#blueprint

402296 messages ยท Page 407 of 403

static charm
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and pass that to the sound cue

tribal kraken
static charm
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and then use Switch node in the sound cue

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to plug in the random int from the blueprint

tribal kraken
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This seems a bit off

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When I print to string, the number that comes out has no correlation to the song that's playing

static charm
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yeah the random Int might need to be Set once before pluggin into the Paramter and String

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oh yeah

tribal kraken
static charm
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sorry

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do that set part

tribal kraken
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Gotcha

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It's working, thanks!

stuck hedge
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I'm having an issue where my shot gun projectiles seem to go through enemies if they're too close. My shotgun is set up like this: Gun spawns shotgun shell which immediately spawns a numbers of projectiles based on the weapons data and then destroys itself (the shell) while the projectiles fly off. The shell is spawned at the tip of the gun and the individuals projectiles are spawned on top of the shell, right at the end of the gun. I have a scatter formula that gives a spread. It works fine, and if the enemy is at least a meter away I've noticed no issues, but I have noticed that if the enemy is almost right on top of me, it doesn't hit them. This is a bit of an arcadey shooter, so it doesn't need to be super realistic or anything, but I'd like to make sure these projectiles hit enemies right in front, is there another check I should use for that?

static charm
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well you need to debug it a little and verify if the bullets are spawning inside, or infront of, or to the side of the enemy, etc

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if you haven't seen

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in the spawn node settings, the collision handling option

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which could be affecting how/where the bullets are spawned if the enemy is in the spawn location

languid sage
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I've been trying to use variables to rotate a skeletal mesh smoothly (finterp, anim blueprint, etc). Seems that none of the methods I've found work in the newer version

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I'm probably missing something tiny, but it seems that one can't use floats on a rotation node for a skeletal mesh component, so therefore no finterp

tribal kraken
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@static charm one more thing, how would I make sure the random int doesn't repeat the same number in a row? I just had one song play, and then it played again.

static charm
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well im not sure you need to be adding audio component after each song finishes

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but regardless, uh

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i dunno i gotta think

tribal kraken
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Ite

flint sedge
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I'm having an issue where no matter what I do calling Set Show mouse cursor false won't hide the mouse

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i set the input mode to game and UI

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but when i use the gamepad, i want the mouse to hide

static charm
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alright i made super lazy and dumb not twice dulplicate sound player

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otherwise to make it better it would just use an array

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Well the mouse is hidden by default

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so you have something thats unhidding the mouse

flint sedge
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I'm literally just calling set show mouse cursor true or false

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I check the hide on capture box on the set input mode game and ui

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i event just made a flip flop that toggles the show/hide with M

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doesn't work half the time

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i also do "lock always" on the mouse options in set input mode

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i'm setting widget focus, would that do it?

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so with my flip flop here is what i'm seeing

stuck hedge
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@static charm The projectiles are set to always spawn and ignore collision. They should be spawning at the end of the gun always. Maybe if they spawn inside the enemy, they'll leave the enemy before they "hit"?

flint sedge
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i toggle mouse cursor TRUE, it doesn't show till i move it

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i toggle mouse cursor FALSE, it doesn't' hide till i move it

static charm
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show ur code because it works for me

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Crossmr, yeah i don't think collision hits are two sided like that

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so if it starts inside there probably won't be an exit hit

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as a work around you can make an overlap area, like some small collision shape at the tip of the gun, that applies the bullet damage directly to whatever it overlaps

stuck hedge
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hm...so on begin play maybe i should get overlapping actors and check that.

static charm
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yeah

flint sedge
static charm
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what about your other code

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oh

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yeah i see now

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you need to focus the viewport or to widget when doing this

flint sedge
stuck hedge
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@static charm The only issue I run into there is a lack of hit data. I have ragdoll deaths in my game, so I need information like the impact point, etc. I'll have to generate that another way.

static charm
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you can do line trace etc then

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instead, but im sure you know what to do now

stuck hedge
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actually maybe it's okay. Now that I look at it, I'm mainly only using the hit location for two things. Reporting the damage to AI and for finding the closest bone struck. Even if the point was inside the unit, it would still return the closest main bone (I only do impulses on major bones, not all of them)

static charm
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@flint sedge

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this seems to work

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obviously adapt it to your situation

flint sedge
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thanks! I will try that.

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the "set focus to game viewport" I'm not very familiar with

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is that a full screen focus?

static charm
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this just put it's back to game mode only

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so no widget control

lavish glade
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anyone know how to do weapon pickups where if you press a button it picks up the item?

static charm
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have you looked at any tutorials yet?

lavish glade
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yes they use different approach then what I already have set up

static charm
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they would probably be called item interaction

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there's a few ways to do item pickup by key press. you can use Overlaps or you can use Line trace to see where the player is looking at

lavish glade
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no I just want it so if they are in the sphere and they press "E" then it picks it up. I've already done overlap and that works but I want a button to pick things up

static charm
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oh okay

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in the blueprint settings

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class defaults

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then right side of screen

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search for Auto Recieve input

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set it to player

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then the blueprint will accept inputs

lavish glade
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where is class defaults?

static charm
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top of blueprint graph screen

lavish glade
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there is a lot of players

static charm
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hmm

lavish glade
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do I just try all of them?

static charm
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oh

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i thought you meant

lavish glade
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oh player 0 worked

static charm
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a lot of players in your game, like multipalyer game

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yeah

lavish glade
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Thank you so much man ๐Ÿ™‚

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I had no idea class defaults even existed

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ok but what if I want to do multiple pickups?

static charm
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multiple in what way

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like at same time

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or just multiple types

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like food, water, etc

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either way you can just right click and duplicate the blueprint in the content browser and change what you want

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or make a child class of it

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etc

lavish glade
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no it's not that

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it's just when I have a different gun I want to pick up and in class defaults for auto receive input I set it to player 0 then none of them work, I only get to pick one

static charm
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alright

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click the Input Action node

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and the settings on the right side of screen

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turn off consume input

lavish glade
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oh it works perfect now, again thanks a lot mate ๐Ÿ‘Œ

static charm
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although if you have hundreds of pickups in a level, you may want to change how the code works

lavish glade
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how can I get the gun to highlight when the player enters the pickup sphere?

static charm
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probably just do a material effect

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you can use Dynamic Material Instances to do that

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or even just change the material

lavish glade
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so is that in the sphere collision details panel?

trim matrix
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Question please, how can I change my AI controller Class in the game?, I set it to different class but it does nothing and still return the normal AI class

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@lavish glade On component begin enter?

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Go for that event

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on the sphere collision yes

static charm
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Where did you set the class?

trim matrix
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Inside the AI blueprint

static charm
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is the AI already placed in level?

trim matrix
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yes

static charm
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sometimes the blueprint settings don't update to the level instances

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there is a button to update

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or just delete and replace it

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in map

trim matrix
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does nothing :S

static charm
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oh that

trim matrix
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ye, when I print tick the Ai controller class, it's still default

static charm
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if you want to change class during runtime?

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or is that during construct?

