#blueprint

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trim matrix
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so add that here?

faint pasture
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Yeah somewhere in there, thats a mess lol

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Think in terms of rules

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right now your rule is "When triggered, find a door with a matching tag, and do stuff to it"

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in this system, your rule would be "When triggered, tell MySwitchableComponentRef to do its thing"

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doesn't care if the final thing is a door or a P block or whatever, all it does is talk to the component that it cares about

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the component tells its owning actor through that dispatcher, and the owning actor does whatever

trim matrix
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is this better

faint pasture
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A bit better. All the state (is pressed, reset delay, etc) can live in the switch or the switchable component, your choice

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Either way, the switchablecomponent has to know when it's been activated and deactivated (by resetting)

trim matrix
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so what do i do next then

faint pasture
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I'd probably lose the OnSwitchActivated interface call and just put the logic inline

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when it activates, tell the component

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when it deactivates, tell the component

trim matrix
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so add the interactable component to the switch's blueprint?

faint pasture
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just like interaction

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the switch BP should have a REFERENCE to an interactablecomponent

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which you can set when you place it in the world

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so it knows which component to talk to

narrow sentinel
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Out of interest if I modify bones in the anim instance is that more or less expensive then just having an animation doing it ?

faint pasture
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whether or not that matters, depends

narrow sentinel
# faint pasture Probably more

Hmmm it's cause to easy my workload some skeletal meshes I'm not animation and instead just modifying bones in the specific times needed

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Like I have a door for example that literally goes up and down and rather then animating it I'm just using modify bone in anim instance to interp it to a new relative location and when it's reached it stopping modifying bone

faint pasture
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But until it's a problem, it isn't

copper chasm
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nevermind my code was out of order

narrow sentinel
faint pasture
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what do you mean by running "on anim instance"

narrow sentinel
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Anim bp is what I would mean though

trim matrix
faint pasture
faint pasture
# trim matrix

ok so call an event on that component ref when the switch is triggered

trim matrix
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how do i do that

narrow sentinel
faint pasture
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the same way you do anything to anything

trim matrix
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no i mean where in the nodes do i put it

narrow sentinel
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Is there a way for force it to run on another thread other than game thread?

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Just thinking further down line if I have to do anything to change things

faint pasture
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and assuming you use the correct events etc

narrow sentinel
narrow sentinel
faint pasture
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I recall it warning you if you were doing stuff to force it to run on game thread

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But I don't really do animation so not sure

narrow sentinel
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That's what chat gpt says about it which makes sense tbf

trim matrix
faint pasture
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That's the event you want to call

trim matrix
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so add that after the cast node?

faint pasture
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Sure, if a cast is enough info to press the button

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put it wherever you want to tell the thing that the button got pressed

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but you should have made a ButtonActivation component, idk why you're reusing your InteractionComponent here

trim matrix
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so what am i doing ๐Ÿ˜ญ

faint pasture
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You presumably don't want to walk up to a switched thing and press E and have it act like the switch got pressed

trim matrix
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so this?

faint pasture
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make a ButtonActivationComponent

trim matrix
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inside the switch blueprtin?

faint pasture
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you know how you made and set up an InteractionComponent?

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do the same

trim matrix
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ok

faint pasture
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I mean you could just reuse InteractionCOmponent and give it a bool like ShouldUseSwitch or something but that's too complicated for now

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I was talking you through Interaction as a simpler system that is very similar

trim matrix
faint pasture
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Sure now just do the same thing as the interaction component. It's all the same, the only difference is how the component gets told to trigger

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the InteractionComponent gets told to trigger by the player pressing E and figuring out what InteractionCOmponent it wants to talk to

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the ButtonActivatableComponent gets told to trigger by a switch being stepped on and telling the ButtonAtivatableComponent that it cares about to do its thing

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thats it

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the rest is the same

trim matrix
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so call the button component in the switch blueprint?

faint pasture
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it does not own or have a buttoncomponent, it has a reference to one elsewhere. the ThingBeingControlledBySwitch owns the buttoncomponent, the switch can just talk to it

trim matrix
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so reference the buttoncomponent then setup the event?

faint pasture
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sure go for it

trim matrix
faint pasture
trim matrix
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so i make another event inside the buttoncomp one? then set it upo like that in the switch blueprint?

faint pasture
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Yes

trim matrix
faint pasture
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I'd have named it something different but you do you

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ok now put a button component on some BP, and drag a button and that bp into the world

trim matrix
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so add the buttoncomponent to the switch or thr thing i want to control

tranquil lagoon
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I am in a bit of a tangle with an issue. I am trying to modify a struct boolean which is inside an array, inside of another struct inside of a map. I use Set Array Element for this, but for some reason the change is never applied. What could I be doing wrong?

high iris
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Am I correctly understanding that Actor Components' BeginPlay will always run before their parent actor's BeginPlay?

copper chasm
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Thoughts on how best to implement -> I want the player to only be able to check one of the available boxes (the ones already checked cannot be unchecked)

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I can probably just have each one set a bool on check and set the rest to uncheckable if the bool is active - seems the simplest

real tree
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Anybody got an idea on what might be wrong with this?

torn zodiac
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I am currently working on a VR project where I'm trying to dynamically deform a mesh inward along a spline. The spline is attached to an object, and I want to either deform or remove the section of the mesh near the spline points. However, Iโ€™m having trouble identifying the vertices that are close to the spline and applying the deformation or removal effect.

Could anyone guide me on how to achieve this? Any help would be greatly appreciated!

thin panther
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They will fire before an override though

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So if you're putting logic onto your begin play in blueprints, your components will have begun play

high iris
# thin panther No, since components cannot exist without the actor.

Is this true of blueprints as well? The reason why I bring it up is that I have a player controller BP with a UI manager BP type of class as its actor component.

For some reason the UI manager's BeginPlay always fires before the player controller's BeginPlay when I put a breakpoint on both in my BPs, even though the player controller is its owner.

thin panther
thin panther
high iris
thin panther
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No, it's definitely not deprecated. You'd get warnings for using it if it was. It's still a core part of Unreal's gameplay framework.
Essentially the HUD class is a class that only exists on clients, which makes it perfect for widgets, since they aren't replicated.

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The whole "deprecation" thing is a bit of a misnomer, but stems from a lot of it's functionality which is old remnants that aren't super useful now with UMG. Some of it can be, but most of it gets ignored. The class itself is super handy though.

carmine palm
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MyAactor->USphereComponent -> UStaticMeshComponent
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How can I set velocity in unreal?

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Mesh has physics

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Need to make it so it doesn't move currently.

