#blueprint

402296 messages ยท Page 408 of 403

trim falcon
#

something happened

#

lol

tropic tide
#

Before I had issue with time dilation, but it was trigger's fault

trim matrix
#

For some animations
when i lock them from moving
the animation get bugged and work in a weird way
any1 had this issue?

latent shadow
#

Does anyone have any idea why blueprints I put in my world go invisible at beginplay when i rebase my origin, but if i eject i can toggle the visibility or reassign the mesh and it become visible again, unaffected by another origin rebase.

odd ember
#

@latent shadow are they hidden in game?

latent shadow
#

Yes

jade widget
latent shadow
#

Ejecting and moving them makes them visible again

odd ember
#

I mean do they have the "hidden in game" tickbox ticked?

latent shadow
#

no

odd ember
#

@jade widget that looks really bad. I recommend never having input outside of the character

#

or the player controller

latent shadow
#

If i dont rebase the origin it doesnt do it

odd ember
#

what do you mean rebase the origin?

latent shadow
#

Origin rebasing/shifting

odd ember
#

are you doing that real time?

#

in game

#

as in

#

because that strikes me as an editor time only option

#

and I have no idea how you are going about that real time

latent shadow
#

No its made as to allow larger worlds by shifting the world origin/ moving all actors in the world accordingly

#

i think thats how it works

#

its a realtime feature

odd ember
#

again, you're doing this in game?

latent shadow
#

Yes

odd ember
#

because that doesn't sound right

latent shadow
#

It works perfectly with my planet and player

odd ember
#

world composition is made for this exact purpose, without having to rebase

latent shadow
#

Its a world composition feature

#

My world is procedurally generated

odd ember
#

I think you're treading at the boundary of what UE4 allows you to do within WC then

#

I honestly wouldn't even know how to help you without at least seeing the code or anything

#

even then it might be a case of you trying to use functionality that is severely limited in scope

latent shadow
#

I am pretty certain Im using it properly, I dont see how rebasing could be an editor only feature either

odd ember
#

well you're not showing any code of yours either

latent shadow
odd ember
#

probably a bug then

latent shadow
#

Ill browse the bug issues and see if i can find it

odd ember
#

on the other hand, what are you rebasing?

latent shadow
#

Everything in the level, its because my planet is too big so i get precision errors

static charm
#

maybe the initial shifting on begin play, since it's not needed, it causing issues? Or doing the initial too soon on begin play is an issue

odd ember
#

tbh it sounds like you should be rebasing the level itself, not every actor in the level

static charm
#

hes not

#

rebasing is offsetting everything

latent shadow
#

^

jade widget
#

@odd ember what do you mean? it enables input meaning the character can use the interact keybind

odd ember
#

@jade widget it's a way of doing it that is rife with issues like these

latent shadow
#

Putting a small delay on the rebase at begin play seems to fix it

jade widget
#

@odd ember so do you have a way to fix it? or you just going to tell me that it shouldn't be that way? ๐Ÿ˜†

odd ember
#

yeah you fix it by having input only on your character or your controller, and allowing your interaction to pop up as the interaction to use when you enter its radius

#

plus it seems you're dealing with two separate triggers, you don't check for which actors trigger, so it might be well some other actor triggering your overlap first

jade widget
#

But my issue is that I need to click the interact key twice to get it to work. The overlap works great but on first load into the game I have to click interact twice to get it to work. Once it's been clicked twice it works for the rest of the game play

odd ember
#

why do you think those issues aren't related?

jade widget
#

How do I reference the hit boxes so I can put them into the controller

odd ember
#

so what you want to do is have the hitboxes on the interaction. when the player overlaps, you cast it to your player character

#

on your player character you create an event dispatcher

#

called "OnInteraction" or some such

#

give it an input parameter of "actor" or whatever your interaction base class is

#

then call that from your interaction when your player overlaps and you've done the cast

jade widget
#

Okay. thanks ๐Ÿ™‚

odd ember
#

from there the player knows your interaction, so you can set it as a variable. then you can have something like a "use interaction" input that allows you to call the current interaction's "use" function, which in turn does all the logic that the interaction needs to do

#

in this way you can also enable events in the level blueprint for interaction, so that one interaction (e.g. a button) can use another interaction (e.g. a door)

terse harness
#

Hi, I have some actors with widget components that include buttons. How can I allow these buttons to be clicked in-game?

odd ember
#

you uh, press them... probably with a cursor

#

nah they have events associated with them

terse harness
#

thanks, I actually tried that first. the problem is that with normal widgets you set the input mode to UI/UI and game to allow interaction, but doing that requires just one widget to be focused. I'm looking to be able to interact with multiple widgets at the same time

analog ice
#

I'm really not sure what to make of this. The error is simply not true. The variable it claims isn't functioning, works perfectly during PIE.

It's related to my blueprint for placing the character's footprint decals. It gives me tons of errors during PIE (basically everytime he makes a footprint) saying something about having difficulty with the get PhysMat node.

odd ember
#

I assume this is a mouse based game?

terse harness
#

ye

odd ember
#

you can use the OnMouseHover event to decide which widget to focus

terse harness
#

โค๏ธ perfect. thx

analog ice
#

Nevermind. I think error might just be happening when he walks on something without a physmat for it to get. That could make sense.

#

And when it returns none, it's just reporting that as an error. Which it isn't really.

odd ember
#

@analog ice always use isValid before performing checks to avoid errors like that

analog ice
#

That worked! Thank you ๐Ÿ™‚

terse harness
#

ok setting user focus is tricky because it requires a widget object reference, but I only have widget component references. any ideas?

rough wing
#

Hello everyone,

#

I want to reverse my characters stance

#

My character at the moment is holding his gun on the right side, i want to make it symmetric and have the gun at the left side

#

Is there any way i can do this?

odd ember
#

@terse harness whichever object or actor is spawning the widgets will have a reference to all widgets, so it should be the entity managing them

celest oar
#

guys i am having a bit of a collision issue here

#

my custom channels are set properly to ignore but they are still generating overalp events

tropic tide
#

overlap events and collisions aren't the same thing

celest oar
#

i think i just have a mesh that i use for perimeter that is causing the issues

tropic tide
celest oar
#

got it working ty

tropic tide
#

๐Ÿ‘Œ

lavish glade
#

how guys how can I get my AI/Zombie to jump over obstacles?

#

the zombie follows me and when I jump on top of something, the zombie just stands there rather than jumping over it

trim matrix
#

I'm having an issue where Get Instances Overlapping Box (Overlapping Sphere just randomly picks whatever it wants regardless of size) will pick up the instances at the top, north side and bottom of a cube without fail, but always misses the instances at the south, east and west sides of the cube UNLESS I make it run the function more than once and call THAT more than once (so twice and twice again) in which case it will remove the problem pieces but if I run it again the pieces will come back until I run it a fourth time. I've looked at the visual script over and over again and can't see any logical issues so can somebody explain to me what I've done wrong?

#

Using Sphere just flat out didn't work even though it should work the same way, the size of the box doesn't seem to matter either. Part of me thinks the Instance Overlapping has some issues.

#

If it's any help, the instances I'm referring to are single-side planes that come together to form a cube, both internally and externally.

