#blueprint

1 messages · Page 179 of 1

lofty rapids
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it won't fix your problem but it makes the booleans useless you need a branch if you want to use the boolean

mystic zodiac
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So... I always heard there's no way to make a horizontal character capsule or use a custom shape without rewriting the character class, BUT this clip shows someone extending the collision of their capsule component just with this random trick. Why does this work? Is this intended behavior? https://www.youtube.com/watch?v=H3U6D8XAFRE

Make sure the new sphere collisions (or any collision shapes) overlaps with the original capsule collision.

▶ Play video
trim matrix
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so, how do i make it work..

lofty rapids
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so now it's spawning back, but the system isn't showing at all ?

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the first time, or the second time it runs it's not showing

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in your collision turning on and off

trim matrix
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it runs when i collect the first coin then not again

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so get rid of the event?

lofty rapids
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well you want the event to spawn them

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after you make them disappear

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but if you just shut off the box collision

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and turn it back on

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it should just be the same code running and be fine

trim matrix
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im confused what difference does that make if its the same code?

lofty rapids
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it's different code for the collision enabled

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i'm saying your not changing any of the other code so it should spawn

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but by turning off the box collision, that event won't fire untill you turn it back on

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so you can't get the coin while its invisible

trim matrix
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i cant get it while its invisible w how it is rn

lofty rapids
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interesting, well everything works but the system ?

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idk much about niagara maybe #niagara might know this specific thing
or someone else can see the problem because it looks legit and you didn't change any of that code

lusty mulch
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anyone know how to convert transform data between houdini and unreal engine? I tried to export out a csv from houdini for my points that has the full transform data of the points. I then read this as a data table in blueprint and try to use the data to spawn static meshes with the correct location, rotation, and scale to match houdini. Really struggling on the rotations though.

lofty rapids
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whats the struggle ? if you store the data you shoul be able to retrieve it

trim matrix
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how do I get back to a minal blueprint view rather then a full blueprint editor view

lusty mulch
trim matrix
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currently following a tutorial where they have this

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however I have this

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and as such theres values they have but I don't it seems so struggling to get thing working

lofty rapids
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did you make the same kind of class ?

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or did you click open full blueprint editor ?

trim matrix
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clicked the open full BP editor

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i've found anyway the right way to do what I need

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so it's all good

hexed inlet
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UE4.27
So in C++ I can make blue BP functions and green BP functions, to keep explanations simple.

Can I make "green" BP functions in the BP Editor? Ie., I want to avoid the execution line.

hexed inlet
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Ohhhhhhhh

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lol

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It's a checkbox

lusty mulch
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yes when you have the function selected the details should have a "pure" bool

hexed inlet
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Thank you. I didn't even think to look at the options 😄

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Me: Sweet, I can move a million pieces of grass with individual transforms via shader, updated via texture data, using HISMs, on the render thread.

Also me: How do I make a green function plz?

trim matrix
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im trying to make a block that falls after a few sec, but is activated by the player, like doughnut blocks in mario 3dworld. but when the player colides with the block nothing happens

lofty rapids
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i use two timers

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one fires off when collision

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and the other fire offs after the time has passed to start dropping it

hexed inlet
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What's stopping it from falling in the first place?

trim matrix
celest oar
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in a recursive function, if i do a break, will it jump to the previous called function or is it gonna hit my "complete" pin?

hexed inlet
trim matrix
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nothing..

dawn gazelle
hexed inlet
trim matrix
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begin overlap, with the player

dawn gazelle
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Are you sure tick is enabled?

hexed inlet
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Sorry, I mean, what's actually saying "Ok move downwards"

trim matrix
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i sent screenshots of all is in the blueprint

lofty rapids
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also what is resetdelay set to ?

hexed inlet
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Ah yeah fair, I think the low res threw me heh

dawn gazelle
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The other thing I can see is maybe "Fall Speed" doesn't have a value or is extremely small?

hexed inlet
lofty rapids
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fall speed * delta will make it small it would have to be pretty big actually

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maybe it's moving but you can't see it it's so small

hexed inlet
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I'm aware of that issue where Pure BP functions get fired off for every output line, while non-pure don't.

lofty rapids
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bp first i heard of pure function, still gets me mixed sometimes i forget i'm just not used to them

hexed inlet
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It gets messier in C++. I believe it turns const BP functions (that you wrote in C++) into Pure without you asking, and you have to explicitly say "No... I want non-pure thanks". And it's this way because by the time they realised it would be good to support const non-pure functions, it would have broken too much behaviour to stop const functions becoming pure by default.

lofty rapids
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what is a const function ?

hexed inlet
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Heheh. Just a function in C++ that you demand must not change anything.

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Sometimes you want a function const, sometimes you don't, but if you're writing BP functions in C++, that const difference irritatingly flips the function between Pure and non-Pure.

lofty rapids
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makes sense, i'm new to c++ i done a lot of c but never heard of const there

spark steppe
lofty rapids
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i use a blueprint function library and to change to pure i think its a uproperty setting

hexed inlet
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Yeah. So if you put a const on the function it makes it Pure also, even if you didn't use that setting.

lofty rapids
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interesting it kind of make sense, thats probably how they implemented pure function ?

hexed inlet
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Yeah there's logic in the thinking

full flax
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I have a tombstone blueprint with a simple tombstone static mesh that I want to add numbers to...up to three digits. I have the digits as decal material instances and three decal actors in my blueprint...My initial plan was to have an int variable with the number to appear on the stone and then do some math to determine what digits to show on each decal actor....is this sound? or should I go a different way?

hexed inlet
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But it still annoys me heh... since Pure functions need a bit of extra concern for performance.

lofty rapids
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they are real usefull for one offs of data

wraith loom
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How do I find the "On component begin overlap" node?

lofty rapids
full flax
# lofty rapids

I thought about this method but isn't string manipulation slow?

lofty rapids
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maybe maths is faster idk

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i just figure it's built in and i don't know how slow your talking

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it's not noticeable to do that on a small number

full flax
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well I could have a LOT of these on screen at a time, so I want to be super efficient if I can.

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it's an insane asylum cemetery

lofty rapids
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i c

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i would make it a function in c either way

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it's your best bet if you need to make a lot of calculations

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if it's always a year then the maths shouldn't be too bad

full flax
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nah, it's not years it's grave numbers...asylum graves just had sequential numbers on them

lofty rapids
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i c

full flax
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simple numbered paupers graves

lofty rapids
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is there a max, are you doing a bunch on the screen at once ?

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so like you kill a bunch and there graves show up right ?

full flax
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no just a prepopulated grave site and there will probably be some kind of puzzle using the numbers...it's a mystery/puzzle game

lofty rapids
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oh i c, so you load these on begin play or something ?

full flax
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yeah I was putting this in a construction script

lofty rapids
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how many of them ?

