#blueprint

1 messages · Page 161 of 1

dark drum
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The begin play events would get called on everything as the level loads meaning it'll be checking the values before it's been updated. Generally, loading the level would be the last thing you would do.

versed oasis
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I'm a beginner at blueprints so be prepared to lose your eyesight after witnessing this horrendous thing. However I was trying to make the Timer flip the Branch from true to false and vise versa so an image on my widget could pop in and pop out constantly ( a REC camera popup)

Any ideas how I could go about this?

lofty rapids
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you probably want a boolean

stoic ledge
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Isnt there a flip function?

lofty rapids
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yes, there is flip flop

versed oasis
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Fair enough, I'm looking into it thanks! I will try the flip flop thingie

dusty monolith
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Thank you

versed oasis
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Shouldn't this be working? It's almost as if the timer isn't doing anything

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I'm assuming that every time it ticks (ever 2 seconds) the flip flop should be flipping it, no?

lofty rapids
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but is the timer event ever ran ?

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you need to call that event to start the timer

versed oasis
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Oh

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I completely forgot about that, gosh I'm so sorry

acoustic tundra
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Hello, small question regarding inheritance. I got this function, coming from an interface. Whenever I try to create a child actor, and override this function, the code of the parent doesn't inherit to the child. It's just empty (2nd screenshot). This means that I have to manually change all the child actors' code if i want something to be changed. Does anyone know if there's a way to prevent this?

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fixed. Apparently I don't need to call this function at all. The functionality works by creating the child actor without having to call or add anything to the function

timber crystal
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Hello friends why the KI is running aways from his patrol system when i hit him in the -x direction?

Here all you need to now
event tick activated my handle movement
Handle movement activated the patrol system
also event begin play activated the patrol system

i think it must something in the "Event AnyDamage" because there i have an select that should be change the rotation of the ai in the direction of the player...

past compass
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is anyone familiar with sending http requests in unreal? i have a plugin that works for it, but im trying to send audio files to store

sinful hinge
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What would be the best way to make a one-way collision box ? I tried checking if the player's forward vector was equal to the collider's one, and technically it works, but only when I'm moving through it while looking in front of me, but if I'm walking backwards it doesn't, so I guess forward vectors isn't the way to do that

faint pasture
faint pasture
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in BP your best bet will be an overlap box with forces or some other mechanism.

mental cliff
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Hello! I'm looking for the name of a feature in Unreal where you can click on a helper asset to activate an interactive guide through menus and other elements. I remember using this feature before and found it really helpful, but I can't seem to remember what it's called in the editor. Does anyone happen to know what I'm referring to? It also had the ability to frame the parts it was explaining. Thank you in advance for any help!

sinful hinge
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This is what I'm looking for

faint pasture
faint pasture
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perfectly rigid?

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that's not doable without C++

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but you can easily make a box that resists any movement in one direction, it'd be more like a 1 way spring

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Box:
Tick -> get overlapping actors -> foreachloop -> cast to Character (assuming you're using character) -> DotProduct(Character.Velocity, Box.Forward) -> math -> apply force to Character

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you could maybe trim it down with begin and end overlap events etc but that's the idea

sinful hinge
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Oh, you mean rigid from a physics standpoint, like actually rigid, preventing anything to go through? Then I don't need that at all, it's just a trigger box really

faint pasture
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not gonna get that without C++

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but something that only lets it get a few cm into it is probably doable

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whipping it up, sec

mental cliff
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Ah it was this thing. Someone knows what happened to this thing? Its not available anymore as it seems

sinful hinge
faint pasture
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dot product between character.velocity and box.forward

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check the sign of that

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btw

tidal tendon
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How can I get player controller from damage causer to give it the widget?

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This obviously isnt working

limber marsh
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Hi guys, I had a question about setting up an individual timer every time a button is pressed. I want a system where each time a button is used, it's added to an array and then removed from that array after 5 seconds. The issue is that hitting the button multiple times makes it so that the timer is reset, is there a way to make a unique timer for each button press so that it won't get reset?

trim matrix
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what is up gamers, I am trying to get a short range teleport ability to work, I was able to get it to instantly teleport you to the location, but I'm trying to have it be a quick smooth transition, kind of like you're dashing really quickly there, as of right now when I press the teleport key my character just jumps up a couple feet

outer quail
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Hey guys, I'm looking for ideas or method on how I can do this thing, the name in the component tab is created automatically based on the array in the widget blueprint. how do I make it so that the text is clickable ("engine") and when I click "engine" or "propeler" or "Nissan" I want it to print something specific according to which name is clicked (for testing purposes).

limber marsh
sinful hinge
maiden wadi
outer quail
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how do I set the text as child to the button? right now the button has no text on it

lunar sleet
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You know you can just make all this beforehand and just change text values right?

outer quail
lunar sleet
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No idea what that is but I believe you

outer quail
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xD its google online database

maiden wadi
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On a side note. I strongly advise you not to use ConstructObject for widgets of any kind. You'll end up with runtime crashes. If you need a dynamic textblock then wrap it in a UserWidget and either use the internal textblock in it or make getter and setter functions.

Never ConstructObject, always CreateWidget.

lunar sleet
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Not to mention Remove from Parent does not work on constructed widgets, only created ones iirc @outer quail

maiden wadi
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Took me three days to track down a semi rare crash from a combobox dynamically constructing textblocks. Still annoyed you can't really do that to this day with as annoyingly big UserWidgets are getting. Bit overkill but. 🤷‍♂️

still breach
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Any reasons that my set visiblity isn't working when calling the event but works on event begin play?
I can confirm the event is called properly runtime

maiden wadi
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No reason it shouldn't work unless something is setting it back to false for some reason. Given this is looking at code, I assume this is ticked? Have you checked the false part of this to see if it's setting it back off?

still breach
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yeah its technically ticked, it's called within my rayTrace Interaction component, but I haven't code anything to turn it back off yet which is why I'm a little flabergasted here ^^'

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I'm wondering if it might have anything to do with the fact that it's a server object with no owner until someone start interacting with it, but since my widget isnt replicating, I don't think this should have any impact right?

outer quail
maiden wadi
still breach
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Will try that

maiden wadi
turbid vine
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How do I get the job done on target sdk 33? Google Play requires a minimum of 33 SDKs. With target sdk 28, storage permission is granted

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Storage permission does not work with target sdk 33

still breach
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Geez, found the issue, I had set tick mode to automatic, to prevent it from running for no reason when not visible, thing is, it seems like that is preventing it from updating back to visible 🙃

maiden wadi
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Yeah

outer quail
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since the button is being created dynamically, can it recognize which button is clicked and assign event specifically to each button?

ivory jetty
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Hey all! New to the channel. I have a series of cylinder static meshes that I'm applying a tag to and using a button with an event and a timeline to try and raise the tagged meshes up 35 degrees on the Zed axis. I'm having a hard time figuring out the best way to get the initial location for each and apply the change to the Zed axis. What is the standard way of getting the location of the mesh and adjusting it between the two Lerp values?

abstract pine
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what is the difference between macro and function in blueprint ? it seem like " for each loop" being made by macro ?

clear walrus
# abstract pine

Macros are expanded at compile time, so using a macro is a shortcut to get behavior as if you placed and connected all those nodes yourself into the graph. Functions are external pieces of logic that are linked against and reused - they can even be written in languages other than blueprint.

tight pollen
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someone can help?

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print 0.0 once

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why?

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all timers in this Actor

somber dust
tight pollen
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yes

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I am sure

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100%

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no matter how many Timelines I add, each one is called once and it is 0.0

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only in this actor

somber dust
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Can you do Do Once node before the start of timeline just to be 101% sure that you are not restarting it from anywhere? Honestly the setup looks basic enough that in the screenshots I don't see the issue

tight pollen
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calls this timeline with the E button, Do Once really won't help here, as if something in the actor was set up

maiden wadi
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Tick disabled?

tight pollen
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enabled

somber dust
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What is the condition for triggering it?

tight pollen
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ok fixed

trim matrix
trim matrix
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yeah but what should I do instead

faint pasture
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Why is your bullet checking where the mouse is?