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Equiv in C# Unity

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Figured it out lol

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BallMeshComponent->SetAllPhysicsLinearVelocity(FVector(0, 0, 0));
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Unless someone here tells me that is wrong ๐Ÿ˜„

lunar sleet
carmine palm
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fasfas. Thought I was in CPP. My b neo ๐Ÿ˜›

tropic token
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guys, what is wrong with it? :/

desert juniper
tropic token
# desert juniper read the error at the bottom

yeah, I see it, but it didn't change ๐Ÿ™‚ I didn't rebuild source, it's delegate from CPP. for some reason it doesn't like it when it has TArray in it, I remove TArray and it works just fine. Very strange

shut nymph
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Do y'all prefer to receive inputs in the Controller or the Pawn? I'm trying to be less noobish with things like this and it seems like Controller is the more proper answer despite all the beginner tutorials teaching me to just slap it on the Character. Also seems like having it in the Controller is more scalable

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I'm sure the proper answer is "it depends on the game" but I'm just making a pretty conventional singleplayer third person shooter, nothing weird at all

trim matrix
shut nymph
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Thanks! Trying to save myself from the hard way haha. I think I'll do the Controller

zinc sun
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yo guys I need some help, I tried a lot of thing, but the error "Blueprint Runtime Error: "Accessed None trying to read property FlashLightActor". Blueprint: BP_ThirdPersonCharacter Function:Execute BP Third Person Character: Event Graph Node: Toggle Light" It's making me a lot of headache. What's wrong with it?

desert juniper
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probably because you didn't conenct this here

trim matrix
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Happens to the best of us haha

desert juniper
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in general, anytime you try to access an object, and it's value is null you're going to see that error. It's best to look around and determine why the value you expect to be valid is returning as invalid (null). usually these bugs are quick to solve ๐Ÿ™‚

worn kernel
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hey guys I have a question. The generation loads in game every time you near the edge of the map. The problem is that when i pause the game to load the mesh. The meshes load fine but when it unpauses, it stutters for a few seconds. Can i move that stutter to when the game is paused?

lunar sleet
worn kernel
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It checks for empty space around it by trace. If it hits something then it dosent spawn there and vise versa.

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It stops spawning by distance and the game is paused for 10 secs to accomodate.

worn kernel
lunar sleet
worn kernel
lunar sleet
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Are you just spawning it directly ?

worn kernel
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yes

lunar sleet
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This is not a great way if the mesh is heavy perf wise

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Use Async Load Asset first

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Then when successful spawn it

worn kernel
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its a plane. with 1024 texture

lunar sleet
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The texture

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Whatever it is that youโ€™re sync loading and pausing the game for 10 seconds for

worn kernel
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im not familiar with a sync loading.

lunar sleet
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Additionally, you should do actual profiling to see what precisely is causing the hitch, cause for all you know it could be something else

lunar sleet
worn kernel
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ill check it out

lunar sleet
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And ultimately if things take too long to load in bp, cpp is the way but yeah

gentle urchin
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Not sure doing cpp by itself will make stuff load faster ?

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if most meshes spawned only share a handfull of materials, they're not gonna drag you down

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Async loading is ofc still good practice . Pause in the game sounds pretty awkward from a player perspective

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~~what about starting to spawn them preemtively? Without a game pause ~~

worn kernel
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the world spawns as you move

gentle urchin
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so whats the pause for

worn kernel
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clean up for meshes that are far and spawning new tiles

lunar sleet
gentle urchin
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Guess there could be a theoretical gain. Generally the VM should just call some native function that handles all the spawning stuff

pastel rivet
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cant seem to be able to get the bounding box Extent of a 3d text

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it just returns 0,0,0

dull kraken
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is there a simple emote system (w audio) one can build, im not sure how to go about it

stone ivy
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is it possible to change a mesh material at runtime?

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im using the Set Material node, its being called but the material on the mesh is not changing

hushed orchid
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see in youtube about creating dynamic material instance and then setting the material .. this should work

hushed orchid
surreal peak
dull kraken
surreal peak
zinc sun
# desert juniper

MAAAAN HOW I DIDN'T SEE THAT? Thank you so much my man!! ๐Ÿ™

sweet silo
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how can i make this visible and editable ? thanks!

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because i don't have acess

dark drum
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You could try increasing the mass of the bike or lower the push force of the player on the character movmenet component. Possibly a combination of the two.

tropic peak
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just figured out that the errors were caused by not having the parent call in begin play

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I tried with the mass but it was still moving

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the mobility options should work

main lake
# sweet silo how can i make this visible and editable ? thanks!

what do you mean visible ? Like you have no static mesh in the property so that's why it's invisible in the 3D viewport.
That variable on the left, you can't press the eye icon, because that variable is generated for you because it's corresponding to the component you added.

So you can still use it in your blueprint graph to get a reference to it or set a static mesh to it.

shy river
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Hi all, quick question how can I compare two different size array? Time Slot Array has more elements compared to Test Array. Thanks a lot

eager thicket
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i removed a camera shake from a camera and it's still being applied to the camera itself. anyone know what's going on?

copper chasm
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Design Theory question - two checkboxes come automatically checked (and set to not hit testable), the player can click one other checkbox. I'd like for ONLY one other box to be checked. How would you handle it, fine minds of hashtag Blueprint?

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I feel like I ought to have made the checkboxes their own widget for casting purposes so I don't have to drag 6 options everywhere

daring merlin
copper chasm
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oh good call

daring merlin
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By far not the only solution tho

copper chasm
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well, my solution was a LOT of logic code, and I identified it could be more concentrated, I just couldn't imagine how

daring merlin
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Click checkbox->store its id->update function

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Hope it makes sense, typing from phone

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(not isenabled, ischecked or whatever it was)

copper chasm
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yeah, it does - I was going to do integers, but without the array it was the extra work

daring merlin
copper chasm
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I guess I can make 3 int variables, set the default checked ones when I check them, then do a != on the 2 defaults

shy river
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@stable birch can you explain it here please, I do not want to bloat the #cpp channel with blueprint topic

stable birch
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^^UE docs for working with sets should explain everything

shy river
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okay Thanks a lot!

trim matrix
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i have a ladder bp set up and i can scale it on the z axis to add length, now that i have it setup i wanna make it actually climbable, when the player hits the collision box they can move up and down the ladder then when they exit the collsion they regain full movement

ocean gate
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Hi! I'm working on a lock-on targeting system for my 2D game and want to rotate the player's aim by changing values between -1 and 1 on both the x and y axis (just like how movement is handled normally) since this makes it possible to re-use the same code for targeting as if the player was aiming manually. How can I translate the target rotation degrees into values between -1 and 1 och both x and y?

narrow sentinel
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Anyone know what happening here, the target value is 85 yet for some reason it seems the value goes way past that

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am i using the interp to constant correctly ?

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I would have thought the door speed would simply speed up or down the interp rather then it pushing the target value just not right

surreal peak
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Maybe you rather want a Lerp and not an interp?
Interp will try to reach Target while it's active. If your Current Value goes higher or lower from a different place, Interp won't magically stop.

narrow sentinel
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so i've identified that the duration that the metasound is giving me is -1

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not 1

surreal peak
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Well or that

narrow sentinel
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question is how would I get duration of the sound from metasound as even though it might not be cause of the issue it's a good thing to look at

gentle urchin
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Or array, with AddUnique

copper chasm
gentle urchin
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๐Ÿ˜„

copper chasm
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Combo boxes got me flustered so I figured I'd try it with checkboxes and that's almost worse

gentle urchin
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is it alwas 2 checkes, 1 free choise ?