#

I've been slaving away at the map editor thing I've been making and I'm almost at the light, just need to get over this last hurdle ๐Ÿ˜ฉ

lavish glade
#

I wish I could help but I barely know anything

trim matrix
#

That's ok ๐Ÿ™‚

#

Also am I wrong for using blueprint? I know how to use C++ but most places I've checked say that most things are best done in BP.

lavish glade
#

Not sure, I never used visual studios or any C++ code

fathom portal
#

@trim matrix Use cpp for really, really intensive stuff like procedural generation. Most of everything else is perfectly fine in blueprints

trim matrix
#

I dont want any procedural generation just player generation

fathom portal
#

That's fine, yeah

molten iron
#

Hey All, I have created a modular system for our characters where all clothing and attributes are child Skeletal meshes under a parent (body) mesh. However, the child meshes will not simulate physics for some reason (such as the attached tail). Do you know what could be the cause ( we have set all the physics assets properly to simulate and we have ticked on "simulate physics" on each child mesh but nothing will simulate)... anyone know what could be the cause?

molten hound
#

Hey guys, has anyone else had an issue with animation blendspaces? No matter what I do the when setting it up from idle / walking / running it always plays the last animation. In this case running. I can see that my speeds are correct in game but the animations do not match.

#

As soon as I launch the game and move the character the animation goes to running no matter the speed??

manic flint
#

Hello, I am trying to work what the best way to reduce complexity and time. I have 1 BP that has the pick-up capability and then I have a number of other BPs (objects) that I want to pick up. Is the right path to use direct blueprint communication, that is to add the pick up BP to each of the prop BPs?

tight schooner
#

@manic flint I would look at "Blueprint Interface" rather than having to cast to every possible class of pickup. And/or another way to tackle this problem is to make all your pickup-able classes children of a master pickup-able class, and only cast to the master (parent) class.

#

The situation to avoid is making a pickup script that looks like a chain of "is this object this class? What about this class? Okay, how about this class?" etc.

manic flint
#

Good point. I will look at BP Interface. And noodle on it more.

#

Thank you @tight schooner

vocal urchin
#

I am calculating the position of an object in space as it flies through the air. I have all the position data I need, but how do I get the rotation data as well?

static charm
#

Get Rotation

vocal urchin
#

Ah, let me be more precise. There isn't an actor. It's a line trace.

#

That creates an arc (line trace segments).

static charm
#

So which rotation do you want and in reference to what

#

the start trace and the end arc point?

#

or just one of the segments

vocal urchin
#

I am having a particle effect fly along the direction of the trace (a bullet tracer).

#

So I need to update at every segment to get the right rotation

static charm
#

this might work

#

there is otherways but

#

thats all i got

vocal urchin
#

Hrrm.

twilit heath
#

its what i'd recommend, altho you probably have the direction stashed/accessible somewhere already

vocal urchin
#

Well I have both velocity and position as local variables.

#

That feed into an array

twilit heath
#

if you have velocity for bullets (as a vector) just MakeRotFromX from Velocity

vocal urchin
#

@twilit heath Eeeyy, nailed it. Thanks man, I'll remember that

twilit heath
#

MakeRotFromX basically makes a rotation so that forward vector is aligned with the provided vector

#

MakeRotFromYZ for example, would first precisely align the right vector with Y, then get as close as it can for aligning the up vector with Z (have to be perpendicular)

#

@vocal urchin

vocal urchin
#

Gotcha.

#

Thanks for the tips!

trim matrix
#

anyone used alsv4?

spiral surge
#

anyone know how to scale geometry (multiple) as the same time without breaking the desires shape?

static charm
#

put them all in one blueprint

true valve
#

So I added some point lights to a house. What are some way to turn them all on/off cheaply?
These are some of the things I tried:

  1. Get Actor of Class using Point Light. Used the ref to toggle visibility.
  2. Created a BP of Point Light then created a child BP of it. Added the children to the house using Child Actor Comp.
    None of them can toggle its visibility
unborn lantern
#

Hi, I need to use BeginOverlap on an actor where I attach on the fly a number of static meshes. It seems the overlaps are like a box around the components I add, but I would like to use the actual geometry of the components to check for overlaps. How to do that?

#

Solved, I just had to set "Complex as Simple" in the static mesh I am attaching.

spiral surge
#

Im having issues with my player navigation, the player pawn is set to "can effect navigation generation, there is a persistent world that has a nav mesh bounds, and each sublevel has its own, and the world settings are set to nav mesh invokers true, and when i place a player start and try to play my player character falls through the map? someone please help.

limpid lotus
#

Hey has anybody had the problem where their game crashes when using the game user settings version of switching from fullscreen to either borderless window or windowed?

tight schooner
#

maybe the light type (static/movable) is preventing it from working. IDK. (I'm not knowledgeable on this particular subject.)

void rock
#

anyone know how to select the Delegate type in a blueprint function input?

fathom portal
#

@void rock I've never used delegates before, but what happens when you click the arrow to the left of the name?

void rock
#

just shows the pass-by-reference option

obtuse summit
#

Hi Guys, i am relatively new Unreal user. I have been experimenting with the AR handheld template and i wanted to know if there was any way to edit the blueprint so that the replaceable spawn actor is spawned only once in the scene instead of it being spawned with every touch. Any help would be greatly appreciated. Thank you.

stuck hedge
#

"take hires screenshot" node. What is it the file output as? Do we need to put a file extension on the name?

#

Saving the screenshot to disk seems to work fine. However, loading it doesn't. I've tried it both with and without the png file extension it creates and either way no texture is created.

cold sinew
#

Goodmorning guya
Yesterday i was looking to connect to database ( Sqlite or Mysql ) and which one better

#

Someone suggested VaRest to me ive downloaded that

surreal peak
#

At that point I would suggest checking the cpp code and breakpointing it @stuck hedge

cold sinew
#

Tried to connnect to Local mysql but it didnt worked

#

Idk because im printing all requested content or not ive tried to get just the table nothing happend

surreal peak
#

VaRest is for http request stuff

#

If you don't have a server app that handles these, then that doesn't really help you.

cold sinew
#

Are there any server apps we can use ?

#

Are there any google service for this requests

surreal peak
#

One usuall writes their own

#

If you want to directly connect to a mysql db then you need a different plugin iirc

cold sinew
#

Idk if there are free plugins

surreal peak
#

Pretty sure there are some on the marketplace if you actively search for mysql

cold sinew
#

They are expensive xD

surreal peak
#

31โ‚ฌ or so last I've seen

cold sinew
#

Maybe i havent seen that

surreal peak
#

Either way, VaRest alone is not helping you

cold sinew
#

I ve found USQL was 400$ something like that

#

Ok i will check for that

#

Thanks

#

Have a nice day

stuck hedge
#

@surreal peak I'm looking at the function in c++ now, unfortunately it is giving me little insight as to how it looks for the file. I assume it would look for it in the same directory that it saved it in, but who knows. I'll keep digging down.

surreal peak
#

These are two different nodes

#

So i would assume you should use the full path

stuck hedge
#

the screenshot one sticks it directly in screenshot

#

yeah okay i'll try sticking that on the front and see

#

Hmm nope, I tried Game/Saved/Screenshots/TestScreenshotNow.png but that didn't do it either.

#

Oh it may need the full path.