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The bullet shouldn't care

trim matrix
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because it should be able to launch itself in its direction

faint pasture
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Something else (probaly your pawn or playercontroller) should just be telling the bullet what direction to fly in

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the pawn or playercontroller cares where the mouse is

trim matrix
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gotchu but in this case the pawn is creating an error

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should I cast to the actual main character?

faint pasture
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Start with the thing that will be caring about the mouse, either the pawn or PC. Probably the pawn

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start there, draw a debug point on tick where the mouse is

faint pasture
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it should be in the pawn or playercontroller

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why would a bullet spawn a bullet?

trim matrix
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makes sense

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oh

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it makes perfect sense

faint pasture
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the code is still goofy, the entering a gate into a delay on tick is super sus

outer quail
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I'm creating the button dynamically, the problem is when testing, if the button is pressed, it prints the last index (which is Nissan), how do I make it print its own name? I want to use the button for specific event later

faint pasture
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start with getting the thing to shoot one bullet when you click

gray quarry
faint pasture
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I'm at work anyway
Start by drawing a debug thing at the mouse position when you click.
Then draw a line from firing point to mouse position when you click.
Then spawn a bullet that flies along that path when you click.
Then do the automatic firing.

maiden wadi
spark steppe
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also that screenshot is kind of a disgrace xD

abstract pine
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does any one of you guys actually using break point ??

maiden wadi
# outer quail this?

Yeah. Your button needs to pass that back through it's OnClicked delegate from your userwidget you wrapped it in. Then you can pull that String you passed into it.

spark steppe
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as an alternative you could make the string an parameter

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and pass it to the delegate

maiden wadi
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Either way, yeah. Just used to CommonUI's version.

outer quail
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mannn this is hard xDDD

spark steppe
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are you searching waldo or what? xD

outer quail
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actually later on when the button is pressed, I want to make it open another tab that display information about "engine" or something, so It needs to display information according to which button pressed

outer quail
spark steppe
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no

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you open your custom combo button widget, then select the delegate and in the details you add a parameter to the delegate

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it's a smol + button in the top right corner of the details panel

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then set the variable type either to FString and pass the text, or to CustomComboButtonWidget object reference and pass the self reference in the call

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you'll have to recreate the event binding which is on your screenshots in the bottom right corner...

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so that they get correct variable

outer quail
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in here?

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appreciate you guys helping me tho

spark steppe
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now where you bind the event in the other widget, delete the button clicked event, and recreate it

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it should show the variable then (given that you compiled and saved the CustomComboButtonWidget before)

outer quail
spark steppe
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uhm

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that of course prints the correct string since it's within the button

outer quail
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sheet did I do it wrong

spark steppe
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the print string is in the wrong place

young meteor
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Hey folks
Not sure if I remember right.
If I do a "Select Float" node in my graph. Will the engine spend resources calculating the option it does not need?

Or even worse calculate both if the "Set" node is never needed (meaning the output of Select Float might never be needed)

maiden wadi
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It will. Nodes need to calculate every possible input before they start to process.

spark steppe
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but only if the Set is called, too

young meteor
spark steppe
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so you always get both calculations done if you set the value

maiden wadi
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I don't follow the question? This only applies for executed nodes that get executed. Each execution runs every connected pure node every time it's executed.

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If you don't execute the node, nothing to pull.

young meteor
maiden wadi
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Holy mother of enum switch. 👀

young meteor
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Just figured if it meant it had to calculate two options for all 30 options then I would set it up different.

maiden wadi
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Yeah. No you're fine. 😄 That is the general rule though. Every pure node gets ran ONCE per executed node it's connected to. This is one reason why randomization nodes are super fucky to work with in BP.

Like RandomFloatInRange.

Connect two of these nodes to the same executed node and you'll get two different floats.
Connect one of these to two different places on the same executed node and you'll get one single float.
Connect one of these to two different executed nodes and you'll get two different floats.

spark steppe
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wait... is this true? Connect one of these to two different places on the same executed node and you'll get one single float.

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did you test this? i thought even that would yield 2 different results

maiden wadi
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Yep. The randomization node runs once per executed node. Any pull after that reads a cached value.

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So you get two pulls but one execution of the pure node. So one float value twice.

spark steppe
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is that specific to the random method? or does BP VM cache all pure results per execution?

maiden wadi
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It's like that for all pure nodes.

spark steppe
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thanks, TIL

maiden wadi
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Note that this is a reason that for loops are so fucking costly in BP. Because it's a macro. So it'll read back through all of those internal nodes and anything connected to the loop node every iteration for anything reading from the outputs. Hence why you should try to drop loops into a function with cached inputs.

faint pasture
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that is not the way to do that

young meteor
maiden wadi
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Correct

young meteor
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Feel like it is efficient.

faint pasture
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That setup is perfect for your stats being just name/tag/whatever, value pairs

young meteor
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Too much of a newbie to even understand what you mean.
Pairs = sets?

faint pasture
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naw just a structure or tuple or map of statname to float

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if the math is different for different stats you can easily encode that as well:

FinalStat = (BaseStat + AdditiveModifier)*MultiplicitiveMultiplier clamped between MinStat and MaxStat or whatever

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What I'm saying is instead of your stats storage looking like:
float HP
float FireRate
float This
float That

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it can instead be:
Map<StatName, float> Stats

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or in your case:
Map<StatAffix, float> Stats

maiden wadi
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Or do 20 lines of C++ and use GAS. 😄 Cause despite what people say, I wish I had learned GAS sooner when I didn't know better. Makes life easy.

faint pasture
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like, how would you do a replicated out of ammo click?

maiden wadi
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Cues

faint pasture
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assuming ammo as an attribute

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does the ability succeed but just take the Can'tFire path?

maiden wadi
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Possibly. Could defintiely work. Also interested to see GAS with only instanced abilities. Gonna love the lack of CDO calls.

faint pasture
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What about GAS for a modular building game a-la SpaceEngineers

young meteor
faint pasture
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would you even consider that? Everything has health.

kind trench
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How do you get this Blueprint style with the straight lines?

faint pasture
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then adding stats is trivial

faint pasture
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I don't like it at all, might just be too many hours with the stock lines but I find it much worse to follow

young meteor
faint pasture
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A midpoint might be switch on enum -> take additive path or multiplicitive path

jolly oriole
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In a single player game, what's the best place to store things like player money, ammo, etc?

jolly oriole
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I can think of a load of options but I'd like best practise

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weapons for ammo

faint pasture
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ammo I'd keep on pawn unless it's meant to survive the pawn dying or whatever

young meteor
jolly oriole
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I have a bunch of different weapons but they're "global" in the fact the player either has them or doesn't in a given level

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so it can stick to the weapon actor (they're persistent)

young meteor
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I'm not even Italian

jolly oriole
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master chef

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gordan would be proud

young meteor
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Haha

spark steppe
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i can't even eat this fricking spaghetti because there's knots everywhere...

faint pasture
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to your ammo, money, any of that stuff

jolly oriole
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I probably don't need to destroy the character on death which makes things a bit easier

valid solstice
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How do i get this node?

jolly oriole
valid solstice
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which vector?

jolly oriole
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the vector you want to split into xyz

stray sigil
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I am having a issue where the grid is not being animated

plucky ice
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Hey all I have...something bad to show you...
Image 1: Sets up an array to keep track of whether we have "used up" all of our trials of a particular type (calling a trial type in the previous level adds to to the trial count, and the total trials are set for the game instance based on what you want.
Image 2: The trial picking logic based on whether or not trials of a certain type are available or not.

My question - is there a less offensive and horrible way to do this?

Basically what I want is for there to be a set number of visual, auditory, and multisensory trials you define ahead of time. Each time the level is loaded, it checks to see how many have been "used".
Based on which ones are still available, it randomly picks from the available types. So for instance if you already used your quota of 3 visual, it would randomly pick between auditory and multisensory. That's the idea at least.
It seems like there must be an easier way to do this though?

faint pasture
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then pull out all trails where completed = false, stick them in an array, shuffle it, run the first one

vague swallow
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Hi! Im making a top down project (multiplayer.) And I got a little confused. I have a current health and max health for a character that is currently sitting in playerstate. the issue is that i also plan to have NPCs roaming around that im able to click on and start attacking. my question is, If NPCs don't have playerstate, and I'd like to be able to attack the npc the same way as other players, how do i handle the health? should the NPC one be in NPC character blueprint and the player one in playerstate and then branch the attack based on if its an NPC or player to deal damage to their respective variables? Am i thinking of this completely wrong?

faint pasture
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HP in pawn makes way more sense

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the player has a name and a score, the pawn has hp and weapons

plucky ice
faint pasture
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map variable type

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what IS a trial?

