#blueprint

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trim matrix
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add 3 float track

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U can call it R G B

oblique gyro
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yea uok

trim matrix
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Now set the timeline

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how long do u want to take

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from the blue to red

oblique gyro
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like

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.2

trim matrix
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well set the timeline to 0.2 then

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The length

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U can see it on the top

oblique gyro
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done

trim matrix
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Ok so now u have to set the first value

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Set the R , G and B

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to what ever blue color u have right now

oblique gyro
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yup

trim matrix
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done? that's quick

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let me see ur timeline

oblique gyro
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uh

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okay

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yea i think i got it

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thanks

trim matrix
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yua so 0.0 is blue

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0.2 is the value of red

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Hmm.... im looking at the node here but I can only find one output or vector output....

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Try the vector parameter value on materials

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hopefully that's the one

oblique gyro
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ye

carmine prawn
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why don't you use one of the lerps to change the colour?

oblique gyro
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oh

carmine prawn
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You get snapping with a lerp?

oblique gyro
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yEA

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no

trim matrix
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nvm I found it

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Oh yes.. Interpolate is better

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U can set it to any color.....

oblique gyro
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lerp still snaps tho

trim matrix
oblique gyro
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i see

trim matrix
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@carmine prawn Does it have to go with the tick event?

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@oblique gyro anyway tell me how u go, i will be around

oblique gyro
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k dope

tight schooner
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@blazing ridge Your problem is interesting so I spent some time sketching out a solution. (I didn't test it lol.) In my mind your function to make an array of random vectors separated by some distance tolerance would go like this. Hopefully the graph make sense.

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inb4 someone tell us you can do this in one node

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The first loop is the one that drives attempts to add unique random vectors. The second one tests the random vector against all others in the array. If it finds a distance under 0.02 units, then it sets a failure flag and doesn't add the vector to the array. (Or it adds it to the array if it checks out.) Then the first loop makes further attempts until the vector array reaches a specified length.

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It's a potentially heavy function so you shouldn't use it on a per-frame basis or anything.

blazing ridge
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hey thanks for the approach! @tight schooner i think your solution with the distance node is better. however i still dont get it working.

opaque elbow
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Does anyone know how to make something happen when an object touches the ground (the landscape)

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for example I want to play a sound when my tree touches the ground

trim matrix
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set collision

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and play a sound

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The same with bullet impact? i guess

tight schooner
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Use any number of the "play/spawn sound" BP nodes in your treefall timeline or w/e

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if you're using a timeline, it's possible to make an "event track"

trim matrix
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How do you go with tree falling btw?

opaque elbow
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it didnt work but instead of making my tree fall with a timeline i did it with physics. (it looks better).

trim matrix
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nice

opaque elbow
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but what do you mean by set collision? @trim matrix

trim matrix
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does the tree have collision?

opaque elbow
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yea

trim matrix
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i was thingking on component begin overlap event

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but i guess the tree already touched the floor at the start

opaque elbow
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nope since the tree is split in 2 parts

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like this

trim matrix
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0o ok

opaque elbow
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the top part never touched the ground yet

trim matrix
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ok can i see ur collision

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for the top part

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open the tree blueprint

opaque elbow
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yea

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i tried setting a begin overlap but casting to landscape doesn't work at all @trim matrix

trim matrix
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maybe print all the overlap actor/component first

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see what u hit

opaque elbow
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ohhh thats brilliant

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i'l try

trim matrix
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cuz im not sure under what category it even hit

opaque elbow
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same

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it doesn't print anything

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like if the landscape wasn't a component or anythingรง

trim matrix
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hmm check ur collision

opaque elbow
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it worked

trim matrix
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and see what it collides with

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how do you do it?

opaque elbow
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with my character

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i meant

trim matrix
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yea because character is actor

opaque elbow
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ohh actually

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I just checked a box "Generate overlap event" on the landscapoe

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ima try it

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nvm doesnt work

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Oh i have an idea

trim matrix
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Hmmm

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landscape might be tricky actually

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i never use them

opaque elbow
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@trim matrix is there a way of calling an event when my tree hits a specific type of object?

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i could make my landscape its own object type

trim matrix
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I dont know if u should do that, i think collision might be handled differently in landscape

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but if we are just talking about actor/object

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then yes

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u just cast it

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and make it play an event u created on that object

patent crow
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What you could try, is on on your tree, on event hit, break hit, get hit actor, and branch, to see if it is the equal to the landscapes actor.

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on event play, you could even get a reference to the landscape actor, to prevent casting every single time the tree is hit by something

trim matrix
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@patent crow landscape counted as actor then?

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he tries on overlap

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but gets nothing on the component or actor

patent crow
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hmm.. It actually won't be referenced as an actor.

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let me tinker and see what i can figure out

trim matrix
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legend

patent crow
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So you could cheat by adding a collision sphere around the base of your tree, not exceeding the height of the stump, so that it doesnt always touch the trunk component, when the trunk component touches that collision sphere, you can trigger a sound

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You can always adjust the size of the sphere so that it makes a sound just as it hits, or slightly before.

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If the sound is more than just a thud, and maybe has some leaves/branches crackling, you may not be able to tell that it didnt fire at exactly the moment it hit the landscape

opaque elbow
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@patent crow Im not sure to understand what you mean? This wouldn't happend when my tree touches the ground??

patent crow
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Something similar to this. Sphere collision was the wrong choice, as you cant really set it's Z this low and reach the range you'll need.

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you would attach the box collision to the base of your tree, so that when the upper touches the box, it can fire off a sound

opaque elbow
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ohh I have already thought of that but my landscape is not flat tho...

patent crow
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Yeah, I figured that may be an issue.

opaque elbow
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yea...

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but

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Since the landscape is an object type, I could make its own object type in the project settings

patent crow
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That actually would be a solid way to do it.

opaque elbow
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but is there a way to call something when my tree hits an object type?

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I cant find the node

patent crow
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That would be something I wouldn't know, but I'm sure one of the blueprint gods on here will be able to provide an answer.
When they wake up, that is.

opaque elbow
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Lol ๐Ÿ˜„ yea

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thanks to both of you @trim matrix @patent crow for helping ๐Ÿ™‚

patent crow
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No problem!

short coral
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Hello there , i wanted to ask how to go about placing enemies in an open world game , the best way to spawn them and destroy them kind of while optimizing performance?

carmine prawn
trim matrix
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Object types I guess

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See the interactable? it's a new channel

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maybe u can make a new channel for the landscape

patent crow
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This man did the math

trim matrix
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Actually that is for trace channel.. not sure if u can get something like this from overlap event

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Ohhh actually.....

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U can make it only collide with the new channel

opaque elbow
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@patent crow I had already done this with object type

trim matrix
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@opaque elbow mind sharing how you do it? I might need it for my project too

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just a SS would be nice ๐Ÿ˜„

opaque elbow
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I just dont know how to check the object type for an overlap event

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@trim matrix yea sure ๐Ÿ™‚

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im gonna show in like 15 min im in a black ops game right now XD ๐Ÿ˜›

astral fiber
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I am starting my map with normal inputs (mouse + keyboard), so the user can login. After that I want to switch in VR mode, does anyone know how I can accomplish this?

desert pendant
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if I have an asset in my project (say, a MediaPlayer), how do I go about accessing that from a level blueprint?

astral fiber
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@desert pendant Make it to an actor, and than you can dynamically create it

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"Spawn Actor from Class"

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Thats the blueprint node

desert pendant
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okay. does doing it that way add any extra overhead?

astral fiber
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No, but you can modify the Media Player like you want.
For example add Functions for playing music, switching it off and on...

desert pendant
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thanks

full kettle
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hey guys, is there a way to check in BP if a given bitmask int has a certain flag?