#

It does. It needs the full windows path

#

including disk drive

#

That seems rather annoying.

trim matrix
#

How can i switch between two meshes/skeletons?

surreal peak
#

@trim matrix More info please.

trim matrix
#

so im making a horror game

#

I have two states, wandering and chasing, they both have different skeletons

#

I would like it to change skeletons when my enemy is chasing me

#

and go back to the other when it wanders again

sullen pelican
#

you normally keep the same rig and change the animation

trim matrix
#

well i dont have any keyframes

#

its just a static change

sullen pelican
#

so the pose does not change? just the mesh?

trim matrix
#

yes

sullen pelican
#

might help

trim matrix
#

How can i reset a sound on retriggerable delay?

cyan lion
#

what do you mean by that? Reriggerable Delay starts countdown from beggining when it get execution again
so basicly RetriggerableDelay(5s) got fire, starts counting down and get fire again after 2s, so it start counting down from 5 to 0 again

pseudo tusk
#

anyone know a good algorithm for sorting actors based upon how far to the left they are from a starting position? in this instance it'd be how far left from the player character they are

#

i get close but it's not working in all instances

#

should specify this is a 3d game so checking strictly x positions isn't going to work in this instance

surreal peak
#

GetRightVector() * -1.f ?

pseudo tusk
#

how would that get how far left something is from a starting position?

surreal peak
#

First off, that's how you get the "left"

#

For distance checks you can then do:

FVector DirectionDistance = (CurrentLocation - StartingLocation);

pseudo tusk
surreal peak
#

And then:

float DistanceToLeft = FVector::Dot(DirectionDistance, GetRightVector() * -1.f);

pseudo tusk
#

oh

#

i'll take a look at that

surreal peak
#

Dot product will "extract" the part of the distance that is solely in the left direction

pseudo tusk
#

i knew it had something to do with dot but i wasn't exactly sure how to set it up properly to work in all instances, the way i had it setup was working in most instances but not all

#

still not working in all instances tho

icy pelican
#

quick question: is atan2 available in blueprint math expression?

carmine prawn
icy pelican
#

still nothing

carmine prawn
#

Can't you write the expression into the node, as described in the first link?

icy pelican
#

nope, gives me error

#

for example, "atan2(5,3)" gives me error

glacial eagle
#

My guess is the engine can't decide whether to use radians or degrees version

icy pelican
#

yeah but they still have sin

#

and even atan

glacial eagle
#

Might be that node isn't setup to work with math expressions then

#

IIRC Epic have to flag the nodes to work with it

icy pelican
#

and atan is very different from atan2, they work in different quadrants

#

IIRC?

glacial eagle
#

"If I recall correctly"

icy pelican
#

what do you mean by "flag the nodes"?

glacial eagle
#

Epic have to set it up in code to support specific expressions. I guess they missed Atan2

icy pelican
#

got it

glacial eagle
#

Do any nodes that take two inputs actually work in math expressions?

icy pelican
#

yeah, clamp(y,0,20)

#

those constants could be variables

glacial eagle
#

Ahh

#

yeah found it

#

Yeah they missed that one looks like

#

Ahhhh I see how it works

#

The node needs to have a "compact node title" or a custom display name... that node unfortunately has neither

#

A bug/oversight on Epics part technically

#

Report it as a bug, they'll probably fix that

icy pelican
#

ill do that :)

terse harness
#

what's the standard way of changing the currently focused widget? SetUserFocus and SetKeyboardFocus aren't working and I feel like I'm missing something. Edit: fixed. forgot to tick recieve hardware input

pseudo tusk
#

why are my rotations going in different directions depending on if i'm tabbed into the game or not?

glacial eagle
#

Low framerate maybe?

#

Moving too far in a single update

twilit heath
#

rotation depending on mouse position in viewport?

queen compass
#

Hey guys, right now I have a situation: In a big project there is a controller blueprint that has certain functionality, lets call it blueprint A. For my, smaller section of this big project, I need to create a custom blueprint, lets call it blueprint B. What I need is that I need some (!!!not all!!!) functionality of blueprint A to be present in blueprint B before I start adding my own custom functionality to B. BP A is a really massive one with huge number of dependencies, I've tried creating BP B as a child of BP A, but it did not really work, because I have to override numerous events, functions, etc. So, I wonder, maybe there is a simpler way to do it? Sorry, I'm still pretty new to UE4 and Blueprints, so some things that may seem obvious to you may not be so obvious to me. Thanks in advance.

stuck hedge
trim falcon
#

how to check if character is moving.

queen compass
#

@trim falcon For example, you could print the result of GetActorLocation every tick

trim falcon
#

mhm

queen compass
#

@trim falcon If you can see that the value changes, then your actor is moving

trim falcon
#

aight ill try that

meager spade
tight schooner
#

@queen compass sounds like they should both be children of a parent BP that holds the functions common to both of them

meager spade
#

Or a component since they only need some functionality to be the same

queen compass
#

Hmm, ok thanks, I`ll see what I can do

tacit sail
#

Is there any way to change the gravitational direction?

rose spire
#

Can anyone help me with saving and loading game?

tacit sail
#

I think ue4 has a free asset for that which can help you with that @rose spire

frosty steppe
#

hey is it possible to attach a spawning object thats falling to a wall thats moving

#

the red triangle gets spawned randomly and the black wall is moving | the triangle has physics to fall down (gravity) | can i attach it to the wall while the objects is falling

lean inlet
#

yes

#

If you have a socket on the falling object you can have an object spawn at that location

#

@frosty steppe

frosty steppe
#

what do you mean with socket

#

im new to ue4

lean inlet
#

is the object you have a static mesh?

frosty steppe
#

im spawning a blueprint with a static mesh in it yea

#

and that bp object has gravity to fall down

lean inlet
#

ok let me show you real quick

#

sorry for moving it here I just know other might want this help and they'll go to BP channel frist

frosty steppe
#

no problem

#

๐Ÿ˜„

#

if you can help me i forgive you everything ๐Ÿ˜„

lean inlet
#

so this is a static mesh

split ginkgo
#

I have something right now, but it doesn't work very well at all. What I'm trying to do is to detect a collision overlap (sphere) and if its from an actor, then it sets a variable to that actor and in EventTick it checks if that actor variable i valid and sets the location of the player to the location of that actor

lean inlet
#

The red circle is the socket manager

#

So the red is when i created a socket

#

and the purple is where i move it on the mesh

#

now this mesh will always have this socket attached to it

frosty steppe
#

okay

#

and how can this help me

#

if im adding a socket to my falling object

#

to attach it to my wall thats moving

#

that my falling object doesnt glitch through the wall but instead "move with it" (attach it)

lean inlet
#

Which allows you to use a BP command called

frosty steppe
#

but my wall and my falling object are different blueprints how can i attach it now (my falling object) to my moving wall

lean inlet
#

so in the case of spawn actor you can choose the actor class

frosty steppe
#

yea

lean inlet
#

do have it attach is different

#

you want to it to be locked on to the object correct

#

I think this is want your looking for

#

and name your Sockets!

#

so know what is goes too

frosty steppe
#

but im using a bp where a static mesh from ue4 is inside

#

the triangle

#

how can i add the socket there to attach my falling object bp ( triangle) to my wall

zenith kindle
#

how do i expand a line till it hits the edge of the screen? i only have 2 variables, cursor location (projected vector) and a vector direction pointing to the edge of a screen.. in the example i clamp the result but it is wildly inaccurate once you get closer to edge since im drawing a line with a fixed distance...

is there another way? to draw a line from a point and a direction, calculating the distance to hit the edge of a box (viewport size)?

odd ember
#

viewport size is fickle

#

since it's a frustum and not a box

#

you can try using WasRecentlyRendered with a time of 0.0 to cutoff the screen edge

#

but it might not work unless each element is a separate actor

#

but if you're painting it screen space, you can use GetViewPortSize and convert that to world space

#

there is a function for that

#

then compare the vectors that it spits out

bronze mountain
#

Having some problems identifying the right node to use in this situation, if I have a set of numbers, say 1-6 and I want to press a button and run a different command depending on what number is active, how could I do it cleanly?

