#blueprint

1 messages · Page 346 of 1

spice cradle
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nice

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im in debt with you

lofty rapids
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i help people all the time, its no big deal sometimes i just give the code

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its easier then explaining

spice cradle
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god bless your heart

atomic solstice
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How do you sort object arrays (alphanumerically)? --or is my strategy just wrong?

Trying to load arenas that cycle through an array i.e. arenas 1,2,3,4:

  • top image: Get All Actors of Class for level instances gives me a scrambled array (2,1,3,4. not 1,2,3,4)
  • mid image: converted to a string array so I can use Sort String Array to sort it by display names (arena_1, arena_2, etc.)
  • bot image: there's no Unload Level Instance (by Name) 😬
maiden wadi
atomic solstice
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perfect solution works now! thanks.

normal furnace
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If I'm making a blueprint-only actor component, is there a way to override a function on the actor that owns that component from within the component blueprint?

frosty heron
frosty heron
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@normal furnace here is example, you have a delegate in the actor component.
In any actor that has the component, you can select the component and fire a function when that delegate is called.
Any actor that listen to the delegate can fire their own respective function.

I think that's what you are after because owning a component can't magically override the owner method.

hardy merlin
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Don't forget that you can add input variables, and I strongly recommend including a pointer to whoever broadcast the event for the first variable.

frosty heron
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not sure if that's related

maiden wadi
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You don't need that for components so much.

frosty heron
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you already have the ref to the component anyway, you have access to it's properties

maiden wadi
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Depends on the component. Some maybe if you're doing some generic component manager. But in this case you know what component broadcast too due to the way they bind in the actor.

frosty heron
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@hardy merlin were you asking about how to manage camera the other day?

hardy merlin
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Yes.

normal furnace
hardy merlin
frosty heron
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I think ultimately if you want custom behavior you can just override the event in the camera manager. That will be what you are seeing.
Not into this deep my self, but I manage to yoink Lyra Camera.

The way they do it is they use gameplay tag to switch to different camera mode.

What ever the camera mode is, ultimately the UpdateView is what the camera sees. So you can override that and have any custom logic you want.

hardy merlin
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Noted. I'll begin investigating.

frosty heron
# hardy merlin Noted. I'll begin investigating.

this might not be related if you are asking for temporary control for cinematic or something like that but Lyra implementation to address clipping issues on the corner is an absolute life safer for me because I wouldn't be able to come up with the logic my self for a long time.

tldr: it works where spring arm doesn't.

maiden wadi
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That reminds me. I need to check out that one sample project with PCG and the camera thing.

hardy merlin
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Anyone know why I have a "-1.00" at the origin of my empty scene?

maiden wadi
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O.o

frosty heron
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👀

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Nothing on the world outliner?

hardy merlin
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Sounds like something a teammate might have done.

frosty heron
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Editor stuff that draws on screen perhaps

hardy merlin
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From within a widget, how can I get the player controller that owns the viewport of the widget?

hardy merlin
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Cool! The last thing I need is that when I click the Resume button I am hiding the menu but I also want to have the game view re-capture the mouse pointer. How can I do so?

maiden wadi
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For like a shooter?

hardy merlin
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Third Person template, yeah.

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When I click Resume, the menu hides but the mouse is not captured so I have to click an extra time.

maiden wadi
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Should work with a SetInputModeGameOnly usually.

hardy merlin
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Ah, I see.

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I'll have to work out how best to manage the different modes.

maiden wadi
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CommonUI is usually a better way if you have the time to learn it and adapt to it. It's activatable widgets swap input modes for you.

hardy merlin
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Is CommonUI official or a marketplace plugin?

maiden wadi
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It's in engine

edgy field
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is this some engine bug, or it's normal that setting collision profile to MyProfile turns it into Custom instead of MyProfile ?

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help please

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it happens sometimes, not all the time

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which is why I'm asking

edgy field
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bruh, channel is so dead

opaque wagon
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or ur issue didnt happened with others.

edgy field
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I mean, in that case people could reply : it's potentially an engine bug

lofty rapids
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this is what the googles says about it

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It is completely normal behavior for a component's collision profile to change from a custom preset like "MyProfile" to "Custom"

lofty rapids
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like you click the profile and it auto switches to custom ?

frosty heron
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By google do you mean gemini?

lofty rapids
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yes it was just what came up with the google search

frosty heron
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Treat A.I as guess at best

lofty rapids
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yes i've known it to be unreliable

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thats why i mentioned it was "google" not me saying this

edgy field
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So yeah its solved now

maiden wadi
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I hate that the first thing that pops up on Google now is AI shit. It's never correct for me either.

lofty rapids
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prompting ai is frustrating lol getting it to help with blueprint stuff is usually a real hassle

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1000 prompts later i get something that works hopefully

blissful grail
boreal basin
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Wait

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Tmrw I do want to improve on my Unreal Blueprinting skills, mainly with moving my current movement system from the Character Blueprint onto GAS + Build up said Character’s Player State/Player Controller.

lunar sleet
junior robin
lunar sleet
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Perseverance

junior robin
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no seriously

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do you just grind unreal engine vidoes on yt or smth

modern horizon
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i have a problem to where whenever i teleport my skeletal mesh somehwere and walk backwards, it starts spazzing out. and its done the same when i used a cable component instead of a skeletal mesh, i don't believe its something to do with my code (i can show it anyways but someone already said the codes fine), but i believe its something to do with something in the details panel.

maiden wadi
frosty heron
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I don't even touch a lot of things I should have. Common UI and asset manager being one of them 😭

edgy field
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probably do a lot of small 3 days game projects
and try things .. without being afraid of making mistakes

frosty heron
frosty heron
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the smart people don't really grind youtube tutorials. They have problem solving skill and read what they need to know.

lofty rapids
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it looks like it's fighting for position or your setting it's location more then once

modern horizon
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and i was only setting the variable twice yesterday, technically.

lofty rapids
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also i would try #animation like i mentioned, just to valid your using the animation stuff coreectly

modern horizon
lofty rapids
modern horizon
lofty rapids
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show the two spots where your setting it

modern horizon
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and that doesn't even get executed until i grab something

lofty rapids
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right but your grabbing the ground ?

modern horizon
modern horizon
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it still does this when i grab objects.

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i thought it was something to do with camera lag, but apparently not?

lofty rapids
# modern horizon

and if your holding something it doesn't do it right ? so did you try to set the target location to grab point when you grab the floor ?

modern horizon
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so it has to be somewhere outside of the event graph

lofty rapids
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idk what you keep saying in the details panel, your saying physics handle component has a setting that fixes this ?

lofty rapids
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I'm fairly confident its something with your animation and the target points

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especially if it does it without using the grab point variable

modern horizon
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cause that makes sense if its the physics handle messing something up.

lofty rapids
lofty rapids
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show where you set the boolean

modern horizon
lofty rapids
lofty rapids
modern horizon
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first image is when it cancels

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second is when it turns on

lofty rapids
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wdym "when it cancels" ?

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and wdym "when it turns on"

modern horizon
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first image, when you let go, second image, when you start grabbing

lofty rapids
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at the end of tick on your character

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print this boolean

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is it is grabbing ? is it flip fopping ?