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Gues i'd just have a list of checks that follows the ancestry

copper chasm
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well, the "ancestries" is, the "free" one is 2 free choices

gentle urchin
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which then are locked

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while the others are from avaliable extras

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(or mandatory extra, idk)

narrow sentinel
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anyone ever used the Watch Output that Meta sounds provides ?

storm solar
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How do I get the actor hit to be knocked back awayfrom where they were hit.
This only knocks them back dependent on where the player is attacking them from. sometimes they will just only move up and not away.

smoky flume
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Geometry Script - Apply Displace from Texture Map issue
I'm having trouble figuring out this issue. First, I successfully save the image that the player draws using a widget BP to the local storage. Then, I use "Import File as Texture 2D" to load it as a textureโ€”the image loads successfully, and I can display it on a widget. However, the image does not apply correctly to the geometry script node. Any ideas?

tight pollen
opal bramble
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This isn't doing anything can anyone help?

tight pollen
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both

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or Started and Completed

sweet silo
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hi i wanna move spline along Z with up and down arrows

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this should be working but i get only movement +1 not -1 why is that? thanks

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i get 0 when printing screen on Y

opal bramble
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nvm just had to unlink cancelled

summer bolt
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bump

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kinda like a shriknwrap

shy patrol
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Hey Im using a flip flop to swap between two sequences I want to play out, but whenever the sequence is done I want it to reset to always starting with A and not B. Is there a way to do this or a different blueprint I should be using instead to get this result? any help is appreciated

desert juniper
shy patrol
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and so when its first triggered I want it to always be A and not B

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and then if I could reset it after its done looping

desert juniper
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a simple way would be with a boolean/int and a select node

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idk if flip flops have resetting capabilities.

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but if you do it with a select node, you can just create a variable (int or bool. int is more extendable)
your var to the select node. and there you can select which sequences to play

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when the sequence is done, set your variable to the opposite of what it is now.

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if you do it with an int, then you have more control
0 -> play this sequnce
1 -> play this other sequence
2 -> play this third sequence
and you just increment the variable % #ofSequences once each sequence is complete

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and whenever you're ready to restart the sequence playing, just reset the variable to 0

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you can also dump the select node and instead just create an array of type sequence

shy patrol
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alright I think I get what ur saying I will try this and see if it works

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appreciate it

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yep that got it to work, thanks again

verbal kayak
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Why is get anim instance writing random montages on get current montage?

trim matrix
urban sorrel
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I made a scene in blueprint, some static mesh components and lights, no code. I found it very impractival and would like to move that BP content directly to map. Is there any way, so I don't need to redo all meshes and lights? To unwrap this out on blueprint?

desert juniper
trim matrix
desert juniper
desert juniper
urban sorrel
desert juniper
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you can think of them similar to unity's prefab system

desert juniper
trim matrix
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how can i swap the player blueprint being used in a specific level to a duplicate i have

foggy grotto
astral wyvern
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I'm working on a component so I don't have access to a timeline, what's the right way to lerp a value? I want to lerp, but the change I'm doing happens in one frame.

tight venture
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Is this safe? I've got a latent function callback using an input variable to the macro call. It works as intended it just feels off...like I'm going to get to a packaged build and it's not going to work as intended anymore ๐Ÿ™‚

hushed hinge
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having some issues with gameplay system
I have an ability that deals a damage effect and applys a debuff effect

But tryActivateAbility doesnt allow me to specify a target

Is there a way to not use events for this? If i have 100s of abilities I dont want to create an event tag for every ability if i can avoid it

storm vigil
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there is a node like this one 5.5 hehe

iron idol
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is there a way to add a lot of padding to a horizontal box, but only between the two middle children?

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I ran into something similar a while back, but it was because the camera was not directly attached to the skeletal mesh.

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might not be the issue since you are not giving a lot to work with. Make sure the camera is actually attached specifically to the thing thats rotating. When you wake up and at it again, if you still can't figure it out ask again in here with as much detail as possible and some code examples

frozen thorn
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why does my physics handle fling objects around like theres no weight to anything

surreal peak
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That's still a cast in the end, and I have seen too many projects where Interfaces are used ON MASS for classes that will only exist once in form of their class.

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People using Interfaces to call Functions on the PlayerController, called BPI_PlayerController and sh*t like that.

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Trying to avoid the "Not always loaded" via an Interface is, imo, not the right way.
I'm not even sure if the Reference Chain of the Interface doesn't load the implementing BPs too.

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Also casting isn't that bad that one has to start comparing Classes and Tags to know the Type. It's totally fine to cast. If the main reason for the avoidance of the cast is to not load the class when opening the BP that contains the cast, then comparing Classes and SoftRefs is fine I guess.

I'm just really not a fan of people using Interfaces to avoid Casts. For someone who has no idea about this stuff, this is leading to over-usage of Interfaces.
This only really makes sense as a suggestion if Interfaces are fully explained alongside that.

iron idol
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If you feed widgets to a scroll box, will the scroll box auto scroll with the children by default or do you have to set it up that way

viscid remnant
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Hello Unreal community,

Iโ€™m trying to implement a smooth transition between standing and crouching using Blueprints in the Unreal Engine Ability System (GAS). I want to achieve a gradual animation of the camera and the player's capsule by interpolating (Lerp) the Alpha value for the transition. Iโ€™ve attempted to set up a custom ticking system to update the Alpha value using FInterp To, but this approach is not working as intended.

Additionally, I can't use a Timeline node because the ability is implemented as a UObject. I would appreciate any advice on how to properly achieve smooth interpolation between positions and capsule size while using Blueprints, ensuring a fluid transition even if the ability is interrupted. What is the best way to set up this interpolation in Blueprints?

Thank you in advance for your help!

prime fulcrum
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hey guys im trying to build a time without event tick and being channeled by an event any help would be great!

frosty heron
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hook this to your custom event

prime fulcrum
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well maybe with a few branches i could now that i think about it

prime fulcrum
dark drum
# surreal peak Trying to avoid the "Not always loaded" via an Interface is, imo, not the right ...

I just want to add, what people often miss with interfaces is they too have to be loaded meaning anything the interface uses has to be loaded as well. If the interface is used in multiple places it can make it harder to control when said things are loaded. Granted you should probably avoid using class specific object refs in interfaces though.

As for the image, it's from Ari's myth busting post as part of unreal fest.

surreal peak
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Yeah I figured that it would load stuff.

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Ari's "bust" is more towards if casting is good or bad, not when to cast and when not.

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A lot of peole just don't know that casting to a BP class adds a hard reference dependency between the Caster and the Casted.