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I've created a bitflag enum in c++ and in BP I have a bitmask int associated with the enum

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so at runtime I want to check if the int has a certain flag, how would I do that?

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hmmm I just found about the Make Literal Bitmask and I can associate the node with an enum, so should I use bitwise & and see if it's > 0?

opaque elbow
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@trim matrix ohhhhhh my bad bro I thought you didnt know how to add an object type... But yea no im stuck there to... i dont know how to get this from an overlap or hit event...

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i'l try to search and if I find something i'l let you know ๐Ÿ˜›

astral fiber
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When I use the blueprint node "Enable HMD" it allways returns false, so it could not enable it, any ideas why?

trim matrix
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trying to make a menu that spawns stuff from it, I am under the assumption to use buttons w/ images on them, but I don't want to add every item 1 by 1, do I make a base for the items, i.e weapon base, then get all actors of class / for each add to the menu?

long quartz
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hi ๐Ÿ™‚ need help with this one! i am trying to blend between two materials over night. the blending is working. the timeline is for a smooth change of the parameter. but how to set it between 6pm (180ยฐ angle) and 6am (90ยฐ angle)?

rotund ruin
haughty ember
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@rotund ruin Isn't that the same as using Flip Flop?

rotund ruin
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@haughty ember im not sure, let me think

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hmm I don't see how to do it with flip flop since it's either keyboard or gamepad key

haughty ember
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@long quartz It depends on how your changing your time. Worse case you can calculate how many seconds until 6pm, set timer, and then use a tick / 1s timer.
But since something is moving your night anyway, you probably want to plug into that and set the material in there. You probably won't use timeline either in that case

covert agate
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Sorry if i can't contribute much to other's questions i'm just a bit of a newb/noob

haughty ember
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@rotund ruin I'm pretty sure replacing the bool (set + branch) and the Do Once nodes with a Flip Flop will give you same result. Same thing you want to check is the starting value

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but why do you even have do once? it's just a set to bool.

spark delta
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When I add one of my widgets to my viewport, it consumes a click event. I have to double click to fire a single click event, for instance. I have the whole thing set to non-hit-testable and non-focusable, and even when I set the entire widget to hidden it still consumes the click for some reason. Any ideas on why that might be happening?

rotund ruin
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@haughty ember let me try. because I only want to change it once, when the player switches from gamepad to keyboard and reverse

haughty ember
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@spark delta no idea, but you might want to try #umg

rotund ruin
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I might use it to show stuff on screen maybe

spark delta
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oh didn't even realize that was a channel, thanks

haughty ember
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@rotund ruin then don't use the flip flop. The bool and branch is fine. Add another 2 branch instead of the 2 do once

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You can even make it a function to make it more clear tbh

rotund ruin
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cool, thanks!

haughty ember
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@trim matrix sounds good.

long quartz
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@haughty ember i am using good sky from marketplace. it has an auto night cycle function and you can change the day length. you are right. the timeline would need to change in scale depending on day length

trim matrix
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hello, i havent used ray cast before but how do i get it to detect the enemy so that way i am able to call certain components it has?

haughty ember
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@long quartz I'm not too familiar with it. And it's not what I meant about the timeline.
The good sky plugin changes the "time" somehow; you need to see how it works, and when it does, get the current time and calculate the value.
e.g. alpha = (time <= 9pm) ? 0 : (time >= 6am) : 1 ? ((time - 9pm) / (6am - 9pm)); (in a very pseudo code)

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@trim matrix the component you're going to get is the collision component (e.g. a cylinder component). If you want another component, get it from Hit Actor

trim matrix
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so...

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um

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what do i call ?

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because i tried to cast to the enemy and connect it to hit actor, but it doesnt work@haughty ember

hollow cape
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hit actor -> cast to (custom class)

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put a printstring on cast failed to see if you're getting a failed cast or juts no hit

trim matrix
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i believe i did that but ill try again

haughty ember
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@trim matrix make sure Return Value of the Line Trace By Channel is also true (that was even a hit)

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Line Trace By Channel is something you need to call continuously, not just once.

trim matrix
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i use a button press

hollow cape
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not true @haughty ember , it can be event-based (ie firing a weapon)

trim matrix
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yes i have event

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so the reason why its not working, is because the return value wasnt true?

haughty ember
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@hollow cape yeah but it depends what you're trying to find. If it's just target it's true. If it's actual collision (e.g. bullet hitting an enemy) then it won't really work

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(but you're right, I didn't use the right wording)

hollow cape
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well you need pull off the return and see if you're even getting a hit

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I got you @haughty ember , just didn't want to confuse the issue

trim matrix
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uhh

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all the this logic talkniggagocrazy

hollow cape
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let me ask this way, are you seeing the red box on the thing you're shooting at?

trim matrix
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i see a red line

hollow cape
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or is the red line going through the thing you're shooting at with no red box

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then you need to check the collision behavior for the visibility trace channel on the thing you're shooting at

trim matrix
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i dont think its going through

hollow cape
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is it stopping short?

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screenshot @trim matrix

trim matrix
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ok

haughty ember
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only red without green = no hit

trim matrix
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yea, ill try to screenshot

haughty ember
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my bet is on wrong collision properties btw.

hollow cape
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yep

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that's why I went there

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or no collision assigned to the mesh...unlikely if it's a skel mesh but likely if it's a custom static mesh

trim matrix
hollow cape
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ok so you're hitting it

trim matrix
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but the others are hitting it but not showing green

hollow cape
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now, when you drag off the hit actor and cast to (custom class) and call and function, it doesn't work?

trim matrix
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hmm

hollow cape
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that's going to do with the physics capsules on that skel mesh

trim matrix
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im doing print strings

hollow cape
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ok, based on your screenshot above, doing an actor== isn't going to wrk

trim matrix
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this wat i have now

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sorry

long quartz
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@haughty ember this is how it works. maybe i could use the "get rotator to time of day" or something else?!

hollow cape
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@trim matrix and you're getting a failed cast?

trim matrix
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yea, because some rays hit him but show red and then show green sometimes

hollow cape
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the green are hits

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red going through means it didn't hit. So this isn't a casting issue, this is a collision issue

trim matrix
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๐Ÿ˜ฎ

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so i should call to the capsule collider on the player?

haughty ember
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@long quartz no idea honestly; not familiar enough with it I'm afriad

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@trim matrix Check the viewport menu Show -> Collision. Might help you understand what's colliding against what

hollow cape
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well firstly, if you think you're colliding with the capsule, check the collision behavior on the capsule. It shouldn't be returning a hit I don't think

trim matrix
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hm

hollow cape
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or print the display name of the hit component to see what you're actually hitting

trim matrix
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ok

haughty ember
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yeah but I meant in the game view

hollow cape
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yeah it's set to pawn so it's going to ignore visibility channel traces

trim matrix
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๐Ÿ˜ฎ

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what do i set in the collision?