#

I could branch like 6 times but wonder if there's a dedicated node to do the check? ๐Ÿ˜›

odd ember
#

a switch

#

you can even use an enum with the switch for greater readability

tame coyote
#

or a switch on int, since you have numbers, maybe

odd ember
#

enums are ints behind the scenes

#

whole idea behind enums is pure readability for int based operations

#

such as states

#

which is what it looks like ya boi is doing

#

chances are you could even use a select node instead

bronze mountain
#

Readability is what I'm looking for, I'll check both options then, cheers folks

bronze mountain
#

Switch on int was perfect for the job, enum went a bit over my head at the moment, for context I'm getting the child count of a widget, so I'm not sure how to apply that value into an enum, or if it's necessary?

fallen glade
#

Does anyone know how to add a skeletal mesh component from a macro/function library... it wont let me : /

hard galleon
#

question is there a way to spawn and delete particle systems dynamicaly from blueprints ?

fair estuary
#

@hard galleon Yes you can do that. You can use spawn emitter at location or spawn emitter attached that can either be manually set or passed a particle variable to run. From there it will output the emitter that can be set as a variable and modified or deleted as you see fit.

hard galleon
#

i wonder if spawning and deleting emitters every frame is a performance hog compared to have to adjust 6 emitters per actors ๐Ÿค”

fair estuary
#

You should build your emitter to attempt to accomplish the look that your going for. Spawning and deleting anything every frame could be a pretty big problem for performance.

hard galleon
#

ok thanks wont do that then ๐Ÿ˜›

fair estuary
#

lol no problem

hard galleon
#

you spared me time rebuilding my placeholder stuff and find it out by my self ๐Ÿ˜›

trim matrix
#

Hi, im learning how to make structures and data tables. I made a structure (with health and damage float variables) and a data table of that structure. Inside my Main Enemy (Parent) i added a variable of that structure, now my question is: How can i add a row (from the data table) to a child, and take damage when that child is attacked?

fair estuary
#

@trim matrix do a get data table row and select the row that contains your enemy data and use the output to set the struct variable on your enemy. As you populate your data table with more rows, you will also need the function Get Data Table Row Names which outputs an array of row names that you can loop through and compare against the specific data table row name that you are looking for on your children and then set the structure that way.

#

In my work, for all things that rely on a data table, I create a variable called hard_coded_name which contains the specific data table row that I'm looking for and externally expose it as well as making it exposed on spawn. This way your parent can contain the logic and the children can contain the hard coded name that you would be searching for.

trim matrix
#

ok, i will try that. Thank you cohhL

late gorge
#

the last bit simply fails

#

i only store current map, actor transform and location

trim matrix
#

Got a simple question regarding saving as well... I'm trying to get the name of a component

#

but its not displaying mesh

late gorge
#

nvm i had to do it in the event graph rather than a function

#

it works now

trim matrix
#

How do you get the camara in urneal to cause the farthest part of the map to not shown, and to slowly generate and show once you move closer?

gusty shuttle
surreal peak
#

Depends on what is causing it

#

I usually get this when I'm not connected to SourceControl

late gorge
#

usually this happens when an editor instance failed to close properly

twilit heath
#

2 UEs open, doing it during cooking

#

error report from last crash still open

late gorge
#

anyone have any idea why a game load into set game transform location always ends up with me being at the right spot for a brief moment (a frame or two)

#

then teleporting back to PlayerStart object within the map?

#

the code goes: load map -> set actor location, set actor transform

#

and there is no teleports of any kind within the level blueprint

odd veldt
#

Is it possible to make a mesh in a actor only visible to its child actor? (only owner see is not working)

gusty shuttle
#

@surreal peak @twilit heath Yeah I have two error reports open in the background not showing

twilit heath
#

they are keeping your assets locked

#

kill them

gusty shuttle
#

That fixed it. Weird how that sprung up haha

#

Thanks @twilit heath and @surreal peak

twilit heath
#

@late gorge overriding Choose/FindPlayerStart is usually the way to go there

trim matrix
#

:3

#

hmm i need help please

#

โฌ†๏ธ

past juniper
#

Struggling with something having done a couple of different tutorials and still having the same issue, not sure if I have set something up wrong in my project.

Trying to use a spring arm to have a 3rd person camera based on a sphere mesh, got the sphere moving moving around and stuff. but for some reason when i run the game it ignores the camera position and puts the view from the sphere location.

late gorge
#

@twilit heath is that an option on Character?

winged sedge
#

hey i have a question about 2d sidescrollers, does anyone know how i can make 2 characters in a 2d sidescroller always face each other except when moving etc.?

late gorge
#

and wouldnt that break loading normally?

past juniper
#

@winged sedge get the position of each character and compare whatever axis is 2d,
(X1<X2) setChar1FaceRight
(X1>X2) setChar1FaceLeft

not too familiar with blueprints but the logic shouldnt be too complex.

winged sedge
#

aight i'll try thx

past juniper
#

np

#

the set face left and set face right, will probably be changing a rotation axis 180.

trim matrix
#

how do you set up clipping planes in unreal?

#

so like if im far away, i dont want to see anything from far away

#

view distance basically

twilit heath
#

@late gorge gamemode functions

pure heron
#

Is there any way to get all classes that inherit from another class? For example, I have my BP_Upgrade class, and I want to get an array of BP_HealthUpgrade. BP_DamageUpgrade, and so on, all of them inheriting from BP_Upgrade.

#

And I'm talking classes, the purple variables, not the blue references.

late gorge
#

@twilit heath i only see functions to get player start, not to set whether to ignore it

twilit heath
#

you can override those

#

and they return an Actor*

#

which doesn't have to be PlayerStart

valid tide
#

Hello everyone. Spring Arm with Camera in it is inside character Mesh, and attached to head socket. Running animation has slightly head tilt, but camera doesn't tilt with head. How do I fix it?

late gorge
twilit heath
#

choose and find player start are

#

there is a pretty big fail in the gamemode logic tho

late gorge
#

choose player start... returns an actor? wat

#

how does this even make any lick of sense

#

shouldnt this return a vector... or a transform?

#

or i guess find player start would

twilit heath
#
    /** Return true if FindPlayerStart should use the StartSpot stored on Player instead of calling ChoosePlayerStart */
    virtual bool ShouldSpawnAtStartSpot(AController* Player);
#

and it will return true for most respawn sceanrios

#
bool AGameModeBase::ShouldSpawnAtStartSpot(AController* Player)
{
    return (Player != nullptr && Player->StartSpot != nullptr);
}
#

not accessible from BP

late gorge
#

insert a witcher-like "fuck" here

visual granite
#

You can add UPROPERTY

#

and make it accessible

late gorge
#

let's just say im looking to not have to delve into c++ code before the game is even in a proof of concept stage

odd ember
#

@visual granite generally a terrible idea to modify base classes

#

extend them instead

#

and make them accessible in the extension

late gorge
#

the thing is, i see plenty of tutorials

#

for save games

#

and none of them show this behaviour

#

i load to where i saved the game, for a frame, then it overrides it

#

and i go back to the playerstart actor on the map

#

so.........

#

?!?!?!

#

srsly some things in unreal are infuriatingly inconsistent

#

huh, i guess open level was causing the issue, it's not even marked as async...

