#blueprint

1 messages · Page 137 of 1

dry pecan
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How do I setup input axis? Same thing for input action?

faint pasture
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but you may want to consider your weapon being an actor, up to you

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if you want a weapon to be a bundle of mesh, collider, sound, abilities, particles, make it an actor.

lofty rapids
lofty rapids
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when you press the keys you get 1, -1 ?

obtuse minnow
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there is any way to call the player enhanced input from another actor?

maiden wadi
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You enable input in the actor,.

faint pasture
errant osprey
obtuse minnow
dry pecan
maiden wadi
# obtuse minnow adding the maping context or?

Partially. There are three things required to gain input into an actor.

You need the input mode to be Game or GameAndUI.

You need the enhanced input context mapping applied, this is just a filter basically. The real usecase is meant to allow conditional input frames on top of existing ones.

And you need input enabled on the actor.

For the last one, three classes are exception to this. The PlayerController, The Level Blueprint, and the player's possessed Pawn. All three of which are considered separately when building the input stack along with actors that have had input deliberately enabled via EnableInput.

lofty rapids
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i didn't used enhanced input, but it should work

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it's not moving at all ?

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did you try hard coding the values ?

maiden wadi
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@obtuse minnow Since you read C++, this function in particular is useful to look at.

dry pecan
obtuse minnow
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thats pretty clear

lofty rapids
# dry pecan cant really code

you may want to watch some basic tutorial on node and how they work, what events fire when, variables, functions stuff like that

obtuse minnow
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its just pushing the input component into the stacks ya?

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whenever you activate the input

maiden wadi
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Correct.

obtuse minnow
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and if it is null?

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inputcomponent

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I guess it crash

dry pecan
maiden wadi
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It's managed internally to avoid that.

obtuse minnow
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Thats nice

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well somethimes I preffer that xd

lofty rapids
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just have to put it in the code, are you using a template ?

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i just used a blank character in a blank level to test it, but it shouldn't matter

obtuse minnow
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with IA

dry pecan
lofty rapids
dry pecan
lofty rapids
maiden wadi
dry pecan
lofty rapids
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also you can use the up vector, and right vector

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but here i just hardcoded the movements

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and the scale is like it should be 1 or -1

obtuse minnow
maiden wadi
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Axis is the float mapping

obtuse minnow
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oh ok

maiden wadi
obtuse minnow
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but then Im doing something weird

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because action value never gives me something different from 0 or 1

maiden wadi
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What key are you testing it with?

obtuse minnow
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Shift

maiden wadi
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Shift has no middle states. It's pressed or not.

obtuse minnow
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oh

maiden wadi
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The only thing on a PC with variable axis is usually MouseX and MouseY

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For real axis usage, you usually end up on Gamepads with triggers, and analog sticks.

dry pecan
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Neither

obtuse minnow
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but thats weird because in unity you can get the raw value from 0 to 1 in keycodes

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maybe they are simulating that

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with a lerp internally or something

lofty rapids
maiden wadi
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They would need to be. Keyboards aren't made with half states. Your keys trigger when you hit the actuation point.

obtuse minnow
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ye they probably do that

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thats why I was looking for that in unreal

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but I can simulate it with the trigger time I guess

maiden wadi
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You could probably extend the input component with a new setting for that. Or just turn it into some sort of macro that houses a local float to maintain the lerped state for an interp to

obtuse minnow
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that could be a cool feature

obtuse minnow
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I will look into doing that

lofty rapids
# dry pecan Shows up

ya see what a new character does idk why the add movement input just wouldn't work or what kind of settings you would need to change

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but a normal character

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you just plug that stuff in

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like i said tho it looked like most of your stuff was working as far as the enhanced input goes

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1, 0, -1 is expected

wheat citrus
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So im trying to implement a beam weapon in a project and I'm using a line trace that shoots as fast as the engine will allow to see if the beam is hitting anything. The issue is that with fast mouse movements there is still a huge gap between the hits and if there were another player between them they would not be hit. You can see this in the video, with the red line traces. One thing I did to cover a bit more ground is to connect each hit with the preious and trace that as well (pink traces) to see if there was a player along the path that was missed. However that only works if that player was at the same distance from the shooting player as the previous and current hits. If they were closer or further away they would still be missed. Any ideas on how to solve this? I wasnt able to find any tutorials for beam weapons either.

maiden wadi
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In general your choices are to use a sweeping capsule. As this would sweep along the moved path each frame.

Or you can save the last trace done the previous frame. Then in the next frame, determine your new trace, and then fill in the gaps from the old to new with some simple lerp vector math. Save the results of all of the traces, filter them down into single targets so you don't apply damage twice.

dry pecan
lofty rapids
lofty rapids
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so that part was correct

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you just needed to get the input correct

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do you have your own animations and skeleton for a fresh character ?

wheat citrus
# maiden wadi In general your choices are to use a sweeping capsule. As this would sweep along...

So the lerp you're suggesting would look like the left one correct? If the two red ones are the hits I could lerp between them and shoot the blue traces? For the capsule sweep I dont quite understand how that would solve the issue. From what you described I understand that to perform the blue capsule sweep on the right example, but that would miss all the green space infront of the hits and all the space behind aswell, excluding the capsules thickness.

faint pasture
maiden wadi
# wheat citrus So the lerp you're suggesting would look like the left one correct? If the two r...

The capsule sweep is not a really good idea. It would extend from the weapon to a very long length It would work, but you would need to save any swept movement each frame, along with a tick check to see if it's overlapping damageables, filter and apply and then clear the list. Bit messy.

But yeah the first one is what I mean about lerping the traces. You should be able to artificially fill enough space to make up for the gaps at least as far as a normal player would care for distance.

wheat citrus
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oh yea I see what you mean with the capsule sweep, that would indeed be quite messy but also the most accurate

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though Id have to test its performance

maiden wadi
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It should be as simple as some basic lerping of the start and end direction vectors. Add as many sections as you feel necessary. Also remember to test this with t.maxfps 30 or so for best covered results.

wheat citrus
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game is already bottlenecked by cpu frame time

faint pasture
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how

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everything is in BP?

wheat citrus
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yea

faint pasture
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lol

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that'll do it

maiden wadi
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Oof

wheat citrus
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also using general movement component which is heavy on calcs

maiden wadi
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Pick up some profiles. Best part of gamedev. 😄 Shaving off miliseconds and keeping logic intact.

broken wadi
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The editor itself adds like 5-10ms so make sure to test perf using a packaged build. It appears as slate in unreal insights.

maiden wadi
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Fun note, you can shave off most of the editor time by just minimizing it in the background. The majority of it is slate and extra viewports, which won't run when minimized.

wheat citrus
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oh good to know cause in that case it wouldnt be a big issue, current frame time hovers around 9-12ms limited by cpu

faint pasture
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oooof

wheat citrus
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(in editor)

faint pasture
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lets see the breakdown

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profile with launched game, not as good as cooked but closer

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you can just right click uproject and hit launch game

maiden wadi
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Can also do it in Standalone.

faint pasture
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I'm a perf nut for my systems, i got my 1D physics down to 0.1 ms/frame with 1,000 devices but haven't been able to test with a big mix of devices yet.