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during runtime you need to spawn AI controller and possess with that new controller

trim matrix
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Runtime

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I see...

lavish glade
trim matrix
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Isn't there a node to change Material?

static charm
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yes changing material will be the easiest right now

trim matrix
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@static charm thx for helping btw how can i spawn the AI?

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there is Spawn AI from class but, i already have my AI spanwed

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oh wait, i dont wan to spawn AI, i want to spawn controller

static charm
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yup

trim matrix
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how can i get it to posses my AI tho?

static charm
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this "should" work

trim matrix
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will try, thx

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@static charm Thanks heaps mate

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it work

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๐Ÿบ

lavish glade
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is there an easier way ๐Ÿ˜ข

trim matrix
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what's wrong with changing material?

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it should be very simple

static charm
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that was the easy way

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lol

lavish glade
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It is simple

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but I have to create a new material

trim matrix
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just one node ๐Ÿ˜„

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yea it's not a pain in the ass

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havent u got a material already?

static charm
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no just duplicate the material

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and then make it glow

lavish glade
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How can I get that material to glow?

trim matrix
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show me your material

static charm
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change the material to unlit and then put something in for the emissive

lavish glade
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how do I make it unlit?

trim matrix
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u want everything to glow?

lavish glade
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I want the outside to glow

trim matrix
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if u dont, you will need mask

lavish glade
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ok what is easier

trim matrix
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that's the easiest method to get glow on certain part

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there is no other magic

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my sword sheathe with glow

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just need mask to specify the areas

lavish glade
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ok I got my material to be unlit, now how do I make it glow?

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I did emissive boost to 1000 but it's still black

trim matrix
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i plug this into my emmisive

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emmisive multiplier = intensity

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Emmisive color = The Glow color

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Alpha is the mask texture

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this is very simple setup

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If you dont have alpha texture then you can just plug the multiply onto the emmisive, but that would be an ugly gun imo

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if this is for Item pickup, maybe you want to do Outline instead?

lavish glade
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uhh

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where do I find the blueprint, I forgot

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oh nvm

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ok so my material blueprint is big

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I am very lost

static charm
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well have you looked at glow material tutorial?

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or how to use emissive

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alright

lavish glade
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nope

static charm
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so

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left side of material graph screen

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some settings you see

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one of them is shading model

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change that to unlit

lavish glade
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ok

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now what

static charm
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or

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maybe it doesnt need to be

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lol

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guess i should read up on materials

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anyways just drag what plugs into the base color

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connect it to a multiply node

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then either make the pin b of the mulitply node, some number like 10

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or plug in a constant

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and make it some number

lavish glade
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ok I got this so far

static charm
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more like this

lavish glade
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Honestly that does the job ๐Ÿ™‚ I made it look much more complicated then it should of been

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thanks for the 3rd time

worthy pendant
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Howdy!
Just curious, what would be the best way to have the edges of chunk based terrain line up?

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Not even sure where to start

snow halo
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Hey peeps trying to find the quickest way to get references to anim instances that multiple characters in my level are using. Having some trouble. I thought Get All Actors with Tag would allow me to Get Mesh and then Get Anim Instance but I guess I can't without casting?

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all character's use the same anim instance and i just wanna grab a reference and store them in an array

echo vault
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What can make blueprint node "Get Player Character" return null?

stuck hedge
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@static charm So, after a little testing, what's happening is that my shot gun seems to be going all the way through their body.

sage marsh
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Hey guys, I've got a setup that I'm trying to do where you switch from a top down RTS style camera, and then at a later point possess a man with a whole different control set. They way I was hoping to have it work is from the RTS style camera you select the unit, hit a button from the presented widget screen and then it goes to change the playercontroller. The problem is although I could do possess and un possess it gets messy with the controller and such. What would the recommended way to change "controllers" and players in the middle of gameplay?

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Just to clarify, I understanding switching possession of pawns, but am unsure how to switch the controls

indigo zenith
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controls are on pawn

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most of time

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so u posseses human

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u have human controls

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u posses a vehicle

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that has controls for vehicle

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or make interface and use those events to drive functions that do controls

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quite roughly

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input wsad can be used for character and vehicle

sage marsh
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oof, I didn't think about that. I did the RTS controls on the PlayerController instead of on the camera pawn, I will give that a shot

indigo zenith
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when u posses a "pawn"

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u can use wsad per "pawn"

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so if its a vehicle it uses throttle input as W

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but it has a different functionality for a character

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trying to be clear as possible

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didnt had any sleep

sage marsh
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It's a mobile game so it's all touch drag input, but should be pretty easy to move. Thanks for that, I can't believe I didn't think of that -_-

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Thanks @indigo zenith, huge help!

indigo zenith
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i almost sounded like mojo jojo there

trim matrix
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@snow halo get anim instance should be for all character based class i believe

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you should be able to

snow halo
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looking back at what my q was hehe

trim matrix
snow halo
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right i know that works but

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try Get all Actors with tag

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because it only returns the base actor class you can't get mesh

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since you can't get mesh, you can't get anim instance

trim matrix
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are u only trying to return characters btw?

snow halo
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hopefully i'm wrong somewhere here

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ya ultimately I'm trying to get all instances of a specific anim instance that multiple characters in the level share

trim matrix
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hmm i havent thought much about it but you are deffinitly right

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u can always do casting

snow halo
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i can't cast or dunno how because it's all different character bps

trim matrix
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but they are all derived from character

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So u can do this

snow halo
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unless i can cast to some generic character class

trim matrix
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that will work for all across your bp that is based on character

snow halo
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oh ya that will work. Do you like that approach or my workaround better? My workaround was to have one character bp (master) and every other character is a child. then I can use get all actors of class

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all characters in level are children of BP Nancy pictured (it's a character bp)

trim matrix
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Sry, why are u casting the anim instance?

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isnt the point to just store them?

snow halo
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I need to grab variables from my custom c++ anim instance

trim matrix
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what if the character have different anim instance?

snow halo
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so i assume i have to cast to it

trim matrix
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so u only want to store face anim instance and nothing else?

snow halo
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ya totally

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if the cast fails on some characters that's great since then it won't store them in the array

trim matrix
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ahh ok

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ya sure, if that's the case

snow halo
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i only want to store characters that use this specific custom anim instance

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i'm creating a marketplace plugin to facial mocap multiple characters in a level

trim matrix
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yep, casting it to that specific abp will work then

snow halo
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so hopefully it makes sense what i'm tryin to do : )

trim matrix
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๐Ÿ‘Œ

snow halo
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i decided to cast to the specific anim instance and skip the abps all together

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figure that's ok too

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sorry i know my variables pictured say ABP

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but the type is actually my custom anim instance

trim matrix
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anything is good as long it works man ๐Ÿ™‚

snow halo
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still not sure if i should use your way or mine.