hollow cape
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so you're getting the hits off the physics asset attached to that skeletal mesh I'm guessing. I THINK if you check trace complex you'll get more what you're looking for

trim matrix
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whats trsace complex

hollow cape
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actually, check the collision settings for the mesh itself

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see what the trace response for visibility is

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should be set to block

haughty ember
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I don't think it has anything to do with complex

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like @hollow cape said though, you're colliding against the skeletal mesh and not the capsule

hollow cape
trim matrix
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ok im checking

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btw. its calling my enemy

haughty ember
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@hollow cape Why would he do that? He wants to collide against the capsule no?

hollow cape
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for a trace? I guess it depends on how he wants to check if it's a hit

trim matrix
hollow cape
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if he wants to "shoot" the enemy, then the mesh needs to block the trace to return true

trim matrix
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i wanna shooting the collider

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the capsule

haughty ember
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@hollow cape He was complaining on the red lines / not hitting.. I think anyway

hollow cape
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oh

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well then do what I just said for the capsule, not the mesh lol

haughty ember
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@trim matrix I'd disable the collision on the skeletal mesh (optimization), and change the collision preset for the capsule.

hollow cape
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just change it to custom and set visibility to block

trim matrix
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ok

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ok im going to text it

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test

hollow cape
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on the capsule*

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yep

trim matrix
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yes

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๐Ÿ˜ฎ

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you guys are smart

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it works

haughty ember
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@trim matrix if you're working on a bit bigger project it might be worth to se a custom collision profile in the project editor and use that instead of custom

trim matrix
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but why does it work if i set it to block? wouldnt it block the ray from working?

hollow cape
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now...the fact that you were getting hits before in the center of the chest makes me think one of your other components was set to block visibility traces

haughty ember
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"Block" = hit

trim matrix
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๐Ÿ˜ฎ

upper adder
trim matrix
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this is cool

hollow cape
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don't you have to load and save game user settings?

trim matrix
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thank you guys

hollow cape
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yep

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@upper adder yeah I'm pretty sure you have to save after calling it

upper adder
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ah man...

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thanks

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"apply resolution settings"

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xD

hollow cape
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mmmmm

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yeah, or just apply settings

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depending on how you wanna do it

trim matrix
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i have a question, how do i fire off 2 rays at once?

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for a shot gun

tight schooner
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ForLoop node with 0 and 1 for first index & last index, respectively

trim matrix
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nvm ,im gonna try to so an array

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ohh

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would array work
?

tight schooner
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I mean, if you just want to run a node twice, then ForLoop is a way to do that

trim matrix
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i want two bullets to fire at same time

spark delta
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the for loop executes all of its loops in one tick, so that would work perfectly for you

trim matrix
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for each loop?

spark delta
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nope, just a for loop

trim matrix
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cuz im trying to call two spawn points

spark delta
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it takes two integers as inputs. First integer is where to start (0 in your case) second integer is where to end (1 in your case). Looping from 0 to 1 results in 2 executions of the loop body

tight schooner
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How do you fire the bullet? With a spawn-actor or a custom function or something?

spark delta
tight schooner
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yeah, it would work, assuming the thing attached to Fire Bullets isn't "latent" (doesn't have any clock icons on the nodes)

trim matrix
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oh nvm i got it

spark delta
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so smol

trim matrix
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newby mode activate

tight schooner
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huh.

trim matrix
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lol

spark delta
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oh, your bullets are just components.. Interesting :)

trim matrix
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: )

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thank u

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i use what i know already since im new

spark delta
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Not how I would have done it, but if it works for you keep it up

trim matrix
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thank u: )

haughty ember
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@tight schooner there's a really weird thing with discord when someone shows an image. Resolution in chat: 100x100. Resolution when clicking: 300x300. Resolution if you right click -> open link in browser: 1000x1000

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I hate it.

tight schooner
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yeah I "opened original" and at 100% zoom I could make out some text, lol

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not sure how to do it in the mobile app w/o downloading

haughty ember
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yeah, 150% zoom at least :p

trim matrix
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being on discord makes me feel liek the world is nicer cuz i meet nice people on here

haughty ember
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it's just an illusion, people are crap <optimistic here>

trim matrix
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lol

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i wanna make my ai interesting

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all they do is shoot at u when they see player, and follow

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not to mention they rotate in one spot, if im close. they dont move back or walk around

haughty ember
trim matrix
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i wanna make my own

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not buy

haughty ember
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it's free, just check it out so you'll know if you want something like that and how to create one

trim matrix
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mine is supposed to be similsr to alan wake

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cuz im on project

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well i could get them to find location in a small radius after throwing something at the player

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im having a problem right now with my character rotation. i have a player offset so i am able to look in many directions when i turn and my legs would be facing another direction

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but say if i aim my camara around the player. i want my player to rotate his whole body

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im unsure how to properly do it while keeping my offset

tulip iris
hollow cape
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drag off the cast to static mesh actor, get mesh

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@tulip iris

tulip iris
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It's all good. I figured it out. Its static mesh actor to to satic mesh comp to static mesh.

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Thank you

solar needle
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hi, how to take all array componet to be used ?

tulip iris
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Use a for each loop

solar needle
tulip iris
solar needle
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let me try

past bolt
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Hi! quick question, does anybody know how to go back to the last edited blueprint? i don't know exactly how to explain it, similar to what you have any almost any IDE to jump to the previous classes you edited

solar needle
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doesnt work

past bolt
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something like i don't know, ctrl + back arrow?

tulip iris
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I'm going to need more info @solar needle

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Simple plug you array in and iterate over that loop.

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What isnt working?

solar needle
tulip iris
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@solar needle you have to plug the loop in

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plug the loop in first

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then run it into your logic

solar needle
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oh yeah. i forgot

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thanks btw

tulip iris
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Sure thing

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@solar needle Youi could even use get components by class and select what you are trying to collect. This way it makes the array for you automatically. Saves you a lot of time.

solar needle
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no. i have 1 arrow that must not be used.

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unless there is a function to exclude excluded arrow

tulip iris
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You could exclude it wit a tag

solar needle
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how that work ? (sorry i was newbie.)

tulip iris
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1 go to actor and select the comp you want to exclude. 2. in details search tag. 3 and the tag you want to exclude.

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@solar needle Does that make sense?

solar needle
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what is second image ?

tulip iris
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Shows you how to set the tag

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on a component of an actor

solar needle
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ok. i will save the code. thanks btw

tulip iris
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Sure thing! Enjoy

twilit lily
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Is there a way to detect a static mesh component overlapping with another mesh?

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Wait figured it out

opaque elbow
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Hi everyone, i'm trying to make my tree fall in the direction my player was looking when he cut the tree down. Im working with a timeline to make my tree fall and currently this is what I have: My tree falls but always in the same direction. https://gyazo.com/2c10153c7b0f903c4b6cee5de61338fb I want to get my player's forward vector and make the tree fall in this way, but I dont know how... Can someone help me?

