#blueprint

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crude spruce
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My old melee tracer

frosty heron
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It may be easier to just spanw a giant collision box instead trying to detect the hit by the swing.

noble shale
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I'll just try to address issues as they occur

crude spruce
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thats what i linked

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its a common method

frosty heron
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Video doesnt explain how its done.

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For me, I baked the animation data. Basically just record the swing in editor time by slicing the attack frame.

Then its all just replaying the data at run time so doesnt matter 2 fps or max fps.

But ofc the issue is i have to bake every single attack animation.

crude spruce
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an old picture of the system

lofty rapids
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i just used custom object channel overlaps for my attacks

noble shale
crude spruce
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its fine until it isnt and it will most likely notify you when you start missing things ye

lofty rapids
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instead of a bunch of traces, i'm already eating up the game thread

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i also just need it close enough so i'm not too worried about it

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it's all good and fun for me lol

frosty heron
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Ain't about collision though, its about the ammount of sample.

You got start and end but how will that go if the sample is not big enough that you only got those two points? It will end up as a straight line insteas an arch.

crude spruce
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i append the line trace each tick

desert veldt
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Hello,
i am trying to make a fairly complex ranged combat system for an RTS style game. So i am trying to have performance in mind.
Currently using a "Damage system" component but i am struggling to figure out how to make the internal calculations modular when pawns with different statistics fight each-other. I know how to take statistics from the attacker into the BPC but not how to do it with the defending target.

The goal is to have different pawns with different statistic being able to engage one another.
simplified Example:
Pawn 1 does 200 damage and has 100mm penetration while also having 150mm armor and 1000 health.
Pawn 2 does 350 damage and has 125mm penetration while having 50 armor and 1000 health.

My question now is:
Is it possible? Could this be a viable system? If so how to do it? If not what is the alternative?

Not insanely confident in UE5 yet so use as much "baby language" as possible.

Ty in advance

lofty rapids
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create the formulas and tweak the numbers

crude spruce
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you can also pass the attack parameters to resolve them with the defender

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and you use whatever method for the variations of character stats on runtime actors

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i made a system where the character applies their stats to the weapon actor. and the weapon actor combines the stats with its own. and interacts with an interface or a component that resolves the damage

dusky cobalt
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It's pretty simple, if you already have exact system with mind and you want to have penetration, armor or other buffs debufs then it's easy implementing that. Worse if you don't have solid idea yet ๐Ÿ˜„

dim geyser
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im making a name tag and i want it so it sets an image in the name tag to thare players Pfp on oculust is thar eny way i can do it or even just what country they live on

mental trellis
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You'd have to use whatever OSS you're using to query that information.

faint pasture
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It can be as simple as a hp component that gets interacted with via HPComponent.TakeDamage, and as complex as you want

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just have the attacker compile whatever numbers together to pass a message containing whatever you need (raw damage, penetration, hit angle, phase of the moon), and with that + the defenders stats you can resolve the combat

worthy peak
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hey does anyone have any good resources for how to use the 'attach actor to component' node? I am trying to make a modular weapon system for swords, maces, axes etc but I can't find any good resources for it

frosty heron
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@worthy peak before the attaching you will need to create your equipment component.

If i were to do it, i would have equipment component (actor comp) hold an array of data that specify which weapon to spawn and which socket it should be attached to (if static mesh).

Then on initialize or equipped just get the data, spawn the actor / mesh component and attach it appropriately.

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There's like many ways to do the equipment system, there is no one right answer and that would be game specific.

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You can always fallback to the simple form if you just start. Have data that you can pull in the actor component.

The rest is just spawning and attaching the weapon when called upon (i.e when equipped a weapon)

hasty terrace
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If anyone has experience unmapping keys with the enhanced input system, I could use your help. I've successfully got it looping thru all the widget rows finding the control of my choice (hard-coded to forward in this case), passing in an empty key, then firing the "unmap" node. It SHOULD print the control's display name and then "unmapped from NULL" or something, but it still lists the key that was supposed to be unmapped. I can't find much info on the "unmap player key" node, it seems like it should just do the opposite of "map player key", but it's giving me nothing to go on, doesn't spit out any failure reason, and the node is firing

worthy peak
frosty heron
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Well attaching is one thing, physich another.

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I dont touch physich but you can look at the documentation and check out physich constrain.

worthy peak
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yeah, I ended up trying to use the physics constraint to get them to attach together but they just helicopter off ;-;

frosty heron
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@worthy peak but why do you want to apply physic when it's being hold by the character?

worthy peak
frosty heron
worthy peak
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the vr template does have grabbing objects by default yes, but I was finding it hard to look back at the default code to use. I'll probably have a look back at the template's code to try and see how they did it.

frosty heron
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that's your best bet tbh.

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look at the part where it grabs the object and obviously just don't call the logic that let go of the object as long as the sword is being hold.

worthy peak
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thank you very much, I'll have a look back and see how I go :)

thin acorn
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How can I control a specific bone in a SkeletalMesh in and ActorBP?

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the SkeletalMesh already has an AnimationSequence, I just want to programatically control the Head bone to look at things

frosty heron
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You do normally control that in the animation bp.

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The anim bp in turns read from the bp where it should be looking at.

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The node to control your bone is transform modify bone.

thin acorn
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Can I use an AnimBP at the same time as a AnimSequence tho?

frosty heron
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No, but why would you use anim sequence for a character

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You can play montages

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Which still usses anim bp.

thin acorn
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Its more of a prop, with a looping idle animation, hence the sequence

frosty heron
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Anim bp with idle anim will do that.

hasty terrace
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you can feed an anim sequence into a modify bone node in the animBP to manually control the head while the sequence plays

frosty heron
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Have a component that spawns a ball that snap at nearest character.

The anim bp simply get the ball location from its owner then transform the head bone to look at the location.

Thats how I get my npc head to look at closest character.

thin acorn
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So this AnimBP works for the sequence, but how do I access it in the ActorBP to provide the facing rotation?

frosty heron
hasty terrace
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right click > type in "property access" and you can directly retrieve a rotation var from the player BP

frosty heron
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AnimBPInitialize -> Get Owner -> Cast To W/e your character is -> Set the reference.

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Then every tick in anim BP -> GetYourCharacter-> Get me the location of where I should be looking at.

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then in the anim BP you can run a function that calculate the look at rotation based on the head location and the target location.

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the result is what you feed to the transform modify bone

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Also add interpolation for a nice smooth rotation.

thin acorn
dim geyser
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im very new to ue5 and i made a menu in my vr game for pavlov and i made it so when u open the menu the Tablet the menu (widget) is on scales open and when u close menu scales down

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but it does not seem to work

frosty heron
sly goblet
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Hi! ๐Ÿ‘‹ I need some help in Unreal.
Iโ€™m trying to play a ticking sound that triggers based on a rotating mesh โ€” kind of like a clock tick each time the rotation passes a certain angle. The mesh is simulating physics, so Iโ€™d like the sound to play in sync with its rotation changes. Any tips on how to set this up in Blueprints?

pure gyro
sly goblet
pure gyro
dusky cobalt
dark drum
lucid ore
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Does anyone have 15 minutes to help me build a simple blueprint for VR? I want to basically have material swatches that once selected they apply a material to a sculpture. I already have the tracing work but I dont know how to start with this section. Maybe someone could help me or point a video/online forum where I can find some info about it

silent pilot
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Hey, when doing Set Actor Location and Rotation, Location works but not Rotation, it's so weird

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it's not about the Yaw value being wrong because it just does not override my rotation at all

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like I can turn around a bit, the rotation won't be reset at all

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that's what my character is like

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any ideas? ๐Ÿ˜”

maiden wadi
silent pilot
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oooh okay thanks

dark drum
lucid ore
naive herald
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Hello I'm the bottom of the character? I want to detect the soles of the feet. Any good tips?

faint pasture
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Where they are? Use a bone or socket location

naive herald
naive herald
# lofty rapids for what purpose ?