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need to think through the pros cons

trim matrix
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if u only want to store specific instance

snow halo
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child character bps versus tags

trim matrix
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then use your way

snow halo
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coo

late gorge
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hi, can anyone help me debug why my camera is all wonky when i try to integrate a plugin?

rotund ruin
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how could I get the angle between these vectors? #1 is fixed, #2 rotates on Y. the current solution either gives me positive values only (need to know if it's negative - vector 2 below vector 1) or the sign flips according to the pawn orientation

twilit heath
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pull the length of cross product and then asin

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that will work for +/- 90 degree range

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but won't be able to tell the difference between 45 and 135 degrees

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although if your angle is in +/-90 degree range, the dot product will be positive, negative otherwise

rotund ruin
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thanks, got it working!

elfin hazel
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this got me really confused for a while. Apparently it is possible to have an actual blueprint graph of a parent open in a child? I've been noticing some other strange behaviour, like if you double click a function to open that graph, sometimes it will go to that graph tab, which is what I'd expect, but some times it will change the -current- tab to the function graph. So the same tab will go from say event graph to function graph. So as I work the blueprint I sometimes find myself having 5 event graph tabs open! wtf is going on, when did this happen?

trim matrix
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Any1 can help on how to add jump animation as the player jump

trim matrix
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Why i cant use event tick 2 times i nthe same graph

hard galleon
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Good morning ! wondering if i could ask for some help ... I have 3 problems i am fighting today with but would need some pointers maybe to get them solved ๐Ÿ™‚

So i am using raytrace to fire a beam that then should trigger if hit by the right cube the laser on the next cube and so on .. Issue is when i try to have a visible and not visible switch on it it wont just not show up at all once hit .. while my source cube using the same code always fires for some reason .

So i am doing something like this

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this is the issue i cant understand why its not firering even though its getting trigered .. Raytracing in this works pretty well though

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ignore the laser not alligned issue .. thats only because i had to alt tab out to show it ๐Ÿ˜›

tight basalt
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What's the easiest way to make mortar ? Please help

earnest tangle
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Launch a physics object into the air

twilit heath
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@hard galleon that looks like you're using a single ParticleSystemsComponent and trying to make it render all 3 particle systems

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context is missing from your screens

hard galleon
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well it works fine if spawm 100 source laser cubes

twilit heath
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each cube should handle its own laser

hard galleon
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only when i set the laser to relay cube ( same cube type basically just wont auto fire ) and trigger it trough the event it wont

twilit heath
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when its hit

hard galleon
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it does

twilit heath
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that code looks like you're configuring a particle system, then telling the hit actor that if it was hit, provided its a cube

hard galleon
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Well what i am doing .. I have a cube .. I made a variable enum where you can set it what cube type it is . Each cube has its own instance of a particle system ( if i am understanding what i have done right ) XD . at the start i disable visibilty to all laser .. and then depending if its should fire (same as the raytrace ) it should enable it .. if i remove the disable laser thing the laser work .. just never despawn when they are not updating there position anymore when they shoudl

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and i know why this happens .. what i dont understand .. is why the relay cube is not firing the particle when it should :/

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I have a terrible feeling that i sort of need to somehow to figure out how i can fire all rays first ... wait for that to finish and then enable or disable the particle visibility before the tick ends but after all rays are done doing there stuff

twilit heath
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you did not show the relevant code/context

hard galleon
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its a mess XD

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2 sec

twilit heath
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do you have separate particle system assets for different colors, or is it done by SetParameter?

hard galleon
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is there an easy way to take screens of blueprints that show all of them but make themreadable too ?

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color is a paramater that i can set on the fly

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though i know why color mixing is not working

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thats because its forgetting the other color between each triggering

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need to fix that later .. one issue at the time ๐Ÿ˜›

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ignore the mess still just prototyping this ๐Ÿ˜›

trim matrix
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How can i get a rotation from component space to bone space?

hard galleon
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when it comes to color mixing .. i have to redo some stuff and sort of build a temp memory so it can remember all the colors i am firing at it on each tick .. now that just resets after each time it gets hit anyway .. though i anyway have to build in that you cant loop the fire ( hiting a cube ) in a loop

twilit heath
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first thing you do

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is keep a reference to the cube you're hitting

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and a SetHitCube function to set it

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if your trace returns no actor hit, you set it to null, and you turn off the laser

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if it hits a cube, you set it to that cube and turn it on

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if the cubes aren't moveable, but can only be rotated, which i suspect is the idea here

hard galleon
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you can move most of them is the idea

twilit heath
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ok, then trace on tick is fine, otherwise you'd need to trace only when the rotation changes

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when you hit a cube

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you call a function on it

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and it stashes the reference to the cube hitting it in an array

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important part: if your SetHitCube function is setting the currently hit cube to null, it needs to notify the cube it was hitting that it no longer does before nulling the reference

hard galleon
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question .. ( pretty new to UE blueprints etc ) is there a way i can assign an ID automatically / get it to each cube without user input ?

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actually this is the third day only of me playing around XD

twilit heath
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each time your array of cubes hitting a cube changes

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you pull out their colors (which are basically vectors4)

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sum them up

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and divide by the number of elements in the array

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and set that as vector param on its particle system

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unreal does it with names already, they are unique

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so in a single sentence: keep a reference to the cube you're currently hitting, as well as reference to any cubes currently hitting this one up to date, use setter functions for those references to notify other cubes of the relevant changes and adjust your laser visibility/color

hard galleon
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thanks .. i guess i do this first then before i worrie about the particle not firing issue .. maybe it fixes it self by then

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Though! i have another issue

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XD

twilit heath
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well, i have to go buy groceries for lunch, but maybe someone else answers it

hard galleon
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when i pack the game ... no errors all fine for windows 64 ... and try to start it nothing happens .. gave the source to other and they can pack and run it fine .. i just cant do it ...

gloomy linden
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You have a 64bit system?

hard galleon
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yep

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tried 32 bit build too .. noting

gloomy linden
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No .exe in taskmanager either?

hard galleon
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it does not create any errors .. any logs or anything .. not even in eventviewer or appdata logs

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the exe shows up for a second before closing

gloomy linden
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How long is your windows running?

hard galleon
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30 minutes

gloomy linden
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Weird

hard galleon
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same yesterday though

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it is !