#

this just straight up worked

#

but since i will have more than one level, this isnt exactly acceptable... how do i make sure it waits for open level to finish?
edit: well, after some googling... here's to another couple of days of getting to know how ue does things ๐Ÿ˜„

twilit heath
#

when do you call that RestartAtTranform?

feral ice
#

if i want to see if something is bigger than 1 but smaller than 2. Which of the following do i use

sick plover
#

Hey there, i want to make a 2d Fighting Game together with a friend we set 2 chars, the camera and a stage but we have a problem when player one jumps over player 2 he dont face player 2 so i want to ask how can i set it up to player 1 and player 2 always face each other. Sry for my bad english ๐Ÿ˜„

feral ice
sick plover
#

i forgot to say im a absolutly noob in ue4 ๐Ÿ˜„

trim matrix
#

how can you check to see if you're coming out of a trigger box? I don't want to check on begin play though

sick plover
#

can anyone help or can someone show me how he handle it with char 1 and 2 facing each other ?

keen goblet
#

@trim matrix On Component/Actor End Overlap might give you what you're looking for

past juniper
#

@sick plover maybe something like this. I'm new to UE so its a guess but try this, and then use the faceRight instead of your is moving right bool on your one.

#

and whenever one is facing right, the other is facing left, so you can use the same bool for both.

latent shadow
#

Is there any way to get how many rows a datatable has?

#

Nvm found it

sick plover
#

@past juniper me too im a absolutly noob so my question the Last Thing you Made a nee Variable?

frosty steppe
#

anyone know why this isnt working

#

i want to set a limit to my falling speed value with clamp
but it isnt working like i want

static charm
#

game time in seconds

#

not sure what your goal is here

frosty steppe
#

i want to increase the falling speed over time

#

and get game time in seconds was good thing to use in my opinion

static charm
#

print string the game time

#

and maybe that will answer for you

frosty steppe
#

i convert it to a negative value

#

if you thought this would be the answer idk why it isnt working

static charm
#

"anyone know why this isnt working, but it isnt working like i want"

#

i dunno what you want or the situation

#

does this actor spawn

#

for a short time

#

is it from beginning of level play

#

what is the object

frosty steppe
#

idk what you mean it increases the falling speed and my object is falling faster and faster but the clamp doesnt work

#

i want to limit it to -20

#

without the clamp it works

#

but witht he clamp the value stucks at -1

prime berry
#

@frosty steppe you need to add your current speed to to the speed value before the clamp

#

right now you're not addint it at all

frosty steppe
#

oh

#

omg

prime berry
#

why did you change the system I gave you? ๐Ÿ˜„

frosty steppe
#

im now using game time in seconds

#

idk which one i used before but the value resettet at 24 or smth to 1 again

prime berry
#

what?

frosty steppe
#

yea

prime berry
#

gametime in seconds will just count up indefinetly

frosty steppe
#

yea i know

prime berry
#

you need to use delta time to be framerate independent

frosty steppe
#

i will try it again

#

but it resettet automatically

#

wait

prime berry
#

what resettet?

frosty steppe
#

the value

#

mom

#

thats my output

prime berry
#

please show me the nodes

frosty steppe
prime berry
#

looks like it but I don't get why it would do that

frosty steppe
#

me2

#

thats why i used game time in seconds

#

but then my clamp isnt working

#

such a simple code isnt working what a shame ๐Ÿ˜„

#

atleast my algorithm for scaling works

prime berry
#

it should gradually build up speed at 9.81m/s just like normal gravity would ๐Ÿค”

frosty steppe
prime berry
#

doesn't look like it

#

are you sure the variable isn't affected from anywhere else?

frosty steppe
prime berry
#

gimme a sec I'm starting up unreal, this is bugging me ๐Ÿ˜„

frosty steppe
#

๐Ÿ˜„

#

thanks man

prime berry
#

works like a charm

frosty steppe
#

am i stupid wtf

prime berry
#

I'm really confused

frosty steppe
#

show me your nodes pls

#

am i missing smth

prime berry
frosty steppe
#

yea

#

but im getting this

#

can the delta time can be affected anywhere?

prime berry
#

can you print the delta time only?

frosty steppe
#

yes mom

#

yea it stucks

#

or its the case to stuck idk

prime berry
#

nope that's pretty much normal behavior

frosty steppe
#

okay weird

prime berry
#

if you do that and start the game, what does that look like? there should be a little speech bubble with the current value in it

#

OH

#

wait a second

#

expand the print string

#

and set duration to 0

#

then make a screenshot of the text

frosty steppe
prime berry
#

do all of them stay in place and count up?

frosty steppe
prime berry
#

or rather down

frosty steppe
#

wait

#

should i print the falling speed

#

or get world delta seconds

prime berry
#

the falling speed

#

like it is there

frosty steppe
#

puh hard to read

#

but i think it goes up

prime berry
#

well there you go... each line is one of your spikes

#

so every spike that spawns starts at 1 and then slowly accelerates

frosty steppe
#

oh

#

canca

#

but it makes sense

#

so i should export the falling speed to a other bp

#

and then use it

prime berry
#

also considering you start at 1 I guess they even move up a bit when they spawn

frosty steppe
#

yea ๐Ÿ˜„

prime berry
#

... ๐Ÿ˜„

frosty steppe
#

what would you do?

#

export the falling speed in another bp

#

then it should work or not

prime berry
#

well what do you want? should all of them move synchronous at a constant speed or how should they behave?

frosty steppe
#

move synchronous

#

then i need to export it

prime berry
#

yeah that would be the easiest solution, I think

frosty steppe
#

okay

#

i have one question

#

you are really good in ue4 what are you doing in private

#

i mean are you programming any apps

#

or what do you do

prime berry
#

I've just been building stuff in UE4 for automotive applications at work

frosty steppe
#

wtf ๐Ÿ˜„

prime berry
#

for 4-5 years at this point

frosty steppe
#

holy

#

how did you learn all those stuff

prime berry
#

this is really basic stuff though ๐Ÿ˜„

#

most of it is learning by doing, like you're hopefully doing right now ๐Ÿ˜›

frosty steppe
#

yea

#

i learned so much

prime berry
#

that's why I like to answer newbie questions, it's a fun exercise to build something simple like this out of my head or just whoop it up in UE4 real quick

frosty steppe
#

the best thing i learned is to keep the code clean did you see my new algorithm

prime berry
#

no I only saw the spaghetti stuff

frosty steppe
#

๐Ÿ˜„

#

it was so disgusting to clean it

#

but now i found some bugs

prime berry
#

damn that's pretty clean

prime berry
#

or at least it's ordered nicely, I bet there's still some spaghetti ๐Ÿ˜„

#

yeah I remember that

frosty steppe
#

๐Ÿ˜„

#

i created custom events that all the spaghetti stuff gets out

#

i cleaned every bp that was a work

prime berry
#

it's not the best solution, but it'll do the trick for now

frosty steppe
#

yea i will do it now

#

yea now it works

#

thanks

prime berry
#

๐Ÿ˜„

frosty steppe
#

mhh now i dont know what to do next

prime berry
#

welcome to gamedev

frosty steppe
#

๐Ÿ˜„

#

i can show you my "brainstorming experimentation" i did yesterday ATTENTION SPAGHETTI

prime berry
#

oh boy

frosty steppe
prime berry
#

๐Ÿ˜ฌ

frosty steppe
#

it rotates the camera and setting up every object that it looks like that a harder level started and now the objects arent falling from up->down it falls from right->left

#

is there a easier method? ๐Ÿ˜„

prime berry
#

not only one ๐Ÿ˜„

frosty steppe
#

๐Ÿ˜„

#

you know what im trying to do?

#

or what i want to do

prime berry
#

I think so

sick plover
#

Hey @prime berry do u have expirence with fighting Games ?

prime berry
#

sadly I don't, why?

