#blueprint
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This is how I have it set up in my level blueprint
and then use Switch node in the sound cue
to plug in the random int from the blueprint
This seems a bit off
When I print to string, the number that comes out has no correlation to the song that's playing
Did I do this bit wrong?
yeah the random Int might need to be Set once before pluggin into the Paramter and String
oh yeah
I have this bit looking like this
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?
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
if you haven't seen
in the spawn node settings, the collision handling option
which could be affecting how/where the bullets are spawned if the enemy is in the spawn location
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
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
@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.
well im not sure you need to be adding audio component after each song finishes
but regardless, uh
i dunno i gotta think
Ite
I'm having an issue where no matter what I do calling Set Show mouse cursor false won't hide the mouse
i set the input mode to game and UI
but when i use the gamepad, i want the mouse to hide
alright i made super lazy and dumb not twice dulplicate sound player
otherwise to make it better it would just use an array
Well the mouse is hidden by default
so you have something thats unhidding the mouse
I'm literally just calling set show mouse cursor true or false
I check the hide on capture box on the set input mode game and ui
i event just made a flip flop that toggles the show/hide with M
doesn't work half the time
i also do "lock always" on the mouse options in set input mode
i'm setting widget focus, would that do it?
so with my flip flop here is what i'm seeing
@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"?
i toggle mouse cursor TRUE, it doesn't show till i move it
i toggle mouse cursor FALSE, it doesn't' hide till i move it
show ur code because it works for me
Crossmr, yeah i don't think collision hits are two sided like that
so if it starts inside there probably won't be an exit hit
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
hm...so on begin play maybe i should get overlapping actors and check that.
yeah
what about your other code
oh
yeah i see now
you need to focus the viewport or to widget when doing this
@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.
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)
thanks! I will try that.
the "set focus to game viewport" I'm not very familiar with
is that a full screen focus?
anyone know how to do weapon pickups where if you press a button it picks up the item?
I have this so far, it's incomplete but not sure how I can do it https://blueprintue.com/blueprint/v33ethg5/
have you looked at any tutorials yet?
yes they use different approach then what I already have set up
they would probably be called item interaction
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
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
Why does this not work? https://blueprintue.com/blueprint/__vkbmmh/
oh okay
in the blueprint settings
class defaults
then right side of screen
search for Auto Recieve input
set it to player
then the blueprint will accept inputs
where is class defaults?
top of blueprint graph screen
there is a lot of players
hmm
do I just try all of them?
oh player 0 worked
Thank you so much man ๐
I had no idea class defaults even existed
ok but what if I want to do multiple pickups?
multiple in what way
like at same time
or just multiple types
like food, water, etc
either way you can just right click and duplicate the blueprint in the content browser and change what you want
or make a child class of it
etc
no it's not that
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
alright
click the Input Action node
and the settings on the right side of screen
turn off consume input
oh it works perfect now, again thanks a lot mate ๐
although if you have hundreds of pickups in a level, you may want to change how the code works
how can I get the gun to highlight when the player enters the pickup sphere?
probably just do a material effect
you can use Dynamic Material Instances to do that
or even just change the material
so is that in the sphere collision details panel?
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
@lavish glade On component begin enter?
Go for that event
on the sphere collision yes
Where did you set the class?
Inside the AI blueprint
is the AI already placed in level?
yes
sometimes the blueprint settings don't update to the level instances
there is a button to update
or just delete and replace it
in map
oh that
ye, when I print tick the Ai controller class, it's still default
if you want to change class during runtime?
or is that during construct?
during runtime you need to spawn AI controller and possess with that new controller
hey guys, like this? I have the target set to my gun, is that correct?
Isn't there a node to change Material?
yes changing material will be the easiest right now
@static charm thx for helping btw how can i spawn the AI?
there is Spawn AI from class but, i already have my AI spanwed
oh wait, i dont wan to spawn AI, i want to spawn controller
yup
how can i get it to posses my AI tho?
is there an easier way ๐ข
just one node ๐
yea it's not a pain in the ass
havent u got a material already?
How can I get that material to glow?
show me your material
change the material to unlit and then put something in for the emissive
u want everything to glow?
I want the outside to glow
if u dont, you will need mask
ok what is easier
that's the easiest method to get glow on certain part
there is no other magic
my sword sheathe with glow
just need mask to specify the areas
ok I got my material to be unlit, now how do I make it glow?