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other people that work with stuff like that dont even understand it

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because they can run it fine

gloomy linden
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Virius/firewall disabled? Maybe it kills the proces?

hard galleon
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i have no AV even beside windows defender

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and thats not triggering it for sure

gloomy linden
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I doubt it too, but at this point its excluding causes

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Tried to package with development settings?

hard galleon
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release and development settings ... tried both

gloomy linden
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Are you running win7, 8, 8.1, 10 or any other?

hard galleon
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10

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with latest patches

gloomy linden
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Try to package a empty project, if it works you know if its your project or not

hard galleon
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i have not yet ๐Ÿค”

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i suspect i just should use one of the starter stuff like FPS or so ? to have something to spawn into actually ?

gloomy linden
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Empty project would work fine, you can float in empty space :P

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But any template will do

hard galleon
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selected blank now lol

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creating a new fresh one

gloomy linden
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Cool

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The goal of this is just to have a ue4 game.exe running

hard galleon
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building

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that ... does ... start .... the thing is if i send the source to other people and they just hit pack and run that .. it works fine for them but not for me ๐Ÿ˜ฆ

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i suspect someway my pc packs it breaks it ?

gloomy linden
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So there is something in your game project then that makes it crash so hard/quick it cant even write logs away before dying

hard galleon
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could it be the autosize plugin for comments ? only thing i have active when it comes to plugins ?

gloomy linden
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Try to disable plugins that arent used

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Could be

hard galleon
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mhhh ok

gloomy linden
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Stuff like this is always annoying as it could also happen with other players

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Vague fatal issues that dont seem to have a direct cause

hard galleon
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i know its bad when i cant even run it XD

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gonna try disabling it and try again .. but whe might be onto something ๐Ÿ™‚

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trying to build it now ๐Ÿ™‚

gloomy linden
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Cool

hard galleon
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if its that i just lett it disablet

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its not working that well anyway XD

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that was it ๐Ÿคฆ ๐Ÿคฆ ๐Ÿคฆ ๐Ÿคฆ ๐Ÿคฆ ๐Ÿคฆ ๐Ÿคฆ ๐Ÿคฆ ๐Ÿคฆ ๐Ÿคฆ ๐Ÿคฆ

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thanks โค๏ธ !

gloomy linden
#

Np ^^

hard galleon
#

i would have never expected a editor only plugin to break my builded game

gloomy linden
#

They usually do something for your game in the end, so never exclude anything by assumption, it will grt you stuck for way to long ๐Ÿ˜‹

frail hamlet
#

Anyone run into an issue where trying to possess AI pawns you are unable to rotate the camera (3rd person perspective)?

stuck hedge
#

When you set a break point on a node, is there some way to go into the scene and move the camera around to look at it in addition to looking at the break point? It always seems to lock my viewport controls while it is on the breakpoint

#

I'd like to be able to pause at that break point without going forward and just go look at the scene.

tight schooner
#

ToggleDebugCamera in console I think. There's also a kb shortcut... I can't tell you what it is but I know it exists cuz I sometimes hit it accidentally ๐Ÿ˜…

eager bluff
loud cipher
#

anyone know how i can set up a system where i can pickup this object and place it and it reacts to the rotation?

tropic tide
#

hello! I have a problem with input axis array. I'm trying to first create a new input and then delete the previous one. But even without the delete part for some reason the order of inputs in array changes

#

why is the order changing?

distant sedge
#

@tropic tide The engine sorts them, I forgot how but I think alphabetize (S, Seven, W in your case), we had to make a code change to the engine on one project to stop it.

tropic tide
#

damn

#

thanks for help anyway, I'll try to figure it out

stable arch
#

Hello, how do I add keybinds in my settings menu so I can bind each key as I want them to?

#

I would like an example to a key

#

At least

#

Or dm

fathom portal
#

Hey friends, is this some hotkey I can use?
I've tried every combination of Q I can think of, none make it happen:

#

@stable arch you want to go into your project settings (Go to your map, hit "Edit ---> Project settings), then type in "bind":

stable arch
#

I basically want to make it in the settings so people can change it

odd ember
#

@fathom portal you gotta select more than one node

stable arch
#

It will work?

odd ember
#

it's gonna average the positions btw

#

not force one to align to the other

fathom portal
#

@odd ember oh yeah, I never thought about needing to select a second one

@stable arch I've never made customizable bindings, but it's definitely a thing

stable arch
#

So is not what you showed me?

#

I guess it isn't

#

No

fathom portal
#

Well, you still need to setup the bindings there with the default keys

#

I'm unsure how to edit them in real time, I've never tried it, but you still need the events to exist so you can edit them

carmine prawn
stable arch
#

Oh is right the one I added to cart 1 hour ago and I wanted to test it tomorrow haha, thanks mate. I will look into it and see if i can get it

gusty shuttle
chilly geyser
#

Not 100% sure if It will fix it, but try to go into the blueprint of your Master_Enemy compile and save. Also make sure you don't have two copies of your game open.

gusty shuttle
#

Yeah eh? I read the forums and that's basically what it says. Ill close the project, restart pc and try again

chilly geyser
#

Does anyone have good tutorials on creating blueprints for making physical dice?

static charm
#

turn on physics for a cube

#

done

chilly geyser
#

Ah, thats not what I mean. I mean for it to be able to print string for face that is up

carmine prawn
wispy star
#

Are BPs made of SMs only being instanciated?

#

If not, is it possible to make it "break" when building a game?

static charm
#

what

#

as far as i know any static mesh will be auto instanced

wispy star
#

even if it's a SMC?

static charm
#

would have to be tested

#

to be certain

#

but most likely

#

well

#

actually

#

no

#

i dunno lol

wispy star
#

i just want to use BP to spawn assembly of SMs

#

liek prefabs in unity

static charm
#

looks like google says static mesh component does not get auto instanced

#

so only static mesh actor

#

although they say it's a bug

#

so it might be fixed in 4.24

#

since this feature is from 4.22

#

the lost post has commands for it

carmine prawn
#

prefabricator could be the tool you're looking for

chilly geyser
#

@carmine prawn Thank you!~

carmine prawn
#

You're welcome

trim matrix
#

any1 tried this tutorial b4?

elfin hazel
#

Does anyone know, if I use the ISM function "get instances overlapping sphere", what's the overlap requirement? Any part of the instance overlaps the sphere? Instance has to be entirely covered by the sphere? The center of the instance needs to be inside the sphere?

carmine prawn
#

any part

elfin hazel
#

If that's the case, why am I getting instances that does not overlap a debug sphere with the same location and radius?

trim matrix
#

How i can use mutiple class for one BP?

#

Lets say for my player

#

so i can make him move jump etc

signal pewter
#

oh finally it uploaded. Ok my issue: This is part of a car moving along spline blueprint and the car doesnt rotate at all. Im supposed to plug these in but when i do so it doesnt work as show in the tutorial cuz it has a blue input while in the tutorial both inputs were white

#

guessing thats where the problem is. Do i use something else than this actor location and rotation node?

#

edit: Plugging in does work but creates a node between the two called RotationFromXVector. That didnt happen in the tutorial

elfin hazel
#

I'd guess you want one location along spline and one rotation along spline. Then plug the corresponding one into new location and new rotation.

signal pewter
#

rotation along spline ? cant find that

elfin hazel
#

well I see a "Get rotation at distance along spline", 4.24 version.

trim matrix
#

is t here a way i can add jump animation as i press space?

signal pewter
#

yikes im on 4.23

elfin hazel
#

well should be in 23 too.

#

if you were on something like 4.16 it might not be there.

signal pewter
#

aight nvm i found it ill try it out

#

worked โค๏ธ cheers

trim matrix
#

can any1 explain what are volumes?

