#blueprint

1 messages · Page 377 of 1

last peak
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What the heck are those npc's lmfao

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Why do they have such a insane cake

vocal garden
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they're placeholder

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do you have a solution or not?

last peak
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where do you set the cam ?

vocal garden
crimson briar
# vocal garden

He meant how do you alter the position/rotation of the camera. On the blueprint video you only show tracing for a target

last peak
vocal garden
last peak
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So if you target one of the npc how does the camera change its position then ?

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Are you targeting then you go into your blueprint and you manually move the cam ?

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I dont think so

vocal garden
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you're losing me here.

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It just targets exactly where the camera is placed

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it didn't move, I just add a camera lag on the cameraa

last peak
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Ye fine whatever

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im 99 % sure this is your problem

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Hit target is at z 0 probably

vocal garden
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hmm so what do I do with it? delete it?

last peak
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But you want something like z 1000

vocal garden
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there's no numbers sadly

last peak
crimson briar
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Honestly I don't even know what you want fixed

vocal garden
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I'll appreciate if you don't sound like a know-it-all.

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no vector

last peak
vocal garden
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YOU mentioned it.

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You explain it.

crimson briar
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You show a video that looks like some camera tracking an actor.
Then you show onyl a blueprint with the code selecting the actor.
You don't show anything related to how the camera is following the selected actor.

last peak
vocal garden
last peak
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Otherwise you cannot do this

vocal garden
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I prefer locking on where I can see the action closly

crimson briar
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Default Unreal camera doesn't have "locking on" enabled. We need to know how your locking on works.

vocal garden
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you know, like this

last peak
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XD

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That makes everything so much clearer 😄

vocal garden
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?

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Not this when I get close to the enemy

last peak
crimson briar
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Okay since you refuse to show anything more I can only give you a guess answer - your target pivot is probably on the ground and you aim at it. You need to aim higher, so instead of tracking the camera towards actor location, you need to add 90-180 to the Z of target location (depending how high you want)

last peak
vocal garden
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I use blueprint

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not coding

last peak
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Lord allmighty XD

vocal garden
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What is it?

vocal garden
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What more do you want to ask for?

last peak
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Look .... you recieved the solution 2 times now

vocal garden
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what solutions?

crimson briar
vocal garden
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I am using a third person template

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I am not going through the hassle to code. I'm sticking with blueprint and I wanna fix it with blueprint.

crimson briar
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The code you showed has no ability to influence the camera position/rotation, something else must be doing it

thin panther
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Blueprints are code, they're just a more visual block based form of it. That's what people mean when they refer to seeing "the code", it's just short for seeing whatever makes the thing tick.

crimson briar
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Your code traces - which doesn't cause collisions - and sets a variable. A variable does nothing if it is not used further

vocal garden
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could've be specific but thanks for clarifying

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This is the code I've been showing

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This is the event that activates the targeting system

last peak
vocal garden
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That's litteraly it

last peak
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it doesnt move your camera literally

vocal garden
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then where do I find the camera blueprint?

last peak
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Wtf do i know XD hahaha youve made this

crimson briar
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I give up, sorry

vocal garden
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yeh no shit.

vocal garden
last peak
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Are you a troll ?

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mhm 7 / 10 ragebait

vocal garden
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Ok. You're obviously not taking it seriously

crimson briar
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Feels more like a language barrier or something similar. Don't be an ass @last peak

last peak
vocal garden
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Are you serious.

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Are you Fucking with me?

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You're making this even more stressful if you're gonna act like this.

last peak
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Im having fun ^^

vocal garden
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Oh! I see! You're just a jackass, ok then!

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You were never interests in helping me. You were fucking with me this whole time

last peak
vocal garden
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And what's the solution?

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Tell me.

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Tell me right now. Cause I KNOW you're not taking this shit seriously.

vocal garden
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Oh fuck right off.

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I'm here to ask for some help. I don't have time for this.

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Just tell me what it is because I'm lost because of your shitposting.

last peak
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There you go

vocal garden
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Ok, you gave me the answers but you gave a vague one.

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You gotta be more specific.

lost hemlock
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Hi I have a question, I made a new channel called landscape, it ignores everything except for my landscape, but when I line trace it never finds my landscape. Why could that be?

crimson briar
lost hemlock
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my landscape is world static

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and I have these features off

crimson briar
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So you changed in the project settings the WorldStatic preset to block the channel? Maybe a restart or some refresh of the landscape is needed or smth

lost hemlock
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these are my line trace settings at the moment

crimson briar
# lost hemlock

Enable the draw debug type to see if it is really crossing the landscape without a hit

lost hemlock
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I did it earlier

crimson briar
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Then idk, you need to wait for a landscape expert, maybe they behave differently than standard actors in this regard

lost hemlock
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hit actor is none

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unless if i make it visiiblity

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but I dont wnat visibility

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because it will also hit other things

last peak
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the entire thing

eternal marsh
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Hi all. This one has me stumped and am hoping for some guidance on my blueprint. 5.7

I am building a simple twin stick shooter. Bare bones at the moment

  • I have the input action - IA_Aim created and set to Axis2D(Vector2D) with modifier Dead Zone .2/1
  • I have an Input Moving Context with AI_Aim set to Gamepar Right Thubmstick 2D-Axis - No modifiers
  • I have created a player controller Blueprint that controls all the player movement. Everything works great, shooting, jumping, moving, except the IA_AIM

I have the EnhancedInputAction IA_Aim Event to get the action Value of X and Y in from my right thumbstick
Controlled Character is a variable created from - Get Controlled Pawn -> Cast to Character
The print strings are just to validate proper data is being used
I also created the timeline to at one point rotate all the Axis in a ROT to validate the character could in fact rotate, and it did.

So I know the Controlled Character is correct because my timeline data rotates it
I know the data is correct because I am printing it

The odd part is when I broke the data coming out of the timeline but left it connected to the stream everything works. Like the first image, alt description added to image. But if I remove it and everything else, same data, the character does not rotate. The rest of the character still works. I can move, jump and shoot, just not aim like I can with the broken setup. I have tried deleting everything and restarting from scratch but no luck when I make the Broken setup from the images. I can move on with the odd setup but trying to understand what I am missing. Any guidance would be appreciated. Thanks!!

crude dew
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Hi, Anyone know if its possible to sort a map by an integer value I have a map with a Controller and a Int Value and I want to be able to keep the controllers in line with the ints as you can see here I know I can use Sort Integer array but then that would have an issue if 2 int values are the same (If i was to use the Find Item solution and grab the index from the original array to store in a sorted array).

faint pasture
crude dew
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A dice roll.

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I think i got it now thouhg I done it this way so it sorts it into player order.

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This seems to work but need to test it a bit more.

eternal marsh
versed oasis
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Does anyone have any idea how i could make something like a slot machine in blueprint? My issue is that i have this model i made which can be controlled by its skeleton. I made it so each skeleton part controls one of the 3 reels. However i dont really know how to properly set it up in the blueprints to stop exactly where i want it to ( for example if it gets Numbers 2, 3, 1 to stop at each number accordingly)

faint pasture
# versed oasis Does anyone have any idea how i could make something like a slot machine in blue...
  1. cook up the results (2, 3, 1)
  2. cook up the final bone roll angles to reflect those results (30, 45, 15 for example)
  3. cook up some starting roll angle that is equivelent to your CURRENT angle, but very large. Like how 720 and 360 are the same. Just add some large amount of spins to the current roll. I'd start with 3600 (10 spins)
  4. Timeline that outputs a 0-1 range that is used as the interpolation between step 3 and 2.
faint pasture
pine carbon
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Can enhanced input action events from multiple controllers propagate through one event node in a blueprint?

surreal peak
pine carbon
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I don't think so. My question is mostly about how multiple input devices interact with the Enhanced Input System.

surreal peak
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If there ain't some bind method for it exposed, then probably not. You'd need to make your own function and manually call it from each generated action event.

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Ah

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InputActions are combined with InputMappingContexts where keys are assigned to them.

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You can assign different devices to it or split them into different contexts which you apply at the same time if it makes sense for the given action

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E.g. IA_Jump can be in IMC_Movement and have Space and FaceButtonBottom assigned. The event will trigger for either then.

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Or IA_Jump can be in IMC_Movement_KeyboarsMouse and IMC_Movement_Gamepad and have each one key/button assigned there.

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If you have multiple gamepads then they are usually mapped to multiple local players which each have their own enhanced input subsystem that get the IMCs pushed to

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So those wouldn't overlap the events

pine carbon
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What I really, desperately need to do is have a way to assign functions to those actions from somewhere which is not the pawns that have the controllers triggering the actions. The majority of our context-sensitive functions are contained in a blueprint function library, and mapped to a single input event via a switch statement. This has worked fine for most of them. But for a specific thing I'm doing, I want to decrease latency as much as possible and it would be incredibly nice to redirect those input actions. It feels like it should be possible but for the life of me I cannot figure out how.