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see if its working correctly

modern horizon
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its always printing true

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but that doesn't matter as that string will only print when i pick up a object

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and my problem is outside of that

lofty rapids
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geez

modern horizon
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my problem is outside of animations

lofty rapids
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ok...

modern horizon
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as it spazzes out while it hasnt even moved or extended a bone

lofty rapids
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that proves nothing

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it defiantely could be the animation

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and your not checking like i would of hoped

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obviously not at the end of a bool restricted thing

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heres a better option

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but the print string at the beginning of the tick

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do that instead

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and see what it says

modern horizon
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ok

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true when grabbing ground and object

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false when not.

lofty rapids
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i would fix that

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looks like your collision doesn't have physics

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this could definately be an issue

modern horizon
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what does this mean

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it takes me to the event tick

lofty rapids
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this means the value is empty

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click on where it says print string

modern horizon
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i already deleted the print string

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so its all fixed probably

lofty rapids
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wdym all fixed ?

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you should show things in order

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don't show old shit

modern horizon
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im confused

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i didnt show you anything old

lofty rapids
modern horizon
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don't know, i deleted the print string before sending that but didnt compile so who knows if thats a old error or not

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but that error has nothing to do with the issue

lofty rapids
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you should know

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and yes it does

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it breaks everything

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it could be the problem

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you keep saying its in the details panel

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but i don't even know what that means

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you have to fix your erros

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and debug the problem

modern horizon
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details panel

modern horizon
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theres most likely something here breaking it

lofty rapids
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what in the world makes you think that ?

modern horizon
modern horizon
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its not related to the event graph or animation.

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its outside of those.

lofty rapids
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ok, good luck

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if you really think it's in the details panel just mess with all the settings

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but it's probably not tbh

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but you do whatever you think is right

modern horizon
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then what is it,

lofty rapids
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i'm just debugging

lofty rapids
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it's very rare that a problem happens and you just say, this is the solution

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debug the thing

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you have errors

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fix those first

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before you do anything

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and the warnings

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and you might see this will fix it, if it doesn't go to next thing

lofty rapids
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but just assuming its in the details panel is not a good way to do debug

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lol but it could be a setting you might be correct, but you need to go down the list

modern horizon
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ive already said how it is,

lofty rapids
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saying this is just not how to debug

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you do you

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tbh, i hope you figure it out

onyx tapir
# modern horizon as seen here

engage is telling you to debug from the beginning, because even if the problem lies in the details panel or not you can come across many other issues or not from a full debug.
Prints and Breakpoints.

I'd start by solving the two warnings in your log. Both of those could most definitely cause the "spam" issue.
You never know, just try.

modern horizon
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Was a problem with tick settings 👍

lofty rapids
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glad its fixed

thin acorn
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Is this the correct way to do this? It feels off...

maiden wadi
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Other than that, Not sure. Maybe? Not many people use ChildActorComponents much anymore.

lunar sleet
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Is CAC not borked anymore?

thin acorn
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Is there a better way to cast the children to an object to call a function in them all?

maiden wadi
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Not really.

thin acorn
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Going with this, works fine enough

lofty rapids
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that node runs foreach one of the loop

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because it's pure

maiden wadi
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Pop out them exec pins!

narrow sentinel
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is there a way where when one physics actor hits another the mass of them equates into whether the one being hits gets any impulse or anything from it

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I bassically have a turret firing projectiles at astroids but I don't want it to be the projectile causes the astroid to get sent off

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espically when the projectile wouldn't have that much power

steady night
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Hey Anyone know how to use PS4/5 controllers D-pad as button inputs ive got the rest working but all tutorials jsut wanting to use the value inputs from it i just need them as buttoon inputs (Using Raw input IPlugin)

potent bear
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Does anyone know how I can unbind from an event through blueprints?

lunar sleet
potent bear
lunar sleet
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The create event node is just a shortcut so you don’t have to plug in the actual event node

lunar sleet
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Yep that should do it

potent bear
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Got it

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thanks

stone field
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So if BP_WrongPlace has a function I want to move to BP_RightPlace. And that function has already spread around to dozens of places. Is there no way to cleanly move it without having to do a copy, and go through all the nodes and update them manually?

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doesnt seem to work
+FunctionRedirects=(OldName=“BP_OldPlace.MyFunction”,NewName=“BP_NewPlace.MyFunction”)

hardy merlin
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What is the best way to trigger behaviors on level transition?

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I want to do a fade in when entering the game from main menu, but not if just using PIE

storm solar
boreal basin
# boreal basin Tmrw I do want to improve on my Unreal Blueprinting skills, mainly with moving m...

To anyone who has worked on this before: https://github.com/Narxim/Narxim-GAS-Example/tree/master

I'm thinking of applying my Movement Controlls to GAS, but I'm unsure where do I start + mainly on if its possible to do so. If it is, how would you guys do it for GAS?

Also I need help setitng up Player Controller/Player State(mainly for future plans, but I just wana set it up early for my Single-Player game first).

GitHub

A basic setup for using Epic's Gameplay Ability System. - Narxim/Narxim-GAS-Example

digital glacier
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if we forget about the "preventing cheating" aspect, why shouldnt i have vitality levels like hunger/thrist be calculated on the client side

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if youre thirsty enough, you slow down. if youre too hungry, you'll die, but this can all be handled on the client no?

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i dont see a reason to have the server aware of these levels

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is my reasoning correct?

maiden wadi
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Server saves the game. Has no idea wtf Client's values were at savetime.

digital glacier
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mm, youre right

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but if we werent considering that as well, would it still be okay to run on client

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just checking to see whether my understanding of "what things should be replicated" is correct

maiden wadi
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It's also a general state management. Consider if you want to put a character in like a hunched over tired looking state when starving. For the server this is simple replication. For a client you'd have to be constantly telling server what the values are anyhow so that it can tell every other client.

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In a nutshell. It just complicates things to not simply do it on the server and let clients be a peeking window into the "real" world.

digital glacier
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ty

hardy merlin
hardy merlin
boreal basin
hardy merlin
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Character Movement will require C++

frosty heron
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for multiplayer, yes.

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single player you can use blueprint to further degree for cmc

proud bridge
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hi, is there a reason that this code is not working in a standalone game?

atomic solstice
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Is there a reason why audio only plays after I release my movement keys (WASD)?
initially thought it was just firing play constantly so i never get to hear it but the audio should stop still when no movement?

modern horizon
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Hey @lofty rapids (sorry for the ping, but i think you'd know this), im trying to teleport my cord to the object so i can grab it, but it goes to the center and not where i grab it (im trying to grab it at a corner/edge), and ive tried numerous combinations of follow camera +/x/\ grabbed component, and for some reason i cant figure out how to do this basic stuff.

lunar sleet
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Floats can be like 0.00000000000089 . So it may never reach actual 0.0. Try near equal instead with a low margin of error

modern horizon
lunar sleet
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You can try line tracing to it for more precision

modern horizon
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i just put it in a event tick

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it works

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but it is now sliding and not anchoring onto the object

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hence why i did get world location

lunar sleet
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No need to put it on tick, you line trace when you aim at the thing and press the button

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Then you get one result, not 60-120 results per second

modern horizon
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and not move the object around

lunar sleet
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That’s more of a physics issue now, not so much about where you’re grabbing it

modern horizon
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hence why it wouldnt move my hand to the object

gentle urchin
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EventTick -> "IsGrabbing" -> UpdateGrabPosition

OnGrab -> IsGrabbing = TRUE;
EndGrab -> IsGrabbing = FALSE;

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sounds like something one would do in the animbp

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like ADS

little agate
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guys, for damage number widget, on screen render should be more performance friendly right that world (widget component) ? is it worth for screen render implementation than world considering performance. or actually it is not a big deal

surreal peak
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Have a Widget with a CanvasPanel and use a custom ActorComponent that can register to some manager that returns the world location of its owner.

