#blueprint

1 messages · Page 146 of 1

steady night
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that did it .P

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ty

sterile spindle
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Does anyone have the BP_FirstPersonPlayerController blueprint on hand? I managed to delete it and can't remember how to remap my input system lol

twin jacinth
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I don't but my character does it like this

sterile spindle
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Add Mapping Context was what I needed

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ty YIPPEE

pulsar vigil
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Hello , i have to calculate the shortest angle between two actor to decide wich turn animation is used with a motion warping to turn an npc when my character fire the dialogue, what would be the solution ?

i found this thread https://stackoverflow.com/questions/56749073/getting-yaw-angle-between-two-actors-unreal-blueprints that look valuable but it doesn't seem to calculate the best path but just the delta rotation or i dont understand it completely

lilac lance
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Dot product gives you a value between +1 and -1 for how alike are two directions

lilac lance
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completly opposite in direction gives a value of -1, and completly the same gives +1

spark smelt
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Hey, so I changed the Scene root component (in CPP) of one of the actors I've placed in the world. But if a map that had that actor was loaded in the background the editor would crash.

After loading as different map I could compile the blueprint but the actors that were already placed in the world don't have the correct scene root component.

Image 1 - If I drag and drop the blueprint now, this is what it shows
Image 2 - the actor I placed before making the change to the scene component

Does anyone know how to fix this?

pulsar vigil
lilac lance
# pulsar vigil thx ill try to use it

just filter by value
test it with print string and event tick to see the values and how they change,,,, i think it is linear with respect to angle, meaning that a 45 degree angle difference would give a value of 0,5

maiden wadi
#

The issue is that dot product doesn't give direction. It gives differences. It's values mirror on both left and right side. To get a reliable direction you need to convert the target into the turner's local space, and get the delta between the current rotation and the look at toration and then use the yaw to determine if it's negative or positive.

pulsar vigil
gentle urchin
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And 45 dont give .5

grand surge
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yo how to start creating gun anim with anim montage

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i mean how to create key

grand surge
#

and why my key button was disable

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can any one hlp me

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i am creating fps game so why my key button was disabled

silent drift
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key button disabled? I don't understand what the problem is

lofty rapids
grand surge
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yes

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see

silent drift
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You are asking about animations in a BP chat. ASk in #animation

grand surge
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seees so help

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key button was disabled

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i need to create new track

silent drift
grand surge
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is aks

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ask

frigid summit
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hi guys im trying to throw the charcter in reverse direction and in ther air if it hit obstacle but it still in its place and not throwing i dont know why i set collision to ragdoll and everything is set to simulate generate hit events but it still happening

wise ravine
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Hey why cant I get the 'Set Max Engine Torque' node from my vehicle movement component?

frosty heron
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Read the error, it tells you why.

wise ravine
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The compilers just saying the node can't reference itself (the blueprint)

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But when I try and input the vehicle movement it won't allow it

frosty heron
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Sure, but read the error when you are trying to plug the bluepin to the target. That also tells you the exact problem.

wise ravine
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hmm

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I see now, I have to add the other component and redo all of my configs

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idk why there's two

odd kiln
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Hi all !

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Does anyone know a tip to change my character animations related to which weapon he is using please ?

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Actually I am using "Montages"

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Do I have to use Animation Blueprint or can I do this with Montages as well ?

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(Each weapon has a Blueprint Actor)

gentle urchin
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We're using a blendSpace per weapon

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Along with montages specific to it

silent drift
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A "best practice" question, I think, kind off. Is this better than placing something inside of the tick-event? Since it "only" checks as often as I set the looping timer to be.

mild bloom
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Hello, i'm rotating a turret on a vehicle through the animation blueprint by setting a rotation variable.
It currently rotates towards the mouse cursor. The problem i'm having is that it follows the mouse as fast as i can move it.

If i rotate left and right using keyboard i can use a value of degrees per second and a timeline to slow down the rotation to whatever speed i like. But i can't work out how to do this when i'd make it follow the mouse.

I''ve been trying to combine the 2 bits but at best i get it to either slowly rotate in 1 direction without stopping...at worst it becomes a helicopter.

I'm trying to get this:

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to do this:

cloud solstice
#

Is anyone available to help me with a tower defense issue? I'm trying to set it so you can't build a wall which would completely block the enemy path, but I can't get the ghost to affect the pathfinding of the path tester, and not the enemies already there.
If the ghost effects the navmesh then it works on both, if it blocks but doesn't affect the navmesh then the path is always clear apparently.

mild bloom
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hmm..i'll have a look at that

tawny jackal
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Can you always depend on an oncollisionexit after an oncollisionenter?

odd kiln
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So I have to get which weapon I am using (a variable) in the Anim BP ?

sage plank
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What's a simple way to setup a blueprint such that I can destroy it N seconds after it spawned? Tick? OnBeginPlay? Any other events?

gentle urchin
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SetLifespan

frigid summit
sage plank
#

is this what you had in mind?

gentle urchin
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Yes

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If this was a grenade, you can do the trace+vfx OnDestroyed

sage plank
#

so I'll try that too

gentle urchin
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If the system/components reside in the bullet it wont work ofc^^

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For the OnDestroyed

sage plank
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would I have to spawn them after the destroy then?

gentle urchin
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Well the actor and its components is a frame away grom being removed so

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They be gone before they can show anything

mild bloom
# lofty rapids maybe try to interp ?

i got it to rotate smoothly with a finterp..but not quite how i want.
I'd like to set the rotation speed in degrees per second. What it also does now is slow down when it's almost aligned. I do want smooth movement, but not eased near the end of movement.

sage plank
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right, I'm a dummy - I forgot you can't just "unparent" components in UE (like how you can unparent Game Objects in Unity)

mild bloom
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Ah that works, thanks 🙂

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Do you also happen to know how to make it not turn back and rotate the other way when it hits -180 ?

gentle urchin
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The code seem a little strange to me tho

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Wouldnt you simply want to set target rep through OnRep ?

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And react to that event on clients?

mild bloom
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You mean multicasting the rotation ?

