#blueprint

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hollow zenith
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@odd ember ye, but i just fixed -.-

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I had to restarted ue

odd ember
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generally cpp -> bp questions are better posed for #cpp

hollow zenith
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ah didnt know, new to ue and all that stuff

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Ill remember for next time and thanks for the replying o/

odd ember
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most people here are just acquainted with bp, not the cpp side

oblique gyro
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is it possible to destroy my projectile before this part plays and still have it play that part after the projectile is destroyed?

static charm
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yes although not sure if the delay would still function

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destroy actor doesn't immediately kill the code. it just calls the actor to be killed and calls the rest of the code.

surreal peak
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DestroyActor should always be the last thing you call.

static charm
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i agree but it still works

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at least in one case i saw

surreal peak
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Not sure what happens if whatever you call afterwards checks pending kill on it

oblique gyro
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yeah i tried destroy actor

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but it stops the delay

static charm
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that would make sense because the delay is a few ticks later

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but code called in the same tick as destory, should still function

oblique gyro
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ok so

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what do

static charm
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like exi said, destroy it at end

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or move the code

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to someplace safer

surreal peak
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Destroy it after the delay

oblique gyro
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oh

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yea

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ok thanks guys ill test it out

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dond work

static charm
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what didnt work

oblique gyro
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it doesnt set the mat back

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after the delay

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nvm it does but

static charm
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are you using the default projectile from template? that already has a destroy or lifespawn/kill time set

oblique gyro
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it does but the projectile just stays there for .5 seconds then disappears

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and no

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and what i want is the projectile to destroy/disappear and for the mat to change

static charm
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Then hide the projectile before delay, then destroy after delay

oblique gyro
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cool works

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thanks

split ginkgo
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Is there a way I could make my AI choose a random reachable point in a box?

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I know of GetRandomReachablePointInRadius but my area is not a circle, but instead a box

static charm
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get random point in box

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then adjust the z if needed

twilit lily
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Hey Gallonmate

static charm
twilit lily
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Do you have any video suggestions for making a slide animation possible?

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I have the actual animation

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I've parted it into start, loop, and end

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but as for putting it all together in the state machine and what not, jeez.. thats tricky

static charm
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this one uses a montage

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and might require root motion, which may not be what you want

twilit lily
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I mean, montage works too xD

odd ember
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has anyone had issues with SetTimerByEvent not firing on CreateEvent functions?

twilit lily
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I have not tried that

odd ember
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nm found the issue

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GetWorldDeltaSeconds of course returns 0 on the first frame

twilit lily
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I actually do use force root lock

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Gallon

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Small issue

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My attack animation uses the default group called upperbody so that it blends with running and attack etc

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This guy wants me to add the default group default slot, which makes my attack animation not work after I slide.

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and me being a noob, have no idea how to fix that

static charm
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i dunno i dont do much animation work

trim matrix
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the slot overrides the animation thats playing

twilit lily
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Yup

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If I take it out

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the slide doesn't work

trim matrix
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if theres no animation playing in that "defaultslot", it will use the previous logic

twilit lily
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So it will just use the upperbody then

trim matrix
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depends, its must be playing some anim in upperbody

twilit lily
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my character feels slow and hard to control when I press the slide button

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So its doing something

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Any suggestions?

trim matrix
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whats is the problem?

twilit lily
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So I'm trying to utilize this slide animation

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but it calls for the default pose

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meanwhile my attack animation needs upperbody

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so if I slide

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I cant attack anymore

patent crow
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Could someone help me troubleshoot why my interface isn't sending my PrimaryFire input to my PlayerWeapon Actor, which should be firing a projectile on my Fire event?

Both BPs have the interface, and the weapon fires when I do a direct Cast To, but I would prefer to use an interface for a bit more flexibility..

trim matrix
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how you re playing the animation

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?

twilit lily
trim matrix
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its selected the right group in montage?

twilit lily
trim matrix
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try the option always update source

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in the slot

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of default group

twilit lily
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Hmm, where do you see that?

trim matrix
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click in the slot, at anim graph

twilit lily
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Ah, let me try

trim matrix
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usually i ve noticed them bug

twilit lily
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Sadly not

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I think

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It's my do once breaking

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It was set to reset after the montage completed, the attack montage

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I took my do once out and now I can attack at will

trim matrix
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on completed maybe isnt called if you call another montage to play before it ends

twilit lily
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Mhm

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Weird tho

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GallonMate any idea on how I can keep my do once?

trim matrix
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if interrupted its not called

twilit lily
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Crap

trim matrix
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it will call interrupted

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so use the interrupted

twilit lily
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But then you could spam the slide

trim matrix
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to reset

faint pasture
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I am implementing a couple global systems, and I'm pretty sure SubSystems are going to be the way to go in the future. In the meantime, does each system being a component on Gamestate seem reasonable?

trim matrix
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crypto

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use a delay

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and gate

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instead do once

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so ur mechanic insnt dependent of animation times

twilit lily
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gate?

trim matrix
twilit lily
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Gate looks interesting

trim matrix
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@faint pasture depends of ur component necessity

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usually components that only belongs to server wont be even spawned to client

twilit lily
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Surikate how would I use a gate and delay?

trim matrix
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better you keep using just the do once with delay

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easier for you

twilit lily
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I am a noob ๐Ÿ˜›

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Are gates more advanced?

trim matrix
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the gate have more control

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but maybe its enough

twilit lily
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Why would I need a sequence?

trim matrix
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to easier ur life

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instead plug things from kilometers away, you know the sequence will execute the code

twilit lily
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Oh

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Gotcha

faint pasture
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@trim matrix I'm pretty sure gamestate exists everywhere

trim matrix
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yes, but ur components depends

twilit heath
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any component on the CDO of a replicated/pre-placed actor, as well as any replicated component on a replicated/pre-placed actor spawned in runtime exists on all machines

faint pasture
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What's the CDO?

twilit heath
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class default object

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if you're using BP only think visible on the component panel in the BP

winter kettle
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I have a particle system that spawns on a line trace impact point but it seems to fight with the surface to see which is shown, what can i do

twilit heath
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raise it by 1 UU

winter kettle
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let me see

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nice ty

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it works

twilit heath
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it was at same coordinates as the floor

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with whats on top being... undefined

winter kettle
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I thought the impact point was just above in the surface, DrawDebugPoint didn't behave like the particles

faint pasture
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DrawDebugPoint has some thiccccccness to it i think.

unkempt granite
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I've got a flashlight (just a simple spot light attached to a spring arm) for my character - is there any way to lower the brightness on things close by and increase it on things further away? For the light to be bright enough to show things at a distance, I have to have the intensity pretty high, but that makes it utterly blinding up close.

patent crow
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@unkempt granite Increasing attenuation should do that, if you haven't set that already

twilit lily
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Is there a way to line trace multiple targets without having to use the LineTraceByChannel multiple times?

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maybe an array not sure?

split ginkgo
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How would I check if a location is on a spline path?

static charm
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depends what your goal is

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there is a node that checks distance from spline

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and some other related nodes

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that does stuff

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related to splines

split ginkgo
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I want to make an AI follow a spline path, and then be able to leave it it if needs to then hop back on the path

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I found a way to get the closest point on a spline path from the actor

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I just want to find a way to check if it is on the path

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And I think I could be able to do the rest

static charm
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yes and if you check distance from path, and the distance is 0 or some other low number

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then it's on path

split ginkgo
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Okay, whats the node for that?

static charm
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that might work

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i dunno

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i thought there was a better node

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guess not

snow halo
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Hey all i'm print a float and I just wanna round to the second decimal place.

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by default it shows 1.111f for example, but i just want 1.11f or 1.1f. Any easy way in bp?

