#blueprint
1 messages · Page 186 of 1
connect those x and y pins though from your current location
you want to xeep the x and y the same, in this example if the cube is not at 0 on the x and y, it will leap to there
yeah I disabled it and it works, kind of. However I started to think that my approach is probably not the best, do you think I should keep the "pick up" "put down" mechanics for items in game world on the BP_Player rather than parent of BP_InteractableIIems?
@limber parcel when I read about navigation invokers online it's being said they perform worse and cause more bugs. I'm open to trying it but I feel like it should just be possible to get the full nav mesh when the level starts though... Seems weird that that would be impossible.
Yeah I think the thing doing the grabbing should handle grabbing.
did you make sure the whole level is covered by nav volume?
Yea absolutely
my thoughts exactly yeah.. I'm trying to have these as separate functions. pick up, put down, destroy. I'm trying to figure out how to get a reference to the object in game world that I want to interact with and it's a little tricky.
When I simulate it, the generation seems to either start from the center or the player. So it kind of looks similar to invokers. But I would expect just the whole nav mesh to generate at the start.
We've played with some settings with mixed results. But never something that always works on every map
i was having similar issues, the nav mesh always generates fresh instead of saving, so i just used nav invokers
but yeah, the invokers arent an optimal solution either
it lags a lot
but i think someone said it lags less in standalone mode
Okay. When we were testing before with the normal settings it also looked like the generation starts from the player and maybe the center. I would expect it to just process the whole things. It kind of looks like invokers but that it just has the 1 or 2. Is this normal do you think?
I actually never expected to have issues with something like this in a game that has arena sized maps with max 16 agents or something like that.
did you forget turning off generating nav from invokers?
The global setting you mean? No it was off, and I don't think there were any invokers on anything. Unless without us knowing there are some built in
not sure, but i think player gets an invoker by default or something
Okay that's kind of what it looks like
I wonder though what the actual difference is. Because the setting is called "Generate Navigation Only Around Navigation Invokers". So I guess in a normal situation it uses them still, but there's also something else affecting the generation?
Does anyone know how "Read only" interfaces work and what i should do in order to edit again?
If I want to access BP_Player from a function within BP_Player do I still need to cast to BP_Player?
no a cast is a type check. "Is this other thing I'm accessing of this more specific type"
If you're inside that object already, then this is implied, so no cast or object reference is needed
:/
@thin panther Im almost there and it works almost fine, but in the beginning of the game cube performs weird teleportation
I agree with your assessment there, that would be the first thing I'm looking at too.
An easy way around this would be to only start moving it after the first jump has been made.
In fact, typically games like this only ascend the clouds when a new height is reached.
You may want to simply compare if the cube's z height is greater than the cat's, and if so, don't do anything
@thin panther
Ok, that teleporting also makes sense. In this case I'd consider clamping the output to be no less than the current z value of the cloud
Meaning the cloud will only ever move up
hmm
There is another alternative if you like
Attach the cloud to the character with a spring arm :P
Depends how you want to go about this
nah
i have 3 levels of background
and each level should move slower than previous one to get that background parallax effect
I also think I shouldnt cast to character but to camera
because when the camera follows the character the clouds should go lower
downwards
I'd assume the character isn't moving at all, the platforms are in a game like this, so you could play infinitely
But yeah, if that's how you want it to appear, go for that one
It's possible I'm misinterpreting what you want these clouds to be
no you are right
Can I connect "Get Overlapping Actors" to event tick or that's bad practice?
profile, but that aside why do you need to do it on tick?
why can't you just check everytime the actor overlap something?
I'm trying to come up with an interaction system which is based on picking up / putting down items and using them in various "workbenches". I think my solution is pretty bad because it refreshes the array of "what it collides with" whenever I press the interaction button, and it's causing issues. I'm trying to figure o ut how to do this properly. My code is here: https://blueprintue.com/blueprint/sj_6-dca/
and yeah it probably doesn't make much sense, I'm pretty new to this.
i could put it onoverlap. I mean working the array..
I think what most of your issue is, is that you're working with the entire array at once. So you press that interact key and several things end up happening if there are multiple "Interactable" objects around you.
Which probably looks kind of strange too.
yeah I thought of a .. thing. to detect what's in front and interact with it
That's what a trace would be for.
You'd also probably want a variable that contains what the player is holding.
and yeah traces would probably work best but it's still a bit confusing for me
So the flow would be more along the lines of....
Interact > PlayerHeldObject IsValid? TRUE > Put Down
PlayerHeldObject IsValid? FALSE> Trace (We'll get into this in a second) > Object is Pickable? TRUE > Pick Up FALSE > Interact
The trace would normally be something like a small radius sphere trace from the camera's location to a distance from the forward vector of the camera that is looking for specific objects. The hit object is the one that you're basically looking at.
the camera is isometric so I probably would want to shoot the traces from the player character
the player is rotating, the camera is not
for starters I need to remove the "Get overlapping actors" from an interaction button, detect them better (rather than capsule) and then figure out how to not get things messy while working with what's in the array
why doesnt thuis work xd
Ok based on that then you may be on the right path to begin with using overlaps.
Interact > PlayerheldObject IsValid? TRUE > Put Down
PlayerheldObject IsValid? FALSE > Get Overlapping Actors (Only index 0) > is Pickable TRUE > pick up FALSE > interact
Now the problem is that if you want your player to be able to interact with objects that you can't pick up without having to drop what they're holding. To fix this, you'd have to turn off the collisions of the player held item so it no longer registers with your overlapping actors while it is in their hand, and turn their collisions back on when they've dropped it, then you can do something like this....
Interact > GetOverlappingActors (0) > Is Pickable FALSE > Interact
is Pickable TRUE > PlayerheldObject IsValid? TRUE > Put Down FALSE > Pick up
Now the next problem you'd have is when there are several items in one place, but there's not much you can do about this other than moving the things around so they are no longer stacked.
Basically I'm trying to set up a system that sort of works like cooking in plateup/overcooked. A simplified one really. I have an interface made for interactions and every "item" in the game is a child of the main BP_InteractableObject. These can be ingredients as well as "workbenches", like an oven. If item is not pickable it should go straight to the "OnInteract" node which transfers the "signal" straight to the BP of a certain workbench where this workplace speciffic code is executed and that kinda works. However the array is populated only when "E" is pressed so when I'm holding something and I go towards a trashcan I need to press "E" for my BP's to register that there's something in front of the player, rather than detecting it all the time without any player input.
Guys I've been stuck on this tutorial for like 2 weeks:
https://youtu.be/LG2fSYoyQko?si=4bsvZf95NpMtTnme
For whatever reason he does everything i have it set but I can't press the harvest. He is picking something I think which let's him start/pick up harvest but I can't find the blueprints in his videos on how he clicks on the crops, can someone explain thanks
Discord: https://discord.gg/F4vBM3dXAh
Hey everybody and welcome to the second unreal engine tutorial of this series. In this video I will explain on how to set up a simpel harvesting mechanism for our first crop and a functional user interface.
If you don't want to miss any of my videos don't forget to subscribe to the channel.
If you don't ...
But yes this is a super early iteration and I already had to re-work this twice so there's probably a lot of issues and reworks ahead.. I'm thinking about
Adding an array that's populated on "detection rod" overlapping with item in front of the player, but I'm worried that holding all this info in an Array wouldn't necessary work as I'd like it to due to multiplie array entries being possible
I gotta run and pick up the kids from kindergarten but I see you're typing something @dawn gazelle so I'll read it as soon as I get back. Appreciate your help, thank you
What I've described should do what you're hoping for.
Since you're accessing only index 0 of the "Get Overlapping Actors" array, then you'll only be interacting with 1 object at a time which is exactly how overcooked works. If you have too many things near each other, you have to first pick up whatever the game thinks you need to pick up and toss it then pick up the other thing near by.
I'd avoid using a "rod" as it's probably not the best way to really detect what the character may be wanting to interact with and requires a lot of precision. A box in front of the player should suffice as that can also cover things that are on a counter or on the floor for example.
It's not that you'd be so much holding all this information in an array, you're only using the "Get Overlapping Actors" array and getting the first index of it. The only thing you'd be storing is if there is an item being held by the character which wouldn't need to be an array.
All anyone could suggest is go over the videos again, otherwise it's just going to be people guessing what may be wrong. This creator also has their own Discord that may be able to help you.
Only guess I have is that you may not have the collision setting right if you're just trying to walk over top of them to pick them up.
