#blueprint

1 messages · Page 339 of 1

manic comet
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??

lofty rapids
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interesting

manic comet
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even here

lofty rapids
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show your inputs

manic comet
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the function one??

lofty rapids
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where you are trying to set hit as output

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show your inputs, you have one called HIt ?

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i think that may be the conflict

manic comet
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its Hit oni right

manic comet
lofty rapids
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that should fix it

manic comet
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its not lol

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do i hv to put some sort of plugin or somthn??

lofty rapids
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no you have a conflict

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show the bp

lofty rapids
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then try again

manic comet
lofty rapids
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you changed the input ?

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and compiled ?

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do those two things

manic comet
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the name is Hit from the begining oni

lofty rapids
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do you not understand what i wrote ?

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show your inputs and outputs

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not just the outputs

manic comet
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is it cuz of this??

lofty rapids
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it's because you have an input Hit

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repeating in text is wild lol

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people skim stuff ig

frosty heron
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Is there a reason to commit name shadowing

lofty rapids
frosty heron
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Just name your variable uniquely

lofty rapids
# manic comet

you can't have input and output same name, this is your problem

manic comet
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bruh then in dis vid???

lofty rapids
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the inputs are your "function parameters"

lofty rapids
manic comet
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😭

lofty rapids
manic comet
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bruh

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ill just roll with it and see

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this is pain

lofty rapids
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it doesn't matter what you name it tbh

manic comet
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hmmm

narrow sentinel
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so i've got a wierd issue

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i do this to create a menu widget when player wants to

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I then do this based on the button press they do on the widget

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first time they say clicks resume game works fine

lofty rapids
narrow sentinel
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this code runs, however I have an odd issue where the second time they open the menu this resume game event seems to fire when they try to resume game by the ESC key which is done by this

narrow sentinel
lofty rapids
narrow sentinel
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do I

lofty rapids
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well by what your saying

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your saying it runs another resume game ?

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not the originally ?

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or what are you saying is the problem ?

narrow sentinel
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i found the issue

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it's this

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that spawned menu var isn't correct so the second time they try opening the menu it'll fail does the resume game function

lofty rapids
narrow sentinel
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yeah so I never nulled the spawned menu ref after removing the menu so after the first occasion it was being seen as a valid ref even though the menu was removed from parent etc

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so it bassically was acting like menu was open when it wasn't

frosty heron
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you can just convert that to validated get

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less nodes

manic comet
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it failed

dense hinge
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Have you looked into GASP? It does that, but it's also dependent on animations

frosty heron
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You mean the leaning bit?
most likely just using blend space with direction as the value.

narrow sentinel
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love it how widget work fine both in PIE and standalone game but then in game packaged build they oddly don't work the same

narrow sentinel
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on one of my widgets a button etc appears when the ship is in position however in packaged build this doesn't seem to happen so just checking I've not done anything wierd so barewith

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is there a way to see if the game is packaged build or not ?

lofty rapids
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are your anchors correct ?

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for instance if you have something on the right side, are you using the right anchors ?

narrow sentinel
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only asking cause I do a PSO loop checking but because it's editor the PSOs have prob been done already

lofty rapids
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this would probably be an issue when you open a window compared to pie

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like if you have something on the right side, but it's set to a left anchor

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it might scoot off screen

narrow sentinel
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I reckon I've prob logic somewhere

lofty rapids
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check your anchors for sure

narrow sentinel
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so turns out which is what I thought it was user error issue

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bassically handed double checked stuff still worked within the gameplay level and only checked stuff worked in test playground level so was actually really simple issue

jagged moss
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can someone explain to me the correct way to get info from one actor into another and get info from an actor into a widget and explain it like I'm 5.
I'm watching video after video but I just cant understand it fully ._.

lofty rapids
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and those variables are a part of that blueprint class

waxen ice
jagged moss
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give me a moment ill give you some pictures

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The sleep event happens on an actor, when that actor sleeps it creates a integer, i want the integer to be written out on the widget text block.

The only way i have been able to change it was with create widget but then it just creates a number on top of the other which just becomes unreadable. what is the best way to update the integer that is created when the actor sleeps

jagged moss
lofty rapids
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you create a reference to the widget, then you use that reference

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to get the variables from the widget

lofty rapids
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use that reference

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do the create and promote on begin play

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and just use the reference when you need it

jagged moss
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i do that on the character, but this happens on a seperate actor

lofty rapids
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i usually put these in the HUD, but for simplicity begin play is fine

lofty rapids
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then pull out and get the reference

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or even get player pawn

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but your missing piece is "references"

jagged moss
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give me a moment to try

lofty rapids
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so you promote to variable on the player, this creates a new variable that lives on that player or whatever bp you do this on

jagged moss
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like this or am i still off?

lofty rapids
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in the first image you set it

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what are you trying to do in the second image ?

jagged moss
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i can swap it to a get, but im confused how i get the integer sent over to the widget

lofty rapids
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well based on image #2 you need a bit of learning about how blueprints work

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specifically variables and there scope

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and references

lofty rapids
jagged moss
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yes, thats what im trying to understand. i am lacking a lot of info and im taking some courses etc, but im always so confused how getting information between them works

jagged moss
lofty rapids
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get the reference, get the variable

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variables live on a class

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you need to access that class to get the variables

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and each reference is an instance of that class

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so when you create the widget

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and promote to variable

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this variable lives in whatever blueprint you do that in

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and to get it from another

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you need a "reference" to the other blueprint

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then just drag out, and get the variable

jagged moss
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ive been watching a lot

lofty rapids
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your missing some basics

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you probably need a blueprint tut

jagged moss
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but i always get confused, i feel like i did understand it a bit in the past but after coming back im struggling more

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ive done some in the past and i am following new ones too

lofty rapids
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you can scroll up and read what i wrote

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thats about as basic as it gets

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the data lives somewhere

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you need to get access to where it lives

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in order to access it

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and get actor of class is a good choice

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if you have no way of targeting the actor

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personally ...

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I put my widgets in the HUD class

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this allows me to get them from anywhere pretty easily

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but it's easy just to use begin play of character, just if you die and respawn it will fk it up

jagged moss
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i feel like part of the issue is that there is so much to learn and when i try to create something i always learn something new a bit to late. i have been able to make a lot in the past tho, so some parts i get and some i just dont

lofty rapids
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everybody learns different

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your missing "scope", "references", and "variables"

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mostly scope

jagged moss
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when getting info between character and widget in the past i found it pretty easy, but now that i need it from an actor it feels so difference, but i have now been able to get the right variable into the actor

lofty rapids
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ok good so it works ?

jagged moss
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no, im probably messing up somewhere else, but im gonna try to change things around a bit to see if i figure it out

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on begin play i made a reference from the return value of the create widget, then i made a reference again from the variable i want to change, is that correct?

lofty rapids
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why are you make a reference again ?