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this is print through a widget text object

static charm
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you can convert to string and then chop

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or some related string function

snow halo
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can i do that with text or do i need to convert to string?

static charm
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string has more options

snow halo
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ultimately SetText() in widget BP wants text. Lots of conversion nodes hehe

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it's already spaghettis soup

static charm
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well the only way to do it with maths is multiply and then modulo then divide

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so always gonna be bunch of nodes

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i think there is a c++ node though

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that just lets you specifiy how many places you want to round to or truncate to or something

snow halo
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ya, arg i'm stupid for using bp on this widget ui

static charm
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i dunno, i was told people who willingly do ui in c++ are masochists

snow halo
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so i heard ya

tranquil bone
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it is true

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ui is hell

plucky dawn
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I'm making some experiments with a Third Person game, and I want to hide the mesh of the character when the camera is too close to it (for example, when the character is close to a wall and the player rotates the camera). I added a SphereCollider to the part of the camera the will probably collide with the character's CapsuleCollider and set the collision presets to overlap every dynamic object in the game. I also changed the preset of the CapsuleComponent to overlap with the camera instead of blocking. Then I added OnComponentBeginOverlap to the spherecollider, but there's no overlapping event at all with the Capsule. Other colliders in the game generate overlap events with the sphere. I even tried to test the overlap between the two colliders in EventTick with the Function IsOverlappingComponent(), but still no overlapping event. Any idea what I'm not doing correctly here?

trim matrix
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@plucky dawn For some reason I thought this is all that's needed. I don't tinker much with blueprints, so I may be wrong

tranquil bone
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So if you have a savegame object which has a map of Names and Structs, then it cannot be modified.

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the map cannot be modified.

plucky dawn
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@trim matrix thank you for your answer. I checked the SpringArm and my setup is the same as the image you posted. I did some other tests and when the Character is moving, the overlap is actually detected. This doesn't happen with other no-moving objects. I will keep trying to understand what is going on with this collision detection. If anyone else has any other suggestion, please. Thanks again

twilit lily
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Does anyone know how I could make my camera not rotate with a ball. The ball has physics on and I want it to roll.

haughty ember
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check the rotation properties on the character, camera and controller (write "rot" in search)

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@plucky dawn Not sure I fully understand your situation, but know that collision events aren't generated if they are collided on creation (rather, on spawn)

tight schooner
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@patent crow if you haven't figured this out already... Your player character is calling the "fire" function on itself, rather than sending an interface message to the PlayerWeapon. In the most basic sense, you're using the wrong "Fire" node on the PlayerCharacter end. You need to find one that has a mail envelope icon on it, and set the PlayerGun as the target.

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If it simplifies things, only the recipient BP needs to implement that interface. All BP classes will have the ability to send all available BPI functions even if they don't implement any of those interfaces.

twilit lily
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Quick q, is there a way to have my collisions be the same exact size as the object/actor etc?

tight schooner
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there's a "get bounds" node IIRC... I don't have UE4 open rn, but that'd be a way to get the in-world size of a particular component.

twilit lily
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Thanks, will look around for it

trim matrix
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Alright, so I have a player character, it was made out of blueprints, and I paid for it. It changes the character movement... and whenever I add anything to the character, it works like half the time as a client. Half the time I will be able to move around, the other half well... all I can do is jump and look around and (unrelated: get the leg break sound from "falling" even though the character is not falling.)

Is the blueprint broken or something?

tranquil steeple
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not enough context to be able to say anything

trim matrix
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ok ill look into it more

tranquil steeple
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the character movement as in the blueprint code within the character bp, right?

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not an actually replacement of the CMC (Character Movement Component) in C++

trim matrix
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not actual replacement of the movement C++ code, within character

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going through everything again, I guess ill be bound to find the issue eventually even though itll take forever

faint pasture
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@trim matrix You are telling us almost nothing, you need to spell out what your specific problem is.

vale escarp
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Hello guys so i have this problem in the 3'rd person character template, wen you activate cursor, the camera rotator is still active, and once you click on the screen the rotator disable itself (and is posible to rotate by Click and drag on the screen) As a solution i want to simulate a Click wen i make the transaction from the 3'rd person controller to mouse, or I'am open to any suggestion. ๐Ÿ™‚

earnest tangle
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There should be a way to turn off movement for it

vale escarp
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i can force it to stop rotate, but i like the "Click and drag on the screen" to make rotation wen you have the cursor

earnest tangle
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Right - so in that case you would probably want to stop the rotation, but enable it when the user is holding the mouse button down

vale escarp
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Jezz dude ๐Ÿ˜„ tnx ๐Ÿ˜› Gonna try this now

icy pelican
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Hello, I have a Character with an CapsuleComponent(root) and AIController(both inherited) and when I call Move AI Task, it works perfectly. When I set Simulate Physics to true on the CapsuleComponent the Move AI stops working, it does nothing. My goal is for the movement to ignore the physics (I still want physics because it allows me to spawn a lot of characters in the same place and they make room by pushing each other). Any ideas?

earnest tangle
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You can't have character+physics, they are mutually incompatible

icy pelican
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how will i spawn them? in a way that the characters wont overlap? right now im spawning with "try to adjust location, but always spawn", and after i spawn a few, it just spawns the character inside another one, which cant happen :/

earnest tangle
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not really sure if there's a good solution, you could try checking the spawn area and then moving the spawn location if there's something there

verbal bolt
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why can't I override an instanced property array?

icy pelican
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the idea was to push the others away tho

earnest tangle
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afaik there's some kind of crowd sim in the AI stuff, maybe that would be able to push the others away

verbal bolt
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Every change I make is reverted instantly

odd ember
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@verbal bolt default values are buggy as fuck

icy pelican
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im gonna check it out

odd ember
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in arrays

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set them on begin play instead

verbal bolt
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should I use something else?

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ok, I though of doing so, but can there be some other way perhaps?

odd ember
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looks like you're using structs anyway, so I recommend using data tables

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you'll have to load in the data from the data tables anyway

verbal bolt
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Thanks for the tip

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@odd ember wow, found a strange thing. you CAN actually edit the array in child blueprints

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you CAN'T edit them in a scene, but in child BPs you can

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WEIRD

odd ember
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@verbal bolt you can probably edit them but there's no guarantee that they stay the values that you set

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I had the same issue that I set up values for an array, but once I hit PIE, the values would reset every time

restive tundra
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How do I go about activating a boolean of single copy of an actor in the same level?

surreal peak
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Depends on how you interact with it

restive tundra
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I'm just trying to lock doors so that when the player enters a room, the 2 doors for that room set to lock, and when the enemies in said room are killed they unlock

surreal peak
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So you want them to be false by default?

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Before even playing?

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If you click on a variable in your blueprint and you check the details of that variable

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You should find a thing calls Instance Editable

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If you mark that true then you can change the value on each instance (copy) in the scene

rotund ruin
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I think I've seen this yesterday but I can't find it - I have a collision capsule on my pawn and I want to detect when it overlaps walls (static meshes). In order for it to work, all static meshes hit need generate overlap events true? is there another way around it? Like how the spring arm collision test works?

hazy fulcrum
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Hey guys, not sure if this is a concern for the design channel or this one, but I'm trying to work out a mechanic in Blueprint.

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I have a third-person camera inside my player character, attached to a spring arm component. I have the socket offset to the right side of the character, and I want to swap shoulders like so.

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My thoughts were that, for this to really be a useful mechanic, I would want the crosshair to remain on the point at which the player is aiming, but I don't know how I would go about doing this. My line of thinking so far is that I would need to somehow either rotate the camera towards the crosshair direction?

crude jewel
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This is basic..