I did emissive boost to 1000 but it's still black
i plug this into my emmisive
emmisive multiplier = intensity
Emmisive color = The Glow color
Alpha is the mask texture
this is very simple setup
If you dont have alpha texture then you can just plug the multiply onto the emmisive, but that would be an ugly gun imo
if this is for Item pickup, maybe you want to do Outline instead?
uhh
where do I find the blueprint, I forgot
oh nvm
ok so my material blueprint is big
I am very lost
nope
so
left side of material graph screen
some settings you see
one of them is shading model
change that to unlit
or
maybe it doesnt need to be
lol
guess i should read up on materials
anyways just drag what plugs into the base color
connect it to a multiply node
then either make the pin b of the mulitply node, some number like 10
or plug in a constant
and make it some number
Honestly that does the job ๐ I made it look much more complicated then it should of been
thanks for the 3rd time
Howdy!
Just curious, what would be the best way to have the edges of chunk based terrain line up?
Not even sure where to start
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?
all character's use the same anim instance and i just wanna grab a reference and store them in an array
What can make blueprint node "Get Player Character" return null?
@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.
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?
Just to clarify, I understanding switching possession of pawns, but am unsure how to switch the controls
controls are on pawn
most of time
so u posseses human
u have human controls
u posses a vehicle
that has controls for vehicle
or make interface and use those events to drive functions that do controls
quite roughly
input wsad can be used for character and vehicle
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
when u posses a "pawn"
u can use wsad per "pawn"
so if its a vehicle it uses throttle input as W
but it has a different functionality for a character
trying to be clear as possible
didnt had any sleep
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 -_-
Thanks @indigo zenith, huge help!
i almost sounded like mojo jojo there
@snow halo get anim instance should be for all character based class i believe
you should be able to
looking back at what my q was hehe
@snow halo
right i know that works but
try Get all Actors with tag
because it only returns the base actor class you can't get mesh
since you can't get mesh, you can't get anim instance
are u only trying to return characters btw?
hopefully i'm wrong somewhere here
ya ultimately I'm trying to get all instances of a specific anim instance that multiple characters in the level share
hmm i havent thought much about it but you are deffinitly right
u can always do casting
i can't cast or dunno how because it's all different character bps
unless i can cast to some generic character class
that will work for all across your bp that is based on character
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
all characters in level are children of BP Nancy pictured (it's a character bp)
I need to grab variables from my custom c++ anim instance
what if the character have different anim instance?
so i assume i have to cast to it
so u only want to store face anim instance and nothing else?
ya totally
if the cast fails on some characters that's great since then it won't store them in the array
i only want to store characters that use this specific custom anim instance
i'm creating a marketplace plugin to facial mocap multiple characters in a level
yep, casting it to that specific abp will work then
so hopefully it makes sense what i'm tryin to do : )
๐
i decided to cast to the specific anim instance and skip the abps all together
figure that's ok too
sorry i know my variables pictured say ABP
but the type is actually my custom anim instance
anything is good as long it works man ๐
if u only want to store specific instance
child character bps versus tags
then use your way
coo
hi, can anyone help me debug why my camera is all wonky when i try to integrate a plugin?
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
pull the length of cross product and then asin
that will work for +/- 90 degree range
but won't be able to tell the difference between 45 and 135 degrees
although if your angle is in +/-90 degree range, the dot product will be positive, negative otherwise
thanks, got it working!
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?
Any1 can help on how to add jump animation as the player jump
Why i cant use event tick 2 times i nthe same graph
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 ๐
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
this is the issue i cant understand why its not firering even though its getting trigered .. Raytracing in this works pretty well though
this is the result
ignore the laser not alligned issue .. thats only because i had to alt tab out to show it ๐
What's the easiest way to make mortar ? Please help
Launch a physics object into the air
@hard galleon that looks like you're using a single ParticleSystemsComponent and trying to make it render all 3 particle systems
context is missing from your screens
well it works fine if spawm 100 source laser cubes
each cube should handle its own laser
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
when its hit
that code looks like you're configuring a particle system, then telling the hit actor that if it was hit, provided its a cube
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
https://media.discordapp.net/attachments/579545686291251210/675522328221712385/unknown.png?width=1367&height=677 as an example this is no issue
but since i dont disable them like now when everything breaks this would happen https://cdn.discordapp.com/attachments/579545686291251210/675522488435867668/unknown.png
and i know why this happens .. what i dont understand .. is why the relay cube is not firing the particle when it should :/
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
you did not show the relevant code/context
do you have separate particle system assets for different colors, or is it done by SetParameter?
is there an easy way to take screens of blueprints that show all of them but make themreadable too ?
color is a paramater that i can set on the fly
though i know why color mixing is not working
thats because its forgetting the other color between each triggering
need to fix that later .. one issue at the time ๐
so this is the entry point for my cubes
firing laser mechanics right now (part1)
part 2
ignore the mess still just prototyping this ๐
How can i get a rotation from component space to bone space?
