction my character is going to take.

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This is necessary for the character to rotate on both axes, both forward and to the right.

hard charm
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I will make a gift so you can see the result, it gives a very good movement and very similar to RPG games

sudden spear
hard charm
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right

maiden heath
#

Hi Guys, a question, I'm trying to make the "Remote Control API" plugin work but when I click in the Unreal cmd "WebControl.StartServer" it doesn't do anything. How can I solve it?

thin panther
#

check the #rules on crossposting

hard charm
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@sudden spear this is the result

sudden spear
paper scroll
#

i als get this error when i close the game

Blueprint Runtime Error: "Accessed None trying to read property K2Node_DynamicCast_AsPork_Mince". Node: Destroy Actor Graph: EventGraph Function: Execute Ubergraph Blender 1 Blueprint: Blender1

sudden spear
#

To solve this issue you could try to store it in a variable and then call DestroyActor from that variable instead of from the overlap event

hushed trellis
#

Hi, im make a simple elevator with a spline, and i have a mechanic to push blocks, I want to push my block on the elevator and when I activate It to move the block Up/Down, thats the code i got right now to attach the block but when the block overlaps the transform change and gets bug dont know If someone can help me. and can show him more

sudden spear
paper scroll
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Blueprint Runtime Error: "Accessed None trying to read property As Pork Mince". Node: Destroy Actor Graph: EventGraph Function: Execute Ubergraph Blender 1 Blueprint: Blender1

sudden spear
# paper scroll something like this?

hmm... okay...
Make those saved variables a "validated get" and try to figure out why they're no longer saved.
You can set break points on blueprint nodes with F9

sudden spear
paper scroll
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so i may not know how to use these brake points however it seems to be broken from the start for both of them

lunar sleet
paper scroll
sudden spear
# paper scroll

when stopping there, you can use F10 to jump to the next node.
...also use mouse over at those pins to get their debug value

paper scroll
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ok wtf, it just works now

#

issint this the same?

sudden spear
paper scroll
sudden spear
# paper scroll issint this the same?

Theoretically yes^^
...what could also be the case is that the values are just assigned too fast. Maybe using a delay node with one frame delay (duration 0,0) would lead to the same result

sudden spear
twilit lynx
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Does anyone know why this aint working? I have a setup when the player clicks a state the event fires, gets the location of StateLocationOrb and then sets the Offset of the SpringArm to the same value (with my own z value set with the target arm length). The intention is to have the camera zoom in on the specific State clicked, but the camera is instead going way far up and to the right.
The printed string reads the correct value i need and the State offset from each other is correct so im at a loss here...

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Only thing i can think of is because the State bps are scaled 4.5 times but i think with the print string giving me the correct values that shouldnt actually matter.

twilit jacinth
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I want to teleport the platform actor with pawns and other actors standing on top of it to new location whilst maintaining their relative position on the platfrom. What would be the best way of doing this? To have a platform recieve a teleport loaction and then save relative transforms of other actors somehow and send them out commands to change their location?

twilit jacinth
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Sounds like a good idea but I'm not sure about the number of possible number of actors on the platform

undone bluff
undone bluff
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just detemine the offset of the actor to platform, and add it to the new platform location

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though the attachment approach should be really cheap, I cannot say for sure without profiling

frigid summit
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hi guys how to make widget not move with the camera in unreal

soft fjord
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It's in the same window, In the pic it's not there - My thought was that I could just swap the OnComponent to the Input action i've made.

tawny tiger
lofty rapids
violet spoke
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Can I override or bind one event to tick? or something that will make it simpler and reduce if/switch in it ? It will bind only on creation, so easier to maintain simpler blueprints

frigid summit
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set to screen

sudden spear
# violet spoke

Seems a bit like a complicated approach to "bind" those costum tick events.
You could rather use the same approach as above, with an enum switch (in case only one of those have to fire of course)

violet spoke
gentle urchin
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This looks... ๐Ÿ˜„

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Promising

violet spoke
sudden spear
# violet spoke

I see ๐Ÿ™‚ (even though I can't ๐Ÿ˜… )
...what you could do for better overview is to call those custom events from the main tick event...
...but other then that... I think it's okay how you're doing it.

sudden spear
stiff linden
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Is there a reliable and simple way to tell whether the mouse is currently over a widget regardless of whether a mouse button is held down?