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Another is aim assest for aiming System

opaque elbow
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@odd ember Hi man ๐Ÿ™‚

final vigil
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Afternoon guys! So our team are currently stuck on finding a universal way of making a character sit (to a snapped point) on key press and then stand and resume control again on key press. Now, I know there is a blueprint out there, I think it was from Git, where there is a chair and stamina system, we have tried that out and tried to adapt it but didn't work out for what we needed. We need a system where we can attach a point to any bench or moving seat (such as the smiler coaster attached) and the character will adapt that position and also move/rotate with the car. We did look at the approach of adding sockets to the train mesh and blueprinting the "attach to socket" thing but couldn't figure that out either...So, all you experts out there...what would be the best way to tackle this?

opaque elbow
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I tested a lot of things these past 2 days with my inventory system. I played with breakpoints, and I event tried a new system for my inventory to work but I still have that bug... (Im still loosing my reference to the item)... I was wondering if you could help me with that ๐Ÿ˜•. I am really starting to think that its just a bug because it really makes no sense at all to me. So I was thinking maybe I can send you the project and you could check it really quick if you can find if there's a problem or not. The project is not really big btw. I know its a looooot to ask so feel free to say no if you don't want to, its ok ๐Ÿ˜› Thank you! @odd ember

odd ember
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I really don't wanna mess with your project tbh

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@opaque elbow

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I got my own projects to work with

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but I honestly can't remember what your bug was

opaque elbow
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It's all good my friend ๐Ÿ™‚

odd ember
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so perhaps you can mention it again

opaque elbow
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ok

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I had a copy of my text i sent

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Sooo here's my problem: I have an inventory widget with 8 "slots widget" in it. Whenever I pickup an item, the inventory refreshes all 8 slots widget with some info like the image of the item and the actor reference itself (the type of actor). "look at the image" https://gyazo.com/c31e112a13e00ff912fedb93afcf4a62. When I select a slot in my inventory, it gets informations of that slot (like the item reference "type of item") and with that, i can click a drop button that will spawn an item based on the (item reference "type of item").https://gyazo.com/77d1b330056a88554d4d43747d7b9d93 And here's my problem... Everything works perfectly fine when I drop my item. The correct item is spawned and everything works fine but sometimes (RANDOMLY) its like if the (item reference"type of item") is NONE so when I drop an item, nothing spawns cause there is no item ref (so it doesn't know what to drop). But most of the time, everything works. Its just doing that randomly. Sometimes I can drop 20 items before I lose the item ref and sometimes I loose the item ref on the first item i drop... its really random...

I have no idea if this is a bug or what but i really need help with this... I have been trying to fix this issue for now 2 weeks and a half and I have looked at approximatively 50 videos and I still cant find what im looking for. (let me know if you need more picture or anymore informations "I will provide them")
Gyazo
Gyazo

@odd ember
both links are pictures

worthy dew
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@final vigil I would say sockets is the way to go. If it's not adaptable enough for your purposes you might need some kind of component system that contains locators and snap to those instead, but as a general implementation i dont see why sockets wouldnt work.

oblique gyro
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ok so still cant figure out how to destroy this projectile and still have this part play

odd ember
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@opaque elbow when you refresh the inventory you replace all references with an empty array

final vigil
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@worthy dew i'll give it a second go, maybe i just missed something

odd ember
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@opaque elbow do you have a separation between your logic for acquiring the inventory items and the UI?

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@final vigil I second sockets as the way to go forward

final vigil
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wait, is it possible to attach a character blueprint to a mesh with a socket that is also inside a blueprint?

opaque elbow
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@odd ember What do you mean by a separation?

final vigil
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or would you have to casttobp?

opaque elbow
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This is what happens when I pickup an object

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this is in another blueprint

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Its the master item. And every item in the game has a child class of this one

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@odd ember

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When i refresh the inventory it does replace every reference with an empty array but why is the array epmty? ... Its shouldn't be

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sometimes it works and sometimes I loose the reference to the item as soon as i drop 1 object

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but sometimes, I can drop 30 items before I loose the ref

worthy dew
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@final vigil that should work if you have read access to the mesh

odd ember
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@opaque elbow where is the pickup event in your other graph?

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@opaque elbow it is empty because you use Set Array before iterating over it

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remove that node and that will go away

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does that solve your problem?

opaque elbow
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Would i need to set the array when the game begins?

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i have already tried it and its the same thing

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My pickup event is fired correctly when a linetrace hits and you press "E"on a type of objects that are collectable.

odd ember
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yeah if you need to set the array to something set it at BeginPlay

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yeah but what does the pickup event do

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and how does it relate to what's happening in your widget

opaque elbow
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it fires the event "Add to inventory" (its the last picture I sent

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@odd ember

tight basalt
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Someone knows easiest way to make mortar ?

odd ember
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@opaque elbow

opaque elbow
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oh

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2 sec i'l show

calm dock
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why does the item have functionality to add it to the inventory? ๐Ÿค”

opaque elbow
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When you pickup the item, it adds it to an array of item in the inventory and it show it in UI

calm dock
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yeah, but thats bullshit design-wise

opaque elbow
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is it?

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here's the pickup function. its just doing the little stuff when you pickup an object

calm dock
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You should invert it.
Instead of having a player ref in the item, the player should have "add item" function

opaque elbow
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@calm dock Ok I will check that after I fixed this problem ๐Ÿ˜›

calm dock
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your problem exists probably because of this

opaque elbow
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hmm probably. But I dont loose the item ref when I pickup an item tho. only when I drop it

odd ember
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I see

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so your code isn't great in terms of reliability

opaque elbow
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maybe

odd ember
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you should have an underlying array of items that are the "real" items

opaque elbow
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ive never done an invenmtory before

odd ember
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and then on top of that you need an array of "visible items" that are present in your widget

hazy fulcrum
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@crude jewel I think you've misunderstood my issue, sorry. If you notice how the crosshair moves with the camera, I would like it to remain on the same spot that the player aims at regardless of whichever shoulder the camera is over.

odd ember
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so when you add an item, you tell the inventory component to add the item to itself, and the inventory component should communicate to a separate widget that an item has been added

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then the widget knows how to handle the item based on the struct and shows it properly

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you do the same for removal

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so in terms of you dropping the item, what happens? the item doesn't exist anymore?

opaque elbow
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When I drop an item, sometimes it works and the item ref is ok, but sometimes when I drop an item the item ref is "NONE" so it doesn't know what to drop.

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@odd ember

odd ember
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@opaque elbow you need to check if the item exists

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first

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then pull it

opaque elbow
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what do you mean by if the item exist?

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the item ref?

odd ember
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how do you find out which item to drop?

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let's start there

opaque elbow
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with the item ref

odd ember
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where does that come from

opaque elbow
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2 sec i'l show you ๐Ÿ™‚

odd ember
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explain it

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you don't need to show me

opaque elbow
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ok

odd ember
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I want to understand how you are thinking about this

opaque elbow
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My master item has a struct in it wich contains an item ref that is automatically set to itself on event construct

odd ember
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that doesn't make any sense

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how do you find the struct in the array to drop

opaque elbow
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It gets the item in the inventory based on the slot you have pressed

odd ember
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it's really hard to read your code

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what I can suggest is to rewrite the code for picking up and dropping items

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when picking up the item, make sure the item you are picking up is valid

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when dropping items, make sure the item you drop is valid as well

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although it could be

opaque elbow
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when i pickup an item its "Always valid" But when I drop an item, sometimes its valid and sometimes its not...

odd ember
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is it always the item at the end that doesn't get dropped?

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how do you check for validity?

opaque elbow
#

Sometimes its valid and sometimes its not

#

idk why tho...

#

@odd ember

odd ember
#

have you checked through debug if it's always the last item that's not valid?

opaque elbow
#

the last item?

#

what do you mean

odd ember
#

the last item in the inventory

opaque elbow
#

no it is not

#

its random

#

it can be in the middle, the first one etc...

odd ember
#

yeah but is it always the item that was added last?

#

not the very last slot

opaque elbow
#

ohh do you mean in the array?

odd ember
#

yes

opaque elbow
#

no its not

#

always the last item in the array

#

its random too

odd ember
#

ok regardless

#

remember that arrays start at index 0

#

not at index 1

opaque elbow
#

yes

odd ember
#

so when you click on teh first slot

#

make sure it's treated as slot 0

opaque elbow
#

the first slot is 0

odd ember
#

and not slot 1

opaque elbow
#

yep

odd ember
#

where do you map the two arrays to each other?

opaque elbow
#

the array of the item in the inventory and the slots?

odd ember
#

yes

#

because I think your error is there then

#

that's why it would be better to rewrite the function so that you are sure that both arrays are added at the same time

#

and I think that also includes not resetting the visible array every time

#

I think that is causing you issues first

#

and then something else goes wrong on top of that

blazing ridge
#

generelly speaking, say i need to break and make a structure. whatever it may be, post process settings, stats for my player, or a brush lรถike in the picture.
is there a way to streamline this process? i dont want to connect all of the pins on those nodes if i only want to change 1

odd ember
#

@blazing ridge use set members in var

blazing ridge
#

that will keep all other pins as they are and only change the ones i expose?