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your adding stuff that isn't necessary

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just make the reference

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and then when you need to access it

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get the thing, and access it

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...

lofty rapids
jagged moss
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nice, yea ill have a look into that one

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so on my actor i now have event-> setting variable->Get actor of class which is character->set variable tied to widget
Am i still off?

lofty rapids
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which is pretty cool site

jagged moss
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so when i drag out from get actor of class it does give me the option to choose the variable and im guessing also setting it to the wanted integer

jagged moss
lofty rapids
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top face name is the valid number ?

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so now you set the variable on the character

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but that doesn't do anything with the widget

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unless you use bind

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honestly i would just use now bind in the widget

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or even set the variable on the widget itself

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by dragging out of the get actor of class, getting the widget ref, then setting a variable on the widget

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then bind the value to the text

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probably would be best bet

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this way when you change the variable on the widget, it would update automatically

jagged moss
lofty rapids
jagged moss
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ill have to look into it as i try to avoid ticks as much as possible

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i think that is what confused me before but i think this was how i manage to "cast" before to by making a bind too

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thanks for the help tho ^^

shell tide
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Yeah keep it up @jagged moss , I'm learning blueprint communication too. I’m still working on understanding the Cast, and I’ve put together something to practice. So I have a BP_CubeGuy with a FirstName variable exposed, and I dragged two instances into the viewport. One is named CubeGuy1, and the other is CubeGuy2 (as indicated in the FirstName variable).

The Cast starts from a BP_Hero that is not placed in the viewport but appears after the game starts. The goal is to display CubeGuy1 when I press A and CubeGuy2 when I press E. Here’s the result: everything works perfectly, but is this the right approach?

charred granite
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Hello, does anyone know how I could solve the stretching on the angles of this pyramid shape? It only seems to occur on triangle shaped stuff, I tried googling a solution but cant seem to find the cause of this.
I'm using 2 different shapes for this material, so that's why I decided to go with World Aligned textures/nodes. My blueprint below :

lofty rapids
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and you see they are flipped

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this is a bad way to get specific actors

jagged moss
lofty rapids
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cool mechanic dice roll i made a game that uses that but have not actually done 3d dice yet, might try it out

jagged moss
lofty rapids
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ya i think i'm going with the component on each face, highest z approach as well

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seems like the best way to do it

jagged moss
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i think it might be even better to mark down each rotation of it and casue then you avoid "cocked dice"

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thats more an issue when having a D20 etc tho, i migth do something like that later

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btw, i know its the wrong channel for it but how hard is it to make material like shown on the right side here for my dice? i got the dumbest way to colour dice but its nice for making prototypes. it takes me about 2 minutes to make a dice and set its colours so when i import it i can just input any colour i want like this

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from creating the dice, to colour it to import it into ue it takes less than 5 min and i can add the colour i want later

lofty rapids
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materials are really nice

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you can do so much with them

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i would use a collectionparameter

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whats cool about these is you can run in the viewport and change the param on the fly

jagged moss
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i get confused by the uv wrapping etc so i avoid it and do it with stamps in stead and when its imported i get it like this, the original materials was just simple textures made in paint

lofty rapids
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so you can get a good adjusted color

jagged moss
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yes

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but i havent seen anyone else make it the way i do and i think my version might anger some artist x'D

lofty rapids
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i've been using colors with a macro variation

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looks like a texture lol

jagged moss
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when i import the dice theyr done with material like this setup but with simpler colours, then i applied the beginners content colours

lofty rapids
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collectionparameter ftw

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they are so nice

jagged moss
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the only thing i did in blender is convert the file so its ready for ue

jagged moss
lofty rapids
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scalars and vectors only

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for collectionparameters

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but 5 minute process is nice

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this what you can do while its running, dial it in

jagged moss
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you dont really need any knowledge either, the dice i make in a dice maker program that is free, then i open it in the shittiest 3D program known to man, 3Dbuilder, then i use 3Dbuilders stamp tool and apply paint colours to the object, you can stamp as much as you want and when you click "complete" all you did becomes one material. then do that on all sides you want. save it as obj. and open in blender, convert it to the correct file and then import into ue5 and its ready to add the correct textures

lofty rapids
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oh is that all ?

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lol

jagged moss
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yes

lofty rapids
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it's a lot, easy for you, but a pain for me

jagged moss
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the picture i took in ue5 is just after the import, but i changed the textures only

jagged moss
lofty rapids
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so basically you import it, then set the textures on the parts

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classic

jagged moss
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when its imported it has as many materialslots as you chose to add with the stamps, then just choose what material you want

lofty rapids
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right yes i have done a bit in blender

jagged moss
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what usualy stops me from finishing a project is blender and colour theory x)

shell tide
lofty rapids
lofty rapids
shell tide
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I see. Well I still have a lot to learn!

dark drum
# shell tide I see. Well I still have a lot to learn!

Just to add onto what engage said, be care when using the get all actors of class. Sometimes the array it provides can be large if there's a lot of actors of the given type in the scene. Looping through them in BP can cause performance issues.

If you're wanting to get specific actors for things like quests. It might be worth you making some sort of actor manager that allows you to register and actor with a name/gameplay tag and then retrieve it using the same name/gameplay tag.

jagged moss
dark drum
# jagged moss to update widget i did this, it seems to be the easiest way, also when adding a ...

Event Dispatchers are you're friend. The dice can have an event dispatcher called 'OnDieUpdated' that can be called when it's number is updated.

This can allow multiple things that need to do something when the die updates can do so whilst also receiving the number. It also has the advantage of not requiring tick as things will only update when they need too. (When something has changed)

lofty rapids
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where string is the id

barren tangle
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i know it's the Pitch, but i don't know how to calculate it

dark drum
# lofty rapids where string is the id

You could but Names tend to be better for look ups. I would use Names over strings for look ups as they aren't case sensitive. Plus there's some performance advantages.

jagged moss
lunar solstice
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Has anyone had issues with 5.6 and setting movement mode to Swimming?

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^^ Above works when I set it to flying, but if I set it to swimming, it does nothing

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If I add a physics volume and set it to Water, that works. But manually setting to swimming does not

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Yeah tested in a fresh 5.6 project, and yeah, its broken

potent bear
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Does anyone know how to setup the widget interaction component input correctly?

I currently have an actor in the scene with a widget component. The widget that it is attached has just two buttons. The widget interaction component does trigger their hover calls, but not their presses.

I currently have it set up so that input gets received from the C key, and somehow whenever I press the key to interact with the widget nothing happens. But hover calls do occur. The second image shows the widget blueprint, with what does get called, and what doesn't. The third image shows the UI in world the world, along with the print screen showing the hovers occuring.

