#blueprint
1 messages Β· Page 120 of 1
white thing -> Execution wire
without it, the code does not run
how to create a timeline in widget
is this what youre talkign about? found a YT vid about interfaces, he added 2 fucntions, on interact and interactable
you use this function at some point to display the name ?
how to create a timeline in widget
patience
Widgets dont support timelines
There's no get function here
open your interface
add a new function
which returns a text value
then call that π
implement it in the target blueprints
how do I create this
cant you do a sequence for a widget to have one say fade to black?
Animation, yes
widget equivalent of timelines is animations
hardly equivalent π₯²
how to play the code I wrote in the animation I want to increase a transform scale value over time
I'd say so, though feature set certainly differs
use the window tab to show the animation window first
Hey, I'm looking to spawn a BP on top of another BP. The problem is that the pivot point is in the center and I need to get the vector of the "bottom" of the spawned actor to align. What would be the "unreal way" of accomplishing that?
get bounds
Oooh awesome, thanks!
I thought about very overengineered solutions, I'm glad i asked here π
how to increase the scale size of something in widget animation
is this not working ?
@tiny monolith you can use widget timeline to replace timeline
This is not right, you need to use widget animation
Go to designer tab, add anim and do it there
Any widget anim video would go over it
yes
very confused question here 
I'm doing a linetrace and checking for object type. why might this return false?
complaining about lack of tutorials when there's documentation π
what is the print string showing ?
Tbh I find it hard to believe if I couldn't find a tutorial about animating a button
It should be on the top of the page
(I clicked multiple times hence multiple prints)
ah thanks guys
Check the class type then
Not an instance
== should work like the c++ IsA afaik
Depends, don't you make a bp for your sound object?
I think this should work
It will be w.e the class of your bp sound base class is
oh damn I confused parent class for the actuall class I think
do I need to set this for each button or is it a subwidget
yo cold, im trying out interfaces, for what im trying to do with a door that has 2 widgets (open/close), a chest with 1 widget, and a torch with 2 widgets (turnon/extinguish) this is how my fucntions should look right?
Indeed, I mean your sound class is of type actor, but you can go lower and check your bp class u create instead
I don't guide on system
Make simple interface, override function. Get a string from it
should I make a subwidget that will have widget button animations everywhere
yeah was being silly. thanks gonna check by class then
Once u can do that u can move on
Or just cast
fair
yes
too much casting bloats memory
Only applies to bp
this is already a hard reference
When using a subwidget in another widget, can I access the text inside the button in the subwidget?
U should cast to base class when ever possible
U can access anything, just need the ref to the instance
Get mywidget->get MywidgetButton -> do X
you can preconstruct the text from a variable
Dunno if you've figured it out, but I believe this is the relevant setting
I still can't figure this out
Can someone explain it to me?
how to put the subwidget button in an interface vertical horizonal canvas etc.
(constraints -> XYPlane)
Doesnt really work
Not sure if it used to work, but certainly brings trouble these days
I managed to find a solution in the end, I had to use a physics constraint component
no, you're right
you dont need "IsInteractable"
you want
- OnInteract
- GetInteractionText(or Data)
this would work instead
what is the get interaction text/data for? ist hat for widget?
IsInteractable might be useful if you want to have a logic to disable the interaction (like the door is locked)
well the linear and angular dampening, they still allow movement but just put a sort of speed limit on how fast that movement occurs, the physics constaint system allows you to completely lock up certain aspects of movement and it's working great
yes, the thing I wanted to show in that screenshot wasn't linear dampening but
I do have similar thing in my code to display the text, like "Open the door" when looking at the door but if you don't need something like this you can omit that
i need exactly that
its there to supply the widget with the data needed to show what the interaction does
yeah that wasn't working on mine... idk if it's because I was moving the object via a physics handle or what but it just refused to do anything.