Any tips to make this auto-aim type work ? I'm not sure how to use dot products especially on the Right vector... (ping me)
Start with cooking up an AimPoint
that's the location in the world you are wanting to aim at
then the gun rotation can be driven by LookAtRotation from GunLocation to AimPoint
hi! I have in C++ created a BlueprintNativeEvent function on an Interface. In the C++ code I have an _Implementation to define a basic PickUp with a default behaviour. in the Blueprint, I'm trying to add the interface but when I try to pick up the item the interface function doesn't anything, unlike with C++. anyone knows how can I fix it? or what I'm doing wrong
here's how I added it
Hey all, I am using the Glow Path blueprint (found on marketplace) and the functionality is great. It is built using a spline but the one thing I am having trouble with is that I want to rotate (transform) the overall spline once it is complete and need to use the sequencer to do so. I am quite sure this needs to be fixed in the blueprint itself, but I am not familiar enough with the depth of blueprints to know how or where to make the necessary changes. Any help would be appreciated!
(can provide more screenshots if necessary, thank you!)
Interfaces in blueprint don't usually have a default implementation. If you're declaring that a blueprint implments that interface, then the blueprint ends up having its own implementation. I'm not sure if a default implementation for an interface works within C++, but if so, then you may want to implement that interface in a C++ class and not override it in blueprint.
okey, thanks :)
Does anyone know what this means? i dont think i have added LOD's myself
It means the "Mesh" from your GET there is an "Interchange Static Mesh Lod Data Node" object but the input on the "Set Mesh" is looking for a "Static Mesh" object.
How do i change my interchange to work with it?
Not sure you can. That doesn't sound like a static mesh object at all.
Are you the one that created this structure?
The meshes and textures where imported but the tutorial i am following is using exactly the same
and i've rewatched the episode 3 times to check for anything i did different
It was made for unreal 4 for what i know of but i've seen people comment about it working fro ue5 aswell
i'm an artist myself so i only touched shaders its all quite new to me
i dont know whether some nodes changed
this is also where the issue occured https://youtu.be/LfjYLFHrokM?t=410
UE4 Base Building, Build System tutorial series.
Building Playlist: https://www.youtube.com/playlist?list=PLGm9gBuuMTeuLQythBu61WK7qO31RRH7l
Join our discord: https://discord.gg/Gr9sPP2
Free assets: https://itsmebro.net
Donate: https://itsmebro.net/donate
Patreon: https://www.patreon.com/ItsMeBro
Anyone got a resource to learn about physics related to Unreal?
Like how to properly apply torque, using vectors, etc?
You didn't select the right option for the variable input on the interface.
And the same goes here if this was a structure you created.
"Static Mesh" is different from "Static Mesh Lod Data Node"
And you want "Static Mesh"
Anyone have any idea why my blueprint interface implementations reset when I close Unreal and reopen it? It just resets to a default impl (no code)
Thanks so much i dont know how i overlooked that but it did fix the issue!
A question, I intend to ensure that my character's skeletal mesh does not overlap with his own skeletal mesh (e.g. the arm does not enter the chest), how can I do it? Because I tried giving colliders and it doesn't work.
I changed the standard pawn in my game mode for a newly created one, do I need to possess it manually? I see the camera interaction is gone
if you set it in the override it should auto possess it, is your camera moving at all ?
are you using a camera on the pawn, or some sort of camera manager ?
no, whatever it comes with default
where is this auto-possess setting located?
maybe, if you just post maybe someone can help
so you want a camera on the pawn it doesn't auto come with one i think, but it's the game mode override in world settings
if you set the game mode to your game mode bp, then you set the default pawn
When capturing a photo of a scene using the scene capture component, our shadows seem to either be non-existent or just broken. Has anyone encountered this issue before?
This is what I've done — the red arrow folowing the player is the reverse of that.
Problem is, the rotation info sent to the hand/weapon point has to be in a -45 to 45(degrees) range at all angles (and what's being sent with Look At rotation is -180 to 180). I try to use dot product to remedy that where - 0.75 to 0.75 (I think ) would be -45 to 45, but I think the target has to rotate towards the player so that dot product would be constant. It's quite a mess atm. Not sure what vector I should use.
what exactly is the problem ? what is it supposed to do, and what is it doing ?
i see some posts that you made maybe bump the most relevant ?
@lofty rapids im trying to upload
Maybe I'm doing it all wrong and I need to do it differently.
I'd get rid of all the branches - just have it always adjust its position based on where the character is. The clamp at the end would be useless too.
the branches let the box move only if the character moves up
Seems like you need it more based on the camera position then.
yeah i can make it based on the camera
but the camera behavior was based on character behavior
it looks like because your math if you are at the actor location or close to it, it will be 0. something on the z
Yea I getcha. The clamp at the end won't work how you're hoping though as the value being input would always be the MAX value as that is what you're inputting for the value and the MAX, so it doesn't do anything for you.
yeah but it will cut lower z values and will prevent the box from moving down
Doesn't it mean the world coordinates?
To avoid the teleportation during gameplay waiting for the player to bounce for the first time, have it execute a movement immediately on begin play that adjusts itself to the correct position the one time.
the box in the scene is at -600 z , why it moves it to 0 then?
Can someone give me some guideance on this? I'm new to Unreal, but I have an actor that's just a cylinder that the player will control. When the cylinder is laying flag on the ground (horizontally) I want to be able to make it stand up.
well you get the player z, and subtract the box z , it will be really small and something around 0
i think thats why it teleports to 0,0,0 it actually interps
aaahhh
so is th3e only solution here to wait while the character reach 000 and only then let the box follow the player?
i mean how the first bouncing will solve that?
so you want a parallax effect ?
the clouds each have there own position ?
these clouds on the background (which is a separate blueprint) should move up to compensate characters jumping
yeah here is my clouds bp which generate clouds in this volume in random points
how i have done parallax in the past, is just offset them based on where you are
you generate these clouds on the fly ?
like the level isn't prebuilt right ?
if it's in sections then you can offset them based on your height from section zero position
so they would move up and down depending on your height
yeah
i have started with the offset but wasnt able to manage it
i need this guy tright?
i don't think so
by offset i just mean the numbers
something like cloud.z += (player z - section start z) / someScale
or -= not +
i'm not the best with maths
but just set the actor to its original starts position - the offset
not sure if it's the best way but its a way
they would be offset depending on where you were
someScale would be like your speed
im trying to understand it
so when the player moves the clouds should move at the same time is the idea right ?
just at a different speed
yep
thats how i started
i was able to derive players speed through get velocity
but wasn able to plug somehow that idea into cloud bp
if you make the position relative to the players position it will scroll
store the starting position in a variable
and offset the players position
so just add the players z to the cloud
this won't be great because you want to scale that down
but it will make it parallax your clouds will just be fk'd in there position
if you the actual section start, and the player z, then you have a smaller number that you can move each cloud in that section that amount
@lofty rapids
thats how i store characters location in the variable of the cloud BP
nah
now all the clouds teleported to the same location as the player
i should somehow say that cloud location = current location + (difference of player new location - player old location)
the bummer for me here is i dont know how in the same event tick i should get that difference between where the player is and where it was in the same moment . Its looks like endless cicle.
there is more to it
but just as a base for how to move with the player
they will all be in sync and scroll
From what I understood, it's not so much about the player's location, it's more based on the camera location, but yea, engage's math should work for that as well, just change out character Location for the camera's location.
anyone else had issues with triggerboxes randomly turning solid
I have a bunch of saved widgets in my save game, those saved widgets are "nodes" for a skill tree, when i open the game i want my skill tree to be the same as when i closed it, wahts the best way to compare the saved widget nodes with the ones that are already in game so that i can turn them on and off? just get the name?
@lofty rapids
Right now it looks like clouds just go in the opposite direction of the character
nvm it was another issue
yeah i will polish it. I think the clouds should go up only if the camera goes up. and it should cross 0.5 of the distance that camera covers
i was just showing you a basic way to get it synced with movement
theres other ways
Could make it a lot more performant without an entire actor and tick. A simple plane in the background with some materials moved via the camera's Z would be a lot better.
idk I would just give gravity the player (for jumping), and let the tiles go down
You mean texture scrollingh via uvs?