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The flow diagram I commented on is good, just the Interface part itches me the wrong way.

frosty heron
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I would recommend just using GAS tho, such a nice system for abilities

surreal peak
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Partially cause I looked at a Customer's Blueprints a few days ago, and one of their junior/intermediate programmers that isn't on the project anymore plugged interfaces for literally everything and now it's super hard to even find the callsights and implementations properly.

prime fulcrum
dark drum
dark drum
surreal peak
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They are over and underused.

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Funnily enough

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If one goes a bit away from UE and its C++ tutorials, and looks a bit more into different Design Patterns for C++ and maybe even C#, then the usage of Interfaces becomes a lot different.

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I currently have a bigger Building System which I'm annoyed of that I should have used Interfaces for. But not for Casting Reasons, or for "Multi Parent" stuff.
Mainly to disconnect the actual Implementations from the "Declaration".

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I guess it falls into "Multi Parent" fwiw, but it's not a reason such as "I need to interface with Actors and Characters".

prime fulcrum
surreal peak
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But rather "I want to be able to make anything a BuildOperation and freely swap them out for Functional Tests etc."

frosty heron
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@prime fulcrum 4.22 above I believed.

dark drum
dark drum
# prime fulcrum hey guys im trying to build a time without event tick and being channeled by an ...

As a non GAS solution, if you need multiple, you could have an array of floats. (or possibly a map) The timer just takes all the values and decreases them by delta time every tick. When you need a new cooldown, you just add it to the list with the starting time. You could include event dispatchers that fire when a time reaches 0 and returns the index (or key) of the cooldown.

The timer would become stop if the array/map is empty. When you add a new one, if the timer isn't active, it'll start it.

prime fulcrum
surreal peak
# dark drum I guess that's hindsight. What you wanted changed after you were already too dee...

It's not very complex in theory. There are BuildModes that can be Activated and those have BuildOperations.
BuildOperations are the actual thing that manages the Building process (claiming tiles is a BuildOperation fwiw).
Reason it's split is to ensure some of the BuildModes can fall back to Claiming Tiles if the player hovers an unclaimed tile, while others are locked into their single BuildOperation.

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The problem comes up when starting to split the Operation for Structures into different types of structures and then later noticing that Presets for this cause a DiamondShape ๐Ÿฅฒ

dark drum
iron idol
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If you have widgets in a horizontal box and clear children from that box. Is this effectively the same as removing the widget from parent?

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Purely in terms of performance. I assume it does, but wanted to make sure.

trim matrix
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so i have a signpost actor with a trigger and ive set it up to rigger the ui, but now im stuck, im trying to recreate the text boxes from mario 64/mario galaxy when reading a sign post, i want it to be customizable to have "pages" depending on how long the text is, using my interact input to move through them and then close the text box once the last page is read.

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how would i set this up? what would be the best way to handle the text for each message as well

frosty heron
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if you never used one, now is the time to start

trim matrix
frosty heron
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this make no sense and a sure mistake

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you want to check the length of the message array

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so if there's no more message to show, remove the widget else display the next one

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and as a side note, having inputs in the Sign post blueprint is terrible

trim matrix
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how do i check the length of the array?

frosty heron
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drag from the array and type length

trim matrix
frosty heron
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that's also bad, normally you handle inputs from your controller

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having inputs all over the place will be a debugging nightmare

trim matrix
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so like this, ignoring the input

trim matrix
frosty heron
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any problem, debug

trim matrix
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nothing is setup tho, only displaying the widget

frosty heron
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well set it up then?

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call next page on button click or w/e

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you are the designer

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Interact with Sign post -> Display Message
Interact On Page -> Set Next Page

trim matrix
#

i wanted it to be u hit the trigger, a widget pups up telling u to press the interact input to read it, then the text box pops up and freezes the player till the finish reading it all using the input to move through the text

frosty heron
#

what do you exactly struggle with? try to breakdown your problem one by one

trim matrix
#

how do i set the messages up to fit in the pages thp

frosty heron
#

right now just display the message and go to the next, don't worry about freezing the player

trim matrix
frosty heron
#

ask 1 question at a time maybe

#

otherwise it's asking someone to do your homework

trim matrix
#

i have been but ok, i have it set rn u walk up and the ui shows, i dont want that, i want u hit the trigger and it gives u a promt telling u what to press to read, then spawns the text box if they hit the input for it, how do i do that

frosty heron
#

You can shoot a linetrace from the camera from the player everytime it pressed a button (lets say for the sake of example, the E Key)

#

there's a lot of ways to communicate with what ever the trace hit. One being interface, the other component.

trim matrix
#

im so confused

frosty heron
#

well first, decide on how you want to interact with objects around your world

#

there are many ways to do it

#

you will need a solution that fit your requirement

#

you said you want to walk up and the ui shows, but how? you need to be more detailed

#

Eg If the camera look at the sign post, a UI show up.
Then you can shoot a line from the camera towards it's forward position and if it hit the sign post, you can show the U.I

#

Or another interaction on some games, people just walk up near the sign post and the U.I will show up

trim matrix
#

i have been i said, like mario 64/mario galaxy

frosty heron
#

I don't play mario

#

write it down on paper, or at least give detailed definition

abstract schooner
#

Hey guys!
Is there functionality to use this liek Steam Sessions or something?

Or if not, any tips on how to acieve that? Or what it's called so I can google on it?
It's like the Friends activity ingame?

frosty heron
# trim matrix

a bit unclear, when the U.I pop up, try to move the camera while keeping the player still. If the U.I still appear even after the sign post is not at the centre of the view, then it's region based, not line trace based

trim matrix
#

?

agile jolt
#

In a state machine how can I wait for an animation to finish before transitioning to the next state

frosty heron
# trim matrix ?

actually since you just started, just dive in to make one. If it doesn't fit your requirement, you can also adjust.

Start with this https://www.youtube.com/watch?v=5-UJT4U-jeg&ab_channel=MattAspland

Hey guys, in today's video I'm going to be showing you how to create and use a blueprint interface. In this example, I will be creating one to interact with different blueprints as my player character.

#UE5 #UnrealEngine5 #UE5Tutorial


00:00 - Intro
00:19 - Overview
00:5...

โ–ถ Play video
frosty heron
#

add that as one of the condition

trim matrix
frosty heron
#

look at the Third Person Template Jump condition if you need more pointer

frosty heron
#

do you even watch the video, I just posted it

trim matrix
#

i have an input set up thats what i have, w it being used to interact w a few blueprint actors i made already

agile jolt
frosty heron
frosty heron
#

Also it's time remaining Ratio not the remaining time

#

So what you can say there is, if there are only 2% of the animation is left, we can move to the next state

lofty rapids
agile jolt
lofty rapids
agile jolt
#

Where?

lofty rapids
#

i think it's auto, but you want it to transition out when the animation is finished right ?

