#blueprint
1 messages · Page 140 of 1
Here's what's going on: I need to disable gravity so my character can actually perform a mantle. Also, the motion warp from the montage isn't actually updating the Z axis of the player. How can I fix these two issues?
is it possible to change a HeterogenousVolume's vdb material in blueprints?
What is that?
Looks like 5.3 thing, I can't check then. But your option is to get a ref to the volume instance and see if you can change the material
Like excuse the poor code but
Why doesn't this make the target go sky high when I play the animation?
Hey guys, wondering what target I can use here for Set Control Rotation, since I'm losing the directional roll with just Get Controller, while Set Actor Rotation works but not in multiplayer? (Because of character movement built in replication)
Set Actor Rotation works when I use a target of self, however self cannot be used as a target for Set Control Rotation
Unsure of the issue when you mention roll? What is the end goal effect?
I think I need a better way to build my monster spawner. I'm using PCG to build a big forest. The PCG spreads out a bunch of "NPCSpawner" actors.
These actors have a big collision sphere that detects if a player comes in range, then spawns a monster. It has cleanup logic to destroy the monster if the player leaves the sphere.
There's about 150 of these actors spawned at runtime.
I'm wondering if it might be better to turn the spawners into AI, and move their detection and spawn logic to the perception system. Would that help me improve framerates and reduce server load, or is the perception system more expensive than collision spheres?
most likely the spheres are the cheapest way
i don't see how they would affect your FPS, while anything else in a BIG forest certainly does
also the loading of the monster may cause a hitch on the client depending on how much data they need to load at the moment the monster spawns
Wonder if it's my tree collision then. Something is eating my fps and I don't know what..
sphere overlaps certainly aren't
How would I go about doing a specific animation sequence depending on a boolean check? EDIT: I am yet to make the boolean, just used an existing on in screenshot.
Ahh thanks man, and didn't know that channel existed. Thanks again.
Hello. How do you deal with removing instances with like a harvestable foliage mechanic. My entire setup works as expected, except for one issue. I have a replicated "RemovedInstances" struct which holds a foliage class and an array with all of the removed instance indexes. Problem is when using the remove instance node the entire index order changes. How does one deal with this?
It would be nice if like every removal pass I could update my own removed instance index array with the adjusted / re-ordered actual removed instance indexes. But there doesn't seem to be a way to retrieve the removed instances from a HISM component
There isn't any easy way (as far as I'm aware). I've found avoiding using the indexes to be better. What are you using the indexes for? I'm not sure for you're message.
I found an alternate solution for now. Instead of removing the instances I'm essentially turning them invisible by scaling them down to 0 and moving them off map. This also makes it possible to respawn the harvested foliage which is something I'll likely want down the line.
Remove swap is what you wanna do
If you want to remove the instances
First you swap places of the last instance and the instance you wanna remove
Then you remove the last instance
Hism or ism does this by default. Thenothet does not
Quite annoying 😆
I have a question, How do i get a Value from main character BP to animation BP ? I am new to BP's so wat node do i need or is it even possible ?
Will the Unreal Engine be able to use two Game instance one day?🤔
two instance of what
I'm trying to get to A To B
Action jRPG Templat -------Game instance 1 ---------- Action RPG Multplayer Starte Passed------ Game Instance 2 Massive RPG Systems Did not passed. To Save Or Use Game instance It needs to
hey, does anyone who how to make an flying AI enemy, that fly's around until seeing the player, then hovers above/circles player, then after a random amount of time dives to attack before returning to circling or wandering?
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thanks
You're welcome.
hello guys im making a simple widget for entering a boat
but im unbale to call the variable does anyone knows whats going on
does ActiveBoat lives in the ThirdPersonCharacter? post a full picture
BP_ThirdPersonCharacter != ThirdPersonCharacter
???
owo
Why would you need two? It sounds like you should probably be using the game state for what you're trying to do.
im gonna watch dune, gl
thanks a lot it works now
When I convert a float value to text even though it should be 1000.0 it turns it into 1.0, how would I chnage that? (It is for debugging purpose, and I get that 1.0 or 1.4 = 1000 or 1400, but I would like it to say 1000 or 1400 instead of the 1.4.
You're 100% certain that it's moving at a speed of 1000, specifically on the X axis?
Yep, 100%, because it also turns into 1.4 when I change it to 1400, and anything below 1000 it writes 800.0 and such.
So it must a precision thing that it auto does for values above 1000
Ypu know you want tge lemgth of the velocity?
I'm asking that question because ToText from float doesn't really do that kind of compression formatting. There are cases where I wish it did. It has settings to display only a set amount of values on the left or right side of the decimal, but it can't actually compress 1,400.0 to 1.4
This is a real headscratcher for me. I'm basically comparing dot products and distances. You can see in the Print String that the first few values are exactly equal. But both conditions are returning false. They all run in the same function on the same frame. Why could this be happening?
@maiden wadi You can do quite a lot:
But for some reason I can't it to show me 1400 instead of 1.4
No matter what I tweak. 😦 And getting the length does the same thing.
But plug in a vector of 1400x 0y 0z and break it, then get x and totext that. It'll show you 1,400 by default.
Have you changed ue defsult units of messurements? Would that scale here?
Well, I guess, is there a way to get this value: to show instead of the velocity so to say. 😄
Whats the vector value if you print it?
This is probably caused by floating point errors.
That is on X 1,000 or 1,400.
You're right. I just decided to use Nearly Equal and now it works
show a screenshot of the print string.
Actually the print string is correct, but converting it to text seems to break it then.
Is your text box large enough?
yeah for sure. its screen width-
I'm curious if you're seeing 1.4 or 1,400?
Try setting minimum integral to 4 , for science
1,4
...
That did it!. 🙂
ToText is correct 😆
I didn't think about to grouping. 🤦
This is what was throwing me, because 1,400 is 1400, not 1.4
Sorry, we use , in Sweden, we never use dots. 😄 At least not during my school time, not sure if that has changed. but that is why Excel breaks all the time when you have a swedish keyboard. 😄
Sorry, not never, if I remember correctly, we do the other way around. Not 1.4,0 but 1,4.0 or some shit like this.
It's like that in Finland too. Took me a while to get used to the commas as decimals after moving here. 😄
Yeah, we just suck with that. 😄
So pretty much scandinavia fucked up on , and . for numbers. 😄
I'm so freaking glad I'm not working on an Excel type of software. 😄
Thanks for all the help to solve it!
Semi curious if the editor's language settings affect that by default. Cause that is all internationalization stuff.
Yep. It does. 😄
@silent driftIf you're bugged by the commas. You can toss them via switching to your area's version of English culture. Open the console in editor via ~ or whatever key it is for you. Then enter
culture=en-SE
@gentle urchin Oddly, Norway's English uses commas? O.o
Finland's and Sweden's doesn't. 😄
Commas for decimals ?
For grouping
And . For decimals then
Wait, now it removed it. O.o
Oh, not supposed to use the - in enNO. en-SE works, so does enSE. But en-NO does not.
en
no
enNO
Hahaha
And this is why I try to default everything to English... It just simplifies my life. 😄
If I didn't need to answer people in Swedish with åäö I would probably even kill the Swedish keyboard setting on my PC (everything is in English but I need to answer my family in Swedish with åäö)
Admittedly, I still can't get used to the Nordic keyboard layouts and I've been here for years. I have to hunt down ANSI layouts when I need a new keyboard. Typing on my wife's keyboard really messes with my muscle memory.
Yeeeppp. No one in my family reads English except myself...