Yeah
Hi guys, let's say I have an animation sequence and I want to set output pose based on normalized time from this sequence, how can I do that? I saw something about blendings between two animations, but in my case I just want to control pose using variable [0-1]
@lofty rapids Im not able to get proper result. Can i somehow just get camera velocity, store it and add 0.5 of that velocity to the clouds every tick?
you want it only when your going up ? do you want it set to a max amount where going down then up dowsn't do it again untill you hit the height that you have already been to ?
no
maybe even something for #game-math ?
i want the clouds go up whenever the camera goes down, but it should cross half of the distance the camera goes
heres a way that you can reduce the speed of the scrolling
Let me try
@lofty rapids what is As BP player?
i mean is it kinda object reference variable?
i got the character and casted to the player then promoted to variable on beginplay
instead of casting each time, i just prefer to do that
Just not sure what i should plug in ther
its a reference to you character to get the camera, idk maybe your camera is differet
you need the camera reference
so i got the player reference and grabbed the camera from that
but i got the camera and got it's world location
so i stored my camera world location in my third person BP can i use that instead
?
sure since you update it on tick ig you can use that idk how it will work compared to just getting the location
it's actually a difficult thing to do i'm just trying different things i'm still new to unreal in a way even though i been using it a lot and figured a bunch out, i have not really done a lot with it
man
it's working exactly the way it's supposed to.
you are the genius
@lofty rapids
as long as you just keep loaded the sections your on
do you unload bottom sections ?
because all the ticks will build up as you go
well of course it does but i'm saying you should look into like mentioned
making it more performant
and one way would be to remove the sections below so there ticks shut off
ah
yeah
i have a collision box wich destroys everything below it
just have not applied it to these clouds
but yeah overall i have one
that should be fine then a few on tick
i do a bunch on tick
but performance is always good to look at like the mentioned texture stuff i have no idea how to do that but it's probably better performance
yeah i know, i just had no idea how to make spawning random clouds from set of clouds with only materials
a few on tick should be fine
that node "set actor location", is there any way to make that transition smoother?
Maybe with lerp and time line?
possibly finterp
with finterp you can go from currentz, to destination z
with a smooth transition
maybe lerp i have only used it a couple times latent stuff is still hard for me to understand
So i have setup 2 chorded inputs one with C and LMB and other with B and LMB when i do the C+LMB only the HeavyAttack input action is triggered but when i do the B+LMB both the LMB Action and the HeavyAttackTest Action is triggered despiteall the input action having same settings any idea why that is or am i missing something here?
hey guys im using a set leader pose component and slave mesh are hiding or culling even if i see them on screen sometimes if camera is a little bit too close or depending of the origin point of the mesh i guess i dont realy know but how do i tweak that ?
I found it u need to toggle use parent bound on every slave mesh and main one
hello, looking for a bit off help. im pretty new to blueprints im currently trying to make physics based slide but while following my tutorial this it the msg i get
any idea on a fix
Idk why, but i have problem with Infinite loop detected
How can i set the text with different color? I think i saw something about this before. Where the text in the format text node could change color
this is rich text format it seems
Can Anyone tell me if this is possible, When I lerp a transfrom like so its all good, but i tried to lerp a constraint ref frame after the constrain is set, but It does not seem to work when i try to lerp it ? am I barking up the wrong tree
Yes if you want to change color, add emoji, etc
you able to help with my issue?
You are trying to compare the byte there
From new movement state, drag and type != then post screen shoot of the option
omg thank you, sorry mate i was following a ue4 tut he didnt do that aha
Shouldn't be using multicast for something stateful anyway
He must have done it, otherwise it cannot be plugged in.
Gl with the system.
probs the dyslexia then, anyways ima stay on the grind. cheers pal
yeah im learning as i go. picking it up. reps will help
Show some picture for visual, what you said is hard to picture.
If you are talking about clipping, might want to edit the near plane setting
Anyone know how to turn that off
I've pressed something and now when I type it appears in red text in editor
Last I recall its some random keybind, but it usually auto stops once you stop typing, or use your mouse again.
I trigger it when typing randomly.
it's bit anooying tbf haha
any ideas anyone it seems there not alot on internet for it
is there a way to track down a warning in blueprint? it only gives me:
LogScript: Script Msg called by: FlyingPawn_C /Game/UEDPIE_0_BaseMap.BaseMap:PersistentLevel.FlyingPawn_C_UAID_00155D33ED79F4F401_1256425767
LogScript: Script Msg: Attempt to take Sqrt() of negative number - returning 0.
but I have a lot of math in my blueprint and I can't seem to tell which node is causing the issue.
Since its a warning, no.
Would need to add print strings to all square root nodes.
that's... unfortunate
especially since they are embedded in math expression nodes
is there a way to suppress the warning on an individual math exp node? I actually want the default sqrt(negative)=0 behavior in this case
Not that I know of.
how many distance checks are you doing?
you can't have that many sqrt nodes in your BP, just look at them
uhhh
this one is a quadratic equation for determining the time to intersect a plane given the current dist/vel/pos of the ship
there's a line plane intersection node btw
or you'll intersect in negative time
still if you're exactly parallel you never will then
yeah it works out alright because with the default sqrt(negative) and /0 behavior, it just doesn't show up
the predicted stopping distance with current thrust is on the meter left of the target (or overshoot velocity if you aren't going to stop in time)
if you aren't going to intersect it, it's just blank, which is what i want
is this called something diffrent in ue5 because i cant find it for the life of me
thats all i get
figured it out lol
bRenderInDepthPass is dependant on RenderInMainPass being false. uncheck that first
thanks
Why do one of my blueprints execute nodes after i self destruct the actor? Im getting "error tried to access none for get physics linear velocity"
The only issue is before I try to get velocity i apply damage to self. The function "take damage" from a component has a call to an "on death" dispatcher and which is bount in my construction script to a "death" event. The death event destroys self. Yet code executes after take damage...Am i completely misunderstanding something here?
It basically goes On hit ->Take damage (call on death)->Event death->Destroy actor. But it keeps going after actor destruction.
followed rope bridge tut , setup in 5.3, but while it 'was' working, restarted computer, now both bridges ( endto end) are flailing around,and char walking on bridges, falls off as planks go spastic, what setting might be off ??
@modern garden are you sure yu're not missinga static mesh or whatever you're using,to get that error?
I am trying to get a Niagara effect to spawn at the player chracter and end at the target actor. In PIE, as long as i dont rotate(lol) this works. If I rotate at all both the niagara system misses (it keeps the same exact angle it had the first time) the debug arrow also misses after I do any rotation of the player character. However, after rotating, the debug arrow and NS are no longer aligned. Any ideas? If I had hair I'd be pulling it out right now. Thanks 🙂
show it in action
it's a local space / world space thing
unless you're complaining that it doesn't update if you move or rotate after spawning
you'll have to update the target every frame for the duration i.e. tick
Nope just trying to get it to hit the right spot first
yea
make it spawn somewhere else
don't subtract
just put the beam end as where you want it to be
I have a actor with Mesh that growth (change mesh) in intervalls
assuming Absolute means world space
Ah, let me try
the first mesh should not have a collision but after the secondmesh the player should not work through it
is there a way to change collision dynamically?
yes
just disable / enable collision on the mesh component
Without subtracting player location, the beam points in the same direction & rotation over and over no matter the player location or rotation. It just spawns on top of itself over and over.
i found it i had to twink the bound or toggle bound parent i dont realy know what it does but it did work found the solution on internet
Are your settings like this right now?
Yes.
here's a video of its behavior with subtraction removed. Ill do another with it back all while absolute start and end are enabled.
With subtraction back in, I can move along the X and it remains accurate. But any rotation and it misses.
Doesn't matter where I spawn. It is accurate. Rotation along any axis breaks it.
Ok so I believe the issue is that the BeamEnd is local to the attach point of the system. Even with Absolute end checked. It's just the direction and rotation from the attach point. It's not using world space, like you said.
Is there a way to search your project for collision profile usage? I need to set up a couple custom ones the way they were in a previous version of the project, but I want to be able to find all the places they were used. I'm not sure how.
hey all, i've been having an issue with a spawned camera and the character mesh interferring with the view. So I have simply spawned the camera actor and set it as the owner of the character then used owner no see. It works, just checking, it seems an odd way to do it would there be any foreseable issues with doing it this way ... or a better way to do this ??
Often times, the camera is a component of the actor, usually with a Spring Arm intermediary
Or, you could make it so pawns (character capsule collision) and/or physics bodies (character skeletal mesh, probably) don't block the camera trace channel.
ok, ill have to look into that more, im not familiar with those methods.
Is it colliding with the character ?
It does clip through the character head sometimes so i assume it is colliding , other times its just visible and obstructs the view
Np, I'm likewise not familiar with using a separate camera actor for controlling a character, though it seems like that might be the accepted method, rather than using a component. In any case, you should be able to see how the component works by making a ThirdPersonExample project (using the template from the launcher). Not 100% if it works like this in 5.0+, but in UE4, I think that's how they were doing it. I'd recommend looking there
yeah thats so nice
before i use to create an horizontal box, with the text and then the image and then whatever
this makes things 10x better
As @earnest fog suggested, check these settings in your character BP
Is there a way to attach one pawn to another, so they move together?
So! Did I mention I'm a noob? I had this checked....
With that checked. Absolute Beam End changes nothing.
It's working now.
Thanks for the help!
I added a WaterBodyCustom but when I go into the water I don't see the underwater post process material, am I missing something?
You might want to look into the grapple component on the marketplace
.
Is there a way to search your project for collision profile usage? I need to set up a couple custom ones the way they were in a previous version of the project, but I want to be able to find all the places they were used. I'm not sure how.