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It did function in multiplayer...although probably not the most efficient way of doing it.

gentle urchin
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Id suggest using OnRep instead

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The TargetRotation

mild bloom
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Yeah i found that tip already in a tutorial, didn't know i could replicate it like that too so was using rpc's everywhere. I decided to just start over and maybe 'do it right' this time 🙂

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and change the controls while i'm at it

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This now works, except when rotating backwards -180, then it turns back the other way:

gentle urchin
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Tick runs om client and server, fyi

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Only server can set replicated varibles

mental trellis
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Wellll they can be set by the client, but they won't get sent to teh server.

river seal
#

anyone else noticed that UI buttons fire twice when using touch?

found a fix which solves this but it introduces other issues with click/release not getting recognized properly...

[MobileSlateUI]
bTouchFallbackToMouse=false

untold fossil
#

Hello. How can I make a datatable entry for a piece of text (story) that has paragraphs? Text and string do not allow ctrl-enter to go to a new line. How does one do data driven stories?

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nvm found it

gentle urchin
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They're only set locally

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Untill server sets it again, causing replication to happen

hollow lagoon
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Hello ! Does anyone know what type of variable an int point is ?

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I see screen resolution uses it, but I dont understand its structure

maiden wadi
hollow lagoon
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cheers !

sharp rapids
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Is there a way to add new blueprint code to the game after it has been built? Using PAK files?

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I've been looking into making the game more modding friendly,
So far, I can add new textures, Materials to the build and it works.

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Unfortunately, adding Blueprint does not seem to be working this way

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For e.g. I have a master blueprint packaged into the base build version of the game,
I created a child blueprint from the master BP, and packaged it into another PAK, I thought it would load after mounting the PAK, but it doesn't.

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It's only blueprint that does not seem to load this way, other assets seem to work fine. (Textures, Sounds, Materials, Data Assets, etc.)

raven geyser
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Hey, folks. I'm new here with a physics tick/packaging question!

After packaging my project for Windows, my post-physics event tick (used to get move my character's hands to the handlebars of a vehicle each frame) doesn't work as it should. In the viewport and standalone test modes, the hands stay snapped to the bars no matter what. In the packaged game, they slowly lag behind as the vehicle moves forward, and eventually catch up when the vehicle stops.

I have this set up on a Post-Physics Event Tick, as if the engine computes it at the same time as physics, the hands lag behind and jitter around a ton. This works flawlessly in-editor, but not packaged!
Could there be some packaging setting that affects physics that I'm missing? Does my Event Post Physics Tick just not work when things are packaged?

I followed a youtube tutorial to set up the Post-Physics Tick, I can link it if that'd help solve this puzzle. I was hoping to contact the video creator, but his Discord link is broken. Let me know if there's any bonus info I can give to solve this, or if there's a better place to post this question. Thanks!

jolly oriole
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Class Reference vs Soft Class Reference. What to use and when?

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I assume soft is best if you're just dealing with the data or 'idea' of a class, ie data tables, because you want to know what class you're talking about but you don't want to load all of them into memory?

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vs a place where maybe you want them ready to go in memory to avoid hitches or keep memory more managed?

maiden wadi
granite frost
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Can a component keep a copy of its owner. To remove its owner from world anytime and again spawn it?

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Like remove from world and add to world? Not spawn.

cinder raven
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I'm setting up a state machine and had a few questions if someone wouldn't mind helping:
I have an enum with my different states in my character bp and anim bp and was using those states in the anim blueprint state machine to drive the animation transitions (enum == x). What is the best way to set that state enum in this scenario? If I setup bools that meet the conditions based on the character's stats (vector length, velocity etc) is there an efficient way to set that state enum without doing dozens of if branches?
When the character's "is jumping" bool is on, whats the best way to translate that change to an enumerator that can scale well when any state is set?

sharp rapids
maiden wadi
# jolly oriole Class Reference vs Soft Class Reference. What to use and when?

SoftClass if you have a data set of classes that may not all be used. Hard reference otherwise. This turns into a very complex topic because you generally still want to load up everything you'll need to keep the game snappy and not wait on async loads constantly. Specially when it changes gameplay on slower HDDs. PrimaryDataAssets can help with this a lot too if you dig into them with C++ as they can load in bundles for different situations.

white oxide
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How come IsPlaying is always true in this case?

maiden wadi
granite frost
maiden wadi
granite frost
thin panther
sharp rapids
granite frost
white oxide
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Is there a better way to do this rather than OnTick? My goal is to change the material while the audio is playing then change it back

granite frost
sharp rapids
thin panther
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When you add something to an inventory, you destroy the item and take some loose data of it into an array, like a struct or data asset that contains a soft ref to the icon, it's stack size, it's class to respawn in the world etc

granite frost
thin panther
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Of course you know that in advance.

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How wouldn't you?

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If there's a battery on the floor you know how much juice it has

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It either has some, all or none

granite frost
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I mean some scenarios where an item has a criteria that is unique to it.

thin panther
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If I drop a sword that has 300/500 durability, then on that sword in the world it has 300/500 durability, and when i pick it up it also has 300/500 durability

granite frost
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I will do a bit of research on this matter.

sharp rapids
thin panther
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data assets ftw

sharp rapids
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You can make child blueprints derived from a master BP and give each of them unique variables if you want

sharp rapids
# thin panther data assets ftw

Ofc, data assets are a must, but they contain static data, which is not going to be changed,
For something like durability, battery juice, an UObject dedicated to that item works well

sharp rapids
thin panther
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oh of course, but it's not uncommon for the uobject to hold a data asset reference for it's static data

thin panther
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(Honestly you won't lose much performance because GC, you'll gain way more by just not using bp)

thin panther
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I know, I'm agreeing 🙂

sharp rapids
# granite frost Whats pooling?