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you might need TrialType or TrialName to int if you want to store
Visual:3

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You can either have your data set up like:
VisualTrial1 : false
VisualTrial2 : false
VisualTrial3 : false
AuditoryTrial1 : false
AuditoryTrial2 : true

to represent someone who's done one of the auditory trials

OR
Visual : 3
Auditory : 1
to represent someone who has 3 visual and 1 auditory left to do.
I don't know how you're defining these trials

plucky ice
# faint pasture You can either have your data set up like: VisualTrial1 : false VisualTrial2 : f...

Ah got it okay. So in my game instance I have variables like "total auditory trials" or "total visual trials." You manually set those based on how many you want to have of each out of a total pool (which is calculated by summing all of those.)

I also in my game instance have a variable "auditory trial count" or "visual trial count". Those initialize at 0. When a trial gets called of a specific type, it casts to and increments that visual or auditory trial count variable in the game instance; trial completes and it reopens the level.

I want the "trial picker" to randomly pick from those trial types that still don't have a trial count = the total trials you defined. Does that make sense?

faint pasture
plucky ice
faint pasture
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Probably, I have no clue what your actual design is about. Is every visual trial the same thing?

plucky ice
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Yes, for these purposes all of the trials of the same type are the same thing. The blueprint randomly selects an object to "play" the trial on, and that's working fine.

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I just need to keep track of the number of each type that's been done and only pick from those that still have trials "left" if that makes sense. It's a simple operation that I implemented in way too complicated and bad a fashion I think.

faint pasture
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It can be as simple as storing an array of trial types called TrialsLeft
it might look like
Visual
Visual
Visual
Auditory
Auditory
Auditory
Auditory
when you start the game

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Then when you want to choose one, shuffle it, choose the first one, remove it

plucky ice
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I see okay, that definitely would be easier. Thank you very much!

faint pasture
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and what's the point of the total trial int

plucky ice
faint pasture
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remove the one at index 0

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not the one with string "0"

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and you can just check size of TrialBank before all this, when it's 0 you're done

plucky ice
# faint pasture remove the one at index 0

This seems to be removing the one at index 0, I think. I tested it a few times and it worked as expected. Is there a way I can pass a more secure input to that to be sure its an index? That input is Item String (by ref)

floral stump
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blueprints supports ranged based for loop?

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How will looks like in blueprints?

 for (int32 i = 0; i < array.Num(); i++)
dawn gazelle
#

There is a for loop as well which can loop based on a value.

floral stump
steel star
steel star
floral stump
dawn gazelle
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Use the array element.

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The array element is the current iteration of the array.

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It's basically giving you LandscapeVertices[i]

floral stump
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need to get a copy by it?

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yeah

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let me try thanks

floral stump
dawn gazelle
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No.

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The array element is Array[i]

floral stump
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ah, so i don't need to use that index?

dawn gazelle
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Correct

floral stump
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great thanks )

robust mural
#

Hey guys Im trying to get a canvas panel size after adding many child into that, but the size returns always the original size like no child was added, any idea how to get the updated size ?

floral stump
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i can set 9999999.0 but not sure if this is correct 😛

dawn gazelle
floral stump
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Thanks so much )

ancient moth
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How could I make it, to prevent players from standing on small objects like that? Is it possible to do that in a global/generic way?

solemn bridge
#

I dunno where to ask this since it's a BP and CPP question at the same time, but I'm trying to set up enhanced input using BP but the BP class I am using is parented to a C++ class but is not the parent of the BP actor I am trying to apply the enhanced input to.
To visualize it, I have:
Pawn->PawnClass1.cpp->PawnClass2.cpp->BP_Class2
and
Pawn->PawnClass1.cpp->BP_Class1 (the BP of the class I'm using to contain basic functions and inputs)

Is there a way for me to move BP_Class1 into the parenting chain at the top or do I have to figure out setting up the enhanced input mapping in CPP?

fluid crescent
#

what did i do wrong?

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nvm fixed it

floral stump
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tried and it seems i don't see any of setvertices

proud salmon
#

Does anyone know if there is a way to disable culling for taking a screenshot in the editor?

next hollow
#

Is there an alternative to this that is pre-built?
This thing doesn't seem to work that well.

I have idea for my own method, but wasn't sure if maybe theres a better/ new one?

maiden wadi
next hollow
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Yeah, even basic pawn actors, are crap with it.
But, thanks.
I'll do my own method.

dusky cobalt
#

Does anyone have ''Building Placement'' or any object/actor placement logic with use of cursor and would share more or less how it works? I have some prototype from tutorial but it's in shit state. I need some better approach as this is outdated for sure. Can be on on private too. For context, I'm trying to click button, button is asigned to the actor/building class which can be placed, I change materials of the building for the time it's at the cursor, after placement I set materials back to default. I use event tick and get hit by cursor for location until I place building, which I'm not so sure about. Any references? Or any good tutorial? Can be even with objects, I guess it's popular concept?

turbid bison
#

Is it possible to have a notify event for a variable, without multiplayer setup ?

dawn gazelle
dawn gazelle
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If you have trouble with that, mark the variable as private and also create a getter function

wicked cairn
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HI guys! I'm trying to get the math for this correct but I'm kind of struggling.

How do I set this up so that when the player is holding CTRL, the object they're moving is only able to move on the Z axis, still saving the object's X and Y location?

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for extra context;

frosty heron
dawn gazelle
turbid bison
wicked cairn
lofty rapids
#

split the structs and use the current location x, y ?

atomic prairie
#

Hi! I'm trying this: when the player presses a key (C) it switches to the camera which is placed in the level and when he releases it returns to the character's camera. But nothing happens, the camera doesn't change. Can u help me?

wicked cairn
lofty rapids
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i would of left the function alone and done that on the other part

maiden wadi
inner vessel
#

Somebody experienced with splines:

I have a spline, basically when you get near the end of the spline, it creates a new spline point in a random location in front of it. and that is endless.

However, I can't seem to change that points location after creation? I looked online and it seems other people have this issue. Even using Set Location at Spline Point doesn't work.

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I have procedurally generated terrain. before creating the point, I'm raycasting downwards to get the impact point of the terrain which then becomes the new Z coord of the point, then it's created. It loosely follows the terrain, but the segment between points goes through the terrain obvi, so I am then further subdividing the spline and attempting to move THEIR Z but they just aren't moving

dawn gazelle
atomic prairie
maiden wadi
#

Because it takes an actor. The thing you have on the level is a CameraActor with a CameraComponent in it. TLDR plug the GetPlayerCharacter into the view target on release.

atomic prairie
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Thanks!!!

hallow jungle
#

Hey folks, I'm having some trouble with the basics here.. I have a blueprint inside my player that connects to a plugin that makes AI talks to the character, inside the player there is the input "T" to talk, works fine. Problem is that I want that input to be executed inside an outside widget via a button, since the game will be touchscreen. Any ideas?

inner vessel
fickle tendon
#

hmm question... I have some data layers that aren't loaded... Get All Actors of Class will still get these actors. Is that expected?

snow oasis
#

I'm trying to make something so when I shoot this Rectangle it will be destroyed and then Spawn an NPC that will Chase the Player, Everything works as expected except when the NPC spawns it doesnt move or fall to the Ground at all.

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However when I Drop the NPC into the world manually it chases the Player as expected.

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This is what the Rectangles code is looking like.