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wdym a lot

full flax
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I'm hoping to do 100+ at least

lofty rapids
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i would probably pass it the number, and run it on begin play

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so it's not trying to do in one tick like a loop or something

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oh your using construction script nvm
so they are pre built in the level already ? performance doesn't really matter then

rare vault
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I'm trying to modify data table in-editor and add row node still isn't working unless you use c++ I guess. Would it be possible to feed modified array data of this method back into the data table in the end?

burnt edge
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Does anyone have experience with combining different layers of post process settings additively on a single camera? Seems to be quite a bit of work and wanted to know if anyone has done this or can point to some resources about it.

hexed inlet
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I do not love refactoring Blueprints. Even just removing 7 occurrences of a variable across it... I get scared I'll mess up and have a hard time knowing where

trim matrix
lofty rapids
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set it a lot higher

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3.0 * whatever delta is is really small

trim matrix
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the fall speed is set at 200

hollow cove
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or just set the single post process

lofty rapids
lofty rapids
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i'm guessing the offset will stay even when you reset location

lofty rapids
burnt edge
trim matrix
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what node is current location, that dosnt show for me even with context sensitive unchecked

lofty rapids
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get actor location, split the struct, subtract from z, set location

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but first thing i would do put a print string on the true of the branch

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it will really hurt performance on tick, but just to make sure it's triggering

trim matrix
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its not printing

burnt edge
# hollow cove ?

Yup. So now imagine there are a couple different status effects in a game, each associated with it's own post process settings and materials. How do you go about blending them together, and not just overriding one another.

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The materials are pretty easy, cause they're in a stack and each layer has a weight.

trim matrix
lofty rapids
trim matrix
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i put a print on cast failed and it didnt print so i assume its working

lofty rapids
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put a print in start falling

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make sure it's running

trim matrix
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nothing printed

hollow cove
lofty rapids
trim matrix
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nope nothing printed

lofty rapids
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so the collision isn't happening

trim matrix
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how do i fix that

lofty rapids
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for one thing i would create a seperate box collision

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and use that

trim matrix
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i had that at first but then i figured the model wouldve been easier on its own

lofty rapids
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it's easier with the box

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put a box collision in

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and try that event with a print see if it fires

robust mural
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how to connect object reference to static mesh

trim matrix
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that made it print

lofty rapids
trim matrix
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and my player mesh fell through propperly but the block mesh itself didnt move

lofty rapids
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try off true and false

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see if anything prints

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or just off the tick itself

trim matrix
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it prints off the tick itself

lofty rapids
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but not on true for the bool ?

trim matrix
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nope

lofty rapids
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are you setting a local variable, or the public one ?

trim matrix
lofty rapids
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looks like a local variable to the function

trim matrix
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do i need a cast then?

hexed inlet
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If it was a local it'd be under "Local Variables"

trim matrix
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bc the other variable dosnt show

hexed inlet
trim matrix
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thats the only bisfalling

lofty rapids
trim matrix
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yea

lofty rapids
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then know, just remove the set with the capital

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and drag in the one with the lowercase b

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make sure you use that on your functions

trim matrix
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it capitalized it

lofty rapids
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for some reason you have another variable

trim matrix
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theyr the same

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i dont

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i dragged it out and it capitalized it

lofty rapids
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hmm, maybe thats an unreal thing

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makes sense bBool

hexed inlet
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Yeah it's just Unreal trying to be smart, capitalising in the graph but not in the name.

trim matrix
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give it another name then?

lofty rapids
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just make sure you use that variable in each set and get

trim matrix
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i do

lofty rapids
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and that your not using local variables

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hmm

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thats really odd, that your setting the variable but it's not registering as true on tick

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idk why that is if your using the same variable and tick is firing

robust mural
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how to connect object reference to static mesh ?

trim matrix
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the actual collision respawning is working just not the mesh moving

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should i just rename the variable?

lofty rapids
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i mean it wouldn't hurt rename it see if it changes all of them

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but it doesn't print on true ? thats what is confusing me

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if that doesn't work then something is f'd

trim matrix
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that made it print once the block falls

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but the mesh still dosnt move

lofty rapids
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ok it's printing

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did you change it to get location, set location ?

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on tick when it's going down ?

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instead of offset

trim matrix
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i started to,

hexed inlet
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Er... aren't you setting the hit block to Ignore, but then telling the hitter, not the hittee, to move?

hexed inlet
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Like, that graph you just posted now isn't the block's graph, is it?

trim matrix
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it is why

hexed inlet
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Oh, my bad, thought it wasn't

lofty rapids
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so now you just got to make it drop

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get rid of the print ontick print sucks

trim matrix
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is your movement speed my fall speed variable?

lofty rapids
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ya your result after multiplying with delta

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but you want a fairly high number

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because delta is small

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thats why i was saying 3.0 is real small, * delta it's tiny

trim matrix
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so go from the multiply node into the subtract node?

lofty rapids
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i think so

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whatever you want it to move by

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your subtracting a number from z

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and setting it

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so whatever speed you want i would mess with it a bit

trim matrix
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my fall speed is 200

lofty rapids
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give a try, it just takes some tweaking of the numbers to get right to your game

trim matrix
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can i keep the block collision so the player could ride the block to their death if its over a pit, but have it despawn and respawn at its original location still?

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bc its falling at an ok speed, but the player falls quicker bc the collision

lofty rapids
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you don't have to shut off collision

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thats all up to you

trim matrix
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oh

lofty rapids
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but the way you have it you may find some weird stuff if you jump and land back on it

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because of the way your doing your collision

trim matrix
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am i able to make it so only touching it from the top makes it fall, maybe add a 2nd box collision that isnt a trigger on the bottom so u can only make it fall from the top?

lofty rapids
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does the mesh have collision ?

trim matrix
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yea just box collision

lofty rapids
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so you can go through the mesh ?

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because think about it, if you can't go through the mesh and you put the collision just at the top

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you should be all set

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because it won't go through the bottom and hit it

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you may want to make the sides a little in so you can't bump the top side also

trim matrix
lofty rapids
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so just don't turn off collision in the code

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you know what the nodes are doing ?, read there names they are fairly descriptive

past token
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Any tips on how to make blueprint faster than it is?

trim matrix
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oh i got it

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now im gna test n see if thers any other bugs

lofty rapids
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jump up while it's falling

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and land back on it if you can

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might f it up a bit

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because the collision will make it run again, you'll nee that boolean that was mentioned earlier but it may still work just the code is weird

fiery swallow
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Not very helpful I know but those are your options

lofty rapids
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watch out for loops and pure nodes

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thats a performance hit

past token
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alright will look into that, im still very new to blueprint though. But thanks for the advice.

fiery swallow
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There's almost always a more performant way to code something in blueprints. I've gone through like 5 iterations of code yesterday to make a scoring system cost less

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You just have to be creative, knowing what costs more helps

trim matrix
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it works fine other than when the block respawns it warps the player to the block respawn instead of on the ground

past token
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stuff like that

lofty rapids
fiery swallow
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As someone point out loops and pure nodes can kill, array nodes that go past 500 seem to slow down performance, heavy calculations is a big one. Using math expressions will reduce that cost significantly

fiery swallow
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Re use actors, spawning is an extremely costly process

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Overlap and collision checks will cook your project

lofty rapids
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funny thing i spawn a bunch of stuff on the fly