When I put it at the 0 0 0 point, the shoe exactly pierce the floor, so I want to detect the shoe soles through wire frames or scannedepth

lofty rapids
naive herald
lofty rapids
# naive herald yeap

๐ŸŽฅ Movement Tutorial Link: https://www.youtube.com/watch?v=q-nxHRPyee0&t=922s
๐ŸŽฅ UE5 Manny IK Using Control Rig Tutorial Link: https://www.youtube.com/watch?v=1wf0lTDJyiU&t=69s

In this beginner-friendly Unreal Engine 5 tutorial, learn how to implement Leg Inverse Kinematics (IK) and Feet Rotation for custom characters. Master the art of cr...

โ–ถ Play video
faint pasture
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so the socket can be right at the sole

desert flint
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so when i pick up objects, the lighter objects are the heaviest, and the heavier objects are the lightest. i understand that these nodes want a smaller number for harder stiffness and stuff, but im not sure how i can do that with the Get mass node. is there a way to like... reverse how the node works or something?

spiral pond
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if i have an editable int variable in a gameplay cue โ€” and im adding the gameplay cue in another blueprint โ€” am i able to access/change what the editable int variable is in the other blueprints

full badge
polar barn
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Is there a way to copy the Location & Rotation from the Transform and paste it into the [ Set world location and rotation node ] in one copy/paste or do i have to do all 6 values one at a time

mental rampart
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when i start unreal engine, it goes to the last project. how to i get it to start up from the project select screen instead?

desert veldt
steady night
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but i cant get the math to work

lofty rapids
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what math ?

steady night
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im trying to get actors to spawn in a line in front of the player...

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but cant get the math to work

faint pasture
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one constant stiffness and damping should work for your use case, maybe make it a bit nonlinear if you need to pick up stuff ranging from 1kg to 1,000kg but that depends

lofty rapids
faint pasture
steady night
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like this

faint pasture
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still applies

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cook up start and end pos

steady night
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each circle is a spawned actor'

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aye but ...

faint pasture
steady night
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yeah working on iot

mental rampart
prime pike
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Use the .uproject file, it should be in Documents/Unreal Projects/(your project folder)/... I don't know what's up with your launcher, you might have the wrong thing set as the shortcut. For example, if you pinned the project to the taskbar, instead of the UE launcher. I just pinned the Epic Games Launcher, and go from there, clicking on launch on the engine, but that's mainly when I create new projects.

desert flint
desert flint
rose citrus
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I'm trying to create the death of a player where I place the enemy in front of them, they lift them up, choke and snap their neck. I have it set up on timelines to set the location and rotation of the player camera and then enemy hands IK attached to the camera. Now I'm trying to figure out the best way to set the rotation of the camera yaw to simulate snapping the neck, such as interpolating the yaw minus 90 degrees, but I believe the yaw is 0 to 180 clockwise and 0 to -180 counter clockwise, so I'm not sure if setting the world rotation of the camera is a good idea. Is there a simple way to do this?

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Maybe Lerp 0 to -90 and set that to Add Local Rotation for Yaw?

faint pasture
mental rampart
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is this essential in the UI blueprint that will control the enhanced input remapping?

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enhanced input subsystem > add mapping context?

faint pasture
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the rotation isn't the result of the timeline, it's the result of the rotation at start + the timeline output

rose citrus
faint pasture
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Position = StartPosition + TimelineOutput
Rotation = CombineRotators(StartRotation, TimelineOutput)

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then your timeline can just roll and it'll work

rose citrus
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after testing this seems to work fine

desert flint
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so when i pick up objects, the lighter objects are the heaviest, and the heavier objects are the lightest. i understand that these nodes want a smaller number for harder stiffness and stuff, but im not sure how i can do that with the Get mass node. is there a way to like... reverse how the node works or something?

faint pasture
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you only need to turn up strength for very heavy stuff if the parameters you settle on don't manage the large stuff satisfactorily

desert flint
faint pasture
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Do you understand how stiffness and damping interact with the mass of a physics object?

desert flint
faint pasture
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Not really.

Stiffness is how much force to output based on how far the thing is from where you want it to be.
Damping is how much force to output based on how fast the thing is moving relative to your target position.

Choose a damping about 0.1 to 0.3x your stiffness, and choose a stiffness that makes medium weight stuff feel good. Get that going first, then consider dynamically changing your values based on weight, that would only be necessary for non-realistic stuff like being able to pick up a car.

desert flint
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thats my issue.

faint pasture
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why do you want to change the values?

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You'd use a map float probably

desert flint
faint pasture
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Yes, but why do you want that to change the values? Do you want everything to feel exactly the same when picked up?

desert flint
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the damping and stiffness is what makes it feel heavy?

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thats how the weight is applied?

lofty rapids
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A downward force or drag would be better I think

faint pasture
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the ratio between the stiffness and weight is what makes it feel heavy.

Moderate stiffness, low weight -> instant response
Moderate stiffness, medium weight -> slightly lagged response
Moderate stiffness, high weight -> very lagged response and drooping

Have you got it to work at all with constant parameters?

desert flint
faint pasture
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which already exists

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You want light stuff to be easier to move than heavy stuff, and super heavy stuff to be almost impossible to move, right?

desert flint
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this is my issue.

faint pasture
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why

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What is the desired effect?

desert flint
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I've already said dude, different items with different weight.

faint pasture
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What are you actually after

desert flint
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??

faint pasture
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OK, how should a light thing and a heavy thing differ when picked up?

desert flint
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i'm confused what you want me to explain?

faint pasture
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it will already do that if you just set your parameters to sane numbers

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no need to read its mass at all

desert flint
faint pasture
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is the physics mass different on these different things?

desert flint
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dude, the stiffness and damping is what i do to make the weight, actually happen when picked up

faint pasture
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Do the different things have different masses?

desert flint
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Yes, i just said that.

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different items with different masses

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that i will be grabbing.

faint pasture
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if they're all tossable then just turn your stiffness and damping down

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there will be a point at which the light things will be tossable and the heavy things won't be

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your stiffness is probably hella high

desert flint
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๐Ÿคฆโ€โ™‚๏ธ alright, lets ignore this part and focus on the part that i need help on.

faint pasture
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the part you need help on is understanding what's going on under the hood

faint pasture
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changing the values will defeat the purpose, that will make it act the same no matter the mass

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meaning all will be tossable or none will be

desert flint
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anyways

lofty rapids
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(Max/Mass)*M

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To reverse it

desert flint
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several people will be able to help pick up objects

lofty rapids
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Then a constant force will be best based on mass

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A component that adds the force most likely

desert flint
lofty rapids
desert flint
lofty rapids
lofty rapids
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1000/mass

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Or even 5000

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Or even 10000

desert flint
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okay but i tried 1000 and even 10,000, and heavy objects are soo light now

lofty rapids
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Right then you multiply that number by another number

desert flint
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alright, where would the multiplied number go

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and what would i multiply it by?

lofty rapids
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...