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Any Help would be appreciated.

dawn gazelle
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Don't destroy the actor before doing what it needs to do. The Spawn Actor node should be before Destroy Actor.

snow oasis
#

I actually tried that too, I just now tested with the Destroy Actor Before the Spawning.

dawn gazelle
#

It may also work when placed in the level as it's automatically being possessed by an AI. Usually if you're spawning an AI, you'd use "Spawn AI From Class"

snow oasis
#

Okay I'll give that a try thanks.

sharp sigil
#

Is there any way to make user-created variables appear first in the details panel of the blueprint editor?

sinful hinge
#

Is it possible to create a map system where you have to draw your map on a grid and with multiple layers (for multiple maps) using only BP ? I'm writing down a few ideas for a game and I don't want to look at C++ right now, I'm really not there yet x) And what about a "modular playground" ? Like a maze with moving walls that follows predetermined patterns

snow oasis
stoic ledge
light garnet
#

can anyone help me. i am getting blueprint runtime error in weapon type but its working and i dont see anything wrong '

chrome river
#

Hey all, I'm debugging something in my menu system by adding Print String to my For Loop. When I Play in Editor and go to the menu I'm testing, I get a list of values - great! The problem though, is when I go back to the main menu and return to the menu I was testing, the list gets printed twice. If I repeat the process, it prints three times and so on. I've tried implementing 'Do Once' nodes pretty much everywhere to no avail. The custom event that drives all this is only called once and should only fire once.
Any help on this would be hugely appreciated 🙏

stoic ledge
stoic ledge
chrome river
light garnet
light garnet
cedar remnant
#

Anyone have any idea why data traveling through interfaces would get lost?

lunar sleet
cedar remnant
#

I have a blueprint querying an interface on my weapon. The function runs and gets data and then shoots it out but what ends up on the other side of the interface is 0

lunar sleet
cedar remnant
#

Hm

light garnet
#

Something like this but it's enumeration weapon type

light garnet
lunar sleet
#

Blueprint runtime error is like saying error, the important bit is Accessed None and which property it’s pointing to

#

Click the magnifying glass to see where it is exactly

#

I would prly be able to tell you but I can’t read that resolution

lunar sleet
#

What are you doing exactly

cedar remnant
#

I am running "getters" to access my variables that are privated in C++

lunar sleet
#

So what’s printing there

#

And is there another return node on the True pin?

cedar remnant
#

The individual getters are getting correct numbers

#

The division is returning 0

#

so actually the issue isn't with the output of the interface

lunar sleet
#

Int divided by int equals int

#

You need one of them to be a float

cedar remnant
#

omg

lunar sleet
#

Not convert after the fact

cedar remnant
#

converting the output pin actually worked

#

thank you sorry I'm dumb

chrome river
#

Sorry, still having this issue.
I've also discovered that the list of values is printed when I return to the main menu, even though the event isn't in the blueprints for that operation

ivory jetty
#

I'm working on setting an initial transform variable to get a reference to the starting point of something I'm moving along a track. For some reason, the CheckTrack function that I'm calling with a "Set Timer by Function Name" node just isn't recognizing that the location it's getting from "Get Actor Location" is no longer equal to the Track Start variable that gets set on Begin play. Anyone have any idea why this might be the case?

trim matrix
#

Someone please help me

#

For some reason, the completed executes before the loop body

ivory jetty
#

Plasma, would the Delay node be useful to you here?

trim matrix
timber sable
trim matrix
timber sable
#

Ah, makes sense, glad you got it fixed

chrome pumice
#

Guys is there a quick way to make draw distance of light not snap away? like when i am out of distance i want it to fade away, not to just turn off. Any ideas?

lunar sleet
raw orbit
#

so im working with an asset pack that seems kind of good... except that there is too much code concentrated in the main character BP of the project.

im trying to disentangle it and slowly move functions to a parent ive created but it keeps freezing and forcing me to reboot unreal is this normal if a blueprint is just too overloaded with code or could there be something else wrong

#

i dont necessarily have issues navigating blueprints in any other project

trim matrix
#

Hey guys, I'm creating chess game, when I tried to add rotate view using SpringArm it's just work like this. How can I prevent this situation?

maiden wadi
maiden wadi
trim matrix
maiden wadi
#

At the bottom

raw orbit
trim matrix
maiden wadi
dawn gazelle
# raw orbit can a blueprint take 30 mins to process if its very heavy

I would think that if you have a blueprint that is being referenced in lots of other blueprints, then it could take a while for it to update all those references with its updated data. Depending on if the actor is placed in the editor then the construction script may also fire doing even further processing.

maiden wadi
#

I've had legitimate crashes from people referencing widgets in over a dozen level blueprints. Loading the referencers to delete a widget that wasn't even used. 🤮

raw orbit
#

this character blueprint has all the widget logic in it

#

which i personally detest

#

and some other things that could have been made into components and whatnot. my guess is that its a combination of all the references and the blueprint itself being really heavy

#

is there some way to measure this sort of thing i remember there being some tools

maiden wadi
#

Marketplace™️

#

Sizemap?

raw orbit
#

well its a side project, i didnt want to reinvent the wheel so to speak

#

so i got a 'template'

maiden wadi
#

Now you get to reinvent the template. 😄

raw orbit
#

but it does make me want to question my life choices

maiden wadi
#

But check the reference viewer and sizemaps. 🤷‍♂️

raw orbit
#

well i am still absoltuely terrible when it comes to animation blueprints so i do need help with that and the templates sometimes come with smooth enough movemetn until i realise its all based on 1000 booleans

maiden wadi
#

That... is a lot of gigs for a base character.

raw orbit
#

well what amazes me is how these asset packs can look good on the surface. the guys making these are like savants

#

how do you have the ram in your brain to keep track of all the booleans and references in your project

#

but at the same time make the worst mistakes

maiden wadi
#

Above is the general reason people don't like casting. 😄

raw orbit
#

i might as well scrap this and just learn how to connect ALS to my character

#

he does have interfaces

maiden wadi
#

"Base" class should be like max 400mb if it's referencing some static game data. Mannequin, weapons data asset that probably has hard refs, Ugh

raw orbit
#

yeah big oof. im loading up conan exiles devkit to see what an official triple a game has it at

#

is conan exiles triple a or double a, i dont even know

maiden wadi
#

I dunno. I'm iffy on that too, but I was an ARK player. The file sizes for that game were just fucking unnecessary.

raw orbit
#

funcoms conan exiles player character

#

still slimmer in many ways to a bare minimum marketplace template tho

#

wonder whats their dune character goin to be like

outer quail
#

So I want to call the component button clicked array (customcomboboxbutton) to my other widget blueprint and its not working, I'm so confused and idk what I'm doing xD, any help really appreciated

past compass
#

Is it possible to record a video and export it as MP4 ?

frosty heron
outer quail
#

I want to pass the name of the button when it is clicked, lets say engine is clicked, then another tab will pull up displaying engine information

#

there's no problem if I do it like this, but I had to do the "pulling up the information tab" in other blueprint. that's why I tried to send it in an array so that I can call it in other blueprint

frosty heron
#

Where did you bind the callback?

outer quail
#

in the component_wbp, previously I used get actor of class to get an array from other blueprint. but since the array that I want to get now is from widget, I can't use the get actor of class, that's why I'm trying to cast

frosty heron
#

@outer quail nothing here bind to the call back

#

Have you gone thru what event dispatcher does?

#

You need to assign delegates to an event, so when you broadcast (call) anything that listen to the delegate will fire.

outer quail
#

"assigning delegates to an event" do I do that in the customcomboboxbutton bp?

frosty heron
outer quail
#

got it, I will look up tutorials, thank you!

young cedar
#

looks much better, do you get the result you expect?

maiden heath
#

Hello everyone, I have a problem. I created an event in the UI User Widget, and I need it to trigger a "Custom Event" located in my Actor. How can I make it so that when I click a button in the UI, it activates the event in my Actor?

frosty heron
#

but in a nutshell, upon button creation -> Bind the delegate to an event

young cedar
frosty heron
#

Whenever it get broadcasted, the event should fire along with any parametre that get passed

frosty heron
outer quail
young cedar
# frosty heron You will need a ref to the actor

maybe @frosty heron will agree, that having coupled references in events is not always a good idea, because sometimes a reference might not exist and breakyour work, it is better to decouple interface and game actors and use an event system for this

frosty heron
#

Imo, it really depends on the purpose. You don't need to make something ambigious when you want a button or certain element to do specific things.
If the button may behaves differently depending on the context, then sure you can make use of composition or interface.
But if you want the button to make a character jump for example, I would just get a ref to the character.

young cedar
frosty heron
#

having said that, I am self taught and not really educated so take it with a grain of salt

young cedar
lethal pollen
#

Hi!

#

How can add a static mesh to my Blueprint Actor at runtime?