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it works great

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as long as you keep at a decent number of stuff it works

past token
fiery swallow
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Spawning actors is usually not a problem unless you're spawning them by the thousands. Since we don't know what game he's making we can't rule any optimizations ojt

fiery swallow
past token
hexed inlet
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😄

fiery swallow
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You just need to make sure things that don't need collision overlap checks, aren't checking for that sort of stuff

past token
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and what exactly is meant by "pure nodes"

lofty rapids
# trim matrix how would i do that?

with the set collision node, when you put the thing back, right before shut off collision, then right after turn it back on, i'm not sure if it will work but it's worth a shot

fiery swallow
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Make sure your actors have "tick enabled" checked off if you dont plan to use the tick node on them. Just because you aren't using the tick event doesn't mean they aren't ticking it in c++, when you have thousands of actors and particles ticking it does cost a few extra ms 😉

fiery swallow
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Blueprints handles that by reading every single pure function in your code that connected to something else, even if it doesn't end up getting used

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If you use a select node and connect 10 pure functions to it, even though you're only gonna select one, all 10 still got their code ran for no reason

lofty rapids
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pures are green

fiery swallow
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I can go on all day about unreal engine optimizations... if you can be more specific I can probably give a more helpful answer haha

hexed inlet
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In this image, the GetPlanetUpNormalised function gets run twice.
But the GetInputHorizontalAcceleration function only gets run once.

The green one is Pure, the others aren't.

past token
past token
hexed inlet
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They're both fine. The greens ones don't need you to run an execution line through them, so when it's something simple like "GetSomeValue" they're good.

The thing to avoid that the image shows is pulling 2 lines out of 1 output with the green ones.

With the blue functions, that doesn't cost extra. With the greens, it does cost an extra run for each line. Plus it's easy to forget that the green ones are indeed getting fired an extra time for every line coming out of the one output.

celest oar
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im doing a recursive function and return doesnt seem to break out of it? am i missing something here?

robust mural
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How can I connect a static mesh reference to a object reference ?

past token
hexed inlet
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Well, you use the blues and greens for different reasons, but yes, typically only drag one line out of each output pin with the greens.

lofty rapids
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pure functions are very useful

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but you just want to watch how many times it runs to get a simple value you can cache

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everything plugged into it runs

celest oar
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hopefully it is visible enough

past token
celest oar
# lofty rapids show the code

it is doing the proper steps, at least as far as i checked, but it always goes ot that last return on the complete pin

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i am sure there are gaps in my knowledge in this area

dark skiff
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For a game jam game,
Anyone know what method I’d use to be able to play a 2d game on a screen in my FPS game?

(Not that it’d load you into a new 2d level, but that you’d still be able to look around in the FPS while the 2d game is on the screen)

Would I try’n run 2 levels at once, and render target the 2d game onto the screen texture? Or would that even work?

I’m not sure how best to describe it, somewhat of a beginner still, so I don’t know what I’d look up

robust mural
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@lofty rapids is it possible to get a static mesh reference from a object reference ?

hexed inlet
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Quick dirty example of the above re: pure vs non-pure

robust mural
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@dark skiff did you think about widget blueprints ?

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its like a user interface that can pop out in the screen

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the widget could maybe stream it

dark skiff
robust mural
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then you need a blueprint actor with a plane, and the plane you need to assign a texture

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there is something called canvas render target

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its rendering a texture from a blueprint

dark skiff
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Right, I think using a render target would take care of the texture, I’m more so just wondering if I need to make the 2d-game a separate level or something, and if I could even render-target a separate level to a texture (can u run 2 levels at once? Can I do the same thing with 1 level?)

That sorta thing

robust mural
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need to be streaming the second level somewhere far from the current level

hexed inlet
robust mural
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and the blueprint will be a camera with render target, to render the texture

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because if not streaming the level, that means its not on thread

dark skiff
dark skiff
robust mural
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then you need some interaction with the user, when he clicks some button you change the player controller

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and inherit the pawn from the different level

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kinda needs deeper look because if you inherit different pawn you might get teleported to the different level, and thats not what you want

robust mural
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maybe you can use the same player controller, but with a function to control different pawn as well

dark skiff
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Cool cool, for sure
Thank you 🙏

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May ask general chat for their take as well, ‘n see if they got any experience with that😎

robust mural
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is it possible to get a static mesh reference from a object reference ?

lofty rapids
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so thats an array of objects ?

mental trellis
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Cast it.

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If the cast fails, it's not a static mesh.

tepid willow
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I'm trying to spawn an actor within an UObject but the node is not appearing in the context menu. Does anyone know a workaround for that?

mental trellis
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Are you trying to add the uboject in the construction script?

tepid willow
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No, I have a normal UObject BP, I have a regular function that I want to spawn an actor in

mental trellis
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Oh. It's a UObject BP?

tepid willow
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Yes

mental trellis
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You may need to override GetWorld or it won't let you use world-context-related objects, like spawn actor.

tepid willow
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Yeah, makes sense, thank you

mental trellis
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You may simply need to override it and do "Get Outer -> Get World"

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Depends on your setup, of course.

tepid willow
# mental trellis Depends on your setup, of course.

Yeah, I just realised that I don't even need UObject BP.

I actually was thinking on how I can create an easy way of determining where pickups for a quest should spawn. I thought about creating a UObject BP with a function SpawnItems that takes the quest, the NPC, and the player as arguments, and spawns items using that information. The object would be then assigned to the relative quest objective to act as a "callback" to actually do the logic.

Do you have any idea how I could achieve that in a good way?

mental trellis
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Use an actor?

tepid willow
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Yeah, it's a solution, I think I will go with that unless something else comes to mind

lunar musk
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I'm implementing a simple drag and drop. My problems is when i reopen inventory, items are not in the last position

mental trellis
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I'd fix that before you try drag + drop then.

lunar musk
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Shure

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I need to save index i think

woven pond
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Hi not sure if what im searching for is named what i think it is but if i create a primary data asset PDA_Object is there a way from blueprints toget an array all DataAssets that use this PDA_Object as it's parent?

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Or if theres is an altrernative for getting an array of children from a specific primary data asset

lunar sleet
silk bay
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Eek! I packaged my game and it broke the behavior trees. Enemy AI works fine in PIE but they just stand around playing the .exe. How could I troubleshoot something like that?

idle vigil
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in my multiplayer card game, i have ability cards and I encode them using integer values. Like value 0 represents the ability card that gives the player body armor etc. I want to create an actor that is global where every component can ask it information regarding the ability cards. For example when I spawn the ability card on the table, the card actor can ask that global actor which image should it have on the card if its integer value is '2' etc.

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What is the best or industry standard way to do this?