You should google it, plenty of info out there
Basically, you spawn a bunch of actors at the beginning and then just hide/show them instead of spawning/destroying

granite frost
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Ok

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I was thinking of that too

grand surge
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This was coming when I add montage play to my blueprint see

maiden wadi
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Pooling is a task for later after you run into spawning performance issues. Need a working system first. 😄

gentle urchin
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Wouldnt worry myself with that from the getgo

grand surge
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When I add this the error was coming why can any one fix

lunar sleet
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Win+ shift+S my guy

gentle urchin
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Lovely motionblurred picture

grand surge
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And the montage not playing

gentle urchin
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With some reflection

lunar sleet
frigid summit
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hi guys im trying to do a slow motion here when the charcter is thrown but it still fast how to slow it more

lunar sleet
maiden wadi
sharp rapids
lunar sleet
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So how do modders do it then

thin panther
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It's definitely possible, Epic have an article on adding UGC actors. Somewhere in the depths of the docs

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There's also a UGC sample project

frigid summit
thin panther
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adding a force and impules are the fundamentals of any physics engine

thin panther
toxic copper
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Can someone explain the use of transform location // transform inverse location? How is this different from grabbing a location and plugging it in to an Add node? and why you would use inverse instead of just adding a negative sign to transform location// add?

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I'm probably grossly misunderstanding the nodes.. the description mentions changing world location to local, or viceversa, but using some print strings, all i saw was the world location having X (or -X) added to it

supple dome
toxic copper
supple dome
toxic copper
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right! Thats why i was expecting inverse transform to change a world location to the location relative to the actor's root component

supple dome
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btw, one of the operations it will do is adding to the ActorLocation, that makes it move from local to world

toxic copper
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but instead of getting like -100 or whatever, it always gives me the world location modified

supple dome
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you are doing halfway what the node does, just not taking into consideration rotation and scale

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i was expecting inverse transform to change a world location to the location relative to the actor's root component
thats exactly what its doing

regal iron
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Hello everyone, I’m following this tutorial on souls like combat and just trying to learn blueprints and. I am stuck creating a stamina bar. The bar shows up, I don’t get any errors and the stamina does decrease as the player starts moving slow but it isn’t showing? https://m.youtube.com/watch?v=cwIOh8guNkk&list=PLQsT2_2HjEiMyHNCo1ZN5LalGz_9ffR6Y&index=2&pp=iAQB

Hi, This is first part of my Souls-Like melee combat tutorial series where I show you how to create and handle Stamina, Run and Walk.

Thanks for watching and consider subscribing if you think my tutorials might help you.

Marketplace Animset:
http://marketplace-website-node-launcher-prod.ol.epicgames.com/ue/marketplace/en-US/product/paladin-ani...

▶ Play video
toxic copper
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im so sorry, i feel really dense haha.. the node only outputs the location vector, so how are the rotation and scale being factored in? Or is this what you were referring to earlier in your example of a scale of 2? since my scales are 1 its essentially the same result as an add or subtract on the location vector?

supple dome
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lets say you want to place an object in front of a character

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what is the 'front'?

regal iron
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here is a screenshot

supple dome
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that depends on the rotation and scale

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transforming (1,0,0) from local to world will give you a vector pointing towards the front of the character, whether it is at rest (1,0,0) or eg rotated 90 degrees (0,-1,0)

toxic copper
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I think maybe i understand (dubious lol).. because I'm using a paper actor with a root that never changes rotation or scale, it essentially works the same as add/subtract

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but if i were to modify rotation/scale, then I would see a difference with add/subtract

supple dome
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have you ever used the node "GetActorForwardVector"?

toxic copper
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yeah, for movement input

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and that's what you were referring to with "what is in front" im guessing

supple dome
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that node is just a shortcut for the c++ code

FVector USceneComponent::GetForwardVector() const
{
    return GetComponentTransform().GetUnitAxis( EAxis::X );
} 

FORCEINLINE TVector<T> TTransform<T>::GetUnitAxis( EAxis::Type InAxis ) const
{
    if ( InAxis == EAxis::X )
    {
        return TransformVectorNoScale(TVector<T>(1.f, 0.f, 0.f));
    }
}
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so its pretty common, when you need to get a position relative to a character

sharp rapids
thin cloud
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I'm trying to detect chaos geometry simulated phys, but they aren't triggering overlaps. So I'm attempting to attach niagra particles to the trails and detect them instead, helpp

sharp rapids
thin panther
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Still up, you just haven't signed into a github account with access

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Make sure the github acc is linked to epic games, and you've accepted the inv to the organization

sharp rapids
lethal pollen
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Hi!

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This piece of code is part of the VR Template project:

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What does Is Over Hit Test Visible Widget?

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I'm trying to understand, but I have no idea.

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Thank you.

thin cloud
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help find this

odd kiln
# lethal pollen

`Returns true if a widget under the hit result is has a visibility that makes it hit test

e.g. Slate widgets that return true for GetVisibility().IsHitTestVisible(). `
lethal pollen
lethal pollen
regal iron
#

I’m having a issue trying to get my stamina bar to work could someone help me understand why it wont regenerate stamina? It’s showing the widget and player character clearly loses stamina but it isn’t showing the stamina Lost or regenerating. Been at it for 2 days now😩

odd kiln
regal iron
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i believe this is where its being called

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im a noob bro im sorry

lunar sleet
lunar sleet
odd kiln
regal iron
#

yes i am

regal iron
lunar sleet
#

ok, wdym by "regenerating stamina doesn't work"? A widget is not updating, the variable is not changing, etc. ?

regal iron
#

Hi, This is first part of my Souls-Like melee combat tutorial series where I show you how to create and handle Stamina, Run and Walk.

Thanks for watching and consider subscribing if you think my tutorials might help you.

Marketplace Animset:
http://marketplace-website-node-launcher-prod.ol.epicgames.com/ue/marketplace/en-US/product/paladin-ani...

▶ Play video
thick pond
#

got an odd question..

Is there a way to have something along the lines of the event 'On Release' working even when the mouse is no longer over the specific component? Aware that it doesnt work with that event, more curious if there is a way that does the same thing.