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My input event goes through here, with the switch going to functions of the same name and most of those are totally fine with this approach. Rhythm Tap, however, needs to store clock time, so it needs to GET to the node where it reads the clock time as soon as possible. The best solution I have found is this godawful back reference, but that is horrible and I want to improve it.

severe coral
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Hey do you have clue why my player camera manager is changing the field of view even though it’s just passing the value? (And the value is correct) Also, the second strange thing is that I need this "Return Value" checkbox to be true, but in every tutorial I’ve seen it works for them without it. I don’t really understand what this option means after reading its description

fading raptor
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Hello everybody ! I'm trying to create, alimentation cables that fill up progressively to show that it's charging a specific object but I followed a tutorial and in it the Dynamic Material Instance is a single value so I changed it to an array to stock all dynamic material instances & I want it to charge progressively. Is there anyway to do a for each loop but a loop that continues only if the previous one has fully completed ? for instance here, one spline mesh component charges & the second one in the list start charging only when the first one fully finished charging ?

harsh nebula
severe coral
harsh nebula
severe coral
harsh nebula
severe coral
# harsh nebula Yep, in the game animation sample. The camera manager is quite complicated. So ...

Yeah, and what I’ve noticed is that in the tutorial this return value is also true, but for some reason in the previous version it was true by default. In 5.6 it’s not default. But it still doesn’t solve my problem with FOV. On my camera, 100 degrees looks similar to 84 degrees in PCM. Also, what I’ve noticed is that it turns off my post process settings on the camera. I guess Im gonna do what I wanted to, in the in character bluperint instead of the camera manager

harsh nebula
crimson briar
# pine carbon My input event goes through here, with the switch going to functions of the same...

You mean that you want an input do different things when a minigame is active and when it is not? You could have the same input bound to two actions in different mappings. Interact with E in a Standard mapping and MinigameInteract with E in Minigame mapping. When minigame starts, remove Standard mapping and add the Minigame one. Now it will use the MinigameInteract action, not the standard one. After the minigame ends, swap the mappings again

elder gate
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Hi I am making a vegetation growth effect with PCG and its custom blueprints.
This is by updating the points scale inside the execute with context and point body loop function and using that BP inside my PCG

However Im running into the issue**, that in sequencer it works but in Runtime no meshes are spawned or updated**. ( I have setup blueprint event triggers/repeaters, everything does work in sequencer and editor)

Any help from anyone would be appreciated!

narrow pulsar
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Sometimes the AI stops moving because it's "out of range" even though I'm clearly making it go within range in the screenshot. It doesn't always happen but it ends up happening every 10-15 attacks or so.

The issue is that it won't move at all afterwards so it won't trigger the "within range" check. If I change the "Goal Actor" and instead provide it a navigatable point in the nav mesh close to the actor it works since it'll always compute a different one but it's iffy and not as smooth to track the actor as making it the "goal" actor.

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Any clue what the issue could be?

crimson briar
narrow pulsar
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The acceptance is literally just the attack range * 0.9

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so it should always be smaller

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Unless like you said, it adds other bounds

lethal pollen
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Hi!

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I'm trying to save a game with the following code, but it always returns false without any error message. Is the following code correct?

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Thank you!

crimson briar
lethal pollen
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OK

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There was a problem with the name. Thanks!

dense hinge
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Hi. I have an array of 4 floats that I got through calculating dot products. Is there a way to filter out and get only the value closest to 1?

frosty heron
frosty heron
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Make a function that takes an array of float.

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Loop through them

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If index 0, highest value = index 0 element.

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For the rest of the loop.

If index[i] >= HighestValue

HighestValue = index[i]

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Once completed just return highest value.

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Altough for dot product, you probably want to turn the negative to absolute?

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Because -0.2 and 0.2 kinda the same thing for a dot product imo.

dense hinge
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I can just discard the negatives, since I don't need them. But comparing the values against each other was what I needed, thenk you

frosty heron
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Yeah just turn them to absolute value.

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Lmk if you are stuck but i think you will be fine.

severe coral
versed oasis
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Could someone help me understand why these print as C B A instead of A B C? I am new to blueprints and trying to make a little something. However even though, from my understanding, a sequence should go from 0 to 1 to 2, it always prints as 2 > 1 > 0

frosty heron
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A B C actually get fired not C B A.

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what you are seeing in the screen, the bottom one would be the first thing that get fired.

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since new print string will stack on top of it.

versed oasis
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ah that was silly of me, for some reason i thought new prints show at the bottom

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sorry!

frosty heron
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nothing is silly! all the best.

balmy moat
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I tried to make the monster walk through the corridors and search for the player, and when it saw the player — immediately run towards them. But I couldn't make it work. I was only able to make the monster constantly chase and attack the player. Please help.

white parrot
versed oasis
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didnt even think of that, i was too frustrated with the order of the numbers on the slot machine compared to the printed numbers hahah

dusky meadow
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Hello im having an issue where when the player enters a door they can move into walls can anyone help ?

crimson briar
dusky meadow
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its weird because it isnt overlapping

crimson briar
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What collision does the door use and is the door scaled non-uniformly?

dusky meadow
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each tile is i think 1 by 1 meter the door is a child of the tile blueprint and they use the defualt sprite collision

crimson briar
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Hmm, then dunno. You'll have to debug. Draw the trace, also during play get out of the character and enable collisions view to look at them during play, not only when editing the level

dusky meadow
versed oasis
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Not sure if i should ask this here on in the animations channel. Im having an issue with the Play Montage node. I cant for the life of me make it work by plugging the "on notify begin", "on notify end" or even the "notify name" pins into the rest of my stuff. The only pin that works for me is the on completion but i ideally want to move onto the next event when the animation reaches a notify i added inside the montage itself. How do i approach this?

frosty heron
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@versed oasis show your code.

versed oasis
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im essentially trying to troubleshoot so i connected it like this for now. Im checking to see if the name of the notify is correct and trying to trigget it. It only works only if i connect the first exec pin or the on completion pin. The rest wont work at all and im not sure how to set it up

frosty heron
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hook it up on OnNotifyBegin then show your montage asset.

versed oasis
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i have set it up with just a simple add notify on the frame i wanted it to actually trigger

frosty heron
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hook it up on OnNotifyBegin

versed oasis
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wait how do i do that

frosty heron
versed oasis
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ohhh, i did

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it essentially doesnt trigger neither of the prints

frosty heron
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it should work then. No issue on my side.

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maybe typo?

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Try to just print the notify name on Notify Begin

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disregard the branch.

versed oasis
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sure thing

frosty heron
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I have the same thing and it works on my end.

versed oasis
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it wont print anything. Im not sure if its a mistake i made by not setting something up properly within my anim BP but it just wont even run the print

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any chance its bothered by the spaces? should i remake the notify and hope it works?

frosty heron
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I don't think that's the issue, it should print Begin works still.

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the icon is different than mine

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can you just drop another one in? Show me how you create this AnimNotify.

versed oasis
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sure thing

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essentially just right clicking, adding the notify and thats it

frosty heron
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Are you absolutely sure the montage is playing until the notify time?

versed oasis
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added these too in the anim bp to make sure it works

frosty heron
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it could be you are playing another montage right after.

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So Completed calls but the montage actually isn't played the whole way.

versed oasis
frosty heron
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Check if this is the only time you are calling play montage on that specific mesh.

versed oasis
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Oh yup 100% this is my first time calling this in the entire project

frosty heron
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ok, lets check this way.

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Play 2D sound around the time the notify is called.

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if you don't hear the sound then we have problem.

versed oasis
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let me do that real quick

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yup its playing normally

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im assuming its the notify itself being the issue here. Do i need to make a notify BP or something similar perhaps?

frosty heron
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Are you making Montage Notify?

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it should have a branching icon

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I do use custom anim notify as well as montage notify, no issue with either.

versed oasis
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THAT WAS IT! I was making an entirely new notify and it wasnt doing anything

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i was so confused. Then whats the point of being able to make a new notify from scratch. Is it useful for making notify logic?

frosty heron
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well if you want the NotifyBegin and NotifyEnd from the play montage execution pin, I suppose you need it to be MontageNotify not your custom AnimNotify,.

frosty heron
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I use MontageNotify when it doesn't really do much other than calling for some events on the actor that is playing the montage.

versed oasis
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interesting, it seems like even though one bone is moving the lever, the rest of them are not really being able to move at all. I will try and figure something out on this, now that the notify is out of the way i think im good! Thanks a ton!

frosty heron
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preview montage and play time montage looks different, is that it?

versed oasis
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essentially the slot machine has 5 bones, a body (does nothing), lever and 3 reel bones. The reel bones are working as intended. I used the Actor BP alongside the anim BP. The actor chooses through a custom event random variables. Said variables are being cast on the anim bp and decide on where the reels should land on. This works.
Now my idea was to make it so i can interact, pull the lever first and while the lever is returning back to its position (so a bit before the animation ends) to trigger it through a notify (we did this just now), and essentially roll the reels right after.
The problem now is that while the animation is playing from the montage, i cant seem to get the reels to also start rolling.

frosty heron
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Yeah, you can't really play multiple animations at once.

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well there is a way I suppose...

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By adding more slots in your montage / Anim instance.

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each bone is it's own slot.

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actually I'm not sure if you can play multiple montage at once 🤔 .

