#blueprint

1 messages · Page 186 of 1

thin panther
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Calculating the differenceand halving it is a good way of doing it

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connect those x and y pins though from your current location

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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

faint pasture
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collision

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the thing is colliding with your capsule

tropic peak
# faint pasture collision

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?

wild crater
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@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.

faint pasture
limber parcel
wild crater
tropic peak
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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.

wild crater
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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.

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We've played with some settings with mixed results. But never something that always works on every map

limber parcel
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but yeah, the invokers arent an optimal solution either

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it lags a lot

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but i think someone said it lags less in standalone mode

wild crater
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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.

limber parcel
wild crater
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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

limber parcel
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not sure, but i think player gets an invoker by default or something

wild crater
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Okay that's kind of what it looks like

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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?

latent saddle
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Does anyone know how "Read only" interfaces work and what i should do in order to edit again?

tropic peak
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If I want to access BP_Player from a function within BP_Player do I still need to cast to BP_Player?

thin panther
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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

tropic peak
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:/

somber elbow
thin panther
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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

somber elbow
thin panther
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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

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Meaning the cloud will only ever move up

somber elbow
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hmm

thin panther
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There is another alternative if you like

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Attach the cloud to the character with a spring arm :P

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Depends how you want to go about this

somber elbow
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nah

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i have 3 levels of background

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and each level should move slower than previous one to get that background parallax effect

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I also think I shouldnt cast to character but to camera

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because when the camera follows the character the clouds should go lower

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downwards

thin panther
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I'd assume the character isn't moving at all, the platforms are in a game like this, so you could play infinitely

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But yeah, if that's how you want it to appear, go for that one

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It's possible I'm misinterpreting what you want these clouds to be

somber elbow
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no you are right

tropic peak
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Can I connect "Get Overlapping Actors" to event tick or that's bad practice?

frosty heron
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profile, but that aside why do you need to do it on tick?

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why can't you just check everytime the actor overlap something?

tropic peak
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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/

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and yeah it probably doesn't make much sense, I'm pretty new to this.

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i could put it onoverlap. I mean working the array..

dawn gazelle
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Which probably looks kind of strange too.

tropic peak
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yeah I thought of a .. thing. to detect what's in front and interact with it

dawn gazelle
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That's what a trace would be for.
You'd also probably want a variable that contains what the player is holding.

tropic peak
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and yeah traces would probably work best but it's still a bit confusing for me

dawn gazelle
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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

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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.

tropic peak
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the camera is isometric so I probably would want to shoot the traces from the player character

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the player is rotating, the camera is not

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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

nocturne fossil
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why doesnt thuis work xd

dawn gazelle
# tropic peak the camera is isometric so I probably would want to shoot the traces from the pl...

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.

tropic peak
# dawn gazelle Ok based on that then you may be on the right path to begin with using overlaps....

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.

trail kestrel
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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 ...

▶ Play video
tropic peak
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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

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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

dawn gazelle
# tropic peak Basically I'm trying to set up a system that sort of works like cooking in plat...

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.

dawn gazelle
wary leaf
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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)

faint pasture
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that's the location in the world you are wanting to aim at

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then the gun rotation can be driven by LookAtRotation from GunLocation to AimPoint

muted otter
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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

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here's how I added it

umbral ore
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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!

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(can provide more screenshots if necessary, thank you!)

dawn gazelle
muted otter
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okey, thanks :)

latent saddle
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Does anyone know what this means? i dont think i have added LOD's myself

dawn gazelle
latent saddle
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How do i change my interchange to work with it?

dawn gazelle
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Not sure you can. That doesn't sound like a static mesh object at all.

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Are you the one that created this structure?

latent saddle
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The meshes and textures where imported but the tutorial i am following is using exactly the same

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and i've rewatched the episode 3 times to check for anything i did different

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It was made for unreal 4 for what i know of but i've seen people comment about it working fro ue5 aswell

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i'm an artist myself so i only touched shaders its all quite new to me

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i dont know whether some nodes changed

astral wyvern
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Anyone got a resource to learn about physics related to Unreal?