#

as long as your checking the same one you started

#

i'm compiling shaders, but i'll post it in a few

lofty rapids
#

atleast to get it started

trim matrix
#

i tried they said having the input is terrible so i got rid of it

lofty rapids
#

but maybe some arrays, where you can split the message up into sections of the array and just loop through the array and the end of the array is the end of the message

lofty rapids
lofty rapids
lofty rapids
#

but probably some arrays would work, unfortunately you can't have array of arrays

#

but you could just have a variable on the item itself that you interact with

#

so a sign would have a variable like document or something that is an array of pages

#

you could also just have a long string and try to break up into pages automatically

#

that would be easier to maintain

#

and add/remove stuff change page size

#

i would definately try to break up a string, this way you have much more flexibility, a little more overhead because you need to translate it into a new array and break it up, but much better imo

#

where you would just say pageSize = amountOfCharacters

trim matrix
#

well i attempted to follow the tutorial and now i just get an erorr

lofty rapids
#

whats it say ?

trim matrix
#

it fixed now, but pressing my interact input does nothing lol

lofty rapids
#

so the widget isn't popping up ?

trim matrix
#

no

lofty rapids
#

show where you have the keypress

trim matrix
lofty rapids
#

show the interact event

#

or function

trim matrix
#

this?

lofty rapids
#

ok so that is the definition in the interface

#

but you need to implement it on the item

trim matrix
lofty rapids
#

thats just a custom event

#

you need to implement the actual interface function

trim matrix
#

thats what it made

#

it wont let me drag it into the graph

frosty heron
#

you don't

lofty rapids
#

try right click, search interact

trim matrix
#

i do it, it errors then made a custom event instead

frosty heron
#

screen shoots the video where he add the interaction interface

#

if you found it, you should already have your answer

trim matrix
#

i followed along w the video

frosty heron
#

that's not what he does tho

trim matrix
#

im just going to start unreal

#

restart

storm solar
#

Any idea on how to have a character be knocked back, away from the attacker when hit?
The second picture kind of works, but if the person about to be hit and knocked away is starting an action, they'll rubber band back towards the player.

frosty heron
#

I never need to restart unreal to add interface

trim matrix
#

congrats, i often need to restart it to fix node issues

frosty heron
#

just make sure the actor implements the interface, if it does, you can look on the override function, the list of interface functions

frosty heron
#

blueprint is pretty safe for the most part

trim matrix
#

things erroring for no reason

#

its happend before, or shit will freeze

#

i have this now

frosty heron
#

just don't apply root motion on knocked back montage and nothing should be fighting it?

frosty heron
#

most likely just haven't hit compile

storm solar
lofty rapids
#

compile, save, compile save, etc...

trim matrix
lofty rapids
frosty heron
trim matrix
frosty heron
frosty heron
lofty rapids
#

so then you have a popup with a message, and you can work pages in there

storm solar
lofty rapids
#

so you create a variable and set it to the return value of create widget

#

if it's invalid

trim matrix
#

so make anew variable thats a reference to the widget and use that?

lofty rapids
#

and run it on interact

#

so that if it's valid, you invalide it and remove it, this way the next interact

#

it will open up again

#

idk if remove from parent "deletes" it

#

or if your creating a bunch of widgets

trim matrix
#

put it before create widget or after?

lofty rapids
#

wdym ?

trim matrix
#

or move rthe create widget to there bc i have a few

#

ohhh ok nrvmind one sec

lofty rapids
#

replace the logic with your logic

#

just do the isvalid and remove set

#

and replace the create widget stuff with your create widget stuff

#

it's not really copy paste able, it was just a demo to show how you can do it

trim matrix
#

so this?

lofty rapids
#

ya but your lines are wild, you should make them overlap less

trim matrix
#

ik its jsut bc i was movingf them around

#

soo now what do i do

lofty rapids
#

but that should work

#

does it open and close ?

trim matrix
lofty rapids
#

you need to set the variable after you create to the return value

#

and don't cross execution like that

#

it's usually not a good idea you can get some invalid values

trim matrix
lofty rapids
#

so that it's valid

trim matrix
lofty rapids
#

try that

trim matrix
#

it goes away but dosnt let me read the sign again

lofty rapids
#

because you set both

#

you only want it valid on one execution

#

the one where you create

#

you want it invalid after that so set it do nothing

#

when you remove

#

you set both to a valid state

trim matrix
#

oh ok

inland jolt
#

is there a way to improve performance in a huge blueprint? each time I connect/disconnect/swap something out, there's a 2-3 second stutter

trim matrix
#

its letting me now

lofty rapids
#

so you can open and close it ?

trim matrix
#

yea

lofty rapids
#

is the placeholder text hard coded in the widget ?

#

now i would make a couple signs and see if they all work just because i like to test things lol

#

you can add a variable for the text

#

so that each sign has it's own variable set to a certain text

trim matrix
#

adding multiple signs breaks it a little

#

after reading them in a row the widget no longer shows

#

even tho i have it to go away when they hit the input again, if u hit another sign when theres still naother one active neither will go away

lofty rapids
#

make sure they are spaced out enough that your not overlapping two

trim matrix
#

they are

lofty rapids
#

so i don't know why thats doing that lol

#

but in any case what does update text page do ?

trim matrix
#

nothing rn, i didnt get that far

lofty rapids
#

i would assume it would just switch considering the ref is a local variable to each sign

trim matrix
#

its not doing it now as long as u finish the text box u started at the same sign instead of interupting it w another

lofty rapids
#

i can see what would happen you open one up, then leave, it's not in the overlaps anymore

#

so when you loop through your overlaps to interact when you press the button

#

it doesn't interact with the first one because it's not overlapping so it won't close

trim matrix
#

ah

lofty rapids
#

probably if you interact then move out you can't close it

#

you need to be overlapping

trim matrix
#

well the freeze movement will fix that later once the messages are working

lofty rapids
#

right, you can do that with pretty much a boolean

trim matrix
#

the freeze have a isreading bool?

lofty rapids
#

i usually call is something like canMove

#

and just switch it true/false

trim matrix
#

do i need to setup the text and pages first?

storm solar
lofty rapids
#

possibly with a variable as a state, that transitions and runs the knockback in your anim bp @storm solar

lofty rapids
trim matrix
#

so after the interact event set can move to false

lofty rapids
#

and in your movement only actually move if canmove is true

trim matrix
#

where am i putting it tho im confused lol

lofty rapids
#

put it on the character

#

just a boolean

#

do you know where your movement input is ?

trim matrix
#

and then plug into the overlap for the sign trigger?

trim matrix
lofty rapids
#

first thing you need to do is actually have a boolean that can stop movement

#

you can just set it up and test it

#

by setting it to false and so you can't move

trim matrix
lofty rapids
#

but inside you character bp, where you move

#

just use a branch on the execution

#

that only runs if canmove is true

trim matrix
#

like this

lofty rapids
#

right, then switch it to false and see if it works

#

see if you can't move

trim matrix
#

i can still move

lofty rapids
#

if can move is false

#

and you can still move then it's not on the right execution

#

or you didn't compile and save everything

trim matrix
lofty rapids
#

if can move is false

trim matrix
#

it works now

lofty rapids
#

compile and save before you run

#

but you can set it to true so you can move

#

but now you know it works so you can figure out the way to implement it easier

#

without having to worry if that actually works or not

#

you need a reference to the player

#

are you going to have multiple players you can choose from ?