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My guts says you can though.

versed oasis
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Hmm i have to look into that as im not super familiar with handling such things yet. Heck, blueprints alone were a headache for this slot machine hahah

faint pasture
frosty heron
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just multiple slots + filter it with LayeredBlendPerBone

versed oasis
frosty heron
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tbh, I wouldn't use animation to rotate those slot.

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and using animation means always the same result.

versed oasis
frosty heron
versed oasis
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animating tool like 2 mins hahah

white parrot
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For rotation it would either in the actor's bp or ControlRig if it's complicated

frosty heron
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it's just rotating a wheel

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why make it complicated.

faint pasture
white parrot
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didn't read the whole chat, sounds like actor's bp then yeah pingu_stare

versed oasis
# faint pasture Did you try this kind of approach?

could potentially do this instead yeah. This would definitely save me the whole headache but im unfamiliar with doing even that currently saddly. Im super new to blueprints aside from certain stuff i played around with before

faint pasture
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If the slots are meant to be actual bone-weighted bits of a mesh that actually spin, not just some materials shenanigans, then this is the approach

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otherwise what do you do, make a million animations for the million ways they can land? lol

versed oasis
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yup they are bone driven. I think i just overcomplicated it a bit. Essentially i get the random integers from lets say 1 to 4, then choose for all 3 reels then send data to animbp, anim bp tells each reel to stop spinning and interpolate into chosen result based on angle

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i still need to figure out the logic for asking for specific amount of coin by the player but this should be super easy with a few variables

storm solar
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Im trying to use get random reachable point in radius instead of get random location in navigable radius.
I have an ai that will attack the player and than retreat 500 units away in a straight line. I also have an invisible wall in the area I want everybody to stay in. So if it's to close to the wall I dont want it to retreat.

I have a specific area I want to check that the ai can reach so the radius for either node is zero.
If this is done in reachable point it will always fail. If I do the same in navigable radius it succeeded but if its too close to the wall it will try to run out of the arena, which it cant do.
If i set the radius for it to 1000 in reachable point, it will succeed all the time. I then try to plug in that success point to the reachable point node with a zero radius and it fails.
How do i get reachable point to succeed when I give it the radius of zero? Why is it always failing when i do this?

frosty heron
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If your environment is not a flat ground, honestly EQS is neccesary.

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Learn the basic then add the condition one by one.

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Starting by returning fail state if the points around the target area is near the invisible wall.

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Then move forward from there adding more condition and requirement and act in BT according to the EQS results.

keen gate
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Hey I have a problem I want my character to not jump in lvl1 but from lvl2 so how can I do that I have not figured that out

storm solar
spark kraken
white parrot
keen gate
solar needle
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i wanna ask why damage doesnt work here ?

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event transmit is beacon when activated add overlap event (begin overlap) so its upgrade base damage..then it doesnt work on explosive outside the transmitter

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hmm something wrong

frozen hedge
solar needle
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it use interface transfer to trap

frozen hedge
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Still

solar needle
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u mean the top image ?

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lets say there is no branch and just set damage

frozen hedge
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Which part is not working?

solar needle
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i prob forgot instance variable

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you see when the transmitter activate the mines outside the radius dosmr deal damage

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inside deal as intended

frozen hedge
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Shouldn’t there be a Boolean on branch node then sets true or false to damage?

solar needle
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what

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the transmitter upgrades the damage not disable it

frozen hedge
solar needle
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i gotta remove the branch

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i probably forget intance variable ? i hope

granite nacelle
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Sup everyone, the thing is I followed a little tutorial from another post on how to change brightness in game, I’m using a post process volume in my level and whenever I change the brightness the ps1 effect just goes away.

frozen hedge
solar needle
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hm

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lets me update the work

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The transmitter bottom is changing the base damage variable

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its from transmitter actor

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it work inside the transmitter radius but traps outside the radius doesnt give any damage

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its 0

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wait a minute

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the character only damaged once

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what

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tch the problem lies on healthbar

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UNBELIVABLE its Health bar problem all along

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whycry fuckkkkkkkk

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i feel so stupid

frozen hedge
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Did you not do event any damage event? In player BP

solar needle
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its boolen problem in player BP the trap code works perfectly. the HP is flawed

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i follow tutorial again where i gone wrong

pine carbon
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The return value here is indicating success, but there is no socket with that name, and I can't figure out where this is getting attached. I assumed it would fail if I give it an invalid socket name.

white parrot
pine carbon
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Why on Earth is that the default behavior. What would trigger failure, then?

white parrot
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You could just check if the socket exists

crimson briar
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Socket is optional so it doesn't result in failure

pine carbon
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Ugh.

maiden wadi
# pine carbon Why on Earth is that the default behavior. What would trigger failure, then?

So you game is working fine for a while. All good. Then some designer comes along and deletes a socket from a mesh.

With what you want, suddenly there's no attachment, at all. No one probably notices the bug for days. Something stays where it was probably spawned at world zero. Other weird bugs occur because of things not attaching correctly and now you're on a bug hunt to find out why things are at world zero or missing entirely from the thing they're supposed to be attached to.

With how it is now, it at least attaches to the root so that you can easily visually see that something is wrong.

pine carbon
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Honestly, that checks out.

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I can see how that's valuable.

white parrot
# crimson briar

Hmm, if i recall there's probably a check if the socket's name isn't equal to 'None' before attaching.

crimson briar
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Dunno, I opened the function but it was too complex to read through before going to sleep

pine carbon
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Is there something here that would prevent the widgets from all adding themselves properly? The loop is running 4 times like it should, it sets a different name on all the widgets like it should (the part that's off-screen), they all have different but reasonable transform values, and yet only the first one actually shows up.

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They should all have one of these.

flat coral
#

I'm trying to figure out how fast a pawn is moving for animations, but the problem is GetVelocity returns (0,0,0) even when like... it is moving. I'm watching it move around

#

I'm using SetActorLocation to handle movement, but I don't have the teleport flag set so it SHOULD be updating velocity

pine carbon
#

Is that what not Teleport does? I was under the impression that when you don't teleport, it uses your velocity for like, jiggle physics and collisions, but doesn't actually apply new velocity to your movement.

#

If it did, setting location would launch you way further than where you want to be.

next hollow
autumn pulsar
#

When checking in something into the asset manager, if it has children do I just put the parent in the filter or do I need to specify each child blueprint?

maiden wadi
versed oasis
#

i think i messed up on this and it wont display the current money Value after the change is supposed to be triggering it. Any ideas?

#

the cash calculation comes out correctly after i deduct it (on the print)
So its only the widget not changing

pine carbon
#

Like I said, if it worked the way you thought, setting location would send you flying off into the ether.

faint creek
#

Hi guys, somebody could recommend me some good UE5 tutorials on setting up a first-person perspective, please?
Specifically about movement, camera setup, and interaction, in the same style as Amnesia franchise game.
Thank you

pine carbon
#

You need to be more specific about what features you're looking to replicate.

autumn pulsar
pine carbon
#

Game studios also don't tend to be in the business of telling people how they do things. Heck, many use proprietary engines that us consumers know nothing about to begin with. Unreal is a very powerful and versatile engine, but a lot of the struggle is going to end up being knowing what tools exist for you to use.

flat coral
pine carbon
#

Are you setting location to very short distances?

frosty heron
flat coral
pine carbon
#

That sounds like you definitely want a character movement component.

frosty heron
#

Delta of last position and your current position lenght is your velocity.

pine carbon
#

I truly say this without malice: That is an insane way to handle walking.

pine carbon
#

Oh yeah I didn't even catch that.

frosty heron
#

Your game should work the same with 60 or 240 fps.

pine carbon
#

Do not attach your movement to fps.

flat coral
#

It has no concrete notion of up and down, so movement tick needs to handle BOTH the actual movement toward the objective AND alignment/adhesion to the current surface

flat coral
autumn pulsar
#

not the cleanest, but that's how I match the animation with the velocity

pine carbon
flat coral
#

Does CMC even respect that? But also nah, I've got a LOT of free-floating objects, including the player pawn

faint creek
flat coral
#

Plus stuff like particle effects which are REALLY hard to override the gravity direction on

faint creek
#

I found some tutorials but I've just asked if there were some suggestions for others, just to have more different points, that's it 🙈

pine carbon
pine carbon
#

What is the "physical interaction of Amnesia"?

autumn pulsar
#

with a sort of "soft grab"

pine carbon
#

Oh dang. Heck, if you search my name and go back enough, you'll find a bunch of that.

#

I did a lot of experimenting with the physics constraint component earlier in my project.

faint creek
pine carbon
#

My personal recommendation would be researching Physics Constraint Components.

#

I have a functional pickup system in my game now, and that's what I use. It's very versatile, and designed for you to bind stuff to objects that have physics while maintaining their physicality.

flat coral
#

Finally back at my computer, this is the code if you're curious

golden pewter
#

whats this mean when you are packaging

#

ERROR: Non-editor build cannot depend on non-redistributable modules

frosty heron
#

I guess it's saying what it's saying. You are trying to package for non editor build (shipping / development) but you have modules that cannot be included on those build (shipping / development).

golden pewter
#

" " depends on 'SkeletalMeshUtilitiesCommon'.

#

wth is going on with the mesh that is preventing a package?

frosty heron
#

are you using some plugins?