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Like how to properly apply torque, using vectors, etc?

dawn gazelle
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And the same goes here if this was a structure you created.

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"Static Mesh" is different from "Static Mesh Lod Data Node"

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And you want "Static Mesh"

wheat zodiac
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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)

latent saddle
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Thanks so much i dont know how i overlooked that but it did fix the issue!

maiden heath
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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.

heady burrow
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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

lofty rapids
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if you set it in the override it should auto possess it, is your camera moving at all ?

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are you using a camera on the pawn, or some sort of camera manager ?

heady burrow
heady burrow
somber elbow
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@lofty rapids Hey man!

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Could you please help?

lofty rapids
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maybe, if you just post maybe someone can help

lofty rapids
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if you set the game mode to your game mode bp, then you set the default pawn

fringe hound
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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?

wary leaf
# faint pasture then the gun rotation can be driven by LookAtRotation from GunLocation to AimPoi...

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.

lofty rapids
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i see some posts that you made maybe bump the most relevant ?

somber elbow
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@lofty rapids im trying to upload

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Maybe I'm doing it all wrong and I need to do it differently.

dawn gazelle
somber elbow
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the branches let the box move only if the character moves up

dawn gazelle
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Seems like you need it more based on the camera position then.

somber elbow
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but the camera behavior was based on character behavior

lofty rapids
# somber elbow

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

dawn gazelle
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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.

somber elbow
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yeah but it will cut lower z values and will prevent the box from moving down

somber elbow
dawn gazelle
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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.

somber elbow
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the box in the scene is at -600 z , why it moves it to 0 then?

astral wyvern
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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.

lofty rapids
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i think thats why it teleports to 0,0,0 it actually interps

somber elbow
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aaahhh

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so is th3e only solution here to wait while the character reach 000 and only then let the box follow the player?

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i mean how the first bouncing will solve that?

lofty rapids
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so you want a parallax effect ?

somber elbow
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yeah

lofty rapids
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the clouds each have there own position ?

somber elbow
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these clouds on the background (which is a separate blueprint) should move up to compensate characters jumping

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yeah here is my clouds bp which generate clouds in this volume in random points

lofty rapids
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how i have done parallax in the past, is just offset them based on where you are

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you generate these clouds on the fly ?

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like the level isn't prebuilt right ?

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if it's in sections then you can offset them based on your height from section zero position

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so they would move up and down depending on your height

somber elbow
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i have started with the offset but wasnt able to manage it

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i need this guy tright?

lofty rapids
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i don't think so

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by offset i just mean the numbers

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something like cloud.z += (player z - section start z) / someScale

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or -= not +

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i'm not the best with maths

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but just set the actor to its original starts position - the offset

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not sure if it's the best way but its a way

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they would be offset depending on where you were

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someScale would be like your speed

somber elbow
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im trying to understand it

lofty rapids
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so when the player moves the clouds should move at the same time is the idea right ?

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just at a different speed

somber elbow
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yep

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thats how i started

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i was able to derive players speed through get velocity

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but wasn able to plug somehow that idea into cloud bp

lofty rapids
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if you make the position relative to the players position it will scroll

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store the starting position in a variable

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and offset the players position

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so just add the players z to the cloud

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this won't be great because you want to scale that down

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but it will make it parallax your clouds will just be fk'd in there position

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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

somber elbow
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@lofty rapids

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thats how i store characters location in the variable of the cloud BP

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nah

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now all the clouds teleported to the same location as the player

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i should somehow say that cloud location = current location + (difference of player new location - player old location)

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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.

lofty rapids
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there is more to it

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but just as a base for how to move with the player

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they will all be in sync and scroll

dawn gazelle
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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.

subtle quarry
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anyone else had issues with triggerboxes randomly turning solid

celest oar
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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?

somber elbow
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@lofty rapids

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Right now it looks like clouds just go in the opposite direction of the character

lofty rapids
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so there is more to it

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but ya your right hmm

subtle quarry
somber elbow
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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

lofty rapids
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i was just showing you a basic way to get it synced with movement

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theres other ways

maiden wadi
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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.

trim matrix
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idk I would just give gravity the player (for jumping), and let the tiles go down

somber elbow
maiden wadi
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Yeah

somber elbow
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i have a set of planes with transparency and prebaked textures

tepid meteor
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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]

somber elbow
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@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?

lofty rapids
somber elbow
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no

lofty rapids
somber elbow
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i want the clouds go up whenever the camera goes down, but it should cross half of the distance the camera goes

lofty rapids
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heres a way that you can reduce the speed of the scrolling

somber elbow
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Let me try

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@lofty rapids what is As BP player?