Any layout shifting of any type does
Laptops with squished buttons/characters are the worst
< full size is just ugh
I don't think I could ever get used to an alternative layout. Admittedly I'm an English native, but previously when typing in German, I'd always use alt codes for special characters
qwerty is baked into my soul at this point :P
I hate those American layout tiny enter keys.
With a burning passion
I always miss them because I'm used to a chunky enter
Well the Germans are freaking weirder (I'm living and working in Germany), since they have qwertz and not qwerty, that is just a whole new type of weird. 😄
Maybe they really liked quartz but made a typo
Yepp!
Exactly
hello guys ,
i was making a drivable boat with buoyancy
and i was able to set up the boat and the character
i was trying to add the enter exit and driving animations to it but its giving me errors
so i decided that i can just put a static mesh and just turn on and off the visiblity as soon as i posses or return back to character
but im having hard time setting this up can anyone help me
i just dont want a ghost to drive it
this is the pose i took from animation
hi folks, any idea why this while loop is giving an infinite loop error? The "Patterns" called all set "isFiring" to false once complete. I ran them separately and was able to confirm that it was set to false, which I thought would make the while loop end
that's not how a while loop works, what are you trying to do ?
im trying to not let it reset the "do once" until "isFiring" is set to false
basically im trying to block "on see pawn" from firing every tick by gating it with a do once. the first time it fires, it goes through, sets "isfiring" to true, and flows to one of three patterns, and then it gets stuck in a "while loop" until "isfiring" is set to false
remove the while loop, it only works in 1 frame
change Do Once to a Branch, plug IsFireing into it
Remove Delays
let me give that a shot, thank you!!
btw, what do you mean by while loop only working in 1 frame?
last time i asked on here, i was asking about why a delay within a for loop wasnt working.. do delays also not work within while loops?
seems to work, thank you!!!
also noticed you used max integer 3 (and also that the pattern connected to 2 wasnt firing).. I take it random integer is non-inclusive of max?
its Max -1
gotcha
is this ok to do? Will the player ref remain valid in the widget? Never used on initialized thats why im asking
hey so i got this issue with em widget where i want the opacity to corelate with me current health but insted of being a bit visible it is either fully visible or not visible at all any idea why? (here is the code)
how do i change the font size of some text in the mainmenu widget, with blueprint?
it shuld be in font and under size
isn't it normally just health/max health will give you the percentage you need ?
oh i mean, i want to change the size of the font, when i hover the text
no i tried that
wait
god dman it
ok that optemized the code a bit but the img is still either vully vible or not visible at all
hmm
i would assume it would go 0-1
or 1-0
do you have a bar that shows the health ? it should be the same math
i think i c the problem your percentage is an integer not a float
Good day. In my UI design, when I press the button, it does not go to the page I want. The URL is correct, can you help me ?
nope still the same
chnaged it
you could just take the bar percentage for your health ?
what does it look like ?
i have a bar for healh how do i assigh the opacity to the procentage?
hello
i need some help ive been trying to create a beam that will progress toward the target i created a trace line from weapon to target and use the hit point to create a spline with the start as the weapon location and the end on the hit location then i can move the beam end locatioin along the spline to create the effect of the beam progressing toward the target and not just spawn instently however for some reason the spline and the trace line arnt matching the end point and so the beam spawn with diffrent end point doesn anyone knows why?
the first image is the trace line and the beam going to diffrent locations
the second image is the scrip that create the trace line get the hit location and set a function to send the spline end point and start moving the beam
the third image is the event that set the spling end point
whats the problem?
you should be able to use your widget reference, get the health bar, and get percent ?
so your trying to load a certain map on click ?
is the second one clicked correct ? or your going to the wrong map ?
what does that look like should be simple load level or something ?
1st click is incorrect, does not log in
by "log in" are you doing loggin of any kind, or just loading a map ?
logging into the game
also i would start by looking at the difference between the two buttons
show the button clicks
show the level in your content browser maybe you didn't put it in correctly
let me open my login screen
this is looking like a level with the name cyberpunk doesn't exist
i would also make sure that click is firing on the first button, make sure it's the right event with a print string
how is it going to be
I know exactly how to do this.
Can you show me how to look at the log files?
I can understand it more easily if you show me by taking a photo or a video.
do you not know what the events are and how they work ?
Unfortunately, no
the red nodes are events
they fire off at different times
in this case you can see your openning levels on two events
when you click button1, and when you click button2
notice the white execution goes to open level
which is what your trying to do
have you ever used print string ?
it's difficult to help if you have little understanding from a chat perspective
not being able to debug myself, you would need to go through the process
i would suggest some basic understanding of blueprints, nodes, functions, variables, events, mostly execution and flow would be good to start
Thank you for your help
@lofty rapids any suggestion on this
i would suggest trying to get your character in the boat
then trying to make him sit down
i can already possess the boat
or just put the sit down animation on, and position him in the boat at the right place
but it's throwing errors ?
actually im not able to import the animation to animation bp
it says the skeleton mesh is different
i even changed the skeleton mesh manually from asset editor
so get him in the boat first
atleast even if he's standing in the boat thats a start
switch from land to boat
i dropped the idea of adding animation altogether
i just want the sitting position to be there while i posses the boat
how do i remove a constraint item to my mesh efter i click again?
i know it can be done via visiblity but i dont know if i need to introduce any new variables
like this
wdym "via visibility" ?
i would put him on the boat
then figure out how to set him to sitting position, but if the skeleton is different idk how to fix that
retargeting maybe ? i never done something like that
i just used the same skeleton and mixamo so far
but you should be able to in your state machine just have a sitting animation that you play with a boolean transition, then you set the boolean and your sitting, set it to false and you'll go back
anyone?
it's a wild guess but maybe start + end
"fractional separators" ? you mean like 100.5 ?
but why start plus end and where?
last = start + end
it's a wild guess like i said, similar problem with traces
so i just applied the same logic
will check on this thanks a lot
like mentioned i would start by just putting the character on the boat
maybe even with set actor location, drop him on the boat
see if he stays on it well and it's working out
is there a way to make the trigger of an input action modifiable from inside a blueprint?
for example switching from Pressed to Down, if, say, sprint is changed from toggle to held
was there a node that sets any value that is not equal to 0 to an exact value?
like a value of 0.001 counting as 1 or -0.05 counting as -1
the map range node might be just what I need
just wanna make sure if there's other nodes
nvm, map range is not what I need...
are you just wanting positives to be 1 and negatives to be -1 ?
yes
I recall doing something similar to this in python or c++
but that was long ago
or actually no that was just a code execution order
I think there was a macro node for it
yea
actually no
this is what I actually need to avoid execution pins
nice but if it's zero it will be -1
which means I need another select node
So you want it to make anything above zero 1, zero 0 and less than zero -1? If so just use a "sign"
oh right! I could do that and convert the function to be pure
much better than select
ah 😅
It does care for locale. We were just talking about that earlier. #blueprint message
So to answer the question, no you can't force it unless you change the locale of the running editor or game.
if someone in another country plays my game, will the locale auto change ?
Depends on some factors. The game will try to auto set locale to the user's machine defaults. But it will only do it if you game supports their language.
out of the box does ue support a bunch of languages, or is it something you need to add in ?
Not sure what all the editor is translated to. Anything in your game will have to get localized per string you need.
well the question is if i use english in my game, it won't translate to others right ?
same with the numbers
unless i specify it to do so ?
Correct. And only if you're using FText properties. And only if you actually get those properties translated.