#

thats great, thanks a lot!

#

so this right here would take the brush, change the image, set the brush and leave all unexposed pins as they were, right?

#

or can i delete the Set Brush node at the end?

opaque elbow
#

https://gyazo.com/5170cb409b08c85748a31d135209e4fd every slots in the inventory, has a variable named "Slot" wich is set in the designer tab becasue the variable is editable. So the slot slected in the picture is curently the index 2 since its the 3rd one and the 4th one its index is 3, etc... After that, this "Slot variable is passed into the event dispatcher to my inventory (This is in my slot widget btw)https://gyazo.com/08e2875106b0ee6219c2d6c0ea9056d7 And then in my inventory, whenever I click a slot, it sets the inventory slot selected to the one I just clicked since I passed that "slot variable" and that I used a for each loop of every slots in my inventory. And this is how I know wich slot I have pressed. https://gyazo.com/adb7adb351ea8b750594c6e365ad65d1

#

@odd ember

twilit heath
#

@blazing ridge why don't you just call SetBrushFromTexture on the image reference there?

#

avoids the binding which are pricey even if they don't use a binding function

odd ember
#

@opaque elbow you need to make sure that when an item is picked up both of your arrays are updated at the same time. I don't need to see more code

blazing ridge
#

theres no such node to pull of from my image variable @twilit heath
also i was curious for all structure related sets

opaque elbow
#

@odd ember wich array?

#

the inventory slot selected?

#

@odd ember they are matching correctly

#

Because when I click a slot in my inventory, im printing the name of the item and its the good one

#

I have just realized that even when I dont drop an item it looses its item ref. I think it looses its ref by time passing... Idk why...

#

When I pickup the item, i can select slots and it prints the right item name and everythings fine. But after waiting arround 30 to 60 seconds it looses the "item ref" for some unkown reasons... ๐Ÿ˜•

zenith flame
#

this is where u ask about help for blueprints right?

carmine prawn
#

Yes, ask your question and if anyone can help they will ๐Ÿ™‚

zenith flame
#

so i was trying to use the template of the first person shooter to experiment a bit, and i was trying to make a bullet destroy another actor but its not working, why?

haughty ember
#

@zenith flame When explaining a problem (in general, not only in computers), try not to use statements like "not working". The more details the better:
1 - Is the bullet even colliding with the character? If you're not sure, you can either put a breakpoint in your event or add a Print String node.
2 - If so, print/check the other actor to see why the cast fails

zenith flame
#

@haughty ember where do i find the log?

haughty ember
#

@zenith flame you mean for print string node? you should see it on the screen. You can also see the output log: Window -> Developer Tools -> Output Log

zenith flame
#

@haughty ember So i don't think its even colliding, how do i fix that?

haughty ember
zenith flame
#

@haughty ember Solved it, understood collision correctly. I just didn't realize i didn't have a collision box on the bullet. Thanks for the help!

haughty ember
#

Cool, glad to hear it was more simple than reading docs ๐Ÿ™‚

short coral
#

Hello , in my game i have a farming system where the player will press a button which will fire trace , if the trace hits an instanced mesh it will replace it with a blue print actor allowing it to be farmed , this approach gives me a bit of hiccups during playtime , can anyone help to better optimize this or find a better approach?

tight schooner
#

Things that could be slowing it down...

  1. "Get all actors of class"
  2. iterating through big lists/arrays
  3. Spawning an actor that has a ton of components or a heavy construction script
#

Hard to say what's slowing it down without getting into the weeds, so to speak.

#

Pooling actors is a strategy for cutting down on spawns/despawns. It means making an actor reusable -- having a "pool" of them and hiding them when not in use. Commonly used for projectiles e.g.

#

but you should first figure out exactly what's making it slow before trying any particular optimization

opaque elbow
#

@odd ember I can now confirm that I loose the variable "item ref" after time

#

30 to 60 seconds after lauching the game

#

it is set to none

opaque elbow
#

@void field ask in #packaging there's more chance people are gonna answer

void field
#

@opaque elbow thanks, I'll move the question there

opaque elbow
#

your welcome ๐Ÿ˜› I hope someone answer your question ๐Ÿ™‚

void field
#

@opaque elbow from experience I'm not counting on it ๐Ÿ˜ฅ

opaque elbow
#

... ๐Ÿ˜•

plucky dawn
#

@haughty ember I have a third person template, i have a collider in the camera and I want to detect when this collider overlaps with the CapsuleCollider of the Character. They are defenitively not colliding on creation. The image shows the moment I want to detect the collision.

haughty ember
#

If they are not colliding on creation, it has to be the preset of the collision.
You can try to use a camera actor outside of the character actor, perhaps there's some issue with components in the same actor? but I'm pretty sure there isn't.

fiery sage
#

Hey. Can someone tell me how to get a Blueprint asset, through an Editor Utility Blueprint and be able to cast it to its parent type? I can't find a way to make the casting works.

weak idol
#

Has anyone been having problems overriding Input Action events in 4.24? i am getting inconsistent results. sometimes firing the pressed of the parent and only the release of the child, etc, keeps switching and is inconsistent on what will fire if it fires at all. I have consume input unchecked in the child

fair estuary
#

Unless I'm missing something, children inherit from the parent. What are you trying to accomplish @fiery sage ?

#

I've not experienced that personally Juan.

distant sedge
#

Instead of having Input Actions in a whole hierarchy, just have it in the parent and the parent calls a function on press / release. Then the children can override it.

weak idol
#

@distant sedge ya that's what i'm considering doing, but can't choose to consume input that way

#

i could have the virtual function have a return value to say if it should run the actual one i guess

#

just hate hacky shit

distant sedge
#

You can consume the function call, if you don't call to the parent function in a child.

odd ember
#

@opaque elbow if you sit still in the game for 30-60 seconds without moving or anything do you still lose it?

sour lily
#

climbing

#

sry, wrong window :o)

twilit lily
#

Errr, I came to this realization that colliding with two boxes, if I leave one is in air is set to false. Any idea how I can fix this?

#

Meaning, if I got to a corner, where multiple box collisions can be then leave it, it runs the exit collision and thats no bueno

opaque elbow
#

@odd ember well if I just start the game and dont move like that there's nothing in my inventory soo i can't lose anything since there nothing

#

I have to at least pickup an item

odd ember
#

@opaque elbow well yeah pick it up and leave it

opaque elbow
#

but let's say after picking up an item 30 to 60 sec after I loose the ref

#

yea

#

i loose it

odd ember
#

do you have item decay in your game

opaque elbow
#

whats that?

odd ember
#

like do you have items like food that over time self destruct?

opaque elbow
#

humm.. I have a hunger system

#

And i have apples that gives you hunger but nothing destroys over time

odd ember
#

can you destroy items in any way?

opaque elbow
#

by picking them up

spark delta
#

This bug still exists in 4.24.1: https://issues.unrealengine.com/issue/UE-28811

Quick rundown of the bug: When the mouse cursor is shown, mouse x/y events don't fire properly unless the LMB is held down

Are there any good workarounds to this? I created a custom mouse widget that just gets set to the mouse position every tick, then set the playercontroller to not show the cursor anymore, but that feels laggy. Its possible the framerate of the PIE isn't great, but I'm curious if there are other, more reliable ways around this issue.

opaque elbow
#

they are getting destroyed

#

and put in your inventory

odd ember
#

so if you're destroying them, and you're having a reference to them

#

that sounds like the issue

opaque elbow
#

Im setting a varible in another blueprint before I destroy the item tho

odd ember
#

that doesn't matter

opaque elbow
#

wich is the item ref

#

reall?