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Can you read formulas ?

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Multiply the result of the division by a constant

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10, 100, 1000

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Try different numbers

desert flint
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alright i suppose

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do i plug them into all of them?

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or just a specific node

lofty rapids
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Well I'm just telling you how to reverse what you have

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The answer to your question how to reverse it

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In reality there's probably better way to do this

faint pasture
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I think I know the root of the problem

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soft constraints changed in the ue4 -> ue5 upgrade

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they don't respect mass any more

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I had to change my suspension setup from using soft constraints to linear motors

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yeah Stiffness = SomeNum/Mass and Damping = SomeSmallerNum/Mass will do it

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If Epic's code did what it says on the tin you wouldn't hvae to do this but they broke soft constraints when switching to Chaos

desert flint
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i believe i got it to work anyways, i just wish i could make it so it didn't wobble around as much when lighter though.

faint pasture
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tune the damping

desert flint
faint pasture
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yes

desert flint
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or one of them

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ok

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ill work on that later

faint pasture
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in this case you need to set both to be SomeNumber / Mass or SomeNumber / MomentOfInertia because Epic's stuff doesn't work like it should

desert flint
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am i able to manually change the stiffness and damping on objects though? or is a physics handle only thing

faint pasture
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usually that's just handled in a spring/damper system but Chaos is still buggy i guess

desert flint
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because outside of this, the physics for the objects are kinda scuffed

faint pasture
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you can use physical materials to tune how much things bounce if that's what you're asking

faint pasture
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Or you can just use a constraint and linear and angular motors then you won't have to tweak anything. You're having to change the parameters on the fly becuase soft constraints (which the physics handle uses under the hood) are broken

desert flint
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also, id like to see if you know how to do this, when i grab objects, im just teleporting my hand (the skeletal mesh) to the location, but instead, i want to physically anchor the hand on the object

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so that even if the object has lag, it will still stay anchored to the object

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if that makes sense.

faint pasture
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you'll have to be keeping the hand at the same relative position WRT the object, not based on your aim

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aim -> physics handle target point
Object transform -> hand point

desert flint
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well also, if i move my hand through the ground or wall, it will detach in a way

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so thats why i want to make it anchor instead of just moving it

faint pasture
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is the hand a bone in a skeleton?

desert flint
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no, i just made the arm/cord part

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the hand is untouched as im still making the final mesh

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this is just a test rig.

faint pasture
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I mean what is the hand, a component on its own or part of the body?

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if it's just a free component you can just attach it to the grabbed thing

desert flint
faint pasture
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just attach it then

desert flint
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its a skeletal mesh that i put in a blueprint, and dragged into my character hierarchy

desert flint
faint pasture
desert flint
faint pasture
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show the skeleton

desert flint
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one minute.

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there are 6 joints

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throughout that cord piece.

faint pasture
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yeah you'll just have to move the hand per frame

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however you're doing it right now where you keep it moved to the aim point

desert flint
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so theres no way to actually anchor it to the object though?

desert flint
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its just moving to the location of the object.

faint pasture
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all anchoring is is "move to stick with the thing"

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Just instead of moving the hand to where you're aiming per frame, move it to a point relative to the grabbed object.

lofty rapids
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Maybe some traces before you grab

desert flint
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oh alright.

faint pasture
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he has a trace on grab, just need to cook up a RELATIVE location vs the grabbed thing

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rotate/unrotate vector are your friends

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or transform / inverse transform vector

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or just attach some scene component to it and snap the hand to that per frame, it'd be easier

topaz goblet
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What are some of the gotchas / downsides of event dispatchers? They seem more efficient than 'OnTick' for a lot of stuff, but just curious on the drawbacks or thing to watch for / overuse, etc.

faint pasture
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updating hp bar, probably tick, especially if you have regen

maiden wadi
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Circular callbacks. Things calling things that call things that call things. And in general things that broadcast a lot because it's associated state gets set a lot. They can end up causing very deep callstacks for what should be simple setters sometimes.

faint pasture
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updating your name, probably a dispatcher

topaz goblet
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Ah, awesome, thanks.

faint pasture
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They're great for when your problem is in the shape of "X wants to know when something happens in Y, without Y knowing or caring about X"

thin panther
# topaz goblet What are some of the gotchas / downsides of event dispatchers? They seem more e...

Event Dispatchers aren't really a replacement for on tick behaviour.

You have a few main ways of doing things, I'll give a super basic overview of them:

  • On Tick - This thing in this class must happen every frame (Things like movement code)
  • On Timer - This thing in this class must happen periodically, but doesn't need to be every frame or at super frequent intervals (Things like spawning an enemy every second)
  • Custom Events - This other specific thing (or the class I'm in), that I know what type it is, needs to do this specific event (This could be something like reloading a weapon, or talking to an NPC)
  • Interfaces - I want this other specific thing to perform this behaviour, however I don't care what type it is, or whether it even implements that behaviour necessarily. In other words, functions classes can choose to implement without the caller needing to know it's full type information (This could be something like finding out what faction an item, building or NPC belongs to, but you don't necessarily care if something doesn't belong to a faction, because that's normal)
  • Event Dispatcher - Something important has just happened to me, however I don't need to know everyone that wants to do something with that information. They need to know about me, so they can listen to me, but I don't care what they do with the information. In other words, you can think of a radio station. The radio station broadcasts music or whatever, but they don't need to know about every individual listening. The individuals that care and know about the station can just tune in when they wish. (This could be something like broadcasting that your inventory has changed, so your UI can update.)

The main downside with event dispatchers, as with a lot of other things using hard references is dependency chains, A knows about B, which relies on C, etc. I'd always advise making base classes for those things to avoid it. That, and what Authaer said, you can cause some knock-on effects.

topaz goblet
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I always start thinking.... "Am I making this purposely too complex?"

faint pasture
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The simple approach is usually close to correct IMO

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And try to keep references flowing in one direction

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UI knows about state, state doesn't care about UI.
Pawn knows about its HPComponent, the HPComponent doesn't know anything, it just broadcasts when its hp is gone.
Etc.

maiden wadi
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Attribute changes on delegates give me nightmares.

thin panther
# topaz goblet I always start thinking.... "Am I making this purposely too complex?"

most often, probably. If it's stupid and it works, it's not stupid, that's something to remember about less than desirable practices. A common one for example is UI bindings. They're not great for a lot of use cases, but by the same token if you're making a small little game, it probably doesn't matter a whole lot.

Do what you need to do to get things done (just do that with people pointing out inefficiencies if you need help with that in mind)

faint pasture
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UI binding can be totally fine

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is the thing gonna change quite a bit? Just bind it and be done

topaz goblet
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Thanks everyone! ๐Ÿ™‚

thin panther
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Yeah you get a lot of people doing it for stuff that doesn't, but even then in the grand scheme of things if it's not an identifiable issue, it's not an issue :P

faint pasture
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You'd maybe want dispatchers in the mix for a big complicated UI like EVE or WoW, but if it's just health bars and a bit of ammo just bind or tick. It might actually be more performant.

topaz goblet
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For sure I'm very guilty of optimizing before I need to optimize. And, needing to remind myself to 'get it done' and adjust as needed.
hahah. I also find myself trying to make 'everything' modular and dynamic... and, sometimes you just have to get messy.