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Sorry for taking too much space with the images, if anyone knows how to fix this issue it would be appreciated.

lofty rapids
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or that works

potent bear
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Nope

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I can't click on them when the widget is in the world

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The interaction component does call the Hover function, but not when I try to click on them

lofty rapids
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so the hover events work, but the click doesn't ? isn't there also a pressed ?

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i'm assuming that doesn't work ?

potent bear
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I also did them individually and nothing

lofty rapids
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put a print string on the clicked in the image

potent bear
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yep

lofty rapids
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you already know that these are not firing

potent bear
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yep

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I can validate that they work when they are attached to a character, but not when trying to get input through the widget interaction componnet

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My though was that maybe the interaction component itself isn't passing the funcitons as it should, but I have no way of knowing if this is right or wrong

frosty heron
# barren tangle I was thinking, like motocycle. when they turn you see the body move as well on ...

You are talking about leaning. And you use direction and blend space for these.

You dont rotate the capsule at all the feet will clip the ground.

You can make new animation out of your walk and run animation, where you rotate it by 45 degrees. You then bundle those animation in a blend space and use direction to drive the leaning.

Finally that blend space will be additive to your walking and running animation.

coarse orbit
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Anyone know what is the requirement for a BP function input variables to have description?
I tried:
@param[in] VariableName Thedescription

But it didn't work, I remember doing it in earlier versions of UE but on 5.5 doesn't seem to work, did they change how it is done?

sand shore
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This is how I remember it working from UE4 and its also the syntax used in native C++ comments to do the same

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You may need to refresh nodes or recompile or both, though

coarse orbit
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@sand shoreThanks it did work in a normal bp however I also tried for asset action utility bp function but didn't work, do you know what might be the cause??

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nvm my bad, it works inside blueprint graph but not when executed

sand shore
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Ehh, maybe someone else can help if they want

coarse orbit
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Thank you, maybe its just not possible you did more than enough 🙂

narrow sentinel
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out of interest what would be the best way to extend this spline length both in x axis as I want to have them dynamic extend to the length needed.

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well i have an idea of how to do it but just wondered is there a performant way I should do it

worldly notch
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Does this make sense for a Sign In event?

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I have a feeling that output pins wired from the Target - Username nodes should be wired to something, but I'm not 100% certain

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Might as well be the impostor syndrome, since I'm re-learning coding as I code

lofty rapids
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your getting data from a save ? what is this data ? the login info ?

frosty heron
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Keeping non encrypted password is wild imo

lofty rapids
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well technically is should be hashed

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imo thats the best way to store passwords

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in web dev it's common practice

frosty heron
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Its common practice everywhere. No one should store the actual password letter by letter

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Anyway that aside you are just loading the .sav file. You can just convert that to the text, where the password should be converted to bunch of ***** for display because you dont want youe lil bro to see your password on screen. Do you have any actual issue atm?

worldly notch
worldly notch
lofty rapids
worldly notch
frosty heron
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Im not sure what you are not sure about

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What error are you actually expecting?

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Btw the text remains empty. You want to convert that string to the text for display.

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As for the password, format first then set the text.

worldly notch
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Not expecting an error, per se
Just double-checking that logic flows correctly

frosty heron
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Well atm the text will remain empty unless you set a value to it.

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Also provably use the set text function instead setting the text variable

worldly notch
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These 2 for example, I have the impression they should be hooked to something

lofty rapids
frosty heron
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Yeah well tbe username text box not gonna magically fill it self

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Convert the string to text and use that value for the text box

lofty rapids
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or is it the available login information that you need to check ?

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if your just trying to set the texts to the saved values plug them in like already mentioned

olive yarrow
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So... you can switch player and stuff, so i thought "ah if i just attatch this weather actor to the player controller it'll go where they are!" nah.

I'm trying to have this spawned actor go to and follow wherever the player controller/controller character is. Any ideas?

frosty heron
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You will want to attach the actor to the pawn you possess not the player controller.

olive yarrow
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dangit, that's what i was doing before i just hated transfering the rain actor

frosty heron
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You can have some sort of manager that bind an event when the controller change possession.

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Where you just attach the rain to the new pawn everything the controller possess a new pawn.

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Event on possess -> attach actor

olive yarrow
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oh girl

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thanks

frosty heron
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@olive yarrow actually you can do all this in the player controller. OnPossess event will give a reference to the new pawn iirc.

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OnPossess -> get rain, attach it to the NewPawn

calm bear
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Hello, is is possible in BP to get a world soft object reference from a ulevel asset ?

snow halo
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so I have a line trace that starts from the top going downwards
this line trace is supposed to hit my static mesh floor but it never does
instead it his all the way down to the landscape, it will find the landscape if i make it too long, but it ignores my static mesh, why?

lunar solstice
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Can anyone verify that Swim movement mode is broken in 5.6 when setting it in code/blueprint? It works fine setting in a physics volume, but thats it

frosty heron
lunar solstice
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Crazy

maiden wadi
lunar solstice
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Technically yes, but the fact that it can be overridden without some hacks

supple ridge
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Is this a bug with 5.6.0? Instance editable variable in an actor component only shows up in the details panel of an instance in the level, not in the details panel of the blueprint itself (pawn),

modern horizon
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How can i extend a bone/joint (or group, wtv) to a specific location?

zinc ermine
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Hello, Im using this timeline to add recoil to my game, but I noticed that the recoil is super high at high frame rates and really light at low ones, can anyone help me make this consistent across frame rates?

proper tulip
frosty heron
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You need to remove the widget from the viewport where key f is when you leave the trigger.

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End overlap-> get the widget-> remove from parent

proper tulip
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this is what i havew

grand oasis
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Does anyone know why my Setting for Anti-Aliasing isn't being set?

paper gate
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can someone help me here? This feels like it should be the easiest thing ever but its not doing what I want it to.

I have an actor thats nothing more than a collision box and a vector you can set in 3D space (like in picture 1). Then it sends that vector to my camera system that should just be setting to that location (see picture 2) but the end result is the camera gets set to some location off to the side?

Like im not even doing any crazy math here, is there something with the vector handel I dont understand or something?

zinc ermine
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Hello, Im using this timeline to add recoil to my game, but I noticed that the recoil is super high at high frame rates and really light at low ones, can anyone help me make this consistent across frame rates?

chilly thicket
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hi, i need some help. I have customers that spawn go to a shelf, take an item, go to the checkout counter, and then leave. My behavior tree works when i star a level with customers already placed. But when i use my spawner the customers get stopped when its time to go to the counter

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i have all my code in bp just let me know what functions u wanna see

lofty rapids
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or much higher ?