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in editor

wheat citrus
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actually standalone is broken atm cause of some settings, another team member is taking care of that so I have nbo idea how to fix it. But we did do profiler tests and the majority of the frame time was the General Movement Component plugin

faint pasture
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how many pawns moving around?

wheat citrus
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in the test I think it was two

faint pasture
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what

maiden wadi
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O.o

faint pasture
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get a refund lol

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unless you're on Intel Atom or something

wheat citrus
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nope i714700k

maiden wadi
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That's insane. I'd be vaguely curious to see those profiles.

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But on that note, a few extra traces won't harm much.

faint pasture
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yeah there's no way 2 movement components does that

wheat citrus
faint pasture
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can GMC have movement physics defined in BP?

wheat citrus
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I think it can tho

faint pasture
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I mean is the code that's running on tick to move things and trace etc written in BP?

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when you say your own movement implementation is that BP?

wheat citrus
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oh yea we use BP for everything

faint pasture
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that theres ya problem most likely

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the framework of GMC is probably doing almost nothing but your BP movement is eating you alive

wheat citrus
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I did wanna look into cpp when the new Mover component comes out in 5.4. Hopefully that should solve it

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have some cpp experience but none with game dev

maiden wadi
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What is the point of GMC anyhow? Seen it a couple of times, never looked at it.

faint pasture
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I think it's like CMC but more general and more exposed to BP

wheat citrus
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it just takes care of replicated movement which can otherwise be a pain in blueprints

faint pasture
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dunno, I just use physics for everything lol

maiden wadi
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Cause XB1 and PS4 already can't handle CMC, lets add BP to it? O.o Nope.

faint pasture
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I mean it's possible, for varying definitions of "working"

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you could be an insane person and replicate the CMC in bp but that'd be silly.

dry pecan
maiden wadi
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I love BP. I do a ton of work in it. But there's some things that just don't belong. Like this wildly looping shit I'm doing for procgen maps. 😄 And Character movement.

wheat citrus
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also this is all of our (dev teams) first project in game development so we all dont really know what we're doing

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xd

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its fun tho

maiden wadi
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I'm also still traumatized by performance issues. We recently spent a year optimizing for consoles.

lofty rapids
faint pasture
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I did my first draft of overlapping model wavefunction collapse in BP

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it was..... uh, slow

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now it can do a 100 x 100 in like 5ms, trying to cut that down though

maiden wadi
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I catch myself doing things in BP I already cleaned up on the other project and cringe... buuuut, it's a prototype, we fix later, right? 😂

faint pasture
dry pecan
dry pecan
dry pecan
junior quest
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Im trying to make a player controller with the enhance input system and this is working but I dont know how to adjust my walk speed

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I tried multiplying the scale and the vector but neither changed it

lofty rapids
# dry pecan

ig that works is that your character for now a shape ?

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your movement should still work just fine

faint pasture
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What you have can work but it's awkward

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PlayerController =/= The Thing That Makes Your Pawn Do Stuff

lofty rapids
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but normally i do that with set max walk speed

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so that it still goes smooth from a to b

faint pasture
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default settings on CharacterMovementComponent has very high acceleration, so it hits max speed very quickly

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What are you after?

craggy flicker
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Hey yall, how sensible is it of have custom functions in actor components, then use those components as identifiers for different actors (as opposed to having a cast to each time)

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ty

faint pasture
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I'd at least have the component do something

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if it's just a tag then use a tag

craggy flicker
faint pasture
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yeah they're great, just about all I do in C++ is subsystems and actorcomponents

craggy flicker
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subsystems are extremely helpful yea

faint pasture
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I've literally never made a C++ actor For Real™️

craggy flicker
faint pasture
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how

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they don't network

craggy flicker
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such as authentication

faint pasture
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ah

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Steam/EOS is good enough for me

craggy flicker
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made one after looking at a few guides on epic games auth

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yea, this one was in c++

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anyways, ty

faint pasture
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I use subsystems for engines or scenes.
ProjectileSubsystem, VisionSubsystem, stuff like that

junior quest
# faint pasture What are you after?

Im trying to learn how to make a player controller in UE using enhanced input mapping and then continue following an older tutorial, but I see that component on the character now

faint pasture
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look at the template projects

dry pecan
faint pasture
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visuals only

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CMC wants to use that capsule as the movement collider, full stop.

lofty rapids
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something must have been set wrong or something with your character

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a fresh one will most likely work if you set it up correctly

dry pecan
lofty rapids
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i mean thats what you want a character, you could use a pawn otherwise

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you want to control it so i would use one of the two

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but a character works just fine

junior quest
faint pasture
junior quest
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oh that makes sense

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ty

round spruce
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how do i resolve this conflict i want to keep my tryroll version and discards main whato i delete and what do i keep

round spruce
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merging it with the main

lofty rapids
faint pasture
lofty rapids
lunar sleet
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That’s for modifying the source code

lofty rapids
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makes sense i wasn't sure if thats what they were doing

dry pecan
lofty rapids
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and then the controller possesses the character that you have set

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spawns it and posses it

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using the controller you set

lofty rapids
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but you don't need it to make your character move

dry pecan
lofty rapids
dry pecan
lofty rapids
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i'm guessing

lofty rapids
dry pecan
faint pasture
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What is Vector Up?

dry pecan
lofty rapids
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set it to flying

dry pecan
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I can float!

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question, how do I set a level main camera?