#

or you have C++ code that make use of SkeletalMeshUtilitiesCommon

golden pewter
#

im only on blueprints, and my only plugins are playfab and imageplate

pine carbon
#

I don't suppose a component created at runtime having a name ending in -1 indicates something useful?

thin panther
sand shore
#

or?

pine carbon
#

WidgetComponent /Game/Environments/Levels/UEDPIE_0_TestLevel.TestLevel:PersistentLevel.BP_MinigameCharacter_C_0.NODE_AddWidgetComponent-1

#

I did not mean to copy all that.

sand shore
#

the full path like that might be informative

#

I've never noticed anything like that

pine carbon
#

NODE_AddWidgetComponent-1 is the name of the component. But if there's ANYTHING that might be informative, I will find it for you.

#

I have exhausted my entire personal knowledge base. Genuinely not even sure where to look anymore.

sand shore
#

I know you're working in BP (or at least you posted here) but I think #cpp folks might be able to contribute to this. I've got no idea, that's pretty weird

pine carbon
#

The exceptionally weird thing is that name being the same every time despite this being a creation node and being inside of a loop.

#

You know what, screw it, let's hard code 4 individual add widget component nodes and see what happens.

sand shore
#

so you end up wth multiple -1 names???

pine carbon
sand shore
#

that shouldn't happen and smells like a catastrophic bug

pine carbon
#

Inside the debugger graph node outputs is the only place I can find that name. The actual tree contains no instances of WidgetComponent that I can find despite one of them being visible.

pine carbon
pine carbon
#

Also it STILL does the same thing!

#

The most godawful blueprint programming known to man to absolutely ensure that 4 individual, unique components are being created, and only player 1 shows any evidence of their existence!

#

I just don't fricking understand!

pine carbon
#

Yup.

maiden wadi
#

To better phrase. Have you made sure you have four players when this is ran?

pine carbon
#

Yes. In multiple ways.

maiden wadi
#

Oh. I'll bet I know what this is.

#

Need to check code.

pine carbon
#

Here they all are. They can all be controlled. They also appear in the scene tree. And printing out their names from the blueprint prints 4 different names.

pine carbon
#

I should've been done with this hours ago but instead I'm here losing my sanity.

maiden wadi
#

Not seeing what I thought I remembered in C++. Uhmn...I guess work through it. You do have four new components? They actually create?

pine carbon
#

I can't find them. But everything returns valid.

#

I'm not sure where to look. Clearly ONE of them works.

pine carbon
#

I'm running out of things to work through.

maiden wadi
#

Lol, yeah maybe we could simplify that back down and just add some logging.

pine carbon
#

If I detatch from the player in the editor, the text sticks to my camera until I reattach to the player.

#

Not sure what's up with that. Maybe it's expected behavior, but I've never tried in a functional scenario.

#

Seems a bit odd considering that the component should be attached to the player mesh.

maiden wadi
#

It's normal. Detatching from play with widgets is a bit buggy.

#

@pine carbon Could you copy this into your graph? Replace the MakeArray with your Players array, set the widget class on the AddWidgetComponent node.

You can leave your other code, but unhook it and hook this up. I'm interested to see the prints and whether you end up with multiple arrows and where they are.

pine carbon
#

Btw for what it's worth, I "found" the components.

#

I know genuinely nothing about what this panel can do. I have never used it before. But it has the 4 instances of the score text.

#

Where are the 3 I can't see? No idea still.

maiden wadi
#

Hmm. Why are three of them collapsed?

pine carbon
#

I do not know because I do not know what that means in this context.

maiden wadi
#

Not your code I expect given the box containing the SObjectWidget is the thing collapsed, but curious.

pine carbon
#

I sure as all frick didn't tell them to do that.

maiden wadi
#

What engine version are you on?

#

I'm curious if someone finally decided to try to do some optimizations to the WidgetComponent.

pine carbon
#

I know it has some weird stuff with mobile but otherwise I haven't heard about anything that would cause this.

pine carbon
#

And hover over my mouse with the Pick Hit-Testable Widgets button.

maiden wadi
#

Could you click those three in the reflector and change their visibility to SelfHitTestInvisible?

#

Curious if they show up. Looking through the code though.

pine carbon
maiden wadi
#

Click on the line with Collapsed. You should see a details panel on the right.

pine carbon
maiden wadi
#

Oof.

pine carbon
#

What does collapsed mean?

#

This is the closest to finding something wrong with the other components that I've been. This can't be meaningless.

golden pewter
#

how do i connect to a level using ipv6 in blueprints

#

can i still use open level by name node

frosty heron
#

Collapsed mean the widget not going to be rendered

#

It has to be visible or non hit testable.

pine carbon
#

Why would they be collapsed?

#

This is the lowest layer that contains all 4. I have no idea what that means but maybe it's helpful?

frosty heron
#

unless there's something that I don't know, usually those are self inflicted with code.

maiden wadi
#

I don't think that's his code. That looks like the container for the widgets that displays them for the widget components.

#

Which, if I'm reading this correctly, means that for some reason those other widgets failed to project... Oh

#

Wait

#

You said this was local coop?

frosty heron
#

yeah could be some gotchas with local co-op

pine carbon
maiden wadi
#

As in like... Four local players, and the split screen option turned off?

pine carbon
maiden wadi
#

Sec, I need to reread through this.

pine carbon
#

We never turned it off if it is, but the screen is not visibly split.

maiden wadi
#

Not sure these days. It used to be.

pine carbon
#

Where is that. If that's the issue I'm going to have some strong words with my teammates.

maiden wadi
#

Project settings

pine carbon
#

Good thing those are already checked out.

harsh comet
#

is4me simple baby issue that google isn't helping me with....
Anyone else have issues where your camera pitch is resetting when you re-possess the original pawn?

pine carbon
#

Dang. Split screen is already disabled.

maiden wadi
maiden wadi
#

Uh.. sec

pine carbon
harsh comet
maiden wadi
#

Maybe it is the problem. Need to read through this a bit more.

pine carbon
#

Well, I get this very funny image from turning it on, but otherwise nothing notable. Although it is entirely possible settings need fiddled with.

maiden wadi
#

Hmm. Well I'm not seeing how this code would fail to project.

#

But I also can't find anywhere else this is set to collapsed.

pine carbon
#

SOMETHING has to be collapsing it!

#

I am not able to alter the Window Visibility setting when creating the components, so unfortunately I can't play with that.

maiden wadi
pine carbon
#

That name sounds like EXACTLY what my problem is though.

maiden wadi
#

Hmm. Might be new in 5.7

#

But yeah... If I'm understanding correctly. I didn't read through all of this, but I think you have a widget component section for every player. And because those player's pawns own the component, maybe it's only trying to show for them. And that checkbox above makes all local player views overlay. They don't by default for... some... reason... I don't know why this is false by default. But... That would explain why it's failing to project and collapsing.

pine carbon
#

Surely, surely, this isn't a legitimate bug that was fixed in 5.7 Because if that's the case, there's genuinely nothing I can do, and I know for sure it's gonna cause more issues with our UI team.

maiden wadi
#

Actually.

#

You could test this.

pine carbon
maiden wadi
#

Uhh.. Maybe GameState? Try making the WidgetComponents on the GameState instead of the players.

#

Like

#

Don't move the code, but plug GetGameState into the Target

#

Still attach to players though.

#

Wait. That might not work. GameState is an AInfo isn't it?

pine carbon
#

Beats me, but it does not work.

#

I can wire it in, but now nothing appears, even for player 1.

maiden wadi
#

All of them disappear?

#

Yeah.. uh.. You need an actor that has nothing to do with the players to test that isn't an AInfo

pine carbon
#

I have the ball sitting in the middle that I use for indicating the beat.

maiden wadi
#

If no one owns that, try it.

#

Mostly just looking to see if they all show up with your current code. If they do, that split screen widget setting was probably your issue.

pine carbon
#

That works!

#

Why on EARTH does that work?!

maiden wadi
#

Lol. Cause someone fucked up in 5.6.

pine carbon
#

So what, I just need a proxy object in our top level minigame mode in case something needs to do this?

maiden wadi
#

Unless you want to jump to 5.7, yeah.

pine carbon
#

Frick it, if it works I can do that.

#

Thank you SO much.

maiden wadi
#

Fun rabbit hole. 😄

Obligatory notes:
Fuck widget components.
Fuck 5.6

pine carbon
#

I hate widgets in general. They make me long for Godot.

maiden wadi
#

I love them. But we have so many nice things to manage them that it's really hard using default implementations anymore. I wouldn't wish it on anyone.

frosty heron
#

Still guilty of not using common UI here, hopefully not missing much.

maiden wadi
#

😬

frosty heron
#

what's the benefit of Common UI? tldr.

#

I don't really need to support controllers.

#

oh seems like it's good for layered widgets.

maiden wadi
#

CommonUI itself?

  • No more managing the InputMode(Game, GameAndUI, UIOnly)
  • Gamepad niceness.
  • UIActions(Menu mode hotkey actions that function like player controller inputs but for the widget even when in UIOnly mode)
  • Suite of nicer widgets that actually work like the CommonListView
  • CommonButtonBase is an amazing widget, even if for nothing else above, I'd use it just for this.
  • CommonVisualAttachment is also amazing.
#

I'm sure I'm leaving plenty out but that'll be a start.