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Currently mostly using for UI.
When equiping another weapon (RPG) the equipment manager component sends out a message saying equipment was updated, so that appropriate other components, health, stam, mana, can do what they need to.

thin panther
# faint pasture You'd maybe want dispatchers in the mix for a big complicated UI like EVE or WoW...

There's also the development cost to think about, if it's small enough, is it even worth the time to do it Properlyโ„ข? I'd argue probably not in a lot of cases.
I mean if it's some portfolio work or something complex or just something you're using to learn good practice, there's a strong case for doing it right, but if you're just trying to get a game out there corners get cut all the time

faint pasture
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Also proper isn't always just the thing that results in the least amount of computation

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especially in C++ land

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People thing a square root is slow, it's much much faster than a cold memory read

maiden wadi
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Sometimes(all the time) you have to commit warcrimes to ship a game. If you spend time constantly modularizing and making stuff more dynamic, literally nothing will fit together. You gotta find some shit somewhere to glue stuff together. Sometimes it's more important to have a heaping pile of shit that resembles what you want that you can polish up to be nice than it is to have a lot of shiny parts that don't do shit.

faint pasture
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On this topic, is this bullshit?

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official epic site

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is binding just a tick -> read or is it actually a callback?

thin panther
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Not to mention there's those cases where chasing most performant leads you down the bad path. I'll never forget the branchless clamp guy that made an ASM clamp that was slower than FMath, because compiler optimisation

thin panther
next hollow
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Yeah, they've always been on tick.
Was a big confusion/ myth for me for a while, when I first started.
People telling me, and just trusting there statements

thin panther
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Gamedev has always been and always will be a field of smoke and mirrors, if it can be blagged, a corner can be cut or something done perhaps not as well as it should be, then it will be to save time and money :P

maiden wadi
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Branchless programming in event driven programming just doesn't work. Not really. There are some functions it helps. But in general it's an ECS style of programming that doesn't really work outside of it.

thin panther
#

Learned a good bit of smoke and mirrors in a borderlands 3 DLC recently, there's this train that appears through very brief portals, too brief to analyze the "scene" on the other side of the portal, which happens to be a screenshot from borderlands 2 ๐Ÿคฃ

#

Some may call that an easter egg, I call that time saved

topaz goblet
#

I come from a system engineering / administration world. Networking / server stuff. All the dev stuff is still foreign to me.
Have heard the term MVP recently and was soo confused. Eventually asked and was informed... minimal viable product that could be shipped.
Avoid too much feature creep / over optimization when it's not required, etc.

faint pasture
thin panther
#

It's especially annoying as everywhere else bindings exist is based on property updates that I've seen so far

maiden wadi
faint pasture
#

It seems like that'd actually be a useful property in the engine

thin panther
#

How is the MVVM plugin? Is it one of those "it's cool, but it's 3 years from being recommended to ship with it" type things

faint pasture
#

the capability to bind any old function to the update of any UProperty

faint pasture
maiden wadi
#

I'm still getting used to it, personally. It's nice. But it's a mental rework and I still don't use it in personal projects yet cause it needs groundwork.

faint pasture
#

The model is the abstract chess game, the view is your chess client, what the hell is a viewmodel?

thin panther
maiden wadi
#

Model is your game code. Character's health.

View is your UI. Healthbar.

Viewmodel is the intermediary that listens for character health change and notifies the UI

thin panther
#

So in one of my recent projects the view will call "save" on the view model, which will dump the data in the model to whatever format

thin panther
faint pasture
thin panther
#

Yeah you could think of the standard approach as the umg designer being the view and the event graph being the view model and model combined

maiden wadi
#

It's essentially an object that connects the game and UI and sits between them. UI doesn't know about Game. Game doesn't know about UI. They on'y know about the Viewmodel.

faint pasture
#

We need a 4th intermediary

#

Model View Viewmodel Modelviewer

thin panther
#

Wait until they add services into the mix

maiden wadi
#

The benefit is that it doesn't matter what changes the viewmodel. Testing code, game code, handset values, wtfever. You can visualize your UI from that Viewmodel.

faint pasture
#

goddamn web devs ruin everything smh

maiden wadi
#

One other benefit is that it can cache delegate calls.

#

Kinda like that one myself. Cause fuck delegates and attributes.

faint pasture
#

idk what that even means

#

like defer and batch at end of a frame?

thin panther
#

It's weird, I hate webdev, but like appdev which is just webdev with a coat of C# paint lmao

maiden wadi
#

Yeah. Cause there's no need to set health 30 times a frame, and update the UI 30 times. UI draws at the end of the game frame, so no point setting the value until just before that.

faint pasture
#

ok I think i got it

#

it's like a smaller toy model of whatever you care about that both UI and state can just dump whatever data into and it sorts it out

#

seems nice to work with but awful to make from scratch

maiden wadi
#

More or less, yeah.

thin panther
#

What's the learning curve for CommonUI like, and how decent are the resources for it?

I always liked UI in Unreal the least, but I'm approaching an avenue that will need controller navigation in UI

faint pasture
#

I hate UI but I love UMG for actually making cool looking shit. My personal style is just to world space everything that can be. The ideal game has zero screenspace UI

maiden wadi
#

Like I said. I'm 50/50 on it. I like it. But I still don't see the value early on unless you're on a biiig project and need the iteration without gameplay cause you're waiting on the other code to be done or whatever.

#

Just takes too much time to set up and make sure everything affecting the VM is running their special calls for it and eh. I'm lazy, and I like things to work when I'm prototyping. It goes on tick until I care enough to put something else there.

faint pasture
#

Been working on learning some UI materials for a little boomer shooter side project thingy, UI mats are actually quite fun.

#

It's meant to look like a livestream so maybe tone down the distortion but yeah it's been fun

maiden wadi
thin panther
#

That looks neat

thin panther
maiden wadi
#

It's an opinionated idea where HUDs and Menus dictate the control types as Activatable Widgets.

You're in an FPS or TPS game and on the HUD activatable widget you pass back Game as your input config.
You're in an RTS and on the HUD activatable widget and need game and UI controls so you pass back All for both.
You pop up an options menu activatable widget and don't want to throw grenades while in it, so you set it to Menu.

This basically ditches ALL SetInputMode calls in the project. Because rather than managing it, the "leafmost activatable widget" dictates it. This solves issues like... You're in the FPS game which is GameOnly, you open your inventory which is GameAndUI, but then open an options menu which is menu only. You die in the options menu and your inventory closes. You back out of the options menu and your last input mode before that was GameAndUI on the inventory that is no longer there, so what do you do? Solves that.

#

The other major reason for it is gamepads. It moves an invisible cursor around to the center of the focused widget. Causes hover and click code for gamepads to act identical to a mouse, much less annoying coding. The activatables previously mentioned also generally set a default focus target so you can maintain focus in menus and such easier.

faint pasture
#

This was fun UI to make

#

or rather the thing to make the projector effect from the UMG

thin panther
maiden wadi
# thin panther That's hopeful at least. How's Lyra as something to learn from?