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So far i thought of adding a component to the game state as this information holder since every actor can call get game state but not sure if thats the best way

ember lichen
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So I get the "has to have Simulate Physics enabled if you'd like to addForce" error, which is correct because I disable Simulate Physics during my initial cutscene in order to make the player not move. Can I check if simulate physics is enabled and if it is, then apply force so it doesn't error out?

frosty heron
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use Uobject instead imo

past token
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Im following a tutorial, and i was wondering if how he set it up was the best solution. Beacause wouldt you save performance, if you instead of one green function that gives input to two other nodes just had two seperate green fuctions for both two nodes. Beacause if i run the green fuction wont it be ran twice? even though i dont need to send info to the endoverlap part when im beginoverlapping? (dont know if i was clear or not)

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Instead shouldt it be like this:

frosty heron
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just a matter of readibility

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Pure function will get executed either way, when the node it connects to get executed.

past token
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wouldt it be better keep them seperate beacause then green fuction wont be called twice?

frosty heron
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it will not execute both

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this is what happend when overlap

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and on endoverlap

past token
jovial dirge
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Hey guys I was wondering when playing in editor gpu usage 30% but when playing packaged game gpu usage is 100%

lunar sleet
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Good, means it’s using all available resources 🙃

lunar sleet
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You can even run certain console commands like stat unit and probably profilegpu as well (I didn’t try the latter)

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On begin play of game mode for instance

jovial dirge
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Anything out of the ordinary you are noticing?

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Also this is on a RTX 4090, game uses 80%+ GPU and it's a lowpoly game

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so any other gpu is getting 100% usage

lunar sleet
jovial dirge
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For sure, thank you

past token
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Im following a tutorial, and here he uses a timeline to smooth the door rotation as it opens and closes? (The timeline has a curve to make it smooth).
But i was wondering wouldt it be very peformance heavy if i had a bunch of doors with this timeline, like if i had survival multiplayer game like Rust, would it be better to lerp the value, or are there other solutions. I heard you could bake the cuved animation, but idk how to do that.

fiery swallow
warped juniper
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Hey, doing a system for stamina to be weaker as it runs out. I just wanted to have something based in ranges. (if above 40%, full power, if above 25% halved power, and below minimum power)
Thing is I feel the current way I'm doing it is way too convoluted

#

I just used some In Range nodes to check for the value to calculate tiers of power, and perform related actions accordingly

#

Though I guess it's still better than a couple branch nodes, I bet there's some better trick

frosty heron
#

@past token blueprint is slow to begin with. If optimisation is such a concern, you will use cpp to do the heavy task

#

It really isn't helping trying to optimise in bp

#

Multiplayer on top of that

lunar sleet
#

You won’t make a Rust kind of game in bp only

#

But also @frosty heron timelines in cpp? 😃

frosty heron
#

I don't know 🤷‍♂️

#

I would probably use bp if I need a curve assets

#

Imo optimising in bp is futile

lunar sleet
#

I mean it depends on what the issue is, if you’re calling get all actors Actor on tick, you can optimize that in bp by trashing that code 😀

past token
frosty heron
#

For sure, I doubt you can do network seriliazation in bp

frosty heron
frosty heron
#

You certainly can't make a competitive shooter with bp, let alone mmo

past token
frosty heron
#

I was in that course btw

#

Garbage as f

past token
frosty heron
#

Literary trying to use interface to replace casting

storm shale
frosty heron
#

For multiplayer game, Stephen tutorial is good for networking concepts

#

Imo

past token
frosty heron
#

I heard good words from Tom Looman, imma actually gonna get that before trying to escape tutorial hell

#

he is industry vet working in many game companies

#

but it cost like $300 or something

past token
past token
#

i atleast got that

rotund harness
#

Is there a way to count pixels of a certain colour given a texture?

timber crystal
#

hello friends how can i see the fps?

#

ingame

#

playmode

frosty heron
#

Open console `
Stat fps

abstract delta
#

Hi everyone, I have a question that's stumped me hard. Add to the fact I'm primarily an artist and you see why I'm having trouble. I making a small radio station to play mid program and want the song information to display like this. I have my own music code working and it's consistent, so all I'm missing is this. Can I get some help please?!!

#

Like to just come up on the screen for 5 seconds then go away

frosty heron
#

Is this unreal related?

abstract delta
#

Yep all in bp

frosty heron
#

So widget?

abstract delta
#

I have made one and a mini ui that at least has the spots where I want the information displayed. I also understand casting to the playlist I made will be necessary. It's just after it idk

frosty heron
#

Just play animation that drives the text opacity?

#

Create widget animation in your widget blueprint

#

Call it fade in

#

Then when you want to fade in, you play the anim

abstract delta
#

I get that too (i made a splash screen for the program already!) My main question is how to get it to see what song I'm playing and display the information about the song in the spaces designated on the ui (maybe attaching text being casted from the playlist into a text box?)

#

I made an array assigned to each file that has the information plugged into it through variables

#

But it will run on all at once if I just connect them

frosty heron
#

You just get the element in the array that you want to play

#

Then pass that info to the widget, where the widget will update text, play animation,etc based on the data you send

abstract delta
#

Got you

#

So sounds like I need to fix the issue of the songs all playing at once while retaining their info

#

And that I'm on a right path

#

If I post how I have my code setup could you maybe help? Again my radio code works, just not the string of code with the songs and their info

frosty heron
#

Sure, it's not like you want to play all the song at once

frosty heron
#

I can lend an eye but if it's something that may take a while, we'll I got my own problem 😅

abstract delta
#

I understand I just really appreciate you responding

#

Plus I'm running off 25+ hours of sleep idk how much longer I'll stand

frosty heron
#

🛌

dusky cobalt
#

Guys, please help 😄 I need some idea how to better handle it. I have different actors in my game and I think I need better setup. Currently I have component on each actor which has ENUM and there I select if something is something. Does anyone see any way I could improve it? I tried to use tags, because they seem easier, but there is no way to switch on tags? Would I even use switch for that? I can provide more screenshots if needed.

abstract delta
frosty heron
#

a close up of this

frosty heron
abstract delta
dusky cobalt
frosty heron
abstract delta
#

That's the code that just runs on

frosty heron
#

this code is saying, make an array, set the array index 0 to null

#

so index 0 will be null

#

and you are not storing the result in a variable or anything

#

You should make a struct that defines your music

#

create an array of the struct and add to the array for each song

#

#blueprint message
Im looking at this and it has nothing to do with MusicPlaylist or TempPlaylist

abstract delta
abstract delta
frosty heron
#

You are making a tempory array out of 3 texts and you changed the temporary array value in index 0

#

this practically doesn't do anything

abstract delta
frosty heron
#

Make a blueprint struct , call it FMusicInfo

#

There, declare all the info you need.

  1. Title
  2. Comment
  3. Audio Component reference
  4. etc
abstract delta
#

I got you, that sounds much simpler

mint blade
#

good morning guys

#

i need a little help here

#

my character can't sprint after he crouched

gentle urchin
#

I cant see you unset is crouching ?