#

There's the whole ActivatableWidget stuff, but that's less of a perk, more of how the whole system works.

golden pewter
#

UATHelper: Packaging (Windows): Server targets are not currently supported from this engine distribution.
are you telling me someone decided to take out the ability to package servers in this whole update?

maiden wadi
#

You need a source engine to package dedicated servers.

golden pewter
#

sht, i thought i was on it musta clicked the wrong one

pine carbon
#

Well, this is probably the second-worst debugging experience I've had besides a memory leak once, but I'mma finally go get some sleep. Genuinely, massive thank you to everyone who helped me out.

maiden wadi
# frosty heron what's the benefit of Common UI? tldr.

The biggest thing that I love about CommonUI outside of the button is honestly the input mode handling.

I always go to one specific case that nearly any game will have. You have your primary game's hud/layout widget. You have an inventory or character sheet menu. And you have an options menu.

GameHUD is GameOnly
CharacterSheet is GameAndUI
Options is UIOnly.

Dying removes CharacterSheet.

You start in GameHUD. You open CharacterSheet. Then you open Options.

You just went from GameOnly, to GameAndUI, to UIOnly input mode.

You character dies behind options. Character sheet is removed.

You close the options. How do you know what input mode to go back to? Cause if you cached it, you'll be on the GameHUD with GameAndUI input mode which is wrong.

mental panther
#

Hi! I'm experiencing some issues running my game on android.

When I try to view certain menus in my game, it freezes. No crash, just a frozen state.
After using logcat I found this. I've been trying to find out what could be causing this but haven't really found anything super useful so thought I'd check here :)

Anyone who has any idea?

UE5.6.1
Tested on my pixel 7 pro running android 16

mental panther
#

Oh I figured it out, it's caused by retainer boxes, after disabling them it works now. But they are quite important for the visuals of the game... What am I supposed to do???

mental bobcat
#

Hi.Im using get render target from widget component then applying it to a mesh and rendering the ui but its blurry. the render target resolutions are hign and match the meshes UVs. I flattend the DPI settings but no luck. checking Output depth and velocity is checked. Responsive AA is enabled. how do I get rid of the blurryness

slow plank
#

how to evil

#

how to evil part 2

mental trellis
# slow plank how to evil

This is what my generated materials looked like until I wrote a simple algorithm to position the nodes 😂

mental trellis
#

I wrote a plugin that authors materials and when you create materials programmatically you have to position the material nodes in code too.

#

So you need an algorithm that does that.

ornate trail
ornate trail
#

nah, that's organized

hearty rain
#

Man I just opened Discord and I see that ...

ornate trail
frosty heron
#

A beautiful blueprint is one that doesnt exceed 15 to 20 nodes imo.

violet spoke
white parrot
#

A beautiful blueprint has no nodes at all

frosty heron
#

Bp is for designer to use. High level stuff only.

#

Imo anyway.

#

Not using bp at all sucks too. I dont want to create my abilities in native class only.

violet spoke
#

draggin is terrible, they should improve bps

#

honestly

frosty heron
#

Select and switch in bp is awesome?

#

One thing i like about bp is the select node

violet spoke
#

there is one thing I love in bps, its Enumb to string node xD

#

you just drag and its prints enum

violet spoke
#

onless its 1 function call its kinda ok, but still 😄

frosty heron
#

Yeah bp become spaghetti real quick. Thats why i dont want to do core system there.

#

Nice to glue function calls.

crimson briar
#

I recently started converting some of my stuff to C++. But maaan, are blueprints easy to look at. I can see what is happening at a glance. Yeah C++ is better for more complicated stuff but still I wish I could stay in blueprints ._.

#

At the same time, converting a blueprint function covering half the screen into a few lines of code feels good.

last peak
#

It would be no fun if your brain doesnt break atleast 4 times for each blueprint you read

frosty heron
#

you get to enjoy abstraction after the hard work.

#

just gluing function in bp to do X , Y and Z.

narrow pulsar
#

Except very specific things

#

I just try to include anything math heavy in C++ for sure, other than that I haven't had issues with having things in blueprints

#

performance is fine as well from my tests

mental bobcat
crimson briar
#

Most things work, but this 5% annoys me

versed oasis
#

if someone could help me figure this out i would really appreciate it. I have this machine as shown in the video. I have made an anim bp which essentially checks if the reels are spinning, checks which value the actor bp got from 4 random numbers per reel and tries to put each reel on the correct potition through the blueprints within the AnimBP using a Rinterp node. I dont like how instead of flowing in one direction it can pull the number reels from either top or bottom. I want it to always be top to bottom. Is that doable?

crimson briar
# versed oasis if someone could help me figure this out i would really appreciate it. I have th...

WOuldn't it be better to just make it stop when at certain rotation, instead of interping to this rotation?
For example, on tick have a gate that is closed, your code for stopping behind it. When the number is supposed to stop, you open the gate and start slowing down the roll. At some point after (so it has some time to slow down first) you start checking if the rotation is close enough to the goal, and if it is, you stop it and possibly snap the rotation the last one degree or so if needed

#

Basically a three step process.

  1. Rolling constantly.
  2. X Time passed, start slowing down.
  3. Y Time passed, check if at desired rotation and stop when reached
versed oasis
#

hmm i think you are right, i probably went with the wrong approach to this. I just was following guide to guide to get something like a wheel to do a spin since i couldnt find anything reel specific and im new to all this

#

Alright i think i will try to remake the entire thing with this approach and see if that works (which it probably should)

#

should be simpler too lol

crimson briar
#

I don't guarantee it won't have a different unforseen problem though, so better make a copy of the blueprint before remaking it!

versed oasis
#

oh yup for sure! I will keep a backup just in case!

storm solar
#

Working on AI movement right now, using add movement input.
They don't need anything complex, just to move towards their target (another actor) in a straight line.
If there is another actor in their way that is not their target they will move around it.
This is done by putting a sphere overlap actor in front of the ai, and if there is another actor in their way I have them veer left until it is not there.
This works well when the target is on their right side, but if it is on their left side they tend to slam into that actor and get stuck.
Is there a way I can decide if an actor needs to move left or right depending on what side and obstacle is on?

storm solar
crimson briar
#

In this case you would want to compare the AI right to the direction to the actor

#
  • from dot product will be more to the right, - from dot means more to the left
#

...I think, I may not remember correctly

deft yew
#

Quick question. How do you use chatgpt to edit, help, with blueprints? Do you actually post a pic of your blueprint?

storm solar
#

dont use chatgpt.

storm solar
#

If its something standard it should be easy to find online, for more complex things you can check videos and if its something super advance you can try posting what you want/ wait until you have the skill to figure it out yourself.

deft yew
#

Ahh, because I am not a programmer (artist) and I am just trying to get a Host and Client to connect over Steam. Not local, but two different machines over steam that see eachother ingame.

storm solar
#

Im sure there are YT videos covering that.

deft yew
#

I was looking at packs to buy for it, and I've gonna through about 3 tutorials.

crimson briar
deft yew
#

You definitely need C++?

crimson briar
#

I think I followed a gamedev.tv tutorial for setting up the multiplayer subsystem

storm solar
#

Host/ client setup seems pretty advance.

crimson briar
deft yew
#

I gotcha. A lot of the tutorials I see and the MP steam game packs say you dont need C++, but I am not sure at all.

crimson briar
deft yew
#

One tutorial was great, but after Part 2, my character just didnt move at all.

#

I just want a ready room, and when ready, drops 4-5 players in a level together.

storm solar
crimson briar
#

I think the BP multiplayer setups use a plugin for it. SOmething Sessions

crimson briar
#

You use a dot product between

  • AI right vector
  • direction from the AI to the other Actor
deft yew
#

Yeah, I've been following the tutorials using Advanced Sessions and Steam.

sand shore
#

personally I'd wanna roll my own for long term projects, but I'm also literally a c++ programmer by trade

#

AS should cover your needs is what I'm sayin

deft yew
#

Everything was great. Its makes the connection to steam, friends list works, but then the character I cant move or the camera.

frosty heron
#

Steam advance session is enough to host and join in bp only.

deft yew
#

It did have me replace the default BP_ThirdPerson controller with another one we wrote, so that was probably it.

frosty heron
#

Though if you are struggling with blueprint, going multiplayer is one giant leap.

sand shore
#

I mean it sounds plausible that inputs are the issue, the character doesn't know you pressed W or whatever to move

#

can you move in singleplayer?

frosty heron
#

Probably classic binding key on begin play on character.

#

But in multiplayer, begin play is called way esrlier before client possess the character.

deft yew
#

I am at work right now so I dont have it in front of me. Each time I tested it in standalone I couldnt move. If I switched back to the BP_ThirdPerson controller bit, then I could move, but nothing else worked (freinds list, steam connect etc)

frosty heron
#

Are you testing in shipping with multiple device?