#

and thanks โค๏ธ

untold girder
#

Hey guys, just a performance question, I'm trying to get my actors/AI to detect nearby projectiles, I've been considering having a collision volume around all actors that only sees projectiles, or have projectiles get nearby actors and send a signal to the actors nearby.. I'm not sure what would be better for performance, or if there would be another better solution I haven't thought of yet

odd ember
#

first option is correct

untold girder
#

Coolio, thanks :)

flint sedge
#

I'm still having a problem where i can't hide the mouse if I have a menu button with keyboard focus

#

has anyone run into this problem where set show mouse cursor stops working if you set the focus to another widget?

trim matrix
#

I have ran into a problem where when you start the game, and start navigating menu or certain props, and the textures will be blurry, and then all of a sudden pop in to its full quality as if it not all fully loaded before the game starts, is there a way to check if everything is loaded first before game starts or something like it?

#

or is this just an editor thing

fathom portal
#

@trim matrix Definitely still happens on my lower end PC when I test it there with a real build

#

There's probably a way to stop it, if you figure it out please share

#

I've just never worried about it with my prototypes yet

trim matrix
#

I had a finished project that was packaged, I played it and it did it but that was on UE 4.11 at the time. As far as performance it run perfect at 120fps, the texture popping is just very annoying.

#

Now that im using UE4.22, I see this happening more frequently

#

If I discover this issue I'll be sure to share it ๐Ÿ˜ƒ

worn kernel
#

hey guys whenever i try to change my characters movement it wont work any ideas

vocal barn
#

I think it's because you are only setting value to a float variable

#

try putting a add movement input

#

nvm it's the sprint which isn't working ?

#

if so then try setting your max walk speed at normal rate when your release your input

worn kernel
#

i tried that even put it to something as crazy as 5000 to see if im not seeing the diffrence but nothing chage

#

changes

wispy star
#

is the inputaction run bound to a key?

worn kernel
#

yeah left shift

wispy star
#

is it triggering?

worn kernel
#

also i have a print string on it now and its running it just fine

wispy star
#

well, the only reason i can imagine is that your character not using referenced Character Movement to walk

worn kernel
#

is there any way to find out if am

vocal barn
#

is your script on a pawn bp or a player controller bp?

#

if it's on the pawn you should find the compenent window at your left, you simply drag the character movement component into your script table

worn kernel
#

player blueprint

vocal barn
#

if you have a player controller you have to cast to your pawn and get the character movement reference

#

so you could put a get controlled pawn => cast to "the name of your pawn" => get character movement

worn kernel
#

i tried that and it didnt work

vocal barn
#

your first person character is your pawn?

worn kernel
#

its the one one that im using

#

the default player character

trim matrix
#

The best way to pla y animations?

#

some people said timeline

#

can any1 explain why?

vocal barn
#

@worn kernel maybe you forgot to put your walk speed at max walk speed

#

you did change max walk speed but not your actual speed

#

i think that's the problem

worn kernel
#

how do i put my walk speed on max

vocal barn
#

on your movement script, do you use the max walk speed variable or another variable?

worn kernel
#

just walk speed

vocal barn
#

i see

#

instead of changing max walk speed on your run script just change walk speed

#

dont forget to put back the normal value on release or else you will be stuck at your running speed

worn kernel
#

i cant change walk speed only max speed

vocal barn
#

what

#

is walk speed a float variable?

worn kernel
#

no

vocal barn
#

then how do you set your walk speed?

#

without running

worn kernel
#

its default

vocal barn
#

can you put a screenshot of your movement script?

worn kernel
vocal barn
#

not this one, the one you use to walk please

worn kernel
#

its inherited

vocal barn
#

what do you mean by that

worn kernel
#

OOOH

twilit heath
#

@worn kernel if you used GetPlayerCharacter instead of GetPlayerPawn, you could lose the casts there

worn kernel
#

i see it now

#

my bad

vocal barn
#

did you find your problem?

worn kernel
#

yeah another script was used to stop the character in motion when a animation was called and that was stopping it from being called

#

so every time i changed iot with the button it would detect that i wasent in animation and change it back to default

vocal barn
#

that's good to hear!

quaint portal
#

i made a head bob with a camera shake. but it's not that realistic so i tried adding a camera anim to it in the "anim shake" but it doesn't change the result at all. anyone knows how to do this?

celest oar
#

UMG channel is dead, does any know how to scale a umg image to fit the size of the screen?

worn kernel
#

just one more queston anyone know how to lock the camera so it dosent rotate and move the player model

celest oar
#

can u be more specific?

#

you want the camera to always stay in one place and never move

#

like a 2d sidescroller?

worn kernel
#

like a animation is playing and i cant get the camera locked in one place so it looks wird ill show it

celest oar
#

an animation like a cutscene?

worn kernel
#

this

#

when i move my mouse left or right it follows

celest oar
#

well in that case the easiest way to do that would be to disable input and then enable it at the end

worn kernel
#

alright

celest oar
#

or you can make a cutscene in the sequencer

#

and blend your camera to the sequencer camera when it begins

#

but thats a bit more work

worn kernel
#

yeah that works but i want the player to be able to press e to get out of the ship

lavish glade
#

ye sorry about taking all that space

celest oar
#

@worn kernel you could make a bool var and only let the input work when its false

#

and when u do that cutscene jsut set it to true and at the end false

odd ember
#

@lavish glade you shouldn't be doing logic for pickups in your weapons

lavish glade
#

then what should I be doing

odd ember
#

the weapons should just tell the player that they are there and what they are

#

the player should have the logic for making/picking the weapons up

lavish glade
#

I'm confused

#

so what do I need to change

odd ember
#

what I said

lavish glade
#

so the inputaction interact?

odd ember
#

the way you do it ordinarily is by letting the pickup class tell the player what's going on when the player overlaps it

#

so the pickup sends itself to the player

#

the player then acts on that pickup

lavish glade
#

yes and why does that not work

odd ember
#

that's not what you're doing

lavish glade
#

the player can only interact when he overlaps the circle

odd ember
#

you're having your pickup do the logic for the player

#

the player doesn't know what it can interact with

lavish glade
#

so do it in the character blueprint?

odd ember
#

yes

#

or ideally in the player controller blueprint but you're new so player blueprint is fine

lavish glade
#

I have no idea how I would set it up

#

when I look it up on youtube I always see people do it on the pickup

odd ember
#

yeah because people on youtube aren't developers, they're mostly noobs

#

it's the blind leading the blind

silver bolt
#

hi y'all, anyone familiar with splines?