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Basically, everything works already but the tree always fall in the same direction and I want to change that to the direction my player is facing.

spark delta
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Without going through the linear algebra required in my head first, could you break up the player forward vector, and apply X/Z to P/Y on the rotator? There's probably unit conversion required, but I haven't really worked directly with that before

opaque elbow
spark delta
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Actually, I wonder if you could just get the Z rotation of the actor and apply it to the rotator ๐Ÿค”

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That seems smarter

opaque elbow
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by connecting the z to z?

spark delta
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I think that you're also going to need to pass the player's information into the sequence as well, or the tree will rotate with you as you turn after cutting it down lol

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Your problem is a little more complicated then it sounds because I don't know the starting rotation of your tree. I'm assuming its 0 rotation on P/R/Y, so I'm going to work through that math really quick.

opaque elbow
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yes normaly it should be 0 0 0

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and I have fixed the problem where the tree follows you when you rotate just by promoting the forward vector to a variable before the timeline

#

Ohh but btw the rotation pin on my timeline is just a float value that is updating with the timeline. Then it is passed to make a rotator. It's not an actual rotation r/p/y

#

the float starts at 0 and finishes a 90. So when I make a rotator with this value it starts at 0 and finishes at 90 degrees so it looks like the tree falls on the side

#

@spark delta

spark delta
#

Yep, i getcha. I'm trying to make a quick mockup of this in my project to test for ya

#

This might take a while. I'm on the worst computer I've used in over 10 years. If anyone has a solution that they can whip up really quick and post, feel free to do so

opaque elbow
#

Thanks man I really appreciate it! ๐Ÿ™‚ Take all the time you need my friend

twilit lily
tight schooner
#

aesthetically?

#

any time you're doing a branch into parallel nodes, you could instead use a "select" node

twilit lily
#

No like how it was done

#

Select?

tight schooner
#

drag out any data input pin and search for "select"

twilit lily
#

Ohh this looks extremely useful

tight schooner
#

you should test if it's consistent at different frame rates

#

like anything you do on a per-frame basis usually has to be scaled by World Delta Seconds

twilit lily
spark delta
#

There might be a way to shortcut either of those linear algebra parts, but I'm not sure of it if there is. Someone smarter than me may know though :)

twilit lily
#

@tight schooner how can I test it on different frames?

tight schooner
#

Project settings --> search "framerate"

spark delta
#

@twilit lily are you using that force variable anywhere else?

#

If not, you don't need to set it in that code

#

And generally, you could cut down those nodes by half I think

twilit lily
#

Add impulse for jump

spark delta
#

That select is a beauty though ๐Ÿ˜

twilit lily
#

but no force

#

ty ty credit to renzu

spark delta
#

oh I see you already removed that set in the second image ๐Ÿ‘

#

If you want to make it more aesthetically pleasing, you can remove one of the speed*1 sets of nodes, and just have the output of that optionally go through the /3 node for false

#

(and speed *1 doesn't do anything, but I assume you might scale that in the future)

twilit lily
#

Eh, how pretty it looks is only a bit important to me

#

Oh yeah, thats for later purpose

#

I just want to improve on the actual code its self

spark delta
#

ah well you're golden then :D

twilit lily
#

thank you

#

@tight schooner no its not consistent, so how would I scale on World Delta Seconds?

tight schooner
#

Get World Delta Seconds and multiply your force input by that

#

the problem is, unless you were running the game at 1 fps

#

you're probably going to want to multiply it by 60 after that

#

to get the kind of force you were previously getting at 60 FPS

#

for example

#

cuz World Delta Seconds is the frame time, and at 60 FPS it tends to be a number like 0.01666666

twilit lily
#

oh i see

tight schooner
#

(which is 1 / 60)

#

so in effect it'll apply less force when the framerate is higher, which is fine because at a higher frame rate, it'll be applying the force more often

#

so it balances out that way

#

then if your ball gets the same jump height or w/e at 30 FPS & 60 FPS then mission complete

#

(I suppose the other way to approach this problem is to put your add-force function on a looping timer instead of on a per-frame event. Of course this'll have some effect on the general responsiveness of the controls, but then you won't have to scale stuff by the frametime.)

twilit lily
#

@tight schooner

#

Hows this?

#

seems to be consistent

#

However my gravity is not

opaque elbow
spark delta
#

nice saving out of date packages ๐Ÿ˜ƒ

#

I thought for a second my ue was making that popup when I clicked onto it, but nope lmao

#

Oh, is your Rotation output from your time line [0,1] or [0,90]? @opaque elbow

twilit lily
#

Hey @spark delta When you get a sec, would you mind helping me with my is in air? system?

opaque elbow
#

AHAHAHAHAHAHAAHAH fuck my bad when i took the screen shot it saved at the same time LOL

#

@spark delta

spark delta
#

Does that Rotation variable go to 1 or 90?

#

Sure, what's up @twilit lily ?

twilit lily
opaque elbow
#

hum it goes from 0 to 90

twilit lily
#

Event hit is just sorta not accurate

twilit lily
#

It's just a detection when a player hits a wall etc

spark delta
#

ah, mine went from 0-1. Try scaling it down to that and trying that out :)

twilit lily
#

Kind of bad tbh, just have been using it to improvise.

opaque elbow
#

ok ๐Ÿ™‚

spark delta
#

@twilit lily Is it just inaccurate because it fires too often? Or does it fire when it shouldn't?

twilit lily
#

Well look at it this way, my game has ramps

#

you dont always have to jump to be in the air

spark delta
#

I think that any physics collision acts as an EventHit, but I don't remember for sure right now

twilit lily
#

It does

#

So you end up in the air without jumping and the can jump is still true

#

because you never jumped

spark delta
#

When you're going down ramps?

twilit lily
#

flying off ramps

spark delta
#

ah, gotcha

twilit lily
#

So its a flawed system xD

spark delta
#

You're not using the CMC, right?

twilit lily
#

Correct no CMC

opaque elbow
#

@spark delta YAYY were almost there! ๐Ÿ™‚ its something quite simple but I still wanna ask to not mess with all the math you did ๐Ÿ˜„ Instead of the tree falling in front, it falls on the left side

twilit lily
#

so sadly no is falling ๐Ÿ˜ฆ

spark delta
#

What if I told you that CMC handles that perfectly already :)

twilit lily
#

Yeah CMC is great

#

but I need the physics with the ball

#

and CMC didn't like that

#

I tried both ways, making a character attaching to a pawn and the opposite, pawn attached to character.

spark delta
#

@opaque elbow Does it always fall exactly to the player's left? That sounds like you're swapping the roll/pitch variables

opaque elbow
#

yes it always fall on the left side of the forward vector

spark delta
#

How are you currently handling the IsInAir calculations @twilit lily ?

twilit lily
#

did you jump lol

#

it prevents double jumping etc but its flawed

spark delta
#

ah I see

#

I think that the CMC handles it by ticking and updating whether or not its colliding with anything below it. Are you willing to root through the code to convert C++ to blueprints to emulate it if I find the line of code where it does that?

opaque elbow
#

@twilit lily I am reallly not sure but I think there is a better node for jumping.. (launch)

#

( I think)

twilit lily
#

Im sure there is

#

I stole this off the Ball game template from unreal

opaque elbow
#

ohh then it might be ok ๐Ÿ˜›

twilit lily
#

Hmm a tick

#

I see how that would work

spark delta
#

@opaque elbow just a thought- maybe the thing you're getting the forward vector for is turned 90 degrees to the left from where it looks like the actor is facing for some reason?

opaque elbow
#

@spark delta

spark delta
#

Yeah, that all looks pretty good. The code that I gave you had the thing falling exactly away from the player though, so I think something in there is at 90 degrees that you wouldn't expect

opaque elbow
#

@spark delta Here's what I have

twilit lily
#

@spark delta so is there a way to detect an overlap begin via a box collision to mesh component?

tight schooner
#

@twilit lily This might be a dumb way to solve the "am I on the ground" problem but it's the one that comes to mind. In your Event Hit, you get a Hit Normal. I think this tells you the direction of the surface from the player (or maybe it's the other way around, but you can use a NegateVector to change it). On every hit, save that information to a vector variable.