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i mean is it kinda object reference variable?

lofty rapids
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i got the character and casted to the player then promoted to variable on beginplay

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instead of casting each time, i just prefer to do that

somber elbow
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Just not sure what i should plug in ther

lofty rapids
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its a reference to you character to get the camera, idk maybe your camera is differet

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you need the camera reference

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so i got the player reference and grabbed the camera from that

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but i got the camera and got it's world location

somber elbow
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so i stored my camera world location in my third person BP can i use that instead

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?

lofty rapids
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sure since you update it on tick ig you can use that idk how it will work compared to just getting the location

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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

somber elbow
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man

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it's working exactly the way it's supposed to.

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you are the genius

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@lofty rapids

lofty rapids
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as long as you just keep loaded the sections your on

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do you unload bottom sections ?

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because all the ticks will build up as you go

somber elbow
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what do you mean?

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it just works perfectly

lofty rapids
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well of course it does but i'm saying you should look into like mentioned

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making it more performant

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and one way would be to remove the sections below so there ticks shut off

somber elbow
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ah

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yeah

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i have a collision box wich destroys everything below it

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just have not applied it to these clouds

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but yeah overall i have one

lofty rapids
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that should be fine then a few on tick

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i do a bunch on tick

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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

somber elbow
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yeah i know, i just had no idea how to make spawning random clouds from set of clouds with only materials

lofty rapids
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a few on tick should be fine

somber elbow
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that node "set actor location", is there any way to make that transition smoother?

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Maybe with lerp and time line?

lofty rapids
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possibly finterp

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with finterp you can go from currentz, to destination z

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with a smooth transition

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maybe lerp i have only used it a couple times latent stuff is still hard for me to understand

radiant bear
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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?

pulsar vigil
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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

inner tundra
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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

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any idea on a fix

meager acorn
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Idk why, but i have problem with Infinite loop detected

kind estuary
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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

kind estuary
manic vessel
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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

frosty heron
inner tundra
frosty heron
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From new movement state, drag and type != then post screen shoot of the option

frosty heron
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Try that

inner tundra
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omg thank you, sorry mate i was following a ue4 tut he didnt do that aha

frosty heron
frosty heron
inner tundra
frosty heron
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Enumeration is just a named integer

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Useful to describe states

inner tundra
frosty heron
trim matrix
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Anyone know how to turn that off

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I've pressed something and now when I type it appears in red text in editor

next hollow
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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.

trim matrix
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it's bit anooying tbf haha

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any ideas anyone it seems there not alot on internet for it

raw spindle
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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.

next hollow
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Since its a warning, no.
Would need to add print strings to all square root nodes.

raw spindle
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that's... unfortunate

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especially since they are embedded in math expression nodes

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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

next hollow
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Not that I know of.

faint pasture
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you can't have that many sqrt nodes in your BP, just look at them

raw spindle
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uhhh

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this one is a quadratic equation for determining the time to intersect a plane given the current dist/vel/pos of the ship

faint pasture
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that'd probably be it

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if you aim away from the plane you'll never intersect

raw spindle
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oh i know where this one is, I am just trying to learn if there's a better way

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yeah

faint pasture
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there's a line plane intersection node btw

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or you'll intersect in negative time

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still if you're exactly parallel you never will then

raw spindle
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yeah it works out alright because with the default sqrt(negative) and /0 behavior, it just doesn't show up

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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)

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if you aren't going to intersect it, it's just blank, which is what i want

inner tundra
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is this called something diffrent in ue5 because i cant find it for the life of me

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thats all i get

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figured it out lol

pine trellis
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Why cant I untick RENDER IN DEBTH PASS ?