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anyway, the common fix is use delta time

zinc ermine
zinc ermine
lofty rapids
lofty rapids
zinc ermine
lofty rapids
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its the usual fix

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to make it frame independent

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multiply by delta

zinc ermine
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thanks dude

lofty rapids
chilly thicket
lofty rapids
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intersting

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are you doing anything on beginplay of character or game to those customers that you might not be doing to a spawned one ?

chilly thicket
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heres the bt, the placed customers get thru the whole thing, the spawned customers get stack at move to targetcounter

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the bp_customer is the same for both the spawned and the placed

lofty rapids
chilly thicket
lofty rapids
chilly thicket
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they wont even get to that point they get stuck at move to target counter

lofty rapids
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on the same thing ?

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why do you have two blackboard conditions in each one ?

chilly thicket
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yes so the customer buys the item but has not paid for it yet, when he buys and pays for it he goes to the third sequence

lofty rapids
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oh ok it's two different variables

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i'm obviously blind lol

chilly thicket
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lol all good, im so stumped i cant even think up a reason why he can get to the shelf and get the item but not get to the counter

lofty rapids
chilly thicket
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exactly\

lofty rapids
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how do you set that target ?

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i believe it's not completing the moveto ?

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or it would move to the next node to the right of it

chilly thicket
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correct, so i set it in the my customer ai controller

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hes trying to complete it but he cant find the counter

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but the ones that i place can find the counter

lofty rapids
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right, but it's not finding the target, so either the target isn't set, or they can't get there for some reason

chilly thicket
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its not setting

lofty rapids
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show where you set the counter in the blackboard

chilly thicket
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this is in the ai controller for the customer

lofty rapids
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when does this run ?

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on what event ?

chilly thicket
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begin play

lofty rapids
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you only have one counter ?

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check out actos length on a spawned one

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print string it

chilly thicket
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ok u just helped me figure it out lol

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so i did this in the spawner and the customer and it didnt work

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but if i change begin play to on posses in the controller it works perfect

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idk why i didnt try in the controller

lofty rapids
chilly thicket
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yes, theyll be placable as well

lofty rapids
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but if it's just a placeholder it doesn't even matter

chilly thicket
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its just a place hold there was only one currently in the level and i just wanted to make sure it worked

lofty rapids
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makes sense

chilly thicket
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thanks again man!

lofty rapids
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just you can use regular get actor of class, saves some spaghetti lol

chilly thicket
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true idk why i did it this way, btw do u have any projects ur working on?

lofty rapids
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yes, a few

chilly thicket
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any on stwwam i can wiishlist?

lofty rapids
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nothing for sale yet, i'm still messing with the engine

chilly thicket
#

facts let me know if u do i owe u big dog

lofty rapids
#

i'm currently working on water material

#

it's interesting materials are awesome imo

lofty rapids
chilly thicket
lofty rapids
#

eventually i will be making materials and tools to upload to something like fab ...

#

but for now it's just for me

chilly thicket
#

thats awesome man! keep at it, and thanks for help again i had to get you on speed dial

high stratus
#

is there a way to switch between two cameras of different actors, for example: I have a player, yes I know how to swap cameras within a player, but, whenever I try to swap it onto stationary camera of a different actor.. it seems that FOV been changed but the camera - doesn't

gentle urchin
#

Using SetViewTargetWithBlend?

barren sonnet
#

When I spawn a geometry collection and cause it to break by running into it or impulse, the level 0 collision for it still stays and blocks the player. Anyone know how to solve this or what might be causing this?

inland walrus
#

@lofty rapids hey, sorry to ping but I figured you'd know the most when it comes to this since we worked on it yesterday

I wanted to move the potion names from an array to a data table, so I swapped the 3 parts where it uses a array and for each loop with break to use a data table instead... but now it's only printing 2 ingredients instead of 3 (When using 3).

Any idea on why? (I've commented changed so you know what is updated)

sturdy swan
#

Anyone got a good video on how to create a shop system or more or less a npc interact system to do deals with contraband

lofty rapids
#

or it is but, you have 3, and it's saying you only have 2 ?

lofty rapids
#

i believe you did everything correctly

#

but the problem is it's matching the total of the ingredients not the total you have in slots

#

does that make sense ? it's getting 2 from the ingredients, and then saying yes you matched two of them

inland walrus
#

Yeah that makes sense

lofty rapids
#

instead of saying you have 3 slots, match one with 3

inland walrus
#

The original logic worked though which is strange, unless it didnt and I was just unaware of it

#

Thank you for the response btw

lofty rapids
#

where the logic has an issue, usually at a low percentage of the time

inland walrus
#

I see

#

So the issue is the branch

lofty rapids
#

yes, the check at the bottom right

#

where you say do my matches, equal this total

inland walrus
#

So it's always getting 2 before it gets chance to get 3

lofty rapids
#

what you want to do is figure out how many slots are filled, and use that number

lofty rapids
inland walrus
lofty rapids
#

for instance if they were ordered the opposite it would get the one with 3

lofty rapids
#

nothing to do with your slots

#

well

#

the isvalid is for your slots

#

and it does match the slots lol

inland walrus
#

Ah ok, so basically make a new variable on the add ingredient button it +1 interger

lofty rapids
#

so you need an integer

#

and you need to figure out how many slots are filled in your inventory

tame bay
#

Hello there ! I was following a little VFX Tutorial with a blueprint part in it to add some movement to it, and make it follow the ground.
I'm very new to blueprints and there's a compile error I don't really understand in the FollowGround BP (I have the exact same as in the tutorial which doesn't have the error)
Does anyone have an idea as to why ?

inland walrus
lofty rapids
#

then after the three checks you'll have how many slots you have filled

#

and use that integer instead of total from the recipe

tame bay
inland walrus
#

Using the same invalids? but just do it before it runs the loop?

lofty rapids
#

well not before the keys

inland walrus
#

Would it be 3 different branches again?

lofty rapids
lofty rapids
#

set the integer to zero before the three

lofty rapids
#

makes it cleaner

tame bay
#

So about the exact same thing as I have

inland walrus
lofty rapids
#

you can see the different

lofty rapids
#

you will get 2 at the end

tame bay
inland walrus
lofty rapids
#

do another sequence

#

with four pins

#

the top three the checks and adds on true

#

the fourth continue the execution

tame bay
inland walrus
lofty rapids
#

which automatically does the + 1 and set

inland walrus
#

Got you, you mentioned putting a set 0 node before the 3, is that before the 3 branch or after?

lofty rapids
#

so that every time it runs, it sets it zero, and gets the amount you have filled

#

if you don't reset to zero

#

this number will just keep increasing every time it runs

inland walrus
#

gotcha

#

Now I need to do a check here, does it matter if I do it before or after the current branch?