#

Ur setting it to true in both scenarios according to your links

mint blade
gentle urchin
#

When you uncrouch i guess

#

Either at the end of the transition or on key release

fleet heron
#

Hello. How can I get information to blueprint 1 that a collision has hit in blueprint 2? I can't figure it out

fleet heron
teal tendon
#

Hey I want to ask how do I convert the Camera Component object reference to Camera Actor object reference any ideas

royal badge
#

Hi, i wanted to ask if there is a method of using physical in game buttons such as a button model to call an elevator, when i search online all i can find is widget tutorials, i have tried using on clicked events but they're very hit and miss and require the player to practically press their nose up to the model to click it.

olive breach
#

heya, i'm working on a dash system and trying to increase the camera fov when the player dashes. This is how i've set it up and for some reason the FOV lerps properly sometimes and then sometimes just nothing happens. any ideas on how to fix this?

gentle urchin
#

Had good success with mine when i set it up

royal badge
#

I think i figured out the mouse cursor wasn't centralised being an FPS style, so i had to lock the cursor to the center of the screen, only issue is i dont know how heavy this will be on performance as it is running on the tick

#

it works through that method

viscid viper
#

hello i need some help for some reason my event dispatcher call didnt activated the binded event
pic one is my call for my allready binded event
second image is my binded event
does anyone knows why ?

frosty heron
#

do a print string after call and after binding

pulsar vigil
#

Hello guys i have a problem i can't resolve, i want to disable the capsule collision and all collision between my player and any NPC what would be the way to do that ?

lofty rapids
viscid viper
frosty heron
bold plover
pulsar vigil
lofty rapids
#

so the collision presets is pawn ?

pulsar vigil
lofty rapids
#

you may want to go custom, and ignore pawn

pulsar vigil
lofty rapids
#

might work, it's worth a shot

pulsar vigil
untold ivy
#

How can I disable a bunch of nodes without deleting them? I had put the player perception directly ont the NPC blueprint, but while loading the game, I saw an advice that it's cleaner to put it in the AI Controller. I have move id to said AI controller, and I would like ot check if it worked, but I'd like to just disable everything while trying so I can fall back on it if I effed up.

viscid viper
lofty rapids
#

you can connect it back up if you want to use it

untold ivy
rotund harness
#

Hey everyone, does anyone know if theres a good way of seeing what portion of an actor is rendered? like in percentage or something... The only thing i found online was to like line trace to different points on the actor and see how many dont collide

sharp python
#

Every time I load my project, this struct changes to a Fallback Struct and then I get a compile error. 🤔

untold ivy
#

How can I get the actor from the AI controller? Moving this node to the controller means that "Self" is no longer the actor.

frosty heron
#

you are still executing the bind from the Is not Valid exec pin

#

so it is entirely possible that you are binding to invalid object

frosty heron
#

AI controller should have a reference to the pawn it's controlling.

untold ivy
frosty heron
#

cast it to your blueprint character/pawn class if you must.

untold ivy
frosty heron
#

if you want to use function in the Character (Target is Character), then you can cast the source (controlled pawn) provided that the controlled pawn is a character type

untold ivy
bold plover
untold ivy
#

Is there an easy way to syncronise a variable between an AIController and a BP? Since the widget is in the blueprint but the variable is modified in the aicontroller, I was wondering what is the right solution to tie the two variables.

frosty heron
#

what bp and what BP?

#

the general rule is to never store any gameplay data in widget

#

widget job is simply to read.

#

your Character data should live in the character or some other entity if the data needs to be available when the character is destroyed

#

Get a reference to the object where the data live and pass it to widget

#

then widget just read straight from the object.

thin panther
untold ivy
# frosty heron widget job is simply to read.

Sorry, I got distracted on another conversation. The widget is on my character BP and it reads a variable that is on the character BP.
But since I moved part of my logic into the AIController (notably the detection logic) it modify a variable in the AI Controller and not on the character.

untold ivy
thin panther
#

This is an unusual setup. the character should have their detection value, which the widget reads. Why would something else have that?

If an AI detects something, it should be modifying the detection value of whatever it detects

#

Preferably with an interface if it applies for more than just characters

#

Sorry if I'm not properly following with what the issue here is 😄

young canyon
#

Asked this in the general channel but no luck, trying my luck here as well.
In Lyra we have the IdleStance State maching outputing a pose. This is fed as input to the Output Animation Pose. Which should call function UpdateIdleState every update? But if I add breakpoint to a node in that function it never gets hit. Is there a way to have the ability to add breakpoints in these functions?

trim matrix
#

What I'm trying to do is get "Coin Number" from the BP Thrid Person, how do I accomplish this?

iron stump
#

i have an issue with the toggle movement node. when using the keyboard keys and USB controller, it works as should. it stops actor movement when needed then allows it once certain parameters are met. it however doesn't stop the onscreen buttons from moving the actor.

#

i need to block or disable the buttons for a single event, then resume once event has started

thin panther
grave relic
#

Hi guys!
I'm looking for a keyboard key pack to put on the UI, but I can't find it, do you have anything?
I also couldn't find a channel to publish this message, I don't know where to put it...

thin panther
#

It's saying "is this ref i have of a more specific type"

iron stump
#

This is how i have the buttons setup in the HUD

thin panther
#

I.e., "is this vegetable a carrot"

untold ivy
# thin panther Sorry if I'm not properly following with what the issue here is 😄

No worries and thank for trying to help ^^
Basically, I followed a basic guide on setting up perception for my character. Everything in that guide happened in the BP_Base_NPC.
But as I have seen in the advice when starting my game, it said something that could be summarized as "Detection should be done in the AIController". Which is fine by me. Trying ot keep things clean, I moved all the detection logic from the BP_Base_NPC to the AIC_NPC_Base. It works fine. The only issue remaining is that since I moved the functions to the AIController, the variable actually being changed is in the AIC_NPC_Base while the widget is in the BP_Base_NPC.
Would the clean solution be:

  1. Make a function to sync the Detection percent of both
  2. Put a reference to the actor's variable rather than the AIC having its own?
  3. Something else entirely?
thin panther
#

Detection should be handled in the ai controller, but the thing being detected should track how detected it is.

When the ai controller attempts to detect something, it should tell the thing it's being detected, which can respond by tracking it's detection value.

hexed inlet
#

These two BP functions. I made them both in the BP Editor. Why does one have that little white arrow, and the other not?

cedar sparrow
#

Is there a way to change the visuals on the EQUAL ENUM and NOT EQUAL ENUM nodes so I can actually see if it's an equals or not equals? This is borderline illegible.

#

I know it's because my value names are long, but shouldn't it just extend the length of the node

lofty rapids
hexed inlet
#

Yeah I hate that

hexed inlet
lofty rapids
#

show the two functions because it looks like ones an event

hexed inlet
#

I don't even know how to make an event

pallid gorge
#

Does anyone know why you can't call Play Montage on a skeletal mesh reference within an actor component?

lofty rapids
hexed inlet
#

They're both functions I made

#

I was making a guess that maybe it's showing functions that are changing member variables. But nope, not that.

#

Across my BP, I'd say the majority of its functions have that little arrow

lofty rapids
#

oh ya i made a function it shows like an event

#

i c that

hexed inlet
#

Mmm... But not all.

lofty rapids
#

i think it has to do with return values

#

because if you make a blank function it shows like an event

#

but if you add a return value

#

if shows like a function

hexed inlet
#

ah yeah?