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is there anything else I need to do

hardy fable
pine trellis
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thanks

weak vale
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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.

charred berry
#

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?

supple rampart
#

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 🙂

faint pasture
#

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

supple rampart
faint pasture
#

Where in the world does the character spawn?

#

is it at 0,0?

supple rampart
#

yea

faint pasture
#

make it spawn somewhere else

supple rampart
#

ok

#

100,0,0

faint pasture
#

just put the beam end as where you want it to be

ivory spoke
#

I have a actor with Mesh that growth (change mesh) in intervalls

faint pasture
#

assuming Absolute means world space

supple rampart
#

Ah, let me try

ivory spoke
#

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?

faint pasture
#

just disable / enable collision on the mesh component

supple rampart
# faint pasture don't subtract

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.

pulsar vigil
faint pasture
supple rampart
#

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.

ivory spoke
#

thanks 🙂

supple rampart
supple rampart
# faint pasture Are your settings like this right now?

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.

earnest fog
#

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.

gilded jewel
#

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 ??

earnest fog
#

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.

gilded jewel
#

ok, ill have to look into that more, im not familiar with those methods.

supple rampart
gilded jewel
#

It does clip through the character head sometimes so i assume it is colliding , other times its just visible and obstructs the view

earnest fog
#

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

kind estuary
supple rampart
flat coral
#

Is there a way to attach one pawn to another, so they move together?

supple rampart
#

With that checked. Absolute Beam End changes nothing.

#

It's working now.

#

Thanks for the help!

tribal gazelle
#

I added a WaterBodyCustom but when I go into the water I don't see the underwater post process material, am I missing something?

earnest fog
#

.

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.

waxen fog
devout bane
#

I got a curve but I can not figure out how to read value

dawn gazelle
zealous moth
#

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

gaunt halo
#

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?

fluid compass
#

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.

frosty heron
#

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

frosty heron
#

That means one second for half bar so

Power = power + (0.5 x delta time)

hollow arch
#

how can i create a text thats shows the mutiplier after i click a button

#

im a beginer and i dont know much

frosty heron
#

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

drowsy anvil
#

Hello, how do I make a different object to spawn from a destroyed object?

frosty heron
#

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.

drowsy anvil
#

thanks, I'll do some googling based on this

empty light
#

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

dim halo
#

Hey guys does anyone see why this code isnt making the controlled pawn face the attack target?

lunar sleet
agile ridge
dim halo
#

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

dim halo
agile ridge
#

If you want it to turn only left and right, Z-Rotation is the only one you need.

dim halo
#

oh awesome thank you

#

id been thinking about rotation wrong this whole time

#

thank you so much

agile ridge
#

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.

dim halo
#

yeah i definetly see that much clearer now

earnest fog
#

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.

wild pumice
#

Hi all, new here. Is this the right place to ask questions on how to build a functionality I want to implement using Blueprints?

frosty heron
#

It's blueprint related, so sure

wild pumice
#

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.

lunar sleet
#

You can use that node to change collision at runtime as needed

wild pumice
#

Thanks! I'll definitely look into that tomorrow. At a glance it looks exactly like what I need.

amber fiber
#

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

frosty heron
#

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

amber fiber
#

sorry, im not sure what you mean by store a reference

frosty heron
#

If you are not familiar with variables and object ref, you should really start with that.

amber fiber
#

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

frosty heron
#

Well then you would know how to set a variable?

amber fiber
#

yes I know how to set a variable

frosty heron
#

So what's the issue

#

Show me how you would set the Niagara reference then

amber fiber
#

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

frosty heron
#

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?

amber fiber
#

ok i think i understand

outer fable
#

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

frosty heron
#

It's deffinitly not a vr pawn type if goodbye is not printed

#

@amber fiber you got it working?

outer fable
outer fable
# frosty heron Print string the other actor

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?

graceful sage
outer fable
#

the collision box is currently set up like this

graceful sage
#

You gotta expand it

frosty heron
#

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.