On this. Lyra is pretty good to learn from I think. I would specially check out the main menu for ease. You can clearly see it simply pushing widgets using PushContentToLayer calls.

But looking at Lyra, you also have to check out the CommonGame stuff. That's the PrimaryGameLayout widget which allows pushing widgets to layers generically from basically anywhere in game. I VERY strongly recommend giving it a good look because it's a very useful system. But it is a pain in the ass to learn how to set up, because it needs a few things to work in a blank project. Off the top of my head you need a CommonGameInstance, CommonPlayerController, CommonGameViewportClient, and you have to hand set the UIPolicy in your.. DefaultGame.ini?

thin panther
#

Useful to know. I can deal with some growing pains if it's worth it in the end. Thanks ๐Ÿ™‚

maiden wadi
#

You can see this same thing in Lyra's DefaultGame as well.

#

They didn't make it a dev setting for some reason. ๐Ÿคทโ€โ™‚๏ธ

maiden wadi
faint pasture
#

it's on a box but I want to eventually make it work on arbitrary meshes

#

just calculates view ray entry and exit point and accumulates a few samples through the path

#

convert world space to projected uv space -> sample texture -> bit of brightness math for the projection angle -> sum up -> additive color

#

for my game project I want all the UI to be holograms

maiden wadi
#

Huh, neat effect.

faint pasture
maiden wadi
#

That is amazingly done. ๐Ÿ˜„ Just need some very subtle like gentle light jitter?

faint pasture
tidal olive
#

@plush ridge I just want to let you know that from the job post you made in #freelance-jobs , nobody can neither dm you or add you as friend because you have both disabled. I was interested in the job so that's why I tried to message you but discord didn't allow me to ๐Ÿ™‚

dark drum
crude spruce
#

is there any difference between intvector2 and intpoint?

maiden wadi
crude spruce
#

ait

#

oh ye one might more likely take vector operations

#

just asking incase there was something big and known

faint pasture
#

This is just mostly to sell the projector effect

dusky cobalt
#

Anyone has any tip for figuring this out? Is there anything built in for scaling the WidgetComponent as we are zooming in/out, or I have to implement something like event dispatched OnZoomEventChange and bind to it in the WidgetComponent and set it's scale on each level for example? I want it to get smaller as we zoom out, as well as stay in the same place above building and not 10meters above it as on 2nd screen.

crude spruce
dusky cobalt
#

The health above the building it shouldn't get bigger when I zoom out and it should stay in the 'center' of building.

#

I know it renders on the screen so I'm thinking if is there any built in setting to click to make it work or do I have to make custom logic for that

#

that will lower the health bar and make it smaller scale on zoom out etc.

#

so it looks like it's actually sticking to the building a nd not floating 10 meters above it

crude spruce
#

im sure there is a scale for widgets in several places, you could change that based on the zoom level

#

expose the scale into it the same way you expose the health points

#

in regards to position, do you project it to world space from screen space already?

dusky cobalt
#

Screen because World looks ugly

crude spruce
#

i guess there is no point if its perma orto iso

dusky cobalt
#

hmm, do you mean no point using World projection?

crude spruce
#

yeh, yet ๐Ÿ™‚

dusky cobalt
#

when using ortho camera?

crude spruce
#

im thinking a wellconfigured anchor would help with the position

#

But scaling 2D elements to reflect the distance to a 3d object is wack because it might not look like you want it to.

#

im humouring it as far as i can. expose the zoom level to the widget and find out how widgets can scale cause i lost that from the stuff i remember

dusky cobalt
#

Well, this is what I have in mind to make Camera broadcast ZoomChange and Widget to bind to it and on Each Level set a custom scale that will work lol, but was wondering if maybe there is already something magical in engine that would make it work before I go into that

crude spruce
#

a tip for the scale. design the hp bar to look good in the max zoom level

crude spruce
#

how do you expose the life value?

dusky cobalt
#

life value? this is in HealthModule that adds HealthBar to WidgetComponent

crude spruce
#

so how does it know the health?

dusky cobalt
#

I'm not sure if I understand the question? ๐Ÿ˜„ is it relevant to the general scaling issue?

crude spruce
#

in the context of
actor with life > widget(actor with life . life)

#

yes because the same way you expose life to widget, you can expose scale to widget

#

as a way of explaining you dont need dispatches here

dusky cobalt
#

i have HealthModule with health, there you can damage/heal and after that it's event dispatcher OnHealthChange which widget binds to

crude spruce
#

oh i see you already dispatch

dusky cobalt
#

HealthModule creates widget and adds it to WidgetComponent

hollow flower
#

um doesnt feel like il learn how to do this any time soon

crude spruce
#

i havent worked too much with dispatches so i cant tell how they differ from casting when doing multiple instances

hollow flower
#

im trying to make ai move to serten palce

dark drum
dusky cobalt
hollow flower
#

i was trying to learn on my own but tutorials might help a bit

crude spruce
#

its more like documentation, that video in particular is great for casting.

dark drum
crude spruce
lofty rapids
#

Your doing a few things wrong here

lofty rapids
hollow flower
severe coral
#

Hey, I want to create touchscreen controls for Windows. Previously, I used the Touch Interface, but I think that only works when building for mobile. So I wanted to use widgets, basically like what they did in the Vehicle Template in version 5.6.
However, it doesnโ€™t work as I expected. Theyโ€™re using a "UI Thumbstick" for the widgets, and for some unknown reason, it moves the camera around by default, even without any custom implementation.
Also, I donโ€™t see an option to use textures as icons. It was very easy to do that with the Touch Interface. Do you know how to implement custom joystick in widgets?

lucid ore
#

could anyone help me make a blueprint for these ineractable material swatches so that when i press one of them their material is applied on the cone. I am pretty lost and dont have much experience with blueprints in vr

lofty rapids
lucid ore
#

No the thing is in my office i only work with ue for cinematics but now we have to do this vr project and its fallen onto me and i never did anything like this and cant find any resources for this specific action online. Ai hallucinates a lot when I try to use it to guide me

lofty rapids
#

that would be the first thing

#

pass in a material to the function, and it sets the cone to that

#

then when you interact with the thing, you can get material, and set the cones material to the one that you selected

#

definately doable

lucid ore
#

thank you very much thats already way more info than I found by myself, will dive into these! I really appreciate the help, cheers โค๏ธ

lofty rapids
#

you just need a reference to the cone, and you get the reference to the mat actor when you trace it or click on it

#

theres a node: get material, and a node: set material

#

on the mesh

severe coral
#

Or do you know why in vehiclew template project "UI thumbstick" doesnt work by default, but when Im using it in my projects its moving my camera around even if I didnt implement any logic?

lofty rapids
severe coral
#

nah, I've been testing it on my touch screen and using two fingers simultanously is not a problem

#

but I have problem that this thumbstick ui implemented itself...

lofty rapids
#

so it works, but the widget isn't responding ?