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And fwiw the widget that should be drawn.

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Then do the math to place the widget on the CanvasPanel yourself

little agate
lofty rapids
static flame
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Guys, I need help on how to make it so that when I press the pressure plate, the wall goes up? I can't find a normal tutorial and I can't do it myself

lofty rapids
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if press you mean click it's easier then pressure like you put stuff on and the weight has to be something

faint pasture
floral stump
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What will be the best way to implement animations for +100 types of weapons?

Situation:
1: Weapon animations don't rely on IK bones.
2: All weapons has unique set of animations for upperbody pose: Base and Aim Offsets :: [crouch, prone, stand]

What I'm doing currently is?
:: Have a single anim bp class in which all the animations are implemented which is i think not the best way since i can have multiple anim classes which will be set by the weapon to the owner which is a the character.

but doing separate animation classes needs extra work like transiting the character to the old pose after setting the new class.

example:
Currently in AKM crouch mode
Switch weapon to m416 the character will transit to the stand pose with the new animation class which can be solved by a sync loading the new animation and set the old state crouch before setting it to the character.

boreal basin
# hardy merlin Character Movement will require C++

I do have GAS Helper(the plugin) if that helps, since I'm new with C++

While for my Blueprint, I've put them all on the base BP_ThridPersonCharacter within the EventGraph as shown here: https://blueprintue.com/blueprint/bec2xiy-/

While the important components for said movement system as listed -

GA_Dash: https://blueprintue.com/blueprint/75qb8u4q/
DoubleInput: https://blueprintue.com/blueprint/6erq20kq/
DirectionToDash: https://blueprintue.com/blueprint/1illz9rr/

The main idea is to port all of my movement inputs as GAS Blueprints, for modularity reasons. Also I want to learn how to handle GAS effectively myself beyond RPG stats IMO.

While with Player Controller/Player State, its mostly setting them up in a Single Player context(so that I can use them for future MMORPG plans), moslty from here: https://forums.unrealengine.com/t/player-state-vs-player-character/319281

Epic Developer Community Forums

If i have a bunch of data that varies from character to character (Health, mana, energy, levels, etc). Would it make sense to put all this in Player State or Player Character?

faint pasture
jagged moss
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why cant i convert enum value to name to get datatable row name, but i can convert the enum to string and string to row name and it works?

floral stump
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one thing i didn't tried is make all anim classes derived from my base anim bp

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not sure if it will solve it, but i think the base bp will have the old state and will just auto notify the child bp on switch

floral stump
faint pasture
spark steppe
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enum as rowname sounds like a painful life decision....

jagged moss
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i use enum as its a fast way to grab the 6 rows i need in a specific situation

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What i didnt understand was the difference between these to options

spark steppe
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yea but i'm 99% that a gameplay tag would be the better choice to begin with

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print the result and compare them?!

jagged moss
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i printed and the print shows the same

faint pasture
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Not 100% sure but might just not work at all in shipping.

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Enum is a tarted up int. Don't rely on the name.

jagged moss
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also the enums are numbers and row names are numbers

floral stump
jagged moss
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when using print string it also converts to string ofc, forgot that part, thats why i was confused

fleet prism
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Hello, I'm having some trouble. You see I'm trying to get all parts of the wall to move currently when I press the button only one part moves not all. I've tried parenting and using children but that didn't seem to work at all still only the one moved. I've tried some other methods too but nothing seems to be working any ideas?

floral stump
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@spark steppe

   public enum Status
   {
       Active,
       Inactive,
       Pending
   }
string rowName = Status.Active.ToString();
DataRow row = dataTable.Rows[rowName];
spark steppe
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do i want to open rider now....

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no

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but i did anyways

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TMap<FName, uint8*> RowMap;

floral stump
# spark steppe `TMap<FName, uint8*> RowMap;`

yeah this should also work

if (DataTableAsset && ensure(DataTableAsset->GetRowStruct() == FOurLinkedStruct::StaticStruct()))
{
    for (const TPair<FName, uint8*>& RowItem : DataTableAsset->GetRowMap())
    {
        const FOurLinkedStruct* rowName = reinterpret_cast<const FOurLinkedStruct*>(RowItem.Value);
    }
}
spark steppe
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fugly, but ok

fleet prism
quick sigil
#

Hi, not to be a wierdo, i'm new here and I was looking for developers to contact and your idea kind of caught my eye. (And yes, I did scroll all the way up because I have nothing better to do) I would love to assist you on your project, I just want to work. I can write and make music. I don't expect any pay. I have sent you a friend request. If you're okay with this, please accept it, but if you like to fly solo, you can just ignore it.

lofty rapids
topaz goblet
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Been in a bit of analysis paralysis. I have a combat component on my actor for a tick based combat system.
It feels like I'm having it do too much, but it's making the component reliant on other components being on the actor, which seems bad. Like... needing to have health component, needing to have a weapon component, etc.
Has anyone done similar and ... am I approaching it poorly? My thought was... any player or NPC with the combat component can participate in combat. Combat component would be where I put ... calcs for hit, calcs for damage, mitigation, current target, who is attacking current player, etc.

next hollow
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I'm currently in the process of something similar.
I would say, maybe it not NEED those, but make it interact with those.
Like, a combat component can still do combat, and if theres a health component, then it does damage.
Same thing with the weapon component.
Maybe combat can have a base like 10 damage, but if theres a weapon component, then do that much damage.

You could use interfaces to remove hard refs, or do abstract classes (1 BP file that has all the functions and vars created)
Then, a 2nd BP file that has the actual completed code, and filled vars

topaz goblet
next hollow
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Yeah, so far i've been keeping my components somewhat simple.
maybe a bit too simple, but it also removes 1 class that does like 80 things, when I really only need like 2.

topaz goblet
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I was thinking about init of the combat component and then doing a 'get component by class' and if not valid, throw an error that the actor needs a health component, weapon, etc.
Similarly, I sometimes feel they're either too simple / not as needed, or make them overly complex. hahah

next hollow
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Maybe needing a health component might make sense, but a weapon component doesn't sound needed.
But, that also depends on your whole game.
To me it would make sense to not need the weapon component, cuz maybe I wanna just having something fight, with a static value that isn't necessarily a weapon.

But, then to me I could split that into a couple components, to make it a bit more modular to me at least (but, like I said, I might be going a bit too far with my split up code)

topaz goblet
#

Oh for sure! It was one of the things I was stuck on. Because my NPCs have a different setup. Like, the player has an equipment system component that handles weapon, armor, etc. But, the NPCs just have a base weapon / 1 special attack'. Like... "claws, 1-10" or something simple like that.
For sure hearing your stuff helps a lot! Much appreciated

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I'll have a default 'unarmed' simple damage

next hollow
#

Yeah, my current setup (while perhaps a bit much. 😛 )
Is I have an animation handler (for the replication of animations, and general handling)
Then, in the context of my game
The weapon component just handles the input, and cooldowns (since my inventory stuff handles the model being held by the player)
The NPC component is just an extension of the weapon component, but with more vars, for automatic attacking and the such.