Before you jump, you can do a linetrace from the ball toward that vector variable -- the "last known" surface direction. Taking the resulting hit location, and getting the Distance (it's a node) between the linetrace hit location and your actor position, you can then determine whether the ball is close enough to the ground to be allowed to jump. You can even use the Hit Normal to do walljumps.

#

end of cool story

twilit lily
#

Oh hmm

#

Trying to piece it together in my mind xD

vapid hatch
#

Just do a line trace downward wenn you press jump

tight schooner
#

yeah, if you don't care about wall jumps you can do a linetrace straight down

twilit lily
#

I do care about wall jumps xD

vapid hatch
#

If it hits something you can jump, if not then not

twilit lily
#

Well I already have a detection like that

vapid hatch
#

Oh, that makes it a bit more complicated

twilit lily
#

Yeah, this is a bit more complex, the issue with the current system is if you ramp off something and dont jump, you can jump mid air

tight schooner
#

my galaxy-brain approach does a trace in the general direction of the last-known impacted surface

twilit lily
#

@tight schooner I somewhat understand the method, I'm still trying to connect it all tho. That may be a bit ahead of me, I've never tried anything like that exactly.

spark delta
#

make it a feature and not a bug

#

congrats, you just implemented double jumping!

twilit lily
#

lmao

#

xD

#

ngl thought about that

spark delta
#

@tight schooner I think your approach won't work if you walk off the edge of a sharp cliff. The frame before you walk off, the impact direction would be straight down. The next frame, you could have a LOT of distance straight down, depending on how tall the cliff is. In reality though, you're just barely off of the cliff, and you probably still want to be able to jump

tight schooner
#

yeah, I suppose you could build some hysteresis in the system or something

twilit lily
#

I GOT IT

#

EZ

spark delta
#

Well I just mean that since he's a ball, there will only be one point of contact and once that contact point changes I don't think that method accounts for that properly

twilit lily
#

Look

spark delta
#

oh?

twilit lily
#

I cast line trace straight down

#

When the player jumps

#

Wait I see a flawn

#

flaw*

#

nvm

spark delta
#

\o/

twilit lily
#

Hmm

#

I may have a fix

#

give me a sec

spark delta
#

Here's a kind of weird approach: Attach a cone that is invisible but generates hit events to the bottom of your ball, and lock its rotation. If that intersects anything, then you're safely "on the ground" and can jump

#

A little hacky, but it could do what you want potentially. Maybe a cone isn't the best option... Can you truncate a sphere or something? I'm not sure lol

twilit lily
#

I think I have something

tight schooner
#

Provided the ball continually contacts a surface, I assume my approach would work like this in the cliff-edge scenario. I'm not sure how physics generates hit events though. (Does it do so continually as long as there's contact?)

trim matrix
#

How can I make my ai open multiple doors? I tried get all actors and then for each but it still only works with one

tight schooner
#

Tangentially, I'm working on a hovercar game that can gravitate and jump from arbitrary walls and ceilings, so figuring out where the nearest surface is at any given time has been a huge challenge for me. Nothing but imperfect solutions I've found

spark delta
#

I believe it continues to generate hit events every frame that you would have collided with each object.

#

I feel like this is the obvious solution (for @twilit lily , not your wacky hovercar game lol), but if you get any hit normal that is below the z=0 plane, then you're "on" something, right? If there isn't any hit normal below than they're you're in air?

twilit lily
#

@spark delta

#

I got this

#

no worries ๐Ÿ™‚

spark delta
#

The tricky thing would be to make sure that you update it every tick (specifically, if you're colliding with multiple things, just because one is above z=0 doesn't mean you're in the air. Another object might be below z=0)

twilit lily
spark delta
#

I believe in you

twilit lily
#

No need

#

This fixes it all

#

I created a box with a spring arm

#

I'll probably do a multicast

#

or cast from more spots

#

but anyway this works

spark delta
#

Ah how very game designer-esque of you

tight schooner
#

oh yeah that's smart

twilit lily
#

if its true

#

allow jump

tight schooner
#

use the springy box as a physical hysteresis

twilit lily
#

Not sure what you mean

tight schooner
#

I guess I'm misunderstanding it too

twilit lily
#

hysteresis

#

omg

#

This word

tight schooner
#

you better believe I used autocorrect

twilit lily
#

LOL

tight schooner
#

On your ball, there's a springarm and then a box?

#

so the box is lagging behind the ball?

twilit lily
#

No just using it to hold the box in place

#

so it doesn't move when the ball rotates

#

because if I cast from the ball

#

my traces aren't accurate

spark delta
#

Where on the ball does that cast from? Is that from the center?

twilit lily
#

nope

#

the bottom

#

its a very small line tho

#

bottom center I should say

spark delta
#

Sure, gotcha

tight schooner
#

oh ok, I thought you were using the springy part of the springarm to make the collision box lag behind the ball, affording the player some degree of "ledge jump" or "air jump"

spark delta
#

What happens if you're riding along a cliff edge with your center off of the edge but your ball is still making contact with the top of the cliff at an angle?

twilit lily
#

I can multicast

tight schooner
#

(Man I am getting no actual work done. People are having such interesting problems in #blueprint today.)

spark delta
#

haha I agree renzu

twilit lily
#

xD

spark delta
#

I still think that the most "ideal" solution would be to check overlapping actors each tick and see if the collision normals are negative, but in the end it really is up to whether or not it consistently works in your game

#

If you can do like 6-10 multicasts around the bottom of your ball, I think your solution might be good enough, and you don't need a perfect solution

twilit lily
#

Ticks are bad tho

#

Wait

#

Instead of casting straight down

#

what if I cast from like the side

tight schooner
#

you know... if it's on your player pawn and integral to the response of the game

#

ticking is worth it

twilit lily
#

I know @odd ember would kill me if I did that

spark delta
#

That's true, but if you're only using this to see if you can jump, it is much more performant to only check that when the player tries to jump

tight schooner
#

yeah

twilit lily
#

plus its a mobile game

#

Has to be friendly

spark delta
#

still, either solution can work as a polling thing when you try to jump or in tick if you want to update an IsInAir variable

twilit lily
#

maybe a pc can handle calling on tick

#

but phones are not nearly as powerful

tight schooner
#

As far as game logic is concerned, phones are still really fast. You can always see how it performs and optimize it later.