For context, an actor gets selected by clicking on it in-game, using the 'On Clicked' event, but by the time of release its possible the mouse is no longer over the actor

regal iron
lunar sleet
regal iron
#

If I play in editor when I jump a couple times the character becomes stamina depleted but he never regenerates it and it never shows in widget that I created, although widget is showing

lunar sleet
regal iron
odd kiln
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You have to look where you are calling the "event" to "regenerate" the stamina thing

thick pond
#

chatgpt to troubleshoot
...

odd kiln
#

Do not use chat gpt, use your brain

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Programming is "investigation"

regal iron
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Is this where it’s being called in character bp?

gentle urchin
#

You should know

regal iron
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Trust me I have been investigating for days and just needed help

lunar sleet
regal iron
odd kiln
#

It's ok and we will try to help you

gentle urchin
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How would we know?

gentle urchin
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Sounds like an event that should start regen

odd kiln
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#1, you have to have an "event" that regenerates your stamina

lunar sleet
#

from your screenshot, it looks like you're calling that event on your Sequence

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on BeginPlay

odd kiln
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#2 You have to "call" this "event" when you need it

gentle urchin
#

Please use Screenshot / Win+Shift+S (Snippet) aswell

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pictures of a screen is 😦

lunar sleet
#

yeah, begin play only gets called once in the beginning. and if that tutorial told you to do this stuff...maybe trash it

regal iron
regal iron
lunar sleet
gentle urchin
#

To be fair, the learning curve is pretty steep

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if you got no prior programming experience

regal iron
lunar sleet
#

aye, it's ok to get your feet wet in the beginning, but if you keep following those, you will start hating the engine and uninstall

regal iron
lunar sleet
#

right click the graph, type the name of the event

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you'll see a new node that's blue instead of red

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that calls it

regal iron
regal iron
lunar sleet
#

where is your stamina depletion functionality?

odd kiln
#

The question is : "When do you want it to regenerate ?"

regal iron
#

It is a souls like stamina bar so as it is used it is depleting and then upon inactivity it is replenished

regal iron
dreamy elm
#

is there any OnActorClick released event?

odd kiln
tacit rune
#

So I am fairly new (less then a week) to UE I have set up a basic dmg system with health ammo and reloads. My problem is that I tried to set up a basic health bar. Everything is working trough actor BP and an interface. The Widget should call Health and Max Health Variables and display the percent after that. My problem is with the calls for some reason for the life of me I do not know why the get Health function calls the Max health Variable and the Max health just call "0" at all times. I have attached some pictures

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also the interface and everything is attached to actors as it should

lunar sleet
dreamy elm
lunar sleet
#

oopsies

#

nice, good to know

regal iron
dreamy elm
#

Mouse released event

gentle urchin
gentle urchin
#

(also, having this as a component makes way more sense )

lunar sleet
dreamy elm
#

But now i need a released event but global if it was clicked

#

hmm

lunar sleet
gentle urchin
#

or as Neo suggests i gues ?

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Suppose that fires even if click is pressed

thick pond
# lunar sleet

This wont work, as the mouse is likely no longer over the actor

gentle urchin
#

when mouse left

lunar sleet
thick pond
#

mb

gentle urchin
#

but isnt that the moment you wanna know anyways ?

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If someone clicks (and holds) while unhovering the actor), nothing usually happens

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so you'd simply reset the click when ouse leaves

thick pond
#

here it does matter unfortunately

lunar sleet
#

you can do this but it's something you need to code yourself

tacit rune
thick pond
gentle urchin
lunar sleet
#

can you describe your use case @thick pond ? i'm loading up an old project to see if I have what you need

gentle urchin
#

Yeah im getting curious aswell

dreamy elm
#

No, i need both

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I`m highling character on click

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need to remove the highlight on release (anywhere)

gentle urchin
#

On release, or also on unhover?

lunar sleet
#

I'm confused, are these 2 separate issues or 2 people working on the same issue lol

gentle urchin
#

Anyhow, if only on release, then you track it somewhere

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xD

#

Jinwin seem to have a similar issue

tacit rune
lunar sleet
#

what are you trying to do

thick pond
gentle urchin
thick pond
# lunar sleet can you describe your use case <@189317034360832001> ? i'm loading up an old pro...

Basically, I have an actor that acts as a 'pivot. a clip below.
its possible the mouse is no longer over the directional collider used for the pivot to know what direction to travel in.

When clicking outside of the actor (after release, which is not picked up by the pivot) it destroys it, hence why it goes away

IN this clip, release happens a second or two before the pivot goes away for the final time

dreamy elm
#

Click event is broken as fuck

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Sometimes it does not works

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Do click event needs somehow a click+release idk? it does not always works

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My mouse is working

lunar sleet
gentle urchin
#

damn that was two completely different uses

#

yet so similar

thick pond
gentle urchin
#

cant you just track the clicked actor/component

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in like the Playercontroller

lunar sleet
thick pond
gentle urchin
#

Also, you can change the actors tick group

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to atleast reduce the 'drag'

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i've atleast had good luck with that before

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for mouse / world coordination

gentle urchin
dreamy elm
gentle urchin
#

you can do a check in the Playercontroller on tick

dreamy elm
#

On click not working

gentle urchin
#

kk

dreamy elm
#

OnOver

#

Are they different?

gentle urchin
#

I just trace personally

#

GetHitResultUnderCursor

lunar sleet
#

so you can still move the mouse but not the object itself

thick pond
dreamy elm
#

WTF, RELEASED ALWAYS WORKS BUT CLICKED DON`T

#

what is unreal doing

lunar sleet
lunar sleet
#

if I'm understanding correctly, being on top of the wrong axis on release is the issue right?

gentle urchin
#

or on no axis

thick pond
gentle urchin
#

so the focused axis get no release info

lunar sleet
#

yeah, I would make the release function agnostic of what it is currently over

dreamy elm
#

Look that

lunar sleet
#

in UE, your mouse can be in Africa, so long as it's down

dreamy elm
#

Sometimes clicked show

#

But released always show

thick pond
lunar sleet
wise ravine
#

Is there a way that I can use audio and particle components in my vehicle blueprint without them taking up so much memory?