exactly this
huh
Nevermind im just dumb
pretty sure we use physics handle too and it works just fine
The name wasn't showing up because I never set it
i need an OpenDoor and CloseDoor for doors and extinguish/turn on for torches
π€·ββοΈ just one of those things I guess
Thats the interaction otext.
you return interaction text based on the state of the interactable object
okay how do i make it know what widget i need?
oh
so in the door bp, event GetInteractionData -> if doorclosevar == true -> createwidget opendoor
I wouldnt create widget
i would simply r eturn the text the existing widget should display
hopefully the widget is owned by the player who's gonna see it
and exist somewhere in their context
so keep this in fpcharacterBP adn just add to viewport?
Nooo
this should be a single widget
where you simply change the text shown
and/or icon or whatever
a single widget? how do i make sure the size of the widget always remains centered?
centered to what
to screen
set pivot point (anchor) to center and 0,0 as location
each text is goign to be a different number of characters so size willl change
Light Up vs Extinguish. extinguish will take up more space
and then there can be overlap with the E key icon
So you should be fine
Try changing the text, it should be centered with this setup
no matter the length
set your anchor in the details
its an image so it wont let me put in children
shoudl i be using something else instead of an image?
put them in a horizontal box
I mean:
- Horizontal
- icon
- text
a box can have multiple children
still use the black bar as an image?
Are you talking about the background?
to the horizontal box?
In my case I have border with box inside
But maybe it will work the other way too π
No wait, yeah Border -> Box as child
im selected on horizontal box
Can you show hierarchy?
You need something like this
what kind of box? still horizontal?
Yes, if you want horizontal content
Meaning, stuff is laid in a single row
size to conbtent is checked
Looks good, now remove the old background and use Border as a parent of your horizontal box
Same with light gray border of button but remember about hierarchy
Like in my example screenshot before
As a rule of thumb to add some bg just wrap the thing in border π
If it doesnt support background iself
imma use that from now on
how can i round the corners?
nvm
i was clicked on wrong thing again
Wasnt there a new thing for that
okay now to get the E icon and progress abr to overlap
i just realized i could probs put the Key as the bg imaghe for the progress bar
now its just stretched and not full size
Does anyone know how to read control rig blueprint variables from a normal blueprint?
okay so in my new interface i have oninteract with input interactingplayers-characterobjectref
and getinteraction text
how can I check if more then 1 bool (out of 4) are active and if so do something but if only 1 of 4 bools is true do something else?
I basically want it that only 1 out of these can be active at a time
XOR
hmm but how would I do this with 4?
what does that do differently?
3 of em
it only returns true if exactly one bool is true
you can make a XOR bool and add pins to have all 4 connect at once
OR
0 | 0 = 0
0 | 1 = 1
1 | 0 = 1
1 | 1 = 1
XOR
0 | 0 = 0
0 | 1 = 1
1 | 0 = 1
1 | 1 = 0
yepp
that is lame af
nice it works! Thanks @gentle urchin
I guess you could doubleclick XOR
and it would open visual studio if im not mistaken
i dont wanna do that
me neither
oh well
is it possible to create widget blueprints inside widget blueprints? For example, in my inventory, I would like to create a "slot" widget I can just drag and drop into my inventory. This slot widget would have functionality, such as mouse hover over and such
bool UKismetMathLibrary::BooleanXOR(bool A, bool B)
{
return A ^ B;
}
squize whats next? oninteract in object bp?
yes, that's the way to go
I guess it makes sense, to have multiple pins you need to have a loop and it will cost you performance
That's why xor is simple in BP
On trace hit -> Does Implement Interace -> Get Interaction Text
This trace would happen basically all the time right, whenever the player is looking at anything?
yeah
So basically on Tick
every 0.1 seconds it runs again
sure
so if implement interface, then GetInteractionText from the hit Actor
using the interace message
you wanna use the reuslt of the does implement interface in a branch
after the hit branch
So you can store a reference to the target, or clear it
You could also do cast as it has two exec pins, one for cast success and other for failure
cast to interface , yeah that's true
i keep forgetting about that one
cast to interface? isnt that kind of a nono cause its not resourceful?