#

Is there a node to create a Static Mesh?

young cedar
dawn gazelle
#

"Static Mesh Component" would be the class.

lethal pollen
#

Maybe, this one:

#

Is that?

dawn gazelle
#

Yep. Then from the return value you can promote it to a variable so you can access it later, and change settings about it, like what mesh to use, materials, etc.

maiden heath
lethal pollen
#

In C++ I use SetupAttachment, but what do I have to use in Blueprint to attach the created mesh to the root component? AttachTo node?

#

Thanks.

#

Or Maybe I don't need to do that because Manual Attachment is disabled.

dawn gazelle
dawn gazelle
maiden heath
dawn gazelle
frosty heron
proper flower
#

someone can solve this issue?

#

I have the set variable of bp Interaction area

#

is set, okay? stored in player character blueprint

#

a little down, in the same blueprint

#

I call the variable of bp interaction area

frosty heron
#

You are no where in a level where you should touch multiplayer

proper flower
#

I must finish this, unfortunately

lunar sleet
#

Get actor of class on tick, so wasteful 🙂

proper flower
#

on tick?

lunar sleet
#

Triggered ticks away

proper flower
#

it's F button pressed

lunar sleet
#

More like F you should’ve read the docs 😀

frosty heron
#

You need to learn how to properly reference, how to get and set them.
Get actor of class isn't something you want to do here.

proper flower
#

thanks

#

but this is not even the main problem, the problem is that the set variable in the same document isn't working

#

it's correlated?

lunar sleet
#

Use Started pin for your code unless you want it to execute constantly the entire time the F key is down

proper flower
#

it try access none

frosty heron
#

The main problem is the code looks aweful even for single player. Add multiplayer and you need to make sure that all is well in all Machines

#

so really, my only advice is to start doing Single Player first.

#

you are trying to sprint before you can crawl.

dusky cobalt
#

You are trying to strore multiple actors in single variable

frosty heron
dawn gazelle
# proper flower it try access none

Setting a variable only sets it for the local machine.
Setting a replicated variable still only sets it for the local machine, if it happens to be the server, then it replicates it to everyone else.
You're setting the value on an input, which are local only.

frosty heron
#

it just get a random actor (sort of) of the type in the world.

dusky cobalt
#

Oh, it's one actor, right.

frosty heron
#

yeah it's not get ALL actor of class

lunar sleet
#

But it’s also the first actor of that class the game finds

#

So if there’s more than one, you have problems

#

On top of the other problems 😀

proper flower
#

it's the only actor

lunar sleet
#

Good stuff

#

But anyways, multiplayer is almost like an engine within the engine, may want to head the warnings and come back to it once you’ve gained some more xp/knowledge of the engine

proper flower
#

I know that this seems ridiculous cause I still learn about it, but the fact is that I god a 3d asset commission and they wanna try ( cause of my fairly superficial knowledge of blueprint) to do the basic of the game, so I am trying it.

#

so don't be so mean sometimes, the fact can be different from perspective

lunar sleet
#

Why do you need to use multiplayer to make an asset I’m confused

frosty heron
#

the advice is given with the best intention.

#

I am not trying to sit on a high horse

proper flower
#

this is a way for me to push me forward in a field that isn't mine

lunar sleet
#

I also initially started with a multiplayer project and had to table it for now

proper flower
#

I accept your considerations and thanks you all for the help

#

I'm a professional and formerly 3d artist, so xD

lunar sleet
#

May want to learn some c++ if you’re going that route

#

If you don’t know it already

frosty heron
#

ok that's got nothing to do with your multiplayer project. You can ask for feedback in #multiplayer where the experts reside.

lunar sleet
#

Aye, best of luck

frosty heron
#

again the issue with multiplayer is that you have to make sure that the values in each machine, are set.
If you can't use reference for Single player, you are making it harder to learn by doing multiplayer as you may wonder why you get accessed none.

proper flower
#

at the beginning I wasn't expecting that difficulties

lunar sleet
#

But the point is it doesn’t have to be multiplayer

proper flower
#

the game is multiplayer

#

so

lunar sleet
#

It’s pretty good but is there a blueprint issue? 😀

obtuse kraken
#

No lol, is there a different channel for showing stuff off?

frosty heron
obtuse kraken
#

my b

frosty heron
#

Good stuff tho

obtuse kraken
#

ty

frosty heron
#

I love resident evil Inspect system

obtuse kraken
#

ye, just figured out how to do that today

lunar sleet
#

Yeah it’s pretty neat

outer quail
#

In component_detail_bp, I tried to use the "bind event to option clicked" since its function normally in widget blueprint, where when I pressed the button it prints out string. But in component_detail_bp it should print hello, but its not working. Error: Blueprint Runtime Error: "Accessed None trying to read property Component_Button_Clicked". Node: Bind Event to Option Clicked Graph: EventGraph Function: Execute Ubergraph Component Details BP Blueprint: Component_Details_BP

dark drum
real siren
#

What is the best way to setup an achievement system? For example I want to have collectables scattered across the map and you get an achievement when you collect all of them in a single session.

plucky ice
#

Good morning! My question for today:
Is there a way I can modify the blueprint in the image (which is spawning stars within "squares" in a 10x10 grid) so that it is using the volume of a cube placed in the world as the "volume" within which it can spawn the stars, if that makes sense? If I put an invisible cube in my world, I would like to spawn all of my stars within that cube. I'd like to get the boundaries of that cube as I have placed it in the world, then spawn all of my stars into that cube with a certain minimum distance between them being enforced. Is there a way that I can automatically create an array that is bounded by the vertices of this cube in the world, then fill it in according to a certain resolution? Thank you!

sonic quartz
#

how do i change cornering stiffness in chaos vehicles through blueprints?

outer quail
dark drum
# outer quail in customcomboboxbutton

That doesn't really answer the question. Where you attempt to create the binding, you have a ref. How is the reference set? It will be empty unless you set it.

outer quail
#

you mean this?

echo tendon
#

unreal What are the differences between Event and Function on Blueprints?

halcyon nymph
#

Beginner here.... Making a character blueprint for a model enemy to rotate following me and then shoot at me. I did it in class with a cube but using a low poly model doesn't want to work now. I also did it in first person in class and am doing it in third person. Do I have to have the static mesh be fully inside the capsule component? Reason I ask is that I made another enemy just follow me (AI move to) and when I scaled it up it wouldn't move at all. How would I go about making the enemy bigger and still be able to move

dark drum
dark drum
outer quail
dark drum
outer quail
#

because this is what I did, this works fine as when the button is click, it print the button name

outer quail
dark drum
outer quail
#

I'm trying to pass the "option name" from customcombobox to the other blueprint

dusky cobalt
#

How can I get BuildingMesh from class in other blueprint?

dark drum
maiden wadi
#

I did something fun for that. But it requires C++. 😄 I made a building preview actor that just copies every scene component from the original actor's CDO. Makes new instances on the building preview actor and then sets a preview material on them.

dusky cobalt
#

I think this is what I'm trying to do xD

#

I want to make it the most simple because my head hurts

#

There is some built in event OnSpawned or something like that?

#

or can I just treat EventBegin play as it?

dark drum
# dusky cobalt or can I just treat EventBegin play as it?

If you don't want to delve into C++ you could always spawn the thing you want to preview somewhere in the world where the player cant see it then use the get component by class to get all the relevant static meshes and skeletal meshes to add to the preview blueprint.

dusky cobalt
#

That is next level big brain haha

dark drum
dusky cobalt
dark drum
dusky cobalt
#

Hmm so do Iget it right? I create 1 blueprint, component for every building mesh and then I put that actor somewhere far away, and then I can get Component by class for example BPC_MainBuilding ?

#

So I would end upwith 1 BP and like 20 components? 😄

#

Or did you mean not component, but just to get actor of class but it has to be placed somewhere?

#

so something like that:

dark drum
dusky cobalt
#

And use enumeration to switch depending on which building class was sent?

dark drum
# dusky cobalt And use enumeration to switch depending on which building class was sent?

I would use a map of a map. The main map would be a soft class ref for your building base class (im assuming you're using a base class) and the value would be a structure which would be a map where the key is a static mesh (probally soft ref again) and the value being the transform. If you want to handle skeletal meshes as well you could add an addition map to the structure where the skeletal mesh is the key and the value is the transform.