This is yet another reason why things like data assets to make definitions for items are great. You get to store good localization data like genderization and pluralization along side other things easily and have it associated to the thing it's meant to be without having data scattered everywhere.
Was always a fun thing to learn. In English we have very simple rules for pluralization. Thing, Things. Add an s if there's more than one. In other languages it gets complicated. EG Polish vs English month(s).
single: 1 month
few: 2 months
many: 3 months
other: 1.5 months
single: 1 miesiąc
few: 2 miesiące
many: 3 miesięcy
other: 1.5 miesiąca
for my language is almost the same as english
except we count the gender from singular and plural words
hi guys do you know how to destroy obstacles if it overlap with the coins i have my obstacles have block all and my coins have normal overlap
many can also be 2
it's just saying that you got more than 1
Is there like a regular streaming hangout for people working on blueprints?
I´ve got this pretty massive actor blueprint and I don´t even know most of the basics yet, so it would be really cool to just have somebody look at me going through it bit by bit with some tips and tricks you only learn after doing this for a few years...
Like, I´ve already had to redo big chunks of it several times, because I didn´t know some stuff would cause issues later on and other stuff is probably just waaaay more convoluted and bloated than it needs to be.
Or is there maybe a server thats more focused on blueprints for non-gaming uses of Unreal (virtual production/linear content production)?
"I didn´t know some stuff would cause issues later on" <-- classic, this happens very often
Yeah, I really wish I wouldn´t have to try and figure this stuff out while working full time with deadlines, lol.
Its so hard to search for these things, especially when 98% of all things you find are about games and I just want to be able to do stuff in editor more efficiently for rendering out cinematics.
Like..
Could you make a "Pick actors" button that would let you select actors from the current blueprint and add them as tracks into the currently opened sequence?
Thats something that would be insanely useful to have for me, as I have 300+ skeletal meshes in my blueprint and whenever I need to animate only one, I have to click into the blueprints details, so I can select it in the viewport, then remember the name, add a new track in sequencer and type in the name to add a track for it and then rinse and repeat for every mesh I need to animate...
In a blueprint, or in a level?
Relatively sure your life would be easier with a sublevel of skeletal mesh actors. O.o
how to change collision preset in blueprint?
In a blueprint
Well, that was what I used before.
But it gets really messy, when you need to reference that in many many different maps...
Also... its really messy to add animation to 300+skeletal meshes in sequencer manually, which was what I had to do before.
Well. Unfortunately, the human anatomy is rather complex...:)
90% of the time, if I wanna do something and don´t know how...I just keep adding nodes to the blueprint that sound vaguely like what I wanna do and then connect them randomly to other nodes that sound like they would make sens and then brute force through every combination until I find something that works...I don´t think its the most effective way to learn things, but alas, the only one available to me rn...
yeah i want the ragdoll preset,which one of those can enable ragdoll treset?
i tried some of those now
IMO I'd ask in the cinematics channel. See if anyone knows a way to improve that kind of workflow. Only cinematic stuff I've handled is basic skeletal mesh actors playing animation tracks or control rig stuff. Which is pretty straight forward usually.
get an understanding of nodes and how the execution flows, pins work, it'll help you from doing that just pluggin in random stuff
Yeah, control rig enables a couple more things, I´m already working on that as well.
And cinematics isn´t the right channel, if you need blueprint logic...I already tried...:)
Yeah, I get some of that now. What I´m struggling most with is understanding how the different types of nodes interact....I only recently remembered that different nodes behave differently based on wether you just drag them in from the library or drag them of a pin.
Should work if I'm not mistaken.
The names the same, but they are not compatible...
So...any idea how you can make a function that lets me select actors from thew viewport directly?
To do what with?
Add them as tracks to the currently open sequencer for example.
A level sequencer?
Yep.
it worked thx
As in pick them from here?
Yep. But picking them from the viewport instead.
Because
A) If I pick them here, I can´t drag them to the sequencer:
B) Finding the right ones in a 300+ list is really cumbersome
Just pick them in either the viewport or outliner, then do this.
Oh, sorry, I thought that was the details panel.
No, the actors are IN the blueprint.
So, I can only add the blueprint to the sequencer and then manually select them from a list there, if I want to add a track for a single actor in the blueprint.
Hmm. As ChildActorsComponents, or do you mean just skeletal mesh components?
Skeletal mesh components I supposed.
So I can animate visibiloty or material parameters or change animation etc.
Any of yall used Inky in unreal? Is it integrated well?
Thats another issue...Understanding which kind of reference you need.
For me these are all the same on the outside... "actors" in a level.
But that you have like a dozen of difference nodes referencing different aspects and how actors are vastily different in the first place makes it really difficult to figure out what you even need.
What were you trying to get periods for again? The decimal placement or the grouping seperator?
Blueprint for controlling animation with 300+ skeletal meshes Thread:
I´m not sure its even possible though, as you generally can´t select anything inside the blueprint in the editor viewport, unless you go into the components window in the details panel (or whatever its called like, where you can see all the actors and child actors in your blueprint).
Anyways...Gott organize some food for the weekend, if anyone has an idea and could help me figure this out, pls png or dm and happy weekend !
It's possible. Just not sure if BP possible which is a much narrower possible. Looking some stuff up.
@tight pollenYou're looking for this I think.
problem:my character falls throw the landscape when i enable simulate physics,but does not fall throw a basic cube dragged in the level from place actors window
i tried enabling block on all objects,different presets,none worked
@harsh coral Well. I'm still trying to find out how to add specific track types like chaning the animation or mesh without crashing the editor. But adding all of the skeletal mesh components from a specific actor is fairly easy.
I´m not sure its even possible though,
how can i spawn a different widget for the character based on the gamemode?
so like team deathmatch would have 2 scores for red and blue and a zombies gamode would have stuff like "0 zombies left" and "wave: 3"
i dont know if you can get the gamemode from the character so im a lil stuck
did you try this and cast to your game mode ?
i'm guessing you have some variables you want to check or something ?
the problem was that i have different gamemodes with different corresponding widgets so i couldnt cast to just one
so you have several game modes ?
yeah like team deathmatch, a zombies styled one and a search and destroy
yeah its multiplayer
IMO I would mostly ignore the gamemode except for the HUD settings. There are much more complicated ways to go around this that work nicer. But for a simple, well working example. You make six classes for this case.
GameMode_DeathMatch
AHUD_DeathMatch
W_HUD_DeathMatch
GameMode_MyZombieGame
AHUD_MyZombieGame
W_HUD_MyZombieGame
Each GameMode specifies an AHUD class players should use.
Each AHUD can spawn and manage it's own widgets for it's player, as AHUD actor is spawned locally, once per client.
thats actually crazy how i completely forgot about the hud class thats exactly what i was looking for lol
thanks
it's crazy how many people are unaware of it
nowadays it's not always necessary to use it anymore. I still find it useful sometimes tho
One of the main issues is that someone started a derpy rumor that it was deprecated, which is entirely false. People also handle widgets and stuff in their PlayerController, which is fine but I'm not a fan of that since that class already has networking and control input handling as a specialty.
i put all my widget refs in the hud, it's easy access from anywhere
I use CommonGame/CommonUI, so I rarely keep an actual reference to widgets anywhere. Things are just pushed to the layout when I need them. They usually remove themselves, but special handlers like GameplayAbilities remove some of them.
Anyone used DrawDebugCirclearc?
1-10000 loop in a BP function...... crash...
did i just ruin my lifes work...
Circlearc? Not finding that one.