#

Probably before

lofty rapids
#

no new checks

#

same check

inland walrus
#

oh okay

lofty rapids
#

different value

inland walrus
#

so we dont need total anymore?

lofty rapids
#

plug the new number into that dot

inland walrus
lofty rapids
#

it should work give it a try

inland walrus
lofty rapids
#

i think you want the total number

#

yes

#

put back the total number

#

and add an AND

#

so check if it equals matches equal total

#

and if the total matches the new number

#

that will fix it

inland walrus
#

the bottom reroute is the total

#

perfect, it looks like its worked

lofty rapids
inland walrus
#

Oh

lofty rapids
#

the total from the recipe

#

so if the recipe amount matches

inland walrus
lofty rapids
#

and the total slots is equal to the the amount in the recipe

#

ya that should do it

inland walrus
#

Thank you so much man

polar barn
#

I need some help with this Blueprint I have where it needs to be 5 before the mesh can be spawned
but I don't know how to make it where once its completed it subtracts 5

lofty rapids
#

drag out from the cast and do set currency

#

put that on the true execution

#

just set it to zero

#

or you can subtract 5 but it's hard coded anyway

#

if you want to subtract 5, make a variable which is the amount, then get the variable, subtract amount, set the variable

steady wolf
#

yo can anybody help me make a blueprint that when a oject moves a animation plays?

lofty rapids
steady wolf
#

like a walking animation

lofty rapids
#

so do you have the animations already ?

steady wolf
#

yes

lofty rapids
#

is it just one animation you want to play ?

#

do you have an idle animation as well ?

steady wolf
#

i mean i do but idk if il use it

maiden wadi
#

Need to check out how to implement an animation blueprint and specify it on the skeletal mesh.

steady wolf
#

or like can i make it so it detects when im moveing and how fast so i can make joging and sprinting later

lofty rapids
#

probably #animation can help, you want a simple anim with blend space and probably a slot

steady wolf
#

il ad that later tho not now

lofty rapids
#

so you would put your velocity length in there and that would give you your speed

#

and you would basically tell it to play idle,walk,run based on that

#

and it will blend hopefully well

steady wolf
#

yo can you get into a vc its my first time dooing with the blueprints on unreal and i dont realy understand

lofty rapids
#

not really, but i can open up a project and try to explain it it's not that bad i think let me check tho

steady wolf
#

or can you tell me what blocks i should get and how to arange them

lofty rapids
#

this will make it simple

steady wolf
#

i mean you know whats easy so yeah shorre

lofty rapids
#

i mean it will be easier

#

so right click and search blend space 1d

#

you need to make this

steady wolf
lofty rapids
#

no

#

in the content drawer

#

you want to make a new class

steady wolf
#

ohh kk

lofty rapids
#

you'll need to make two class

#

the blendspace

#

and the animbp

#

but first the blendspace

#

you will see what it does pretty cool

steady wolf
#

this?

lofty rapids
#

yes

steady wolf
#

alr i did it

lofty rapids
#

select the skeleton

steady wolf
#

ok

lofty rapids
#

so you'll see your in there and you got your animations on the bottom right

steady wolf
#

mhm

lofty rapids
#

on the left

#

under horizontal axis

#

the maximum axis value

#

it's set to 100

#

so this is the blend space goes 0 to 100

#

but you want it higher like 500-700

#

i use 600

#

but your velocity length is going to be big like that

steady wolf
#

alr i did

lofty rapids
#

then find your idle animation on the bottom right and drag it in

#

drag it all the way to the left at 0.0

steady wolf
#

alr

lofty rapids
#

then find you walk and drag it it in

steady wolf
#

awit

#

where to put it?

lofty rapids
#

at about 100

steady wolf
#

ok

lofty rapids
#

but this you will mess with later

#

you can adjust this part to match what you need

steady wolf
#

alr

lofty rapids
#

hold ctrl and preview the blend

#

see if it looks good

#

you can also adjust it now

steady wolf
#

it looks good

lofty rapids
#

ok so save that

steady wolf
#

alr

lofty rapids
#

now you got to make animation blueprint

steady wolf
#

alr

lofty rapids
#

so right click, animation, animation blueprint

#

pick the skeleton

steady wolf
#

okay

lofty rapids
#

so now you need a few things

steady wolf
#

okay

lofty rapids
#

make sure your in the animgraph

#

which you should be

#

does it say result on the node ?

steady wolf
#

yes

lofty rapids
#

i mean "output pose"

steady wolf
lofty rapids
#

right click and create an state machine

#

yes that

steady wolf
#

alr i made the machine

lofty rapids
#

are right double click that

#

you should see entry ?

#

right click on the graph and add a state

steady wolf
#

alr

lofty rapids
#

call it idle/walk

#

drag from entry over to the state node

#

so you got an arrow

steady wolf
#

yes

lofty rapids
#

double click idlewalk

steady wolf
#

k

lofty rapids
#

so now in the bottom right you'll see your blendspace

#

drag it in there

steady wolf
#

like this?

lofty rapids
#

ok so put it to the left of the output

#

and in the bottom left create a new variable

#

a float

#

name it Speed

steady wolf
#

okay

lofty rapids
#

then plug speed into the blendpase

#

and the output of the blend space into the output pose

steady wolf
#

lar i did it

lofty rapids
#

so that speed variable is driving this blendspace

#

that 0 to 600

#

that is the speed

#

go on the left dbl click animgraph

#

and plug that in the to ouput

#

compile

#

and you should see him being idle

steady wolf
#

wait the last part whats a dbl

lofty rapids
#

double click

#

lol

steady wolf
#

oh

lofty rapids
#

my fault i ten to abbrev things

steady wolf
#

np

lofty rapids
#

if he goes idle then you did it correctly

steady wolf
#

so ths is the final thing

lofty rapids
#

if he still in t pose you did something wrong

#

what does the note say ?

steady wolf
#

result

lofty rapids
#

when you hover over note, what does it say ?

steady wolf
#

yup hes idle

lofty rapids
#

and did you compile ?