#

One ticking actor won't kill the game

twilit heath
#

most of the engine's movement components are very aware if you're on the floor or not at all times

#

and you can just query the MovementMode to find out for something like CMC

twilit lily
#

Hmm

#

Well I can't use overlapping actor

#

As I only have staticmeshcomponent

#

Heres my solution

tight schooner
#

thinking up even more ways to solve the jump problem

twilit lily
#

xD

#

I cast sideways

#

which isn't perfect

#

but it'll help when the ball is on the edge and should seem like you can jump

twilit heath
#

what movement component are you using Crypto?

twilit lily
#

none

#

I have my own movement

#

for physics reason

twilit heath
#

engine movement components do a sweep with a root capsule downwards

#

on tick

twilit lily
#

hmm

#

I think this should work for me

#

Okay so I forgot that I have inputaxis lmao

#

So I'm casting constantly

#

so I know to slow down the movement or not

spark delta
#

tbh I still don't really understand why you can't use a CMC for this, but again if you have a solution that works then more power to ya :)

twilit lily
#

Haha, thanks for all the help guys

#

Ultimately is was the suggestions and efforts from y'all that lead me to a solution ๐Ÿ™‚

spark delta
#

Any time :) If the ball moves the way you want it to, can you get a recording of the thing to share? I'd love to see what its supposed to look like lol

#

I'm about to head out soon, but if you do end up getting a recording you can send me a DM or tag me or something

tight schooner
#

or post it in #work-in-progress

spark delta
#

^ or that lol

twilit lily
#

@spark delta Yeah for sure, I'd DM you because my wip is still really rough xD

#

My levels are garbo

tight schooner
#

People post too many presentable video games in WIP, lol. I want to see more balls rolling around in dev maps

glossy solstice
#

hey guys, im still learning the engine but I'm having an issue finding out how to do this: I want to check if a button is down and apply a force each tick its determined to be pressed. I've heard using event tick is generally frowned upon, so whats the proper way to do this?

tight schooner
#

Hard to imagine a plausible way to do that without tick. Doing it on tick won't be a performance issue if it's just on your one player pawn. The no-tick sermon from Epic applies to scenarios where dozens or hundreds of actors are ticking in a scene. That said...

#

you could use a looping "set timer by function name" node on button depressed

#

and a "clear timer by function name" on released

#

with the function itself adding force

#

and you get to choose the interval

glossy solstice
#

If I do use an event tick as I was originally planning, how do I apply it to multiple nodes? The main issue I was running into was that it only can be linked to one node apparently

#

so how do I link multiple branches of logic to the event tick?

#

IE I have a separate force to apply on w, a, s, d

#

and im using 'is input key down'

tight schooner
#

I suppose you need a function that calculates some sort of force vector variable based on which buttons are held

#

I suppose the function can be called every time a button is held or released

#

and on tick, you can either begin with a branch node that checks whether the force vector is something other than zero to determine whether to apply force or not

#

or you could use the node "Set actor tick enabled" to control whether tick runs at all

#

Ultimately there are a lot of different, roughly equally effective ways to do what you're asking

glossy solstice
#

Hm, ok. Thanks for the help. I feel like I'm still missing something though. I'm used to coding it so the blueprints might be throwing me off a little.

#

Here's what I'm doing which works great, but I don't know how to apply the W/S 'add force' nodes to this tree

tight schooner
#

So you don't have button mappings set? (project settings --> input)

#

... cuz if you did, you can make use of these pressed/released events. I wrote my suggestion assuming you had these.

glossy solstice
#

ah, I didn't see these. Is it the input under 'engine'?

tight schooner
#

yeah

glossy solstice
#

should it be under actions or axis mappings? I'm not entirely clear on the difference

tight schooner
#

"actions" are buttons... you get a pressed/released event like the one pictured

#

"axis" is analog, so to speak, and you get an event-tick-like thing that's always running

glossy solstice
#

ah I see, that helps a lot

#

ok so this is a one-time trigger, it doesnt check if its held down or not

#

i assume then you'd use a bool to apply over time?

tight schooner
#

that's one way of keeping track of it

#

the "add torque" node is p.much the only node that needs to be run on tick (or otherwise run on a continuous basis)

#

you can make a separate function that calculates a torque vector variable to feed into Add Torque

#

which only runs on the Pressed/Released events

#

that was my thinking anyway

glossy solstice
#

yeah that makes sense

#

so obviously this is wrong, but can you tell me why the 'while loop' doesnt run? I'm missing something

#

does the while loop need a timer of some sort on it to tell it how often to run?

tight schooner
#

for one thing the exec isn't connected, but if you did... it might cause an infinite loop, lol

glossy solstice
#

it wont cancel once the bool changes on key release?

tight schooner
#

I'm not that familiar with that node, but I think it'll loop until the boolean is false

#

and not in an every-frame tick way

#

more like a crash the game infinite workload way

glossy solstice
#

lol

tight schooner
#

Event Tick is ultimately the only thing that "ticks" with rare exception, AFAIK

glossy solstice
#

see normally I'd just write an if or while statement into a loop that runs every frame and checks if the key is down, so I know what I'm trying to do, but getting it to do that in blue prints is whats causing me the issue

tight schooner
#

one alternative that I mentioned earlier is Set Timer by Function Name (or By Event)

glossy solstice
#

Ok, thats how I thought event tick works, but how do you connect it to more than one thing? thats what I'm really missing here I feel like

tight schooner
#

Event Tick always executes everything "in serial"... I tend to make long, sequential lines of nodes coming off of it

#

but if you like the multi-line aesthetic, there's the Sequence node

#

that'll give you "line breaks" so to speak

glossy solstice
#

that is really good to know

#

how do you do it in serial?

tight schooner
#

I'm not sure what you're misunderstanding

#

you just connect a bunch of nodes one after another?

glossy solstice
#

im probably just not thinking of it correctly, but the sequence node was basically exactly what I needed and couldn't find, so thank you

tight schooner
#

I g2g but if you ask more questions in #blueprint, I'm sure someone will answer ๐Ÿ‘‹

glossy solstice
#

thanks, i appreciate the help

#

Another question....when I apply a torque to rotate the pawn, it doesn't change the rotation of the transform. So when I apply a force, it always applies it in whatever direction the pawn spawned in, instead of where it's currently facing. Does anyone know why it might do this?

#

in general it seems like using the physics system isnt changing the transform values for some reason?

twilit lily
#

@glossy solstice Take a look at the ball template provided by unreal engine.

#

It might explain some things that aren't clear.

glossy solstice
#

thanks, I'll take a look

snow halo
#

Hey All, if I getActorOfClass and I have multiple instances of the same actor in a level. Which instance is it grabbing?

haughty ember
#

the first. the order is first the level actor, then the actor spawned array (actors spawned after creating the iterator).
the 2nd array order is quite clear (first spawned is first in array).
the 1st array order, I'm assuming, is by list added to level.
Either way though you shouldn't rely on it.

#

@snow halo

snow halo
#

hmm ok. Basically I have an animation blueprint that a few actors will use. I have a UI that controls certain variables in the anim bp. When there are multiple of these actors, i would like to have a toggle in the ui to step from one instance of the anim bp to the next etc etc

#

order doesn't matter

#

at least not until i get this far

haughty ember
#

Get all actors and save it. Although order is probably gonna be the same, it's not guaranteed and the actor iterator is creating the array again every time anyway.

snow halo
#

ok so I basically have to get all actors, then iterate that array to grab all the anim instances/anim bps and then store those in another array?

#

then i can cycle that array of anim bp/anim instances in my widget ui?

haughty ember
#

yup

#

you can just store the actor array and when you switch get anim instance from the actor, but I'd just do it like you said, I think that's better

snow halo
#

hmm ok, could be worse... the only thing i imagine having trouble with is the casting

#

hopefully it'll make more sense when i wire it

#

i'm assuming i gotta cast on every actor in the array to get the specific object

#

for each actor

#

same for the anim instance maybe..

#

it's actually a custom anim instance i wrote.... well we'll see

fallow venture
#

heyya mates, I'm having a bit of an issue connecting 2 color nodes

#

feel like an idiot trying to put the circle in the square hole for some reason, although they're the same structure.