thick pond
lunar sleet
thick pond
lunar sleet
# dreamy elm

weird, maybe do a hit under cursor and see what prints for actor

dreamy elm
lunar sleet
dreamy elm
lunar sleet
thick pond
lunar sleet
dreamy elm
#

begin cursor over was called but not end

#

for this actor

#

I found that issue

lunar sleet
#

does it happen every time or only once when you hit Play?

glass adder
#

I've an issue when spawning in characters

gentle urchin
thick pond
lunar sleet
#

idk how you make a widget own the capture but it might be a start 😅 and #umg might know

gentle urchin
#

Hm

#

Actually i can't explain why this is even working

dreamy elm
#

I fixed my problem

#

This fixed

regal iron
#

breakpoint has informed me, just as you guys said, it is the refresh stamina node but i dont understand why it isnt working

lunar sleet
thick pond
# thick pond <:tonk:1066744837300310026>

Okay, found a solution that for prototype phase probably will suffice: Add a collision sphere, and enable it when the gizmos is moving. Release will always be captured that way

regal iron
#

and im stuck making a stamina bar lol

dawn gazelle
#

You can also use soft references and async load them when necessary if you also don't want to load everything from the get-go.

gentle urchin
odd kiln
#

Anyone know how can I combine 2 vectors ?

thick pond
odd kiln
#

If I "add" them the result is weird

gentle urchin
odd kiln
gentle urchin
#

the result

odd kiln
#

Ok thank you

gentle urchin
#

as they'll become a vector with length of 2

odd kiln
#

Before the "+" operation ?

gentle urchin
#

after

odd kiln
#

Ok thanks a lot

gentle urchin
#

1 + 1 = 2
Add Movement expects 1

lunar sleet
wise ravine
#

btw which node will get rid of integers and only use who numbers?

lunar sleet
#

@regal iron put a print string on Cast Failed and see if it prints

regal iron
lunar sleet
lunar sleet
#

that means the code is firing

#

that's what breakpoints do, they tell you, hey I managed to get here

#

you should be concerned when it doesn't stop

regal iron
odd kiln
lunar sleet
#

so find out what is not firing

regal iron
lunar sleet
#

Refresh Stamina Regeneration gets called

#

you know that now

#

now find out what in that event doesn't work as intended

#

you had a branch, a timeline and other stuff in there

#

does it get past the branch, does the timeline work, etc

odd kiln
regal iron
gentle urchin
# odd kiln

isnt there a normalize2d which removes any pitch ?

odd kiln
#

Normalize 2D Vector

gentle urchin
#

so you should be able to use that

odd kiln
#

Still the same

#

Goes to the right

#

Maybe I have to normalize before ?

gentle urchin
#

Nono

odd kiln
#

It does not make sense I guess

gentle urchin
#

but...

odd kiln
#

Or I have to multiply them ?

gentle urchin
#

nah

#

Control Rot -> VetorFromX -> Cross (FVector(0,0,1))

#

I think ..

odd kiln
#

For the Get Forward Vector ?

gentle urchin
odd kiln
#

Ok so the Red is Forward and the blue Right

gentle urchin
#

and combined

odd kiln
#

How did you do that ?

gentle urchin
#

is there even pitch on Control Rotation ?

odd kiln
#

No the pitch is always 0 for both nodes

gentle urchin
#

debug is ofcourse just Draw Debug X

#

on Tick with duration 0.0

#

helps visualize

#

If i dont normalize, this happens

trim matrix
#

How i can make when i press left button to automatcly go at infinite and dont stop at fullscreen or windowed! like i try make to dont go right when you want to select windowed and press left until you find fullscreen. like to repeat the text

odd kiln
#

I did the same but still same issue

#

So maybe I have a setting that is disturbing the code

gentle urchin
#

works as expected

#

strafing

odd kiln
#

Ok I guess I found what the problem is

#

It was my "Scale" value

#

It can't be always positive

#

My bad.. sorry

#

Thanks a lot!

gentle urchin
#

glad you got it sorted

trim matrix
gentle urchin
#

modulo

#

for up

trim matrix
#

wdym exactly?

gentle urchin
#

Upwards:

  • LeftRight = LeftRight + 1 % (Max+1)
#

dont use clamp

trim matrix
gentle urchin
#

loops for infinity

#

assuming 3 options, 0, 1, 2

regal iron
#

i believe this is the issue @lunar sleet

lunar sleet
#

that exclamation mark is pointing to the fact that the node is not connected to anything

gentle urchin
lunar sleet
trim matrix
gentle urchin
#

I showed you 🙂

#

but modulo only works up

#

not down

trim matrix
#

and how i can make them work both of them?

gentle urchin
#

read my code

#

5 messages up

#

Max is how many entries you got

trim matrix
gentle urchin
#

yes

#

but use your own LeftRight thing

#

(all those conversions seem a little crazy mind you)

trim matrix
#

i think so

#

wait i try do the same think

gentle urchin
#

No time to wait, gotta hit the sack!

#

Gl!

trim matrix
#

thanks!

regal iron
lunar sleet
#

connect the node

trim matrix
regal iron
toxic copper
wise ravine
#

Will setting the value of a text component in my widget ui on every tick cost a lot performance wise?

vivid quarry
#

Sorry for a basic question but I am new and at my wit's end with this particular thing... how do I output the change in yaw speed? I have tried using the GetLastUpdateRotation and the GetWorldRotation but no matter what they seem to output the same value, so the delta is always 0. My ultimate goal is to output the character's turn speed in such a way that I can make it a variable that affects their sprint sped modifier. Thanks in advance

gentle urchin
#

Tick -> do current vs last calcs -> update last

lunar sleet
regal iron
lunar sleet
#

so they never connect this macro throughout the entire video?

toxic copper
#

I tried testing it, and I think I understand transform location better, but not so much inverse.
I made a dummy with location 0, 0, 200, scale 1,1,1, rotation 0,90,0 (forward vector 0,0,1)
I used Add, Transform Location, and Inverse Transform Location, each with a value of X:100, Y:0, Z:0

At first the results were throwing me off a lot, apparently get actor transform was having some updated values despite me setting actor location back to original, so I created a variable with beginplay to store the original transform, and there results became closer to what I expected.