#

@frosty steppe so why do you need to move the camera for this?

frosty steppe
#

idk

#

okay

#

now it would work to just rotate every object

#

but yesterday i had gravity

#

so rotate everything wouldnt work so good

#

๐Ÿ˜„

#

so i needed to roate the camera that the objects are falling down but it looks like it goes from right to left

prime berry
#

I still don't understand why you'd want to rotate anything at all

#

oh

frosty steppe
#

get it?

#

or am i thinking wrong

prime berry
#

so basically you turn the camera by 90ยฐ to the side so that everything goes sideways?

frosty steppe
#

yea

#

do you notice that im not that good in english ๐Ÿ˜„

prime berry
#

you're doing better than some other people on here, no worries ๐Ÿ˜„

frosty steppe
#

okay puh glad to hear

#

ahh last question before i go to bed i need to go to school tommorow

#

it sets it to -1

prime berry
#

well yeah because -1 is bigger than -20 so if that's your minimum it'll set it to that

frosty steppe
#

oh

prime berry
#

switch the values in min and max

frosty steppe
#

yea

#

๐Ÿ˜„

#

omg

#

thanks

prime berry
#

and if you go to school, pay more attention in math class ๐Ÿ˜›

frosty steppe
#

๐Ÿ˜Ÿ ๐Ÿ˜„ yea that would be good

#

to defense myself its late

#

thanks

prime berry
#

same, it's nearly 1 AM here D:

frosty steppe
#

gn8 im now going to bed

prime berry
#

haha have a good night

frosty steppe
#

in 8 minutes its 1 AM

#

at my country

prime berry
#

then we're in the same timezone ๐Ÿ˜„

frosty steppe
#

gn8

#

โค๏ธ

prime berry
#

night

#

๐Ÿ’™

frosty steppe
#

๐Ÿ’™ *nohomo

prime berry
#

seriously go to bed you need the sleep more than I do ๐Ÿ˜„

#

@sick plover you want to turn your characters, right?
why don't you just check the position of the other character and see if it's X value is bigger or smaller than it's own? and then just rotate them accordingly

sick plover
#

@prime berry i have a problem i want that Player one and two always Face each other but i dont know how

prime berry
#

well see what I just wrote ๐Ÿ™‚

sick plover
#

So Can you Show me a exemple in blueprint i Need to say i started to learn ue4 in a week, sry for my bad english ๐Ÿ˜…

prime berry
#

I really can't build that on the fly right now, but basically what you want is to check the position of each fighter and the other fighter and then just do a simple check on it's X value, if that's your horizontal.
basically, get world location, break the vector output, and then with the X output, you do a > and plug that into a branch node.
and then for the True and False outputs you set the characters rotation, or scale or whatever you use to flip the character when you move them manually.

#

this is really basic stuff you should be able to figure out on your own with a bit off googling around ๐Ÿ™‚

sick plover
#

All right thanks Seirei i will try it tomorrow ๐Ÿ˜„

slate wasp
#

Can someone tell me how BPs handle quaternions? I'm writing some custom anim nodes in c++ and I'd like to expose an FQuat where I'd connect quats coming out of some other anim nodes. My main question is are BPs going to be slowing things down b/c of the way they support quats?

odd ember
#

quat nodes already exist in BP?

#

I mean since it's BP it'll undoubtably be slower than the cpp implementation

slate wasp
#

it's indicating that my node is on the fast path - is this still getting slowed down b/c of bp?

odd ember
#

it's separated out of the game thread

fossil tangle
odd ember
#

that's all the lightning symbol means

slate wasp
#

ah

#

so it's still being piped through a full-blown BP VM?

odd ember
#

most likely, with whatever optimizations the animBP does in that regard

slate wasp
still pumice
#

I'm using a normal on hit event to store hit data and it's retrieved later in execution

#

But for some reason if I shoot two projectiles, and the collide half a second apart (they're fire rate limited) they seem to lag behind a projectile.

#

Like if I shoot in place A, and place B, and place C half a second apart, projectiles 2 and 3 will be one letter behind.

#

Anyone know what's going on here?

timid zenith
#

anyone here used the "Apply Editor Spline" node to deform their landscapes in editor?

lofty citrus
#

@timid zenith can you ask the actual question instead ๐Ÿ˜„

static charm
#

i use a free blueprint that uses that node

#

works like shit

#

not accurate

#

but its better than nothing

#

of course it could just be the blueprint itself, since its free

still lily
#

hey everyone im trying to create an image based inventory(for now as a test) and i cant get the image to save i tried applying the image to a image reference inside the gamemode (since it never closes unless the game mode changes or game closes) and to THEN destroy the widget then upon recreation of the widget its supposed to apply the image from the gamemode back to the widget reference but it doesnt change anyone know why that is?

#

it appears to never store into it at all

#

just reloads the basic default texture

#

head sprite is located within the widget and saved head sprite is located within the game mode

timid zenith
#

@lofty citrus I setup everything for my spline to deform the landscape (Raise/Lower the landscape depending on the Z axis of the spline itself) it works perfectly on 4.23/22 but now I am on 4.24, it deforms the land only when I am moving/dragging around the spline, as soon as I stop interacting with the spline, the deformities on the landscape go away for some weird reason.

#

how can i set it up so that the deformities stay after i stop dragging the spline?

lofty citrus
#

if it only happens on 4.24, it sounds like a bug

#

unless there's some additional setting for it now

timid zenith
#

i know they added landscape layers in 4.24 idk if that has anything to do with it

lofty citrus
#

probably has

marble tusk
#

as far as I know Editor Apply Spline doesn't work at all if you have layers enabled

#

at least when I tried nothing happened

timid zenith
#

oh wow is there a way to turn off layers in 4.24?

marble tusk
#

Yeah, but you had to have turned it on yourself in the first place

#

It shouldn't just turn itself on

timid zenith
#

i am pretty sure they are on by default in 4.24 but thanks for all the info

marble tusk
#

Like, when you make a landscape in 4.24 there's a checkbox to enable layers and it's unchecked by default

timid zenith
#

ah yeah

#

thank you so much

marble tusk
#

I think it's a checkbox in the landscape's details panel to disable it

timid zenith
#

i spent all day on this, wasted 4+ hours haha and at the end it was just a simple checkbox ๐Ÿ˜ฆ FML

marble tusk
#

It sucks because I really want to use it with layers

royal olive
#

Hey I'm starting to lose my mind while working on my animation blueprint

I'm trying to use "Get all actors of class" to pull a variable from one of my actors - however, the OutActors Array appears to be completely empty in the eyes of the AnimBlueprint

Why is this happening and is there a way around this?

twilit heath
#

im guessing you disabled context to even put that node into anim BP

#

and the reason in that case would be that it doesn't have a proper GetWorld() implementations, as UObjects often don't

#

having an anim BP iterate over all actors is a pretty terrible approach in any case, have the Pawn it belongs to cache the reference then just get it in TryUpdateAnimation

royal olive
#

having an anim BP iterate over all actors is a pretty terrible approach in any case, have the Pawn it belongs to cache the reference then just get it in TryUpdateAnimation
@twilit heath

But how would I go about that ๐Ÿค”
My setup is that I'm having a world that moves instead of the player (it's important for what I'm doing) - however, I also got a pawn on that world that can rotate, but of course can't move besides that.