Reply to this cuz I’m also curious
I think this is how you'd need to do it.
I'm stuck on a weird situation. I am using the gamepad to toggle between menus and for some reason, it starts at index = 1, then if i press down, it goes to 2, then up goes to 1 but then is clamped between 0 and 1 only. No idea why
well i fixed it to start at 0
but I can't understand why it is always clamped between 0 and 1
when I toggle a breakpoint, the integers for the clamp range is fine
0 to 5
but it always returns to 0 or 1
Hi guys, currently i am trying to get my progress bar to fill up when taking a shot in my mini golf game. So far all i have got is it will show the max pwoer you hit once taken the shot, but that doesn't help knowing what power youre hitting before hand. How can i use the time held on the mouse button to fill the progress bar in real time? So for example after 2 seconds the bar would be full instead of using the balls max velocity?
How can I handle a logic re-try without creating an infinite loop?
For example: I am using getRandomLocationInNavigableRadius to get a location. But I need to make sure that location is not inside a wall, so I run a multi sphere trace and check if it hits a tree. If it does my function fails and I want to loop back and retry with a new random location
Here is what I tried and it crashes due to infinite loop.
A timer
Or maybe delay until next tick but eww, this u turn node is always cursed
But nothing will save you if the result always the same. Make sure to attempt new spawn location or call it off altogether when it isn't possible to spawn
2 seconds for full bar?
That means one second for half bar so
Power = power + (0.5 x delta time)
how can i create a text thats shows the mutiplier after i click a button
im a beginer and i dont know much
Text component -> set text
Create widget if you want to make a new floating text. It really depend what you want to do. Don't think you describe the specific
Hello, how do I make a different object to spawn from a destroyed object?
You save the location of the destroyed object and just spawn another object that you choose
If you are not familiar with array , now is the time to look at it.
Spawner manager, get and save to be destroyed actor class and location.
Destroy the actor
Spawn a new actor from the array list. Loop thru and check if the class is not the same as the destroyed object. If not the same , spawn on the saved location and break from the loop.
thanks, I'll do some googling based on this
Has anyone tried to recreate the animation blueprint from the new Motion Matching sample? I try to do it, to understand what exactly happens and how it works, and I'm stuck at a point, they have an Interrupt select, and it seems that the type is EPoseSearch Interrupt Mode, yet I can't find anywhere the Enumeration file with that name 😔
Also there's no variable of this particular type in the ABP of the sample character
Hey guys does anyone see why this code isnt making the controlled pawn face the attack target?
Your rotation might be overridden by one of the control rotation settings
Probably because you disabled the Z-Axis part of the rotation. If a character is spinning like they're on top of a record player, you'll need the Z-Rotation for that. X and Y will create a rotation that's more akin to a cartwheel and summersault respectively.
I just searched rotation in my aic and the only thingthat came up was set control rotation from pawn and so im not sure if it was that but when i connected the z-axis it seems to be working better but sometimes it isnt exactly right
it seems like this was the problem is there anyway i can ensure that the enemy doesnot turn up or down to look at the player
That's easy, just disconnect X and Y.
If you want it to turn only left and right, Z-Rotation is the only one you need.
oh awesome thank you
id been thinking about rotation wrong this whole time
thank you so much
What'll help is if you think of the axes like arrows and the rotation as spinning the arrow like a lever. Y will do front and backflips, X will do cartwheels, and Z will turn left and right.
yeah i definetly see that much clearer now
Is there a way to search your project for collision profile usage? I need to set up a couple custom ones the way they were in a previous version of the project, but I want to be able to find all the places they were used. I'm not sure how.
Hi all, new here. Is this the right place to ask questions on how to build a functionality I want to implement using Blueprints?
It's blueprint related, so sure
I currently have an arcade racer I'm creating. I have a track and a vehicle that has collisions and some physics. I want to be able to toggle it where my vechicle can phase through the track and fall into a track below it. Essentially changing the track the vehicle collides with and uses as the floor. I'm not really sure how this could be achieved. A basic explanation in the right direction will suffice. Thanks.
the two tracks can be treated as different tracks with different properties.
Set collision response to channel
You can use that node to change collision at runtime as needed
Thanks! I'll definitely look into that tomorrow. At a glance it looks exactly like what I need.
Hello! I have a question. I have a blueprint that handles clicking on the screen, spawning a niagara emitter at that location, and then moving the character to that spot. If the user starts spamming the screen clicking everywhere, I want to cancel the previous emitter and spawn the new location at the location that they now clicked. Im not sure how to set that up... so here i am lol
looks like this
I want to destroy the previous spawned emitter and spawn the new one
this is the current blue print set up
Store a ref to the spawned object then do w.e you want with it.
Click , if last emitter is valid, destroy last emmiter .
Spawn a new emmiter, point your last emitter variable to the emmiter you created
sorry, im not sure what you mean by store a reference
If you are not familiar with variables and object ref, you should really start with that.
I am new to unreal engine, im not new to variables or coding. I think I understand what you mean but im just asking for a bit more detailed of an answer
Well then you would know how to set a variable?
yes I know how to set a variable
I think I would want an array so I can test value 1 against value 2, if x amount of time has elapsed between them
Why do you need an array?
Also you don't need to make an array there, that's redundant. Simply get the array and add
Aside from that ,If you just need ref to the last spawned Niagara why would you need an array?
ok i think i understand
hello, can someone help me with this blueprint? im new to unreal engine and something doesnt work, i managed to get the first print string but cast to VRPawn somehow fails apparently? i need to attach the VRPawn to a moving platform for the duration of the move
Print string the other actor
It's deffinitly not a vr pawn type if goodbye is not printed
@amber fiber you got it working?
yes youre right, somehow it called the blueprint im working on? i plugged it like this for reference, im really new to this
i fixed the collision so it doesnt collide with the blueprint itself and now i dont get any printstring to work. Collision is set to OverlapAll. is there something that needs to be set for the VRPawn actor?
Whatever the object type the vrpawn is the teleportation zone has to be set to overlap that object type
VRPawns parent class is Pawn, I did set it to OverlapPawn but i didnt get any printstring
the collision box is currently set up like this
It should be pawn but idk about vr. In the collision settings there's object type
You gotta expand it
Well what does your vr pawn collisions like? What are you trying to actually overlap? A sphere? A capsule? A skeletal mesh collision? W.e it is, make sure you have a valid collision for the overlap to detect.
The teleport zone may be set to overlap pawn but if the pawn don't have a collision then there's nothing to overlap with.
The parent class doesn't necessarily determine if it will detect collision. The object type in the collision settings of the componenet does
I found the problem, all meshes in vrpawn have been set to nocollision, so i fixed it to pawn and it works!! thank you all so much for your help, you really saved me here!
How can I detect if something is no longer being hit by Line Trace by Channel ?
If the line trace doesn't hit anything then you know its no longer hitting said thing. If it does hit something, compare the actor its hit and see if it matches the other thing. If it doesn't then it's hitting something else.
Yes but I'm using it to highlight items with an outline. I need some kind of input when it's no longer "highlighting" the item it hits.
Same thing as above, cache the highlighted items. When the his actor on next frame is no longer the cached item. Call unhighlight or w.e
cache the highlighted items as in have them as currentHit previousHit variables to store what the ray is hitting?
You just need 1 variable
call it hitItem or what ever
but yes, you do want to store and compare. You want to check if the current hit is not equal to hitItem object
that's a little confusing when it comes to implementation.
if it's not equal you know that the trace no longer hit the Object you cached
from there you can call unhighlight or w/e you want
and reset the hit Item to null
give it a go and post your attempt.
not quite there yet.
why do you need this?
it's temporary, it will be replaced by "ignore things by tag"
but you don't need it?
maybe I don't 🙂 I'm not sure how cpu taxing raycasting is and if I can use it on "ontick" event
you are still tracing anyway
adding condition after the trace doesn't stop the trace
but yeah it makes sense that ray will detect the first thing it hits not stuff under it so yeah I don't need it
also, line trace is relatively cheap
line trace is also the cheapeast as tracing method goes
start with that
yeah I removed it
you shouldn't cache right away
im just gonna go from top of my head but I believed you should check if CurrentHitActor is valid or not
If it's valid, then you want to check if the hitActor is equal to the Current Hit Actor or not
if it's equal, then do nothing if it's not equal, you can call the UnHighlight from the CurrentHitActor then set CurrentHitActor to none.
that's not all the code but you can start with that.