#

how do I generate tangents? I currently have them at 0

lavish glade
#

@odd ember but how come my M4A1 works perfectly fine but not the other gun (the one inside the building)

odd ember
#

probably because you screwed up some value so it's constantly interacting

#

anyway it's stuff like this that makes the logic on pick approach pretty shit to work with

#

if you had the logic on the player you wouldn't be subject to these issues

light glen
#

i did something pretty dumb and deleted a c++ class that i had a child blueprint using, can i reparent without restoring the old code?

odd ember
#

you should be able to @light glen

lavish glade
#

I think you right cuz I just duplicated my M4A1 pickup and I think the bug is gone, not sure yet cuz the bug kinda hard to replicate sometimes

light glen
#

PIE crashes when i try to edit, can't see any way under the right click options

odd ember
#

what do you mean PIE? are you trying to reparent real time?

light glen
#

play in editor, did it get a new name?

odd ember
#

yeah why are you playing when trying to reparent?

light glen
odd ember
#

restore the old code then

surreal peak
#

afaik you can't reparent these

#

You need the c++ class

odd ember
#

I did a similar thing but I could reparent fine

surreal peak
#

If you lost them then congrats on your first reminder that you should always use Source Control.

odd ember
#

to be fair it was a component class and not actor

light glen
#

i've not lost the code,

#

easier to delete and recreate

surreal peak
#

Then put it back in place

#

Well or that if you have nothing in them anyway

#

You should still setup Source Control if you haven't already

light glen
#

i have

#

ive not lost the code

odd ember
#

@surreal peak any chance you know how the third person template takes a RMB to activate the camera movement? it's nowhere in the project settings as a modifier key

light glen
#

just it will be a pain to restore it

#

more effort to restore and to recreate

surreal peak
#

Weird. Source Control should allow you to just roll back to the last working state

odd ember
#

you could try creating a dummy bp class with the same name and inheritance

surreal peak
#

@odd ember Sorry?

odd ember
#

when you use the third person template input, the camera doesn't move until RMB is held down

#

however this is not explained through the project settings anywhere

surreal peak
#

It's probably in the pawn

odd ember
#

I see, I'll take a look

lavish glade
#

nope the bug is not fixed

odd ember
#

again it's probably the fact that interacting is never set to false

#

or some shit like that

#

anyway you're going to keep having this problem until you move logic to your player

quaint portal
#

hello. i have a head bob animation but when i walk it plays once normally, once again but weaker, then a third time really weak and then it doesn't do the animation until i unpress and press walk button again

#

using a camera anim in a camera shake class

lavish glade
odd ember
#

@lavish glade probably

lavish glade
#

I believe it is, so do I do cast to thirdpersoncharacter?

odd ember
#

cast to your player character

#

which also sets you up to what I said

lavish glade
odd ember
#

why are you doing it on component

#

I mean it doesn't take 2 secs to hook it up correctly

lavish glade
#

I don't even know what it does so I just connect it lmao

odd ember
#

well then good luck

lavish glade
#

yes the zombies are the issue

fathom portal
#

I'm drawing a blank, what is the term for the node that lets clicking work in game but also in your UI?

odd ember
#

yeah but it will require some effort

#

set input mode?

fathom portal
#

Yes! Man I've been searching through my code trying to remember what it was called

#

Thanks @odd ember

#

Hey friends, I'm not sure what I did, but all of a sudden my left click no longer triggers the left click event in my pawn, what should I investigate first?

olive cloud
#

is input enabled?

fathom portal
#

This one @olive cloud ?

olive cloud
#

yes

fathom portal
#

I added it, no change. It's weird, I wasn't even working on anything input related, it just all of a sudden decided not to work

#

So uhh

#

I removed the "enable input" that I literally just added and now it works again

#

What in the world

olive cloud
#

wacky

timber gull
#

Look if it's not your left click event which sometimes doesn't fire because of some error

fathom portal
#

Not sure, it didn't show any errors after playing in the editor

timber gull
#

it doesn't need to show an error to have one : exemple, your left click fire a bullet and sometimes the bullet is invisible, the game doesn't tell you any error but for you it is.

trim matrix
#

Hello. Could anybody help me? I'm new in Unreal and I'm playing with interactions. According to some tutorials I saw it's the best idea to do it through Interface. So I created it and now I'm trying to do something if key button is pressed and held. So I created something like this (in the picture below), but through the interface it works only once. When I stop holding a button and press it again it's not working anymore. How so? Thank you and if you have better solution for this I'll be glad to learn it.

fathom portal
#

From initial glance, it seems you should be hooking up the execution line to "play from start", no?

#

I'm no expert in interfaces tho

trim matrix
#

Yeah true. I forgot to change it when I wanted to make it clearer before I post it. But it doesn't matter much if it's in loop I think.

olive cloud
#

There isnt a way to get nearest point on spline is there?

elfin hazel
#

you should get some functions just by typing nearest.

#

Or keywords such as closest or near.

trim matrix
#

I found the problem. There's nothing with Interface, but I forgot I have a condition in child blueprint which called parent interface. Anyway thanks for help

worn kernel
#

ok so im trying to get a ai meter on my screen to test it but the text wont change even thought its affecting it so its not being displayed

#

its just 0

static charm
#

my guess is the issue is outside of that function

#

use print strings or breakpoints to see what is being called and/or not being called, see values, etc

#

example of using print string to debug stuff

worn kernel
#

im refrencing it

#

and i did print string but its not showing

#

the +1 at the top left is the string

static charm
#

okay and what is +1 telling you what is working?

worn kernel
#

that its getting added to the float

#

therefore the percanage should change

static charm
#

okay did you check that the function is being called?

#

and then check the function is working correctly

#

sorry i showed wrong picture too

#

that will print the float's value itself from within the function

#

im going to guess you haven't set the fear monster reference. although you should be getting an Error popup due to none referenced

worn kernel
#

yeah its just zero how do i cast it so i can refrence it

static charm
#

you can either save the monster reference to some location like game state, and then get the reference from game state inside the widget. or you can Get Actor of Class to get the reference

#

or if the monster can get the widget reference, it can pass it's own reference to the widget

worn kernel
#

what can i use as the object

static charm
#

i already said as above.

#

unfortunately you need reference

tepid fossil
#

Hi all ๐Ÿ‘‹ If you have a blueprint that contains a static mesh at root, and you scale that static mesh down to 10% of its size in the blueprint, when you spawn an instance of the blueprint (whose static mesh you edited and scaled), should that instance be scaled down in the scene? For me, it looks the scale remains the same no matter how I set the transform in the static mesh - I must be missing something?

static charm
#

oh yeah if you use the spawn node

#

it has scale settings

#

this is the root scale of the blueprint

#

so if you want to keep the static mesh scale as in the blueprint you need to get the default scale you set

#

or make the static mesh not root, and it will keep the scale when spawned as scale 1.0

tepid fossil
#

Ahhh

#

Okay so spawn node = top level component/root component?

static charm
#

yup

tepid fossil
#

I actually replaced the Root node with the StaticMesh, and I don't see any component called Root when I try to add component - is there specific component type that I can use which will have a transform (and then I can nest the current tree under it)? BTW, thanks very much for your help!

static charm
#

scene

#

(or just make a new blueprint)

#

but scene is an empty component that will work

tepid fossil
static charm
#

yes

#

that stays 1

#

the other components

#

you can change

tepid fossil
#

Got it

static charm
#

(and this only happens because when using Spawn node it asks for the scale you want to set the blueprint/root, which then overrides the default blueprint/root scale)

tepid fossil
#

It actually makes a lot of sense, now that I see it done this way - thanks a ton for your help ๐Ÿ™‚

static charm
#

there is a way around it, for example you can Get Class Defaults and then plug that scale in

#

but then it just clutters up the graph unless you have a lot of defaults you need to get

analog ice
#

Is there a way to disable my character from being animated in the Character Blueprint Viewport? It makes it very difficult to attach components with his idle animation playing.

static charm
#

click the little arrow and then turn off realtime

analog ice
#

Thank you!