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
first thing you do
is keep a reference to the cube you're hitting
and a SetHitCube function to set it
if your trace returns no actor hit, you set it to null, and you turn off the laser
if it hits a cube, you set it to that cube and turn it on
if the cubes aren't moveable, but can only be rotated, which i suspect is the idea here
you can move most of them is the idea
ok, then trace on tick is fine, otherwise you'd need to trace only when the rotation changes
when you hit a cube
you call a function on it
and it stashes the reference to the cube hitting it in an array
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
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 ?
actually this is the third day only of me playing around XD
each time your array of cubes hitting a cube changes
you pull out their colors (which are basically vectors4)
sum them up
and divide by the number of elements in the array
and set that as vector param on its particle system
unreal does it with names already, they are unique
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
thanks .. i guess i do this first then before i worrie about the particle not firing issue .. maybe it fixes it self by then
Though! i have another issue
XD
well, i have to go buy groceries for lunch, but maybe someone else answers it
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 ...
You have a 64bit system?
No .exe in taskmanager either?
it does not create any errors .. any logs or anything .. not even in eventviewer or appdata logs
the exe shows up for a second before closing
How long is your windows running?
30 minutes
Weird
same yesterday though
it is !
other people that work with stuff like that dont even understand it
because they can run it fine
Virius/firewall disabled? Maybe it kills the proces?
I doubt it too, but at this point its excluding causes
Tried to package with development settings?
release and development settings ... tried both
Are you running win7, 8, 8.1, 10 or any other?
Try to package a empty project, if it works you know if its your project or not
i have not yet ๐ค
i suspect i just should use one of the starter stuff like FPS or so ? to have something to spawn into actually ?
Empty project would work fine, you can float in empty space :P
But any template will do
building
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 ๐ฆ
i suspect someway my pc packs it breaks it ?
So there is something in your game project then that makes it crash so hard/quick it cant even write logs away before dying
could it be the autosize plugin for comments ? only thing i have active when it comes to plugins ?
mhhh ok
Stuff like this is always annoying as it could also happen with other players
Vague fatal issues that dont seem to have a direct cause
i know its bad when i cant even run it XD
gonna try disabling it and try again .. but whe might be onto something ๐
trying to build it now ๐
Cool
if its that i just lett it disablet
its not working that well anyway XD
that was it ๐คฆ ๐คฆ ๐คฆ ๐คฆ ๐คฆ ๐คฆ ๐คฆ ๐คฆ ๐คฆ ๐คฆ ๐คฆ
thanks โค๏ธ !
Np ^^
i would have never expected a editor only plugin to break my builded game
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 ๐
Anyone run into an issue where trying to possess AI pawns you are unable to rotate the camera (3rd person perspective)?
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.
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 ๐
can someone tell me why my character was not hidden when the blink event is played
anyone know how i can set up a system where i can pickup this object and place it and it reacts to the rotation?
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
Originally it was: W, S
I added 7 and it's: S, 7, W instead of W, S, 7
why is the order changing?
@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.
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
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":
Then you can call the value (If it's an axis), or call the event:
I basically want to make it in the settings so people can change it
@fathom portal you gotta select more than one node
It will work?
@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
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
@stable arch this months freebies have something you could either use or learn from https://www.unrealengine.com/marketplace/en-US/product/auto-settings-game-options-and-input-binding-toolkit
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
How do you fix this issue?
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.
Yeah eh? I read the forums and that's basically what it says. Ill close the project, restart pc and try again
Does anyone have good tutorials on creating blueprints for making physical dice?
Ah, thats not what I mean. I mean for it to be able to print string for face that is up
Scroll down the screen here ๐ https://ue4resources.com/3d-projects
Are BPs made of SMs only being instanciated?
If not, is it possible to make it "break" when building a game?
even if it's a SMC?
would have to be tested
to be certain
but most likely
well
actually
no
i dunno lol
looks like google says static mesh component does not get auto instanced
so only static mesh actor
A map filled with hundreds of the same Static Mesh Actor gets batched to a few draw calls.
An identical map, using a BP actor with a StaticMeshComponent with
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
prefabricator could be the tool you're looking for
@carmine prawn Thank you!~
You're welcome
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?
any part
If that's the case, why am I getting instances that does not overlap a debug sphere with the same location and radius?
How i can use mutiple class for one BP?