Then, both of those components just detect anim notifies, specially related to damage, and then functions are called on them, about dealing damage.

topaz goblet
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That sounds like you've done a lot!

next hollow
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But, it also helps, cuz apart from the NPC component, the other 2 can be re-used.
Such as the weapon can be used for static mountable weapons, cuz the component just handles input, and cooldowns, no actual relation to like a weapon being held, or etc.
Its just told to send an animation request to the animation handler.

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Then, the anim notifies handle dealing damage, or shooting projectiles.

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But, thats also a big thing for me, personally.
Keeping stuff re-usable.
I don't like having a ton of 1 use components, or 1 component doing like 20 things.
When, 3 different components keep it split, and not require everything all at once.

topaz goblet
#

I recently watched:
https://www.youtube.com/watch?v=i_7p8-DE15g

And it had me thinking about a lot of different aspects of my project that need to be refactored and improved.
But, it also got me in the analysis paralysis mode. hahah! For sure helps hearing other experiences and how they're implementing.

next hollow
#

Yeah, it also helps to have a ton of prior experience, with the opposite of this. 😛
1 file that does like 500 things, and trying to wrap my brain around it, or work around it, when I only need like 5 things.

topaz goblet
#

haha, wow!

candid osprey
#

Is there a way for a sphere cast to ignore a object on the other side of a wall and get blocked

dusky cobalt
#
  1. Detect All Actors with Sphere
  2. Check which ones I really see with Line Trace By Channel, make walls block that channel.
modern horizon
#

so i would probably have to do something like grabbed component world location x grab point/distance/impact point

lofty rapids
modern horizon
lofty rapids
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and the problem is it comes off of that point ?

modern horizon
#

yes, that would be grab point/impact point from when i first touch something.

modern horizon
#

which is why i need to do something like grab point/impact point +/x/\ get world location of grabbed object

lofty rapids
#

tick would probably solve this issue i would guess

modern horizon
modern horizon
lofty rapids
#

i can see because you never adjust the grab point

#

so it wouldn't work

#

it will just stick to the point

#

this makes sense

modern horizon
#

i assume you mean event tick, right?

lofty rapids
#

yes, set the grab point to the location of the object on tick

#

that should put it in the center

#

and then you just want to offset that

modern horizon
modern horizon
#

but its not actually anchoring onto it

#

which is why i need to incorperate grabbed objects world location into somethling like this.

lofty rapids
#

start by grabbing onto the center

#

don't do whatever it is your doing in that video

#

it's a mess btw

modern horizon
lofty rapids
#

do the original trace

modern horizon
lofty rapids
#

just as you did

#

do the original trace

#

as you did

#

but on tick

modern horizon
#

uhm, wdym?

lofty rapids
#

set the grab point to the center of the grabbed item

modern horizon
#

how can i update that on tick

modern horizon
lofty rapids
#

easy on event tick -> update value

#

get that working

#

then you can offset it

modern horizon
lofty rapids
#

yes

#

most likely

modern horizon
#

alright, but that doesnt do what im trying to do.

lofty rapids
#

make it do that first

#

then you can offset it

#

i can type it a hundred times

#

lol

modern horizon
#

inside the tick.

lofty rapids
#

idk why you need a new variable ?

#

but you can do whatever you want

#

it's your code

modern horizon
#

ok

#

do i set the variable inside the tick, or when i grab.

lofty rapids
#

you set it on tick when grabbing == true

modern horizon
lofty rapids
#

ok so now you'll want to decide how you will offset this

#

do you want to hold it on the left, right ?

modern horizon
#

ill show a video of my old code and what it did. it might help

#

but you could grab it anywhere on the object to grab it

lofty rapids
modern horizon
#

calculate the offset.... like the distance of me and the object?

#

or of where you grab it and the center

lofty rapids
#

"getting the center of the object"

#

"subtract the hit result"

#

and i think add it to location 0

modern horizon
#

center of the object would just be get world location.

#

i believe.

#

so it would be that - grab point?

lofty rapids
#

yes its close enough it should be the center

#

although it may be depending on your objects the bottom

#

but either way this should work

modern horizon
#

teleports the hands more behind me,

lofty rapids
#

don't do that on tick

modern horizon
#

alright

lofty rapids
#

get the offset
when you trace

#

then use the offset

modern horizon
#

i put that code after the break hit result/trace

lofty rapids
#

is it after you set grab point ?

modern horizon
#

yes.

lofty rapids
#

and did you set it to a new variable named offset or something ?

modern horizon
#

No... i just kept the same one

#

since im not setting it anywhere else

lofty rapids
#

it's a new variable

#

you want a new one

#

you want a new offset variable

#

geez

modern horizon
#

is offset a variable type, or do i just use vector.

lofty rapids
#

it's the result of the subtraction ffs

modern horizon
lofty rapids
#

i can see that

lofty rapids
#

are you reading my writings ?

#

read what i wrote

modern horizon
#

Yeah i just don't understand...

#

ill make a new variable, still don't understand. what happens with location 0 after that?

lofty rapids
modern horizon
#

and what happens now?

lofty rapids
lofty rapids
modern horizon
lofty rapids
#

ok on tick add the offset to the world location before you set location 0

modern horizon
lofty rapids
#

world location - offset = location 0

#

basically it's current location minus the offset

modern horizon
lofty rapids
#

try both

#

add first

#

if it's the wrong direction then subtract

modern horizon
lofty rapids
#

you definately want to add

#

but something wrong you are not grabbing that thing ?

#

it looks like the offset worked but you didn't drag the item ?

#

shouldn't you be holding that thing ?

modern horizon
#

i can show it again

lofty rapids
#

you got an accessed none

#

and you've had the same warning for every time i seen your videos lol

modern horizon
#

wonderful

#

i think i fixed it actually

#

i just removed "get grabbed component/physics handle"

#

and plugged hit component

lofty rapids
#

whatever works

modern horizon
#

thank you.

cyan wren
#

the way it generates cause the line traces to generate in a square

#

is there a way to make the spread circular?

#

i might just say screw it and go with the hurtbox shotgun method

thin acorn
#

I've got this event but I don't think it's working the way I think it should
PlaceWellScenery is an expensive function, so I only want it to run once a tick

#

PlaceWellScenery increments CurrentHeightStep, but even if I move the increment to the end of this chain it doesn't work.
If I print out CurrentHeightStep at the start of each LoopBody is just prints 1

lofty rapids
lofty rapids
#

i think that might fk it up tbh

thin acorn
#

All in the same BP
it works find without the delay, but the issue is it's justo too expensive so it hitches, so the delay is supposed to split up the expensive part into chunks

#

it seems While loops cant use delays tho...

lofty rapids
#

this is an offload to c++ thing i believe

#

you can make a function and run it through c++ this will solve your problem most likely

#

but a while loop is like that, blocking

faint creek
#

Hi guys, is there a way to rotate AI sight smoothly ?

thin acorn
modern horizon
#

so im trying to get a specific variable that will be inside several different blueprints/items. how do i check/reference a variable from several different bps
do i just do branches and keep casting until i find which one is the one im trying to reference?

lofty rapids
#

your looking if the variable exists ?

modern horizon
#

problem is, there are several different objects that i can grab with a variable.

lofty rapids
lofty rapids
#

make one blueprint called PickUP

#

add the variable inside there

#

and when you want to make a new item

modern horizon
#

alright, ill try this when i can

#

ty

lofty rapids
#

right click and create child

#

then use the children as your pickupables

#

but you can just cast to the parent, and get the variable

#

because each child is of the parent, so you can cast np

#

but thats what i would do cast hit actor to parent

thin acorn
# faint creek Like this?