So my plan was to change the animation of my pawn to a walking animation every time I move the world (which is handled in the world's blueprint)

heady shuttle
#

so I THINK this question belongs in blueprints but correct me if I'm wrong. Lets say I wanted to create a house using a bunch of SM_wooden_plank. As far as game performance is concerned, is it more efficient to build an actor blueprint of said house or just build the house from scratch in the game world

static charm
#

well last i heard blueprint meshes were bugged and not auto instanced

#

so less rendering performance

#

compared to static meshes in level

#

but if you instanced them yourself, of if the bug is fixed

#

then no different

rotund ruin
#

how about building it in the game world then using merge actor to make it a single mesh?

static charm
#

that depends on the whole scope of the scene, poly count, and requirements

#

if its a a few million polygons for the finished house, then it's gonna be worse performance

#

as a single mesh

#

because it will always be rendered as a million polys

#

versus if you only saw part of the house, then the rest are occluded or culled and then less polys

heady shuttle
#

as of right now I dont understand how to work with/understand/account for polys :/

#

could you dumb that answer down just a little bit?

static charm
#

whats your target hardware

heady shuttle
#

pc

static charm
#

like minimum gpu

heady shuttle
#

not sure. I'm working for someone on this project

static charm
#

realistically speaking a low end pc/gpu should be able to render like 3 million polys and around 3k draw calls

#

i mean low end gaming pc

#

not low end intel gpu hd garbage

#

Sorry, not sure which answer you wanted me to re-word

heady shuttle
#

no that was good

#

How would I go about instancing a blueprint?

static charm
#

basically you would be working with ISM or HISM

#

instanced static meshes

lone cape
#

My background is in Software Engineering, and I already know C++ outside of Unreal Engine. I want to understand Blueprints since they seem pretty integral to Unreal Engine. Can anyone recommend a solid tutorial or video or anything that teaches Blueprints from the perspective of someone who already knows how to code?

pseudo tusk
#

@lone cape I don't think you really need a tutorial to understand blueprint, outside of the structure of how Unreal Engine handles things like actors or what. I'd recommend just reading the docs for things that aren't currently in your knowledge and just applying what you already know from C++ into Blueprint/UE4

fathom portal
#

I second what @pseudo tusk said. If you know cpp blueprints will come naturally. Of course, a tutorial on the ins and outs, tips and tricks, etc can never hurt, even for blueprint experts

static charm
#

i agree with ryan but either just follow in the in editor tutorials, introduction to blueprint videos, or just watch tutorials on the specific mechanic/feature/node you want to work with

lone cape
#

Thanks, appreciate the answers.

static charm
#

i had no background in coding and learned this way. and then learned coding

fathom portal
#

Honestly I like to watch videos of people blueprinting, because even after using it for quite a while you still learn tips and tricks from time to time

static charm
#

yes its nice to see how people use nodes/code and how they organize their logic

lone cape
#

As someone with a more traditional programming background, Blueprints / visual scripting in general has always seemed strange to me. So I've mostly avoided it thus far. But I'd like to finally learn.

static charm
#

its great for prototyping, you can iterate very fast, for semi-complex stuff.

#

as well as self learning ue4/game dev

fathom portal
#

It's really not crazy. It handles a ton of headache for you, at the expense of being very, very slightly slower at runtime (in most instances not enough to matter).

static charm
#

its actually extremely slower but c++ is so fast that even extremely slower is still fast lmao

fathom portal
#

Eh, agree to disagree. 99% of instances it won't make any difference in speed for which one you pick

static charm
#

(not extremely but still it's 10-30x slower confirmed)

pseudo tusk
#

thats outdated

static charm
#

show me updated

pseudo tusk
#

the speed difference for most things nowadays is none at all

fathom portal
#

^

static charm
#

the 10-30x was confirmed as of 2018

#

im not advocating for c++, im just saying c++ is so fast

#

that blueprints being slow, isn't noticeable, like you already said

pseudo tusk
#

nativized blueprints are around the same speed

fathom portal
#

They're both fast, next to instantaneously fast for most operations

static charm
#

nativized is not longer blueprint

#

its c++

pseudo tusk
#

there's no reason not to nativize your blueprints

#

well

fathom portal
#

I 100% still recommend using cpp for really intensive stuff, like procedural gen

pseudo tusk
#

in most cases

fathom portal
#

Now we're just getting semantical

pseudo tusk
#

yeah

static charm
#

you guys started it

#

lol

pseudo tusk
#

i tried making minecraft terrain gen in blueprint

#

wouldnt recommend it

#

lol

fathom portal
#

dude me too

static charm
#

mmm i want to get into voxel/procedural

fathom portal
#

one sec

pseudo tusk
#

anything that heavily relies on loops i'd stick to C++ for

#

but i wouldn't really make a game that uses proc gen in UE4 anyway

static charm
#

i was playing with proceduraly destruction

pseudo tusk
#

i'd use unity for that

fathom portal
#

@static charm you seen that voxel plugin?

pseudo tusk
#

at least in regards to something like minecraft

static charm
#

the free one?

#

by pyro dev?

fathom portal
#

Free and paid

static charm
#

yeah

#

smart guy

#

never tried it though

fathom portal
#

I've been meaning to take a 2 week hiatus from my current proc gen to game jam a voxel plugin one

#

I own the paid one

#

It's breathtaking

#

A thing of beauty

static charm
#

it looks good for landscape

#

thats it though

lone cape
#

For me I can look at C++ code and read it and understand it relatively quickly. But complex blueprints look like a giant mess to me. But pretty much all of the assets on the store are Blueprint based so I want to be able to understand those.

fathom portal
#

Naaa, cute games like astroneer would be perfect for the voxel gen

static charm
#

yeah im not familiar, but yes you're right

fathom portal
#

@lone cape it just takes practice. I'm sure when you started with cpp it looked like spaghetti too lmao

static charm
#

even after 2 + years looking at complex blueprints, it gets only slightly easier

lone cape
#

@fathom portal Yeah you're prolly right but that was 20 years ago lol.

static charm
#

people are honestly bad at making complex code in blueprints readable

#

for others

#

i mean

pseudo tusk
#

lmao

fathom portal
#

I was gonna say wasn't cpp made around 98

pseudo tusk
#

same

fathom portal
#

Then I realized that was more than 20 years ago, fuck

pseudo tusk
#

if i'm doing blueprint

#

it's gonna be sloppy

#

lol

#

unless im doing work for clients then i try to tidy things up

lone cape
#

@fathom portal C++ came out 35 years ago, which makes me feel really old.

fathom portal
#

Was it? Dang, I got me years wrong

#

Years ago, before I knew much of anything about blueprints:

#

Years ago, don't judge

pseudo tusk
hollow cape
#

@fathom portal that gave me hives

pseudo tusk
#

yesterday, dont judge

fathom portal
#

Heh

lone cape
#

See, and people talk about spaghetti code. Blueprints quite literally look like spaghetti.

pseudo tusk
#

oh man

fathom portal
#

It was a function to teach a procedural generation system to make turns

pseudo tusk
#

you should see my animation tree i made a few years ago

fathom portal
#

All my proc gen is in cpp now, luckily

static charm
hollow cape
#

Blueprint stuffs should be either vaguely square/rectangular, or an absolute disaster all over the place. Never diamond shaped, wtf

static charm
#

blueprints only

#

procedural destruction

#

and performant

#

relatively speaking

fathom portal
#

I know I knonw @hollow cape, but that's just how it turned out. There's method to the madness, each direction represented a direction the system could turn

pseudo tusk
#

thats awesome

#

๐Ÿ‘

hollow cape
#

hurts my insides, and a bit of my outsides

fathom portal
#

Ryan you do proc gen stuff?

hollow cape
#

lol

fathom portal
#

Me too man, me too

pseudo tusk
#

i've been getting into it lately

#

mostly trying to make minecraft style terrain

#

easier to get better results in unity from my experience tho

#

better performance too

fathom portal
#

Have you tried the voxel plugin?