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like without needing it to be in a character

faint pasture
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There's all sorts of automagic stuff going on, I'd start by seeing what happens if you have a camera actor in the level and no camera component on your pawn

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There might be some in-built stuff for camera selection that'll just grab it

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if not, you'll need to set some camera as your view target

dry pecan
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for some reason it went full fps when the player had no camera componet

faint pasture
dry pecan
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what do you suggest I do?

lofty rapids
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will the camera always be still ?

dry pecan
lofty rapids
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so it won't be moving ?

dry pecan
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yes

lofty rapids
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you can set the location of the camera on tick

dry pecan
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how so? in the camera actor?

timber sable
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Is there a way to convert the 3d size of an object to its size in the viewport?

pastel garnet
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hello, I have this actor (rock) in my scene that I want to move around and keep in its altered location after the sequence has elapsed. but it keeps reverting back to its default state (second image).

lofty rapids
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there may be a better solution but that would work

craggy flicker
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How should I adjust my "FindNearestRoom" function so all rooms are connected? At the moment I just use the Find Nearest Actor node

You can see the two rooms on the right aren't connected to the main dungeon

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would i have to use minimum spanning tree stuff

lofty rapids
dry pecan
maiden wadi
lofty rapids
craggy flicker
# craggy flicker How should I adjust my "FindNearestRoom" function so all rooms are connected? At...

i'm a bit indecisive on this, mostly because it'll determine the flow of the dungeon. i currently have a "Connectors" int on my dungeon room component, should I just keep drawing paths to new-nearest dungeon rooms until the amount of paths equal the connectors?

I don't think that would work mostly because there will still be a very good chance of room clusters being disconnected. How can I ensure that each room has a possible path to one specific room? Maybe A* stuff?

dry pecan
lofty rapids
lofty rapids
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will you always be that distance or can you zoom ?

dry pecan
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same distance

lofty rapids
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just put some shapes around it

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the character will bump into them

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this takes a little bit to get right

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you got to really work on setting the camera and everything just right

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and if you want to change it your f'd

dry pecan
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guess I need to figure out then how to have certain objects pass said shapes

lofty rapids
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well i would probably go ahead and spawn them in

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calculating based on distance of camera

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probably some magic numbers will get you a good box

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this way you could zoom in and out

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to get your view just right

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or you could do some maths

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and clamp the players location

dry pecan
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Actually need to ask, how do I set a default animation to a character?

pastel garnet
lofty rapids
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so you can have other animations

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but i think you can just set an animation if you just want one

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i think you need skeleton for that stuff

dry pecan
lofty rapids
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is it a skeletal mesh ?

dry pecan
lofty rapids
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in the details

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under animation

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in your animation mode

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pick use asset

dry pecan
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it worked!

lofty rapids
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but idk how you would go about changin that dynamically

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i would suggest an animation bp

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you can do some wild stuff with one of those

pastel garnet
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that might have to be #cpp try and ask if anybody can help

desert juniper
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you can combine delaunay triangulation with an MST graph

bitter star
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How do you find the "set found list"?

desert juniper
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you can set that up with delegates

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Side note, creating a binding is typically not a great practice. It runs on tick, and if your value doesn't change, the UI still has to redraw

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in both cases, delegates are predered

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that's why I said side note.

pastel garnet
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Then delegates (event dispatchers) are the best case. you can use this resource https://www.youtube.com/watch?v=r20VEPH_e0o

*Notice Description Contains Affiliate Link

Event Dispatchers are yet another way to communicate between blueprints, much like interfaces or casting, but with some differences. In this video I cover many topics pertaining to Event Dispatchers, such as what they are, how to use them, and what scenarios they are commonly used in. Event Dispatche...

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nimble wasp
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Working on a Simon Says like game. I want to store the Simon's sequence in an array. I know to clear the array first - but how do add specific numbers to it? For example, if the first index = 3 and the 2nd = 5, how do I store that?

pastel garnet
bitter star
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I have a light that turns on red when when overlaped. I want it to turn blue when overlapped and if a switch has been flipped. How do I do this? Gate?

pastel garnet
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i believe it does

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unless you have some sort of delay

desert juniper
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no it is not guaranteed

pastel garnet
nimble wasp
desert juniper
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yeah, it's' not guaranteed.

pastel garnet
pastel garnet
bitter star
desert juniper
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not sure i understand your question entirely
but your event dispatcher can take in a variable as an input

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can you ELI5 what your end goal is? without explaining what your process is

desert juniper
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what if instead of making InteractionRange a float var, you make it a function GetInteractionRange

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and in that function you calculate what the interaction range is, and output it as a float

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yeah, each actor overrides it

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Make the function virtual. i don't know if you explicitely need to make it virtual in BP. one sec

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oh nvm i see the actor needs to calculate it, not the component
well, you can do so via a interface

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rooThink1 not easily lol

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it's the equivilant of dumping and redrawing the entire UI each frame

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if you want the equivalent, just calculate it on tick?

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unless you can just calculate what the interaction distance is on the AC, then an interface on the actor is probably the best way

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which seems more anoying, because in each actor you'd have to implement this function

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would it? you can code some generic things
like distance from pawn to actor
actors health
actors mental state and well-being
and have boolean checks to see if it should consider these in the final calculation

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like an interface? 😉

pastel garnet
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i have never use the function pointer in c++, how does it work?

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i think im going to look into it. might make my life easier

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so the function that is dynamically determied by the class has the return the same type

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i am just realising how many situations that would have helped me 🥲

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thank you for the explanation

nimble wasp
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Figured it out

bitter star
pastel garnet
bitter star
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lol I meant how would you achieve this?

dry pecan
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hello, I'm currently trying to replicate the shooting done in the game, I was thinking ray cast but I'm not sure if thats the best way, any suggestion on what I can do? https://youtu.be/cWiT-VuPgMk?si=OWEXlmuNq-r0dEKh

Sin & Punishment: Star Successor gameplay for the Nintendo Wii.
Played on the original console and recorded with Elgato Game Capture HD.

► Wii playlists:
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undone bluff
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spawn projectile at the gun towards that location

dry pecan
trim matrix
#

Hello, I tried to replicate the WASD movement from thirdperson template on a new project. I've set up gamemode, created BP_PlayerCharacter and have its enhanced input cast to playercontroller. All done in PlayerCharacter BP. I've checked IMC setup and InputAction as well.