Add: 100,0,200
Transform: 0,0,300
Inverse Transform: -200,0,-100

Tried upping the X value on add,transform,inverse transform to 250 and results were
add: 250,0,200
Transform: 0,0,450
Inverse Transform: -200,0,-250

vivid quarry
gentle urchin
#

Delay

#

Remove it

#

And do the calc before storing last rot

#

Not after

#

If you want you can branch with a 'InitialRotSet' to avoid fiest frame weird values

wise ravine
#

Is there logic built in somehow that prioritizes the smaller number (in this case 30) over the larger? Because if both branchs meet are True wouldn't they compete?

#

or am I thinking about this wrong?

gentle urchin
#

Dont put them in a sequence

#

If they are exclusive

wise ravine
#

exclusive?

gentle urchin
#

If you only want one of them to trigger

wise ravine
#

yes

gentle urchin
#

So exclusive.

wise ravine
#

So what's the alternative?

gentle urchin
#

Mutual exclusivity

wise ravine
#

A gate?

gentle urchin
#

No, two branches after eachother.

#

< 30? -> false -> < 70?

wise ravine
gentle urchin
#

Try again

wise ravine
#

oh so I should do smaller numbers first?

gentle urchin
#

Dont have to

vivid quarry
#

These just return 0

gentle urchin
#

But you gotta know where what triggers

wise ravine
gentle urchin
wise ravine
#

bc if x<30 then it's <70

gentle urchin
#

Anywyas

#

You wanna check <70 if its not <30

wise ravine
gentle urchin
#

Not with the sequence you're not

wise ravine
#

yeah i got rid of it

gentle urchin
#

Show code

wise ravine
#

works

#

Running this on every tick isn't gonna be performance heavy is it?

#

It's just setting text values and changing the color

gentle urchin
#

Based off?

wise ravine
#

the mph of a vehicle

wise ravine
#

nd nitrous

gentle urchin
#

Then its alright

wise ravine
#

okay

gentle urchin
#

Id prob just do a lerp

#

From full to empty

wise ravine
#

oh

gentle urchin
#

Lerp color green to red

wise ravine
#

thats what I forgot, the lerp node

gentle urchin
#

No need for the checks in that case

wise ravine
#

only 2 values?

gentle urchin
#

(Unless you need a 2 stage lerp)

#

Sadly theres no multi lerp

#

Out of the box

#

So you gotta make it yourself

wise ravine
#

so I'll just* do the check method then

wise ravine
gentle urchin
#

Not long if you know your way around in ue

wise ravine
#

I have like intermediate experience

vivid quarry
# gentle urchin Store the rotation in a variable 'LastRotation'

This is what I started with before but I am just not sure where to go to get it to display what is essentially the turning / rotation / yaw speed, since whatever I would subtract from the LastRotation would just give me 0. Thanks for the tips so far I appreciate the help

gentle urchin
#

Delta = get last update rotation.z - LastRotation

gentle urchin
pulsar geode
#

Hey all, I have a static mesh (the key) and a material billboard (fake glow) inside of a blueprint.
Currently the billboard clips into the static mesh depending on the camera position as shown in the image. I want the material billboard to always render behind the static mesh.
How would I go about this?

vivid quarry
trim matrix
#

I just fixed my bug but i got a mini bug that i dont understand the sense!

When i press the left arrow its working as wanted but if i press the right arrow its just shows Fullscreen and windowed fullscreen and not the windowed to :(

wise ravine
gentle urchin
gentle urchin
wise ravine
#

What would that do?

gentle urchin
#

Swap the lerp colors

#

`> 50% would be Green to Orange
<= 50 would be Orange to Red

wise ravine
# gentle urchin Value <= 50%

Btw do you know any good tutorials explaining how to measure the damamge on character bones? I'm trying to make a game where you drive a patient to the hospital. And if they receive damage on their leg for example, on the Hud the skeletons leg would turn red indicating damage.

wise ravine
trim matrix
trim matrix
floral stump
#

if a blueprint bool type function doesn't return anything, will it compile?

#

let me show you a screen shot

floral stump
#

@spark steppe

spark steppe
#

that compiles yes

floral stump
floral stump
weary steppe
#

Hi does anyone know why blueprint lines sometimes become faded? I've tried looking up this but couldn't find anything, I thought it was a popular question 😬

In my control rig I've got functions with all lines faded, another with only partial fade, and the last with none faded

floral stump
#

i mean not important right?

spark steppe
floral stump
floral stump
#

so bp by default is returning something out of the box if we don't return anything?

spark steppe
#

which is one more reason to do it the same in BP

#

idk the rules for how BP generates the return value if there's no return node

trim matrix
#

return bCondition;

spark steppe
trim matrix
#

(unless you want to do something on false)

spark steppe
#

1.) this is example
2.) it would alter the behavior of the function

floral stump
#

they take them as void

#

and body got 10 switch cases with a while loop 🤣

#

will never use bps if extremely don't need

trim matrix
lunar sleet
#

your math is completely different lol

#

and seems a bit overcomplicated tbh

floral stump
lunar sleet
#

or don't

#

this is simple math

trim matrix
lunar sleet
#

you can use a Wrap node

trim matrix
#

i found the tutorial on Google

floral stump
#

i am sure he will need more options in his menu

trim matrix
lunar sleet
spark steppe
#

ah yes, the famous wrap...

#

xD

#

another reason to use cpp to make a working wrap

lunar sleet
#

I mean it's a tiny bit broken but workable

spark steppe
#

a tiny bit?

#

it totally fails it's task

trim matrix
#

or what to do?

lunar sleet
spark steppe
#

i think it's wrong then, too?

lunar sleet
lunar sleet
#

might need some adjustments, testing it out

spark steppe
#

don't waste your life on it

#

it's not doing what one would expect it to do

lunar sleet
#

that can be applied to a big part of UE 😄

#

on a default value of 0

#

seems to work fine

#

see if that works for you @trim matrix

trim matrix
lunar sleet
floral stump
lunar sleet
#

mix of both is the right way, solely one or the other is generally bad for business

trim matrix
lunar sleet
#

supposed to include both Min and Max values but it fails to do so

trim matrix
#

ic

spark steppe
#

what's the result with -1?