#

really*

odd ember
#

yeah but if your ref is to something that is destroyed

#

it doesn't exist

opaque elbow
#

I mean it,s not a ref of this specific item

#

its a ref of the class

#

soo

odd ember
#

so your inventory consists of an array of class types?

twilit lily
#

@odd ember When you have a chance can you help me with a small bug?

odd ember
#

sure just ask

twilit lily
#

So I have an issue with this

#

I enter 2 box collisions

#

and leave 1

#

then I cant move

#

even tho I'm still in 1

#

It makes sense

#

Just curious how I can make this work as intended

odd ember
#

what do you want to do?

twilit lily
#

This i just a check so the player cant move in the air

#

I'm not using a template so I can't call is falling

odd ember
#

what does that have to do with overlaps?

twilit lily
#

Well my idea that when the ball overlaps a collision is that they're on the ground

#

But I didn't take everything into account

#

So do you have a suggestion to fix this or an idea for a better is in air system?

odd ember
#

I have no idea about the context of what you're trying to do

#

like what is the game

#

what does being in the air mean in this

#

can you jump?

#

are you playing as a pawn?

twilit lily
#

Yup, as a pawn

#

Just a ball

#

So the player can't jump or move while in the air

#

Thats what I need to accomplish

odd ember
#

I would recommend a character movement component

hollow cape
#

it's the in air stuff native to the character class?

#

yeah ^

odd ember
#

I honestly thought it was animBP

twilit lily
#

Hmm, I'll check it out

#

I dont think I can put those on a pawn

spark delta
#

Just reparent your pawn to make it inherit from Character, it is defined as a pawn with movement capabilities. Checking if the Character is in the air should be at least easier than checking if a pawn is in the air

#

Characters already have an inherited movement component too

twilit lily
#

Alright, thank you guys

spark delta
#

apologies for the copy/paste, but I have been looking everywhere for a solution to this and I've only found one, non-ideal solution to this (the one I'm using).

This bug still exists in 4.24.1: https://issues.unrealengine.com/issue/UE-28811

Quick rundown of the bug: When the mouse cursor is shown, mouse x/y events don't fire properly unless the LMB is held down

Are there any good workarounds to this? I created a custom mouse widget that just gets set to the mouse position every tick, then set the playercontroller to not show the cursor anymore, but that feels laggy. Its possible the framerate of the PIE isn't great, but I'm curious if there are other, more reliable ways around this issue.

#

This seems like a bug that would have more exposure, since its so easy to replicate (turn on show mouse cursor in a game that also captures mouse x/y events), but also such a common feature

#

I'm trying to create a twin-stick style hack and slash, kind of like battlerite if anyone is familiar. I need to be able to turn (mouse X event) as well as see my mouse for really precise movement and abilities

#

I think the other solution I have is to allow mouse to be shown, and handle character rotation per frame by setting them to face my mouse each tick instead of on mouse events, but that feels not ideal either because it is so much extra work each tick

opaque elbow
#

OOOOMMMMMMMMMMMG

#

@odd ember

#

AFTer 4 fcin weeks

#

I fixed it

#

Bro like you dont understand how much time and effort I have put for that

odd ember
#

so what was it

opaque elbow
#

Thank you sooooooooooooooooooooooooo much for taking the time and helping me man ๐Ÿ™‚

#

you know when I told you my ref was the ref of a class? I actually forgot to do that when i did the code because I was testing some shits a long time ago and I forgot to get the class instead... ๐Ÿ˜‚

#

Now im getting the class and everything works PERFECTLY

#

FINE

odd ember
#

glad I could help

opaque elbow
#

Thank you sooo much! Ur such a nice guy ๐Ÿ™‚

#

let me know if you need something ๐Ÿ˜›

unborn maple
#

So, i am using matinee to move a boulder for a death trap, but the boulder is not spining -90 degrees until it hit a wall. any ideas how i can fix this? i know it work when i do it on tick but there no way i can do tick if i want to use it as a trigger.

odd ember
#

matinee still a thing? I thought sequencer was all the new rage

unborn maple
#

lol i am new so i am just using what i know

twilit lily
#

@odd ember So I cannot seem to get my movement to work at all with CharacterMovement (Inherited)

#

Actually its the is falling

#

The is falling always returns true

unborn maple
#

i guess i can look at tutorial on level sequence and see what that about

spark delta
#

@twilit lily does your mesh have gravity enabled?

#

I just tested with the unreal mannequin and falling is set correctly

twilit lily
#

Okay, let me try something then

#

Yeah its just always returning true

#

Hmm, so I figured something out, not working but it will lead somewhere

gusty shuttle
#

Hey guys, in your whole history of using blueprints, have you ever come into a error from using the same ref (sprite) for multiple ref connections like below?

#

I don't think I have but just checking with you guys. Im about to make a bunch of connections so I wanna know if I need to make a GETer ever time

twilit heath
#

thats fine

#

every pin on nodes connected via exec wires updates when the exec runs through the node

spark delta
#

Whether you copy it or not, it calls GetSprite only when it needs it so it makes no difference

twilit heath
#

and stays valid until the next time it does

gusty shuttle
#

Yeah that's what I was thinking too. All should be well. I never ran into a error or something messed up from calling a ref too many times

twilit heath
#

every node that is not connected via exec wire directly evaluates whenever the exec node its connected to is executed

trim matrix
#

How can i set a timer in my behavior tree or in my ai controller where if the enemy doesnt see the player, it generates a random time and then plays a sound?

twilit lily
#

Okay so the issue is that simulate physics has to be off on the Capsule Component, which I was fine with however if the sphere has simulate physics on it just rolls away from the parent.. and off the camera.

spark delta
#

You can turn off physics on everything, but make sure that enable gravity is on your root component

#

@trim matrix does the Delay node work for what you need?

twilit lily
#

Well I suppose I could turn off the physics but how can I use the Character movement to accurately move this ball?

spark delta
#

You can create a random time to delay for, then play your sound after it

#

I guess I'm not sure what you're trying to do. Why do you have a capsule component if you're just trying to control a ball, shouldn't you have a sphere collision component?

#

If you're trying to control it with like angular momentum or something, that might need another solution than charactermovement, or a subclass of it or something

twilit lily
#

It's inherited

#

I needed the CharacterMovement for is falling

trim matrix
#

@spark delta is there a way to determine if a blackboard entry is not active as ai perception?

twilit lily
#

but only way to get that is by creating a character

spark delta
#

Is your movement scheme more complicated than "move left/right/up/down using wasd"? If so, I would first try to create a new blueprint of CharacterMovementComponent and implement the correct type of movement in there then add that manually to a pawn to be able to control it as well as get your isFalling feature

#

@trim matrix Unfortunately that is beyond my experience level, sorry :(

twilit heath
#

CMC supports falling just fine out of the box

#

and i think a custom CMC is a terrible idea if you're just starting

#

that class is ludicrously large

twilit lily
#

@spark delta It's really not, it's a 2.5d game with a bouncy ball lol. just need some semi-realistic physics.

lofty kernel
#

guys my level blueprint is not going off on my build anyone know why?

spark delta
#

I think CMC doesn't give him the kind of movement that he wants though- which I think is physics based ball rolling movement?

twilit lily
#

@lofty kernel We need way more info than that..

lofty kernel
#

ooh ok

#

im kinda new so what info do you need?

twilit lily
#

Did you set it to be the default?

spark delta
#

Anything specific you can give us. picture of your blueprint, what you expect it to be doing, any error messages you're getting, etc.

twilit lily
#

^

lofty kernel
#

this is the blueprint my level has

#

it only sets the camera to look at 2 players

twilit lily
#

What is telling your level to load tho?

lofty kernel
#

just a load level in the menu

#

ill send you a pic of that

twilit lily
#

Is that on a widget blueprint?