The movement works fine, but the pawn does not seem to rotate when pressing wasd accordingly. anyone know what I am doing wrong?

undone bluff
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if what I see in the video is all you want I don't see a point in that

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I have an inventory system so my weapons are uobject with a soft reference to a mesh

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the weapon specific stats are also in there as referenced data assets

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without the inventory you can skip straight to just the data asset

dry pecan
undone bluff
#

it's straight up a node in UMG

pastel garnet
# pastel garnet

@bitter star keep the code you already have and have a bool that tracks the switch state then perform the RED code or BLUE

undone bluff
#

actually it might even work outside and just use the player controller

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not sure atm

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yea, pretty sure that's the case

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not on unreal right now

pastel garnet
dry pecan
undone bluff
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unreal's ui designer

dry pecan
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wait its not a blueprint node?

undone bluff
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it is

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I was wondering if it was an UMG specifc function for a moment but then remembered it's part of the controller

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so you can use it there or in your character

dry pecan
undone bluff
undone bluff
# dry pecan

yea it's a linetrace but it traces from the camera to whatever is under the cursor

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you'll probably want to just do it by channel though

undone bluff
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well, I assume you want to just shoot at anything that blocks the visibility channel

light flower
#

Hello friends! Is there any way to limit the gameplay tag choices in editor ui for params when writing a blueprint, as we have with UPARAM(meta=(Categories="abc")) in c++ ?

undone bluff
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not just at specific object types

dry pecan
nimble wasp
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How do I set a text render to display the entires in an array (integer array, so I want to display a string of numbers). I did a for each loop, looping through the array and printing each array element - but the text didn't change.

undone bluff
dry pecan
undone bluff
#

you will need to append or add text widgets (one per entry) to a vertical box or something

undone bluff
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it'll give you a location

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it's a struct

nimble wasp
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What would I do here? I'm looping through and saving each element as text in a new array. I want to then display (set Text) all of the text, in order from the Text Array.

pastel garnet
# undone bluff in what way would it offer an advantage

having a separate actor (base class) allow you to define common functionality all guns will have like firing, reloading etc. and you can define animation montages to play when firing and reloading or basic locomotion animation blueprint that gets swapped out when that weapon it active (being held). there are other cases where you would like a separate actor it depends on the project which is why i said "ideally" you would want that.

undone bluff
undone bluff
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As for data having it in an actor is unnecessary and less convenient to work with

pastel garnet
undone bluff
#

Yea, and I gotta say the actor setup is the most common I've seen

nimble wasp
nimble wasp
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No luck. The text just disappears.

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I'm really just checking stuff - I can do break points.

pastel garnet
nimble wasp
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...that's the thing. It doesn't appear there is. Ugh.

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I'm trying to add a specific number to a specific index point.

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But that isn't working I guess

pastel garnet
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is notes played -1 a valid index. I would suggest adding print statements everywhere until you spot a problem

undone bluff
nimble wasp
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Notes played starts at 1

undone bluff
#

you will need to add what you want to the array in order

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or populate the arrray with placeholders and replace

nimble wasp
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Gonna try that. I think I was getting confused because I was storing integers in the array and was worried it would return the index not the element

dry pecan
pastel garnet
#

hit scan weapons you don't need that but projectiles yes you do

undone bluff
#

yep, you could just have particle effects for visuals only

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for this type of game probably the right choice

dry pecan
undone bluff
#

you are already hit testing for the location to shoot at

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you are getting an actor and component reference right there

nimble wasp
#

@undone bluff and @pastel garnet you two rule. Thanks. That did it - just using Add instead of Set Array Elem worked.

dry pecan
undone bluff
#

if the player places their cursor over an enemy and clicks, do you want that to be a guaranteed hit?

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or should they be able to miss if the enemy moves away

dry pecan
#

can miss

undone bluff
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yea, you will need the projectiles then

dry pecan
#

should I keep what I'm doing? will the channel thing still work?

undone bluff
#

yea the point of that is to determine where to shoot

dry pecan
#

what about my projectile BP?

undone bluff
#

that'll be actually dealing the damage then

dry pecan
undone bluff
#

yea, though muzzle vfx and sfx don't need to be in the projectile

dry pecan
undone bluff
#

well moving something is kinda gamedev basics and extremely widely covered

#

but unreal has a projectile movement component you can use if you want

undone bluff
#

yea, every frame linetrace towards the target location by the distance you want to move per second in cm multiplied by deltatime, if nothing is hit move there

#

that's all there is to it

#

I'm off now, good luck

eager narwhal
#

is this where i can ask for help if im stuck on something?

zealous moth
#

Is there a way in UMG to create an animation object to give to any selected component?
For instance, I am making things pulse using a simple scale x,y from 1 to 0.9 and back to 1 over 1s.
Rather than create a million animations for each components, can this be streamlined?

main lake
eager narwhal
# main lake depends on the type of help you need

im having an issue with a damage system I just implemented. I have health setup and its working and I have it where both the player and enemy will take damage but no matter what value I put for my damage it just dies in one hit. If someone could help me that would be amazing

main lake
#

Why my characters spawn properly but i can't control it and my camera is on the floor ?

main lake
silent drift
#

I'm struggling with a starting point for this so hopefully someone here could give me an idea.

How would I do an ledge hang check the best way? Since I need the player to only grab edges of platforms and not in the middle I assume I might need to or even three checks?

E. G.

  1. So there is nothing above the ledge
  2. Another one checking where the ledge is
  3. a third that the player aren't on ground

I'm not sure if this is the best solution?

gentle urchin
main lake
gentle urchin
#

Its been new things all the time.

#

Every step you take is a new thing

#

Still no reason to crosspost

azure crater
#

Is there any way to access the skyatmosphere settings inside blueprints? For PostProcess you can make settings, but the SkyAtmosphere is not allowing that?

#

Im very confused how to change the properties at runtime._.

#

I might be slightly dumb but you can just easily set each individual value.

gentle urchin
#

Not so dumb afterall ™️ 😄

crude dew
#

Not sure about this maybe someone can answer me xD I,ve been doing UE for a little while now and I cant see why this isnt working lol its so simple i think

#

So on BeginPlay i run Custom Event to set IsAttacking to true simple right.

gentle urchin
#

Sounds ok so far

azure crater
#

But it isnt True?

crude dew
#

Not setting to true

#

Default is false

azure crater
#

can you highlight the one in the outliner on the top right?

crude dew
queen heron
#

am I doing something wrong here?
I can't get the event dispatcher to fire from the anim notifies

#

neither Event nor Binded return any tick

crude dew
# crude dew Default is false

Nevermind worked it out for some reason when I "lock" the editor to show a specific details tab it doesnt seem to update when theres any changes after i unlocked it and reclicked on the actor it showed updated values, I thought it updated in real time. So seems you cannot see a variable value change if you lock the details tab on an actor, seems weird.

main lake
#

Guys what's the node to get the active camera please ?

crisp geode
#

Need some help from you guys. Trying to create a tcg like mtg arena. Is there a way to create an array of data table's rows?

crisp geode
# main lake Guys what's the node to get the active camera please ?