You will need cast anyway to call the methods in the future
cool
Drag and Drop operation does that already
I'd also make an event Dispatcher
"OnHoveredInteractable"
in the char bp
right. Then tick is the way
true
oh like a new function?
like an event dispatcher
below functions/variables... at the bottom there π
you can try overriding Drop
were talkign in the BPI_Interactable right?
No, we're now in the Character BP
were we're hopefully doing our last implementation π
hm when attempting this, I keep getting
"Internal Compiler Error: Tried to create a property Slot in scope SKEL_Inventory_C, but another object (ObjectProperty /Script/UMG.Widget:Slot) already exists there."
When compiling multiple of my "Slot" widgets
got that. call it?
"OnHoveredInteractable"
yup
Oh right
I prefer functions so i'd say wrap it in a function
the "cast to interface" and store that reference
and calling that broadcast
stuff it in a function
that returns a bool
oh nvm just a naming error for some reason
I tried but it looks locked too. Do u know if it is possible to build custom drag and drop in bp or is that only possible in c++? π€
when i drag it in i get the options
call
bind
unbind
unbind all
event
assign
ignore that for now,
create the function first
select the "Cast to InteractionInterface"
right click -> collapse to function
you can do it in BP but im not sure you can fix how the buttons are bound... seem to be done in #slate for minimal flexibility π
what do i name it? the collapsed cast into function
"UpdateInteractable"
got it
open the UpdateInteractable function
opened
I think you missed the input pin
I'm trying to use this but the camera keeps moving off to some other location
i need an object input
make it π Actor reference
actor reference?
nah
or i guess the update would already right?
so now it can tell whether its a door, chest torch etc
in the different objects that can be interacted with yes
now for the update text then?
you implement the "GetInteractionText",
If it doesn't have the interface , it return the Default Values and continues the Exec , i believe
man i wish my school that im paying WAY too much for woudl actually teach us UE. our core engine is UE and all they showed us was to import shit and blueprints exist. then told us to ahve fun
changed the function a fraction, as we dont need the bool return
so it's just this
We need to create the widget next, and store it somewhere sensible
it could be in the character, but that's often bloated already, so I'd suggest either PlayerController or the HUD class
does event hit node automatically detect all forms of character overlap? or is that something I would have toadd beyond that
"all forms" ?
so like damage events, character overlap
close and open the bp
weird
why does it do that
i hoenst to god though my switch broke so i was going to replace it
im getting an error for return value
refresh the node, remove the return value
Pin Return Value named ReturnValue doesnt match any paramters
refresh
refreshw orked
ty
for the widget i just need to create and set it right?
like this?
where is this?
Do you have a custom playercontroller ?
Gotcha
well
lets stick with what you got then
Name the widget generically
"InteractionWBP" or smth
W_Interact
sure thing
create it the way i showed?
its gettign created its just not being shown
probably works ?
yea i was just thinking add to viewport when i need
i think you can also set it in the widget default values
i'm just thinking maybe flickering
so you wouldnt have to do it here
and when not need romve from parent
Nah just keep it in the viewport i'd say
i put my widgets in the hud
same but lets not use time on that xD
already using my entire evening on this lolol
i dont wwanna fuck with HUD just yet
im so sorry and thank you so much
how do i set to collapsed?
drag from the widget reference, set visibility
collapsed not hidden?
ye
target? leave? or drag the widget
widget
done
singleplayer ?
yea
graph?
cool cool
so
GetPlayerCharacter -> Cast to YourPlayerCharacter
Bind to OnHoveredInteractable
create a new event?
yeah
How would I fix the LMG firing as fast as you can click and force it to use the timer?
the focused interactable what is taht connected to?
is that the get play character?