I'm not sure I understand the "is valid" thing, what would be an example of something being not valid?
null ptr, when the object ref pointing to nothing in the world.
translated to, CurrentHitActor not set and refering to no instance at all.
so it's just a fail safe check before I hit anything with a line?
for our purpose it goes beyond a guard. We want to see if the object we currently hit can be highlighted, which if it did, we want to set CurrentHitActor to that object.
ok I'll try to implement this
Also for highlighting (if it's on hover), you might want to use built in event for every actor ''On Cursor Over'' 🙂
and then you have 2nd event On Cursor End
it's kinda like in overcooked so I'm not using the mouse cursor, but thank you 🙂
Is there a way to make some blueprints and widgets work even when game is set to paused?
I can see there is an Actor Tick when paused, but it seems I still can't control or do anything even with that on.
I would like to move my camera actor around, and open menus etc. still.
why wouldn't the widget work?
It might, at this point I can't even bring it up though.
Are inputs ignored when game is paused?
I don't remember doing anything special but my widget still work when the game is paused
also pausing is generally a shit show as told by a veteran. You probably want to set global time dialation to smallest possible number, that might gives you a pause effect for Game Elements (non UI)
Well you have a point, I can unpause game etc. by using a menu.
oh man this is definitely not my brain day. cant' wrap my mind around this sequence
just show what you have
first you are checking if CurrentHitActor is valid or not.
Not HitActor
Also you are checking if the other actor == other actor
step one is to check if there is current highlighted item
yeah because at first the variable is empty
It doesn't matter about first or later. We r just checking if there is currently highlighted item or not
When it happend is irrelevant
i can't figure it out. need some air, brb 5 mins
You need some kind of new actor that is let's say Ground or Landscape or something that does not have any interaction, so when it get's hit, everything else would get set to not highlighted for example.
So if hit actor > highlight > set Highlighted Actor
if hit landscape > unhighlight actor that was highlighted
or
get hit actor > check if the hit actor is the actor that can be highlighted > if true > set highlighted actor > highlight it
if false > unhighlight it
Anyone else an enjoyer of using comment boxes to plan and conceptualize things? LUL. Been doing this to plan out my room generator logic.
After countless spaghetti sessions, I am not a fan of blueprint
I do get the concept how it should work but I'm just struggling designing it in blueprints for some reason. one of these days i guess.
Systems should be done in cpp and blueprints can be used to complement it
@tropic peak but it's still not the best concept you can go with for selecting or not selecting
really depends how you what to build on top of it
Shouldn't need to care if it hit landscape or not
@tropic peak I think this would be the simpliest form
Just check if the hit actor implement the interface
Hitting a wall would still be valid hit actor
yeah but then wall would not implement interface
really depends what he wants..
if he has 1 actor with interface and the rest of things does not have that interface then he will only select that thing and the rest of things will trigger to deselect it
yeah I have it based on an interface
before I used overlaps to detect things but I figured it's not as precise as I'd want it to be so I'm trying to convert this to raycasts
So how are you shotting this ray cast anyway?
it's like on event tick 24/7 from center of screen?
so it's shooting in front of the character?
from that little cylinder you can see on the screenshot
okay, and I guess there will be more things than one that will implement that interface?
basically it's for all kinds of interactions in the game
so just check if something that was hit is implementing interface, if yes, select this, if not, deselect what was selected
You already got it working?
What was the issue
looks good?
yeah I think it's working.. I based this on the screenshot Diyon posted above to check if it'd work
Show your code?
I think it could pose some issues when there are more than one items stacked on top of each other that implement the Interact interface
I feel kinda dumb not being able to code this today, it's not like it's something extremely complex
I would call unhighlight after the true node before setting.
Also after unhighlight I will set the current hit actor to none
Yeah, forgot about it but you after Unhighligh set actor to nothing
What you have is mostly working but if for some reason the next tick is an actor that have the interface, you will have bug
But what diyon show is mostly 👍
yeah
with line trace I think you are hitting only 1 actor at once, there is no array, so it will always hit first actor from top, if you want to get items that are under then you would just move line trace down and point it to shot upward
you mean set the currentHitActor to none?
Yes
why does it matter?
Just good practice to have less bugs
From code above u may end up with multiple actors being highlighted
it's logical when you unhighlight something then you dont have anything highlighted
just that?
yes
and you may want to change variable name to Currently Highlighted Actor or something similiar
Also this will keep calling highlight every frame, not the performance approach.
If I were you, I will check on true if the hit actor is the same as the one that I cached. That way I don't have to call 100 highlight function within a second.
Hey how do I make footsteps sfx for a first person game. All I've found is a bunch of mixed tutorials
also it's a good fundemental so then if you interact, you will just take Highlighted Actor variable and when you click X you will fire Interact event on this actor
They typically have a 3rd person mesh. You can just do play sound notify in the animation
Or if you have walk anim for your first person mesh, you can also play sound notify there.
A lot of ways really but the one that make most sense is to just play sound notify
that kind of thing?
show the entire image
it's not connected, just trying to plan things around and look at them to understand how it should work
I think this should work
on True, do nothing since the object is already highlighted
yeah
also before the setter, I would call unhighlight
What are you using btw to break the hit results that you have Out Hit Hit Actor instead of Hit Actor?
this?
ohh you split it here, okay
yeah
you can take line and break it next to it
so then you can just take Hit Actor and the rest can be hidden
ah yeah true
will use that going forward, thanks
actually I have one more question, maybe not "how to code this" but some nudge in the right direction of what am I doing wrong here, or perhaps some other nodes that I could use to achieve what i want
and what I want is when I put the item down (currently on the ground, in the future also inside a socket of a mesh - like putting something on a table)
it currently drops the item in a bizarre way despite me trying to set up the offsets
(one on the right was picked up and put down)
You should have event in player controller called '' Drop It "
and get location from the break hit with the location of the hit and plug it to the new actor location after detaching it.
so you need to first Set Current Hit Location after break hit basically
and then plug that vector Current Hit Location to the new Set Actor Location
this is in player controller?
yeah it's in pc
just do this then
first set current location
and then plug that to Set Actor Location
yeah
trying it now 😄
one issue with that
actually no, nevermind, I used the wrong output
it works flawlessly
thank you Diyon
man my interaction system is a damn mess, fixing one thing makes me find two more issues
its not something that can be done instantly, you will ahve to check if the object can be dropped at the locations, etc. You will have to add things on tops to make the system better.
even for seasoned dev, it may take them some time
yeah I'm not rushing this, just getting a little frustrated that things keep piling up
well, get used to it if you want to have nice systems they will always seem like complicated
also don't be afraid do to things in a bad way or that is a bit of spagetti, just be aware that's it's a process and it's a spagetti that will need to be changed
yeah I'm trying to cure myself from the "has to be pretty and done the right way" mentality
hello guys, have a good day over there, i need a little help with my FPS game, my character can walk, run, crouch, jump, all ok, but i have 2 little problems:
-
My character can't stand up automatically after i leave a tunnel.
-
Im crouched and when release and press again the W to advance and later the Left Shift to run, my character will make sprint sound and the camera will zoom and i do not want that, i want to keep in "stealth" mode without any sound at all until he leave the tunnel and stand up.
Any idea will be very appreciate, i leave you here the blueprints and my project to check it, thanks for your time guys.
Sprint and camera zoom handle:
https://blueprintue.com/render/rb12ptgm/
Crouch and check if i have space over the character to stand up (V2):
https://blueprintue.com/render/u4h9kmob/
Handle Crouch with sound reduction:
https://blueprintue.com/render/sujzuocw/
(IsFreeAbove Function) Check free space over the player capsule to wake up:
https://blueprintue.com/render/kbj4hqcs/
Project in Google Drive:
https://drive.google.com/drive/folders/1THFKA2hs50Gk1KjxxJPGRelbGvQenRRU?usp=drive_link
that's very true. I'm seeing how I need to implement checking if there's space where I want to drop the item
also, why this kind of thing is happening?
(isCarrying = true btw)
so if it's true, why "false" is also triggered?
Guys, I have a mechanic where a character puts on a spherical shield and I want the projectiles made by Niagara when they collide with the shield to stop since they fall from the sky. This is done with a handle on the Niagara particle.
Do you know how I can do that mechanic? I already have my particles collide or detect the shield but I can't get them to stop the movement of the particles
does that also include inherited interfaces from parent actors?
lol idk how to word this so i apologize in advance, but im working on a film using unreal and i wanted to add an input that when i press it it changes the lights in the scene to off and replaces them with a flashing warning/siren light, then when pressed again revert back to how it was. how would i do something like that?