When selecting the data, it would be a case of using the building class (as a soft ref) to get the other data from it.

dusky cobalt
#

Hmm, maybe then in the BP_BuildingPreview I will make array with all the meshes of all buildings, create variable avaliable on spawn that will take class and based on that class I will choose the mesh and this will all happen in the BuildingPreview?

rough seal
#

how can i reference the level blueprint?

dark drum
dusky cobalt
#

Makes sense?

#

Not so scalable tho when there is 40 buildings, doable but lots of copy paste work 😄

dark drum
dark drum
tidal knot
#

quick question, im trying to make a mission objective system, im following a youtube tutorial and in the video he connects the neccessary blueprint with event beginplay node, in thirdperson character, but in my case i already have a blueprint connected to the said event beginplay node( as im working on a project with multiple people) and it wont let me do 2 connections from the eventbeginplay node, no idea if yall get what im asking 😄

dark drum
dusky cobalt
# dark drum So the data would look something like this.

Fck. I wish I could do it with a simple reference it makes everything easier. I have project that does that but i dont know how to use this properly. He made variable of Static Mesh with struct? and that is all I need to then use that and populate it from other blueprint?

dark drum
tidal knot
dark drum
tidal knot
#

does anyone have any good tutorials on how to create different traps?

#

with blueprints 🙂

spice viper
#

Need way more requirements then that, it's so vague

tidal knot
#

wym?

spice viper
#

You can make traps 1000 different ways and it's kinda game logic specific. So it depends

tidal knot
#

oh, well i got this old ancient egypt dungeon that im working on and id like to make few traps for the said dungeon, maybe something with destruction mesh that u walk over and it crumbles, with damagezone/spikes below

#

2 walls that start moving together when u enter a triggerzone and u need to run fast before they close

#

maybe fire/poision damage trap

outer quail
#

I'm out of idea T_T, its not printing anything

spice viper
# tidal knot oh, well i got this old ancient egypt dungeon that im working on and id like to ...

That's much more helpful. You'll probably want to make a Blueprint Actor. You can add components to that actor, like a static mesh, maybe a chaos/destruction mesh. You can add trigger boxes for collisions with those things. Then on the collision events that call Damage Actor. Then you'll have to implement what to do with that damage.

The 2 walls moving in sounds like maybe an actor with 2 meshes, maybe have them move in with a Timeline. You can have different Damage Types too.

You should read more documentation on these concepts and start watching YouTube on introductory topics as well.

solid needle
#

out of the object reference, try "Get Widget" and cast it

spice viper
outer quail
#

yup user widget customcomboboxbutton

dark drum
outer quail
#

using interface?

spice viper
#

Why not just adding your event on the code of the widget itself? Why complicate with a binding through a BP?

dark drum
solid needle
#

create a parent button

outer quail
dark drum
# outer quail using interface?

As I've mentioned, the issue is you haven't set the reference to the widget you want to bind too. Its as simple as that. Set the ref and what you had already setup will work.

outer quail
trim matrix
#

Hey guys, I'm tryna do this tutorial from some dude to create a bullet that tracks the mouse position in a side scroller shooter but I'm having some trouble with the errors, any ideas as to why this is happening?

https://www.youtube.com/watch?v=Ov3wAkVIlZM

I'm posting for the second time cuz trying to do it within the main character BP has been a failure with me as well, with no projectile being launched

Basic tutorial on shooting a projectile at the mouse.

Works with sidescroller isometric 3d shooting and is done completely in blueprints.

▶ Play video
lofty rapids
#

i couldn't get a good view but self says mycontroller ?

dark drum
trim matrix
lofty rapids
#

that might fix the problem

trim matrix
#

hope that clears it

lofty rapids
#

i mean i can only go by what you posted which is missing the player controller

#

if you have that now, idk what could be the problem because i can't see

gray quarry
#

I also work in same project as him

#

this is the github repository

#

if you guys have time

#

you can pull and make necesarry changes

#

or just look and point out the problem

lofty rapids
#

i don't download things from the internet very often

#

but maybe someone can find the problem, but usually you post the problem and the relevant code, someone can help

gray quarry
#

Understood I can send screenshots

#

I dont know much about blueprints I am the 3d artist

#

but I can send screenshots

#

it doesnt shoot any projectile

lofty rapids
#

well for one thing it looks like you set the velocity to 0,0,0 ?

#

but your saying it doesn't even spawn ?

gray quarry
#

yeah

#

it doesnt spawn

lofty rapids
#

so when do you actually call the customevent that goes into enter ?

#

pressing the button will open the gate, releasing will close it

#

but you want to call that custom event at some point to actually go through the gate

gray quarry
#

I changed some settings now it spawns

#

but falls

#

no velocity

prisma crag
#

Currently having an issue with my UI. When I'm trying to click on a certain button (they all run off a similar piece of code to the one in the image), it just doesn't register. They have an On Clicked event attached to them and they're all definitely buttons. Any idea why it may not be working?

lofty rapids
#

that might have an effect on it

#

right after you spawn it you set the velocity to zer0s

gray quarry
#

I deleted it

lofty rapids
#

did you set your stuff in the bullet ?

#

for the movement ?

gray quarry
#

now it shoots but in opposite direction

lofty rapids
#

maybe something with your maths ?

granite frost
#

When I unload brushes using data layers it won't unload. Please enlighten me.

haughty snow
#

if I'm trying to bind values from a data table to text on a Widget...is this really the best way to do it or am I massively overlooking something?

burnt edge
#

Do mouse events not work with Niagara components?

viscid panther
#

Good Morning. Hope everyone is good. I have component. Sadly I cant afford the Component timelines plugin so I am having to find a workaround. I want the player to move along a certain path by following the vector 2d locations for them. Thing is, this one bugs out sometimes, because the value sometimes never reaches close enough therefore it goes back and does the same path. Is there a better way of doing this by any chance?

(Checking if it the current location is equal to the recalculated location doesnt work without an error margin because it resets before it can reach that point)

#

This is replicated by the way

#

and its a component

cedar vortex
#

How do I add values to the same Bitmask variable? without resetting it with "Set"

young blaze
#

I have multiple local players, each one has it's own index. I want that they spawn on the Player Start Actors which have their Tag the same as the players index. So if Player with Index "0" is created, he should only spawn on the Player Start Actor with Tag "0". For some reason i get this error message, and i have no idea where the infinite loop is happening so i don't know what to fix here.

dusky cobalt
#

I'm so close to finish this logic prototype and I'm not sure if I'm using Loop Break right? The problem right now is, that after this preview get's ''Disabled'' after overlapping, it never goes back to green and is not printing ''Allowed'' so clearly whole branch isn't updated. Any ideas?

lofty rapids
dusky cobalt
#

bp

#

checking, this might be it

lofty rapids
#

or vice versa

#

ig it should work either way but if it's not working you could try something different

dusky cobalt
#

Added Set boolean at the start and it started working

#

also I changed name because I was using this boolean in 2 places

#

one thing is interesting, why is Allowed not beeing printed? I can see colour changing to green, but it only prints Not Allowed when it changed color to red

#

is this because of break?

#

I think I found it, so when I try to print what object was hit, it will print Unknow when it's hitting something, but when it's on the ''ground'' it's not printing anything at all. Something is wrong with this BPC interactable

dusky cobalt
covert heart
#

hey can anyone help me with making first person vaulting like simple no animations

gray ingot
#

Hi, how can i cast to player control rig of my player? What do i need to use as "Object"?

thin panther
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A reference to the thing you want to cast to.
A cast is merely a type check

lunar sleet
thin panther
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You're saying "is this reference of a more specific type"

thin panther
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And it's either gonna say yes, which is a success, and now your ref is more specific, or it's gonna say no, which is cast failed

gray ingot
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It is different bp

lunar sleet
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So your player character’s control rig is not on the player character?

gray ingot
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It is anim bp

lunar sleet
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Where is the CR mister doctor ?

gray ingot
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Wdym?

lunar sleet
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Did you add it as a component to any bp ?

gray ingot
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I don't think so

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Like i have it here

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And in player i have this Anim Bp as Anim class

lunar sleet
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If you want to communicate with it, it has time be somewhere reachable

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Try adding it as a component to the player char bp

gray ingot
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oh

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So

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Do i need to reference there a CR?