You want to promote the casted character to a variable
that's what it would be connected to
we could ofcourse include it in the delegate directly, if we wanted to
but nah, not for now
promote this to varaible?
yes
and set it righ then too?
the input object to the cast is "GetPlayerCharacter"
yes
Currently, this lets me hold down left click to shoot repeatedly, but I've found if you can click faster than the timer the gun will still shoot. How would I fix this?
I see no timer
When firing, assign current time to variable. When firing next time, check if enough time has passed.
name it something like Playerref?
I need difference
whatever , yes π
Its one of my variables
for some reason my print string doesn't work, has anyone else had that problem before?
I have the game start time and the current time, how do I get how long a player is in the game?
all i have is event beginplay, and print string
im missing something ehre
You're missing the return variable
open up the interface, and add it to the function definition
@pearl lagoonYou need 2 bits of state, whether or not the trigger is held, and whether or not the gun can fire from fire rate
Would I use Clear Timer by Function Name or Clear Timer by Handle
well, what is "starttime"?
Anyone able to tell me why this doesnβt work?
there's a bug for that if im not mistaken
OnInteract or GetInteractionText
the string is empty
its equal to the word "Boom"
or the bp is not instantiated
how do you instantiate it?
Which one do you need to return a value?
So to do this would I put that in my GUN_PARENT or here in the player controls?
do this all from inside the gun
the only thing the gun should get from outside is the StartFiring and StopFiring events
ohhh, thanks
whatever your base gun class is
i tihnk get interaction text?
do you always need to spawn blueprints?
Correct
so add an output
Ok, so which timer function should I use for this?
blueprints , yes for them to execute
Cause theres a lot of them
alright
Forget timers for now, get the logic right with a delay, you can later move to a timer
the point is you need a bool to represent whether the gun CAN fire
that bool is set false whenever you fire a bullet and set true after TimeBetweenShots
im missing how you got that node of target to focused interactable
So i need an extra variable on top of my FireRate float?
Its from the player reference
get foucsed interactable?
or whatever you called it
Delay version:
StartFiring -> bTriggerPulled = true -> TryFireGun
StopFiring -> bTriggerPulled = false
TryFireGun -> if bCanFire && bHasAmmo && bTriggerPulled-> Spawn Bullet -> bCanFire = false -> delay(TimeBetweenShots) -> bCanFire = true -> if bAutomatic -> TryFireGun
im not seeing the node
check what you called it in the UpdateInteractable function π
or in the variable section
Interactable something maybe ?
new interactable
i cant pull it out
did you save it as the correct type?
what shoudl it be? actor obj ref?
No
and i make it in BPI_interactable right?
your character ref
maybe something like this?
huh ? nono
not at all
you had said in the interface
In the UpdateInteractble function
is what i said
unless you're refering to something else
im just guessing that you understand me all the time π
i thought i was tbh
deleted ccmpiled and closed
grab char ref , check if there's a valid "AsInteractable"
this then
yepp
ahhhhhhhhhhh
ta-da
thats where i was struggling
now the bpi interface does it need an output on gettext?
Yes
actor obj ref?
widget obj ref?
so just a text
For now anyways
i cant find a text obj ref if thats what im needing
you just want the text...
rereferencing this
why does OnHoveredInteractable not give you the thing that got hovered?
i mentionend it, but let it slip
my mistake
but now i wanna keep them focused on this next thing x)
would remove the need to store the ref, and drag the other ref from it, so would look a tad cleaner
how i do that
Go back to the Character blueprint
select the Event Dispatcher
Add Input to it, of the type BPIInteractable
character opbj ref?
my man going from 0 to interfaces real quick
text
π
im slow today holy
do i need to set anything ehre?
simply connect the variable
"AsBPIInteractable"
not from the Set nodes, but from a new fresh Get
im back
We no longer need to store the char reference
since we get the object directly from the event
you may need to update the custom e vent , (not sure if it does it automatically?)
you still need to connect the pin from the Cast
good
Now, your TextBox for the interactable text
is that showing as a variable?
no
I tried some things and got to this point. I still need assistance getting the timer to not shoot endlessly and also prevent you from clicking faster from it
go to designer, select the text box,
up in the right corner mark "is Variable"
tis a variable now
Nothings unique in 5.3 vs before, the same concepts still work
Its just about setting up turn based, in general
What about game mechanics?
more or less the same, but now you can use GAS
I did find a few links, but they seem out of date, since they focus on Unreal Engine 4.
if you wanna dive into an existing framework
GAS?