One way could be to:
Make a BP_Light, then a BP_SirenLight. Place BP_Light where you want in the level. Then when a key is pressed, GetAllActorsOf BP_Light, For Each Loop, SpawnActor BP_SirenLight with location of BP_Light, Then Destroy BP_Light.
hope that helps
hi i have run into an issue with a tutoral im following, its the physics based slide. in the tut hes on ue4 so when he uses his event begin play he dragged out from a hdmi section off the graph. im at a point in the tutorial where the crouching should be working but its not and i assume this is the part off code not liking it. any help would be appricated.
so because i didnt have the hdmi section i just hooked it up like this
should work, yes
event press key Z > get all actors of class > for each call event on them to Turn Light
event press key X > get all actors of class > for each call event on them to Turn Off Light
you can also use 1 key X , and then use flip flop node that first time calls Turn On, then Turn off
You might what to show the actual crouching bit. This is just you setting two variables.
can this be translated to "highligted actor == null"?
thats the crouching
you might want to use is Valid and just drag from Not valid
argh, forgot about it. thanks
Yes but there's an 'IsValid' node that looks a little tidier. Also you can right click the variable and convert to a validated get which does the same thing.
that sorted out all of my problems, thanks guys
What happens when you run this logic?
i cant crouch
So you're saying nothing happens?
yeah, any ideas?
How is begin crouch called?
sorry im quite new to this, do you mean the control or where begin crouch is?
the control is left cntrl
Where you actually call it.
No, thats the event. Unless you call it, it does nothing. I need to see where you actually call begin crouch.
ill look now
There's nothing there for calling 'Begin Crouch'.
sorry mate, there you go
How is 'Switch Movement State' setup?
Ok so from what you've shown, at no point do you set the 'Movement State' to crouching. I would assume where you set the movement state when you press the crouch button, I would imagine, the 'walking' should be 'crouching'.
so should i swap the links? what do i do?
Change the state on the node from walking to crouching.
Thank you
Hmm, I do not have "GetRuntimeFloatCurveValue" node. I am using 5.3
So that function is not exposed to blueprint users and C++ only. I have to write a wrapper function in C++. Ridiclous that basic functions are not exposed like that, this is not only time I ran into this nonesense.
Anyone run into this issue and fixed it? Using the LaunchURL Node personally, but players are reporting that Steam never 'stops' the game after the game is closed with a Launch URL node before the Quit node is called.
That makes sense, the game would be owning the process.
That's not good 😬
It also doesn't make much sense because no game would ever use the LaunchURL call if this is what happens?
Most games don't to be fair. There's very few if any games open external web browsers.
Especially not just before quitting
Sure, most don't, but many indies do. Loads launch feedback forms from within the game, and on quit is the best time to do so.
I play a fair amount of indie titles and have never seen that in my life
That is quite odd, to be requested to fill out a form on exiting each time
Why not just allow feedback in reviews and the game's community?
Or even just a "Leave Feedback" button on the main page
Cool, regardless of your experience, it still seems like a bug? An early access game or demo is the perfect place to request feedback via an external form with specific questions for the user.
A Leave Feedback button would have the same issue, it seems
Definitely not a bug. Your game is launching a process. It owns the process, Closing the game process might not be closiing the launched process as it might not be a subprocess, yet the other process is owning it
Least, it doesn't seem like one
Opening a URL on exit is an incredibly rare usecase, I'd just move to having it as a button on the main menu
In general people probably want to choose that, and not have their web browser opening when they exit a game
Every feedback form I've seen in a game does it this why, through a button in a menu
Subnautica did too.
i feel like if it popped up a browser every time i ended game i would be annoyed
Me too
Why would it 'own' the browser process of launching a browser URL? It would surely be using a Windows/platform API call. Do you think the problem is specifically the call being on exit game?
Yes that's your issue, the process isn't ending before you exit
typically, if a process launches a process, it owns that process by default.
If I launch with a button, keep the browser open, quit the game, surely I'd have the same issue?
Your user is likely going to have closed that by the time it's over
otherwise yes, probably
so the idea is if you quit the game, close the browser ?
See if I'm right. Press stop on steam and see if it closes the browser
So UX aside, it seems like that's an issue in itself, I don't see a reason that a random game should own a windows process that is not its own?
it is it's own though, because you're launching the process
in that process
by nature it owns it
It's holding a handle to it
oh it's closing the browser because it's a child process ?
That's what I'm challenging, why is it not a standalone API call or whatever to the platform, irrelevant to the lifetime of the game process?
It is, that's how windows handles things
You launch a process in a process in windows, and that process owns the other process, last time I checked
That's why you have subprocesses
Unreal engine launches the crash reporter process, it owns it
My guess is there's some floating process handle somewhere, and steam is recognizing that as the app still being open
I get the theory, it still seems unreasonable to me that an OS would tie the processes together in that way unless specifically requested, but I don't know enough about how Windows works to be sure if it does or not
the internets say CreateProc <-- will be it's own, but it's c++
Yeah there are ways to have it as it's own, but it's certainly not the default, and I doubt launchURL would be either.
again, easy way to test it though
Right, so back to 'bug' - why would the default function of the LaunchURL node be to create a tied process. Seems illogical.
Just asking for trouble
Not bug, generally speaking it's asking for more trouble to let anyone just launch standalone processes by themselves
It makes sense that LaunchURL would be behaving in this way, it's how I'd want it to.
Ok we've gone round in circles enough, I appreciate your input 😂
still an easy way to test the theory though :P
If it closes the browser, the above is right, and you need to move to a more user friendly way of gathering feedback.
If it doesn't, I'm wrong, and your princess is in another castle.
FWIW I'd still consider switching methods. You're more likely to get meaningful feedback if the consumer is not annoyed by the action of giving the feedback :P
forced feedback is kind of sketchy
It doesn't seem to have hurt so far, no complaints and 196 feedback forms filled
It's not forced, they can easily close the window, it's a request
But input on the UX is appreciated, thank you both
ig so, if it works it works, i'm not exactly a hard core gamer, i just like messing with game logic
it's just that popups are infamous for being annoying
its why they try to "block" them on websites you don't see them anymore because it's just not user friendly
It's the same vibes as "subscribe to our newsletter". Everyone silently closes the popup, but everyone hates it.
I have seen things that pop up a "how are we doing" in the middle of something, or whenever I leave, and the feedback I leave there is overly harsh or unmeaningful because of that.
Can someone please help me with this:
How do I make camera stop following Head Mounted Device in collab viewer VR template Unreal Engine? So basically it should look like a static image in VR mode.
I am using Unreal Engine Version 5.2.1.
But I do kind of agree with it being forced. Not forced as in the sense of "we'll shoot you if you don't hit submit", but opting to leave feedback is not my choice, the form is opened to me, like I'm a focus tester sort of thing.
On the otherhand, my feedback is constructive if there isn't pressure there. If I want to leave feedback, I'll click the feedback button, and if I don't, I won't. But if I don't want to, and the game keeps popping up a feedback form every time I close, my feedback is going to be not as nice :P
It's like leaving a review, if a game opened the review page each time I left, that would be 1* even if it's a great game.
If it's working for you though, then great, just be aware, that it isn't likely to scale well.
So for some reason I'm calling this and it's saying the actor was attached to the component but the actor still remains where it was placed
How can i check if a platform's xgame.ini has a gameplay/platform tag?
I was under the assumption it was this node, but i seem to be getting incorrect results
did you add the tag source in project settings?
I think they're just from the default .ini files, so they should be working without adding them manually there, right?
i dont think i have seen a xgame.ini in any of my projects
x being the platform name, i.e SwitchGame.ini, do you compile for any other platforms?
u should put the tags in a separate file and not the game ini, idk how that will behave
best to just use the manager to create it
Which manager?
the gameplay tag manager
this is the official way i saw in documentation in a video
I do have them in a tag list, but that ui doesn't allow you adjust them on a per platform basis afaik
not sure why u would even need that
100s of reasons, hiding graphics menus on handheld consoles etc.
Does anyone else have an actual answer to this q?
i think you misunderstood how gameplay tags work
okay and i think you've never developed for consoles and heard of this tag stuff
it's all in the lyra project btw
Watch our tech talk ‘Lyra Cross-platform UI Development’ from the State of Unreal 2022 livestream.
In this tech talk, you’ll find out how we're using CommonUI on Lyra to streamline cross-platform development and how we leverage materials to develop performant and good-looking UIs.
We’ll also discuss some of the development and performance bene...