This doesn't look related to the loops. How are you reproing this?
pure function call
Are you able to take it out to make the assert stop?
Looks pretty straight forward. Wonder why that isn't exposed to BP. Looks sort of useful.
you may want to do a large loop like that in c++
bp is a pain the ass, but there are ways to make the code more efficient
dont know it
🧠 🤏
I don't think their issue is the loops.
happened the moment i hit play
BP loops just error out after so many times.
just a side note
in general a large loop like that is trouble imo, atleast what i have tried large loops
cant put a delay in a function for some dumb reason, so im screwed unless I use a loop and brute force a delay till next frame
you got a delay in a 10000 loop ?
no you cant get a delay in a function, so i use the loop in the function to simulate a dealy
Eh?
its just a bizare and rediculous situation
cant create anything modular in BP that involves delays in time
Loops don't delay anything though? How are you using it to delay something?
not even a "delay till next frame" node
sounds like a timer maybe
The 1-10000 would take so long, that by the time it was finished, it would HAVE to have been at least one frame
That isn't how that works. The loop is thread blocking.
Everything you execute in BP runs on one thread. Called in order over the course of one frame. Delays and timers simply register a function callback on a later frame. A loop will not do that, a loop executes every single thing in it's loop body that frame.
to to create a function with delay?
You use events, and multiple functions. DelayTilNextFrame->Function->DelayTilNextFrame->Function
yea, but you cant encapsulate in a function, it has to partially exist outside, which kind of annoying
That's basic programming though. Like if you're trying to rerun the same function each frame, or over the course of a time, you can either put it on the tick event, or you can register a timer in the function body.
Cause PI. :/ Fantastically named argument there.
what are you trying to delay ?
one frame to get past loc and current loc
to calculate velocity
if your trying to delay with a loop it will eventually crash because it's one tick
damn Pi!
why don't you just put current location at the beginning, past location at the end, and logic in the middle ? @compact vapor
btw, do you know cpp?
it was just a reandom question
i know a little, i'm been programming a long time
so i know a lot of the fundamentals
but the language specific stuff i only know so much, and just started using with unreal recently
it needs to be in a function
so why do you need the delay tho ?
you can just set these variables in the function
one at the beginning, one at the end
and check in the middle it's all the same logic
and run it on tick
or whenever you need it ig
not if the function cant get location of player for more than one time.
I need past and present, with functions, you only get present
hmm
player location is 1
one frame later its 2
thats a chang of location and has a speed
with a function, It would happem one, frame and have a speed of 0, then next frame same thing
because both variables never get a change to have a difference
hello, im trying to get tank's speed variable on my screen thru widgets, i have the parent class for all tanks and child tank classes which can be used by player, how to get this variable from any of these while they are 'remoted' by player?
Hi, what do i need to change to make POM work with Virtual Textures?
player can pick another tank, thats the problem
the only way i can imagine is to make parent widget class and child classes for each tank
on tick
yes but im trying to make a modular function which you can slot in an object reference and it will tell you its speed in the world.
it would need to be in a function, I dont think this possible in BP
that's just simply fundamentally not possible
Sure it is. IMO this sounds better as a widget instead of a function. But if you NEED a function, you could use a macro too. Might be able to use a function though...
i'm wondering where you would store the previous
im just trying to revamp the "Get Velocity" node in BP because its garbage
cant get velocity of a camera component
also macros aren't even public afaik
get velocity literally is just getting the velocity value the movement component or whatever calculates itself and stores
a camera component that is attatched to a spring arm has the abilioty to orbit around a third person character, and therefore the camera undergoes angular momentum and will see an increase in speed relative to world space.
The velocity of movement component does not account for this what so ever
I'd spawn an actor component that keeps track of velocity and reports back or however you need it to function
you'll need to either be determining the velocity on tick and saving it to a parameter you can read or have some latent logic
I have used "Get component velocity" on basically everything and it always returns 0, and always has on the camera comp or anything parented to it
This hurts, cause this would be really easy to make a camera subclass in C++ to do what you need.
On the other hand. Do you only care about the camera that the viewer is using?
yes, I currently have it on tick, I was just trying to figure out how to do this in a modular way so that I can have a "one size fits all" function for all objects in world space regardless of everything
actor component
at this current time yes
I solved my problem and built my system, I just couldnt scale it.
thats all
You can't. Cause not everything calculates that. It's wasted cpu time on most objects. Which is why most of the time it's on movement component related things.
it'd determine location, wait one tick, determine speed based on previous location and then send the answer back
or make some subsystem that can do it for you
that's nicer than spawning stuff
How can i use 2 UVs in the same time, do i have to multiply them somehow correctly? Coz it does not work properly
If it was just for the camera, I'd say do it in the camera manager. Tick a velocity off of a last frame location and this frames location. Then it would work on the player's view.
For other components, it's a matter of overriding the component and inserting that logic on your own because putting that on every component by default would be brutal.
subsystem that keeps a map of component : speed
probably structs since you need previous speed
No need for the speed. Just the components. You can update the component's ComponentVelocity value.
This is more of a #materials question. But to answer vaguely you use one UV, but modify it for your needs. Multiply the values to scale zoom in or out(Zoom isn't the correct term there since that would be scale uvs by center). Add or subtract to pan.
Add crashes ue xD
Yeah. :/ Material editor has been great about that in 5.2 and 5.3
subsystems require the absolute basics of c++ to setup and I'd recommend it, but you can get the same results with an actor you get using get actor from class, it's just not as nice
Just redo it. Chances are it had nothing to do with the add
im guessing the enhanced input system is derived from this c++ class?
maybe i got that all wrong 😆
yea the enhanced input is a LocalPlayerSubsystem specifically
the kind of subsystem just specifies its scope
is a subsystem similar to a struct?
when would you use a custom subsystem?
Wow, this worked, but now i have another isse xD
I am making rotator and rotating 0.25, so it is supposed to be perfectly horizontal
no, a subsystem is kinda like a singleton, you can access it from anywhere within its scope
it's like a global class
Rotation center being 0, 0 seems wrong? Shouldn't that be 0.5, 0.5?
oh ok.
do they have any association to custom BP component classes
not at all
i'll have to look into them
the idea I suggested was having a subsystem that has a map which keeps a component and its previous speed, and then uses that to update its velocity
it'd have a function you'd call to register and unregister component which'd just add it to the map
so as long as a component is registered with the subsystem you can simply get the component velocity
does not affect anything
Tried 0.5 all, 0.5 to every single
Nothing changes
I just want to use POM(or bump) + world aligned texture
Not sure if this is for here, but I got a problem trying to make my characters blink. There's a param in the eyes texture, and when you set it to different numbers it changes what the eyes look like on the texture (neutral, angry, eye closed, etc).
But I can't change that param through coding for some reason. It'll go from the ABP to the BP, but not from the BP to the texture
I'm currently working on a portal system. I need a rotation value that will make player and portal face to face everytime portal spawns. I have the Break Hit Result of line trace of portal, im not good at calculating values. Any idea how to take the rotation value?
Start in Eyechange. Do a breakpoint or print, make sure you're getting the correct values you expect from the animbp
You mean to make the portal face the player?
yes
You just need a location of the character actor. Then do FindLookAtRotation. Target is Character's location. Start is Porta's new location.
Optionally zero out pitch if you never want it tilted oddly.
Seem to be
it's making it to the function with the correct info, it's just not changing the Index param
OH GOD DAMNIT, I PUT THE WRONG NAME ON IT! Had the param set to 'Index_' instead of just Index. Ughhhh, I'm an idiot.