Gameplay Ability System
Huh. Never heard of that one.
It's big, and hairy, so to speak
You mean like this?
https://dev.epicgames.com/documentation/en-us/unreal-engine/gameplay-ability-system-for-unreal-engine?application_version=5.3
yepp
all you need to do now is implement the function in the interactable objects
interface is implemented with the torch. ill try with one for now
||No, it would be the interface function||
yup
What I'm thinking is...well, ever heard of games like Mega Man X Command Mission or Evolution Worlds or Wild ARMs? I'm thinking of 3D environments where random encounters occur without tagging any enemies and three or four party members take part in battles.
Example: https://www.youtube.com/watch?v=59HImqLlUBo&list=PLN9aWB4vculL46mdkK0lfSuSRLsCw0OWL&index=2 and skip to around 3:40.
You can support both Mega Man AND me through Nexus: https://www.nexus.gg/megaquint
So first off, X, love the new look. Now as for the game itself, it plays like a traditional Turn Based RPG. You've got items, you use Sub Tanks to heal, and you have a Hyper Mode which lasts for a couple turns and gives you a boost in stats.
Now, for the story. ...
Though the turn order part, I would like to approach differently.
how do i edit in tehre?
you must implement the function in all interactable objects
just like you implement the "interact" function
like final fantasy
not just the itnerface but also the functions themselves
yes
you must implement the function
so it returns something else than nothing
not sure if the template i got was free or not
i think it was
ye
function or event?
yepp
add to event begin play?
No
just implement it
and return a meaningfull text
this is called from the interactable widget when necessary
i am not following here
you need to implement it
Do you have a link to that?
double click it
Yikes...
100 may seem like expensive, but there's a few hours of work behind it π
as for the state? i just grab my bool variabel of lit or or not?
Sounds reasonable
Hey all, hopefully this is an easy question. I'm trying to kill my pawn when it lands on the ground. It's not a character, so I can't use the "On Landed" event. The print string works, and I presume the variable is being set, but it's not spawning the emitter when it hits the ground. Can someone help me find out why?
I have a box collision on the pawn that is set to overlapAll
Apparently. If only I knew how I could imitate that or put a twist or two on it!
i want to confirm this looks right?
how is it moving?
yes except the widget doesnt go away
I am dragging it with a physics handle and throwing it in the air
ok turn on Simulation Generates Hit Events and use Event Hit
that's your trigger, defining "ground" is up to you
guess it's time to debug then
alreadya dded
i think blueprints are aiding my OCD problem π«
so liek this then
perfect
still one bug
ill fight that later
but i guess you didnt notice
i need a break
so it's probably fine π
text doesnt update after you interact with it
unless you look away, and look on it again
oh yeah my interaction just isnt working atm
how do i fix the interact no widget issue?
after interact wont the line trace timer loop get it again?
Do I have to define the ground? What if I want it to die when it hits anything while traveling at that velocity? I changed it to Event Hit and it's still not spawning the particles or printing the string.
Or should I enable the simulation generating hit events on the mesh and not the box collision
got it back to working perfectly
squize you are an amazing human being
ty so much for losing years of your life to help my dumbass
π it was an experience
You got there in the end
Way cleaner than it was
so much cleaner and i gotta go implement with everything now
Make sure to take advantage of inheritance where you can
If I had the money for that, I would have at least bought it for analysis to see how I could mimic that. Sure, I could experiment without tutorials, but I don't have any idea on how or where to start in making battle sequences.