#

You cannot use the same machine to test steam mp.

last peak
#

You can also write in pseudo code and it will understand

#

However it isnt great for bps ..... it can probably still help you with very easy stuff

deft yew
#

I have another machine at home right next to me but its not easy to share the project. So I make a shippable EXE to share with my other machine?

#

I have a feeling that if I share/send the EXE to my other machine and they both connect to steam...the character will still be uncontrollable lol

#

Is this an OK spot to stop by later when I get home to ask about the issue?

frosty heron
#

It has to be shipped or development build. Not editor.

#

As for your contrplable character, see my msg above.

#

If you bind in begin play of your character u r doing it wrong.

deft yew
frosty heron
#

Not stopping you but its not an easy task.

deft yew
#

I just followed the tutorial and on Step 2 it just doesnt let me control the character. Everything else works great. Let me find the tut...

#

In this Unreal Engine multiplayer tutorial, which is Part 1 of the How To Create A Steam Multiplayer Lobby System tutorial series, MizzoFrizzo will show you how to integrate the Steam Advanced Sessions plugin with your project.

Patreon: https://patreon.com/MizzoFrizzo

Resources:

https://visualstudio.microsoft.com/

https://dotnet.microsoft.co...

â–¶ Play video
#

I got to the end of Part 2 and he shows himself and others connecting. with mine, even is Standalone mode, I cant move my character.

crimson briar
#

It is not only about a lobby. Multiplayer is like 2-3x the work in my opinion. A lot more to think about and design

frosty heron
#

I mean if you dont know OOP, you cant get far in multiplayer as you have to deal with multiple instances.

deft yew
#

Oh I totally understand. I believe. I was just trying to get this part working at least.

#

Is that tutorial just way out of date and doesn't work anymore?

storm solar
frosty heron
#

Nah you should still be able to connect the same way.

deft yew
#

Everything worked, I just couldnt move the player at all. I could select friends on the friends list etc...but thats about it.

frosty heron
#

Im on 5.5 source code using advance session.

deft yew
#

I was using 5.7. Maybe it doesnt work in 57

frosty heron
#

Thats not version issue

crimson briar
frosty heron
#

If the steam tab is showing up then advance session is working.

white parrot
deft yew
#

I can always get it to work on steam, to connect. Even with other tutorials. So it must be the player controller or inputs? (not sure where inputs are or why its not being 'controlled' lol)

mental trellis
#

B is the target. A is the start.

frosty heron
#

If you possess a character and you cant move it then yes thats input.

deft yew
#

My idea is to just get it so a buddy can playtest with me, and I will start building out the art. In the past, getting connected has always been the issue. But with new versions of Unreal, its become a bit easier.

frosty heron
#

I dont think they changed the code for advance session for a decade

deft yew
#

In that tut they have you make a new BP_'controller

frosty heron
#

Like i dont even know how you bind your input.

deft yew
#

Whats the best way to share a project? Share the entire project or the BP screenshots?

deft yew
mental trellis
#

Or ask about

frosty heron
#

He is hosting a mp game and cant move his character.

#

Either not possessing any character or input is not bind.

deft yew
#

I went back through the tutorial several times to see if I missed something in part 1 and 2.

mental trellis
#

Or it's not being handled correctly.

deft yew
#

Thank you for all of the information. I have to look at it all again to realize what I am looking at.

gaunt oracle
#

I have a Horizontal Box that Contains Buttons (with a Image), while I click on them, the Tab key make appear a outline and switch to next, and Maj+Tab make switch to previous,
I realized it do that for all my buttons in any box container actually,
I disabled the Focus on each buttons, but that dont fixe it,
Do anyone know how to fixe it, please ?

gaunt oracle
#

*finally myself fixed

prime stump
#

Hi, I'm trying to set up this new Gameplay Camera system but it doesn't seem to be working correctly.. I have the Camera Asset set up correctly and the Camera Director Evaluator class set up correctly, attached the Gameplay Camera and set the camera to the Camera Asset, auto activate true set to Player 0 but because in my game mode the 'Default Pawn Class' is set to None and my players are spawned and possessed some time after pressing play not straight away, it just doesn't work for some reason the camera is basically inside the characters head, but if I stop my players spawning later and then set 'Default Pawn Class' to the character class I'm spawning as it works..

Any ideas what that's all about lmao?

storm solar
# mental trellis Normalise (B - A)

So is it
(Enemy location - Ai location) -> Normalize -> DOT
and
Ai get actor right vector -DOT
Because Im not getting negative values reguardless of what side its on.

mental trellis
#

If you want the direction of the ai to the enemy, yes.

#

It'll be negative if the enemy is behind the ai.

#

I wouldn't use the right vector for that right now.

faint pasture
storm solar
#

left/ right

faint pasture
#

Yeah so
Dot(A.Right, Norm(B.Position - A.Position))
Will be 1.0 if B is right of A, 0.0 if it's above or front or behind, and -1.0 if it's directly left

#

dot product of 2 direction vectors is 1.0 if aligned, 0 if at right angles, and -1.0 if opposite aligned

deft yew
#

There is a package you can get called SteamCore Pro which supposedly handles multiplayer and sessions etc. Could be it be that Unreal changes something in the future that makes this 'plugin' not work anymore? Debating on whether to just get it or write something of my own from tutorials.

storm solar
prime stump
# deft yew There is a package you can get called SteamCore Pro which supposedly handles mul...

'Handles multiplayer' is pretty broad and I highly doubt it, looks like it handles sessions and some steam features like friend invites and stuff but that's about it, sessions themselves aren't that hard to set up and the Advanced Sessions plugin has some of the steam stuff that SteamCore PRO has like friend invites ect.. up to you whether the other features it offers is worth the money but Advanced Sessions is free and setting up sessions isn't really that hard

#

Also its just for Steam so if you ever wanted to use EGS I imagine this wont work

deft yew
#

I hear ya. I need to get home and figure out why I can't move the character after I did this one tutorial. Thanks!

deft yew
#

How do you normally show larger blueprints here?

#

In this tutorial you can see where he runs a standalone within the editor and he is able to move at least the camera. With my results, I get the menus etc we made but I cant move the character. https://youtu.be/Eg81FgtWbBc?t=2268

In this Unreal Engine multiplayer tutorial, which is Part 2 of the How To Create A Steam Multiplayer Lobby System tutorial series, MizzoFrizzo will show you how to create your lobby level, create a Steam session in that lobby level, as well as how to spawn a friends list and send session invites to your Steam friends.

Part 1: https://youtu.be/M...

â–¶ Play video
storm solar
pine carbon
#

Having a strange issue (?) with this. Visually, this function works fine. The stuff it's supposed to do after that validation happens. But that error message gets logged 10 times. It gets logged 3 times, then 4, then 3 again. I'm not sure why and I'd like to figure it out to make sure it doesn't cause problems later.

#

This code runs before the block that calls the offending function. Stepping through it with the debugger, the add node gets hit 4 times, but the debugger can't read the value of Player ID when it gets there for some reason.

#

Not sure what's the matter with this.

faint pasture
crimson briar
pine carbon
#

Scroll up lol.

#

Long story short, THAT works fine.

#

The basics is that a widget component is getting attached to that mesh.

pine carbon
# pine carbon Scroll up lol.

I wasn't kidding about it being a long story. The specifics of what this block of code is doing have already been thoroughly documented in this channel, and the thing I'm asking a question about right now does not interact with the mesh.

storm solar
# faint pasture

That is a sphere overlap node that has the actor in the AI’s way.

faint pasture
crimson briar
faint pasture
#

just tell the display about the object it cares about (playerstate probably) and let it do its thing

faint pasture
pine carbon
faint pasture
#

you have an array of hits

faint pasture
#

you're not touching PlayerControllers, right?

#

and you have a playerstate or pawn per player when these widgets are created

storm solar
pine carbon
faint pasture
pine carbon
#

They're parented onto the player meshes, but they are all owned by the skybox.

faint pasture
#

I'm not talking ownership

pine carbon
#

It's a time value, essentially.

faint pasture
#

which lives where?

pine carbon
#

The clock that's handling all that emits a bunch of events and they're subscribed to one of them.

pine carbon
faint pasture
#

then why do you gotta talk to them at all after creation?

pine carbon
faint pasture
#

create them, let them bind to whatever and be on their merry way

#

bind to something that represents when to change text

#

This isn't networked, right?

pine carbon
#

Judge takes the raw clock data, runs math on it to turn it into the scoring system I want, and emits the On Player Input event with that score.

pine carbon
faint pasture
#

just give them the player ID they care about on creation or wahtever

pine carbon
#

Can Widgets themselves subscribe to events?

#

Oh dang they can! I did not realize that.

#

Okay one sec I'll try reimplementing this.

pine carbon
#

That is so much better, thank you.

ruby cobalt
#

if I grab a rigged object.. i care about the grabbed bone instead of the center of the object.
I think i got an issue here.. get socket location is probably not world location.. it seems to be relative?
How do i get world loc from socket?

#

hmm the description of get socket location says it's world space

silent dawn
#

this is my player blueprint
how would I get movement to be based on the direction the camera is looking? instead of a fixed point?

faint pasture
#

when you do your hit to figure out what to grab

ruby cobalt
#

yeah that part works.. i believe my issue was with an offset i apply after

#

so the data was good

#

not perfect but that offset seems to help.

the effect lowers camera aperture and sets manual focus distance to the component distance..