#

0 or 2?

lunar sleet
#

lol, you may have been right

#

it breaks after several iterations if I use only increment, and doesn't work if you start by decrementing

modest monolith
#

Hello, do you know how to make a tutorial widget like "Press F to interact" but "F" changes according to what the player chose in the key binding settings?

lunar sleet
#

uh prly CommonUI, but you'd need to have an image for every letter

#

some bindings you probably should not allow the user to customize IMO

inland walrus
#

Does particles have collisions? I want it so that if the player overlaps then it damages them

trim matrix
#

or just implement it, simple

inland walrus
#

but I don't want to use a box collider as its a cone shaped pipe leak

spark steppe
#

things that they should collide with need a Collider Gametag

trim matrix
inland walrus
lunar sleet
spark steppe
#

depends™️

#

for one actor, yes. just add it to the game tags

#

it's just a "string/name"

inland walrus
#

I'm not following

spark steppe
#

in the class defaults

#

just add one named Collider iirc

inland walrus
#

Right I've done that

spark steppe
#

i don't know if they fire events tho

#

or if you have to do it in the niagara system on collision

trim matrix
#

but not windowed fullscreen

inland walrus
lunar sleet
#

it breaks anyways after several iterations, that node is cursed ^

spark steppe
#

probably as few as possible

inland walrus
spark steppe
#

???

#

they're just for niagara to know that it should consider the object as collider

trim matrix
inland walrus
#

Do I put the tag on that too?

spark steppe
#

no

#

niagara pulls all actors with the tag when it checks for collisions...

inland walrus
#

ahh okay

trim matrix
#

like i try from 3 to 2?

trim matrix
#

aaaaaa

spark steppe
trim matrix
#

i use --?

trim matrix
#

ok

trim matrix
inland walrus
trim matrix
#

now what i do?

spark steppe
spark steppe
trim matrix
spark steppe
#

did you debug print the modulo division thing that you had before?

#

i can't recall exactly how it behaves with negative values

#

might need an abs() node behind (if it spits out negative numbers)

spark steppe
#

no

trim matrix
#

i typed abs and click on absolute integer

inland walrus
#

I'm not sure the nodes for it

spark steppe
#

idk about your niagara system and this is rather a topic for #niagara

lunar sleet
#

alright I got it

trim matrix
inland walrus
#

I mean just for a box collision to spawn > delay > respawn > delay > loop

lunar sleet
# lunar sleet

@trim matrix this should be pretty straight forward. the print strings are for testing only

spark steppe
#

i said he should try it again and debug print it

lunar sleet
#

but yeah modulo is also viable I'm sure

trim matrix
queen dagger
#

question on approching mutliplayer in blueprints

lunar sleet
#

😄

queen dagger
#

lol i completely skipped that one my b

lunar sleet
#

tbh the wrap int might also have failed because I didn't cache the incremented/decremented results before printing them, but at this point I can't be bothered 😅

trim matrix
#

Bruh the up one works the Fullscreen and windowed
and the down one works for fullscreen and windowed fullscreen

#

whats the sense

#

I WANT THE 3 OF THEM

#

THE WINDOWED,FULLSCREEN,WINDOWED FULLSCREEN

#

SOMEONE

#

i am dying in pain

inland walrus
#

Any idea for box collision to spawn > delay > respawn > delay > loop

lunar sleet
#

I gave you the math

trim matrix
#

right?

lunar sleet
#

otherwise, if you want to use the one you have, you'll need to do the other 80% of another game dev's job and debug

trim matrix
#

for what i want the blueprint for?

lunar sleet
spark steppe
#

it's wrong tho

#

😄

lunar sleet
spark steppe
#

should be >=3 i think

lunar sleet
spark steppe
#

wait

lunar sleet
#

it's index 0 to 2 no?

spark steppe
#

actually

#

yea it may work

trim matrix
#

0,1,2

lunar sleet
spark steppe
#

but it's confusing to read

lunar sleet
#

guys, I tested it

#

lol

spark steppe
#

i would increment/decrement before the branch

lunar sleet
#

in retrospect it prly wouldn't cause you overwrite the value

#

still, the math works, and I made sure to increase and decrease dozens of times, to make sure it doesn't break like wrap

trim matrix
#

wait

trim matrix
spark steppe
#

1h later we got a number wrapped between 0 and 2

lunar sleet
#

I still don't see any of the math I gave you but like I said, my solution might not be the best one. If you're going to use modulo though, you need to debug and find out why it fails

inland walrus
#

Anyone know why the collider isn't being activated and deactivated but the particles are?

trim matrix
#

it will work?

lunar sleet
#

the part you need is the math. Plug the enums and everything into it and you're golden

trim matrix
lunar sleet
#

I had events and print strings so I can make sure it works

trim matrix
#

why would it suddently not?

trim matrix
trim matrix
#

of not be the same think

#

that i wish to be

#

LMAO

spark steppe
#

you shouldn't copy paste code in your project which you don't understand anyways...

#

settle for something that you understand and that you can fix/adapt later

lunar sleet
#

I mean I was hoping it's legible enough to understand

inland walrus
# lunar sleet not sure what you mean

Basically every 3 seconds my smoke particle will start and stop for 3 seconds. I want the collider to do the same so that when the player overlaps the collider it kills them

spark steppe
#

so maybe just go with a clamp -_-

lunar sleet
trim matrix
#

you could know that there's 3 options

lunar sleet
#

I didn't think my math would be that complex 😢

#

ah well

lunar sleet
trim matrix
#

i think i made an decision

#

i will make the code that you give me

#

the entire one

inland walrus
lunar sleet
trim matrix
#

to completly make

lunar sleet
#

it looks more complicated than it is. remove the convert to string and print string nodes, adapt it to your code and you should be golden

hollow galleon
#

also sucks to refactor

lunar sleet
#

ugh

#

spending alot of time on this lol

#

you can make this into one function with multiple return nodes and it's super simple

spark steppe
#

that node setup is your PhD thesis now

lunar sleet
#

Title: "On how to re-implement Wrap (Int) because Epic failed to do it right"

dawn gazelle
#

I dunno man... Some spaghetti, even though it looks more complicated than it is, likely is too complicated simply because its spaghetti.