If you have many different torches, having A parent torch class is sensible
Main reason i got it aswell
Its basically a fixed scene with some camera rigs
the school im in advertises that we learn UE but they didnt teach us anythign past importing fbx and textures, making materials and blueprints are a thing. luckily i only have 1 type of torch. my chests though are a parent class and children bps
Dynamic switching and moving on the camera rails
Your school should pay me to teach
apply at vcad
maybe the lawsuits agaisnt them for false advertisement will diminish
Fixed it. The collision wasn't attached to the mesh, so it wasn't moving when I started dragging the pawn around. Thanks for pointing me in the right direction!
Hey I have a tree view and I want to remove elements in it from a button in my elements widgets. I have tried to pass my root widget by a variable exposed on spawn (mega parent) but when i try to get it in my child widget it return NONE. What am I doing wrong ?
My child bp :
I'm trying to create a pause menu but when i try to press p in game nothing happens, could someone tell me what's wrong?
I would create the hud on event play after you create your regular hud. Then, set the visibility of your pause menu to false via the visibility node. After that, change your input functionality to get the "NOT" of your current "isPaused"
So after you press p, check if the not of isPaused is true, then set it to visible and do your pause menu logic
is there a way that i can make ++,+= etc etc operators in bp and make it as a template for any type to pass or have to make seperate ones for each type
For ++ why not just do the add op + 1?
Shorter, neater, more readable
Okay but wouldn't it be just one node anyways?
I guess you can make a custom C++ script to implement those operators by yourself
There is operator overloading in cpp
but I dont see the benefit of doing that compared to just the add op
yes this is a psossibilty but i wonder if there is <T> type in bp
you could make a function that just takes an input and outputs the input + 1
U can do fancy stuff that needs custom implementation with operator overloading, but increment by it self is already a nice touch.
so i cant to a temp type in bp this is your answer? XD
well c++ then ig
wait what
Don't know
Never tried it in bp
that seems completely different from your original ++ and += question lol
how ?
halo! Was trying to make a lift. Thanks to Ryck0Shae made it. But the 1st attached code doesn't have door opening animation. As I had added it (screenshot 2) everything broke: the lift goes down as soon as it reaches the top and animations play at the same time.
Q: how to make timelines act one after another? At screenshot 2 they act at the same time
" ++,+= etc etc operators in bp and make it as a template "
oh for any type to pass, my bad just read that part
didnt read "any type"
There is wildcard, but I also never touched that
yea i thought so XD
never heard of it gonna check it up
How you gonna increment something when the type is not known?
casting wont work ig? XD icant cast to flaot or int types ? ik casting is gonna be bad anyway mm
Casting is not bad, it is necessity. And in cpp land it's free since there is no hard ref produced
But then what would be the point?
U do have to cast to every possible object type that u want
Making template useless? Imo
U can cast to int and float , but what are u casting?
for int and floats it will genertate the corresponding funcs inc++ for rot and vec idk i could make sth eles that use those 3 times and call it a day
@round spruce it's probably a trivial question in #cpp I don't know enough to comment.
Don't c template being useful tho , from my beginner pov
i cant understand this wdym ?
gonna ask there ty
the default variables in my character blueprint reset everytime i open the editor does anyone know why this happens
how can i change which percentage variable my widget progress bar is using depending on the object
any chance youre still online?
i just got a question about change my interact inputs to be apart of the BPI_Interactable and get teh percentage value to change
what the hell would rot++ do?
So is their no way to access the row number in a data table ?
ive got a skill list, i want to have the skill be ain integer, i want to them have my code say "if skill number Find row in Data table"
So first value in the data table = 1
each row in the data table has a number, but it seems like there is no way to access it .
Hey, for some reason my main menu in my packaged game doesn't work. when i press the play button nothing happens but in the un packaged version it works?