Hey whats the proper way for my to make a skeleton with an animation that walks through a level. (Kind of like in this video)
It wouldn't have any intelligence or anything like that
Yo, guys, how would you SMOOTH OUT CAMERA ROTATION giving it a bit of wobbliness? so lets say i have a camera rolling sideways based on the speed (speed/max speed) but if the character hits a wall or you jiggle left and right too quickly it feels off. i cant just interpolate since i get a new value every tick. so what i want is for the camera to follow the target rotation but in a smooth and springy way. i cant find a good solution for it online.
right now i basically did a physics system, it works, but im too stupid to work with it further, i keep forgetting what im even doing.
whats in the array ?
is there a way to mark a function parameter as required?
i don't think so
how to use an Outline Material for an Object in VR ? Post Process does not seem to work in VR.
the array has position, speed, acceleration, acceleration multiplier
it's really hard to tell whats going on because you don't have variables with names, just pulling the indexes out makes it vague and harder to grasp
thats the thing, i want some other solution
i dont want to continue working with it
but i'm not understand what you mean by "wobble"
you want it to bounc back and forth if you hit a wall ?
somewhat, yeah
this is to fix other problems but you can definitely describe it this way
"in a smooth and springy way" its not smooth ?, and i don't understand springy
so if the target position goes from 1 to 0, our actuall position will get to 1,2 and then back to 0.9 and slowly stabilize on 1
maybe a camera shake ? never tried it but if you could turn it on and off
so all your numbers are just floats
this is on just one axis ?
i want only one number to wobble so yeah
blue is target, and red is actual position
the thing is i cant interpolate between points
target is updated every tick, and the actual one needs to be responsive
maybe #game-math
but it looks difficult i don't know how it would be possible to predict to go in straight line
thanks!
Hi everyone, I'm working on my first unreal project to learn the engine and I'm having some trouble. I'm trying to make a cylinder character that can get up. Now, it looks like in the video. One thing I'd like to do is that when I'm trying to make it stand, I would like it to stop moving (but not rotating). Sort of getting it to snap in position. Can anyone help out?
This is my blueprint https://blueprintue.com/blueprint/azh9xjul/
why are you constraining it to the YZ plane?
#chaos-physics btw
move it there
in C++ yes
it's by default required
I was just testing it out to see if it would help for now it helps testing
Is there a version of Attach Actor to Actor which allows them to rotate independently?
you can rotate them however you want
it won't automagically rotate the child to keep its world rotation if that's what you're asking
just have minimap follow pawn set its rotation each frame
or don't attach, and have it set its location each frame
I dunno why but I've been trying to avoid doing stuff per-frame. But yeah that makes sense and it's probably not expensive
This is #umg but I think it's SetBrushFromTexture
Good point. My bad.
And thank you, it was indeed.
ue 5.3, BP rope bridge from youtube,works, but only small length of mesh planks-if bridge is angled say 33-45 degress, it flops all over the place,tho it works going down bridge, trying to go back up is alost impossible, SO Ive tried so many settings, what is best way to firm it up and avoid the deep swaying, up and down of bridge ?
re: at angles, and LONGER bridge plank lengths,is when it gets unstable
does anyone know a way?
Hey Guys I have two question s. The First one: I build a Item structure based on another from Marketplace with different Item types so have have Datatablets with Base Item Data and specific for the different types. Ist there an way to manage the items with "one Tool" where i can Setup 1 and IT saves to this multiple Datatablets and Link it?
The second one: is there a good Tutorial about Testing Multiplayer stuff? To Check If functions Work as expected? The Multiplayer ist optional (Coop maybe 2-4 Player)
Hi maybe someone has some insight into Post Process Volumes and Blueprint. I can't directly access depth of field values in a post process volume, so I decided to make a Blueprint where I can switch between two volumes that have different values for the depth of field. However, what I'm finding out is that the Activate/Deactivate nodes don't seem to work with actors that are Post Process Volumes. One of the volumes are only used, and the other seems to be ignored. Any ideas?
does anyone know how to make a crate opening system (like in csgo) after clicking a button.
ive watched these videos but its not smooth.... how do i make it smooth
Hey guys, in today's video, I'm going to be showing you how to create a basic crate or case opening system in Unreal Engine 4, similar to that of CS:GO. This is part 1 of 2.
Part 2: https://youtu.be/gDXj0UJ_4b0
#Ue4 #UnrealEngine4 #Ue4Tutorial
00:00 - Intro
00:14 - Ove...
Hey guys, in today's video, I'm going to be showing you how to create a basic crate or case opening system in Unreal Engine 4, similar to that of CS:GO. This is part 2 of 2.
Part 1: https://youtu.be/O6y0XxOEmiU
#Ue4 #UnrealEngine4 #Ue4Tutorial
00:00 - Intro
00:47 - Put...
thought it might be worth asking this, cus I'm trying to learn. I'm following along with a tutorial and noticed I can access a variable in a blueprint when i'm testing the blueprint in the editor but when i'm playing it in a stand alone window i get
Blueprint Runtime Error: "Accessed None trying to read property PortalRT". Node: Branch Graph: EventGraph Function: Execute Ubergraph BP Portal Blueprint: BP_Portal
🤔 im not asking for a magic answer but more a point in the right direction on how to troubleshoot this, any ideas? for reference this is the tutorial i'm walking through https://youtu.be/goD3UZn7Yrg I'm going to start over though, maybe i set something up wrong. I'm just trying to understand the error better
In this video, I show how you can create a third person portal effect inside Unreal Engine 5. This is similar to post portal systems, except it allows you to detach the camera from the player allowing them to teleport separately, which creates a much more seamless effect.
USEFUL LINKS:
Project Files: https://www.patreon.com/posts/3rd-person-fil...
accessed none means whatever you are trying to access is just an empty variable usually
for instance you may have created a ref variable, but didn't actually set it's value
or the actor has been destroyed and your trying to access the reference
that's a good tip, but i'm still confused why it works previewing it in the editor but not when its stand alone
stuff like that
thank you for the insite!
i find usually with errors that are in standalone or package, you should check for load flow
for instance one thing might be loaded, or what your trying to load isn't ready yet
all the problems i have had in packaging were because of that so far
i was just thinking of checking order of operations. then again, i'm so new at this node language i might just put this on the shelf and look for other tutorials to just practice and get my feet more wet, return when i understand a bit more
thank you, you've given me more to ponder
Hi maybe someone has some insight into
Hey.
Can someone help me out with events.
I have a button with a custom click event.
this button is inside a widget, and this widget has another event
I want to bind the event from this button to the event from the widget, but I want to do it inside a function.
But I see only 4 options for both events, and they are:
- Call
- Bind
- Unbind
- Unbind all
the problem is that I can not provide a ref of a one event to another.
dont drag off of the delegate
drag off of the execution pin
and just call that event
aka type its name
just make the button have an on clicked event
and then call that other event
well, i kinda solved my problem by making a param (delegate) in this function.
if i understand it correctly, you can not get a reference to an event outside of an event graph window,
wdym
yes you can call a function
and you can also use blueprint interface
to call an event on another blueprint
can you join me in a voice channel by any chance?
if you can screen share sure
i might be stupid but I cant seem to overlay a image on a horizontal box. It always goes under it even if i put the image higher in the heirarchy section. Does anyone know how to do
There is Z index that you need to make it -1 so it will go behind anything else.
Thanks so much
Hey, I just started to learn UE5 2 days ago. Learned how to create a map, added swimming animations to it (had to learn how to import an animation as the tutorial didnt say XD )and now im trying to learn day night cycle. Could anyone help with a question?
Here goes: I'm trying to update the sky so i added in BP_Sky_Sphere, however even after setting my dynamic light as source, and making sure the light affects world, it doesnt update. just have stars on the sky constantly. (i start off at night time). I tried to insert refrresh material from SkySphere in the Blueprint but not sure exactly how to loop it to check every few seconds maybe to update the sky. Have a imgur link if i can post with the blueprint.
In this video I add a custom Sky Sphere that alters between day and night, as well as adding in Time of Day. I also add options to pick between 1 of 3 time speeds that will be represented in game!
Leave a comment below for any unreal tutorials you would lik...
Thanks so much, ill watch this
Yo i hope someone has a solution for this, but i'm making a snapping system in order to place actors. This is inside of a static mesh blueprint class and the issue revolves around me not being able to change the pivot. These are collision boxes used as snap points but i can't change it. i now have an extra piece of box hanging underneeth of where i want it to be which can be annoying when setting up a second snappoint underneeth this structure. (i've tried importing collision boxxes or using static meshes that i turn "render invisible" but none of that helps)
Does anyone know what this means and what can i do to fix it
Can't save ../../../../../Documents/pinball/Content/SonicFramework/System/CharacterPawn.uasset: Graph is linked to external private object EdGraph /Game/SonicFramework/System/CharacterData/CharacterPawn.JumpGraph (InputSinkNode)
this didnt help that much, but i did managet to set static mesh on bp skysphere based on each cycle. the transition is jarring but for a first attempt i will consider this a win 😄
hey so im trying to figure how to get my character to lane 1 and 3 using the W key to go back to 3 and the S key to go to lane 1 lane changer bassically. its a 2.5d side scroller im pretty new to this so anything helps
why bother asking
How do i dynamically get the owner of a widget? I want a health bar to grab info from a component that the owner of the widget implements. The owner is for now an actor but i want it to work for pawn/player etc.
You cannot. Because widget components are terrible. This is assuming you're using a widget component with a widget in it. Your actor has to get the component and call GetUserWidgetObject, cast that to your widget, and call an initialize function that can pass Self through.