#

i know there's auto focus that tracks a component but i have to manually offset focus too so i've been working with manual focus.

narrow sentinel
#

Could someone help me with 3d widgets please, essentially what I want is a widget at size of 1920/1080 which is placed in the world but at the right size where I don't need to scale down the widget component to like 0.01 to fit correctly where I need it

#

thats the widget

faint pasture
narrow sentinel
#

what would uu be ?

#

so how would I find the uu ?

#

so i assume I need to find out what a 1920 /1080 screen size would be in cm I assume

#

so it'd be 53 / 1920 and 30 / 1080

#

that gives me scales which I assume would be correct

faint pasture
narrow sentinel
#

around normal screen size of what you'd have in a monitor

#

I think I've managed to get roughly the right values

faint pasture
#

yeah about .03 or so will do it

#

there are ways to make the thing be jammed in there without scaling but your resolution would suffer a lot. 1.0 scale on the widget component means 1 uu / px

narrow sentinel
versed oasis
#

@crimson briar i noted your name down earlier so i could thank you. Absolute legend, i managed to get the slot machines working perfectly thanks to your idea! It works much better than before although it took me ... well until now to do it, lol

elder crown
#

Hey guys Im not sure if this is the right place to ask. Im looking to find a tutorial for ray casting vehicle physics tutorial. Im pretty new to unreal ive dabbled and made some stuff but never touched this kind of stuff. if anyone could point me in the right direction that would be awesome

mental bobcat
vocal garden
#

hey how do I make my character face the target enemy when attacking?

#

I don’t want strafing just face the enemy when attacking

blissful brook
#

Is there a way to intersect two containers in blueprint? Essentially container A removes any tag in container B and then returns the container then? If not I guess I'll have to add to my static library but I feel like this surely is a usecase that epic would have added

blissful brook
full badge
blissful brook
full badge
#

ah okay

maiden wadi
maiden wadi
#

Oh. Tags. 😄 Derp. My brain was stuck on arrays.

crimson briar
#

I mean, tag containers are just arrays, so you can break them into an array or create them from an array, so any solution viable for arrays will work too

blissful brook
#

this is what I ended up with, just added a blueprint pure node

#

I could also just be missing something which is more than likely

frosty heron
#

@maiden wadi Sorry to bother you, got widget question again :D.
How can I detect mouse pressed instead of drag? Do I have to roll down my own timer?

I want to differentiate between a click and dragging.

#

right now only have this.

maiden wadi
#

Hmm. Probably looking for something on MouseButtonUp. I think UButton for example does it by checking capture state, but I don't recall the specifics on that.

frosty heron
#

I can't use button for the drag. Forgot what the issue was.

#

right now trying to implement some timer logic to detect one click or hold click.

#

just checking if there's like better way.

maiden wadi
#

Yeah. I recall. Does OnMouseButtonUp run when you're dragging?

frosty heron
#

I will check.

#

it does get called but the drag also get called.

#

actualy this should be fine!

#

the drag visual only appear if I move my mouse slightly

#

so if the mouse stood still OnDragDetected is not called.

maiden wadi
#

Oh. Nope, set in SlateApplication. Can easily pull it from FSlateApplication::Get().GetDragTriggerDistance() if you need the actual distance it'll take for drags. I don't see it BP exposed anywhere, but could be a simple library function with no context needed.

#

Seems like they do some screen size detection magic based on user's hardware. Which is nice.

void FSlateApplication::SetupPhysicalSensitivities()
{
    const float DragTriggerDistanceInInches = FUnitConversion::Convert(1.0f, EUnit::Millimeters, EUnit::Inches);
    FPlatformApplicationMisc::ConvertInchesToPixels(DragTriggerDistanceInInches, DragTriggerDistance);

#if PLATFORM_DESKTOP
    DragTriggerDistance = FMath::Max(DragTriggerDistance, 5.0f);
#else
    DragTriggerDistance = FMath::Max(DragTriggerDistance, 10.0f);
#endif

    FGestureDetector::LongPressAllowedMovement = DragTriggerDistance;
}```
frosty heron
#

@maiden wadi tyvm

faint pasture
steady night
#

hi how can i clamp it to 1 deciamall ?

dark drum
steady night
#

so the random value will be 1,4 / 2,7 / 2,5 max and not 1,4142 / 2,75242 / 2,556456

crimson briar
#

I have a library function for it, not sure if there is a built in one

dark drum
versed oasis
#

i was watching a tutorial and noticed this guy has his cables like this, how is that possible? Is that a setting to make them from splines into this?

steady night
#

hmm

#

yeah but if the value is 3,5436346463 wont it take more calculation "power" rather then it being 3,5 ?

#

might be overthinking it

#

or not overthinking it but it might not matter

#

@patt

versed oasis
#

would be legendary if it didnt have those little hooks at the end. I freaked out when i saw how clean it looks

scarlet root
# frosty heron right now only have this.

You need OnMouseButtonDown to handle the Clicking.
And OnPreviewMouseButtonDown, handle the Drag&Drop

Preview is handled before the normal Down function.. so if no Drag happens, forwards to the click.

Ps.: normally a click is a Tap.. meaning.. Mouse Down > Mouse Up > is click
So OnMouseButtonDown set a bool to true, OnMouseButtonUp check for the bool being true. If yes, it is a click, if not.. just return.

frosty heron
#

I have OnMouseButton up to handle the clicking and OnMoutButtonDown to handle the drag and drop.

#

Drag only happend if the mouse moves after clicking, so it's all good.

chilly root
#

Hey all,

I am making a visual cone with decal and i want it to not register on walls and very steep slopes. But i have one issue with the angle. If i use ceil (or step with Y<0.4) node or step i get the image #1 with the soft teal line (but it turns dark when vieing it from an angle in the editor) on the curved slope but a uniform green on the straight slope. If i use step node, depending on the Y value i get the other 2 images.

What i want is a uniform color regardless of where i choose the angle cutoff to be. Can anyone help or point me to the right direction?

prime stump
# prime stump Hi, I'm trying to set up this new Gameplay Camera system but it doesn't seem to ...

Alright so when using this new Gameplay Camera System, if my players are spawned and possessed via the Game Mode then the 'Run Camera Director' event inside the Camera Director Evaluator class doesn't run at all, which is why the camera just appears to be inside the character head when they spawn, however in my pawn I'm checking if the Gameplay Camera component IsActive and it is..

If I stop the spawning and possessing in the Game Mode and just set Default Pawn Class to my character class then it works and the 'Run Camera Director' event gets called.

Anyone have any idea why that is? There's no way you have to have Default Pawn Class set for it to work lol

dense hinge
#

Hiya, it's a Friday, so my brain decided to stop working, and I'm having trouble doing a bit of basic math: I have a segment between point A and B. How can I calculate the world position of a point 100uu from the edges of the segment?

#

Diagram of what I'm looking for

frosty heron
#

UU = cm

#

so how much 100 UU occupies the line?

dense hinge
#

I used 100cm as an example. I'm looking for much smaller offsets, but I think the logic behind getting the point would be similar to whether it's 10cm or 50% of the segment's length.

It's the logic that I'm having trouble calculating: How do I get a point X between 2 locations, regardless of the rotation of the segment between the 2 locations?

frosty heron
#

what is point X between 2 locations?

#

are you asking how far 2 location is?

#

if we are just talking about that line,

start is 0, End can be what ever number you want.

#

it's all arbitary until you define the number which you get from determining what it is you actually trying to achieve.

dense hinge
#

I have these beams that can have any rotation in the world. I know the start and end location of them (red), so I can get the segment and its length. But from point A, how do I calculate the location of the blue X on it towards point B

frosty heron
#

A is 0, B is the length of the beam.

dense hinge
#

Yeah, I can get the offset, but how do I convert that into a world location?

frosty heron
#

Ik some people who can answer these, but they are probably not around atm.

full badge
dense hinge
#

Thank you both

frosty heron
#

This is like the time where I would use chat GPT.

dense hinge
#

Usually, it's not that much of an issue, but it being Friday has my brain scrambled

clever swallow
#

in material graph use lerp node , in blueprint use interpolate node

idle crescent
#

How can I read the pixel color values on a texture, by coordinate?

vocal garden
#

I don’t know what blueprint tree node I need to make

idle crescent
#

If it's better to do so in C++, I don't mind, but I just want a lead on where I look for an API call, or something.

ornate trail
idle crescent
#

Got a link to the API where I do it or something?

#

What function specific did you use to dump the pixels? Or read the material tex coords?

ornate trail
idle crescent
#

Wow. That might work. BP is just slower than C++, so I was thinking ahead. Though I need to do it only once, pre-runtime, I need to read all color values so that's why I was asking for C++. But thanks. This may work.

faint pasture
ornate trail
idle crescent
#

Not doing it per tick anyways, and I need to do it just once pre-runtime, so this ought to work.