You'd be better off asking in #materials or #umg for something like this as you wouldn't be doing it programmatically in blueprints.
You'd probably want to use a material that has a parameter that allows you to set the particular texture you want to have outlined so you can create a dynamic material instance and feed in the texture to use, and then do something like what is recommended in this thread. https://forums.unrealengine.com/t/outline-mask-texture/138867/7
This isn't the best way to associate a number to a skill as you can reorder the rows in the data table which may break any code that associates that number with a particular skill.
That said, you can use "Get Data Table Row Names" which would give you the array of names of the data table. You can then use the "ID number" minus 1 to then look up the name of the row from that array. Then use the row name found to get the data table row.
Would look something like this:
Does anyone have any good resources for working with multiple voip outputs? ie. I'm trying to have normal voip and also channel the voip through a radio or intercom or such thing
Thanks
good idea, sorry about that
cheers that helped, i know its not the most efficant but i think its fine.
Hi,
I am working in Unreal 4.25.
Running into a problem I see on Reddit and other forums is pretty common.
I am saving out a custom-built space station with over 400 parts, each colored, mesh chosen, light color chosen, etc.
So, its a single "save" command that checks and runs through a LOT OF NODES.
Getting the "infinite loop detected" error.
I know about the max number of loops setting in Project settings and made that 2000000000 but that didn't work.
I am working on breaking the saving BP up into several smaller BPies so when the one is done the process continues on the next Save BP, so Save 1 to Save 2 to Save 3 and so on.
Anyone had this problem and know if my current plan would work on not?
Thank you π
There is no actual loop I am very sure.
Apparently this is a "false" detection by the engine.
If you have a single process running through too many nodes.
I tried delay nodes but that didn't work either.
The other comment I saw is that I should collapse all the nodes into a Function.
You could frameslice it?
Interact inputs?
i need to get this math to work somewhere
and i need to rebuild this mess differently as the code works diffeerently now
before i had multiple inputs to tell the difference between torch,door and chest
now i think i just need 1 but i ahve to rebuild that one to check what the line trace hit is'
just thinking about it i could also use elapsed seconds form the enhanced input to be my hold number
Are there different interaction times?
So thats another value we wanna get through our interface
GetInteractionTime
We need OnInteract
do i need any outputs or inputs?
We wanna avoid that i think
So that the stuff going on during the interact may be latent
okay
We want an output for the GetInreractionTime
float value?
Ye
The Inputs are handled in your character right?
yea
So Event IA Interact.Started -> GetInteractiomTime
before that, i made an entirely new input. should this be a hold?
and started not ongoing?
i want the key to be held to interact which is why i though ongoing might work
Thats why we fetch the InteractionTime
.Started -> Get Interaction Time -> start timer by event -> Custom event Complete interaction -> Interact
delegated custom event?
Regular custom event
Yepp
the bpi?
i tihnk its cause im more overtired than before that im not making stupid mistakes cause im ticked now that ive spent 4 days, 14-16 hours a day trying to figure this out
(You shouldnt have to convert it)
If you draw from AsBPIInteract and search for the same event you should get the correct one...
should be yellow though right?
Yepp
Also, grab 2 of the AsBPIInteract refs
Avoid those wires all over thenplace
okay
It quickly adds up
Are there any tips for unreal engine blueprints
dont spend 60 hours in 4 days trying to solve one issue
a meme response but still holds true
I have a bad feeling i would end up like Sisyphus when ut comes to unreal engine blueprints
am i goign to need an event dispatcher?
HoldInteracted would have a float value
sorry one sec
Does anyone know how to make a slingshot? Like in angry birds
Maybe using the cable system and physics? π€·ββοΈ
Isnt it just a projectile?