#

Ah yes that's it. Nice

#

ty

#

Odd, since it's already obvious if a node is returning something

trim matrix
#

Sorry for interrupting. Could someone please help me? The array value is not setting :c

fresh dagger
#

Uhm, so I have a small issue. I have a made a construction script that makes a road follow a spline, I can move the spline, but the road doesnt appear at first. I have to find a small road part, move it and undo it so the new changes appear on the spline. How do I make it do it in realtime?

lofty rapids
#

your getting the values and modifying that @trim matrix

#

i don't think your actually altering the data

trim matrix
#

Any suggestion?

lofty rapids
#

for one thing is the get a copy ?

trim matrix
#

that one I have is get by ref

lofty rapids
#

i would try to alter the struct somehow i haven't used struct much so idk but i believe the problem is you got the values and changing that array does nothing to the actual data

trim matrix
#

even tho I used get by ref? 😭

lunar sleet
#

That just means you’re getting the original value not just a copy of it

trim matrix
#

But that means I am editing the original and not the copy, right?

crisp moon
#

This can give exp but cant do from enemy

lunar sleet
#

Probably easier if you see what’s happening if you set a breakpoint and step through the code, hovering over the pins as you go along

lofty rapids
#

modify it directly

lunar sleet
#

Wonder how fast that bp struct will break 😀

trim matrix
#

Oh wait, it works now

lofty rapids
#

i think if you make a struct and don't mess with the actual structure and just keep it like it is or maybe add one but i can see where removing and if it's in use would break stuff

lunar sleet
white thicket
#

what should i use instead of pawn sensing so that when the enemy sees the character he chases him. As both the characters belongs to same class

lofty rapids
#

perception

white thicket
#

which one to use?

fresh dagger
lunar sleet
white thicket
#

cannot perception be used without behaviour tree?

lofty rapids
#

you need stimuli source

#

and then that on update whould trigger, i would put it in the ai controller

#

thats what i used

lofty rapids
lunar sleet
#

I’m just telling you where to learn about it

white thicket
#

can't it run directly from here?

white thicket
#

but for now i just want basic chase

#

actor with target actor didn't did anything

fresh dagger
#

https://youtu.be/iY1jnFvHgbE Try the official tutorial from unreal engine

In this presentation, Epic's Paulo Souza uses Unreal Engine's built-in AI features to build smart enemy behaviors for a game with stealth-like mechanics.

By relying on the Gameplay Framework in Unreal, we're able to quickly create convincing AI using Behavior Trees. Behavior Trees are great for creating complex AI that can be presented in a way...

▶ Play video
lofty rapids
white thicket
lofty rapids
#

so you need that on the player

#

and make sure its using sight

#

both should use sight sense

white thicket
lofty rapids
#

the way it works is the stimuli hits the perception

white thicket
lofty rapids
#

definately check out the video posted

#

thats not what you want

white thicket
trim matrix
# white thicket

so you are telling me that you set the AI's position to 0,0,0 on tick? lol

lofty rapids
#

heres something i got some help here with awhile ago

#

lol it looks f'd but it works to clear the actor

lunar sleet
#

But that may require some testing, I can’t really compute it in my head rn

lofty rapids
#

ig i could make it looping and clear and invalidate afterward

trim matrix
#

an index can't negative

#

in BP

lofty rapids
#

so if the find comes back -1, the character isn't in the array

trim matrix
#

mhm

lofty rapids
#

its a way for the blackboard to forget the character

#

basically when the sight lifetime runs out then null the player in the blackboard

#

so he no longer chases and goes back to wondering

lunar sleet
#

You can also use on target forgotten, just gotta enable it from project settings

lofty rapids
#

where is this setting ?

trim matrix
#

how could i make a depth render in game so u can see the players shadow through a mesh like this?

lunar sleet
cobalt plover
#

I just started using the Common UI plugin, and I'm getting an error where every time I launch Unreal that one of the blueprint functions in Common UI fails to be found. If I delete and re-add the function it works just fine.

I have a hunch that this isn't specifically an issue with the Common UI plugin, but an order of operations when initializing the editor. Maybe this widget is initializing before the Common UI plugin loads? Has anybody encountered an issue like this and found a solution?

I just installed the plugin and started working with it without trying to find any documentation, so it's also possible I'm just using it wrong 🙂

maiden wadi
cobalt plover
maiden wadi
#

You should be able to add CommonUI as a prereq to you primary module to fix it.

cobalt plover
#

Ah that makes sense! Thanks 🙂

ember lichen
#

How can I find the affected BP? It doesn't say which one

cobalt plover
maiden wadi
#

You can try the nuclear option of adding it to your UProject and setting it's load order to an earlier tier.

somber elbow
#

Hey guys! Im trying to build difficulty changing logic for my game. Its a platformer game. And the idea is the higher player gets the less platforms will spawn. For difficulty change i have a variable "height". So when its 10 the difficulty changes. Just as an example. The thing is that using branch every tick may be too expensive. How can i optimize it?

spark steppe
#

check the height when spawning new platforms?!

somber elbow
#

yeah

#

but right now it checks every tick

#

and it works

hollow cove
#

wtf

#

wherever they change difficulty use that to change whatever youre changing

somber elbow
#

but it checks it every tick

spark steppe
#

ofc it works, but why don't you just check the spawn height?!

#

you spawn anyways at some point, so might aswell check the height there

somber elbow
#

yeah i have height variable and it checks it. I just dont want it to do it every tick

spark steppe
#

siempre apareces en algún momento, así que también podrías verificar la altura allí

hollow cove
#

what am i looking at right now

spark steppe
#

the same message as before but in spanish

hollow cove
#

where are you changing the variable height??

somber elbow
#

in another blueprint

hollow cove
#

so change the other variables here too?

#

show me

#

also height * 10 = difficulty something limit

#

and (height * 10) + 150 = difficulty upper limit

#

if it keeps going the same

somber elbow
lofty rapids
# somber elbow

why don't you run this when you change the variable instead ?

somber elbow
#

i dont know how. Create custom event?

lofty rapids
#

when do you change the variable ?

#

is height where your player is ?

somber elbow
#

so you think its better to move it to the blueprint where height variable is beeing changed?

hollow cove
#

yes

lofty rapids
#

i would fire it off when height changes, since thats all the code is checking

lofty rapids
#

this way if it's 10 it will just run when you hit 10

somber elbow
#

I have never created custom events

#

so yep I believe my bummer is here

hollow cove
#

right click in the event graph

#

type custom event

lofty rapids
#

it's fairly simple

somber elbow
#

Got it. Makes sense guys. Thank you!

lofty rapids
#

you could also hook it up to a sequence to make it a little shorter

#

instead of scrolling over for everything you get some up and down

#

is there a way to only keep specific pins

#

i thought i have seen that before

#

so for instance if i only want 1, 4

#

but i don't want any others

#

it seems like i can only remove the last pin

somber elbow
#

Im trying to create custom event and i dont quite understand what will trigger it. I mean i do understand thgat it has to shoot every time when "height" is 10 but what will check it? Will it be then the same logic where machine check for height=10 every tick?

lofty rapids
#

when you increase it, check if it's the numbers you want

#

you can keep it on the same bp as i'm guessing the variable for height is on there

#

is height specific to each floor ? or height is where your character is ?

somber elbow
lofty rapids
inland crystal
#

Yes, you need to download the plugin I made to use the extra nodes I added 🙂

#

I mean, it's free, in the link I just posted, I'm not selling anything.

tropic pollen
#

okay, so I have a wheel, you spin it and based on where it lands, it takes you to a place (new level). how do I get it to spawn me at the choice it lands on and not a random selection?

lunar sleet
tropic pollen
tropic pollen
lunar sleet
lofty rapids
#

it looks they are rotating the thing, but then on some sort of collision picking a random number

#

and i think they want to link the two

lunar sleet
#

Oh lol just noticed the random int in range

#

Why switch on int random if you don’t want it to be random?

tropic pollen
#

wrong level gets picked.
when the wheel stops spinning, depending which box it stopped in, thats the level it should go to.
yeah I don't know what to put to link the two
because I don't know what else to put.