The Alpha is basically how fast to go from A to B, so 1.0 is instant
Try something like 0.1 or even smaller for a more gradual change

Also, you probably want ShortestPath to be true. Whenever to rotate, theres always a long way and a short way, and usually you'll want to rotate the short way

faint creek
#

Could be maybe to turn in "Set actor rotation"?

thin acorn
faint creek
#

I've put it in teh EnemyPatrol Task of the BT, should I put it in the BP_Enemy with a Event Tick?

modern horizon
stray halo
#

this is just a general question to just gauge my terrible blueprint skills how long should it take someone (who has bp knowledge) to make a Minecraft style inventory with all the same mouse movements like splitting, single items, quick moving from inv to chest(all the goodies pretty much) also completely replicated ?

thin panther
#

There's not really anyway to gauge that.

It depends on your skill level, how much you've planned out, how fast you work, if you've ever done anything like it before, etc etc

#

Any amount of time is fine (as long as it's not for work), because that's just how fast you work

stray halo
thin panther
#

The only time I'd be concerned is you're a month in and you've got nothing, or little to nothing so far. And only for the reason that you may find it more productive to start with a smaller thing and work your way up to build more foundational knowledge before you burn out. It's easy to get trapped in tunnel vision and end up burning out on something because you maybe weren't as ready as you thought yet.

If you're making progress, slow and steady progress but progress none the less and it's not just been a month of bashing your head into a wall just to have some empty boxes on screen, then I'd say refocus, take a break and try to figure out where you're struggling in particular

next hollow
#

Guess i'll put this here?
With the Download Image node.
What sort of usage do the images have?
Are they 24/ 7 in memory, and essentially a virtual texture worth of size?
Or, some weird like saved temporary to disk?

maiden wadi
next hollow
#

I'm more curious about memory usage, or etc.
If I download like 100 images.

#

I just wasn't sure if it did some weird temp caching, in some files

maiden wadi
# next hollow I'm more curious about memory usage, or etc. If I download like 100 images.

This would be like the same as loading up those 100 images from your content browser. They'll stay loaded as long as you keep a pointer to the image(this includes like putting it in an image widget since that internally keeps what it's displaying alive).

The single point of difference is that instead of having the image data in your project, you're receiving it from a download. Both end up putting data into a UTexture2D essentially.

next hollow
#

I just wasn't sure how textures work.

Don't actual texture files read from the file every so often, to update texture maps?
Or, are full files, also just 100% pushed into memory?

I also just wasn't sure if the dynamic ones had overhead, since they legit ONLY exist in memory

maiden wadi
# next hollow I just wasn't sure how textures work. Don't actual texture files read from the ...

Normal textures it depends on their settings. If they're not allowed to stream, they have to be 100% loaded from disk to memory before they can be used. I'm not 100% sure on the streamed ones, but I'm under the impression that they just give you a fast Mip0 that you can use immediately and then stream in the higher level mips over time. I'm unsure if they dynamically unload mips as you go though. My experience is usually UI where the mips don't really change much even if you use them cause they're based on screen space and that doesn't change usually.

atomic solstice
#

Any ideas why "Destroy Actor" isn't destroying my controlled character actor and respawns leaving behind a copy?
Odd part is it still triggers Event Destroyed (and "Respawn Player") correctly

ivory epoch
#

I'm trying to set my CameraComponent to 0,0 by changing it in the Details settings. But the Details option doesn't show up for me?

hardy merlin
# desert flint

Put a breakpoint on the Branch node and see what you're actually comparing.

hardy merlin
# desert flint

Oh, looks like the top is getting a component while the bottom is getting an Actor (get owner).

#

Have Grabbed Component call Get Owner to compare actor to actor.

hardy merlin
desert flint
#

this is a actor blueprint

hardy merlin
#

You can still put a breakpoint.

desert flint
#

okay, what would this do though?

hardy merlin
#

And manually inspect what it's actually comparing.

#

When you hit a breakpoint you can mouse over the blue output pins and see what value they have.

desert flint
#

how do i do a breakpoint?

spark steppe
#

rightclick the node

onyx tapir
#

Or f9

severe coral
#

Thank you for the advice. Sending message to the game state is indeed very easy, I'm just using 'GetGameState' and sending it with an interface. But what about updating values in widgets from the game state? I created an interface function with inputs, but I still need to use 'GetAllWidgetsOfClass', right? Is this optimal?

barren tangle
#

Is there some people that use the motion warping node ?

#

The Warp Target Bone Name?

#

do you know if it move that bones to the location?

#

if it's not empty?

lofty rapids
lofty rapids
narrow sentinel
#

asking in here as well as this issue seems to happen when doing it through pcg and not pcg. So I have my spline and if I do 90 degree corner the spline mesh gets twisted and I can't see to get it to fix unless I put it slight off 90 corner

rose crest
#

You can try to print actor self on event tick and see if it's valid, also breakpoint. Also maybe just call event on controller on destroyed/death

#

I'm mean for game mode. Not from character that's about to die

lunar sleet
faint pasture
#

the UI with the dragging and dropping is the most work

faint pasture
#

I'm doing a quick and dirty prototype with abilities as actors, all subclasses of BaseAbility

#

What's the simplest way to map inputs to ability instances in a generic fashion?

#

Right now when I spawn the ability actors from an array of classes I just do a cast chain to set up MySprint and MyJump and MySuperPower etc, feels dirty tho

topaz goblet
#

I have a base class that I used to have a mesh for, but converted it to a base class / abstract. When I did that, I cleared what was in static mesh, but it's still showing up in the content drawer.... what should i check? Do I just need to refresh something?

faint pasture
maiden wadi
faint pasture
#

It's a quick and dirty single player thing

topaz goblet
maiden wadi
maiden wadi
faint pasture
#

That's a pretty slick idea

#

Although mapping it to AI driving these things around would be a bit weird too

#

maybe gameplaytags

topaz goblet
maiden wadi
#

I think that's how GAS does their stuff kinda. I've never looked how to map IAs to their input keys you use. Lyra does it for GAS somehow. But yeah activate by tag would be a good one if you need AI activation by type.

faint pasture
#

I'd just like to make AI able to query to figure out their bodies capabilities

#

"Do I have a way to move fast?" etc

#

yeah tags might be it

desert flint
#

just ignore it.

desert flint
#

so how would i do a parent class thing?

lofty rapids
lofty rapids
desert flint
celest oar
#

having a bit of an issue setting values in a dynamic material in runtime

#

it prints the correct number but its not setting

#

what am i doing wrong here?

desert flint
#

alright wtv

#

so

#

how do i fix the = sign thing

#

thats my issue.

lofty rapids
# celest oar

you created the material instance, but did you assign the material instance to the mesh ?

lofty rapids
celest oar
#

also the material shows up in the mesh

#

so it should be there

lofty rapids
#

so just assign the material onto the mesh and it will most likely work

lofty rapids
#

your creating a new one

celest oar
lofty rapids
#

that is definately the isue

#

show what you did

#

you cant just create an instance and it magically works with a mesh

#

you need to assign it

#

set material node

#

plug the instance into it

desert flint
celest oar
lofty rapids
desert flint
lofty rapids
desert flint
#

more than likely

lofty rapids
# celest oar

you don't need mesh plugged into target, what bp is this ?

celest oar
lofty rapids
# celest oar

dont drag out from mesh, just create dynamic material instance

celest oar
lofty rapids
#

then set this material

#

is the basica thing working with no setting changes ?

celest oar
#

default material works fine

lofty rapids
#

is it applying ?