I thought weβre talking about an actual slingshot
You donβt. You get it from an interaction ideally
I havenβt played that game in a long time tbh π
Also whatβs a βpawn childβ
My BallPawn inherits from a pawn
No no
This is in another BP, it's intention is that it will restart the player when it collides with it
The original blueprint restarts itself but of course I do not want that behavior
im back sorry, was in a meeting with my prof
K well your cast was fine, what are you having issues with ?
how do i add these again?
Select the event dispatcher
Ok so you donβt need the ball you need the restart object whatever that is
Is this just like an actor manager ?
Are you going to have more than one of these restarts? Is it placed in your world? @white oxide
It's the floor
I'm making a the Floor is lava game
And the floor restarts the player
Just the floor, yes
Get actor of class
Select the restart object from the drop-down
Donβt abuse this function, itβs not ideal for most things
am i goign to need to cast again like i did with gettext?
almost defeats the purpose of using interfaces π
an interfaces are very fun lol
They have their uses, but when youβre just starting out, a cast is easier to use
Makes your code more readable
Still getting an error
But why would I get the BP Restart when I'm trying to cast to my player object (ball pawn)?
Hi all ! Anyone can help me just a little bit with object type collision problems ?
Youβre trying to get the wrong thing. If on player died is on the bp restart you donβt need the ball
Both collisions have in "Object Type" = "Player" (a custom object response that I have created) and both are set to "Block" but they don't block each other..
Show. And ideally they should be different object types and use a custom channel instead
So I set one object type to "WorldDynamic" and the other to "Player" and set both to "Block" but still
I'll show you
Your cast is fine, but as far as I can tell your event dispatcher is not on the ball
No need to cast,
You forgot to store the TimerHandle
Its the output from the SetTimerbyEvent
My first Actor is my character and the second is another Pawn
I made these collisions "visible" to see if they block each other or not
I mean what are you using
Event hit or what
im not sure how to connect that
No I want them to be blocked physically like a cube a solid thing
Oh lol thatβs not the same thing
You need to have them Simulate Physics
So I need to set in collision enabled "Physics and query" ?
do you mean like this?
Yes and no. Literally search for Simulate Physics in the details @odd kiln
Right click the output -> promote to variable
Might have to go on the mesh component
But I don't understand, my default Capsule Collision of my player has not "Simulate Physics" checked and it collides with walls and Landscape etc...
ok got it set
Iirc thatβs because the CMC has a bunch of things it does for you
Perfect
Character movement component. It uses the capsule heavily
Oh ok but it uses only the Root Capsule Component I guess
Donβt get me wrong, block does what it says, but if you want stuff to like bounce off then youβll need physics
I don't want bounce or something I just want a Collision around my player that blocks with another Actor collision
if you want to test if theyβre blocking each other use Event Hit and make sure generate hit events is ticked. That will tell you if itβs happening
how do i set the value for current time? im assuming the max time i get to set in the object bps
So if the Event Hit is working it means it should blocks each other physically ?
Yep
Its set internally when you start it
So you can get elapsed time and the total time
so no need to create an input on the function and connect it to the current time output?
Event Hit not working
Of course I checked the "Simulation Generates Hit Events"
I guess you're right I have to check "Simulate Physics"
Event hit should work regardless
It does not
Make sure your meshes have collision on them, or add extra box or capsule collision
what is the next step here? is it to get elapsed seconds? if so how do i input that?
My meshes have collision on them and I added an extra Capsule Collision on both actors (as child)
π€
Collision is a tricky beast, maybe use alt+C at runtime to see the actual collision
Maybe theyβre not close enough or who knows lol
OnGoing -> Call the new dispatcher
That's why I made them visible lol I really don't understand
Feed it SquizeTime and from the timer -> get Elapsed time
Squize time is max hold time
i also connected the bpi interactable
Elapsed is current
awesome and i can change squize tiem depending on what the actor is?
Thats what we're doing yes
Canceled you wanna clear and invalidate the TimerHandle
Both is fine
how do i clear and invalidate? ima ssunming is valid node
Drag from the handle, start typing clear