#

in any case, to do something like this you would get the mouse x and mouse y when you click, this is your origin, then subtract the new location from the origin

#

and when you let go of the mouse, snap it back to origin

steep sonnet
#

can anybody help with this? This is a full auto fire mode for a gun and it SHOULD block you from spam clicking and shooting faster than the allowed firerate but it doesnt really work, if im holding LMB while its auto shooting and i start spam clicking LMB then i can all of a sudden shoot faster than the firerate

#

nop, you can still outclick the firerate :(

stuck vine
#

Dont use delay use absolute time : no clicking allowed before absolute time is reached.

lofty rapids
#

this is all you need

#

replace hello print string with events/functions

steep sonnet
#

im guessing the auto firing would be the event/function then? because now it only shoots semi-auto

oak juniper
#

i have an unusual first personfov problem where i use Virtual Plane to create a scope mask (projects texture in screenspace perspective corrected for a 3d target in the world). but it doesnt get affected by the custom first person fov. can i somehow correct for the fov in either the blueprint or the material?

lofty rapids
#

i'm just confused ig

steep sonnet
#

like in every game you can hold to shoot at let's say 600 rpm but at the same you can also spam your mouse to shoot but it of course can't go above the 600rpm

#

i may have just done it, i replaced LMB input with an enhancedinputaction with this Hold trigger

#

before that i also used this but i didn't know the hold was set to 1 second so there was a delay which i didnt like

steep sonnet
# lofty rapids

yeah now i cant outclick the gun's auto fire but also thanks for this, its a lot shorter than what i had before

surreal wagon
#

Why does this not work on construct but it does on beginplay?

desert veldt
#

Hello,
i would like to find a system that lets me know the rotation of an "enemy pawn" compared to a "friendly" pawn that is looking at it.
The result of that that system is supposed to help me figure out if the pawn is looking at the other pawns front(red), side(yellow) or rear(green).
I don't think i can use an impact normal as that would be affected by the targets shape?
Ty in advance

steady night
#

hi, is it possible to make a point light ignore certain objects ?

lofty rapids
#

"The dot product, also known as the scalar product, is a mathematical operation that takes two vectors and returns a single scalar value. It essentially measures how much two vectors point in the same direction"

lofty rapids
steady night
#

yeah ijsut saw that, is there a way to change the default value of it for all objet ?

#

all have channe 0 by default

#

can ic hange to 0+2 by default?

lofty rapids
#

just uncheck it on the mesh you want to ignore the light

lofty rapids
steady night
#

aye

plush ridge
#

ohh I think I had it disabled for this server, not sure why

#

try now

tidal olive
desert flint
#

hey, so i have a problem where when i grab the ground in my code, and walk away or move, the hand just starts spazzing out.
i believe this is because my current code is in a event tick, but I kind of need to keep it there to check if its grabbing the ground or a object. what can i do to fix this?
(grab point is the impact point of the break hit point.

lofty rapids
#

and that bit of code is all your doing ?

faint pasture
#

what event

desert veldt
lime yoke
#

What does this "warning" mean? I've just binded an event to this dispatcher and it's returning the values properly.

lofty rapids
desert flint
#

im talking about how its just setting the anim instance to the grabpoint in a event tick

#

thats the main part of what im talki ng about

desert flint
#

input action.

#

do you want me to send over more? and what part would you want me to send.

desert flint
#

just a bug with discord.

lofty rapids
desert flint
#

Yep

lofty rapids
lofty rapids
desert flint
#

but only when i move or look around

lofty rapids
desert flint
#

i believe this is because its in a event tick

desert flint
desert flint
#

its impact point.

lofty rapids
desert flint
#

to make it grab the ground like a harpoon or grapple gun

lofty rapids
#

it should run when you press the grab key

desert flint
#

yes, which is left click

#

it gets the grab point once.

desert flint
lofty rapids
#

that shouldn't be an issue

#

where else do you alter grab point ?

#

and your sure this runs on grab clicked only ?

#

also vinterp will make this look way better

desert flint
desert flint
lofty rapids
desert flint
#

Why?

lofty rapids
#

in the animbp try get owner -> cast to player

#

then get the variable that way

#

so you don't need tick

desert flint
lofty rapids
#

the animbp acts like a tick

desert flint
#

however it was doing the same when it was a cord instead of a skeletal mesh

lofty rapids
#

thats where i usually get and set the variables

#

because this is already running and designed for it

#

so you can skip the tick

#

atleast i think so

desert flint
lofty rapids
#

in the left

desert flint
#

ohhh

lofty rapids
#

double click event graph

desert flint
#

nothing

#

but that shouldn't affect anything

#

as

#

it was doing the same with a cord component

lofty rapids
#

so this is where you usually set the variables

#

for your animation

desert flint
#

i can do that later

#

however

#

i want to focus on the problem.

lofty rapids
#

it should be fine imo

#

try a restart first thing

#

then show me that it's on the grab event

#

and are you holding down the key ?

desert flint
desert flint
#

its a started event.

lofty rapids
#

only when you hold it down ?

desert flint
#

yep

lofty rapids
#

makes sense

#

but your using started and you figured that would be fine right ?

#

what does the IA look like ?

desert flint
lofty rapids
#

what does it look like

desert flint
desert flint
lofty rapids
#

what are you running off completed ?

lofty rapids
desert flint
#

thats whats running off completed

lofty rapids
#

does it keep firing when you hold down the button ?

desert flint
#

yes

#

ill check

#

no

#

it doesn't.

#

it only gets the grab point, once

lofty rapids
#

add a trigger

#

and select pressed

desert flint
#

i just did that

#

and now it wont fire

#

its like it executes the entire code for half of a millisecond

#

i see it trying to play the animation but it instantly goes back before you can even see it

#

should i edit the threshold?

lofty rapids
desert flint
#

just did, it works fine, but still has the same issue

lofty rapids
desert flint
#

yes, it only fires it when i click press

#

it doesn't spam the print string like its repeating

lofty rapids
#

ok so the event is working

#

but it's still doing the same thing ?

desert flint
#

yes

lofty rapids
#

weird

#

try to restart the editor

#

sometimes a restart can fix weird issues

desert flint
#

do i just close and reopen it?

#

or is there a way to refresh it like c++.

lofty rapids
#

ya save everything

#

you can reopen the same project i think

#

but close it

#

and reopen it

#

the idea is to clear it out

#

a fresh start

desert flint
#

still doing it.

lofty rapids
#

you must be setting this somewhere else i think

desert flint
#

where do i search for blueprints

lofty rapids
lofty rapids
desert flint
desert flint
lofty rapids
#

and your setting it on tick

desert flint
#

just found out this parts useless

#

this is the one connected to the tick

#

but i think the one in the main code is fine, right?

lofty rapids
#

you have two of them

#

they could be conflicting idk

desert flint
#

the one to the right

#

ill disconnect it

lofty rapids
#

this one you want

#

the other one wherever it is

#

you had three of them

#

so it was bugging out

#

just use one

desert flint
#

and it works the same

desert flint
lofty rapids
#

if your setting this value multiple times this will cause the issue

#

set it after you draw the trace

#

after the trace

#

set it on hit

#

as far as the third one, what does that lok like

desert flint
#

it only executes the other set anim bp when its true

#

dw

#

and i just unplugged it from true, it does the same

lofty rapids
#

so now your only setting it one place ?

#

or your confusing me

#

you got three different settings of the same thing

desert flint
#

so

#

there is a branch

#

it checks if youre grabbing a object

#

if you're not, it will execute the code for grabbing the ground

#

if it IS grabbing a object

#

it will execute this code

lofty rapids
#

and when does this run ?