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As target

lunar sleet
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Where did that bool come from

gray ingot
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From CR

trim matrix
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I have a bit of a doozy of a question, I want to have momentum based movement in an fps game I'm making (doing certain actions adds some speed to the player, and they keep this momentum until it decays) but I have not found a ton of help from google. I'm not great at math or physics so I'm not even sure where I would start

gray ingot
thin panther
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You should watch the pin on blueprint communication, you need to understand referencing better I think

gray ingot
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I need to change this bool from player bp, is there a better way?

lunar sleet
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Did you add it as a component yet ?

gray ingot
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Nope

lunar sleet
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The CR

gray ingot
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Do i need to?

lunar sleet
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As far as I know, yeah

gray ingot
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But it works fine without...

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And it does not really help

lunar sleet
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You need to set the class guy

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wtf

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Come on 😀

gray ingot
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I have set it

lunar sleet
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You left Class as None in the screenshot

gray ingot
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Nope

lunar sleet
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Ok, now compile

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Then try to drag

gray ingot
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Same

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xD

lunar sleet
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Ugh ok give me a few I’ll test on mine

gray ingot
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Okey

lunar sleet
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Ah yeah that’s looking for an object not a component. Who made these bools btw? And why are they there ?

gray ingot
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I made it, so i just need to tell my CR from players that i have 1 thing in player hand, and i need to turn on anim

lunar sleet
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I’d prly keep that in the animBP to begin with

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But I’ll look into accessing the CR just in case

gray ingot
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Yeah, but how to trigger it from anim, it needs to detect keypress, because if i make it in player and cast every time, it will be no good

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Can i make it so it will only check something on change?

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Like in player, if this bool changes, it ill notify CR

lunar sleet
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A State Machine tends to do that pretty well

gray ingot
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What is it?

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Ah, i see

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But i think i need CR for it

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Hm

lunar sleet
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They’re not mutually exclusive

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But yeah SM is more for direct animation

gray ingot
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Hm

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I don't think this ill work

lunar sleet
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no it won't

gray ingot
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Yeah, i see

lunar sleet
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I've tested but I'm not sure you can access it as an object from the ABP

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you can however have branches on the forward solve of the control rig graph, idk if that helps you

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way I see it, you're trying to change a bool from outside of it tho

trim matrix
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how should I go about getting help in this discord? I've posted a few times and haven't gotten a response

gray ingot
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Is there a way to just use it in CR from ABP

lunar sleet
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ah found it

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so you don't need to cast

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if you have it as a component, you get the owner, get the control rig component and then you can get and set controls

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you can have a control bool for example

dark drum
lunar sleet
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turret owner is set with try get pawn owner and cast to the actual character in my case @gray ingot

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I forgot to actually type the ctrl name in the screenshot but get the jist

gray ingot
lunar sleet
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But it’s not a bool variable

gray ingot
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What is the "Script name "

lunar sleet
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It’s a control set to bool

gray ingot
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Ah

dark drum
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yes, something like set cursor location. I believe it's on the player controller.

gray ingot
lunar sleet
gray ingot
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What is control xD

lunar sleet
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Then see second screenshot

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You’re joking lol

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You’re using control rig

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Who made the controls

gray ingot
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I am lost

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I am sorry

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xD

dark drum
trim matrix
lunar sleet
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I think you need to actually read the docs on control rig, seems like you’re just using it without understanding how it works 🙂

gray ingot
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So, in my CR, i don't use Variable

gray ingot
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All my game uses only my bp, i made all of em

lunar sleet
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well you didn't make that CR that's for sure 😄

gray ingot
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I made it

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It just uses the ik for legs

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And i need to make it so on event, it will use ik for arm

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Thats all

lunar sleet
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it kinda looks like you're using control rig without actually using control rig 😄

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which kinda defeats the purpose

covert heart
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hey can anyone help me with making first person vaulting like simple no animations

gray ingot
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Idk really where it used usually, i use it just to ik legs

lunar sleet
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read the docs on control rig, they're fairly decent

gray ingot
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I have seen this use

lunar sleet
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and also what cuppa said about bp comms pin when you have time

gray ingot
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Like i know i can read all docs and other stuff, but i don't think this small issue needs this much stuff, that's why i asked more knowledgeable people

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I am sorry for wasting your time

lunar sleet
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You have no idea what a control is and you’re using control rig, I don’t think learning the tool you’re using is a waste of time

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Not exactly sending you to learn something random

broken wadi
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Good news! There is a work-around which allows you to see the spline updates in editor. All you have to do is move a point, then undo and redo and then the spline will update itself.

lunar sleet
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As far as I could gather that’s the only way to set a bool from outside the CR itself but I could be wrong

gray ingot
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Yes, but also no, at this time i don't really need it, and before i have never even heard of it, so that's what i am telling you

lunar sleet
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Maybe there’s more knowledgeable people here or in #animation

gray ingot
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It is just my first game

gray ingot
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@lunar sleet so i have figured i can do this

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I already have "Gps" variable in ABP and i just use it

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To pass value to CR

lament fox
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How do I get the number of gamepad controllers that are currently plugged in?

I can get the active players to figure that out but once I unplug a controller the value stays the same and doesnt update

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nvm i got it. i found the "get all connected input devices" node

trim matrix
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hi guys, I'm trying to get a really simple momentum system working, basically when the game receives directional input I'm trying to get it to ad a little to the max walk speed, but make sure it doesn't go over my max speed variable with the clamp, however the clamp does not currently seem to be yk, clamping cause I can still go way over

thin panther
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The clamp will be clamping, there's no way it cannot

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you'll either be modifying that max speed somewhere, or modifying max walk speed elswehere

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There's also the issue where you'll pretty much instantly max that out

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since it runs once a frame

trim matrix
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I figured out the issue but now I have a new one

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the issue above was I was incrementing my start speed, but also using start speed as the minimum for the clamp

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so the minimum was constantly going up

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the new issue is that I want it to take speed away when not moving

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with my current setup it only decreases when I hold "S"

heavy hemlock
thin panther
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but only subtract from speed if movement has stopped

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think there's a bool for it on the cmc

thin panther
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Triggered is never calling through to that if you arent moving

heavy hemlock
# trim matrix

No, because when you let go, that event stops being called.

trim matrix
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I'm in school for game design rn and I've heard many times that running most things on tick is bad

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is this one of the cases where it's not bad?

lofty rapids
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i like me some good tick

heavy hemlock
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So it's not that ticking is bad, it's that doing too much stuff is bad.

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And it's easy to do too much stuff if you use the tick event for most things.

lofty rapids
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you may want to avoid heavy ops on tick, but it's there to be used

heavy hemlock
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Mmmhm

trim matrix
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so just use tick for things that are necessary

heavy hemlock
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Which are often things that need to change over time, like this.

lofty rapids
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you could also use a timer

heavy hemlock
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But timers also run on tick.

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So it doesn't actually optimize anything.

trim matrix
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this does not work

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I'm guessing is moving on ground is not the right node to use

heavy hemlock
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I'm not sure about that, but I don't think you want to directly subtract a specific value per frame.

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See that 'delta seconds' value on the Tick?

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That's the time, in seconds, since the last time the Tick was called.

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You almost always want to multiply values that change over time by the Delta.

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So that way, when your frame-rate changes, things still happen at the right speed.

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(I think your acceleration code also has this problem)

trim matrix
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yes it probably does, that's kinda why I'm in here

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you would think there would be a lot more information on the internet about how to implement momentum in games but yeah

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there is not

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this is kind of what I've been going off

heavy hemlock
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Unreal is missing a lot of introductory tutorial material that things like Godot and Unity have in abundance.

trim matrix
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I like unreal though, the visual coding is a lot more appealing than looking at lines of text for ages trying to figure out what's wrong

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I don't know how people do it

lofty rapids
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first time visual scripting, i really like it

trim matrix
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anyway what do you suggest I do? cause I could multiply by delta seconds or whatever you said but that doesn't change the fact that my speed is not decreasing

heavy hemlock
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I believe right now it's always reporting that it's true, because your character is moving.

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What kind of movement system are you building? It kind of looks like Resident Evil style tank controls?

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But I'm a bit uncertain about that.