There is a node called Get Player Camera Manager, which returns a Camera Manager reference. This allows you to get and set certain values of the Active Camera tied to the Player Index, regardless of whether or not the Active Camera is part of the player referenced. (Took from internet)

random pulsar
#

hey

#

i want to make a clip on a white background appear images one by one with alpha effects ,can i make it in unreal or do i need an editing software?

main lake
dark drum
main lake
dark drum
dark drum
# main lake Just to print the name of the active camera because I have an issue for 2 weeks ...

As an FYI, there's a tick delay before a possession is finalized. If a player joins the game and creates its own character and the same tick you destroy what they currently possess and have it attempt to posses another character, it'll fail. If you character already has a pawn and you destroy it, you'll need to wait a tick before you can have it possess a new pawn. 🙂

Edit: I assume this is the issue you're trying to resolve.

main lake
main lake
dark drum
gentle urchin
#

Longest convo of the year

dark drum
gentle urchin
#

How is that even a thing 😅

#

Worth a shot at this point

main lake
dark drum
# gentle urchin How is that even a thing 😅

The only reason I know is because I was working on something a few months ago where as as soon as the player character was spawned, I unpossessed the default pawn, created an AI controller, made it possess the now unpossessed pawn and had the player controller possess a generic pawn. It ended up where both the player controller and AI controller thought they possess the same pawn. (which of course isn't possible lol)

dark drum
gentle urchin
dark drum
dark drum
gentle urchin
#

Glad we have simple pawns and pawn setup 😆

main lake
#

and you're using "Delay Until Next tick" which isn't available in functions

gentle urchin
#

Move it out

dark drum
#

The hardest bit you would have to deal with is getting the character ref as you won't be able to return it on the initial function you have.

Edit: having said that, i don't think you actually use the return value anyway.

main lake
gentle urchin
#

... move it out already

#

Convert to event

main lake
#

Like so ?

dark drum
main lake
dark drum
# main lake Like so ?

This would probally end up failing if you have multiple player controllers that need a new pawn.

main lake
#

Oh

#

Let me redo the thing to be like your last example

dark drum
#

So esensially, it'll handle destroying/unpossessing old pawns first, and then the following tick, create and possess new pawns.

main lake
gentle urchin
#

Its in the name

dark drum
gentle urchin
#

Pcs without pawns

gentle urchin
#

so its automatically unbound after the call ?

#

I guess it is

dark drum
#

Checking if the timer is valid probably isn't needed though with it being called the next tick.

#

@main lake The suspense of waiting to see if it works is killing me. 😛

gentle urchin
#

xD

#

not in blueprint

#

lucky you can get it at all 😛

#

best of luck x)

main lake
dark drum
young meteor
#

Maybe a stupid question, but how do I make a this arrow mesh not rotate along with the character?

Right now it follows the movement of the character, but I want to control the rotation independently.

I can't seem to just drag it above the capsule.

dark drum
main lake
dark drum
young meteor
dark drum
young meteor
dark drum
young meteor
frosty heron
#

If the actor rotate, it will probably rotate still

#

Since its a child of the actor

young meteor
# dark drum

Ah, that is how you got it. That can be done directly for the mesh.
Testing..

main lake
#

And I guess it's because of the IsValidtimer Handle being false as the first time it's null

#

oh my bad

#

that's my mistake because your example was using the "false" output

dark drum
main lake
#

On the client however I'm still in the ground and no character is being spawned

gentle urchin
#

Resign from multiplayer

#

😄

main lake
#

Here are the prints on the screen

dark drum
main lake
dark drum
dark drum
main lake
dark drum
main lake
dark drum
main lake
dark drum
main lake
dark drum
tepid willow
#

Hello, is there an easy way of printing out any struct as a string? I remember seeing a plugin that converts any USTRUCT in JSON format, but I can't recall the name

#

nvm it's a default UE JSON plugin

main lake
dark drum
dark drum
main lake
dark drum
main lake
#

so should I switch that to on posses ?

#

alright

dark drum
worthy jasper
#

To be honest you should probably move a lot of that logic to a “run on owning client”

#

That’s possibly why your server is working but your client isn’t

#

Get player controller for example will act differently if you call it server side as opposed to client side

main lake
dark drum
main lake
frosty heron
#

OnPosses runs on server side too

main lake
#

there's no Event on Possess in ThirdPersonCharacter

frosty heron
#

well you generally want to bind input in controller anyway

worthy jasper
#

And TBH anything you expect should be running locally (like binding inputs) after that event that was just posted if follow it up with a run on owning client

frosty heron
# dark drum

that runs on server only. For the binding to work, it must be run in the targeted machine

worthy jasper
#

Cause that will only fire server side

#

So you wanna then fire anything client on its owning client

maiden wadi
main lake
# dark drum

oh it's just called "Possessed" instead of "On Possess" 😄

worthy jasper
#

And that might be where begin play is tripping you up. Begin play fires server side and client side and it doesn’t look like your making a distinction when your trying to bind input

main lake
#

So like this ?

frosty heron
#

what the heck is that

worthy jasper
#

Event possessed tells you the player controller that possessed it

dark drum
# main lake So like this ?

Yea but as Cold said, it only runs on the server so you'd have to call on owning client. So when that calls you know the server has possessed the pawn and can then call a function on the owning client to add the UI.

main lake
#

oh

#

So like this ?

worthy jasper
#

There ya go almost

frosty heron
#

I used OnAcknowledgePossesion from controller which is an event that run on client side. On top of that, the pawn is guaranteed to be ready

#

so that's where I do the binding

worthy jasper
#

Make a function now that “runs on owning client”

#

And then setup your input, hud ext

frosty heron
dark drum
frosty heron
#

I'm soo tired after 13 hours of work but maybe you can try this if you don't want to use OnAcknowledgePossession

#

On Possesed -> Run on owning client -> Bind there

#

shouldn't even need to touch the controller

dark drum
frosty heron
dark drum
frosty heron
#

Don't know why tho

#

a lot of things are not exposed

dark drum
gentle urchin
#

Welcome to unreal

#

We have all the delegates you need, but we only expose a few 😄

remote meteor
frosty heron
remote meteor
#

i believe its new at ue5 though

#

dont remember seeing it in 4.27

maiden wadi
#

Probably wasn't. The game instance delegate was there, but it was still C++ only.