Well, it's working now, thanks!
Lol, always something simple. Been there a few dozen times. 😄
Ikr? always a spelling error, lol
wdym by that
Is there a way I can get the component of an actor without having to spawn it in?
maybe i should just use pooling for that actually
get what component?
custom actor component
do you mean get the defaults on some component within the actor?
the component doesn't exist until the actor is spawned
yea
gotcha ty
so if i made a pool of all existing Room actors with a DungeonRoom component, then before I spawn in a new Room, I get the type of that room from the pool to read the values before creating a new actor
doing this so i can get the width and length of custom room types
actually
that'll make it pretty time consuming when creating new rooms
with just the actor's class reference, is there a way I can get the actor's variables without spawning it in
i might just set default room sizes for each level within the dungeon generator blueprint, might limit design capabilities, but i was already planning on having set sizes anyways
GetClassDefaults will get you properties, but not anything like components.
yea i was hoping for components :/
You would need C++ for that.
to make it simple i decided to just add the room's max width and length
as an int
on the blueprint i mean lol
Getting all components from a BP class is fun. Neat little exercise in annoyance.
I'm using a first person character and I have done some stuff and now I can't move and I'm not sure why I can't move anymore it doesn't let me jump but it does let me look around with my mouse
Hypothetically, how would one do collectables in Unreal?
how would modding be done for things like skeletal mesh changes?
Health and possession has nothing to do with Event HIt as it's a collision check. The object needs to "bump" into something that blocks its collision channels. If you're simulating physics and want it to generate hit events, then you'd need "Simulation generates Hit Events" to be enabled.
There can be many things wrong. If you're working with the first person template, perhaps create another copy of it and see if you can spot the differences between your project and the template.
Things that you can check are your IMC bindings, see if your inputs are actually firing correctly on your character, check your movement speed set up on your Character Movement Component.
An actor with a collider & overlap event. The overlap will read the "Other Actor" and get its inventory (whatever that may be) and add itself to it, then destroy itself if successful.
That sounds good. I'll try that out now
the actor shouldn't even have a concept of health, that's something you create your self
there's no health variable from any template?
So, I might be doing this 100% wrong, or something, but I am trying to get 3 String Values into an object to make a item for a list view. However I can not figure out how to do this.
I have tried sending the object directly through, however on the other side, I can not convert the object back to string.
Any help would be appreciated greatly.
However you want. It can be as simple as just an int that increments and as complex as you can imagine
Hitting has nothing to do with health at all, it runs when something is blocked by another
Yeah it was Simulate Generate Overlap Events - thanks guys.
If I add collision to AddSplineMeshComponent, it works in editor and in standalone but not in package shipping build. Any idea how to fix this issue?
I want to make an inventory tetris system sorta like the one in the pic. I have built and inventory system before so I sorta know how to go about doing this but I am not sure how to detect the slots around it. Does any one know a good tut paid or unpaid that they can link me to?
If you're passing through a JSON object when creating the list view object, then on the interface, you need to cast the "List Item Object" to "VA Rest Json Object" then you should be able to get the fields from it.
Can anyone tell me why my decals are showing like this?
I'm struggling with doing a chain lightning effect using blueprints I can manage to zap from one target to secondary targets. But with blueprints I'm having issues wrapping my head around getting it to go from the secondary to the third and so forth.
I have an algorithm that sorts actors by distance from the initial target in c++ (Blueprint callable)
I store these in an AActor Array variable in blueprints (additional targets) Using a for each loop I call a custom function. Which then loops through and attaches the particle effect based on gameplay cue parameters.
As seen in the third picture. I honestly am not too sure how to do this in blueprints but I think I need a way to go through the array and get the next index and attach it to the prior index
my guess would be mouse hit actor, is the primary to attach the secondary beam to for the first entry, but after that point I need to do a separate loop that increments through the rest of the array indexes. So it would do mouse hit target to index 0 Index 0 to index 1 and so forth for the length
think i'm getting it, just tinkering with blueprints is odd to me working mostl in c++
It’s all the same thing under the hood, just diff way to get there 😀
its driving me crazy trying to figure it out lol. Spaghetti code was supposed to not be literal!
You don’t need to have spaghetti
I have to be so close to having it... I've got the array I can see it, i think i'm going to start printing them out one by one and then replace that with actual things
Promote to variable, sequence, collapse to function, make more events and call them.
You'll prob need to show your material setup as it looks like it's running the the default base texture
Mind you, FArray::Sort doesn’t exist in bp 😅
Yeah
how would I go about getting the next element in an array in blueprints? I can't do index+1 can I?
Why not
There’s also a Find function for arrays
I don't think I lack the critical connection to figure out how to do that in blueprints.
Ahhh
Find item?
Is there one that would let me take the array and find the next index variable up?
I mean if you’re going from an item, you can find, then +1 that index, then use that index to pull the next element with a GET (copy) node, if that’s what you mean
But why not just iterate with for each loop?
So what I'm trying to do in my head right now is:
A for each loop. Where I grab the first array element +1 it. If its <= Length print out the +1 actor in a string.
So you’re trying to find the 2nd element ?
yeah would that be a Get a ref / copy?
got it
thats what I was missing
okay its starting to come together, I can get the additional 2 after the first. So Now I SHOULD in theory be able to branch it right and get it to print the first additional, then the second, and third...
It'll be nice to get this working as lightning zapping from target to target like a zig zag always looks way better
Hey, thank you for the response, honestly.
Although, I am still having the issue that the information isn't going through. I send the information, but the Server List Entry is only getting through step 1, meaning the Cast to VaRestJsonValue is failing.
Did I do something wrong?
I want to make an inventory tetris system sorta like the one in the pic. I have built and inventory system before so I sorta know how to go about doing this but I am not sure how to detect the slots around it. Does any one know a good tut paid or unpaid that they can link me to?
Instead of adding force for moving in right direction how can I rotate the boat
Change its rotation?
yes
No, that was the answer
so how can I?
Either add rotation or set rotation
add local rotation?
Sure. Or world. Kinda depends on the context. Play with those nodes
Okay
You could lerp from 0 to rotationspeed to make it feel like someones actually doing something to make it turn
Depending on the type and size of ship ofc
Yes I made it
how can I improve performance for a character class that has a bunch of components on it, when I open a blueprint for it the editor stutters for a bit and lags while class defaults is selected because there's so many options in the details panel... is there a way to hide some of the properties for the components? I feel like this is a 5.3 issue, before component properties didn't show in class defaults?
hmm if I collapse some of the categories it saves they are collapsed and helps a bit actually
Well I'm getting closer... LOL I must have some odd condition where the second index isn't hitting itself, but it looks like when I fix that. It should be chaining right
Gotta reorient it
how can i?
Does someone have an idea how I need to do the following:
When I use a certain key, my character's entering a state where it waits for a sequence of inputs.
(Using WASD, E, F). The sequence is saved and will be used later for a different thing. The important part is the registration of those inputs.
I tried to have the input action be a flip/flop and the have it in the tick be checking on that state. (Boolean) But that only crashed the editor.
Could do something like assign a number to each state of the correct combinations/path. The thing detecting the input sees you're in the starting state of 0 so you press W to start the combo and it checks you're at 0, so it changes it to 10.
If you pressed A next if that's not in any sequences it would see you're at state 10 and cancel/reset etc.
Not the fastest thing to make, branches like twine and lots of ifs.
I have parent and child actor.
In parent, I cast to player character, and store that in a variable. When I try to call that variable in any child actor, its null.