graceful sage
outer fable
#

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!

tropic peak
#

How can I detect if something is no longer being hit by Line Trace by Channel ?

dark drum
tropic peak
#

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.

frosty heron
tropic peak
#

cache the highlighted items as in have them as currentHit previousHit variables to store what the ray is hitting?

frosty heron
#

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

tropic peak
#

that's a little confusing when it comes to implementation.

frosty heron
#

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.

tropic peak
#

not quite there yet.

frosty heron
#

why do you need this?

tropic peak
#

it's temporary, it will be replaced by "ignore things by tag"

frosty heron
#

but you don't need it?

tropic peak
#

maybe I don't 🙂 I'm not sure how cpu taxing raycasting is and if I can use it on "ontick" event

frosty heron
#

you are still tracing anyway

#

adding condition after the trace doesn't stop the trace

tropic peak
#

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

frosty heron
#

also, line trace is relatively cheap

#

line trace is also the cheapeast as tracing method goes

#

start with that

tropic peak
#

yeah I removed it

frosty heron
#

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.

tropic peak
#

I'm not sure I understand the "is valid" thing, what would be an example of something being not valid?

frosty heron
#

translated to, CurrentHitActor not set and refering to no instance at all.

tropic peak
#

so it's just a fail safe check before I hit anything with a line?

frosty heron
#

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.

tropic peak
#

ok I'll try to implement this

dusky cobalt
#

and then you have 2nd event On Cursor End

tropic peak
#

it's kinda like in overcooked so I'm not using the mouse cursor, but thank you 🙂

young meteor
#

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.

frosty heron
#

why wouldn't the widget work?

young meteor
#

It might, at this point I can't even bring it up though.

#

Are inputs ignored when game is paused?

frosty heron
#

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)

young meteor
#

Well you have a point, I can unpause game etc. by using a menu.

tropic peak
tropic peak
#

by doing it this way it will never reach the false output on the final branch

frosty heron
#

Use the other IsValid node

#

just type valid, it should come out

tropic peak
#

that one?

#

cool, replaced it

frosty heron
#

first you are checking if CurrentHitActor is valid or not.
Not HitActor

dusky cobalt
#

Also you are checking if the other actor == other actor

tropic peak
#

OH.

#

brb

frosty heron
#

step one is to check if there is current highlighted item

tropic peak
#

yeah because at first the variable is empty

frosty heron
#

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

tropic peak
#

i can't figure it out. need some air, brb 5 mins

dusky cobalt
#

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

eager python
#

Anyone else an enjoyer of using comment boxes to plan and conceptualize things? LUL. Been doing this to plan out my room generator logic.

frosty heron
#

After countless spaghetti sessions, I am not a fan of blueprint

tropic peak
#

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.

frosty heron
#

Systems should be done in cpp and blueprints can be used to complement it

dusky cobalt
#

really depends how you what to build on top of it

frosty heron
dusky cobalt
#

@tropic peak I think this would be the simpliest form

frosty heron
#

Just check if the hit actor implement the interface

frosty heron
dusky cobalt
#

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

tropic peak
#

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

dusky cobalt
#

So how are you shotting this ray cast anyway?

#

it's like on event tick 24/7 from center of screen?

tropic peak
#

and yes it's constantly checking for hits

dusky cobalt
#

so it's shooting in front of the character?

tropic peak
#

from that little cylinder you can see on the screenshot

dusky cobalt
#

okay, and I guess there will be more things than one that will implement that interface?

tropic peak
#

basically it's for all kinds of interactions in the game

dusky cobalt
#

so just check if something that was hit is implementing interface, if yes, select this, if not, deselect what was selected

tropic peak
#

Interact, Highlight, Unhighlight for now

frosty heron
#

What was the issue

dusky cobalt
#

looks good?

tropic peak
#

yeah I think it's working.. I based this on the screenshot Diyon posted above to check if it'd work

frosty heron
#

Show your code?

tropic peak
#

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

frosty heron
#

I would call unhighlight after the true node before setting.