#

I don't suppose there would be something similar to put him into a T-Pose for easier attaching components?

static charm
#

change the blueprint animation mode

#

or select an animation

#

click the skeletal mesh in the blueprint and you will see the options on right side of screen

analog ice
#

Great ๐Ÿ™‚ I overlooked that because some of the other dropdown options, it kept playing, but Use Animation Asset stopped it. Thank you!

loud scroll
#

so when i zoom in the bullet casing keep floating

#

any help way is that _

static charm
#

only when zoom in?

#

also this looks like a paid product? ask the developer

loud scroll
#

yes, when i zoom

untold coyote
#

maybe the physics of the bullets are not activated (i.e set simulate physics) ?

loud scroll
#

i did try to take it to the front to see if that helps but still when im in ADS it keep floating in the air

#

so where do i find that in the particle as im not calling it in BP only from the gun animation

opal pendant
#

@static charm is there a way to spawn an object with the input class as a variable?

#

for some reason it never works when I use the Weapon class variable

static charm
#

its multiplayer

#

no idea

#

otherwise should work

#

id remove stuff that have any effect on the spawned weapon and test the basic function of just spawning the weapon

#

and just to be clear you did actually set the weapon class there too?

#

and not just make the variable weapon

opal pendant
#

yes it's set to the Firearm class, which is the parent of all of my weapon classes

#

and the object is also a Firearm Object

#

I think I figured it out, might be an issue with the server not knowing I'm selecting the weapon in my weapon select menu

late gorge
#

this is the controller, it's the standard third person controller with print (the values in the video)

#

for some reason side to side isn't updating the rotation :\

haughty ember
#

@late gorge Sounds like you want to orient your rotation to movement; there's a property in the movement component for that

late gorge
#

no, i dont want my character to follow the movement

haughty ember
#

Also, next time use a site like gfycat.com for the video (people can see the video in here rather than download it)

late gorge
#

i want it to be independant of the camera

haughty ember
#

What rotation are you talking about then?

late gorge
#

they both use identical code to drive them

#

anim bp and mesh are the same

#

input axis have been renamed and some prints for debugging, other than that i don't see any differences and am not aware of any other code that would be relevant

#

i've checked that nothing else is attached to these input axis events

terse harness
#

I'm struggling with adding widget components to actors. I adjust the widget so it's where i want it relative to the actor in the actor viewport but when running the game the location changes. can anyone link to a tutorial on doing this properly?

stiff tendon
#

@terse harness It's parented to the actor, so if actor moves, the widget will move in 3D space as well. Also if you changes its 'RelativeLocation' in blueprint, make sure you didn't use 'AddRelativeLocation' because that might continuously add a translation and make the widget drift forever. Not sure that's your issue though

#

@late gorge You're probably using different 'CharacterMovement' settings? I mainly thinking about the 'OrientToMovement' setting

#

Because indeed inputs doesn't seem to be the issue here

late gorge
#

where can i find that? its not in my class defaults

#

or class settings

stiff tendon
#

It's a component inherited from the 'Character' class

#

you should see it in the list of components along with the mesh, capsule, arrow

#

click on it and you'll be able access its settings

late gorge
#

yeah that fixed it but its not behaving same as just a clean controller

#

it has a lag to it

#

instead of being instant

terse harness
#

@stiff tendon ah ok so scaling/moveing the actor in the editor might be moving the widget disproportionately?

late gorge
stiff tendon
#

@terse harness what do you mean the 'location changes' first of all? Is it just displayed at a location you do not expect it? Does it jumps once? Is it drifting/moving somehow?

terse harness
#

@stiff tendon nah it's static, it just appears too high+ to the right in the actual game

#

also im not moving the actor in the BP in anyway

#

also, in the actor viewport the widget is invisble from certain angles, not sure why

#

like i can only see it from far away

stiff tendon
#

@terse harness that's probably due to the widget's 'pivot'. You probably have to shift it by half its width and height because its displayed location will be its top-left corner

#

@terse harness Not sure about the visiblity issue. Probably the occlusion culling. If the widget is big enough that you should see it but the actor owning it isn't in view, it'll skip being rendered. I think.

terse harness
#

Ok thank you, I'll try adjusting the pivot

#

Ok yeah the problem was the widget's screen size was set to something weird, was messing up everything

trim matrix
#

hey guys - can anyone give some advice on the best way to set up an interaction between an NPC and a projectile? should both be set to "block all" ? I'm having crazy problems with my collision detection

stable arch
#

Hello, I've made PlayerGraphics.sav and i wanted to add shadow quality and more, does it matter if i use the same slot name for all the settings i will add or i need a different slot name?

trim matrix
#

you just need has the save object with all the info

#

and save as the same slot

surreal peak
#

GameUserSettings already has all of that.

#

You don't need your own GraphicSettings.

late gorge
#

is there a way to access value/slider range programmatically or is that just UI fluff?

stable arch
#

@surreal peak @trim matrix so it doesn't matter if i have a save called PlayerGraphics?

surreal peak
#

UE4 handles graphic settings via the GameUserSettings

#

It has the functions and the object exposed to BPs

#

You use these for your graphic settings

#

And if you have access to c++ you'd also put more settings into it, such as audio

stable arch
#

for all?

#

example one of all bp's

surreal peak
#

You don't have to use SaveGameToSlot

#

You call ApplySettings on the GameUserSettings object

#

You also don't need to create a SaveGame for this

#

This is all handled by the GameUserSettings

#

It saves them in the GameUserSettings.ini

#

Which is also a better way of saving settings

#

Cause like this your users can edit them outside of the game, in case they set something that stops them from starting the game (e.g. wrong resolution)

stable arch
#

it works like that

#

oh

surreal peak
#

?

stable arch
#

it works like it is rn

#

but

surreal peak
#

Yeah but that's not desired

stable arch
#

it happened to get it stuck and never go back on

#

and i deleted the PlayerGraphics.sav file

surreal peak
#

You DON'T need a SaveGame for this stuff

stable arch
#

so i change the slot name

#

to

surreal peak
#

Buddy, the SaveGame is wrong. The GameuserSettings handle this

#

You are basically doing the work twice.

twilit heath
#

end ending up with a binary format save that can't be manipulated via text editor

surreal peak
#

You can delete all of that

#

Just call "ApplySettings" on the "GetGameUserSettings" return value.

trim matrix
#

soo, is there a way to get a tsubclassof class object from blueprint?

surreal peak
#

I guess? What exactly do you want?

trim matrix
#

I have a data only class that holds a tsubclass of, and I just want to get its data from a blueprint

stable arch
#

@surreal peak so even set overall graphics?

#

to delete

surreal peak
#

@stable arch You don't need to use any SaveGames for this. That's all I'm gonna say. I already gave you what you need.

trim matrix
#

I can't seem to see anything that is tsubclassof from get class defaults node, it seems to autohide them

surreal peak
#

TSubclassOf will just show up as a purple Class pin.