Before it worked.
Anyone has any ideas why its not inherited?
How do you tell a mesh to look at a specific image in a texture set like this?
Thanks, I will try that 🙂
holy shit... i grabbed this from reddit.... 💀 my... just WHYYY
dear god 
my guy... have you ever heard of grabbin variables 
😂
Functions
does anyone know why my camera freezes? after like one tick
Your code is setting the character's rotation to the boat's rotation when you exit
If you want him to not rotate sideways but get out of the vehicle facing the same direction. You'll want to get the boat's forward vector and get world rotation's up vector. I messed up a lot getting my character capable of facing any direction so I don't exactly remember. I think might look like this.
Okay
Was trying to remember how to do this
i spent a lot of time trying to figure out character rotations for instant walking on any surface without wrong direction facing
I made a material that makes a fish eye effect but I don't want it to show up in the editor. How do I disable it for the editor only?
Change the material at runtime? 🤷♂️ I would think one would use postprocessing for that kind of stuff
I just followed a tutorial to do it
Are you able to turn it off?
Should be a way to turn it back on after start using the place you turned it off at
Materials don’t have on/off switches
You can however change an alpha material parameter from 1 to 0 if you want to put it that way
is this possibly because other camera perspectives don't update if its not the "one in focus?"
I got this annoying bug or something with the editor when I press the "wasd" keys it will exit out of what i'm searching or naming.
For example with this comment if I press W for the first letter. It exits the comment as if I pressed enter after pressing W.
If i'm trying to type something in the search field I have to keep re-clicking into it twice, first time highlights the letters like im starting over
started happening a few hours ago, not sure if i clicked something that enabled some weird setting
I just checked and I think it might actually be a post process. It's in "postprocessvolume" in my outliner
here's me trying to search world rotation as an example
I can add a spawn into another variable, right?
I have been away from unreal to long.
I have a problem between the new enhanced inputs system, and focusable elements like buttons.
and just disabling focusable from buttons makes the engine spit out warning messages.
Altho I can hide the blue focus outline in project settings by setting the Focus / Render Focus Rule setting to Never.
Anyway what happens is enhanced inputs are completly ignored if using specific keys while focused on some elements.
For example.
- Make a vertical box, put some buttons in, and focus any of them.
- Also make some advanced inputs and have them print string.
- Example specific keys are arrow keys, and enter key.
- if the button is not in focus, it prints. But if the button is in focus, the string won't print.
- If the button is in focus but you use inputs other then arrows or enter, like wasd, it prints.
Furthermore, there is no "get focus" event, and that kills workarounds.
made worse, it seems left click is one of these problematic actions!
Even without a click event, clicking a button doesn't cause print string to happen if left mouse is an enhanced input.
How can i make enhanced inputs, ...actually work? ?????
the W button may be set to do something else even when you're renaming something
I used print messages to check and the input commands are used by the game, however nothing is moving
guys is there any way to use variables for animations in the state machine?
is there any way in bp to destroy components from another component on the same actor without unreal denying it? I have a cosmetic manager component that's supposed to add/remove skeletal mesh comps but it can't right now
I´m having a mental block right now...
I want to use a proxy skeletal mesh actor in a blueprint that I can animate in sequencer (pick animation sequence, change its playrate etc) and have all other skeletal meshes in the blueprint pick up the same animation sequence etc.
I have them in an array, but how do I tell them to use the proxy actors animation properties from the currently open sequencer?
Is that even possible without adding ALL skeletal meshes to the sequencer?
copy pose in their anim blueprint maybe? depends on what properties you're trying to get them to use
I am just trying to get ALL skeletal meshes to play the animation sequence of ONE skeletal mesh actor.
So I do not have to add all of them to the sequencer, so I can scrub the sequence and have it update in editor.
So, one actor to act as a proxy that controls all other actors.
Hey all I have a simple distance calculator im making for a shotgun damage fall off. Basically right now if the distance is 800 units, it will return 0.8, 200 units = 0.2. Is there a way to flip the result so that the lower the value, the higher the return value, i.e. 800 units = 0.2, 200 units = 0.8 ect ect. This is so that when i multiply the value to the damage it actually becomes more powerful the closer you are. Right now it will only do more damage the further away you are
You can try taking 1 and subtracting whichever value you have (0.2 or 0.8) like so:
1 - 0.2 = 0.8
1 - 0.8 = 0.2
No guarantee that would work, just an idea. Of course you’ll want to test edge cases like 1000 meters and 0 meters to ensure it works as intended
Thanks thats a good idea
here is one way
for some reason my ai isnt moving and in the output log it says "LogSpawn: Warning: SpawnActor failed because of collision at the spawn location [X=-343.157 Y=480.532 Z=351.791]"
how do i fix this?
when i cast from one blueprint to another and none of them is player,what should i connect in object pin?
Hmm. I was wondering. I have been having all enemies and such things grab the game mode and on player respawn send a event through the game mode that they need to reset, respawn or such. I bind to this player respawn event. Would it be more efficient to instead send this from the player and have a respawn dispatch sent from the player instead of the game mode? Since almost all actors need to know of the player anyway for attacking and such.
Or what is the best way to make a quick reset and respawn similar to Super meat Boy, with checkpoints and all.
I have done the restart player from transform inside of the game mode.
Love to hear if this is the best or if there is a more efficient and quicker way.
Its more about what's best for you're use case. There are often pros and cons to any setup.
Personally, I would have all my enemies register with some sort of manager (actor component most likely placed on the game state). One advantage to this is you could have this manager handle repositioning and resetting all the enemies. This could also include logic for when and where to spawn them in the first place.
This could also make having variations easier as you can create a child of the manager and override the relevant functions and update some default vars.
hi guys do you know how to destroy obstacles if it overlap with the coins without begin overlap and get overlapping actors because i tried them both didnt work the obstacle should be moved to make it work
I would use the things you say didn't work. It might be better to find out why those methods didn't work for you.
Oh, in a component. Could you explain more? That sounds interesting.
Have used actor components before?
Yeah, I use them for mh health system and such. Do you add a component that add them to a manager in the level?
i really dont know why they dont i tried on begin overlap and cast it to the train and destroy actor and it didnt i tried get overlapping actors for each loop and get its length and checked if its longer than zero destroy it and it didnt work
Or how do you store them so the system knows? Or do you "just" reset them from the component?
So you don't actually destroy the item but rather hide it or such.
You would just store them in an array or set. (Maybe in a map if you want them to be uniquely identifiable) and yea I would reset them from the component. This could be by calling a function on the stored refs (if they're the same class) or using an event dispatcher.
You would need to show how you did it. Additionally, can you confirm if the overlap event actually fires?
ok i will
Okay. Do you then not "destroy" them on death, but just hide and reset?
It depends, sometimes destroying them can cause issues with references so just moving them and resetting the relevant BT is enough. This could save having to re-initializing them from scratch and getting all the relevant refs again.
If the enemies are fairly basic and don't really have much going to initialize, just destroying and respawning could be the simplest approach.
the first one dont fire at all the second one fire but 2 or max 4 and actually destroy the actor but not all of them there is some not destroyed and overlapping with the coins
Yeah. I had issues with references which is why I was wondering about it.
I will then try and hide them instead and unhide with the component approach.
Might maybe even save memory if gone in a good way.
In the long run probably not but it could result in GC not needing to be run as frequently to clear the old enemies from ram. Hard to say without actually profiling though.
Yeah. I'll give it a go. My levels are more in the style of super meat boy in size (not gameplay) so they aren't thst big. And if this solves my references issue so I don't need to recast each time that would already be quite nice.