Also after unhighlight I will set the current hit actor to none

dusky cobalt
#

Yeah, forgot about it but you after Unhighligh set actor to nothing

frosty heron
#

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 👍

tropic peak
#

yeah

dusky cobalt
tropic peak
#

you mean set the currentHitActor to none?

dusky cobalt
#

Yes

tropic peak
#

why does it matter?

dusky cobalt
#

Just good practice to have less bugs

frosty heron
#

From code above u may end up with multiple actors being highlighted

dusky cobalt
#

it's logical when you unhighlight something then you dont have anything highlighted

tropic peak
#

yeah..

#

sorry for the question but how do i actually set it to none?

dusky cobalt
#

just Set, and plug nothing

#

simple 😄

tropic peak
#

just that?

dusky cobalt
#

yes

tropic peak
#

🤦‍♂️

#

thank you

dusky cobalt
#

and you may want to change variable name to Currently Highlighted Actor or something similiar

frosty heron
#

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.

wise ravine
#

Hey how do I make footsteps sfx for a first person game. All I've found is a bunch of mixed tutorials

dusky cobalt
#

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

frosty heron
#

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

frosty heron
tropic peak
#

it's not connected, just trying to plan things around and look at them to understand how it should work

frosty heron
#

I think this should work

#

on True, do nothing since the object is already highlighted

tropic peak
#

yeah

frosty heron
dusky cobalt
#

What are you using btw to break the hit results that you have Out Hit Hit Actor instead of Hit Actor?

tropic peak
dusky cobalt
#

ohh you split it here, okay

tropic peak
#

yeah

dusky cobalt
#

you can take line and break it next to it

#

so then you can just take Hit Actor and the rest can be hidden

tropic peak
#

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)

dusky cobalt
#

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

dusky cobalt
tropic peak
#

yeah it's in pc

dusky cobalt
#

just do this then

#

first set current location

#

and then plug that to Set Actor Location

tropic peak
#

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

frosty heron
#

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

tropic peak
#

yeah I'm not rushing this, just getting a little frustrated that things keep piling up

dusky cobalt
#

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

tropic peak
#

yeah I'm trying to cure myself from the "has to be pretty and done the right way" mentality

mint blade
#

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:

  1. My character can't stand up automatically after i leave a tunnel.

  2. 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

tropic peak
#

also, why this kind of thing is happening?

#

(isCarrying = true btw)

#

so if it's true, why "false" is also triggered?

hard charm
#

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

tropic peak
#

does that also include inherited interfaces from parent actors?

trim matrix
#

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?

lusty shard
#

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.

inner tundra
#

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

dusky cobalt
dusky cobalt
dark drum
tropic peak
#

can this be translated to "highligted actor == null"?

dusky cobalt
tropic peak
dark drum
tropic peak
#

that sorted out all of my problems, thanks guys

dark drum
inner tundra
dark drum
inner tundra
dark drum
inner tundra
#

the control is left cntrl

inner tundra
dark drum
# inner tundra

No, thats the event. Unless you call it, it does nothing. I need to see where you actually call begin crouch.

inner tundra
#

ill look now

dark drum
inner tundra
dark drum
inner tundra
dark drum
# inner tundra

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'.

inner tundra
dark drum
devout bane
devout bane
devout bane
spice shell
#

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.

thin panther
#

That makes sense, the game would be owning the process.

spice shell
spice shell
thin panther
#

Most games don't to be fair. There's very few if any games open external web browsers.

#

Especially not just before quitting

spice shell
thin panther
#

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

spice shell
#

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

thin panther
#

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.

lofty rapids
#

i feel like if it popped up a browser every time i ended game i would be annoyed

thin panther
#

Me too

spice shell
#

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?

thin panther
#

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.

spice shell
#

If I launch with a button, keep the browser open, quit the game, surely I'd have the same issue?

thin panther
#

Your user is likely going to have closed that by the time it's over

#

otherwise yes, probably

lofty rapids
#

so the idea is if you quit the game, close the browser ?

thin panther
#

See if I'm right. Press stop on steam and see if it closes the browser

spice shell
#

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?

thin panther
#

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

lofty rapids
#

oh it's closing the browser because it's a child process ?