#

Limited to the Class and its ChildClasses that you specified

twilit heath
#

you got the EditDefaultsOnly/EditAnywhere on the members?

trim matrix
#

apparently I forgot BlueprintReadOnly on those, I thought EditDefaultsOnly would cover that, but I guess I was wrong

#

thanks for the tip, otherwise I probably would forget about it ๐Ÿ˜„

stable arch
haughty ember
#

@stable arch might be easier for people if you tell who is "it" that was showing you the problem, and what is the actual "problem"

gusty shuttle
#

Anyone know how to stop the collision of a particle through a wall? I can stop the beam emitter but not the mesh emitter. Any quick tips will go a long way. I am also using the Actor Collision module on the blast wave but it seems to not be working right.

odd ember
#

@gusty shuttle make a hitscan trace first, the impact point is the end point of the emitter

sullen radish
#

left mouse click is not working in blueprint, it doesn't make any effect during gameplay ... someone knows why ?

#

i've noticed it has to be in the pawn blueprint. ๐Ÿ˜„ thanks

gusty shuttle
#

@odd ember I already do, the first green circle that works, but thats for a beam emitter, but inside that particle is a mesh emitter too, and that seems to not work for that. Unless I can GET that mesh emitter from the particle

sullen radish
#

it worked when i moved the everything into the pawn blueprint... don't really know why but it worked.

odd ember
#

@gusty shuttle I think it's a question of separation

#

you're trying to make one particle system do two things

#

you should separate that into two

gusty shuttle
#

Aye, I suppose. I might have to do just that. Though it feels a bit silly because one Particle system can house many emitters

surreal peak
#

Read all of that and you should understand why it works in some places and not others.

sullen radish
#

@surreal peak Thanks a lot.

odd ember
#

@gusty shuttle they can house many emitters because you can layer emitters on top of each other for different effects. but in terms of purpose, it's best to have those emitters be uniform in scope

#

just like with everything else in computers

sullen radish
#

@surreal peak i guess the problem was that i forgot to put the logic blueprint i built into the level ๐Ÿ˜… ,, it was never there to receive input .. LOL

tight basalt
#

Hello, I dont know if i should ask here or in physics, but i don't know what means Override Gravity Z in Suggest Projectile Velocity. I have this in my Mortar BP and if i set it to 0 it shoots, but it overshoots the target and when i set it to gravity of my projectile it doesnt shoot. Please help, thanks.

astral otter
#

Hey, is there a way to bind a specific input device (the keyboard or a gamepad) to a specific player controller?

So the players can select which controller they can use to control their characters. I see that the engine assigns the controllers and keyboard automatically, but can't find any way to control that and change in runtime.

tight basalt
#

Idk, but just if you have Keyboard PC so don't make there Event of Gamepad

odd ember
#

in code there is, not so sure about BP

cedar sparrow
#

I know i've asked this before, but im really struggling with how gamemode, gamestate, and levels fit into my game

#

for reference, im just trying to make the arkham horror LCG card game

#

each campaign has different effects, but they all follow the same gameplay rules

#

so im not sure where to put the rules for like drawing and resolving card effects

#

vs where to put the campaign specific rules

#

i know that each scenario would get its own level, but then is it the gamestate that holds the campaign info between scenarios? or is it the gamemode?

#

am i making any sense? lol

odd ember
#

the hierarchy goes

#

Game Instance -> Game Mode -> Player Controller/Game State

#

game instance you want to keep things that are important per game session and handle persistent data loading/saving

cedar sparrow
#

ah jeez i didnt even think of game instance. now i gotta read about that lol

odd ember
#

Game Mode handles global logic

#

Game State is transient and gets cleared per level

cedar sparrow
#

ah ok

odd ember
#

keep in mind that in most cases Game Instance shouldn't hold logic beyond its scope of being a meta class that keeps the game session infrastructure running

cedar sparrow
#

hmm ok

odd ember
#

it can hold data though

#

just not act on it

cedar sparrow
#

hmm so it sounds like GameMode would hold all of the rules that apply to every campaign (round sequence, when to draw cards, etc)

odd ember
#

Game State is also mostly seen as a stand in for player controller seeing as in multiplayer you cannot replicate the player controller

cedar sparrow
#

but gamestate is cleared between levels?

odd ember
#

yes

cedar sparrow
#

so where do you store stuff that carries over between levels?

odd ember
#

game instance

cedar sparrow
#

ok

#

that holds the info

#

but doesn't hold logic

odd ember
#

exactly

#

you then make game mode mostly act on that info

cedar sparrow
#

ok

odd ember
#

sometimes controller/game state if necessary

cedar sparrow
#

got it

#

so for me

#

it sounds like each campaign gets it's own GameInstance

#

and all of the rules for playing go in the GameMode

odd ember
#

nope

#

there is one game instance per session

#

you could make your structure so that each campaign is a level

#

and then use game state to fuel each campaign

cedar sparrow
#

oh ok

#

yeah that makes more sense

#

thanks for the help

#

im gonna run with that for a few days and see where it gets me

odd ember
#

good luck

trim matrix
#

If any1 tried this b4

#

i blend 3 animtions togther idle Run Sprint

#

Run is set to speed 450 which cant go higher than that only if i pressed Shift

#

But for some reason when i jump or fall the sprint animation Get activated even tho i didnt press shift

#

Any thoughts? and thanks

rancid oasis
#

Is Chromatic Abrasions disabled? I'm trying to make an underwater effect

trim matrix
#

Can any1 explain more about enum using it in Animation states? and thanks

last jetty
#

Hey, can anyone explain why might a float keep resetting its value to 0.0 every time I reopen the project?

tropic tide
#

because it is not saved

last jetty
#

But I have saved it

tropic tide
#

did you load it?

last jetty
#

I save the blueprint and project each time

tropic tide
#

did you make save file?

last jetty
#

I did save the file. All other changes are retained except for the value of this one particular float.

tropic tide
#

maybe you forgot to connect something?

last jetty
#

It's the default value of the float, so I don't think it should be being influenced by anything else

tropic tide
#

weird

#

something must be changing it to 0

#

check this float's references

trim falcon
#

give more INFO

#

Custom time dilation doesnt work. It's target is Get Player Pawn and I double checked but for some reason custom time dilation doesn't seem to work; Help !

tropic tide
#

@trim falcon wdym doesn't work? do you try to slow down global then speed up actor, or only change actor's time dilation?

trim falcon
#

only changed actors dilation

#

I tried increasing and decreasing but nothing happens

tropic tide
#

where is the custom time dilation node?

#

level blueprint?

#

or actor blueprint?

trim falcon
#

nope in character blueprint

tropic tide
#

hm

trim falcon
#

i tried that but it just wont do anything

#

this is the first time something like this has happened

tropic tide
#

then idk

trim falcon
#

aight its fine

tropic tide
#

are you sure nothing else changes time dilation?

trim falcon
#

nvm it started working

tropic tide
#

lol