#

is it multiplayer or single player ?

trim matrix
#

single player but theres levels with different player blueprints, some levels are 2d sections, some are like super monkeyball but only the main platformer thirperson blueprint will be interacting w signs

lofty rapids
#

so you need a reference to the player

#

in your sign, so you can set canmove

#

one way i do that is on begin play of the sign, get player character, cast to player, promote to variable

#

you'll need to cast

#

i like to do it once on begin play

#

but you could do it in the interact it just makes more sense imo not to

#

but ig it doesn't really matter

trim matrix
lofty rapids
#

then promote to variable

#

i just fixed the text, i missed that part my fault

trim matrix
#

cast on begin play?

lofty rapids
#

from the get player character return value

#

cast to your third person character

#

then promote to variable

#

so that you have that bp and can access it's variables

trim matrix
#

this?

#

or this

lofty rapids
#

the second one

trim matrix
#

ok

lofty rapids
#

now you have the character in a variable so you can set canmove

#

get the character ref, drag out set canmove

narrow sentinel
#

so i have a question if I have a wav that is 15.7 seconds long and I want the interp to constant to match then length in terms of it takes 15.7 seconds to get to it's target what math would I do

trim matrix
#

execute it after the charater ref or in the interact

lofty rapids
trim matrix
#

yea

lofty rapids
#

so just put it in the code in the proper places

narrow sentinel
#

I've tried doing door speed / The amount to travel and the other way around but I either get it being too quick or well too slow

trim matrix
#

ok

narrow sentinel
#

like on extreme to the other

trim matrix
#

ok thats working now

#

am i also able to lock the camera when the player freezes?

lofty rapids
trim matrix
#

ok

#

ok thats working now

narrow sentinel
#

anyone able to help with my issue please ??

trim matrix
#

now how would i setup the text, ik i could make the array but am i able to make it so i can select what text from the array each placed sign uses,

lofty rapids
#

you could have an exposed variable something like selection that is the index

#

and when you begin play, load that index of the array

#

i'd probably put the array in game instance

trim matrix
#

how would i do that

lofty rapids
#

did you start with a template ?

#

you can just create a new instance

#

it can be empty

#

then you set it as your instance in the project settings i think

lofty rapids
trim matrix
#

i used the third person template

narrow sentinel
#

I love when chat gpt constantly tells you something that doesn't work at all, please anyone able to help

trim matrix
lofty rapids
#

if you want over a period of time why you need interp, maybe a timeline or timer @narrow sentinel

lofty rapids
narrow sentinel
#

you can't use timeline in their

lofty rapids
narrow sentinel
#

I can use set timer by event but still how would that would cause I'd need to still ensure the door bone ends at right place

trim matrix
lofty rapids
summer bolt
#

like a shrinkwrap

trim matrix
lofty rapids
# trim matrix

now you can place variable in there as an example just make an array of strings

#

and populate a couple of messages

trim matrix
lofty rapids
trim matrix
#

added

lofty rapids
#

on your sign begin play

#

get game instance, cast to your instance

#

and promote to variable

trim matrix
lofty rapids
#

now you have access to that array through that reference

#

you know in your widget where you hard coded the message ?

#

now you want to actually set it

#

luckily you already have a reference to the widget

narrow sentinel
#

so lets say I did it with a timer, how would I use that in my situaion cause I still somehow need to lerp or interp the current bone loc to it's target loc at the duration of the wav playing

lofty rapids
#

i c so you want to open a door to the exact time of the wav sound ?

lofty rapids
# trim matrix

in your widget, mark the text box as a variable at the top right check box

#

and set the name to something you can remember

lofty rapids
#

well thats a way to test it

#

but i wouldn't do each page is an element of the array

#

this would require a bunch of different arrays

#

and you would have to determine which one you want to use

trim matrix
#

thats what i originally had i can redo it for what is now made

lofty rapids
#

i would make each message just an index in the array, and try to break the message up into pages later

trim matrix
#

ok, so drag in the array from the sign instance?

#

from the instance*

lofty rapids
#

get game instance, cast to your instance, then get the array

#

but since you already did this

#

just use the reference you made on begin play

lofty rapids
#

the reference you made on begin play

#

drag out and get array

trim matrix
lofty rapids
#

you don't need that

#

you already have a reference

trim matrix
#

oh

lofty rapids
#

use that

trim matrix
#

do it ther or in the widget

lofty rapids
#

since the text box is a variable

#

and you have a reference to the widget

#

i would just do it on interact

#

load the proper message

trim matrix
#

im confused

lofty rapids
#

since your using update text page then ig yes, you see where you have messages ?

#

and you where using that array ?

#

just switch it out with the array in game instance

trim matrix
#

i cant get teh array from the instance it wont let me

#

wow spelling

lofty rapids
trim matrix
#

it dosnt let me get it, they dont connect

lofty rapids
#

you drag out from game instance

#

and get the array

trim matrix
#

i did

lofty rapids
#

and it shows the array ?

trim matrix
#

yea, then it dosnt connect

lofty rapids
#

connect to what ?

trim matrix
#

it says is not compatible

lofty rapids
#

what are you connecting to ?

#

show it

trim matrix
keen sun
#

Is it possible to call the completed delegate with auto blend out disabled?

#

I want to hold the last frame but also call a deligate that tells it's working

lofty rapids
# trim matrix

you should probably look into nodes and how there variables work, thats not what you want to do, i mentioned it a couple times you drag out from the instance and get the array

trim matrix
lofty rapids
#

delete those two nodes

#

drag the as game instance from the left onto the graph

#

what does that look like ?

trim matrix
#

u said to do it in the widget, the as game instance is in the sign

lofty rapids
#

no not in the widget

#

in the sign

#

thats probably why it's fkd

#

the widget all you need to do is set the text box as variable

trim matrix
#

thats why i asked

lofty rapids
#

in the sign you have all the refernces you need, and is where you interact

trim matrix
#

still wont let me

lofty rapids
#

well thats how it works

#

you drag out from the game instance

#

and get the array

#

you shouldn't be connecting anything

#

you "drag out" and "get array"

#

it will auto connect it

#

and create the node

#

replace "array" with the name of your array

trim matrix
lofty rapids
#

show the array in the instance

#

on the left side

trim matrix
#

?

lofty rapids
#

maybe make it instance editable but it shouldn't matter

trim matrix
lofty rapids
#

thats weird what does the note say on the cast to your game instance ?

trim matrix
#

says i dont need to cast

lofty rapids
#

you cast to game instance,

#

cast to "your" game instance

#

the one you created

#

should probably look into casting a bit as well

#

and how that works, because your probably going to use it a bit

trim matrix
lofty rapids
#

there it is nice

trim matrix
#

i usually have only used casting to my character still learning

lofty rapids
#

ya you want to cast from one thing to another, if you want the specific variables you need to cast to that specific class

narrow sentinel
#

should the elasped time of a timer jump back and forth from and two or simply increase with the time the timers is running ?