Try to do File -> Refresh All Nodes
i did I even reloaded the bp and validated the assets
Do you have two editors open?
nope
this only happens with my pawn
its saying i have some graph called jump but its not showing up in the search nor find results
you got any other ideas?
if not ill just Cut-Paste everything to another pawn
I do have an interface implemented for it so would it be reasonable to use that?
If you want. It doesn't do any good to use an interface vs just casting. You already reference the widget by placing it in the widget component.
I dont think i can cast though as the owner could be anything. I was following a tutorial where the guy uses a BPI to handle health communication but was told to avoid interfaces because casts should be cheaper.
So now ive been deviating and gotton to a point where that doesnt work out
I didn't mean from the widget. I meant from the actor using the widget. You can't get the owner of a widget from within the widget because the widget has no idea what is holdin git.
Your actor has to tell the widget what it is. So that the widget knows. You can make it a basic Actor type pointer and pass Self
Can individuals components implement interfaces? Or is it only actors
whats a node i could use to play music? Like first this song then when it is finished play the next one then onward?
Audio component
Hey guys my nav mesh disappears (my enemies stop moving) when I package to windows, what could be happening?
How can I set a variable depending on my string name input? I have something like this but seems to me that from this point onward I will have to have duplicated nodes , depending if my Active Material Type is Solid or Metallic. Thanks
What are you converting to there
And does it have to be string? Using string literals for your logic can be very error prone
Try #gameplay-ai I think others have had that issue
Because the input is from a excell table
Yes I have a datatable I created and imported from excell a sheet with materials
Looks like this
"duplicated nodes" <-- are you saying because you have two sets, or the fact you need different materials ?
Could anyone point me toward a good place to read up on how to use player controllers/enhanced input? I've been a little confused on how to get everything working
Can I have both sets sequencial ? IF I can't then I assume the nodes from this point forward will have to start in one of those sets right?
youtube it.
I have
But I've had trouble following each video I found at some point or another, so I'm looking for something written and a little more comprehensive that I could maybe refer back to if I ever get lost
you could set a variable ig, then set the variable, and plug them all into the same set ig but it looks fine to me
Thanks I will try that
Hello guys, I'm a bit confused.
I work on a BlueprintThreadSafeUpdateAnimation, I need the world delta seconds, how can I get them? I guess if I understand correct ,Get Delta Seconds isn't the same thing right?
It throws an error on compile, Non-thread safe function 🥲
Oh, sorry then that's about all I know lol
That's okay) the intention matters 💪🏻 I guess that's why probably the motion matching doesn't use thread safe update animation 😬 or they just forgot to do it that way
Thanks, I'll read through this
Maybe the delay node?
how do i switch from one actor to another
@trim matrix yep thanks i didnt havve the delay on for long enough lol
This is the wrong approach
Delays don’t work the way people think
hhow to do it then
If you’re using EIS, you can remove the mapping context and then set timer by event on looping that adds it back on. Or simply have it change a Boolean from true to false
Depending on how complex the action is
👍
i.e. on Started -> if bCooldown is False, Set bCooldown to True -> set timer by event, create custom event ResetCooldown where bCooldown is set to False, plug the delegate pin into the timer by event delegate.
Hey all. For some reason, this implementation for a camera track spline is giving strange results when played in game. I can record a video if its helpful, but before I do, is there anything blatantly obviously wrong with the way I have this set up? The camera appears to jump to positions that dont appear on the spline, and is otherwise inconsistent with the spline I have set up in the level. Any ideas?
Thanks for correcting me then, I'm new to blueprints so for future reference, why is this preferable over using a delay node?
how do you add a tag during play?
Delays don’t really stop the execution in its path, so if you spam the button you’re going to have weird results
Iirc you need to grab the container and add tag, assuming actor tags
Gameplay tags are a bit diff
Oh i see, thanks
nevermind, I think I figured it out
I'm attempting to control the lens parameters of a CineCameraActor (aperture and focal length) with input from a game controller, and I feel like this BP should work but it doesn't. What am I missing?
have a question trying to get overlap / is overlap in some way but its from an array of procedrual mesh
First image is how its the array is created
Second is how im trying to use it i suppose
does overlap not work with a plane xd?
Hi everyone 👋
I have a question regarding BPI. I created an "E" keyboard trigger in BP_FirstPerson and can't seem to call the event in LightSwitch_BP thru a BPI.
show the part of your code where you make the interface call on a light switch
we can't see what you're calling New Interaction on
oh ok wait
Good question, can’t say I’ve tried
hate to spam but im going to bump this. Still havent figured it out
i was trying to like generate a faces thats the side of like procedrual meshs but it seams like a 0 thic plane / face doesnt work xD witch well kinda sucks in my case lol
show where you call that on a light switch actor
before all this
show the code between pressing a key and telling a light switch something
ah ok wait
confirm that you're actually hitting the light switch
print the display name of Hit Actor
oh it's hitting the wall 😭
Thank you @faint pasture
It's working now ❤️
By using this code the ai charcter is jittering when the player gets close to the ai does anyone have a simple solution for this problem: It should be mentioned that my ai is very tall as I want it to seem like a flying enemy. I am not sure if this is having an effect
I saw that it could be fixed by using an on event tick but ive been trying to avoid those as much as possible
The interp should be done every frame for smoothness
I think you maybe need to use geometry scripting for that but idk
how can i show the money price (bacoins) to the other widgets.
Got it thank you
Never use timer to replace tick. Doing something like 0.0001 is worse than just using tick.
If your frame rate too low, you will end up calling the function multiple times within a single frame.
Your code looks like something that belong in behavior tree as behavior task tho.
By getting the reference to the instance of who ever owns the bacoins
I suggest to watch blueprint communication by matthew. It literary show how to grab reference from other blueprint.
it is a task in a behavior tree
Then utilise the tick right away
ive been trying to use behaviors trees but have been running into som complications
There is a learning curve but once you got it , you should be allright
all right thank you
ive been hesitant about using event tick but would you say its generally fine for stuff like rotation?
Deffinitly
Movement, rotation, checking if currently on air. Etc
Anything that requires every frame to be computed should belong to tick.
If a youtube video said avoid tick it's because they are also still learning and they fail to understand context.
The point is don't avoid cast and tick, just don't miss use them.
I see
there is a weird bug that when the interface requires scrolling down it will cause this bug, it also happens on Niagara details. Does anyone know how to fix it?
Im still a little confused about how to implement event tick on a behavior tree because the btt finishes before the interp can fully complete.
How do you recommend solving this
I take it back, something like locking to player or other target shouldn't belong to behavior tree
Behavior tree can define the target
Eg the actor the a.i will face for example
But the rotation can be handled in a component.
I made targeting and rotation component especially for this purpose.
Which looks like a standard practice considering I "steal" most of the code from pre existing systems
hahah
Your behavior tree for A.I should take over for things like find target, shoot target, etc.
It can also set a variable to change the state of the A.I. eg use directional movement, or lock to target
Based on that property, your custom component knows if it should rotate to target or not.
I mean it really depend on your design, if you want to make your enemy feel like a turret. Eg keep rotating until it can shoot the player , then you can possibly do it in BT. But that feels like a bad and limited design to me.
I would 100% vouch for component but you can ask others for opinion.
Im sorry, im slightly confused how would the component solve this problem?
The rotation behavior is not coupled to any task.
It's just what the component does for the A.I
Which can be driven by the behavior tree
But executed outside of BT
oh i get it now
This way u can tell the A.I to shoot player or w.e all while the A.I "aiming" continues
i could hypothetically just put it straight into the blueprint for the actor right
it would achieve the same goal as being in a component right
or am i overthinking it
You should totally use component, anytime you want to add a new A.I you don't have to copy paste for the same behavior. Simply add a rotation component.
That's just one of the benefit to use component in this case.
Steam thinks our game is still running after it shuts down. This didn't used to be the case. Are there any known causes for this? I think it started happening after I added a Web Browser widget to the main menu that streams in a YT video. But this level is closed and that widget destroyed, the moment you go on and play the game.
Is it ever possible to have latent actions inside Blueprint functions? Like an Http request and a response?
doesn't sound like it make sense to do it in a function
just do it in an event?
I don't think latent stuff belong to a function
I'm confused about a string variable. I do a for loop and within each loop I append a number to a string variable. So after 8 loops I get a string with 8 numbers. I print that and after I print I set the variable to nothing. But for some reason when I do the second loop of 8 it seems to still be intact and appends another 8 numbers and printing that variable prints a string of 16 numbers.
Does the resetting of strings not work by just setting it like this? And if that is the case how do I correctly reset a string variable to either empty or null?
It should work. You'll have to show your node setup to pin point the issue.
Oh thats actually a part of a dedicated visual logger window
How to remove it...