#

Also, I made this some time ago.... probably be better as some C++ but whatever 😛

hybrid frost
#

Hi, can someone explain to me how the "On Component Hit" event works? I created an axe BP and attached it to my character's hand socket. I have created a BP of the object I want to trigger this event for and added the component "Cube" to it. When I run into it with my character the event actually triggers for my character's "Capsule Component", but it won't trigger for my BP Axe, which is held in the character's hand. Why is this happening?

trim matrix
#

its good to test?

trim matrix
spark steppe
#

no you didn't

trim matrix
#

WHAT

spark steppe
#

nothing there is using/updating your window mode

lunar sleet
spark steppe
#

he told you to use window mode instead of test number

lunar sleet
#

don't worry my guy, I'll code this one for you, from start to finish. First and last time I do this for someone tho 😄

spark steppe
#

i want discord timed alerts

#

so that i can be remembered in 1 year to congratulate you to your wrap integer day

hollow galleon
inland walrus
#

@lunar sleet figured it out

trim matrix
trim matrix
lunar sleet
# trim matrix OMG FOR ME?

I mean you pretty much have it, missing a couple of Set nodes, but if it works, then I don't have to do it

spark steppe
#

i wonder how the increment on a temporary conversion result works out...

#

since it changes the var by reference

lunar sleet
#

yeah

#

I think it might be like the y = x++ discussion I was having in #programmer-hangout but not sure

#

also why can't I find this int to enum conversion node he has

trim matrix
lunar sleet
#

It doesn't want to 😦

spark steppe
#

convert to byte first

lunar sleet
#

ah

#

ofc

trim matrix
#

dosent work

#

only fullscreen is the single option

#

from settings

trim matrix
#

that's what I thought

spark steppe
#

it's harder than the gta train mission 😄

lunar sleet
#

ok guy watch this

spark steppe
#

use Datura's function

#

put it in a blueprint function library

#

and stop finding a ugly hack

lunar sleet
#

not an ugly hack 😦

spark steppe
#

dude

lunar sleet
#

I made it pretty

spark steppe
#

this should be one node

#

not a whole event graph

lunar sleet
#

you can Macro it

#

ya?

#

watch

dawn gazelle
#
  • My fucntion is not guaranteed to work™
trim matrix
spark steppe
#

then put it in a macro lib

trim matrix
lunar sleet
#

yes

#

it does work

spark steppe
trim matrix
#

bro is just asking if it works

lunar sleet
#

incremented and decremented

#

but Ben wants a one node solution so I guess I'm doing that now fml

spark steppe
#

Datura did post the solution

lunar sleet
#

it wasn't one node

spark steppe
#

it's a function/macro

lunar sleet
#

yep, multiple nodes in a function, I can do that too

#

it's a matter of collapsing and moving some stuff around

#

mind you

#

I like his better tbh

#

anyways, that concludes my thesis

trim matrix
#

so i sould use test number and window mode?

trim matrix
#

variables?

spark steppe
#

2.5 hours

#

😄

dawn gazelle
lunar sleet
# trim matrix variables?

the test number is a temp storage. you might not need to use it, but I haven't tested if the math holds without caching the information before altering it.

lunar sleet
spark steppe
#

you aren't done yet

lunar sleet
#

no, you said Datura already won the Nobel with his formula so no point now

spark steppe
#

alright, no PHD for you

trim matrix
#

whaty's PHD

lunar sleet
trim matrix
lunar sleet
trim matrix
lunar sleet
#

for the 4th time

trim matrix
#

lets see?

#

i test rn

lunar sleet
#

you're really good at building suspense I'll give you that

#

implement it in your games and you've got AW2 😄

lofty rapids
trim matrix
#

(the print)

spark steppe
#

now the whole thing got it's own variable 😄

#

i blame Neo

lofty rapids
#

the false from the top one @trim matrix, it just ends when you decrease

lunar sleet
#

the print is not needed, this is so I can show that it works

#

yeah, connect the 2nd row

#

I prly should've put the redirector on the very top line but f it

trim matrix
trim matrix
trim matrix
spark steppe
#

a few things according to your last screenshot

trim matrix
trim matrix
trim matrix
spark steppe
#

or wait

#

there may be more...

lunar sleet
#

ahmagad

spark steppe
#

ok

#

let's start fresh DnuSmoker...

#

rightclick in content browser and go to blueprint => blueprint function library

#

Name the new asset MyFunctionLibrary

lunar sleet
#

no, it's 2 in the top row, 0 in the 3rd row

#

anyways, yeah just do what Ben says at this point I give up

lofty rapids
#

i c your trying to loop around this thing ?

lunar sleet
#

yeah, avoiding the cursed Wrap node

lunar sleet
spark steppe
#

xD

trim matrix
#

stop helping him lol

spark steppe
#

bro

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just tell us what your game is about

trim matrix
#

he doesn't know what is 1+1

spark steppe
#

we gonna make it faster than this

lunar sleet
#

Lol

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game is about changing the window type

#

obvi

trim matrix
trim matrix
spark steppe
#

no stop

#

dont

trim matrix
#

so fun.

spark steppe
#

yea i'm almost tempted to open UE, create the function and copy it...

trim matrix
#

the real hard part is how to change the size of the window

spark steppe
#

so he can paste it

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and we can move on

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to for loops with delay nodes

lofty rapids
#

hmm

trim matrix
#

delay nodes?

spark steppe
#

nvm

trim matrix
spark steppe
#

maybe play less fortnite 🤷

trim matrix
lunar sleet
trim matrix
#

using delay nodes might help for faster code btw @trim matrix
you should consider them