#

I'm trying to do this using a timer and thats whats happening

keen forge
#

Does anyone know why my train blueprint lags my game down to 10 fps everytime i move it in the editor?

#

this is when i move it around

#

i have tick and everything disabled

#

static lights in it.

trim matrix
#

so after getting the string array what should i do

lofty rapids
#

set the text, to the message at that index

#

getting it to do pages will be the most difficult part, just popping up messages isn't to difficult

trim matrix
#

im confused a little

lofty rapids
#

but you'll need to build a function i won't walk you through that

trim matrix
#

so a set text node?

lofty rapids
#

ya

#

drag out from the widget reference

#

get the text box that you set as variable

#

then set text

#

and pick an index

#

the index is where you may be able to set a variable on the sign

#

so each sign you can just say get index x

#

0,1, etc...

trim matrix
#

it wont let me set the text variable

lofty rapids
#

you don't set a variable

#

you set text

#

drag out from the widget

#

get the text box

#

then drag out from that and do "set text"

trim matrix
#

i have, it wont let me

lofty rapids
#

you already had it in your update function

#

it's the exact same thing

trim matrix
#

thats in the widget

lofty rapids
#

with the widget ref

#

it's the same thing as if in you were in it

#

show what you have that isn't working

trim matrix
#

im using the widget ref, its not connecting to the set text node after i drag off the text in the widget

lofty rapids
#

i think thats wrong set text

#

there is another one

trim matrix
#

its the only one that comes up

lofty rapids
#

so when you drag out of messagetext you only get one set text ?

narrow sentinel
#

Anyone able to give me any insight on how to do this as I tried with a timer and didn't work, the elasped time of the timer was jumping around and then I've tried with using delta time which seems to not work either the door seems to rush to the target then lerp correctly

gentle urchin
#

This is for render component ..

narrow sentinel
#

thats what I was doing when I tried the Timer method

trim matrix
narrow sentinel
#

and thats what I was doing when trying the delta time method which was plugged in on left hand side on the +

gentle urchin
#

Timer and delta (tick) would work equal here

#

Elapsed counts upwards aslong as you dont reset it

keen forge
#

i am baffled on why this happens

lofty rapids
#

you want the one under content

trim matrix
gentle urchin
#

Show the type of your variable

#

"MESSAGETEXT"

trim matrix
gentle urchin
#

There we go

trim matrix
#

what ab it?

gentle urchin
#

Different type compared yo engage, it seems.

trim matrix
#

its a reference to the text in the widget

lofty rapids
#

thats the one you want

#

i think

trim matrix
#

idk none of the others would connect

lofty rapids
#

type in some hard coded text and run it

#

see if it changes

gentle urchin
#

Youd want the function if its a widget text block

trim matrix
#

where am i putting the set text node at tho

lofty rapids
# trim matrix

well for one thing instead of dragging from the set of the third person character, just get the variable in the two places you need it, so your not crossing execution

lofty rapids
# trim matrix

but you have two paths, valid and not valid, when you create the widget, before you show it, set it's text

#

so that the text loads up when you load the widget

#

but don't use the reference, just drag straight out from the create

#

or set the reference first, and then use it

trim matrix
lofty rapids
#

right like i mentioned don't use the ref

#

drag straight out from create

trim matrix
#

just saw sry

#

it shows the message now

lofty rapids
#

so now just get one of the messages from the array

#

and you got a good start

trim matrix
#

how do i select a specific one from the array?

#

how do i hook the array up to the set text?

lofty rapids
thin token
#

is this bad for game performance

rancid hull
#

anyone know how to make a rope shoot from the player and connect to a walk but whatever length you shoot it at is the max length i tried using all sorts of things i used a line trace then get hit result i made that a variable called grapple point i even set up a cable to connect to look like a rope but now heres my problem i tried attaching a physics constraint to the impact point and character it didnt work i also tried connecting a spring arm and that didnt work i want it to be ablle to attatch anywhere the line trace hits while have a simulated physics falling and swing up like a pengelum

lethal tapir
lunar sleet
#

And thereโ€™s probably a much better way to do whatever the hell that is

thin token
#

multiplying two 3x3 matrices

lunar sleet
thin token
#

?

lethal tapir
#

tbh if you really want to know how much the performance impact of your blueprint is at runtime, use the tools inside unreal hehe

gentle urchin
#

they're there to be used, for sure

thin token
#

is there a matrix type built in?

gentle urchin
#

yeah

fading swan
#

just so u kno :

#

don't tick this lil mf off

#

or your character will start crouching in the ground and float

vivid quarry
#

nvm earlier post

faint pasture
hushed hinge
#

I am using a Controller -> AI Controller -> Character to move a guy around with AI Move To

However, for some items that the player can click to move to, if they are within an acceptance radius id rathert they just look at the thing than move to it

I can use LookAt + RInterp to etc but i was wondering if there is an easier way with the movement component to just turn my character in place

I dont think I want to use controller rotation because 90% of the time, I want movement to drive toration

sudden nimbus
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if you are using controller rotation, youd want to use SetFocus / SetFocalPoint

hushed hinge
sudden nimbus
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youd have to toggle it on/off or something if you want that -- theres no trick of it

thin token
hushed hinge
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ยฏ_(ใƒ„)_/ยฏ

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@sudden nimbus manually managing focal point is working great thank you

faint pasture
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You can do it super easy

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After looking if there's a BP matrix multiplication first

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what is that PhysicsComponent?

tropic peak
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I have a very bizarre issue. I have a camera actor that follows the player, the camera position gets updated when movement input action is triggered. When it's triggered I start a "set timer by event" on a 0.001 loop so it updates when the player is moving. When the player stops moving, there is a 2 seconds delay after which the timer gets invalidated

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However it looks like there's a 1-2 frame skip exactly when I let go of the movement keys

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It's barely visible in the video, and I bet 99% of players wouldn't notice it but it's driving me nuts.

tropic peak
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to avoid event tick

faint pasture
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What's wrong with tick?

tropic peak
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I'm trying to not use it whenever I can

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first, learning experience, second, performance (somewhat)

faint pasture
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You want your camera to be moved to the correct place each frame. Tick happens each frame. Put it on tick. If you're concerned about wasted work, first off, don't. Second off, you can turn tick on and off.

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The timer is probably worse performance. You're running it many times per frame, maybe. I don't remember the specifics about setting a timer faster than tick is.