#

ok nice

steady wolf
#

yes

lofty rapids
#

idle is good

#

now set your variable to 100

#

he should be walking

#

this is just a test

steady wolf
#

how do i set the variable to 100 ( sorry my first time

lofty rapids
#

so you created the variable at the bottom left

#

and now you click on it

#

and at the right

#

there is details

#

so now this is your variable

#

scroll down

#

and in default value

#

change it to 100

#

he should be walking

steady wolf
#

hes stil idle

lofty rapids
#

show the bps

#

first the one with the blendpsace

#

you probably didn't plug the variable in i'm guessing

#

or somethings not connected

steady wolf
#

like this?

lofty rapids
steady wolf
#

in the blendspace

lofty rapids
#

thats fine

#

you held ctrl and it looked good

#

leave that fine

#

you don't have your anim stuff connected

#

i'm talking about in the anim bp

#

where you have the blendspace

steady wolf
#

like every thing looks conected

lofty rapids
#

well it's not

#

because it would show him walking

#

if you hold ctrl and drag on the blend space, does he start walking ?

lofty rapids
steady wolf
lofty rapids
fiery anvil
lofty rapids
# steady wolf

looks like you have three keys on the blend space, you only want two

#

whats the third one ?

steady wolf
steady wolf
fossil vessel
#

Hi ppl, Im using a spline with Add spline mesh component to create some tunnels, I have a tunnel section mesh and that is placed all over the spline, but I keep getting this gaps betwen the section meshes, any idea how can I fix it? Already tried making the mesh longer but that doesnt solve the gap issue, just makes the section longer.

lofty rapids
steady wolf
lofty rapids
steady wolf
#

yep just idle

lofty rapids
#

try 500

#

this should be working at 100 if you set it up right

steady wolf
#

not working

lofty rapids
#

thats weird maybe i missed something but i literally followed through and did the exact same thing and it works np

lofty rapids
#

thats weird

lofty rapids
steady wolf
#

idk it just it

lofty rapids
#

thats probably the issue

steady wolf
#

how do i fix it

lofty rapids
#

i have no idea what you did

steady wolf
#

mee nighter

lofty rapids
#

remake the blendspace

#

make a new one

#

and just change the horizontal axis

#

maximum to 600

#

and then drag in the stuff

#

and replace the other one

#

because for some reason it shows a curve on there

steady wolf
#

like this?

lofty rapids
#

yes

#

now drag the idle to zero

#

and the walk to 100

#

then save

#

and replace the other one in the animbp

#

see if the curve comes off

steady wolf
#

stil purple

lofty rapids
#

your doing something the wrong way

steady wolf
#

alr bro thanks for youre time

#

cya

lofty rapids
#

it should look like this

gentle parcel
#

Hello Sourcers. I need help about a Save Data blueprint used in a Character customizing project which manages different slots. Now... all I did was to just rename that blueprint to separate male and female characters slots saves but as result no slot can be found anymore and i don't understand why. Shouldn't a name change get all the references to that automatically updated? I couldn't figure any solution to the issue, I really hope you yours help. Thanks

lofty rapids
#

whats the save/load code look like ?

gentle parcel
#

There were some characters presets already created as samples. adding new ones was no problem, the only problem started when I changed the name of one bp. It's kinda complex, I checked whatever was related to that file and I noticed some "Cast to" nodes were still using the old name but even recasting them didn't work. I try to screenshot some

gentle parcel
lofty rapids
lofty rapids
#

are you passing zero to load as index ?

gentle parcel
#

I'm using an old asset I bought years ago and was never updated since 5.2 and the developer basically disappeared so I cannot get support. I've tried to find what actually makes the call to load the slots but I think they named those bps badly...

gentle parcel
lofty rapids
#

put a print string on it

#

did you make the two children of the one ?

#

or are they seperate bp ?

gentle parcel
#

everything seems separated. I've found this code in the widget where slots are supposed to get loaded and saved

#

I'll try what you suggested now

lofty rapids
#

a quick print string, check on both save and load

gentle parcel
#

No warnig or error message pops up closing the player but I know that means nothing...

lofty rapids
#

well thats good

#

but if the cast failed it doesn't automatically error, unless you try to use the value from the cast

gentle parcel
#

Where should I put that string's printer?

#

I mean... any part in particular?

lofty rapids
#

off of cast failed at the spot where you connected the save and load

hardy merlin
#

Besides Level Blueprint, is there another way to automatically generate functions that can be called from Console?

#

Ideally something like a component or game mode that can be on multiple maps.

gentle parcel
#

I did it like this and no string message came up

#

I'll try doing the same in the widget

lofty rapids
#

so the cast isn't failing

#

put a print string on success

#

see if the code is actually running

gentle parcel
#

the widget did give the error

#

damn... I'm hating widgets so much... they are definitely a true pain in the ...😏

#

So... what's seems happening is the character's editor does communicate with the saved data but the the widget doesn't

#

and that's why I cannot see any

lofty rapids
#

it would show that

#

but tbh you can just disconnect it and try SaveSlote

#

in the savegame event

gentle parcel
#

I've spent the last 4-5 hours searching for that

#

Those are the only files I renamed adding "FemaleCharacter_" to the original

lofty rapids
#

check the slot name your saving to is the slot name your loading in the wiget

maiden wadi
gentle parcel
#

and this is how it looks like the Saved Data file I renamed

gentle parcel
#

but at this point I'm sure of nothing

hardy merlin
maiden wadi
hardy merlin
#

Thank you

gentle parcel
#

All I did was changing that damn BP name... makes me go back to a couple decades ago when I was working with Macromedia Flash and Actionscript... and a single dot put in the wrong place could break an entire project forcing to make it all from scratch. 😩

tiny tundra
#

Quick question. I have a widget being used as part of a BP actor, when I play-in-editor standalone it won’t receive clicks (likewise won’t work in a build - but works just fine in editor, shrug). I’ve done ton of research to address it to no avail. I just need to get it to work right now, so trying a janky alternative method (I can still track cursor movement over the UI, although the widget won’t “see” the cursor. I am making a UI element in the widget “follow” the XY of the cursor, so that works. What I need is an easy way to see if that “follower” is over my button element that I want to click; how can I check if one UI widget is located on top of another? (Short of comparing XY coordinates, which I suspect will be the answer)

mental trellis
#

And plenty of quick spam too, I see.

tiny tundra
#

A thousand pardons

tiny tundra
#

Anyway, irrelevant. I realized I had a solution under my nose - that standalone mode is obviously still detecting my mouse position over a widget, so I can just use that (make sure it’s within x and y coordinates) then just check for a mouse click. Whew.

sick sky
#

i am passing a int value to this macro which is latent
any ideas why i dont have the correct value after the async action got executed ?

#

i tried using a macro local var instead, but after the async action its fucked up

#

seems like the macro is 1 monolith and not a standalone graph like a function
meaning the local var is shared

tulip patio
#

Anyone build apk for Android at target API level 34 ?
In my case I got a storage permission notification and quit the game.
At lower target api, my app works but the play store minimum target api level requirement is 34.

languid sentinel
#

Hello, I am currently debugging my level sequence during runtime,
is it possible to make the level sequencer editor playback also got played along when I start playing my level sequence in runtime?
I would like to know when the playback stop and move again

surreal peak
surreal peak
tulip patio
surreal peak
tiny tundra
#

Shown is WidgetA ("unitPopup_world") which contains Widget B ("PositionTrackingButton"). Something occurs which causes Widget B to fire it's function AltClickEvent. I want to AltClickEvent to just fire a specified function on Widget A (it will be different in many cases, as Widget B will exist on many other buttons such as Widget A which is currently holding it). Is there a simple way to do this (or something like it?)

tiny tundra
#

I got something to work but it is far from ideal and I am sure everyone who reads it will curse my name. Basically I will set a boolean on Widget B to TRUE - Widget A's Event Tick will check if that bool is TRUE, reset it to FALSE, and do something unique on itself (Widget A). Sucks but it works for my deadline in a few hours.