#

lol

dawn gazelle
#

Assuming the collision actually does work as you're expecting.

lunar sleet
#

Yep

lofty rapids
#

i would have a collision on the picker or somewhere at top, that set the current one it's on, then on timeline finished the one it's set to is the one to pick

#

like when the balls collide, set that as the current pick

tropic pollen
lunar sleet
#

More than likely. Check to make sure the collision shapes aren’t overlapping each other

true valve
#

How can I have physics actors not to collide with each other to avoid getting stuck? I have physics actor boats.

#

I want them to go through each other..

tropic pollen
tropic pollen
lofty rapids
warped juniper
lofty rapids
#

you want when the ball is at the top set that as the current one, you could just have integers mapped to the components

tropic pollen
lofty rapids
#

no the overlap event

#

where you goto level, when does that fire ?

#

on the first hit i'm guessing

tropic pollen
#

yeah first hit

lofty rapids
#

if you put a collision box at the top, if have one use that, but you checked the balls that hit it and set the integer accordingly, then on finished you would have the last one that collided with top

lofty rapids
#

hopefully only your balls are colliding with it

#

but it shouldn't matter ig

tropic pollen
lofty rapids
#

ok

#

so use those

#

you could on each one set the integer on collision with the pole

#

so that at the end of the timeling the last one colliding should be the one that is at the top and picked

#

so you wouldn't run that code on collide, but on finished of the timeline

#

and instead of picking random

#

use the variable that you set on the collisions

tropic pollen
lofty rapids
#

one variable

#

that you set on each collision

#

so when one of those boxes collides with that pole then you have entered that section

#

set the integer to the correct one for that one

#

so on overlap of each one set the integer to it's corresponding value

#

and then use that integer to plug into your switch

tropic pollen
#

omg I understood you! it works!! but now I broke the random and it lands on the same one each time... lol\

tropic pollen
#

and your patience

lofty rapids
#

so the selector works but your not rotating a random amount ?

tropic pollen
#

no its the same one each time but it does rotate

lofty rapids
#

what does your rotation look like ?

lofty rapids
tropic pollen
#

yeah its plugged in. it stays within about 1/8 of the place it lands on

#

timeline is only 1 second, min is 2 and max is 5.

lofty rapids
#

thats a small gap for a variation

tropic pollen
#

okay i put 1-50, its btter, a bit high but i'll adjust later. THANK YOU!!

fiery ridge
#

I need to get a random element from a structe array that only has TRUE booleans in it. Anyone know? The ForEachLoop body doesn't loop randomly, it always start from 0, right?

lofty rapids
#

arrays are usually zero indexed

#

so zero is the first index

#

wdym "struct array" ?

#

an array of structs

fiery ridge
#

I have vector + booleans in the struct

#

Each vector has a bool

lofty rapids
#

so you want a random vector with the boolean true ?

fiery ridge
#

Yes please

lofty rapids
#

do you need a reference to the thing, or just a vector where a true boolean matches ?

fiery ridge
#

Second one

#

Whatever is easiest I guess

#

there's a shuffle but not quite sure how to target specific elements

lofty rapids
#

might not be the best way

#

but it's a way

fiery ridge
#

Ok so u add if it's true, I can use that for a single vector instead of array

#

kind of "filtered" vector

#

Thank you i'll try this

lofty rapids
#

just be careful on a big struct array

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it will be slow and could infinite loop

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but thats just bp

fiery ridge
#

Oh yes, never had this many infinite loops hah

lofty rapids
#

ya bp needs to do it in one tick or your f'd

lofty rapids
#

use a foreach with break

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and break when you find it

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instead of looping through the whole thing when you don't need to

fiery ridge
#

It's my first time going deep with arrays, it's giving me headaches lol

#

But im getting there

noble ledge
#

Is it possible to see what object has a reference to another during runtime? Trying to see why a widget isn't getting garbage collected.

mild rapids
#

I have a animation notify which is detecting collision on the foot from a kick animation. Once I have the collided object, I am storing the hit. I now want to apply some impulse to the object that was hit to have it move so it looks like the object was kicked however, when I apply impulse, it seems not get 'kicked' in the direction the leg is kicking it
This is what I am currently doing:

lofty rapids
#

"the normal of an impact point is the direction of the trace." @mild rapids

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you may be able to use the normal and multiply it by some amount

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right now your adding an impulse that is the impact point which you probably don't want

stiff tendon
# mild rapids

Hi! @engage has it right. Your impulse vector is the hit location, which isn't right. If you want to apply the impulse at that location, use the AddImpusleAtLocation instead. You still need to send an impulse vector though, so a vector that points toward the direction to move to and which magnitude equals the impulse's strength. You likely can use the bone's velocity for that

craggy flicker
#

so for some reason my default bp thirdperson became data only when I moved it to a different folder, now I can't make any modifications like deleting the camera boom

#

how can I fix this?

craggy flicker
#

i had to reparent

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also i couldn't really show it without giving more information i already said lol

pastel apex
#

question how do i remove an element from an array in an editor?

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like for example if i accidentally added an element to an array on the editor, how do I remove it without clearing out the entire array?

lunar sleet
pastel apex
#

ah ok thanks

elfin gorge
#

This is a general kind of question. I'm trying to create an SRPG camera where the camera would pan to the direction of the mouse based on where its position is to the border of the screen. Would it make more sense to create a series of functions in blueprint or use the enchanced Input System?

floral stump
#

in which ini file i can set these resolution?

floral stump
#

DefaultEngine.ini

[ScreenResolution]
ResX=1920
ResY=1080
queen dagger
#

ok

#

so

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i have this notify that is called on attack it does damge and i want this to knock the character it damages back

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i want to add the launch character but i cant seem to get the character from the output of hit actors

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what should i do to get around that

lunar sleet
#

You already have the ref. You just need to check it’s a char

queen dagger
#

gotchu

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cast after the apply damage right

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itsworking lol

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now i need to set roation to be opposite of the damage incoming which has been more tricky i tried setting a set relative rotation but everytine it just rotates it 180 degrees

trim matrix
#

Is Apply Damage deprecated? 🤔

queen dagger
#

deprecated?

trim matrix
queen dagger
#

i dont know what deprecated means in this instance so im assuming no

trim matrix
worthy jasper
#

dont think its deprecated no

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and deprecated means its being removed in a future update

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not just that it wont be updated

queen dagger
#

ahhh

worthy jasper
#

guess it could mean both

trim matrix
worthy jasper
#

and remvoed doesnt mean the next update

trim matrix
worthy jasper
#

it just means it CAN be removed

#

interesting

#

i mean enhanced input is the way to go anyway

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unless your debugging

trim matrix
#

@thorny narwhal sorry for the ping but you are the one who told me it was deprecated, just making sure now...

worthy jasper
#

sure there is a doc about

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probably never noticed XD

trim matrix
#

lol all good

queen dagger
#

for my game im using 5.3 still so idk if it really makes a diff

trim matrix
#

I'm still using it for now, looking forward to create my own system

worthy jasper
#

i mean enhanced input really makes it easy to let players rebind keys

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so that alone is worth imo

queen dagger
#

wait are we talking about apply damage?