#

eh.. fixed now I've sent this, weird bug, but just converted to linear color first and then used that later on

#

ยฏ_(ใƒ„)_/ยฏ

vocal urchin
#

I am having difficulty incrementing something in a struct. I want to increment the value by +1 every time a line trace records a hit, but I only ever get "1" as the value. How do I fix this?

fallow venture
vocal urchin
fallow venture
#

ye

vocal urchin
fallow venture
#

where's your print for that ?

vocal urchin
#

It's coming out of hit count in the struct.

fallow venture
#

wait, is this in a function ?

vocal urchin
#

Yes

#

New Hit Count is a local variable that outputs back to the struct

fallow venture
#

ah, right, so local variables get destroyed each time it's run

vocal urchin
#

Yeah, just not sure how to store this data. I'm not having troubles with any other local variable in this function

fallow venture
#

usually in the not local vars ?

vocal urchin
fallow venture
#

oh

#

nope ..

#

thought I had it lmao

vocal urchin
#

lol

#

It doesn't make sense

fallow venture
#

could remove the local var and use set by ref instead, and use the same line throughout ?

vocal urchin
#

Works a bit better

#

thanks

pastel rivet
#

for some reason, after updating to 4.24, my camera wont place itself like it did before. Ive updated from 4.22.
The issue is when the camera gets a location to move to, and set the correct angel based on a arrow component

livid blaze
#

so imagine i have a moving object. its not got physics enabled, but i want some kind of guesstimate of velocity change over time. Basically, it would be allowed to accelerate and decelarete in any direction, but not too severely. If its velocity changes too rapidly, it will trigger a flag which detetches it from a group of actors and change its behaviour. I'm thinking of using the tick event and measuring the previous vector from the last tick, and new vector to get a length, and trigger my behaviour if that length is more than a threshold. Is this the best way to go about it, or is this perhaps over engineered?

#

im also concerned that such a solution wont scale if i have hundreds of these actors in play at once (and i will)

#

so perhaps instead of blueprint, i should have them register with a monitoring function written in C++ that only has one tick event? not sure if thats worth the effort.

thorny cedar
#

how can i check if a function has a input variable or not?

#

i want to go a other route, if my input actor is not connected

#

is the IsNotequal enough without selecting an actor?

earnest tangle
#

that'll work, or you can use the Is Valid node as well which also ensures the actor is not currently being destroyed or such

thorny cedar
#

@earnest tangle still erly morning ๐Ÿ™‚ figured it out ๐Ÿ˜„

upper adder
#

Is the "update" event form the timeline the same as "tick"?

#

?

tight schooner
#

Yeah timelines "update" on every frame when they're running

sick sapphire
#

how do I make a white fog at night? (directional light is pointing up, skysphere is night)

#

using the volumetric fog

tight schooner
sick sapphire
#

alrighty

bleak vector
#

what's a good method for getting a cone area in front of a character?

signal cosmos
#

Hi guys, is there a way, in Blutility, to replace all the selected actors by another one from the content browser?

trim matrix
#

@signal cosmos Destroy the actors and create one on each of the actor location?

signal cosmos
#

Yeah that can do the trick I think

cyan lion
#

actually you dont need bluetility for that i suppose, just select actor on screen, RMB and you have option "replace with"

trim matrix
#

@bleak vector u can make cone in 3D max, attach it to your BP and check for collision

#

@signal cosmos Is it for in-game or editor?

#

for editor do what b3k says

signal cosmos
#

It's for the editor

#

And I know I can do it like this but I wanted to know if there were a way to do it with bluetility to have more controls over what to replace by what.

cyan lion
#

oh ok, than just do it like Mirai says

#

;-D

trim matrix
#

for Editor only - Select the actors replace with ^ like b3k says

#

in-game.. on the event. U have to have an array of those actors you want to replace, then create actor on each of their location and destroy the actor that is being replaced

#

something like this?

#

this basically destroy all player and "replace" it with my Ai

#

u can also reference them if u need it

stark garnet
#

Just a question, but for some reason cast to Pointofinterest doesnt exist for me. Im currently using points of interests to make text and all for what im making, and im sorta new to this, and im trying to use a cast to point of interest command, but it doesnt seem to EXIST

bleak vector
#

Is there something like a construction script for data assets? I'm trying to set up some automatic rules like "if this variable is true, then this variable is 5"

trim matrix
#

How to change scale on skeleton 0o? for re-targeting purposes

cyan lion
#

on the left you have list of skeletons

trim matrix
#

Yea so my right hand side skeleton is too large

#

it creates problem in the re-targeting, the hands not in the right position

#

how can i scale it 0o?

#

it's odd tho because in the editor, they are on the same size

cyan lion
#

hmm, actually i dont have a clue

haughty ember
#

@bleak vector I don't think so, but data assets can have methods so you can just do that like int GetVar2() const { return Var1 ? 5 : Var3; }

bleak vector
#

hmm

haughty ember
#

@trim matrix scaling shouldn't be a problem. I've done retargeting with different scaling and it still worked. But you're probably better off asking in #graphics

trim matrix
#

k, thx

trim matrix
#

Most of your bones should stay on skeleton, But the root bone and its immediate child may need to some tinkering with animation scale/animation. In the end some trial and error may help ๐Ÿ™‚

opaque elbow
#

Does anyone knows how to get a hit event with the lanscape? Or something that notifies me when something hits the landscape?

#

Ive been searching but can't find anything

#

...

tight schooner
#

are you trying to get all hit events, from any object, that hits a certain landscape object?

opaque elbow
#

kind of yea

#

basically i want my tree to play a sound when it hits the ground (the landscape)

tight schooner
#

Oh, well, I guess you'd do it at the tree level. Doesn't seem like you can wrap a landscape in a BP...

#

seems like a landscape object has some "generate overlap event" settings

#

does your tree generate hit/overlap events?

opaque elbow
#

yes

#

both

#

my tree and the landscpae

#

but nothing happens

tight schooner
#

hit/overlap event doesn't fire?

opaque elbow
#

nope

tight schooner
#

does the tree begin overlapped? Like is it already overlapping on frame 1 when you play the game?

opaque elbow
#

no...

#

its not touching the landscape at all

#

I have no idea of how to make my game knows when a tree touches the landscape... ๐Ÿ˜•

tight schooner
#

collision is a pain to get working right... it's hard to say where your issue lies

#

like if the overlap is not happening at all, it could be a collision channel/response issue

opaque elbow
#

I think the reason why the hit/overlap event is not firing is because the landscape is not the same type of object as an actor. Because it fires with everything else except for the landscape

#

And I have no clue how to make something that know when something touches the landscape...

tight schooner
#

in the landscape settings, there's a collision section like this

opaque elbow
#

yea

tight schooner
#

both your tree collision object and landscape have to be set to "generate overlap events"

opaque elbow
#

yea they already arte

#

are*

tight schooner
#

and yeah, they have to overlap each other's object types

opaque elbow
#

But like this would my tree just fall through the landscape??

tight schooner
#

what actually happens in your game currently?

opaque elbow
#

what do you mean

tight schooner
#

like does the tree "go physical" and plop on the landscape?

#

does it fall through the world?

#

does it play some canned timeline animation

opaque elbow
#

it rotates with a timeline to fall but just before touching the ground, I set its physics to enable

tight schooner
#

oic

#

does it work?