#

I will potentially have a ton of objects doing this at once so I am sure there is a far more elegant solution, but I can slot that in later I am sure.

remote wasp
#

Oh god please don't do that in tick
Just use an event dispatcher

#

Create event dispatcher in widget B
In widget A Event Construct get the dispatcher from B and bind an event to it

#

Then when B fire its function you can call the dispatcher, and A will listen and fire the bound event

tiny tundra
#

let me try. I have used event dispatchers before but I am still foggy on how to use them correctly.

remote wasp
#

Think of them like a radio broadcast
The one who has the dispatcher (in this case B) is the radio station with the mic, and "broadcasts" when an event is happening
And all of the other objects that you want to react are "listening" for the broadcast, and do smth when they hear it

tiny tundra
#

Awesome looks like it worked. here's widget B w / Event dispatcher

#

And here it is being called on Widget A

remote wasp
#

Yep, that's how dispatchers work

tiny tundra
#

Perfect. Thank you!

remote wasp
#

I have a question of my own

I'm making a 2D platformer in Unreal (I know)
I want to have an actor with a tilemap component act as a "damage" tile
It works fine when the player character lands on it, the OnHit triggers correctly
But when the character just walks on the tile, OnHit doesn't trigger

maiden wadi
#

That's odd. Normal Paper2D Character?

remote wasp
#

PaperZD actually

#

I'm thinking it has to do with the capsule collision position

#

But if I put it lower then the character sprite floats above the ground

maiden wadi
#

Are the pink and red are two separate components?

remote wasp
#

Yes, the pink platform is just a tilemap put directly in the level
The red tile is an actor with a tilemap component

maiden wadi
#

Odd. I'd expect it to hit then since the capsule is swept moved.

#

Unsure what you can do short of swapping it to an overlap of a slightly larger collider. Unless you want to go digging into engine source.

#

There is the other possibility of going the other way and having the character tell the floor actor through an interface or something that it's touching it. Feels odd, but might be better than sticking colliders everywhere.

full badge
remote wasp
maiden wadi
full badge
#

the current floor variable from character movement component should help

full badge
maiden wadi
#

That makes no logical sense. You're colliding with pink. You move right and you should collide with red. You're stepping off of one and on to another. The fact it doesn't cause collision notifications is an engine bug for sure.

#

The only time it shouldn't run an on hit is if you roll along the same object. You have to leave that object and return to it for a second hit event. So not every step should cause a hit, but stepping onto it for the first time should.

full badge
#

but from that picture it won't change into falling mode

#

so it only sweep along the direction you move

#

which won't hit

maiden wadi
#

He's stepping off of pink and on to red. They're separate components. It should cause a hit event on red.

full badge
#

for some reason it only counts if you walk into it

#

or fall onto it

#

if the sweep didn't hit it didn't hit

remote wasp
#

Ok what are my options then

full badge
#

get current floor variable from character movement component

#

and check the hit component

full badge
remote wasp
#

So there's no way to keep the logic in the tile only? I have to be detecting it from the player?

full badge
#

you can also just simply put a trigger box a little above it

#

when overlap player do the dmg

#

but that could cause some problems

remote wasp
#

yeah but I wanted the object to be flexible and have multiple variations in size, which is why I was excited about tilemap component

#

If I need to adjust the trigger box for each variation that's gonna be a pain

full badge
#

you can write some simple bp to set size depending on the bounding box of the tiles

remote wasp
full badge
#

like it still triggers if you're not really touching it

remote wasp
#

Oh yeah I see

full badge
#

since the way how triggers work

full badge
remote wasp
#

Alright, thanks for the help

spice viper
#

Does Value Range on a variable not actually clamp despite the description?

tawny hedge
lofty rapids
#

thats what the ai says about it "The range just limits what the editor slider allows you to pick"

astral pilot
#

Anyone knows why a level blueprint cannot store a reference a actor in the level?

desert stream
frosty heron
#

Though you shouldnt use level blueprint if you dont know its limitation.

Level bp cannot communicate with other blueprint class.

astral pilot
#

Hmm If i do the right click to create reference

frosty heron
#

Any gameplay code shouldnt be in level bp.

astral pilot
#

it works, but i cannot create an actor var in level BP and assign an actor to it

astral pilot
frosty heron
#

95% of the time is not level bp however.

#

Outside the scope of very simple code where the context is just that level alone and some simple prototype code, you dont want to use level bp.

astral pilot
#

But do you know why my level bp cant store a ref of a level's actor inside a variable?

frosty heron
#

Your level bp have access to the actor in the level as long they are placed in tbe level.

astral pilot
#

It just keeps saying none

frosty heron
#

Select the actor in the level, right click empty space and you will see the option to drop the reference.

#

Then you can set that to your variable

astral pilot
#

I can't set it directly from the variable? by using its eyedrop?

frosty heron
#

Don't think so but i will just say drop the level bp all together

#

What you can do is create an actor

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This can be your level manager

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Drop it to your level

astral pilot
frosty heron
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Create var then you can use the drop down

frosty heron
astral pilot
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Doesnt let me pick or use the dropdown to select a actor in the level, could be a bug?

astral pilot
frosty heron
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Don't know but level bp for your game plag is cursed as f

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I wont worry about these detail and save your self some time from shooting your own foot.

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The moment you need to talk to other bp class you will hit the wall.

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If you need a manager for your level, just create an actor bp and drop it to the level. You will be able to use the drop down + communicate with other bp class.

astral pilot
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Meh, Im gonna assume its a bug

astral pilot
frosty heron
# astral pilot This works well though, thank you

Its a better approach imho. Just place one in the level and when you want to grab a reference to the manager you can just use get actor of class because there should only be one instance of it in the level.

This class is what is called as singleton.

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And whats better you can reuse this same manager in another level.

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Without repeating the code!

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Where your level bp logic cant be applied to another level w.o repeating

astral pilot
#

Doesn't Unreal expect us to use GameMode as the singleton?

frosty heron
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If it make sense to place the logic in game mode then do so by any mean.