For the first one, it could be that nothing is set to overlap what you're wanting it's collision settings. Additionally the 'Generate Overlap Events' might be disabled.
As for the second one, whilst you get the overlapping actor (train) you proceed to tell it to destroy itself instead of the overlapping actors. Destroying the actor will result in the loop stopping. (not that it would do anything else other then just print)
ok ill try this
Actually this would also be quite nice. Then I could spawn all when the level loads, but make them be in the "off" mode by start and only turn on the ones that are within the current checkpoint.
Then not all enemies will be on at all times but just the ones where the player currently is. How do you turn them off? Just off with the BT, and all?
If you don't mind me asking. @dark drum
Spawning them all at once might not always be a good idea depending how many there are, but yea, you could just set them to not be visible and turn off their BT. They'll just stand there invisible. You may also need to disable collision and gravity if they would be in areas the player can visit before they are needed.
Mm. I'm currently spawning all enemies on start and save them in an enemy manager that kills and respawns all within a proximity on respawn. So first time I have loads of enemies. Second time less.
And I haven't had issues with spawning all so far since the levels are small. But will need anothrr system if this changes.
still and i made sure that it is generate overlap events and also made sure that the actor of class destroyed not the array element
the train also set to overlap not block so this is really wierd
so your trying if the blueprinttttt <-- (which should have a better name) is overlapping something and if so delete itself ?
is this blueprinttttt a train ?
yea and ive tried deleting the overlapping thing and its not deleted i tried array element and get actor of class still
no the coin
Does the train mesh have collision? Either auto generated or UCX?
yea
see if your getting to the false of the length > 0
ok
if your destroying self if it has overlapping stuff don't use a foreach
just check if > 0 and destroy self if true
this is basically what i tried to do and the actor of class is being the train
i tried the false thing and it printed 4 hellos
get rid of the foreach, theres really no use if you want to remove self if "anything" is overlapping
just if lenght > 0, then out of true destroy self
ok
ok so overlapping actors is not registering i'm guessing if it was going out of false, but why would it print 4 times if there were not overlapping actors, sounds strange
and make sure your class filter is correct, your names are wild
try to use more descriptive names
it's much easier to follow that way
oh wait it print 5000 hellos now i dont know why😂
without the foreach ?
yea its the train
yea
well it's obviosly running too many times, when do you fire this thing off ?
after begin play custom event
but if it's going out of false, then you got no overlaps as well
but in gameplay i do
some just overlap some dont
sounds like it's running at the wrong time or too many times
it shouldn't print that many times just out of a branch like that
unless it's running that many times
show the code that prints hello
maybe this will help the forward train being the true and the false thing being the hello so its running multiple times
well you only want to run this once correct ? because your spawning these things in and trying to get rid of overlap
yea
still slapping nodes all around i c lol
you probably want to destroy all overlapping not just one
but your main problem is that code is running too many times
so where do you call it ?
What object should I use If I want to trigger the event from widget to a blueprint that has the specific widget component in it?
yea i want all of them and i call it on begin play
beginplay of what bp ?
i'm guessing newblueprintttttttttttt ?
yea
which is the coin
because the coin spawn too many times
well everytime you spawn a coin it will run beginplay on that coin
which is what you want, you want to check if it's overlapping anything right ?
or you put a filter so your checking if it overlap a train ?
here is how i spawn it
just for now, on the custom event, don't destroy or anything, just print string out length > 0, true
thats fine, everytime you run that node spawnactor, it will run beginplay of that coin
yes
and in there you should be able to detect if anything overlapping
i would just do length > 0 , true , destroy self
ok so nothing is printed on screen now i see the proplem
it was printing because i did it before in spawn coins the get overlapping actors thing
yea i tried that but it didnt work either this or the train
is it printing on true for the length > 0
no its not
show what it looks like
just the false run
ok so it's not detecting the overlapping actors
so as a test change the filter to default
see if it picks anything up
basically just this
ok
so those hellos are on false ? i would get rid of those for now and just print off true
so you know if you got the overlaps
ok now its not printing anything on true so thats the proplem
even if the filter is none
wait when i get rid of the false its printing things 5 forward trains i will continue the game see if iit works
ok so only two are destroyed now thank god but not all of them some are still overlapping with the coin
is your filter on ? or it's default ?
on
maybe set it to default, but another you can do is when you spawnactor theres a setting
In all honest, it seems like this has being over complicated. All you need is something like this on you're coin. In the screenshot, if the player character overlaps the coin, it'll destroy itself.
If this doesn't fire, then it's an issue with the collision settings. It's a simple as that.
that is a way to get a coin thats for sure
yea but it overlaps with the train and thats the proplem
set the filter to default see if it works
so your checking for everything
Yea, and you want it to destroy itself when it gets hit by the train correct?
here in your spawnactor theres a collision setting override
i think you can tell it not to spawn on collision as well
that might be a better solution
If you're not wanting them to spawn inside the train from the beginning then there's this. (just replace the third person character stuff for the train)
or that, is not empty lol
same as length > 0
thats pretty much what i suggested
but with a filter of none
but also i think the setting in the spawn actor might solve the issue in a better way
I'm currently trying to think of the best way to define which of the task descriptions should be shown as active or completed without having to pass in another array. Lol. I'm trying to pretend I've not been procrastinating on it for the last 20 mins haha.
pick do not spawn
idk why i didn't think of that earlier
ok ill try this
i tried that before didnt work
Train probably spawns after the coins.
which i suggested to do the opposite
yea i put a delay
ok so this didnt work it destroyed just two only ill try to put a delay before coin spawner
Did you do both the begin play and overlap events? This would handle both scenarios of the coins being spawned before or after the train.
the opposite just made them not even one destroy i put a delay before the coins and still
yea
there is only one overlap which is the is not empty thing that is the the new blueprinnnttt which is the coin
name your stuff better, blueprinnnntttt is a horrible name for a coin
Add these print text nodes with the same text in the format text node.
the main proplem here is that it destroys the train yes but not all what overlaps
ok
What, you want the train to be destroyed?
yes
i thought you were destroying the coins when they spawned ?
the two things dont work anyway
I think you need to more clearly explain what you're wanting.
ok ill try this
ok
why there is no a in here
ok
I'm still waiting for you to explain what you're wanting.
1: Are you wanting the coins to be destroyed if colliding with a train?
Or
2: Are you wanting the train to be destroyed when it collides with a coin?
also one thing you can look into is a rotating material instead of rotating the actual actor
anything that can work obviouslly but i more want the train to allow the player to collect the coins
That wasn't even one of the 2 options I listed so I still don't know what you're trying to do.
basically the second option i mean
Ok so to make sure I understand correctly, you first spawn the coins along the tracks then you spawn the trains along the tracks but you don't want the trains to be where the coins are?
and as you can see here its also colliding with the barrier so basically this ruins the game
ill show you the code
Showing the code only shows what you're doing, not what you're trying to do.
if you make a custom channel, you can manage the collisions for just the ones you want
To be honest, with you wanting to destroy the train, it sounds like the train should be checking if it's overlapping a coin and then destroying itself as opposed to the coin trying to destroy what it's overlapping.