#

Since I don't plan the value to change that substantially.

ornate trail
#

yeah, no problems then

idle crescent
#

Can I get the resolution from the texture render target too?

ornate trail
#

I mean sure, depends on your setup. in BP you could have a reference and do smth like

#

but I'm assuming you know the size of the tex before hand anyway

idle crescent
#

Oh yeah. Sorry. Weird question. Does it start at 0 as all things do in computer?

#

And the actual end is -1?

#

For the read render target pixel?

ornate trail
#

starts at 0 yeah end should just be the size -1. Log it to be sure

idle crescent
#

Sure.

#

I'm updating my engine and making a backup now, I hope I get this working like I need.

#

I just hope the plan I'm using this for, works.

ornate trail
#

if I'm reading this right looks like the mip data is stored like this under the hood TArray64<uint8>& OutMipData,

idle crescent
#

Alright. Well. That would be for C++, and I'd need the function. What you showed in BP might work, if I can set the render target as just the texture I want.

ornate trail
#

yeah yeah, I just got curious XD

idle crescent
#

Nah. It's cool

#

Also, has anyone tested the performance overhead of triggers? Is there any?

#

I do mean many, many though.

tawny lantern
#

any idea why this wouldn't work? im losing my mind here. It shows {action} and {times} as literally {action} and {times} in game - somehow the value isn't applied. But when i use append text and just break it into pieces, values are correct

#

and yeah, i tried it with text instead of string before, didnt work either

ornate trail
idle crescent
#

Thousands.

#

I just am wondering how much it can do.

#

Probably negligible if each is fairly small, right?

ornate trail
#

yeah, I mean if you have several thousand firing at once you'll feel it for sure

idle crescent
#

Well. If they're active but nothing is in or goes near, I mean.

#

I can also set it they're only affected by certain types, right?

#

Like I only need it affected by pawns and a few other classes, for those that move.

ornate trail
#

yes in the collision profiles, but just having them in the level won't really hurt. Also is it open world, streaming stuff in etc

idle crescent
#

True, true.

ornate trail
#

buid first, profile later. It's probably fine

idle crescent
#

Yep. I'll find out. Just making a backup first, before I get back to it.

ornate trail
#

github account / version control is your best backup

idle crescent
#

It's too big for free.

#

I don't make any money, for now.

#

I hope my game will make some. XP

#

The current way I do things is atrocious though, no doubt.

faint pasture
#

so you can undo a big fucky wucky

idle crescent
#

How does one use Git locally? I've never heard such a thing.

faint pasture
#

it's local by default

ornate trail
#

you don't need to do everything on a command line either, once you understand it you can use smth like git desktop

idle crescent
#

Yeah, I know to use Git, didn't occur to me to do it locally.

ornate trail
#

it is local, github just lets you host it

#

this is why if you ever look at the size of your git folder it often can be way bigger than the project itself depending on what you commit to it.

idle crescent
#

Ah

eternal marsh
#

Hi all. This one has me stumped and am hoping for some guidance on my blueprint. 5.7

I am building a simple twin stick shooter. Bare bones at the moment
I have the input action - IA_Aim created and set to Axis2D(Vector2D) with modifier Dead Zone .2/1
I have an Input Moving Context with AI_Aim set to Gamepar Right Thubmstick 2D-Axis - No modifiers
I have created a player controller Blueprint that controls all the player movement. Everything works great, shooting, jumping, moving, except the IA_AIM

I have the EnhancedInputAction IA_Aim Event to get the action Value of X and Y in from my right thumbstick
Controlled Character is a variable created from - Get Controlled Pawn -> Cast to Character
The print strings are just to validate proper data is being used
I also created the timeline to at one point rotate all the Axis in a ROT to validate the character could in fact rotate, and it did.

So I know the Controlled Character is correct because my timeline data rotates it
I know the data is correct because I am printing it

The odd part is when I broke the data coming out of the timeline but left it connected to the stream everything works. Like the first image, alt description added to image. But if I remove it and everything else, same data, the character does not rotate. The rest of the character still works. I can move, jump and shoot, just not aim like I can with the broken setup. I have tried deleting everything and restarting from scratch but no luck when I make the Broken setup from the images. I can move on with the odd setup but trying to understand what I am missing. Any guidance would be appreciated. Thanks!!

maiden wadi
eternal marsh
faint pasture
#

protip, you can fetch axis values

#

so just tick -> fetch values -> ??? -> interpolate -> use them

eternal marsh
#

I will give that a try. I appreciate the help 🙂

#

But when I have it as the first image it works. Not saying it is correct in any way but I am baffled why when I remove the timeline from the process it fails. That makes me think there is a basic process I am still misunderstanding.

faint pasture
#

you're ticking with extra steps

faint pasture
#

This will work but there's also better ways, I know the CMC can enforce rotation rates but I'm not sure if it can do that if rotation is driven by aim instead of movement direction.

eternal marsh
#

Ah, I see. That makes a lot of sense. Thanks! I will try implimenting your way when I wrap up this current task I am on. Cheers

#

I type like I am still in a studio. Just some goober plugging away in his house

faint creek
#

Hello guys, I'm having issue with the footsteps sound: I created three different materials, with assigned each Physical material for each one. I've also add the in the ProjectSettings. After that I created a function and a Timer in the Event Graph of the BP_Player to check always the surface type. However, it doesn't work and I don't understand why Somebody could help me please?😭

eternal marsh
# faint pasture

That worked great. Only issue I am having now is when I am not pressing the thubstick the values go to 0,0 resulting in the player going back to default position

#

Does this work differently than the movement because the movement is using the Get movement component?

gloomy swift
#

Is there a way for the collision component to get overlapping actors/components when run in the construction script (not in play)?

Edit: actually the actor which I'm trying to check for overlaps might not be in the right channel setup...

#

Update: I still want the overlaps to work in editor. Idk what happened but I changed the collision box extent and now there's overlap during simulation.

pine carbon
idle crescent
#

Nah. It's fine. I just don't use git much frankly.

frosty heron
#

You almost want to use remote repo anyway. Azure Dev ops is my go to.
While you can enjoy the benefit of version control locally, if your pc caught fire then it's still lost.

thin panther
idle crescent
#

Is it? Hmmmm, if true I should do it.

#

Well. Alright then. If it works with GitHub Desktop I ought to do it tomorrow. Probably much better and optimal than what I've been doing, zipping things into a file and uploading them to the cloud.

thin panther
#

Should work fine with github desktop AFAIK, if not there's other git clients like sourcetree

idle crescent
#

Alright. I'll check it out tomorrow.

frosty heron
#

I am using Github Desktop. The pros called it terrible and I'm sure for good reason.

#

but suffice for now.

thin panther
#

You might want to still take backups of the repo occasionally, if you're paranoid about losing access to the cloud repo and thus losing version history

thin panther
pine carbon
#

Not only is it super easy to have a backup of the remote, any repo that was cloned from the remote can become the new remote if something catastrophic happens.

faint pasture
shut blaze
#

This graph kinda got a bit crowded. (on the left)
Got a question about hard refferencing.
Is it bad for a coin to cast to the player to trigger pickup?
In my game the player is always loaded in, it's offline.

harsh nebula
shut blaze
#

I know how to use interfaces, should I just replace the hard references all together? I mean this would only make the graph more readable and make this slower by idk, nano seconds

maiden wadi
#

You don't need interfaces to decouple this. You need real systems.

shut blaze
#

like?

maiden wadi
#

Well, case. What makes the player the only thing that can pick up coins?

white parrot
frosty heron
#

Step one, make interaction system. Use actor component.

shut blaze
#

Ahhh, I get what you guys mean

white parrot
#

coin doesn't care into who's pocket it goes to

spark steppe
#

don't overcomplicate it, unless necessary

#

casting is fine if the thing is loaded anyways

shut blaze
#

thanks for the reminder

spark steppe
gentle urchin
#

People jumping hoops to avoid casting to PlayerCharacter is a classic

#

especially the Interface with hard ref to the very same class

marble tusk
high stag
full badge
high stag
#

ohh ok

shut blaze
#

it shows the connections between blueprints
for example when you use cast to get hp (from someone)

high stag
#

ohh alright

#

idk my dads say something about soft variable really confusing bro

frosty heron
#

Casting to native class doesn't create that dependency.

shut blaze
frosty heron
#

a C++ class.

Normal workflow is you make a C++ class for your blueprint.

#

so AMyPlayerCharacter cpp file.
Then you can create a Blueprint out of that B_MyPlayerCharacter.

#

typically you don't cast to B_MyPlayerCharacter as the hard reference to the blueprint will create dependency.

#

You cast to AMyPlayerCharacter.

shut blaze
#

so instead of casting to the player you mean casting to character
oooor you mean I need to learn C++ to make classes

crimson briar
#

I mean, not really. But it is one of the better ways

frosty heron
#

depends on your project scope.

shut blaze
#

pretty large for a solo dev

frosty heron
#

You gotta accept the limitation of your tool.

shut blaze
#

I do, but I don't wanna have unused stuff loaded into memory

frosty heron
#

yea hard ref to blueprint assets everywhere gonna make memory management extremly hard.

crimson briar
#

IN BPs I think it is enough to keep to two rules:

  • make dependencies one way only when possible
  • don't use casts with actors that don't always relate to each other (like a boss existing only on certain levels, casting to it in a character that is always present will be bad)