IsHovered? returns false so long as a button is held down. Mouse enter and Mouse leave events don't trigger either, so a custom hover boolean using those also doesn't work...

I'm trying to implement a drag and drop item interface, so i need to know when an item is released whether the mouse is over a valid slot for the item to go into. I would just manually check coordinates myself but I can't even figure out a reliable way to get the relevant widget's position on screen to check against the raw mouse coordinates.....

sudden spear
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The enum is an example of course ๐Ÿ˜‰

sudden spear
stiff linden
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that event also does not trigger when a mouse button is already held down

sudden spear
rapid saddle
stiff linden
sudden spear
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Maybe you're calling it from the wrong place?

stiff linden
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the same thing happens whether On Mouse enter is an event on the event graph or is converted to a function. executes when no button is held, doesn't otherwise. It'll execute after the button is released if the cursor is hovered.

I'm gonna recreate this in a fresh widget, sec

kind dust
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I am trying to work a shotgun style bullet spread however the rounds keep firing upwards and I am unsure how to correct this. Any ideas?

rapid saddle
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then i've got the events for on drag enter/leave, etc. but It works for me when I hover even if im holding a button down already, so I would double check your code

stiff linden
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okay that makes sense cuz the down event is triggering all the while, i was unaware of the detect drag node existing at all

#

how do i actually use it though? like how do i tell if the mouse actually dragged over the widget from the Event Reply output?

rapid saddle
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You mean like that? With the drag enter/leave events?

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they have mouse on enter/leave events to

stiff linden
sudden spear
stiff linden
# rapid saddle

i didn't know about this event. just put another test in this dummy widget from the above video. On Drag Enter doesn't seem to fire whether I'm holding the mouse button when i hover it or not

sudden spear
stiff linden
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I did do it with a border. hoooolllll up

gentle urchin
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Sounds like youll be running tick anyways

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Otherwise you can set timer by event

stiff linden
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i don't see why that would affect things anyway

ocean gate
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Hi! I'm looking into creating a custom player spawn system, and I'm wondering if anyone has any tips in regards to making that? I was first thinking of just having a bunch of "player spawner actors" with separate IDs corresponding to their locations, and then teleport the player to these locations when they are spawned in / loaded in, but this seems clunky somehow. Is there a better way?

sudden spear
lunar sleet
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#umg is best for UI related questions

sudden spear
rapid saddle
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Thank you Neo

rapid helm
stiff linden
# sudden spear I'm on 5.3 as well. Yeah that's true, it shouldn't make a difference I guess. M...

I can do the same thing (use mouse enter in the big UI that contains these widgets) and the same happens ๐Ÿ˜ฉ It works w/o mouse button held (and as you said only triggers on actual elements within the big canvas) but still doesn't trigger when the mouse is held down.

This is genuinely flabbergasting to me. How is there someone whose UE just works this way? I have even seen forum posts where ppl say "that's just how Mouse Enter works it's meant to be w/o button held down" lmaooo

rapid helm
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Here's the code so far

stiff linden
rapid helm
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How does spring arm work?

stiff linden
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it's a component that maintains a set distance from its origin point. It's common for character cameras to use a spring arm to manage distance from the player etc

plush ether
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About this Vector Snapped to Grid, is it possible to modify the rotation of the grid?
For now the grid face the Y axis, but I would like to have the option to modify that value and add a certain degree

stiff linden
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just make your camera a child of the spring arm

sudden spear
broken wadi
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or if you donโ€™t want to use getallactors you can make a new bp called spawn manager and have a public variable array of all the player starts and pick them manually in the details panel

sick sky
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what would be a way to make custom graphs like this without cpp ?