lofty kernel
#

yes

twilit lily
#

This is a really quick video, that covers all of that

lofty kernel
#

thanks so much! ill check it out, sorry for interrupting zlo and Tim

trim matrix
#

is it possible instead of ai perception, i can use line trace to see if the raycast from my character hits me, then set a blackboard?

twilit lily
#

No problem

spark delta
#

@twilit lily Just to not let your problem go away without a resolution- As zlo mentioned, I would highly recommend trying to make the movement work with a basic CMC. Its a pretty well formed class with most of what you need for movement in there somewhere (including moving with wasd, jumping, etc). If that doesn't work, you can create your own custom CMC, but you'll lose some of the features of the CMC by overriding how it handles movement

twilit lily
#

I've never tried that before, how can I create a basic cmc?

spark delta
#

Its default on your Character lol :)

#

Its that inherited CharacterMovement Component on your new character

twilit lily
#

Ohh

#

I'll give it a go

spark delta
#

gl and may the force be with you

twilit lily
#

Haha, sure hope so

trim matrix
#

Hi. I'm trying to figure out what is modifying the position of my UE4 actor's camera boom. How would I go about debugging this?

odd ember
#

@trim matrix how do you mean? the camera boom itself is a spring arm, so it'll act as a spring and retract when necessary

still salmon
#

Hey, anyone have any idea how I would lock a character to a particular object while its moving?

trim matrix
#

Yeah I know that. I was talking about how I have something set to change the rotation of the camera boom when targeting, and for some reason, the camera is shaky, which is why I was wondering if there was a way to find out what modifies that value

minor karma
#

hi, i'm having this issue rn

#

i'll keep setting the game mode and all that, then save and exit to try refresh the editor, and it just deselects everything

twilit lily
#

Hey @odd ember What can I call to move something if I'm using CMC?

#

Is there anything specific?

#

Or just add force?

spark delta
#

@still salmon can you use the AttachTo node to attach the character's root component to the other actor? I haven't done it before personally (not sure if you would then be able to control the other actor, since there would be a CMC on that actor then, but worth a try

twilit lily
#

also @spark delta

spark delta
#

I haven't tested brand new characters in a while... but I'm pretty sure movement is included out of the box. After you reparented your actor to be a character, you should just have movement abilities by default

#

iirc, anyway

twilit lily
#

Hmm, alright then lol

#

Ill try it

spark delta
#

I'll create a new test project to see if I can get more detailed information really quick

jade widget
#

I'm sure that this question gets asked a lot, I'm new here and i've been trying to make an interact door to work without this glitch that i've been running into. If anyone can help that would be awesome! Here is my Blueprint and here is a gif to show the glitch i'm running into.

#

The first open always plays like it's in reverse but it shouldn't do that

spark delta
#

Feels like the default value for DoorClosed doesn't match the initial state of the door to me

limpid lotus
#

Is it from 0 to 90?

spark delta
#

Try toggling the default state of DoorClosed

jade widget
#

@limpid lotus yes 0 to 90 on the timeline

odd ember
#

@twilit lily movement input

#

you'll need a direction and a scale value

jade widget
#

@spark delta toggling the state didn't change a thing.

twilit lily
#

For some reason the ball just goes flying

#

I didnt add movement

odd ember
#

what do you use for scale and direction?

twilit lily
#

Nothing

#

Thats what is weird

#

I didnt even add that in yet

#

Just a cmc on a pawn

odd ember
#

do you have physics enabled?

twilit lily
#

Yeah

odd ember
#

are you using force?

twilit lily
#

um

#

no?

#

I have no blueprints

#

The settings are kinda big so I'm looking through it see if something might cause that

odd ember
#

why did you mess with the settings?

twilit heath
#

might had spawned it colliding

odd ember
#

probably

twilit lily
#

I didnt really change any settings

spark delta
#

Character Class setup is exactly what you need to do for the most part

odd ember
#

anyway @twilit lily reset the cmc, use add movement input for input

spark delta
#

Yep, exactly what that guide walks you through ^

twilit lily
#

Alright, I'll follow this ๐Ÿ™‚

covert agate
#

Hey! just a quick small question. Does anyone know a way I can hide the third person character template model? I made the camera zoom in so it's like first person but when I look down I can see feet. Any fixes?

spark delta
#

Can you just delete the static mesh?

#

or toggle its visibility*

covert agate
#

But then it disables the animation in game for some reason? i connected it to the headbone so it has a breathing motion

#

but when it's hidden it disables it

#

for some reason

#

if anyone responds please tag me! :)

jade widget
haughty ember
#

@jade widget you're probably confused about SetRelativeRotation. it does a rotation relative to it's parent, not to the current rotation. 0 probably means "open", so the first time it goes from 0 (snaps to open) then 1 (to closed).

unborn lantern
#

Hi, Im trying to have a cube move based on mouse input axis, my camera stays on top and the cube should move left right based on mouse, but if I use InputAxis and feed it to "SetActorLocation" I see a LOT of flickering in the actor. Do you know why and how to fix it?

#

I have a SetActorLocation in" InputAxis Turn" event

jade widget
#

@haughty ember So what should I change the node to?

haughty ember
#

you have various ways to solve it:

  1. Change the base rotation of the mesh. You can try to use scale and positioning. Probably not what you want
  2. Change the float in the track of the timeline to go from 1 to 0 rather than from 0 to 1.
  3. Use a "1-" (float-float) node from the "Door Open" value. This is probably the easiest/best way
tight schooner
#

@unborn lantern Does it move around or does it flicker in place?

haughty ember
#

@unborn lantern Define flickering? but I think you probably want to lerp the position rather than set it

unborn lantern
#

@tight schooner it flickers in place, then when I move the mouse it flickers while moving and sometimes he goes back and forth

#

mmm. I found out something

#

it works on one axis only

#

I mean up/down

#

when I connect also left/right is where it starts to flicker

#

like if he is getting conflicting inputs

tight schooner
#

You might need to show us your graph. (That said I've never dealt with mouse inputs so IDK how helpful I'll be.)

unborn lantern
#

my graph will be hard to show ๐Ÿ™‚

#

its inside a bunch of other stuff

#

but I can stream it

tight schooner
#

what if you used Add World Offset / Add Actor World Offset ?

#

instead of set location

#

my wild guess is the mouse input values are just -1 to +1 on each axis and you're just feeding those axes directly into a Set Location?

unborn lantern
#

the arrow is the axis value of InputAxis

#

so im adding the axis value to the location

tight schooner
#

oh ok, you're doing your own sort of Add World Offset

#

where's the other mouse axis?

unborn lantern
#

this axis works

#

I think I have an issue with the other one

tight schooner
#

also wow Get All Actors of Class

unborn lantern
#

as the other one is not working ok

#

even solo

tight schooner
#

using Get All Actors on a per-frame basis is a BP no-no

#

for performance

unborn lantern
#

its just a test

#

I will move that out

#

the actor is always the same

#

this is the other axis

#

so the first is setting Y, the second X

#

but this one setting X flickers like crazy

tight schooner
#

your graph is all kinds of scary, lol, but theoretically it would work. Maybe there's something about mouse inputs that I don't get.

#

or maybe your execution flow is weird

#

but try detaching what you have from execution and try... Event Tick --> Add Actor World Offset

#

with Get [name of your input axes] both plugged into the X and Y respectively

unborn lantern
#

I fixed it

#

the problem was the "Negate" node I had in the first graph

#

was a copy paste of a SetRotation graph where I needed the Negate for other reasons

tight schooner
#

oh, lol

unborn lantern
#

thanks anyway for your input @tight schooner , when you said it should work, made me focus and find the issue

jade widget
tight schooner
#

timeline hype

haughty ember
#

@jade widget other way around; 1.0f - the value. It has the same value as if you go into the track of the timeline and set the value from 1 to 0.
It's more math than blueprints, but yeah you need to get used it.