Lets say for my player
so i can make him move jump etc
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
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.
rotation along spline ? cant find that
well I see a "Get rotation at distance along spline", 4.24 version.
is t here a way i can add jump animation as i press space?
yikes im on 4.23
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
first option is correct
Coolio, thanks :)
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?
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
@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
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 ๐
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
i tried that even put it to something as crazy as 5000 to see if im not seeing the diffrence but nothing chage
changes
is the inputaction run bound to a key?
yeah left shift
is it triggering?
well, the only reason i can imagine is that your character not using referenced Character Movement to walk
is there any way to find out if am
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
player blueprint
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
your first person character is your pawn?
@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
how do i put my walk speed on max
on your movement script, do you use the max walk speed variable or another variable?
just walk speed
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
i cant change walk speed only max speed
no
its default
can you put a screenshot of your movement script?
not this one, the one you use to walk please
its inherited
what do you mean by that
OOOH
@worn kernel if you used GetPlayerCharacter instead of GetPlayerPawn, you could lose the casts there
did you find your problem?
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
that's good to hear!
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?
UMG channel is dead, does any know how to scale a umg image to fit the size of the screen?
just one more queston anyone know how to lock the camera so it dosent rotate and move the player model
can u be more specific?
you want the camera to always stay in one place and never move
like a 2d sidescroller?
like a animation is playing and i cant get the camera locked in one place so it looks wird ill show it
an animation like a cutscene?
well in that case the easiest way to do that would be to disable input and then enable it at the end
alright
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
yeah that works but i want the player to be able to press e to get out of the ship
hey guys can any1 explain why this happens https://www.youtube.com/watch?v=8veeEb5dD_M ? Here are the blueprints for the pickups https://blueprintue.com/blueprint/gydxx2cl/ and https://blueprintue.com/blueprint/pg3xekcm/ . Sometimes the character can pickup the gun from a mile away
ye sorry about taking all that space
@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
@lavish glade you shouldn't be doing logic for pickups in your weapons
then what should I be doing
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
what I said
so the inputaction interact?
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
yes and why does that not work
that's not what you're doing
the player can only interact when he overlaps the circle
you're having your pickup do the logic for the player
the player doesn't know what it can interact with
so do it in the character blueprint?
yes
or ideally in the player controller blueprint but you're new so player blueprint is fine
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
yeah because people on youtube aren't developers, they're mostly noobs
it's the blind leading the blind
hi y'all, anyone familiar with splines?
I'm generating a wee road https://www.youtube.com/watch?v=jeXbL6Md4Bc
GPU: GeForce GTX 1070
CPU: Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz
Memory: 32 GB RAM (31.92 GB RAM usable)
Current resolution: 2560 x 1440, 59Hz
Operating system:
how do I generate tangents? I currently have them at 0
This is how I'm generating now https://blueprintue.com/blueprint/ufym1j2z/
@odd ember but how come my M4A1 works perfectly fine but not the other gun (the one inside the building)
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
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?
you should be able to @light glen
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
PIE crashes when i try to edit, can't see any way under the right click options
what do you mean PIE? are you trying to reparent real time?
play in editor, did it get a new name?
yeah why are you playing when trying to reparent?
i can't open these now without crashing out
restore the old code then
I did a similar thing but I could reparent fine
If you lost them then congrats on your first reminder that you should always use Source Control.
to be fair it was a component class and not actor
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
@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
Weird. Source Control should allow you to just roll back to the last working state
you could try creating a dummy bp class with the same name and inheritance
@odd ember Sorry?
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
It's probably in the pawn
I see, I'll take a look
nope the bug is not fixed
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
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
@odd ember could it be possible that the zombies are creating the overlap? https://blueprintue.com/blueprint/pg3xekcm/
@lavish glade probably
I believe it is, so do I do cast to thirdpersoncharacter?
I get this
why are you doing it on component
I mean it doesn't take 2 secs to hook it up correctly
I don't even know what it does so I just connect it lmao
well then good luck
yes the zombies are the issue
I'm drawing a blank, what is the term for the node that lets clicking work in game but also in your UI?
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?
is input enabled?
yes
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
wacky
Look if it's not your left click event which sometimes doesn't fire because of some error
Not sure, it didn't show any errors after playing in the editor
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.
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.
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
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.
There isnt a way to get nearest point on spline is there?
you should get some functions just by typing nearest.
Or keywords such as closest or near.
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
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
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
im refrencing it
and i did print string but its not showing
the +1 at the top left is the string
okay and what is +1 telling you what is working?
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
yeah its just zero how do i cast it so i can refrence it
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
Hi all ๐ 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?