true crater
#

Hello Guys, firstly sorry for my bad English.
I want to make a Chaos based choppable tree system. I don't think I can achieve this using Foliage. If I create a tree in the form of BP_Tree instead of Foliage Tool and use them in my open world game, I may experience a significant performance loss. What is the best solution for this?

maiden wadi
#

It's really hard to do in BP only. I did this by subclassing the foliage HISM component in C++ and made a system that spawns a BP to replace HISM instances when they're interacted with.

dark drum
dark drum
maiden wadi
#

Not sure, I had a reason for needing it in C++. I wanted to use the normal foliage painter to place it in the level.

dark drum
gentle urchin
#

Cant you simply replace the hism instance with an Actual™️ actor?

dark drum
#

I never finished the system I was working on but this was the main part. The top branch is for instances that should be swapped out for a BP. The bottom one if for a generic item pickup. I have maps that use static meshes as the key (not totally happy with this) and the actor it should be replaced with. For the pickup, instead of an actor, it uses the item object that should be added to the interactors inventory.

gentle urchin
#

Id prob have that class loaded to avoid async waits but yeah

#

Probably an already spawned actor tbh

dark drum
gentle urchin
#

100+ ouf

dark drum
gentle urchin
#

1 base tree -> swap mesh -> win

dark drum
gentle urchin
#

Im just animating the ism instance 😆

#

Very simplistic luckily

#

Atleast for now

#

Prob gonna do VAT om them later

dark drum
#

It was pretty cool as NPC could intract with instances as well using the same system and pickup random items off the floor lol.

gentle urchin
#

Whevener inget back to that parked project 😦

#

Yeah thats how ive made mine aswell

#

everything is an ism really

#

Except buildings

dark drum
gentle urchin
#

So NPC is ISM, which picks up item which is ISM etc etc

gentle urchin
dark drum
gentle urchin
#

Tried to keep things data driven aswell

#

So all new buildings/upgrades/new productions etc is just DT rows

dark drum
maiden wadi
#

Use maps of data assets.

gentle urchin
#

DTs of maps of DA

maiden wadi
#

Yeeeeah

gentle urchin
#

Just for the extra indirection /j

#

I should get into DA's more tho on a serious note

#

I end up with DTs always and its .. well.. it is what it is i guess

maiden wadi
#

I love DAs.

#

We started to make everything that is a "thing" into a definition. Which is essentially a DA with a layer or three of inheritance. EG all things inherit from a core DA that has the basics like the name, icons, etc. Then more specific DA child classes for more specific things.

gentle urchin
#

Lyra inspired huh

#

Currently my DTs point to a Class which is 3 layers of inheritance, covering all scenarios up untill now

maiden wadi
#

Kinda. More datatable inspired. As in inspired not to have datatables, pointing to datatables, pointing to more datatables.

frosty heron
#

I never touched DA but seems like I can't avoid it anymore. How would you describe DA? Is it like a struct with static data?

gentle urchin
#

Untillllll now, were i need a meta item that can be added to other items

maiden wadi
#

DA is more like a static mesh. It's a static asset with static data.

gentle urchin
#

Spawning it to trigger their "use" feels weird and clunky.

frosty heron
#

So like struct that can't be instanced and hold static data?

maiden wadi
#

Kinda I guess. Never associated them with a struct in that way, but same manner.

gentle urchin
#

Soo... a DT 😆

#

A Map of RowNames and Static data

maiden wadi
#

Much better than a struct in the sense that you pass them around as pointers too, so you're not copying data everywhere.

gentle urchin
#

Can have pointers to DT Rows afaik

maiden wadi
#

Kinda. You can in C++.

frosty heron
#

Some ppl say there are bug associated with DT

maiden wadi
#

You can have a struct that has the datatable and rowname. Kinda the same thing.

gentle urchin
#

And for bp you'd just make a small getter

frosty heron
#

Borderline combative to use DT

maiden wadi
#

What's the bug?

#

Have never encountered any using DTs. I just find them very rigid and frustrating sometimes.

frosty heron
#

No idea, never come across it but Laura mentioned it multiple times

plain egret
#

Hello everyone im fairly new to unreal and am struggling with a big issue in relation to level streaming, i have a hub with level sequencing to move the camera towards specific places in the hub for settings menu, level select etc. When i load the first level from the hub it changes the camera view of the firstperson character controller to lower than what it is supposed to be(I believe this could be an issue with the camera manager). I believe this issue is coming from the angle and position of the level sequence before switching levels being at a different angle/height.
In the picture the left is the view in game and the right is the actual view we are wanting.
Ignore the high video memory my laptop isnt plugged in right now

gentle urchin
dark drum
plain egret
near rapids
#

is there a way to make the default capsule component of the character to be horizontal and not vertical?

grave halo
#

Hi guys I have this problem, this code are connected to Event Tick when I die, I want that my character camera follows a spline line to see my body dead from above, the movement works good but the camera never rotate, even if I connect the Along spline rotation or set it manually with set world rotation never rotate. The math logic of the rotation I have here is only a rule of three to gradually rotate it down until it reach the end of the spline but does not influence

dark drum
grave halo
dark drum
grave halo
#

Yeah it was that. I checked all the camera settings but didn't see that, thanks ❤️

dark drum
grave halo
#

Nice to know, but I don't need it, this only activates when character dies so the game ends

maiden wadi
coarse flame
#

4.X had BlueprintType but not 5.X, should I just inherit from Object?

maiden wadi
coarse flame
#

class BlueprintType does not exist in 5.X documentation

#

it is for struct exposed to BP

maiden wadi
#

It still exists

near rapids
#

why wouldnt it exist in 5.X anymore

coarse flame
#

I cannot find documentation of it nor can I find it on the menu to choose class to inherit for a new c++ class.

near rapids
#

well usually you put that in the USTRUCT Macro

#

besides, thats more like a #cpp issue

coarse flame
#

well I just need a way to use struct in Blueprint

near rapids
#

whats the context

#

just a blueprint struct?

maiden wadi
#

You mark the USTRUCT with the specifier.

coarse flame
#

ah.