#

this is on tick ?

desert flint
#

its in the event tick

lofty rapids
desert flint
#

wait why?

#

that would make the code not work

lofty rapids
#

no you set grab point thats fine

#

but at the end you set the anim instance variable

#

take that out

desert flint
#

this one?

#

or the other one.

lofty rapids
desert flint
#

ohhh i already deleted that one

#

and it does the same

#

dw

lofty rapids
#

ok so use that one, but unplug the tick

#

and see if it bugs out at all

#

if so your booleans are probably flipping back and forth

desert flint
lofty rapids
#

that doesn't make any sense

#

idk somethings wrong here obviously

#

if you press the key once

#

it prints hello once

#

and you set the grab point once

#

it should not keep moving

#

you must be setting it more times

desert flint
#

the only other place im setting the anim grab point, is here, and its ONLY if your grabbing a object

lofty rapids
desert flint
#

which i tried to disconnect this and it still spazzed out

desert flint
lofty rapids
#

ok well it's a process to figure out the problem and it could be many things

#

only people can help with what you show

desert flint
#

im plugging a print string into both the anim bp thing and the grab point

#

to test if they are the same values or tstay the same

#

it doesnt change even when i walk around

lofty rapids
desert flint
#

i disconnected all the booleans, it still does this.

desert flint
lofty rapids
#

can you clear the target ?

desert flint
#

clear the target when though?

lofty rapids
#

when grabbing ground

#

it's probably swapping back and borth

desert flint
#

alright, should i clear anim bp aswell?

lofty rapids
#

idk what that means

desert flint
#

anim grab point

#

i mena

#

mean

lofty rapids
#

no

desert flint
#

nvm just cleared both in the same thing, it just teleports them to 0 0 0

#

and it doesnt work anyways

#

it still spazzes out

lofty rapids
desert flint
#

oh

#

yes

lofty rapids
#

of the physics handle

desert flint
#

thats for the object location though

lofty rapids
#

it's probably still bouncing back to that

#

you want to disable it, or clear the target

#

when you do the floor code

#

thats all i can think is the issue tbh

desert flint
#

just disabled it, still broken

#

im sooo confused

lofty rapids
#

i can see that

#

you unplugged it

#

i'm saying the phys handle probably has a target set

#

which is going to

#

and you don't set the target on the false branch

#

you just set the anim point

desert flint
#

yeah

#

the true branch shouldn't have anything to do with it though

#

as its always gonna go to false

lofty rapids
#

but your physics handle is still on and working correct ?

#

shut it off on false

#

turn it on on true

#

when do you grab componenet ?

desert flint
#

what do i do here

lofty rapids
#

only on true ?

desert flint
lofty rapids
#

get the physic handle reference, drag out and release component on false

lofty rapids
desert flint
lofty rapids
desert flint
lofty rapids
#

where is this code ?

#

i see two nodes and thats it

#

when is this running ?

desert flint
#

on the false.

lofty rapids
desert flint
#

just found that out....

#

wait

#

it only does it when i walk backwards

#

or side to side, but its less

lofty rapids
#

i would ask if you using the variables correct in #animation i know you literally said no

#

but i think it might have something to do with the problem, and if not, then atleast you know for sure

desert flint
#

i don't believe it has to do with that

#

rather

#

my viewport

#

the skeletal mesh and the character itself

#

i think its in the details panel

tawny mural
#

hi, how to make E (tap) -> Func1 and E (Hold) -> Func2 and make these IA not overlapped eachother, if player hold then hold and Tap will not triggered

tawny mural
#

now i using Hold and if press E its fires first func and after that threshold the seconds func runs

split dagger
#

Check the second comment down on that video as you'll need to add another boolean so the release code doesn't always trigger.

split dagger
dry flower
#

Hello everyone. My problem is this. I want to drag this BP rigdoll character on the ground and hold it like an item and drag it. How can I do this? thank you everybody

dry flower
#

This is exactly what I was looking for, thank you so much

warped pewter
#

why does unreal lag when i look up at the sky?

next hollow
#

Gotta render each planet in the galaxy. ๐Ÿ˜›

noble shale
#

Pls help. Why am i missing stop montage node on my graph of my character BP ?
It was there literally 30 min ago, what could i've done so it's gone now ?

maiden wadi
fallen dirge
#

does anyone know the name of this velocity? im a absolute beginner and cant find the exact same velocity component. and also falling if possible

frosty heron
#

Show what you have.

#

If you want to break the vector component, you need to right click the pin (yellow in this case) and select split/break.

fallen dirge
fallen dirge
#

and for the falling event, since its says "custom event" we cant really know can we?

frosty heron
#

What is your goal, aside from the tutorial you are following?

fallen dirge
#

its a

#

fall damage

frosty heron
#

You can apply that when the character land.

#

Look for event on Landed

fallen dirge
#

but if i want the exact same one what do i search?

#

"how to create a custom event"

frosty heron
#

Right click empty space and type add custom event.

fallen dirge
#

OHHH

#

thank you so much

#

sweet

frosty heron
#

For a fall damage, i will just look for the apex event ( an event called when the character reached the highest z? ) save the heigt then on landed just check the delta between the apex z and the current z.

If the character falls more than certain treshold apply damage.

frosty heron
#

@fallen dirge not sure how you want to apply your fall damage but checking the z axis position of the character when it just start to fall and when it stop falling is the easiest to get "how high does this character fall"

mighty crown
#

Has anyone tried printing an array of text in their UI Widget on initialized with a for loop and notices it only executes once? I had an array like this ['asd', 'efg', 'hij'] and only ASD prints.

If I do an array of strings or ints the rest of the array fully prints out

#

its so bizarre

frosty heron
#

Show your code

mighty crown
#

Sure. It's a bit of a mess

#

well not really but here. The code is pretty simple..

#

its literally just a for loop printing

#

if I try to print an array of text it only prints one element

#

strings and integers are okay though

#

I've restarted the editor and did a re-build thinking maybe something got cached that shouldn't have but that didn't resolve it

hardy merlin
#

Is there a way to have a camera that's not a subcomponent of the pawn? So I can more directly script its location.

frosty heron
#

Camera manager would be the rihght place to look at

#

Its got an event that decide where the camera is looking at

hardy merlin
#

How do you get a particular camera to be assigned to a particular viewport/player controller? Other than attaching it to a possessed pawn.

radiant pebble
#

Hey, I was wondering, is there any way I can get all widgets in a tile view ?

fallen dirge
#

@radiant pebble

#

like this?

#

as in browser tabs?

#

if it is just drag it back in like browser tabs

radiant pebble
#

sorry it wasn't clear

fallen dirge
#

then isnt it the exact opposite?

#

if i understood it correctly

#

ignore me if im wrong lol

radiant pebble
#

but then, I'm trying to get all widgets

radiant pebble
spark steppe
#

get childs or something like that

#

it should be a thing

radiant pebble
#

none of them exist here

spark steppe
#

oh nvm, it's a view...

radiant pebble
#

yeah

spark steppe
#

get list items likely?!

radiant pebble
spark steppe
#

and get displayed entry widgets

#

one are the objects, the other are the widgets

radiant pebble
spark steppe
#

there isn't guaranteed to be a widget for each element

#

the list view only generates widgets for what's visible

radiant pebble
#

When you scroll down, what happen to the first widgets then ?

radiant pebble
#

haha ok

spark steppe
#

the question is if you really want a list view to begin with

#

they only really are worth to deal with when you have hundreds of elements

radiant pebble
narrow sentinel
#

Anyone know whats wrong here ?