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or EI

trim matrix
#

both

queen dagger
#

oh

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rip me

#

least im already using EI

trim matrix
queen dagger
#

but i still need to figure out how to set the rotation based on the damage event

#

is that even possible tho

trim matrix
queen dagger
#

im using box trace

trim matrix
#

(I have no idea what's the context here)

queen dagger
#

character using this notify to apply damage and i need it to set the direction of the character based on which side the hit is dealt

#

top is if youre on the right and so the actor getting damaged should face left and vice versa

trim matrix
#

but with words, what's going on and what do you want to achieve? (is the bullet an actor)

queen dagger
#

if the left attacks the right, right will turn to face the character that hit them

trim matrix
#

okkk so you could just flip the character 180 on the z axis?

queen dagger
#

i tried but every hit it will flip it 180

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so after two hits itll be facing the wrong way again

trim matrix
#

then check if it's already in the correct direction, if not then add 180, if yes then do damage but dont change rot

queen dagger
#

ok

frosty heron
#

copyright strikes everywhere 😅

trim matrix
frosty heron
#

look above, it's naruto characters

trim matrix
#

truee

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didnt realize

queen dagger
#

shhhhhhh

#

but still no luck with the roation set

trim matrix
queen dagger
#

for some reason i cant get the rotation to change maybe im doing it wron

trim matrix
queen dagger
#

not yet

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should i need to do another cast

trim matrix
#

ofc not

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what happens then

queen dagger
#

just a hit animation and the rotartion doesnt change

trim matrix
#

do GetActorRotation and then set it to the rotation + 180

#

also, maybe it's not the Z axis, I'm not sure but it should be

queen dagger
#

thats what i have

#

this is the result

trim matrix
#

from the result pin blue, get rotation

queen dagger
#

and i just noticed its not replicating

#

ugh

surreal peak
#

Given you can probably attack from both sides, you will need to calculate the rotation

#

You can math out the direction from attacked to attacker.
Then use MakeRotFromX, split the rotator and check the yaw value. You might need to round it to the nearest multiple of 180.

#

You might want to do the rotation stuff in the character that got attacked instead. Cause if you ever have non characters like a box that you can attack, it would also flip

heavy plinth
#

Hey is there anyone who can help me figure out what's going on with my animation blueprint? I'm using the enhanced input to change the crouching variable to true which should activate the crouching idle pose. It looks like it does but in-game the player only crouches when moving around

rotund harness
#

Hey, everyone, i tried asking on materials but im not sure thats the right place, does anyone know if there's a way of using a post process material only on a scene capture? With it not being visible to the player I mean

hoary summit
#

im getting an unsafe thread call when casting to my pawn from my anim BP

#

does anyone know how to fix this? it works as intended but id rather not have the warning.

gaunt monolith
#

Hello, what am i doing wrong here? want to reset the Do Once node every time the Update Date is called

dark drum
gaunt monolith
dark drum
gaunt monolith
#

i just interact with the screen by clicking the left mouse button, the screen shows random numbers in a range and that's it, i want the players to be able to click the screen and get these numbers once a day bsically

lavish finch
#

Is there a way to determine if an input action has been activated while the character remains within a collision box using blueprint?

I attempted using the boolean node within the player controller function but something went wrong.

The collision is stored in different master blueprints where their child blueprints carries different gameplay tags.

I want to transfer the specific gameplay tag to the gameplay tag container stored in the game mode when the character collide with the child blueprints and player trigger the interaction action input

viscid viper
frosty heron
#

in your screen, even when actor is not valid you are still binding the object, for what?
I gave you tips earlier to print string and drop the is not valid node, until I see evidence that you bind before calling then it's not possible to help.

twilit granite
#

Widget Switcher was removed?

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I am using 5.3

mild jacinth
#

can someone explain to me why this doesnt actually update the health smoothly, and it doesnt update at the correct amount added either

#

it adds like around 48 points each time but current health is 2500 and the amount to add is 1000

mild jacinth
#

ok, wait

frosty heron
#

You shouldn't be changing the values either. Interp works from A to B

#

if you change either of them in the middle, you will not get the result you want.

mild jacinth
frosty heron
#

For one, Interp should happend on Tick

#

So you should move this codes to be run on Tick

#

It is as simple as Interpolating Current Health to Target Health

#

Your increase Health function should be
Target Health = Current health + Amount

#

that's all there's to it.

fringe oasis
#

Does anyone know the benefit of using instance structs?

twilit granite
#

You can organise many information in a single place

mild jacinth
mental trellis
mild jacinth
#

it either goes too high value(5000+ to currenthealth variable) or it just adds 40 each time

#

I have tried setting a check 'currenthealth >= finalvalue' but it somehow doesnt work

frosty heron
#

but if you are not taking advices then I don't know what else to say

mild jacinth
#

I mean I tried it on tick right now

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it goes over 5k

fringe oasis
frosty heron
#

Show code

mild jacinth
frosty heron
#

in tick nonetheless

#

please read above

#

your tick function only interpolate from Current To Target. That is IT!

#

Create a new variable called TargetHealth

frosty heron
#

many times people say something when it's not the case is usually the problem

#

Stop binding it when it is not valid, why do you have your exec pin on not valid to connect to the bind to begin with. The most it can do is print, Object is not Valid Please FIX

viscid viper
#

is that enough evidence that it is valid?

frosty heron
#

Print string when you call the delegate

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then screen shoot the result from Play In Editor

viscid viper
frosty heron
#

print here too

#

if it does print then your event do get executed, if it doesn't, you want to check if the blueprint instance is not destroyed and exist in the game

viscid viper
#

it doesnt execute

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wait it was destroyed for some reason

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but why? like i didint override it and there isnt a code anywhere that it will delete it exept for after it execute the binded event

frosty heron
#

ctrl Shift F and type destroy actor, then click the binocular icon. Skim thru the project to see where you possibly destroy it.

viscid viper
frosty heron
#

make a TArray of your object then every time you construct a new object and add it to the array

#

that should keep it alive

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actually you probably just need a valid outer

#

If the actor that spawn the object is gone it will probably be gone with it. Keep the actor that spawn the object alive and it should stay alive imo.

viscid viper
#

so my array of object til now is in an array inside a struct but both dont get destroyed at all