#

is the question

#

as far as works fine, you want to test to make sure the material is being applied

#

first thing

faint pasture
lofty rapids
#

if it's being applied then your probably not setting the correct param name or something

faint pasture
#

looks like aMount

celest oar
abstract locust
#

Can anyone help, everytime I try to delete this variable from my player bp it try’s loading in all the referenced actors to it and ends up crashing. Is there anyway I can change this variable so that it’s empty before I delete, because even if I change it to a bool or something it still gets all the references

lofty rapids
lofty rapids
# celest oar

i'll say it again ig, check to make sure the instance is being applied

#

start with the grid material

#

create the instance

#

set the material

#

does it change ?

abstract locust
celest oar
#

got it to work, it was an issue with the default value of the variable i was using to set the value

abstract locust
lofty rapids
#

it should say theres a bunch of references

#

does it mention you can replace ?

#

maybe actually i'm thinking wrong window

faint pasture
abstract locust
#

And then takes forever and eventually crashes

celest oar
lofty rapids
lofty rapids
lofty rapids
#

you should watch the video i sent

safe sigil
#

Why is the delay not executed? Does anyone have a solution?

dusky cobalt
#

print something before Ferting function call

sick sky
#

or add a breakpoint

safe sigil
#

I know because a video is playing

sick sky
#

?

safe sigil
#

it's just the delay that doesn't work

#

and a 2 second delay works

#

=/

dusky cobalt
#

every time you click that button it starts that delay over again btw

safe sigil
#

i know its a Start button

dusky cobalt
#

are you maybe deleting that widget that this delay is inside?

#

also i'm not sure if you can open level from the widget, you should make this call to GameMode probably

maiden wadi
safe sigil
#

yes but I think I have the problem you are not allowed to tab out

dusky cobalt
#

so create delay + open in gamemode, and call function on gamemode from widget

safe sigil
#

okay i try

lofty rapids
safe sigil
#

I've already tried it, it doesn't work either

maiden wadi
#

Lol, I didn't even see the time.

desert flint
lofty rapids
maiden wadi
lofty rapids
safe sigil
#

it does but the delay dont

lofty rapids
#

what ?

#

i don't know what that means

#

the print string prints ?

safe sigil
#

yes

lofty rapids
#

so then it's working

safe sigil
#

but the timer dont work

lofty rapids
#

your not making sense

safe sigil
#

i know

lofty rapids
#

show the code @safe sigil that isn't working

modern horizon
lofty rapids
#

what bp is this in ?

lofty rapids
# safe sigil yes

the print string is before or after the delay ?
put it after the delay as well and check it goes off

#

if you restart the engine

#

and it's still doing it your probably doing it wrong

safe sigil
#

let me try one thing

lofty rapids
#

try many things

#

lol

safe sigil
#

XD

safe sigil
#

sorry

topaz goblet
#

Hmmm, trying to build a small test area that is an empty open world. created a small thing, went to env light mixer after, added sky atmosphere and sky light. But... everything is black. After adding those, they appear to be above the landscape I added, but nothing is being lit...

#

The prebuilt open world thing works well. But, it's huge. Just wanting a small one to mess around with.

desert flint
lofty rapids
#

i would do get grabbed component -> get owner ?

#

not just get owner

#

if anything

cobalt pelican
#

Is there a way to set a property binding up for a new member you have created from a blueprint?
Would like to have something exposed on my blueprint like what a slider does for some other UI widgets I have created.

sick sky
#

you shouldnt use bindings in widgets

#

each tick the widget will get and apply it

faint pasture
#

Binding is fine if you only got a bit of UI, and it's probably the best approach if the data is updating often like regenerating health

#

You wouldn't want to bind for WoW or EVE but it's totally fine for a couple health bars

sick sky
#

usually its abused so i would ban it

#

unless its something updated very frequently i would always make an OnMyPropertyUpdated function and call that when a value changed

topaz goblet
#

Is there a way to see if a UI has bindings?

lofty rapids
#

I tried to interpret on binding and it didn't work so I wonder why that is ?

maiden wadi
topaz goblet
#

Feel like I'm doing this really wrong. lol. What's a better way of doing this?
it works.... unpause timer once I stop running, pause timer when I'm running. For stamina regen.

faint pasture
#

when is this code ran, and what's that bool

topaz goblet
faint pasture
#

Why do you go through all this trouble instead of just changing staminaregen based on if you're running or not

topaz goblet
#

Haven't found a better place to put it yet, that functions as needed.
I was just eyeing the movement area of my setup, possibly doing it when transitioning from running to walking. But, I think before I ran into issues of just standing still ,caused it to not regen. Or, if I transition from running to stopped, it keep draining.

#

This was a hacked together solution for the time being. but, decided to get back to it.

faint pasture
#

TimerFires -> are you running? -> yes -> no stamina for you
-> no -> ok here's some stamina

#

unless you really want the stamina regen ticks aliasing and pausing like they will with your current setup

topaz goblet
#

Is there a check for 'is timer running' ?

#

Ah dang...

faint pasture
#

if not you can make a bool, but you're overcomplicating it

topaz goblet
#

is timer running. haha

#

Thanks!

#

Oh, for sure I had a feeling I was overcomplicating it. Late night ... "I'm gonna make this MF work!" hahah.

#

Thanks!

kind estuary
#

is it bad to pass a struct by reference in Blueprints?

#

Im getting this warning:

#

and also, i get a super weird crash, like ive never seen before

maiden wadi
# kind estuary

Passing a struct is fine. The warning is just telling you that this interface function will not affect this struct.

#

It's essentially warning you that the interface is a const FMyStructThing& StructName. It's by ref, but const. You can't write back to it.

covert ingot
#

hi, im doing a widget blueprint and am doing a gamemode container box using a data asset and i cant figure out whats wrong. Does anyone have any experience that could help me out? Its very simple at the moment i guess its just not clicking for me.

warm hare
#

So my character just randomly stopped sprinting. I did a key check but it still doesnt work. All the character will do is sprint when you initially press the left shift, but then nothing. I haven't even touched the sprinting logic, because it has been working as intended up until this moment.

topaz goblet
#

What's the purpose of that bottom branch?

I don't see anything in that logic that would be a cause... maybe somewhere in the IA key stuff?

graceful sage
#

Prove it to false

#

Move

iron bone
#

has anyone been able to get plugins that are not mac compatible to work?
i saw you can force it by changing some text files and adding mac to the whitelist but have't had any luck with it

proud magnet
#

Hey if anyone could give insight into why my Material Preview is completely black it would be super helpful. Findings in the post below:
https://forums.unrealengine.com/t/every-material-is-solid-black-and-unlit-in-preview/2650918

crude spruce
#

I made a 2d array struct in c++ and cant help but feeling weird using it in blueprint compared to perform unflattening operations on a 1d array.

curious on if people prefer one way over the other for those of you that dabbled in both?

hardy merlin
#

Is there a way besides Nav Modifier volumes to annotate the nav mesh? I want to be able to define 2D areas of the nav mesh as "territories".