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But think about something like the world item spawner

astral pilot
#

Level BP is for level specific non gameplay stuff?

frosty heron
#

Or randomizer

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I wont say that game mode is the perfect candidate.

frosty heron
astral pilot
wicked surge
#

Hello, is it possible to call GetAllActorsOfClass and then get-by-ref from the resulting array? I don't seem to have that option available.

frosty heron
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The actor pointed by the address is still the same.

wicked surge
#

Ok thanks, but I'm confused because I thought I could usually get-by-ref from an array, but like I say, that option doesn't seem available from the array pin on GetAllActorsOfClass

frosty heron
austere orchid
#

unreal is goat

surreal peak
sand shore
#

My guess would be that it doesn’t let you make a pointless by-ref get (as you’re not able to override the pointer in the array easily with reference semantics in BP syntax and maybe not at all)

polar barn
#

Can I make Animated Widget Blueprints Like for example the text on screen scrolls across the screen

spark steppe
#

yes, UMG has it's own sequencer to create all kind of animations

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and you can do it procedural if you want to take things like screen resolution into account

prime stump
#

Hi, does the IsA node create a dependency with the ObjectClass?

prime stump
#

Yes, yes it does..

olive yarrow
#

some time between when i went to bed and turned back on my PC my games FPS decided to tank... How do i go about seeing whats suddenly doing the damage?

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and it randomly went back to normal... huh...

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is this why people use Unity? 😂

narrow sentinel
#

So got an issue where my projectiles aren't hitting the ship, the ship skeletal mesh collision is this and I've added collision boxes on the phyics asset aswell

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the projectile collision settings are this

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now I would have though because the ship collision has block for projectile settings on and the projectile is of that object type surly the collisions would be recieved etc

paper gate
narrow sentinel
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anyone able to help me with my issue please as I can't understand why the projectiles aren't causing collision responses on the things they hit

olive yarrow
narrow sentinel
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so at the moment I'm using a box collision as the projectiel detection for if it hit something

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and I can see the box collision is moving with the projectile etc just seems to not be getting destroyed or any component hit events being called

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you can see there the full projectile layout and I don't see what can be causing the issue

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oh so turns out the root component has to be the thing doing the collision

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I always thought that wasn't a hard set rule but it seems to be

rain warren
#

To anybody familiar with StateTrees: How would you go controlling the flow of a StateTree using a bool that is set (and unset) in an outside / actor blueprint?

I'm trying to detect the completion of a turn that is done on a tick function in my character BP in the StateTree, but can't get it to register and control the stateflow properly.

E.G. I want the state to go:

  1. Idle
  2. Turn to face target
  3. Move to target

I don't want the StateTree to move to step 3 until 2 is finished

frosty heron
paper gate
#

or enter conditions mb

fossil vessel
#

Hey peeps, for some reason my skeletal mesh is dissapearing on some angles, any idea what may be causing this? I think I disabled culling just in case, but no luck

lunar sleet
remote wasp
#

Hi, I'm making a 2D platformer in Unreal
I have a camera attached to a spring arm on the player, but I'd like to constrain the camera to the X-axis, and not move up and down along the Y axis
Is there a simple way to do that?

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Ideally I'd like to avoid detaching the camera and making it follow the player in a tick event

lofty rapids
#

but i think you can constrain it

faint pasture
lofty rapids
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but actually you would constrain the character to a specific axis

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not constrain the camera

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but for sure a custom camera is perfect, with interp on tick

remote wasp
#

Yeah unfortunately I think that's the only option

faint pasture
#

that's all the spring arm is doing under the hood anyway

#

just lose the spring arm and in tick, put the camera where you want it to be (in world space)

remote wasp
#

Weird that there isn't an option to constrain the camera to an axis like there is for a character

faint pasture
#

that'd be a bunch of stuff to add to scene components, it's simple enough just to do it yourself.

#

constraining really only makes sense in the context of physics or movement components

remote meteor
#

actually attaching and tick doesnt have that much of a difference

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when you move a component, all child component transform are also updated

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movement is on tick

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the only thing you save is when you are not moving

rain warren
# paper gate or enter conditions mb

Thanks. I am setting a bool (bRotationComplete) at the end of my rotation process which is done on a tick in the Actor BP. I've added a check for this bool (which is definitely getting set properly) into the conditions for my Rotate state, but the state never advances to the next state (STT_MoveToNode). Can you see any flaws in this setup?

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@Robotvirtual , actually nm - your suggestion to put the check on the ENTER condition for the MoveToNode task rather than on the Transition of the FaceNode worked!

paper gate
#

ya thats what I was about to type lol.

rain warren
#

I think my issue was I was forgetting that, although the bool is getting set on a tick, the check that happens within the facenode task only ever happens once regardless, so it would check at the beginning and never again.

paper gate
#

the thing you need to remember with state trees is any nodes that are on the same level all try to happen at the same time, and the tree just picks the first node it CAN enter

paper gate
#

what you wanna do with state trees is either nest the nodes in a way that they ened to step into each other. Or give each one a unique enter condition and the tree will ...well enter, the one that it has "permisison" to

rain warren
paper gate
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in your picture above idk what the enter condition (if there was one) for "move To" was. But it was hitting "face", performing the task and then jumping back up to root. then repeat

paper gate
rain warren
#

It's one-time, after I verify that the rotation has reached its destination, although there may be some weirdness in that evaluation now that i think about it since it has "tolerance" ...

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better context:

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Oh wait...

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Oh nm, yeah , for some reason my task STT_FaceNode is firing like crazy during the rotation which is weird as I thought tasks were one-and-done unless you specified otherwise.

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This is all a headache because I just need a damn smooth rotate node that works like the AI Move To node (ie latent) so I can control the logic flow within the task to wait for the rotation to complete the way my move task waits for the move to complete :/

paper gate
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thats why each node needs clear enter and exit conditions

rain warren
#

Ahh hok

paper gate
#

whats probably happening is your tree enters and goes to "face" begins the operation and is then allowed to leave too early. at which point it says "job done" and goes back to root and loops in on itself

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so you need to give it an entry condition that makes it only able to enter once until the job is 100% done. And probably make its transition stament FORCE it to go to move to otherwise it will default back up to the root

rain warren
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So, basically, my 'Face Node' task will keep firing (on tick) so long as bRotationComplete is FALSE?

rain warren
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I'll make a bIsRotating to try to gate the re-entry of the task...

paper gate
rain warren
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Yep, it sounds like I'll need 2 conditions with an AND to do this...

paper gate
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this is one of my nodes in my project. Its got 2 entry conditions to make sure it only enters under specific circumstances. And its exit states can send it to one of two places depending on what happens

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BTW @lofty rapids srry to @ you but I saw above you were talking about a camera system thing. Do you think you'd have a second to help with an issue im having with mine?

I think its a pretty simple issue but for some reason its kicking my butt

faint pasture
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I think bRotationComplete is redundant, or it at least being external is

faint pasture
#

You enter FaceNode, and you exit when FaceNode thinks its done

paper gate
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im working on a camera system all the interp and blending stuff works just fine and dandy

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but for some reason trying to do a simple. "go to this specific location" ends up with some kind of offset

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@lofty rapids ^

rain warren
lofty rapids
paper gate
paper gate
paper gate