And you just plug it instead of using Door Open

#

@tight schooner and for good reason.

tight schooner
#

yeah, opening a door with a nice animation curve is a practical use for timelines

twilit lily
#

@odd ember

#

I've been messing with for a bit

#

Can't get the movement input to work at all

#

it does nothing

odd ember
#

what are your values?

twilit lily
#

I've tried all sorts, low, negative, 100000000

#

50000

#

scale = 1000

#

scale = 1

#

The ball moves with force tho

odd ember
twilit lily
#

yup

#

Wait a sec

#

Hmm, I think I see an issue

#

So I have my CMC

#

I put it on my pawn

#

my pawn spawns by a player start

#

So I noticed that my InputAxis for A and D doesn't work on CMC

#

but it does on my pawn

#

@odd ember ^

odd ember
#

that doesn't make sense

#

wait

#

are you using a cmc on a pawn?

#

and not on a character?

twilit lily
#

Um yes

#

A character wont work

#

I thought a character was a pawn anyway?

odd ember
#

yeah but that's not how it works

twilit lily
#

Okay, so idk what to do

#

I need the is falling

odd ember
#

you need a character

twilit lily
#

and I need the physics of a ball

odd ember
#

use the ball template

#

see what they did

#

copy it

twilit lily
#

That ball feels so clunky tho

#

I guess I can try

covert agate
#

Hey! just a quick small question. Does anyone know a way I can hide the third person character template model? I made the camera zoom in so it's like first person but when I look down I can see feet. Any fixes?
Please tag if responded! :) thanks x

prisma pebble
#

anybody have a good trick to get smooth CoD/Battlefield/Mirrors Edge vaulting and climbing without using animations?

Best I can figure I should be grabbing the capsule component and just translate/rotate it with math and timelines?

odd ember
#

timelines are probably your best options since you have direct access to a curve

patent crow
#

Could someone possibly point me in the right direction?
I'm looking to spawn a small mesh at the end of a linetrace that occurs constantly when a weapon is equipped.

The question is this: How would I go about using the impact position of a linetrace as the spawn, or socket, of a mesh?

prisma pebble
#

on hit location from the line trace

worthy dew
#

you probably dont want to spawn it every time, better to keep one around and move it where needed

prisma pebble
#

break the hit result, get the location (if that's what you want) and promote it to a variable. set it to a name that makes sense, like "TraceObjectSpawn"

#

i think

#

sorry sorry, get hit point, not location

patent crow
#

So spawnactorfromclass on weapon equip, save the hit location as a variable, and mark it as, per say, "lasersightlocation"

#

hit point, got it

prisma pebble
#

"impact point" on that node I think

#

you can do a lot with line traces, but keep in mind that they can be HELL in replicated systems. Can be very very expensive depending on player count

patent crow
#

Thank you. What kind of node should I use to tether the mesh's movement to the hitlocation? Also, I'm getting the impression I shouldn't use this on my weapon's event tick, so how should I go about having it change? I have a DoWhile(TrueOrFalse) Macro that I could probably implement, just not sure if it's feasible

#

Don't need any replication here, purely singleplayer.

prisma pebble
#

I'd actually recommend doing this as a VFX trick, not game logic

patent crow
#

I'd be open to that, I just have no particular knowledge about particle effects.

#

i just have a mesh which is two planes in an X pattern, with a translucent red mesh

#

As a diagetic version of a crosshair for most weapons

prisma pebble
#

gotcha

#

pm me

#

i dont wanna send my own question into chat hell hahaha

patent crow
#

no problem!

spark delta
#

Something in my blueprints is eating a mouse click event (but not a release event). Is there any way to follow a mouse click event from when it is generated in engine code through the code path it takes?

twilit lily
#

How could I make a speed limit, this is how I give the player speed. Which is just a ball.

trim matrix
#

@twilit lily clamp ?

winter kettle
#

is it possible to make particles behave like decal components (blend with the surface of objects

twilit lily
#

@trim matrix Clamp the return value of the vector?

spark delta
#

After that last node, I would clamp its velocity.

twilit lily
#

Oh wait.. im dumb

#

lol

#

Rival I'm not using any character movement

#

It wont work with what I want

spark delta
#

There's plenty of ways to overthink this, but I think in this case its just easier to just go with what the easiest solution is :)

#

Dang, that stinks. What was the problem with using a CMC?

twilit lily
#

Well, the simple fact its inherited to the character

#

and forces me to have capsule comp

#

so atm I'm using the ball template from unreal

#

with some minor changes

spark delta
#

ah, gotcha. You could set the half height of the capsule to the radius of the ball and you'd have a sphere :)

#

but if that ball template is closer to what you want, definitely go with that

twilit lily
#

It is a bit easier to manipulate

#

plus the CMC has a lot that I dont need

#

let me give you an idea of what I'm trying to achieve

spark delta
#

Oh, with that max speed thing- if you also want to clamp speed due to gravity, you'll need to clamp speed in tick instead of after adding the force

twilit lily
#

Hmm

spark delta
#

Otherwise I could see some funny things happening where you're falling with no input, gaining crazy speed, then when you add input again suddenly your speed is limited and you come jerking down to a slower speed

twilit lily
#

xD

#

Yeah

#

Have you ever heard of the game called Red Ball?

spark delta
#

oh wait- I think InputAxis calls every tick.. So its already ticking that lol

#

Never heard of it

twilit lily
#

Oh well, its more or less what I'm aiming to create

spark delta
#

like 2D gravity platformer or something? Can't watch the video atm

twilit lily
#

Yeah more or less

#

You just move a ball around

#

oh and inputaxis does tick

#

So I'm still unsure as to how I can clamp this exactly

#

physics was never my strong spot

pine trellis
spark delta
#

You could reuse that CharacterMovement pin if you like the look of that better too

#

Oh, you're not using character movement lol

twilit lily
#

haha

#

I'll call pawn instead of get player char right?

spark delta
#

Are you calling this from your PlayerController?

#

or is this already on your pawn?

twilit lily
#

nope

#

pawn

spark delta
#

That capsule component is just whatever your root component is

#

in my case I was already in a character, so it was a capsule

twilit lily
#

Works perfectly

#

Thanks @spark delta you've been a great help today

#

Let me know if you ever need any help ๐Ÿ˜›

spark delta
#

That's my secret- I always need help rvlGood

twilit lily
#

Haha xD

twilit lily
#

Hey @spark delta Do you know if I clamp just one direction?

#

or xyz?

spark delta
#

That should clamp the magnitude but keep the direction

#

You can also clamp2D if you want to just worry about 2 dimensions

trim matrix
#

Hi guys, anyone work with level sequence?

#

Mine would play but it won't fire the events unless I went to sequence editor

#

I will try that ๐Ÿ™‚ thx

#

@trim matrix where do you find that?

#

Also my event fires with no problem

#

but I had to bring the sequence to the editor

#

it will not fire any event when I open the project and just play the level

#

oh, I may just be wrong, I vaguely recall someone recently went through a similar problem, and that was their solution. It's basically your variables on your blueprint, if the sequencer should have or not access to said variables. But I may just send you on a wild goose chase, because I don't use blueprints only C++ actually...

#

ok ๐Ÿ™‚

trim matrix
#

Is it possible to throw an isvalid on pawn sensing to check to see if any pawns are in the blueprint's line of sight?

potent citrus
#

Hello everyone. I'm in the process of creating a leveling system for my game. What I am having difficulty with is adding a skill point after every other level without it adding 0.5 per level. What would be the best way to achieve this?

trim matrix
#

The simplest would be to use % modulo, right? ๐Ÿ™‚ If the level is divisible by two, do something, if it's not, skip something. You can also look into data tables, it may be overly complex unnecessarily, but depends on your design goals @potent citrus

trim matrix
#

I have a question, if i wanted to play a sound when my enemy is looking for my player, would i put it in the controller or behavior tree?

#

@trim matrix There should be a behavior tree task to play sound already available...

#

So I guess you can add it to the behavior tree

#

how would i stop it from overlapping?

tropic tide
#

Didn't try behaviour trees yet, but maybe a delay?

trim matrix
#

There are several different states for checking the status of our behavior tree node: start, in progress, failed, completed

#

is it possible to create a new task for playing a cue or should i just use the built in play sound?