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What are you trying to do here?

trim matrix
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I have no idea what you mean by resident evil tank controls and I'm a big fan of the series lol

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but I want to have a game with like building momentum and stuff, kind of like titanfall but a little more deliberate

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idk if you've played titanfall but building momentum in that game can be difficult

heavy hemlock
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So in the early Resident Evil games, you couldn't strafe, you could only move forward or backwards, and turn.

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This was to work with the fixed cameras, because all your controls were relative to character, they could switch the camera angles around without being too disorienting.

trim matrix
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oh you're talking like the original 3 resident evil games?

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def not like that lmao

heavy hemlock
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OK, this is movement for a first person character?

trim matrix
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correct yeah

heavy hemlock
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OK, so your speed value can't be a float. It has to be a vector.

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If it's a float, it means that you don't remember which direction you're moving, you just remember how fast you're moving, so if you turn - you're immediately going to moving full speed in the new direction.

trim matrix
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so I should change all 3 of my speed variables to vectors or specific ones?

heavy hemlock
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You can keep max speed as a float, and min speed should probably just be zero, so you don't need to worry about that.

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You also need an acceleration vector. It's the acceleration vector that you modify with your controls, and then you accumulate the acceleration vector onto your velocity and add that to your position.

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(hurray for basic calculus)

trim matrix
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this is why I hate math

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why can't there just be an "add momentum" check box that a bunch of smart individuals at unreal made for me

heavy hemlock
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I think there might be!

trim matrix
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I've looked but yk

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if you know something I don't

heavy hemlock
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I haven't built a basic movement system in years, sorry. I know how to do the math part, but if there's a shortcut - I don't know it.

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I would guess it involves the Character Movement component.

trim matrix
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so there's quite a few options with acceleration

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from what I understand I need to have an acceleration variable, meaning I would need to set it somewhere, add that to velocity, and add that somehow, and then clamp it between miniumum speed and max speed?

heavy hemlock
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Yep!

thin panther
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The CMC already provides acceleration

heavy hemlock
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I thought so!

trim matrix
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yeah I just don't know where to use it and why, I've messed around with it and it modifies how fast/slow you reach your max walk speed

lofty rapids
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i feel like a slow acceleration would build momentum ?

heavy hemlock
trim matrix
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kind of? but not really, it's not as straight foward as you think, cause if your max speed is pretty high it takes a while to get there, and then it's extremely frustrating when you hit a wall or something

heavy hemlock
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Because you want some instant acceleration, and then for it to gradually accumulate from there.

lofty rapids
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makes sense

heavy hemlock
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I think they do also keep some kind of momentum scalar, because it's not real momentum, as you hold onto it when changing directions in specific movement modes - like, you don't lose momentum while wall running at shallow angles.

trim matrix
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I can't clamp two vectors and a float apparently

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there's gotta be something I'm missing

heavy hemlock
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You can compare the length of a vector to a float.

trim matrix
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this is what I got

heavy hemlock
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That's probably not going to work.

trim matrix
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it did not

heavy hemlock
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Because you're reading the characters current acceleration and then storing the length in a float as your Max Walk Speed, which isn't what you'd want it to be anyways, because the current acceleration is not a maximum.

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OK, so I opened a basic unreal project.

trim matrix
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so not current acceleration something else

heavy hemlock
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The movement system you probably want to use is 'add movement input'.

trim matrix
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so instead of the set I have add movement input or?

heavy hemlock
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If we look at a basic example, we can see how the third person character is setup.

trim matrix
# heavy hemlock

mine is basically the same thing minus the control rotation, probably cause you can't control the camera seperately in first person

heavy hemlock
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OK, so what are you doing with all your values, if you're controlling your character with the Add Movement Input node?

lofty rapids
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i'm not sure you want to use max speed like that to control momentum

heavy hemlock
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Yeah, you definitely don't.

trim matrix
heavy hemlock
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Even if you're using a scalar for some arcadey physics shenanigans later.

gray quarry
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when I launch my project to windows 64x the rotation of main character changes. and it is different than standalone version. how can i fix it?

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this is in viewport

trim matrix
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dw about the blink stuff that's something else

gray quarry
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this is in exe

lofty rapids
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perhaps zero out your control rotation

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does it mess with the walking ?

gray quarry
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no it walks normal

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but looks at camera

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or somewhere else

trim matrix
heavy hemlock
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So - the character movement component already has momentum and acceleration inside of it.

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(I haven't worked with this in years, I'm looking at stuff now)

trim matrix
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they are in the clamp so it's meant to prevent the game from decreasing my speed under 865 and over 1400

lofty rapids
heavy hemlock
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Yeah, oxi, are you setting the rotation relative to something? This might be a loading order problem, where a target or reference isn't loaded by the time the character is created.

gray quarry
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could this be the reason

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to set the aim yaw we need to poin mouse

heavy hemlock
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Could be, yeah. Do you only do that once?

gray quarry
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aim yaw comes from here

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so character looks where mouse is

heavy hemlock
# gray quarry

So does it correct itself when you get the mouse in the compiled game?

gray quarry
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its always correct in the editor. but when I make it exe

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launch it as a exe

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the problem starts

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it also is normal in standalone

heavy hemlock
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After disconnecting all of your code.

heavy hemlock
# gray quarry the problem starts

So when you say 'the problem starts' do you mean 'the problem exists only on the first frame, but it immediately corrected when I move the mouse' or do you mean 'the problem is persistent, and the character ignores the mouse entirely' or do you mean 'the character reacts to the mouse, but in a way that is different than in the PIE'?

trim matrix
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this is my entire first person character controller

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so I have no idea what you mean

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do you mean movement component?

gray quarry
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the character reacts to the mouse, but in a way that is different than in the PIE' this

heavy hemlock
heavy hemlock
trim matrix
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I've been trying to get this working for days, I've been through the entire movement component quite a few times testing out different values. I'm sure there is a way to do it, maybe I'm not smart enough for this but knowing what individual dials do is not helping me put it together in a way that works

heavy hemlock
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Because I believe, if you just turned the Maximum Walk Speed value on the character movement component (not your float value, the one on the component) to considerable higher than the 500 base, and set the max acceleration to considerably lower than the 1500 base, you would get a character who can build up speed, but it takes a while to do so.

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So just those two values seem like they would get you really close to your goal.

gray quarry
trim matrix
# heavy hemlock Because I believe, if you just turned the Maximum Walk Speed value on the charac...

there's a few issues with this I'm not sure how to solve, at base acceleration my air control value works pretty well, it's set to 0.9 which is close to full control in the air but not quite, when I significantly lower acceleration I do get a build up of speed but it also affects other things (like air control) I also plan on adding wall running and sliding and stuff that increases your speed, so I'm not sure how that would interact with that

gray quarry
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when launched it doesnt look 90

trim matrix
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I essentially want what this guy was able to do https://www.youtube.com/watch?v=Y5XUyhgP9M8&t=1161s&ab_channel=RaymondCripps but he doesn't really go into detail about how he did it

MERCH (available until 19 Nov): https://projectfeline.com/shop
Support these videos on Patreon: https://patreon.com/raymondcripps
PLAY THE BUILD: https://projectfeline.com
Follow on Twitch: https://twitch.tv/raymondcripps
Subreddit: https://reddit.com/r/projectfeline

So I tried building a momentum-based movement system like in Titanfall 2 and A...

▶ Play video
heavy hemlock
trim matrix
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cause then as soon as you land you're back to normal walk speed

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so I gutted that system

heavy hemlock
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You have a scalar value on your Add Movement Input node - that scalar value could be modified based on what state the character is in.

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But the big thing is - you cannot build a system like Project Feline or Titanfall 2 in an afternoon. Titanfall 2's movement system took probably a dozen people several years to perfect.

faint pasture
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it's hacky and trivially cheated

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but it'd work

heavy hemlock
trim matrix
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I don't really get the add movement input node, the scalar value makes sense but like, it has no outputs so I don't understand how it would actually increase speed

faint pasture
heavy hemlock
faint pasture
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that's how the movement component knows anything about your desired movement

heavy hemlock
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It is, literally, the function you were asking for.

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'Go this direction, and have it mostly make sense'

faint pasture
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Character.AddMovementInput or whatever probably just wraps "If we have a movement component, pass this vector to it"

trim matrix
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so if I'm following I want an enum with my different movement modes, and depending on the movement mode I scale something with the input movement node?

faint pasture
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Are custom movement modes a thing in BP yet, at least for single player?