#

I am sending some data from external process via UDP and need to receive it on Unreal side

#

the specific configuration of bytestream is not set at this point and I want to set everything else then define deserialization method on the struct

bronze mirage
#

dumb question- how does one add a post process blueprint for an animbp? I see that the default mannequin has one but I don't see any place to hook it up. in the character blueprint itself I see a checkbox to disable it but that's it... google is getting me nothing but post process volumes..

undone bluff
#

I think

#

I haven't actually looked at the new third person template haha

#

you can specify a post process animbp in the skeletal mesh so maybe they did that

#

so both ways work

paper latch
#

So I've got a blueprint that takes its world position, and uses that to mask out the "snow" in this material I have here in the screenshot. However, if I have two of said blueprints, it can only pick up one position at a time, as you see in the image. Is there anything I can do to have that mask/world position be added together?

undone bluff
bronze mirage
idle moat
#

I'm working on my character's jump charge. I want it so that when my character is falling before the jump is performed, the charge will be cancelled. My jump charge doesn't seem to be resetting itself?

lofty rapids
#

so that branch is pretty useless as is

undone bluff
#

IA triggered executes every tick

idle moat
#

I only really know the bare minimum of Programming, a lot this was guess work

undone bluff
#

okay so scrap the tick here

#

on triggered do your charge increment

#

(after a branch that checks if the character is falling)

#

and multiply the amount you add to the charge by delta time but I assume you are already doing that

#

on the false of the branch you can then reset the charge to 0

#

elapsed seconds will give you how long the key has been held down, but if you want to cancel the charge if the player leaves the ground at any point then this is the way to go

idle moat
#

Ok Thanks I'll give that a go

undone bluff
#

is falling true > cancel charge, false > keep charging

tropic peak
#

If I create a BP that loads certain stuff to a data table - will I be able to preview it (the data loaded into the table) in real time when I start simulation?

undone bluff
#

or you can use a 'not boolean' node

undone bluff
tropic peak
#

i can't load a list of actors from a scene?

undone bluff
#

no you cannot store instance references in a table

#

they are static

#

you can store asset references and positions (not at runtime)

tropic peak
#

:/

undone bluff
#

I am not sure if you can write to it with some editor utility

#

but I've seen it done with external software

tropic peak
#

it kinda ruins my plans

undone bluff
#

like a blender scene written to a csv and then imported as a datatable in unreal

#

and then that data was used to place assets

tropic peak
#

tldr version, open world game, level has "delivery spots" that are placed in the level as actors, I wanted to load the entire list of "delivery spot" actors to a list and randomise one when the delivery is picked up

#

arrays won't cut it

undone bluff
tropic peak
#

I mean - I want to load the list from the level when the game loads

#

I don't want to have it in the database as in I don't want to add those manually

undone bluff
#

I don't understand

#

what's wrong with making a table of potential delivery spot actors and picking a random one to spawn?

gentle urchin
#

Even at runtime

undone bluff
#

runtime?

gentle urchin
#

Pretty sure yeah

#

Glorified TMap

#

Not sure why one would want it at runtime tho

#

Editortime i can understand

thin panther
#

im confused why an array isn't suitable for a list of delivery spots, given that a TArray is a list

gentle urchin
#

^

#

No good reason

dawn gazelle
#

This is even one of those times where get all actors of class would probably be good to use 😛

remote meteor
#

TActorRange 😉

dark drum
wild sage
#

Hi, when I jump and switch characters in my game (possess other pawn), the last character is still in the air, how do I "force physics simulation" on the last character so that he can fall to the ground even if I don't possess him anymore ?

tropic peak
tropic peak
#

and how it would be stored?

#

each delivery point actor has a name and xyz coords

#

my approach might be flawed. im improvising a lot.

lofty rapids
#

a map of STRING VECTOR if you can

#

where your names mach up to the xyz

dark drum
# tropic peak and how it would be stored?

I would use a map and use the name of the delivery point as the key and the value being the delivery point actor itself. You can always get its world location from it when you need it.

tropic peak
dark drum
# gentle urchin Map requires unique key:-/

It does but it sounds like he's given them each names. If there are going to be duplicate names, I would just have each of them have a GUID which is used as the key. It sounds like there's just wanting to get them at random so would probally only need the values.

tropic peak
#

basically its a dropoff point for a parcel delicery. there wont be any gps system so the buildings will have their unique addresses

#

i mean im happy with any solution that just works

gentle urchin
#

Gotcha, ok thats fine then

dark drum
gentle urchin
#

PostManager ->RegisterAddress (FName(or Gameplaytag), ActorRef)

dark drum
gentle urchin
#

Gameplaytags will be easy to sort

tropic peak
#

ill read about it as soon as i get home

gentle urchin
#

Region.City.Street.Number

#

Then you can ask for everyone in Region or Region.City

#

Etc

#

Using GameplayTag Queries and whatnot

#

You wont regret it

lunar sleet
#

Not overlap

white thicket
#

but then the character will fall through landscape

lunar sleet
#

Exactly

#

So why you trying to check for overlaps on landscape

white thicket
#

See what I want to make. When the boat comes on landscape instead of water I want to disable input for boat

lunar sleet
#

Don’t use the landscape for that

white thicket
#

otherwise boat will also be controlable on landscape

lunar sleet
#

Put a collision volume on the landscape

white thicket
white thicket
lunar sleet
#

Doesn’t matter, just scale the box up

#

At some point the floor is too close to the surface for your boat to work anyway

#

Alternatively, line trace for hits instead of overlap

white thicket
lunar sleet
#

Line traces are not expensive

white thicket
lunar sleet
#

You could also make a box overlap, that when the boat gets in, it starts line tracing for precision

white thicket
#

I am making for mobile will it impact too much?

white thicket
lunar sleet
white thicket
queen heron
#

any point of advice to tell if the player is pressing the opposite move directions or if it let go of the movement buttons?

dark drum
#

Does anyone know what the Field Notify tick box on a variable is? Something to do with broadcasting it's changed. Can't really find any info on how to use it though.

tropic peak
#

I'm going to have ~50-100 points

dark drum
lunar sleet
#

weird, I don't see it, let me check more

#

what's your var type

gentle urchin
dark drum
lunar sleet
#

floats don't have it on my end

gentle urchin
#

but yes, a tag for each

lunar sleet
#

I'm in 5.4 so I win

gentle urchin
#

identification must be done anyways, so wether you type FNames once, or add Gameplaytags once, it'd be the same job

lunar sleet
dark drum
tropic peak
dark drum
lunar sleet
tropic peak
#

well.. kind of. the player will have to navigate by the name, there will be no markers on the map/gps

gentle urchin
#

GameplayTag is then selectable from a list

#

FName is not

#

You can also import a list if you want

#

avoids typos and human errors

dark drum
# lunar sleet <@430016173694779402>

Yea i've already found that, doesn't really tell me much about how to use it. However I found a topic on UMG View Model that mentions it but from reading through that I have a feeling it's not fully exposed to BP.

gentle urchin
#

I thought it was

#

atleast the major parts

lunar sleet
# dark drum Yea i've already found that, doesn't really tell me much about how to use it. Ho...