#

like it doesn't fall through the world or anything right?

opaque elbow
#

I mean when I set the collison of my tree and landscape to overlap each others, yea it falls through

tight schooner
#

what if you set worldstatic/worlddynamic to block?

opaque elbow
#

top is tree and bottum is landscape

#

@tight schooner

tight schooner
#

what if you set both landscape to tree to block? Is there a reason you're using overlaps?

opaque elbow
#

No it was to test. When both are set to block the tree doesn't fall through the gorund

#

ground*

tight schooner
opaque elbow
#

No I have tried that...

#

Waiiit

#

actually yea

#

it works

#

BRUH

#

u know why it didn't earlier?

tight schooner
#

No idea. Collisions have always been weird for me. Lately I've been struggling with getting component-specific hit/overlap events to fire. But the generic "Event Hit" and "Actor Begin Overlap" nodes work.

opaque elbow
tight schooner
#

oh yeah that's my issue too

opaque elbow
#

damnnn

tight schooner
#

so all I have is this workaround, lol

opaque elbow
#

damnn.. Lol

#

thank you soo much broo your a life saver

#

This is soo stupid

tight schooner
#

yeah there's something we're not getting

#

@ everyone pls send help

opaque elbow
#

I think its because there is no "Other" pin on the (On component hit)

#

And on the hit event there is

#

Landscape might not be consider as an actor or a component or anything

odd ember
#

landscape is an actor

#

anything with a transform is an actor

opaque elbow
#

@odd ember

odd ember
#

collision channels most likely

#

hit events need to be enabled as well

#

for both actors

opaque elbow
#

yes they are

odd ember
#

collision channels need to respond with block towards the other actor's collision type, respectively

opaque elbow
#

Both were set on block and both hit and overlap events were enable ๐Ÿค”

odd ember
#

ok and are the actual collisions touching?

opaque elbow
#

yes

#

the tree and the landscape were touching yea

odd ember
#

oh so it's not something that happens dynamically

#

it's been set like that from when you start the game

opaque elbow
#

ohhh no the tree touches the ground when I make it fall

odd ember
#

bingo

#

ah as in you are enabling gravity and letting it fall?

#

and it hits

opaque elbow
#

humm what?

odd ember
#

how are the actors colliding

#

and are the actual collision components that you have set, actually colliding

opaque elbow
#

But when I use the Event hit it works

odd ember
#

okay

#

what's the issue then

opaque elbow
#

Ohh no I have fixed my issue by using The "hit" event instead of the "on component hit" We were just not sure why the "on component hit" doesn't work. And then I said maybe its because the landscape is not an actor. The top one works, but the one on the bottum doesn't https://gyazo.com/4974222955af8f8740bf8fcda6836ba1

#

@odd ember

#

The event "hit" has a pin called (Other) And the event "On component hit" has (Other "ACTOR") So that's probably why it wasent working

odd ember
#

@opaque elbow on component hit requires the component to actually hit, not the actor itself

#

and likewise the settings need to be correct for the component itself, not the actor

opaque elbow
#

my component was hitting the landscape tho. So I would assume its the settings?

#

what would be the correct settings?

odd ember
#

generate hit events, collision set to physics, blocking the correct type of object/channel on both

opaque elbow
#

I did that

odd ember
#

is the component actually hitting the landscape

opaque elbow
#

yes

odd ember
#

are you sure about this

opaque elbow
#

yea

odd ember
#

because if there is no event registered after all teh settings are correct, it's the only variable left out

opaque elbow
#

it was working when the player collides with the component but not with the landscape for some reasons

odd ember
#

looks like you might need to whitelist collisions

#

but check the page and check each landscape component that it reflects the settings

#

collision is always a two way street

#

both actors colliding need to register the collision of the other for it to work

#

that also includes landscape

opaque elbow
#

Thanks I will take a look and find whats wrong with it

vivid quail
#

Anyone know why my AI isnt jumping when they collide with a wall?

#

I also tried "Launch Character" at the end

lean inlet
#

Hey yall I have a question on a pack i recently got

#

Im trying to call on an array to set a weapon for my char in blueprints

#

I'm trying to call on the 10 value in the array and switch the item class to one of the class weapons i created

#

this is what i started to do but then got stuck

thorny cedar
#

im to stupid to get a sphere attached to a spring arm is always in front of the view

#

^^

#

i want to change the distance

#

i should try the settransform + my offset right?

lean inlet
#

distance of the Sphere attach to the char or the distance of spring arm to the char

thorny cedar
#

im using a spectatorpawn

#

@lean inlet maybe thats the reason why it doesnt work?

#

i want to have a person that can fly through my level and activate stuff

lean inlet
#

ahhh

thorny cedar
#

so a kind of spectator.i guess unreal sees a spectator as a non player so it does not have a camera, since there is no rotation i could give my Sphere

#

I want to use this Sphere for Debugging. Jump from 1m to 5m to 10 m. So i tried to attach all to one scene node but it only keeps the location up to date

lean inlet
#

This is what mine looks like rn in my test

#

what does your's look like

thorny cedar
#

thats what i had

lean inlet
#

ok but when you increase this is jumps between 1mto5mto10m correct?

thorny cedar
#

it increases the distance

#

yes

#

but when i move the pawn ingame it does not move along the rotation of the pawn

#

@lean inlet can you give me a short introduction to spring arms?
socket Offset and target offset

#

if i want my target to be in x=600 i need a lenght of 900 + Offset?

pearl rose
#

Hey, someone has tried to "limit" the speed turning rate so it's not affect by the DPI of the mouse?

lean inlet
#

@thorny cedar I'm not the best in Springs arms. But if you have an exact number you want your object to be placed you could have it attached and move to x=600 in Blueprints

#

This is just off the top of my head i didnt test it but this is what i would do

violet wolf
#

hi, i have a plane that I want the player to be able to pass through so I set the collision preset to "NoCollision" in the BP, but i still can't pass through it, any ideas why?

lean inlet
#

can you screen shot the module

#

or snip it

#

want

#

wait

violet wolf
lean inlet
#

The player has no collision

#

correct?

violet wolf
#

its the default ue4 character, so i think it does?

lean inlet
#

what are you setting for no collision

#

the plane or the char

violet wolf
#

this plane

lean inlet
#

ok what is the collision settings for the rest of the the mesh

#

if the mesh aroudn the plane has collisions which are whack than it will stop the player

hollow cape
#

I'm betting the ring around has a blocking collision volume

lean inlet
#

^^

#

open your static mesh settings

hollow cape
#

you can always look at the player/visibility collision views to see what's going on

lean inlet
#

aye

violet wolf
#

ah yeah it was set to default, i've created a collision inside the statich mesh window previously so I thought it would use that, but it doesn't

hollow cape
#

you'll need to either make up your own collision geometry in the static mesh editor using multiple primitives, or (less preferable), set it to complex as simple

lean inlet
#

If you want you can set the mesh to use complex as simple and it will map the mesh pretty well

hollow cape
#

it does, but can create other issues, like physics stuffs

lean inlet
#

^^

#

Use at risk

violet wolf
#

so which collision preset should I be using on the gate?

#

if i want it to use the collision i created inside the static mesh window

lean inlet
#

first

#

go in your game press ` and type show collision

hollow cape
#

default should use whatever primitive collision you have set up