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But putting the camera in a valid location on tick is 100% fine. That's how literally everybody does it. That's the correct way to do it.

tropic peak
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even if it's inside of a player controller?

faint pasture
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Sure

tropic peak
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(don't know why it wouldn't be, but I'd rather ask)

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but yeah I tested it with tick earlier and it worked just fine.. might as well..

faint pasture
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Problems come from doing stupid or unnecessary stuff on tick. Moving your camera on tick is pretty necessary.

tropic peak
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yeah.. it is ๐Ÿ˜„

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by the way, do you know a way to "offset" the charecter directional movement? I'm trying to create an isometric environment and WASD doesn't quite represent UP/LEFT/DOWN/RIGHT, it's angled because the camera is angled

faint pasture
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Probably just put it in world space

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Instead of basing off camera

tropic peak
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uhh

faint pasture
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X = W - S
Y = D - A

tropic peak
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I don't think I understand

faint pasture
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Show your input nodes

tropic peak
faint pasture
# tropic peak

Literally just turn that 2d vector into a 3d vector and feed it as the movement input vector

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Drag the blue thing into the yellow thing and see what happens. Scale value should be a constant 1 in this case

tropic peak
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did you mean this?

faint pasture
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Probably not. What is that node, the dot product?

tropic peak
faint pasture
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Oh okay cool. I'm guessing that float is the

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In that case, just plug that directly into add movement input, set the scaling to one, and that's it.

tropic peak
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it didn't really do anything

faint pasture
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Show current code

tropic peak
faint pasture
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Plug the output of that conversion node straight into the add movement input node

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You can delete 75% of those nodes

tropic peak
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yeah inputs are a bit difficult for me to understand

faint pasture
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The input node is spitting out a vector 2. You want to convert it to a vector3 then feed it to add movement input. Then WS and AD will map to direct world directions. Press W, move in X

lethal tapir
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I got a small issue, everything is working perfectly, yet this referenced sound will not play, but if i play it once in the content browser, it will start to play at the given moment in runtime, until i restart the editor again.
My guess is that i have to async load some assets as the component gets active, but im still kind of curious why other sounds handled the same way is played normally without this issue.

vital cargo
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I'm having trouble here. How do I create an Interface (in C++) callable from BP's?

I can't add BlueprintNativeEvent, BlueprintCallable with Virtual in front of it as "BlueprintNativeEvent shouldn't have virtual in front of it" but for me to update the value from my Character class it needs Virtual & Override on the character. Unless I just don't understand Interfaces in C++.

tropic peak
vital cargo
rancid hull
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how do i connect a physics constraint from my player to a impact point on a line trace im so lost,.

faint pasture
hushed hinge
faint pasture
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Grappling hook I'm guessing?

rancid hull
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yeah i wanted it to be physics based

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i assumed a physics contstraint would work

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if i apply propper limits

faint pasture
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Is your character already moving around physics based?

rancid hull
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no but when i set my variable is grappling i make it so the movenment mode is falling and i add force based on a number of factors

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i was hoping when i set my is grappling to true i could set it to be physics based and when im not then set back to regular movement

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i have a simple line cast grapple point system but i want to stop falling when i reach the length of the max distance from my impact point

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i tried applying small amounts of force to differnt location depending on variables

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to counteract the speeding up

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and falling dow

faint pasture
rancid hull
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i did

faint pasture
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That should be enough to grapple

rancid hull
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i can grapple no problem

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just not stay still

faint pasture
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so what's the problem

rancid hull
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when i hang

faint pasture
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gotta dampen

rancid hull
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i dont know how i would dampen it

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ill show you my code

faint pasture
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is there anything in your settings that can give you air friction?

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that's what you're aftyer

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if not, just do it yourself

Force = ForceFromGrappling + Velocity * SomeNegativeNumber

rancid hull
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so i could apply air friction would that stop me from going down after hanging

faint pasture
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won't stop

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just slow

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wha'ts the problem, you never stop swinging?

rancid hull
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i want it to be so when i continue to hold the grapple button i fall into the wall or object im attatched to and dont move

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and dangle

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so if you had a rope attatched to a bar in the sky and you let it go

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it would run out of momentum and stop swining

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swinging

faint pasture
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show a clip, I still don't know what it's doing vs what you want it to do

rancid hull
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ok one sec

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this is what i want

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ill make it a mp4 one sec

faint pasture
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i was able to watch it

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and what do you have?

rancid hull
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oh ok

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let me record that

faint pasture
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Tick -> calculate distance -> calculate speed (for damping, dot product of velocity and direction towards grapple) -> cook up spring strength (map range on Distance - RopeLength) -> cook up damping strength -> Force = DirectionTowardsGrapple * (Spring + Damping)

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Bonus, to "reel in", you can just change RopeLength over time, that's it

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why is world location involved?

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Do you want the force to always blast you towards world origin?

rancid hull
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Sorry im back

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thx

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ill try it

inland walrus
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Anyone know why even though they have 2 different values, they still the value of only one?

rancid hull
storm solar
inland walrus
rancid hull
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well how did you refrence them in the first place

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in your code for the text i assume you made the function for where it gets that number from

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probably in the widget

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bp

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@inland walrus

inland walrus
rancid hull
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Love unreal haha

inland walrus
rancid hull
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click on that hero health node and set it to instance editable

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the variable

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idk if that wil do it but try it rq

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it alr is nvm

inland walrus
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yeah

rancid hull
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idk it might be your reference

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you got the class

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you could try get all actors of class

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or use cast to

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then the name

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on your even tick in the text render 2nd image

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youre setting the health stats

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try setting all the variables on the text renderer to instance editable

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but on that event tick whats in that function why doesnt it need a refernece to the player

inland walrus
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the text renderer isn't what I'm using that was just a tester, Im using a widget

rancid hull
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you might need to go into the function and change its inputs

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to the widget

inland walrus
rancid hull
rancid hull
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im sorry thats a premade function mb

inland walrus
rancid hull
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yeah idk

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there isnt much code in there so just experiment im sorry idk what it is

inland walrus
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Alright

warped juniper
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Would you reccomend using a forced movement on a character instead of Motion Warping in order to not rely on root motion added onto animations?
Of course, it's not hard at all to edit a root motion value in Unreal, but I would prefer to control those things with code rather than animation data.

hushed hinge
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does it make sense to dynamically change between use control rotation and orient rotation to movement if i need to turn in place for some actions, and for movement i want to use the movement rotation

added an example, when in attack range i use set focal point to aim at the character so i can turn in place using character movement component

But when hes walking around trying to get to a location to auto attack i dont want him pointed at the character i want him to move normally, also if just doing more complex pathing I dont want him just staring where he wants to go, but where hes going

gaunt ether
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Hello, I am making the portal gun from rick and morty, and to test out the teleportation I am making the player character teleport to the random coordinate I input, but the character wont teleport for some reason. Another thing thats not working is my character wont physically interact with the portal. Any help would be so awesome.

warped juniper
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You want to get the actor either with Get Player Pawn, or getting the overlapped actor to teleport that.

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Ideally you wanna filter out what type of actor you telepor though, otherwise anything can be affected by it.

gaunt ether
lunar sleet
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also, I've seen Teleport have some issues. You can just use SetActorLocation though