spice shell
#

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?

thin panther
#

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

spice shell
#

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

lofty rapids
thin panther
#

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

spice shell
#

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

thin panther
#

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.

spice shell
#

Ok we've gone round in circles enough, I appreciate your input 😂

thin panther
#

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

lofty rapids
#

forced feedback is kind of sketchy

spice shell
#

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

lofty rapids
#

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

thin panther
#

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.

digital basalt
#

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.

thin panther
#

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.

trim matrix
#

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

native wigeon
#

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

limber parcel
native wigeon
limber parcel
#

i dont think i have seen a xgame.ini in any of my projects

native wigeon
limber parcel
#

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

native wigeon
#

Which manager?

limber parcel
#

the gameplay tag manager

native wigeon
#

this is the official way i saw in documentation in a video

limber parcel
#

create new tag source

#

and put your tags in that file

native wigeon
#

I do have them in a tag list, but that ui doesn't allow you adjust them on a per platform basis afaik

limber parcel
#

not sure why u would even need that

native wigeon
#

100s of reasons, hiding graphics menus on handheld consoles etc.

native wigeon
limber parcel
#

i think you misunderstood how gameplay tags work

native wigeon
#

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...

▶ Play video
limber parcel
#

you are not wrong there

wise ravine
#

It wouldn't have any intelligence or anything like that

oak juniper
#

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.

lofty rapids
#

whats in the array ?

heady burrow
#

is there a way to mark a function parameter as required?

lofty rapids
#

i don't think so

heavy sigil
#

how to use an Outline Material for an Object in VR ? Post Process does not seem to work in VR.

oak juniper
lofty rapids
oak juniper
#

i dont want to continue working with it

lofty rapids
#

but i'm not understand what you mean by "wobble"

#

you want it to bounc back and forth if you hit a wall ?

oak juniper
#

somewhat, yeah

oak juniper
lofty rapids
#

"in a smooth and springy way" its not smooth ?, and i don't understand springy

oak juniper
#

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

lofty rapids
#

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 ?

oak juniper
#

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

lofty rapids
#

but it looks difficult i don't know how it would be possible to predict to go in straight line

oak juniper
astral wyvern
#

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?

faint pasture
#

move it there

trim matrix
#

it's by default required

astral wyvern
flat coral
#

Is there a version of Attach Actor to Actor which allows them to rotate independently?

faint pasture
#

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

flat coral
#

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

young meteor
#

If I want to change an image at runtime, how do I do that?

flat coral
young meteor
charred berry
#

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

odd lava
#

does anyone know a way?

ivory spoke
#

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)

odd lava
#

try to use world location

#

how do you switch camera component from 2 actor

teal vapor
#

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?

hollow arch
#

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...

▶ Play video

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...

▶ Play video
scenic osprey
#

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...

▶ Play video
lofty rapids
#

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

scenic osprey
#

that's a good tip, but i'm still confused why it works previewing it in the editor but not when its stand alone

lofty rapids
#

stuff like that

scenic osprey
#

thank you for the insite!

lofty rapids
#

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

scenic osprey
#

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

scenic osprey
teal vapor
#

Hi maybe someone has some insight into

rapid hound
#

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:

  1. Call
  2. Bind
  3. Unbind
  4. Unbind all
    the problem is that I can not provide a ref of a one event to another.
queen valley
#

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

rapid hound
#

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,

queen valley
#

yes you can call a function

#

and you can also use blueprint interface

#

to call an event on another blueprint

rapid hound
#

can you join me in a voice channel by any chance?

queen valley
hollow arch
#

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

dusky cobalt
hollow arch
#

Thanks so much

unborn yoke
#

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.

lofty rapids
unborn yoke
#

Thanks so much, ill watch this

latent saddle
#

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)

carmine scaffold
#

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)

unborn yoke
strange sequoia
#

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

weak vale
#

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.

maiden wadi
maiden wadi
carmine scaffold
maiden wadi
#

Do you have two editors open?

carmine scaffold
#

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

carmine scaffold
#

if not ill just Cut-Paste everything to another pawn

weak vale
maiden wadi
#

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.