#

bassically trying to when the actor is spawn it's push in a sence in it's X direction but at the moment after it's spawned it seems to just stay in place

#

I do have phyics enabled as well

#

it's fine seems i needed accel change to be ticked

short hinge
#

Hello everyone. I'm using a post process volume to apply an outline effect, with custom depth to exclude some actors from being outlined. Everything works ok, except for Niagara. I did check the "Render Custom Depth Pass" and used the right stencil value in my niagara emitters, but it doesn't seem to make a difference. Particles still render the outline. Does anyone know how I can make niagara work properly with custom depth?

severe coral
#

Hry Im creating stopwatch for my racegame and I want to start it after pressing button on different widget. What is the most efficient way to trigger "StartStopWatch" event?Currently I have this logic inside my stopwatch widget. Should I move "update stopwatch" logic to the vehicle pwan class?
Im asking because I wanted to use an interface to send a message from one widget (where the start button is) to the "StopWatch" widget, but "Get All Widgets Of Class" in the event construct doesnt return valid reference

maiden wadi
spice cradle
#

hi

#

im trying to change my ortho width with mouse wheel, but this don't works

maiden wadi
#

Need more context. What class is this input in?

spice cradle
#

its my character controller

maiden wadi
#

Put a print on this and run it. See if you get prints that the input is even working.

spice cradle
#

i want player to be able to zoom it with ortho width

maiden wadi
#

You didn't put a print on it. In fact you just disconnected the execution line to the only thing that would work.

spice cradle
#

print?

maiden wadi
#

You replied to the message.

spice cradle
#

is print a variable?

maiden wadi
#

PrintString node. Connect one on the MouseWheelAxis node and see if it prints.

spice cradle
#

im a dummie with blueprints

maiden wadi
#

Right click the graph and search for PrintString or PrintText, either work.

spice cradle
maiden wadi
#

You need to hook up a component to that SetOrthoWidth too.

spice cradle
#

which component?

#

๐Ÿ‘‰ ๐Ÿ‘ˆ

narrow sentinel
#

looking at fps it stays nicely at 60

#

hmm actually it might be the editor viewport camera causing it cause it doesn't seem to do it looking through player camera

toxic nacelle
spice cradle
toxic nacelle
# spice cradle im dumb <@143471961723371520>

You need to find and retrieve your camera component (from the camera manager, if you are in the character controller) then plug it to the Target input of the Set Ortho Width node

spice cradle
#

can you replicate this an take a print for me?

#

๐Ÿ‘‰ ๐Ÿ‘ˆ

lofty rapids
#

drag out the camera and plug that into target

spice cradle
#

I already done that but din't work

dusky cobalt
spice cradle
#

yeah

tepid turtle
#

Is there a way to add a button or a method to a UFunction node such that I can inspect the node params and run a call in editor function? I want to have a helper method to generate some data assets based on the settings in the node.

Think: BPNode SpawnAnItem(FString ItemName) -> Right-click or details menu -> button with : CreateItemDetailsAsset(node reference or some such thing)

Any ideas on how to do this or something similar?

dusky cobalt
# spice cradle yes

did you fix it? you need to plug the camera from the viewport on the left to that Set Orth Width node and it should work

dusky cobalt
#

so you are not really changing any orth wit hthese small number

#

you shoul do like multiply X ZoomRatio (x100) for example

#

and have variable that you store Current Zoom (500 700 1100

lofty rapids
#

tbh i would interp

dusky cobalt
#

yea you need to put then it on event tick, i can give you my solution in 4-5h

#

when i come back

#

its really nice

lofty rapids
spice cradle
spice cradle
lofty rapids
#

and what exactly are you clamping ?

spice cradle
lofty rapids
lofty rapids
spice cradle
lofty rapids
#

by looking at what you have i would suggest maybe some blueprint tuts

#

because 0 * anything is zero, and i can see you don't know how clamp works

#

clamp clamps the value between the range

#

you inputted 0.0 and clamped it

spice cradle
#

yeah

lofty rapids
#

so it would be the minimum

#

for instance if you put instead of 500, 1000

#

it would goto that

#

what you want is to keep track of the current zoome

#

do you want to the zoom to stick ?

#

or just zoom while your holding a key or something ?

spice cradle
#

no, just a simple orthographic zoom to my character when rolling mouse wheels

#

like the sims

#

the sims 1

lofty rapids
#

ok

#

so first thing you want to do is compare the value

#

using mouse axis

spice cradle
#

indeed

lofty rapids
#

the mouse wheel axis

#

drag out from the axis value and do compare

#

keep it at zero

#

what happens is up is 1 or -1, and down is -1 or 1

#

it's flip flopped so one or the other

#

yes 1 is up

#

-1 is down

#

so with the compare you have the execution for if you scroll up or down

spice cradle
#

it starts with the ortho width at 500

lofty rapids
lofty rapids
lofty rapids
spice cradle
#

done

lofty rapids
#

set it to like 5 or 10 for now

#

you can adjust this later

spice cradle
lofty rapids
#

ok so off the compare > add zoomspeed to zoom

#

so get zoom, add zoomspeed, set zoom

#

and on < do the same but subtract zoomspeed

#

so your basically setting this variable up or down

#

depending on when you scroll

#

and after both of them connect them both to a set

#

where you clamp it

lofty rapids
#

lol

spice cradle
lofty rapids
#

and then do a set zoom

#

and plug the result of the add into it

spice cradle
lofty rapids
#

and then the same thing but zoom - zoomspeed

#

on the < from the compare

spice cradle
#

hi

lofty rapids
#

from both zooms do another set zoom but clamp it first

spice cradle
lofty rapids
spice cradle
#

yeah

#

lets try it from zero

#

i never give up

lofty rapids
#

part 1

#

part 2

#

and then you got yourself a smooth af scroll

#

i didn't test it but it should work, let me know if you have problems

lofty rapids
# lofty rapids

see here how i'm clamping the zoom value because i've added or subtracted so i want to make sure it stays in bounds

#

i use interp all over the place for zoom, rotation, movement. whatever i can lol

#

it smooths it out so you don't get that snap when you scroll

spice cradle
#

wrong video

maiden wadi
#

You're multiplying on one side and subtracting on the other.

lofty rapids
spice cradle
limber marsh
#

very dumb question that probably won't get answered (and I can't find the answer to anywhere) but does anyone know how to detect the player doing a 360 degree motion on their keyboard/gamepad

lofty rapids
#

interesting thing to try to detect

limber marsh
#

Trying to add the spin jump from mario sunshine to my 3d platformer

#

Everything's there except I realized I have literally no idea how to detect the motion

spice cradle
lofty rapids
spice cradle
#

nice

lofty rapids
#

you can also reverse the addition and subtraction

#

or build it to be more settings and flip with two booleans or something

lofty rapids
#

smooth af

spice cradle
#

smooth is a little slow, but it's not a problem

lofty rapids
spice cradle
#

thank you 2 for all

lofty rapids
#

that controls the speed of the interp

lofty rapids
#

to say 5 or 10