Hi guys, in this video we will be looking at how to use Field Notify in Unreal Engine 5.

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dark drum
gentle urchin
#

guess that's it x)

dark drum
tropic peak
#

wait just to be sure (sorry, it's confusing, I'm pretty new). I will be able to place an actor in my level, give it appropriate tags and that's it?

dark drum
white thicket
dark drum
# tropic peak wait just to be sure (sorry, it's confusing, I'm pretty new). I will be able to ...

Something like this but more specific of a use case and instead of using a name, you use a gameplay tag.

https://youtu.be/RygVokx-mzk

Welcome to this tutorial on how to create an actor manager system in Unreal Engine 5! In this video, we'll go over the basics of setting up the system using Unreal Engine's powerful Blueprint visual scripting language.

Whether you're a beginner to Unreal Engine or an experienced developer looking to better manage actors at runtime, this tutoria...

▶ Play video
tropic peak
#

awesome, thank you

lunar sleet
white thicket
lunar sleet
white thicket
lunar sleet
#

or plane

gentle urchin
lunar sleet
#

draw debug, screenshot, show

dark drum
# gentle urchin You should too, you know 😄

Haha, I didn't fancy having to explain how to use gameplay tags. 😛 To be fair, I've used many things for keys in my manager components lol. GUID, Names, Gameplay Tags, even used Int Points, all depends what needs managing. 🙃

white thicket
white thicket
lunar sleet
gentle urchin
lunar sleet
# white thicket

I only saw your trace on landscape, willing to bet you're never changing the start/end locations

white thicket
#

It is directly connected with event tick

dark drum
lunar sleet
lunar sleet
# white thicket Yeah

run the game in simulate and see if you can actually see where the line trace draw debug is

white thicket
white thicket
lunar sleet
#

yeah

#

why does it say Reference

#

is that your water plane's name?

white thicket
#

earlier it was okay

white thicket
lunar sleet
#

put this on the boat

#

the code

#

and just use self for actor location

frigid summit
#

hi guys its been weeks and i still cant figure out how to create blueprint for spawning coin waves like subway could anyone help i just want to know how to implemet number of waves space between coins space between waves and random integer between min and max coins per wave

#

i even quit unreal because of this

white thicket
#

Thankspandalove

dark drum
frigid summit
#

i really hoped that i could do it like them

dark drum
dark drum
frigid summit
lofty rapids
frigid summit
lofty rapids
frigid summit
lofty rapids
#

you can do a for loop and just inc a vector a certain amount for each one

white thicket
lofty rapids
# frigid summit yea how do i do this

it's basically just a loop with a step, you have a starting vector, loop x amount of times, and foreach one add to the x or y (whichever your using) keeping a running total as a vector

#

and just use a variable as a spacer

frigid summit
lofty rapids
#

you just want them in a straight line ?

#

what about curves and stuff ?

frigid summit
lofty rapids
#

that will be more difficult maths for curves

frigid summit
lofty rapids
#

it's not to bad you just x, y a certain amount you can simulate a curve

#

but i would start with just spawning them in a row

dark drum
frigid summit
dark drum
frigid summit
dark drum
white thicket
#

Branch?

white thicket
#

if hitting actor is landscape then true?

lunar sleet
#

I'd do hit actor -> cast to Landscape -> do stuff

#

on Cast Failed you can cast to your Water bp

#

if you end up nesting too many casts in a row tho, you may need to switch to an interface or a dispatcher

white thicket
frigid summit
marble yew
#

is there safe mode or something? UE crashes because exception in construction script

faint pasture
dark drum
untold fossil
#

Is it normal that in editor when you stop testing your game the destroy event of characters is not fired?

#

This seems a bit weird to me, as all other destroy events seem to be fired

#

What am I missing here?

frigid summit
dark drum
lunar sleet
#

That’s weird 🙃

gentle urchin
dark drum
gentle urchin
#

2 years ago, on your sandbox channel x)

dark drum
gentle urchin
#

Noted! ;P

marble yew
#

is there something like try/catch or something in BPs? i want to prevent crashing during compile of construction script

rotund barn
#

this should have a simple solution, but im just too dumb and inexperienced. this is a movement system and i can only get it to work when oriented in one of the axis.

lunar sleet
#

Win+shift+S to take snapshots

#

Why are you using Get instead of just plugging in the action value

faint pasture
#

input to add movement input should be axis value x vector

dark drum
rotund barn
dark drum
rotund barn
# dark drum I'm not sure what they're talking about. o.O

still not fully working, but atleast its now usable as i can walk forward and backwards into any direction, just cant strafe. would you have any idea how to fix that? tho that can be a problem for the future as strafing isnt a big concern for me this early on.

dark drum
rotund barn
#

tried like this and also connecing the forward vector to both of them (and unlinking the right vector) neither worked

rotund barn
dark drum
rotund barn
#

both of them are axis1D float. and those should be all the relevant settings

dark drum
timber crystal
#

guys ezy thing but why it do not work...

I want that when my enemy has 0 live and still collides with me he dont give me dmg

latent venture
#

I am using this in order to move the rotation of an static mesh (which is a door), but it doesn`t rotate, but I can go through the door, does anyone know what is happening exactly?

maiden wadi
faint pasture
#

get right for the strafe one

rotund barn
faint pasture
#

you're saying "Move in Camera.Forward based on MoveY, also move in Camera.Forward based on MoveX"

#

when you should move Camera.Right based on MoveX

dark drum
faint pasture
rotund barn
#

thank you guys!

rotund barn
dark drum
latent venture
rotund barn
dark drum
rotund barn
latent venture
#

i will find it out

dark drum
# latent venture and how exactly do i do that?

On the update instance node, there's a tick box called mark render state dirty, tick it on the last instance you update. This will trigger it to update the visuals based on the new transform data you've set.

latent venture
#

like this?

#

ok

#

you were right

#

thank you for helping me, kind sir!

agile moss
#

Can someone do this and send screenshots, pls idk how to do it. Create interface>on begin play call that interface>the receiver prints string. My main problem is getting a valid reference

dark drum
main lake
#

With this setup I can move around with the host but the hearts don't display properly, and for the client still same issue he doesn't spawn and his camera is in the floor ☝️

latent venture
dark drum
agile moss
#

Wanted to use casts, but the the reference is the problem