weak vale
#

So now ive been deviating and gotton to a point where that doesnt work out

maiden wadi
#

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

wise ravine
#

Can individuals components implement interfaces? Or is it only actors

wet rain
#

whats a node i could use to play music? Like first this song then when it is finished play the next one then onward?

frosty heron
#

Audio component

sonic sigil
#

Hey guys my nav mesh disappears (my enemies stop moving) when I package to windows, what could be happening?

rugged sonnet
#

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

lunar sleet
#

And does it have to be string? Using string literals for your logic can be very error prone

lunar sleet
rugged sonnet
lunar sleet
#

Ah

#

Data tables might be better

rugged sonnet
# lunar sleet Ah

Yes I have a datatable I created and imported from excell a sheet with materials

#

Looks like this

lofty rapids
trim matrix
#

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

rugged sonnet
trim matrix
#

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

lofty rapids
empty light
#

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?

trim matrix
#

isnt there a node to get the world delta seconds?

empty light
#

It throws an error on compile, Non-thread safe function 🥲

trim matrix
#

Oh, sorry then that's about all I know lol

empty light
#

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

trim matrix
hollow arch
#

how to put a button on a cooldown

#

anyone know?

trim matrix
#

Maybe the delay node?

viral kettle
#

how do i switch from one actor to another

hollow arch
#

@trim matrix yep thanks i didnt havve the delay on for long enough lol

lunar sleet
#

Delays don’t work the way people think

hollow arch
#

hhow to do it then

lunar sleet
#

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

hollow arch
#

👍

lunar sleet
#

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.

stuck sparrow
#

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?

trim matrix
viral kettle
#

how do you add a tag during play?

lunar sleet
lunar sleet
#

Gameplay tags are a bit diff

trim matrix
#

Oh i see, thanks

viral kettle
#

nevermind, I think I figured it out

quaint ravine
#

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?

primal crown
#

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

primal crown
#

does overlap not work with a plane xd?

kindred raft
#

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.

faint pasture
# kindred raft

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

kindred raft
#

oh ok wait

lunar sleet
stuck sparrow
primal crown
faint pasture
#

before all this

#

show the code between pressing a key and telling a light switch something

kindred raft
#

ah ok wait

faint pasture
#

print the display name of Hit Actor

kindred raft
#

oh it's hitting the wall 😭

#

Thank you @faint pasture

kindred raft
#

It's working now ❤️

dim halo
#

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

frosty heron
#

The interp should be done every frame for smoothness

lunar sleet
hollow arch
#

how can i show the money price (bacoins) to the other widgets.

dim halo
frosty heron
#

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.

dim halo
#

Oh ok

#

I’ll change

frosty heron
frosty heron
#

I suggest to watch blueprint communication by matthew. It literary show how to grab reference from other blueprint.

frosty heron
dim halo
#

ive been trying to use behaviors trees but have been running into som complications

frosty heron
#

There is a learning curve but once you got it , you should be allright

dim halo
#

all right thank you

#

ive been hesitant about using event tick but would you say its generally fine for stuff like rotation?

frosty heron
#

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.

dim halo
#

I see

vagrant cobalt
#

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?

dim halo
#

How do you recommend solving this

frosty heron
#

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

dim halo
#

hahah

frosty heron
#

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.

dim halo
frosty heron
#

It's just what the component does for the A.I

#

Which can be driven by the behavior tree

#

But executed outside of BT

dim halo
#

oh i get it now

frosty heron
#

This way u can tell the A.I to shoot player or w.e all while the A.I "aiming" continues

dim halo
#

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

frosty heron
#

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.

dim halo
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I see

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thank you so much for all the help

wild crater
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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.

astral pine
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Is it ever possible to have latent actions inside Blueprint functions? Like an Http request and a response?

frosty heron
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doesn't sound like it make sense to do it in a function

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just do it in an event?

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I don't think latent stuff belong to a function

final berry
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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?

ruby apex
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How to remove this number from the world center?

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Thats my scene, its still here

dark drum
ruby apex
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How to remove it...