Seriously though, you need to start naming stuff accordingly. It makes providing help difficult.
im just trying to destroy anything that overlaps with the coin thats what i want
so then on the coin don't destroy self, loop through and destroy all the overlaping actors
but i would cache the value of get overlapping actors beforehand
You don't pick up coin! Coin pick up you!
you mean for each loop right
you shouldn't really delete from what your looping, but ya you can destroy actor
foreach on thats overlapping
instead of just destroying self
ok ill try this
This would be on the coin to have it destroy anything it overlaps. (literally anything (including the player haha))
you should cache overlapping actors
You can also just do the level streaming checkbox. It should cause overlap to run early so you don't have to do the Beginplay stuff.
here is what happend it destroyed everything and there is one left but whats left i saw it overlapping with the coin so stilllllllll
yes the filter is the train
hmm
Revised with cache and player check lol.
and what is it overlapping ?
a train, or something else ?
when you set the filter it just gets overlapping actors of that class i believe
so if your overlapping something else it won't matter
thats why i suggested a parent class for you spawnables
these are the coins and they still overlapping in the left most side
Whats the collision on the track?
none basically its a static
im trying to add collision to this static mesh but how can i exclude the window ?
so it dosent apply collion at the window
draw some boxes around it
oh wait i just checked its block all
how do i draw ?
quick question, is there a function that returns -1 if the value is negative, and +1 if the value is positive?
or u mean just adding box collisons and place them around ?
yes
whats the name?
yeah, I've seen that in the chat but i forgot the name
There are auto generate collision things. But normally you do this when you export it from the 3D software.
yeah the auto ggenerate collison is the on i use to use, but it cant sense the window
UCX would probably be best
the train bascally overlaps with the coin or the coin overlap with the train idk idk and its hard to put them as parent class because they are static mesh actor
imo your probably going to want to revamp how your spawning things
you should be able to say to do not spawn in the spawn actor
yea i tried that but it didnt work
your using a delay in the coin on begin play ?
maybe i should try that on the train
without it it doesn't work ?
yea
ya on whatever your not trying to spawn on over lap
If i wanted my attack to go through the player how would i do that?
maybe try turning collision off and back on again ?
if you use pawn collision on the, you could temporary disable reaction to pawn on the player
So When attacking turn off pawn collision?
i added this and still man why is this is so hard SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButDontSpawnIfColliding;
nice game
as far the coins deleting the stuff it worked except one spot so i would look into that
try some other setups, see if you can replicate the problem
if your using delay i'm going to guess thats the problem
Thanks I just started learning ue5 like a month ago
you could try a longer delay but you shouldn't be using delay you should have a flow of execution when you spawn things
ok ill extend the delay and if it didnt work ill use set timer by event
you could rather have a flow of execution, spawn the trains, then spawn the coins
or in the first place don't spawn them overlapped with some maths
why not just spawn them higher tho
the flow of execution is the same as this spawn the trains delay or set timer by event spawn coins as for the second thing idk math sorry
idk why you would need the delay but if it works by all means program however you want
one reason i enjoy it so much is the freedom to be able to do whatever you want
yea i enjoy this too but i tried everything i know and still
and i need the delay to make both dont run at the same time
they shouldn't run at the same time
if your spawning the trains, then spawning the coins
the trains should be spawned by the time you spawn the coins ?
maybe they are taking time to load idk
ok ill make them in one spawnable actor see if it ever works maybe this will really work
ig it's possible they might take time to spawn, i assume it spawns by the time the execution comes out of spawn actor
but if you put the coins in the same spawn system
you could just do waves of trains
waves of coins
stuff like that so you wouldn't even have to worry about it
still this is really sad : (
for one thing you probably want the branch before the foreach
Hi! Why I get the warning "'WBP Planetarium Menu' does not inherit from 'Widget Component' ( Cast To WBP_PlanetariumMenu would always fail)."? I know why, the problem is that I don't how to do it. I have used WBP_PlanetariumMenu as User Interface -> Widget Class.
Thanks!
well i tried
A widget component contains a user widget. You'd need to "Get Widget" from the "Widget" reference first before casting.
Drag off of Widget and call GetUserWidgetObject and cast that
Also, ew. Widget components. 😦 I wish they would make a more generic implementation of the indicator system.
Thank you.
if your going to use a delay put one between the two spawns not on the beginplay of every coin
You should , and push to MP 😁
What does it do/use for indicators anyways?
The indicator system is just basically a component that manages registered components, a canvas that maintains a child for each of the registered components, and a descriptor object that houses the indicator's intended state.
You create an IndicatorDesciptor. When creating the descriptor you set a bunch of state like associated draw data like how you want it to project, offsets, the widget type as a softclassptr, etc. Then you push that descriptor to the manager component on the player controller.
The canvas ticks to move each of them around by pulling registered descriptors from the playercontroller component. If they're in valid screen position or collapses them otherwise.
The actor that created and pushed the descriptor can use the desciptor to change projection or hide the indicator if needed, etc.
The last bit is just the userwidget, which can have the descriptor pushed to it similar to a ListViewEntry widget. So when it gets it's descriptor, it can do whatever it needs to set itself up visually.
What do you mean by MP?
Marketplace
I am using the acceleration feature of the floating pawn, however I would like to learn how to create acceleration and deceleration so I understand how it works in blueprint. However I am having difficulty understanding how to create an effect where the speed of an object is changing each frame
Maybe. 😄 I already put it in a plugin for internal use. It's fairly easy to pull out of Lyra since if I recall it was all in one area.
Sounds like a better version of what im currently doing 😆
Im doing some funky screen space widget projections
With simple culling 😆
It's fairly easy. And with a couple of library functions you can also make it so that you just have to do this in BP
Guess i should give that a look
Didnt think much about extra offsets and projection mode but should be fairly easy to add
BP seems to think this is an infinite loop. Is this a bug? I haven't used loop nodes before
unless you're doing DS / algs, you probably want to skip using while loops
because your are while looping talking, it never actually comes out of the loop to set it back
here you should probably use a switch instead
you need to set it at some point in the while loop to stop it, while loops are a pain
stop it in the same frame
If I use a switch tho, the talking animation will only play once, right?
if you want to run that function multiple times use a timer by event
a timer with the event playing at a certain rate, and then you clear and invalidate to stop it
most likely with another timer
Soemthing liket his
save the handle, and then invalidate it when your condition isn't met, so that it'll stop playing the anim
hmm that will never goto false
ok i did that but still

you really don't think mine would stop? they're already checking with a boolean in their initinal question
If you want to export it. Pretty much everything is in this one folder in Lyra if memory serves. You can put that in a new Plugin and mostly just change the API markings and then add the right modules to the build.cs
Is the animateandrun supposed to be linked to the set timer with just the event wire?
in my examples (which i recommend instead) it's before / after the delay nodes
it'll auto loop as long as you have Talking set to true, and stop when Talking is set to false
mkay. So, this'll probably work? Not missing anything?
This looks insanely complicated for what could probably be moved to a simple timeline
so still just that one coin ?
at the end there ?
odd that it would just pick out a coin and not work
yeah, there is a bigger picture here. that should work. but it's more of a band aide
yea except instead of coin its obstacle and i mean train
dont set it in the event with the delay at the end, you don't need that
so was the stuff you had on check for the coins, you were checking for trains right ?
so that should of got rid of all the trains overlapping coins in theory
Which delay at the end? the one before set talking to false?
Also, tested it out, and it does make the mouth go up and down once, but doesn't loop it
Is this for like an anime talking toggle?
idk about all those delays
P much
Would be curious about just using a sine in the material instead of this toggling. Then you simply set the talking state to true or not.
i think this will demonstrite everything see the coins that are in the trains
A sine in the material? how does that work
If I read this right, you want to toggle the state every 0.2 seconds?
👀