#

For AI purposes.

crude spruce
#

or rather, you have some agency in the volume purpose

mental trellis
crude spruce
#

i love this answer i will keep the thing and flatten it where it makes sense

hardy merlin
hardy merlin
#

Then you can make your own interface.

crude spruce
#

your approach most likely depends on the usecase and more specifically the system that enables or warrants the usecase

#

for any actor to know where they are they need some sort of local knowledge, if navmesh can pass that via custom volumes i have no clue

#

if the game is wholly 2d, you can do lots of other cheap stuff

hardy merlin
#

Sure. My use case is I am making a dungeon-crawler game and need to be able to mark sections of the navmesh as territories. My AI characters will be assigned to a territory and their AI will change when they are inside or outside it. They will also have an Inner territory and an Outer territory, where if they exit the outer territory they are forced to run back until they are back in the inner.

#

The game is 3D.

crude spruce
#

but it can be as simple as switching local knowledge enums with triggers volumes that are unrelated to navmesh

crude spruce
hardy merlin
#

Topology wise it can have multiple stories.

crude spruce
#

either way think of the simplest solution. if we assume your crawler is proc gen for layout, look at your smallest common piece of dungeon layout, how do you refien those? can you add "territory volumes"?

hardy merlin
#

It's not procgen.

#

This will be authored.

#

My concern is: making complex shapes, being able to recognize some quantity of volumes as a group, and being able to manage it all.

crude spruce
#

Ok so 1st thing i would do is to look into nav mesh volumes and see if they can act as behavioural switches

#

what is a complex shape?

hardy merlin
#

I just had a realization: The number of volumes that actually overlap are going to be very low. Almost all will be edge to edge, barring some sincerely complex shapes.

#

One with concave edges.

crude spruce
#

or rather, why would a territory shape need to be complex

hardy merlin
#

True. If I imagine a square room with 3 corridors leading out I can represent that with four boxes.

crude spruce
#

also if you try to name the component of the design for what it does, it usually helps in its conception

#

territory volume, behavioural switch volume, etc etc

#

@hardy merlin also would it makes sense if the ground was managing the information? just to present an alternative that doesnt require extra management to the level outside populating existing aspects with extra data

hardy merlin
#

Unlikely. I'd have to annotate every prop the player could walk on. The navmesh already does that for me.

crude spruce
#

fair

#

devils advocate

opaque wagon
#

So my character just randomly stopped

dense hinge
#

Hello, Is there a way to set the landing point on Predict Projectile Path by Object? So that if it's between 0 - 1000 it'll hit any object inside that range?

crude spruce
dense hinge
crude spruce
dense hinge
crude spruce
#

which aspect is being ignored? collection of actors in the path?

crude spruce
#

What is the simplest usecase for the prediction? what are the inputs and the expected return?

dense hinge
crude spruce
#

this looks like a miss if im interpeting the visuals correctly

#

and the collision points looks like they hit the edge

#

what is the snap logic?

dense hinge
lofty rapids
crude spruce
#

ye

#

or trace in the prediction

#

its a complicated intention

crude spruce
#

whats missing here is how you jump. Is the jump an action product from the prediction?

dense hinge
#

No, I'm jumping and calculating afterwards using the predict projectile path

crude spruce
#

or rather, override the current trajectory with a new one

dense hinge
#

That's why I wanted to see if there's a way to calculate trajectory using the landing position

#

Even if it's using a different node to launch the character

lofty rapids
#

Doesn't predict projectile path require a force?

dense hinge
#

Yeah, a velocity input

lofty rapids
#

theres also custom arc

dense hinge
#

Oh, ok. i wasn't aware of the custom arc suggestion. This might be what I'm looking for. Thanks a lot

severe coral
#

Hey Im wodnering why sometimes when calling interface there is word and symbol of message and sometimes its just like function? If I turn off context sensitive there is always option with message. What is the difference

broken wadi
# severe coral Hey Im wodnering why sometimes when calling interface there is word and symbol o...

Interfaces allow for blueprints to communicate to one another without casting. Say for example you have a door that you want your character to open. You can implement the generic sounding "interact" event on blueprint "door" so that whenever its called by another blueprint it can perform the logic to open the door.

Then on the character blueprint you can have an event setup that does a linetrace and whatever actor it hits it can send the "interact" message to.

Once your character is setup to "interact" with actors in the level, you can simply make a new blueprint for weapons or items and implement the "interact" event on them to perform different actions.

#

The benefit here is that when the linetrace hits something it doesn't matter if the target actually does anything with the "interact" message its being sent. It's like a fire-and-forget type of behavior that doesn't create a hard reference (because there's no casting or variable reference) thus keeping your memory usage in check.

severe coral
true cedar
#

Hey everyone,

I’m trying to set up a resolution settings list in my UE5 Blueprint UI. Here’s my current BP setup for populating the resolution array (snippet below). I’m using GetSupportedFullscreenResolutions, but for some reason it always returns null; and thus goes into the fallback mode I added..

It seems like the array from GetSupportedFullscreenResolutions is always empty or the function fails, even though I’m testing on real hardware (not a VM).

Has anyone run into this before on Linux (or generally)? Is there something I’m missing, or do you know any alternatives/workarounds to get supported resolutions reliably?

Thanks in advance!

broken wadi
final mortar
#

I've got some noob question, I am trying to revert a Rot variable from my character to a vector 2D, basically to be able to have X Y variable as inputs

maiden wadi
north lynx
#

Hi all!
I'm trying to setup some interaction system using VR Template and this tutorial: https://www.youtube.com/watch?v=peQq9f_EtrE
After I set all up, lever is working, but it is super sensitive to the movement of the hand, like even the slightest movement drops it all the way to the other end.
Any idea how to change/adjust it?

Huge shoutouts to @GDXR @VRPlayground and @SirFansi for helping me create this method, it was a combined creation of all of their methods for a VR interaction system in Unreal Engine.

This isn't the normal type of video I make, but if you'd like to see more like it let me know!

Like, comment and subscribe if you want to


And don’t forget ...

▶ Play video
maiden wadi
spark steppe
#

no idea, i'm not targeting Linux (only using it for dev)

final mortar
#

also, I am only using Yaw Value (Y)

lunar sleet
#

Lol

#

Not sure if that’s even possible, but why are you trying to do this? Maybe there’s a better way

lofty rapids
opaque wagon
lunar sleet
lofty rapids
#

i still don't know what that means, the rotation controls the action value ? for instance is it 0 rotation to 360, where 0 and 360 are something like 1, and 180 is -1 ?

lunar sleet
#

Yep

#

Least that’s the way it’s coming across

lofty rapids
#

"The cosine function naturally gives you this mapping" -AI

#

perhaps if its just one angle like z the math would be pretty easy

lunar sleet
#

What does that give you exactly?

lofty rapids
#
cos(0)    = 1
cos(90°)  = 0
cos(180°) = -1
cos(270°) = 0
cos(360°) = 1
#

idk if thats exact what they want but theres math for all sorts of mapping

lofty rapids
#

then you can offset by whatever to have your start angle and get your range

#
cos(angle (- or +) offset);
north lynx
faint pasture
#

that tutorial is ass

north lynx
spark steppe
#

because they probably all copied from each other 😄

#

set the lever position to the initial hand/controller location when the interaction started?!