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
yup
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!
scene
(or just make a new blueprint)
but scene is an empty component that will work
If I set that scale to 10.0, or .1, when I spawn the items in the scene, they are still back to 1.0
Got it
(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)
It actually makes a lot of sense, now that I see it done this way - thanks a ton for your help ๐
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
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.
Thank you!
I don't suppose there would be something similar to put him into a T-Pose for easier attaching components?
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
Great ๐ I overlooked that because some of the other dropdown options, it kept playing, but Use Animation Asset stopped it. Thank you!
maybe the physics of the bullets are not activated (i.e set simulate physics) ?
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
@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
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
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
hi, can someone help me debug why this is happening?
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 :\
@late gorge Sounds like you want to orient your rotation to movement; there's a property in the movement component for that
no, i dont want my character to follow the movement
Also, next time use a site like gfycat.com for the video (people can see the video in here rather than download it)
i want it to be independant of the camera
What rotation are you talking about then?
they both use identical code to drive them
anim bp and mesh are the same
the movement input section:
clean project:
custom project:
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
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?
@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
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
yeah that fixed it but its not behaving same as just a clean controller
it has a lag to it
instead of being instant
@stiff tendon ah ok so scaling/moveing the actor in the editor might be moving the widget disproportionately?
~~https://gfycat.com/glumunconsciousbunny~~ nevermind, that's exactly how the clean controller behaves
@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?
@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
@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.
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
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
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?
is there a way to access value/slider range programmatically or is that just UI fluff?
@surreal peak @trim matrix so it doesn't matter if i have a save called PlayerGraphics?
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
ok so i can just switch to "GameUserSettings"? @surreal peak
for all?
example one of all bp's
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)
?
Yeah but that's not desired
it happened to get it stuck and never go back on
and i deleted the PlayerGraphics.sav file
You DON'T need a SaveGame for this stuff
Buddy, the SaveGame is wrong. The GameuserSettings handle this
You are basically doing the work twice.
end ending up with a binary format save that can't be manipulated via text editor
You can delete all of that
Just call "ApplySettings" on the "GetGameUserSettings" return value.
soo, is there a way to get a tsubclassof class object from blueprint?
I guess? What exactly do you want?
I have a data only class that holds a tsubclass of, and I just want to get its data from a blueprint
@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.
I can't seem to see anything that is tsubclassof from get class defaults node, it seems to autohide them
TSubclassOf will just show up as a purple Class pin.
Limited to the Class and its ChildClasses that you specified
you got the EditDefaultsOnly/EditAnywhere on the members?
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 ๐
@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"
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.
@gusty shuttle make a hitscan trace first, the impact point is the end point of the emitter
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. ๐ thanks
@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
it worked when i moved the everything into the pawn blueprint... don't really know why but it worked.
@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
Aye, I suppose. I might have to do just that. Though it feels a bit silly because one Particle system can house many emitters
The Input object is responsible for converting input from the player into data in a form Actors can understand and make use of.
Read all of that and you should understand why it works in some places and not others.
@surreal peak Thanks a lot.
@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
@surreal peak i guess the problem was that i forgot to put the logic blueprint i built into the level ๐ ,, it was never there to receive input .. LOL
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.
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.
Idk, but just if you have Keyboard PC so don't make there Event of Gamepad
in code there is, not so sure about BP
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
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
ah jeez i didnt even think of game instance. now i gotta read about that lol
ah ok
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
hmm ok
hmm so it sounds like GameMode would hold all of the rules that apply to every campaign (round sequence, when to draw cards, etc)
Game State is also mostly seen as a stand in for player controller seeing as in multiplayer you cannot replicate the player controller
but gamestate is cleared between levels?
yes
so where do you store stuff that carries over between levels?
game instance
ok
sometimes controller/game state if necessary
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
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
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
good luck
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
Is Chromatic Abrasions disabled? I'm trying to make an underwater effect
Can any1 explain more about enum using it in Animation states? and thanks
Hey, can anyone explain why might a float keep resetting its value to 0.0 every time I reopen the project?
because it is not saved
But I have saved it
did you load it?
I save the blueprint and project each time
did you make save file?
I did save the file. All other changes are retained except for the value of this one particular float.
maybe you forgot to connect something?
It's the default value of the float, so I don't think it should be being influenced by anything else
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 !
@trim falcon wdym doesn't work? do you try to slow down global then speed up actor, or only change actor's time dilation?
nope in character blueprint
i tried that but it just wont do anything
this is the first time something like this has happened
then idk
aight its fine
are you sure nothing else changes time dilation?
nvm it started working
lol