#

ideally you would have a decorator that checks a condition, and play the sound only when start stage is about to kick in

#

it depends on the overall design, if it's a simple game, you can bypass behavior tree entirely

#

what do you mean bypass?

#

Don't use behavior tree at all

#

all it is is a robot chasing you around a house and you gotta escape before he kills you

#

but if you have an AI controller actively required for a proper flow of the game loop, then a behavior tree is an elegant solution

#

in its simplest form related to behavior trees, a decorator is a condition that if it's true allows a task to start running

#

if the decorator check doesn't pass, the task doesn't need to run and is skipped until the decorator check passes at some point later

#

You can use a decorator check for: is sound playing?

#

Or a decorator check for: did I start looking for the player, me the killer robot ๐Ÿ˜„

#

@trim matrix

#

Ok question

#

let's say i want to add in a stun gun to make the robot flee whenever it is hit

#

is that possible with behavior trees? Also #gameplay-ai please

trim matrix
#

Guys, newbie question. Why is my mouse still showing after I set mouse cursor to false?

#

Hmm seems like I have to set input to game/ui only and hide mouse on capture

trim matrix
#

How do I replace the inherited movement component in a character class?

tranquil steeple
#

in BP's you can't

#

you need C++ for that @trim matrix

trim matrix
#

I see, so the inherited movement component is just written in C++ and inherited in a C++ character, then you create a BP child class of the C++ character?

tranquil steeple
#

yes

earnest tangle
#

Depending on what you want to do, you could set the movement component to "custom movement" which effectively disables most of its movement related logic

tranquil steeple
#

but that doesn't replace the cmc

#

that's just a movement mode

earnest tangle
#

it doesn't but it would allow you to do movement logic yourself (again somewhat depending on what you're trying to do)

trim matrix
#

Hi, how do i make that a npc, only takes damage if the player its him in the head?

#

but only that npc

blazing ridge
#

hey guys, in the pic attached Im trying to fill an array with vectors, then check each one of those to not be close to another (else replace it and check again)
after that spawn meshes for those vectors
somehow i have an error in there that i cant seem to identify, I guess its in the middle part
maybe someone sees it instantly =D

trim matrix
#

@trim matrix a sphere component around the NPC's head, query collision against it, if it collides with a weapon or a fist that belongs to the player, apply damage, maybe?

#

gonna try that

#

thank you

sick sapphire
#

how do I make it so that i can move the crosshair freely independent of the camera
like an on rails shooter

tight schooner
#

@blazing ridge I'm having trouble seeing your execution lines in that screenshot, but what I am seeing is two foreach loops and then a, uh, manual loop. You may want to look into the "loop with break" nodes.

#

Doing manual loopbacks like that is hacky and not guaranteed.

opaque elbow
#

usally i would do it like this but with this way, the tree only falls in the same direction every time

trim matrix
#

@opaque elbow you are using a fix variable, how do you expect it to magically falls into the direction of the player?

#

fix value*

opaque elbow
#

what do you mean by fix value?

trim matrix
#

the Y value on Timeline

#

is pre-determine?

opaque elbow
#

no

trim matrix
#

it will output what ever u have set in the timeline

opaque elbow
#

its a float value that is updated with the timeline

#

the tree falls

trim matrix
#

can i look inside your timeline?

opaque elbow
#

just not in the direction and I dont knwo how

#

yes

#

here 2 sec i'l take a screenshot ๐Ÿ˜›

trim matrix
#

let me guess tho, the tree falls into the same direction all the time, no?

opaque elbow
#

yep

trim matrix
#

yes because it's only outputting the value on w/e u put in the timeline

#

for example X might be 0 - 100

#

so tree falls on 0 1 0 then 0 2 0 then 0 3 0 and so on until 0 100 0

blazing ridge
#

@tight schooner yeah thanks, that helped. i changed it so im using a breakloop now. however I think i have another issue with the equal check im doing.
im not the best at vectormath or anything like that. but im trying to get it so the meshes i spawn are not so close to each other.
so what im doing is I check if the generated vector is equal to one thats already in an array. But i dont know if that check is really doing what i want.
my tolerance is set to 0,01 and i tried some different values but cant confirm that it works

trim matrix
#

I am not sure if you can dynamically change the value on timeline

opaque elbow
#

I want my tree to fall in the direction the player is looking when he has cut the tree, but when it is falling the tree doesn't follow the player

trim matrix
#

ok

opaque elbow
#

im not sure how to do that tho..

trim matrix
#

U have to do something with forward vector i suppose...

opaque elbow
#

yea

#

I dont know what tho.. ๐Ÿ˜•

trim matrix
#

how about this

#

Get look at rotation

#

then Invert it?

#

maybe that will work 0o?

opaque elbow
#

how do i get the look at rotation?

trim matrix
#

Find look at rotation

#

then since u just want to rotate in one axis

#

split the structure pink

#

and get either x y or z... im not sure which one untill u try

#

Start is the tree location

#

target is the Player location

opaque elbow
#

ohh nice I will try that and let u know if it works ๐Ÿ˜›

#

ty man

trim matrix
#

nw fam let me know

#

Oh btw

#

Take one of the value (X, y or z) im not sure which one rotates

#

Then invert it

#

So multiply it by -1

opaque elbow
#

ok ty ๐Ÿ™‚

trim matrix
#

@opaque elbow Ok sorry inverting doesn't work

#

@opaque elbow Try minus 180

odd ember
#

if it's the direction the player looks in just take the pitch of the findlookat

#

you don't need the other values

oblique gyro
#

so is there some way to animate the set material node so it changes between 2 materials smoothly

opaque elbow
#

maybe blend with a timeline idk

trim matrix
#

@oblique gyro I am blending 2 textures for my cooking game later on

#

dunnoe about 2 materials, i mean most likely there is, but I am really newbie at these stuff

oblique gyro
#

well

#

same

trim matrix
#

What are you trying to achieve anyway?

oblique gyro
#

when a projectile hits a shield it changes the material to a red one then back to the default one

#

i want to make it smoother so it doesnt just snap

trim matrix
#

I don't know how you plan to do it but if I were you, I would make material instance where I can control the color

#

from there on, i can just smoothly change the color with timeline

oblique gyro
#

i see

#

will try

trim matrix
#

is it possible to use parametre?

#

Not sure how your material looked like

oblique gyro
#

yea

trim matrix
#

share the screen shoot

oblique gyro
#

like of what

trim matrix
#

your material

oblique gyro
#

the mat bp?

trim matrix
#

yes

oblique gyro
#

sec

trim matrix
#

If it's as simple as overlaying color, deffinitly use parametre

oblique gyro
trim matrix
#

Ahh yeah man

#

that's easy...

#

Right click on the blue color

#

Make it a parametre

#

Convert to parametre

oblique gyro
#

okok

#

thanks

#

how would u change the color with a timeline?

trim matrix
#

U have to make material instance first

#

Rightclick on ur material and click create material instance

oblique gyro
#

yea ik

trim matrix
#

ok one sec gotta open editor

#

what's the current value btw?

oblique gyro
#

of?

trim matrix
#

the color

#

u want from blue to red yea?

oblique gyro
#

yup

trim matrix
#

btw can it be fix value?

#

as in

#

it will always be blue to red

#

then maybe red to blue

oblique gyro
#

yeah

trim matrix
#

but not any other color

oblique gyro
#

yeah

trim matrix
#

ok bro

#

u make timeline now

#

and add 3 variables

oblique gyro
#

which

trim matrix
#

If u want it to change to other color, i think there is naother way.... but u cant use timeline unless it's a fix value

#

Make timeline in your bp

#

i dont know where u want to put it

#

on ur player/target/

#

Obviously on the event where it take damage

oblique gyro
#

player

trim matrix
#

yea make the timeline where u see fit

#

i would say when player take damage

#

Right click add timeline

oblique gyro
#

yea