#

so that the movement "in VR" maps 1:1 to the virtual world (i think it's what they trying to do)

north lynx
spark steppe
#

yea, looks like it, but apparently doesn't work!?

dark drum
#

I would probally get the look at rotation from the lever base and the hand position. Locking the rotation to a given axis. Interp between the current and new rotation and it should look pretty good.

spark steppe
#

maybe the issue is that you map the offset to the rotation

#

i would suggest to slap a map range node between that

#

then your output range is -60 to 60

#

and the input range you gotta play with (or calculate :P)

north lynx
#

Works, but the lever just flicks between two end points...
And when I have my hand in the air above the lever, it wags like a stray dog

primal locust
#

hello, i need help, I'm making car drivable in ue5.5, in that i have make it drivable but my car is drifting a lot. please help me to make it run smoothly like a real one.

spark steppe
#

also adding the existing roll to the value might be wrong

primal locust
north lynx
spark steppe
#

instead of your clamp node

#

and eventually don't add the existing roll, because i feel like this may be the main source of your flickering

north lynx
#

Alright

#

Bout to test it out

spark steppe
north lynx
spark steppe
#

yea wait i've interpreted the thing wrong at first, sorry

primal locust
spark steppe
#

does grabbing the lever move the GrabComponent?

primal locust
north lynx
spark steppe
north lynx
#

Now it's only waging like stray dog all the time from one end point to the other

spark steppe
#

ok, i have an assumption about how this is supposed to work, revert to the original node setup

#

and get sure that GrabComponent is located at the end of the lever

topaz goblet
#

In terms of 'Pure Functions' I saw the whole can't set variables thing. Does that apply to local variables as well, or just no modifying anything outside the function itself?

topaz goblet
#

Like, if I need something in the function to run a total of items, but use a local variable to store them

spark steppe
# north lynx It is now

also their code expects that the lever movement is on the Y axis, is that the case for your setup?

north lynx
#

Cuz it is taking rotation from the lever (in axis I want it to move) and location axis I want my hand to move while holding the lever

#

So in my case it's Y location and X rotation

#

When grabbed, lever should follow position of the hand by Y axis and rotate itself in X axis

spark steppe
#

so did moving the grab component change anything?

north lynx
#

Don't know cuz the meta quest need an update so I'm waiting

#

F* meta

#

Hate this stuff, but can't afford anything better

spark steppe
#

oh my condolences for working with a quest...

north lynx
#

Yeah

faint pasture
#

You want the thing to be in a valid location per frame

#

per frame = tick

spark steppe
#

i think it doesn't matter?

north lynx
#

I have timer

spark steppe
#

since it just maps the relative location to a rotation

north lynx
#

That works only when grabbing the lever

spark steppe
#

and the quest will likely not hit 100fps anyways (guessing he runs native) 😄

faint pasture
#

so multiple updates per frame

#

it's not the problem but it is a problem

true cedar
faint pasture
spark steppe
#

yea, max once per frame should be ticked

faint pasture
#

at that point it's just tick with extra steps lol

#

without the ability to choose per or post physics

spark steppe
#

it won't change anything tho behavior would be the same with multiple ticks per frame

faint pasture
# north lynx I guess

all that math is goofy. Just cook up a relative rotation to point at the thing, then restrict it on whatever axes you want

#

inverse transform position, find look at rotation, then limit

north lynx
#

Like literally can't make it move

spark steppe
#

is the lever placed in the world to move along the y-axis, too?

faint pasture
#

Because that math is wrong

north lynx
#

What if I use PhysicsConstraint?

mental trellis
#

Tutorials don't always show you good practice... Or working code.

faint pasture
#

physics constraint will do the job if you want it to be physics driven

north lynx
#

I mean, I would like to snap the hand to the handle and then move along the axis

#

This tuts aren't what I'm looking for either way

#

But I wanted to check how it works

faint pasture
#

You want to snap the hand to the handle or the other way around? Seeing your hand go where it's not in VR would be kinda silly

spark steppe
#

the half node is a break vector node

#

would try something like this maybe?!

faint pasture
spark steppe
#

i have a hard time twisting my head around it right now

#

yea, mapping the linear movement to angular rotation like this is... wild

north lynx
#

But there is no way to make angular clamp

#

or anything like that?

faint pasture
#

If your goal is "handle points towards hand" then it's this simple.
Convert hand world location to relative location in the reference frame the handle is in (inverse transform location)
Cook up the target rotation using FindLookAtRotation
Break it up, only using the pitch or yaw or roll that you want

#

Of course you can do an angular clamp

#

If FindLookAtRotation doesn't work for you (it might not depending on which axis you need to be the free one), then RotationFromXY or any of the varieties will do it

north lynx
#

Cuz now it looks like that and literally don't work

faint pasture
#

I was remoted in to my home computer so the mouse is a bit jiggly

north lynx
north lynx
#

Forever

#

Idk basic mechanics always don't work for me
I managed to program flashlight that charges when shaking all by myself, but can't make F* lever to make it's thing đŸ˜©

#

Idk maybe it's because you are on FP Project and I'm working on VR

tribal gazelle
#

Here is a tip I worked out when referencing stuff. Create all of your references (character/mesh/capsule component etc) inside a single actor component and reference that component in all other actor components instead of having to create all of those references over and over again in each component.

faint pasture
faint pasture
#

why do that? Are you doing like:

Get component by class -> get the refs?

tribal gazelle
#

Then get your character, controller, mesh and capsule component references inside that component. Even the anim instance etc.

#

This way you are referencing a single variable - not repeating those variables over and over in each component.

#

This is assuming your features are broken down into actor components. I do everything in them.

#

Also, you can easily access it via the get component by class node and totally avoids having to cast to the character.

#

Like I have my main UI inside an actor component. Much easier to access.

#

Once you start storing variables in the character blueprint, you now have to cast to it to access said variables. Unless that variable is in an actor component then you bypass having to cast to character and just get component by class.

faint pasture
#

I mean casting isn't a problem here

#

Either way the character class is getting loaded

tribal gazelle
#

Casting to character etc. is fine as they are already loaded onto memory. I mean your BP_MasterCharacter.

faint pasture
#

Yes, and they are already in memory because they're being referenced by your component

tribal gazelle
#

Once you create a character class, it's now a hard reference which is not loaded onto memory. If you do your actor component references correctly, you just use the base classes like character and player controller and you have enough to do your functionality.

#

This way you can attach it to any character to add said functionality to it.

faint pasture
#

Yes, or just cast to BaseClass. It's all the same memory wise, you're not saving anything.
It might be more expensive doing all the get component by class queries if you're doing that at high frequency

tribal gazelle
#

And referencing that single variable. Not making heaps.

tribal gazelle
#

Then you have access to all types of references. And you do those references once inside your reference component.

#

And if you need to use just the get component by class node, like for begin overlap events, you're only referencing a single component - the reference one.

#

And if for some reason you need to access a class, like BP_ThirdPersonCharacter, you just use an interface with the base class reference. In this case, character.

#

I forgot to mention, all of the other actor components are referenced in the reference component, giving you access to all other features/components.

#

Considering each feature is done in individual actor components.

tribal gazelle
#

I mean, Character > Player Controller etc. but BP_ThirdPersonCharacter for instance isn't.

fleet prism
#

Hello, I have a platform that moves up when you press the button once. But id like to know what I need exactly to make it come back down on its own without me having to press the button

tribal gazelle
#

Oh sorry, off the finished pin do a delay then call event