gentle urchin
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Isnt there a flow graph pluging

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That allows you to make customized graphs, without cpp

sick sky
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let me check

gentle urchin
sick sky
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looks perfect

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ty

gentle urchin
frigid summit
frigid summit
manic vessel
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Hi , I have this weapon and Im trying to rotate a bone about 120 degrees each time an even dispatcher is called, but its playing up and doubling back on itself what should I do here .

sudden swan
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When i press play, this appears.. Not sure why and how to get rid op it

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Anyone an idea?

twilit jacinth
undone bluff
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'keep relative' is correct

twilit jacinth
undone bluff
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well you want to attach all the overlapping actors and then teleport, right?

twilit jacinth
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Yes

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Ah So it should be a different function

undone bluff
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you are attaching an actor, then teleporting the platform

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then moving on to the next actor

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when the platform is already at 0 0 0 because you moved it there

twilit jacinth
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Like this? Still same results

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I will try couple more variations. Thanks for clarifying

undone bluff
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it should be set to keep world

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this works perfectly for me

#

you'd need to make another for loop to detach

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it'll work without detaching, but I think it's necessary to not mess up garbage collection

broken wadi
twilit jacinth
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Also your nodes look really cool

ruby cobalt
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making a sound effect that "ticks" as a plane (grid) moves in my scene.
the moves is done with a tween.
I'm using a timer to trigger the "tick" sound. it gets enabled as the plane position changes. I want the timer freq to be shorter if the plane moves faster.. any ideas of a workflow for this?

faint pasture
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timeline or tick?

ruby cobalt
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1s let me boot up UE

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it's part of my global interp system that you've helped me with already but i'll share nodes

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1st screenshot is in my camera BP
2nd screenshot happens in the plane BP
they are split because camera auto focus tracking tracks an actor in map.. haven't found a way for it to target a mesh.
(and it's a mesh because I want it to be visible sometimes)

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Midi Note here is what triggers the sound.. (handled externally, for now)

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Time 0.05 is what I'm trying to set based on velocity perhaps?

agile moss
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Guys please I need help. So I am using timeline (0 to 1) times 90 for the rotation of a door. Yes I used collision begin/end but there is a problem that doesn't make any sense, so if I am moving around the collision box the door goes randomly, it even goes over the limit of 90 degrees. I even used print string but its perfectly normal 0 to 90, but why is the rotation of the door always off. Why does it do that? I have done exactly like the tutorials, should I reinstall UE4?

faint pasture
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tick -> accumulate distance -> if > TriggerDistance -> play sound

ruby cobalt
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so you'd set the material from within the camera BP instead of bounce the stuff around?

mental trellis
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I've never been a fan of distance accumulation

faint pasture
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You want to play a sound whenever something moves X distance right?

ruby cobalt
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ahh so no timer.. just play sound whenever it's far enough from previous position

faint pasture
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If that's the rule, yes

ruby cobalt
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and how sensitive it is defines how fast it will retrigger

ruby cobalt
faint pasture
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if you're already ticking to move the thing that's the obvious place to do stuff based on movement

ruby cobalt
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coming from a music approach (but I don't want to rely on bpm) I was thinking of setting a frequency

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i'll give it a shot and see how it sounds thx

faint pasture
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What's the desired end result?

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is this like moving a slider and haveing it tick tick tick based on distance moved?

ruby cobalt
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i'm creating a weird audio visual instruments.. using unreal as my sequence for various sounds

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i want it to tick when it moves basically

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and I figured it could be interesting to have it change how fast it ticks based on the intensity of the focus adjustment

faint pasture
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I'd really have to see it in action but yeah that's how I'd do it. You already have the structure to update values and trigger things based on those values so just work in that framework

ruby cobalt
ruby cobalt
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yeah code is easier to read than words haha

agile moss
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1 sec

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it goes over 90 to like 120+ sometime, or below 0