pseudo tusk
#

and i don't like fucking with the runtime mesh component plugin

fathom portal
#

Not to understate that it will blow your mind

pseudo tusk
#

nope

#

haven't tried it yet

#

i saw it tho

fathom portal
#

It handles so much of the bologna you gotta do to get voxel stuff to work, and has a mode specifically for minecraft-looking terrain

pseudo tusk
#

whats the difference between the paid version of that and the free version

hollow cape
#

money

static charm
#

the built in procedural mesh component performance was fixed and is better than runtime component plugin since 4.20

hollow cape
#

sorry

static charm
#

although maybe that changed

#

sorry just throwing random facts

pseudo tusk
#

yeah but if im generating a lot of cubes and stuff it gets confusing from my experience to remove the inner faces using the runtime mesh component since you can't track triangle positions iirc

fathom portal
#

Like the voxel spawners and voxel graphs alone change the system completely

pseudo tusk
#

i see

#

seems like it could save a lot of time

#

compared to building your own voxel system at least

#

but that removes a bit of the fun

pseudo tusk
#

i'd like to see that with a better landscape material

#

i'm sure it'd look awesome

pseudo tusk
#

like that

#

yeah

fathom portal
#

All procedural, all destructible automatically, etc

#

You can have a system that spawns as you walk, so your world can be infinite

#

Or you can do things like spherical planets

#

lemme find a pic

pseudo tusk
#

minecraft 2, no more cubes edition

fathom portal
#

There's an option to make the voxels blocky if that's your kink

pseudo tusk
#

notch was actually working on something like that last i checked

pseudo tusk
#

in javascript tho for some reason

fathom portal
#

Notch doing Notch things lmao

pseudo tusk
#

@fathom portal very no mans sky'y

fathom portal
#

I personally like the idea of planets more than flat worlds

#

Agreed!

#

Well, me you and @static charm could put our heads together and game jam something with the system

static charm
#

i have some ideas

#

and prototyped a few of them

#

just waitiing

#

to put it all together with people

#

honestly my plan is make decent protoype/visuals. get kickstarter/funded

#

then quit daily job and finish game

fathom portal
#

@pseudo tusk you do programming mostly? @static charm what about you?

static charm
#

doesnt have to be my ideas

fathom portal
#

I do virtually exclusively do programming

#

I'm a turd burgling noob when it comes to art

static charm
#

mostly just script stuff because i dont have time for modeling or animation but i have generalist abilities

sullen radish
#

@fathom portal how did you make the saturn rings please ?

stuck hedge
#

I know it's a small thing for some, but I finally finished my full save system. Everything in the game is saved and restored, the game saves a screenshot with the save game, and the game list displays that screenshot. Players can type in custom names, up to 25 characters. The settings, savegame list and the games themselves are 3 different save objects to keep everything separated.

sullen radish
stuck hedge
#

About the only thing left that I want to do is add an autosave feature. But that's fairly trivial. Just set a timer and have it save in the timer. Resetting the timer if they manually save themselves.

fathom portal
#

@sullen radish That actually isn't my work, that came from the voxel plugin discord's showcase channel, but I've done it previously and it wasn't difficult. Best thing is it's physically there, so if you get like a rocketship and head out there, you can interact with it because it's actually there

sullen radish
#

@stuck hedge eventually I think this is a must for any game, i will be asking for tips when i get to that point if you don't mind.

fathom portal
#

Congrats @stuck hedge, heck yeah, nice work, don't forget to show us!

sullen radish
#

@fathom portal I'm really questioning what's the best way to make that ring,,, or how to apply a texture on a rounded shape like that?

#

i mean what's the best way to do it ?

stuck hedge
#

Sure. It wasn't too bad. I had to figure out a couple of things that weren't entirely obvious and aren't well documented

fathom portal
#

@sullen radish I'm not sure how to get that effect outside of the voxel plugin, honestly.

This was me using that plugin, working to get biomes to work:

https://i.imgur.com/uLMsPqG.png

stuck hedge
#

@fathom portal The UI isn't much to look at right now, but it's completely functional. I may still change the thumbnail size for larger monitors.

fathom portal
#

Thanks for sharing @stuck hedge, really nice work

sullen radish
#

i know it can be done, i'm no professianla really but if you gonna do it someday, what's the best way to do so ?

stuck hedge
#

Deleting also works. I may add that to the load menu as well in case anyone wants to delete a game there.

sullen radish
#

@stuck hedge yeah indeed, nice work.

stuck hedge
#

@sullen radish One tip I'll give you is that when you start to make your save games, everything should create a struct. Anything you need to save, should have a function that returns a custom struct of everything it needs. The game mode should assemble that into one mega structure of all your other structures and then save that as the save game. To load your game, just do that in reverse. Have the game mode pass those structs back to the objects who set them up.

sullen radish
#

@stuck hedge that's pretty nice. thanks for the tip. I'm actually working with something similar.
I'm making a game that communicates with a database server (SQL) and returns some information, i really would like to know if that will work for my project the way you did it.. i think i should try what you mentioned here as a concept in my case. i think it'll do it for me i guess.

stuck hedge
#

it passes that over to the game instance, who then saves it in an actual file.

#

Since i have a level change in my game, it uses the same function to save the state of the game when transitioning back and forth between the two levels.

sullen radish
#

That's actually what i needed... or i think so ... i'll be working back in this project in few days,, do you mind if i DM you at that time to get some help with what you did ? i really like the way you did it here ,, nice thinking.

stuck hedge
#

Sure if you need

sullen radish
#

actually in my case it's not that important for me (for the time being) to save the returned values and pass them through a game mode. yeah i know that's the only way i guess to make it for achieving save game. but i might need some help with passing return results into a struct, it might be simple for you but i'm not really having that much experience with blueprints ๐Ÿ˜„

#

so yeah , i'm definitly gonna need some help when i get back to that project ๐Ÿ˜„

stuck hedge
#

No problem it's the best way to learn by trying things out.

sullen radish
#

@stuck hedge yeah sure, and Thanks a lot for helping and sharing these stuff here.

stuck hedge
#

I hope it helps anyone who might be stuck on figuring that out.

sullen radish
#

I'm already struggling with the touch inputs for a touch screen application i'm making right now ๐Ÿ˜„ touch is really rough to make it smart enough.

stuck hedge
#

I think.. one of the templates includes basic touch control examples.

sullen radish
#

is it the two circles on the touch screen that controls navigation ?

stuck hedge
#

yes

sullen radish
#

no that's not really what i'm looking for, i've found exactly what i need in the video i've mentioned earlier ,, Alan Willard really did the impossible with that blueprint touch manager, but i find it really complicated for me to understand it all, and i've implemented it in my project but need some help with it, and have some small questions.

trim matrix
#

Does anyone know how i can pass in a scale for spawn ai of class?

#

Right now, it only spawns my AI small

stuck hedge
#

when you spawn an actor there is a transform. You can set the scale there @trim matrix

trim matrix
#

Ai not actor

#

but i figured it out

true valve
#

Let's say I've a point-light BP then I created some child BP. If I toggle visibility of the parent BP using an interface from another BP , all children BP should toggle as well. Right?

stuck hedge
#

Not unless you tell them to. If you change it in the editor in the class, the children will follow, but once the instances are in the game they each do their own thing

true valve
#

Is there a way to toggle the children from parent without looping through all the children?

#

Or is there any other way beside using inheritance? @stuck hedge

stuck hedge
#

You can bind an event and set a delegate.

#

Make a function on the parent and then call a delegate. on the children on begin play bind an event to that function and when it is called, then they will all switch.

true valve
#

@stuck hedge Is that it?

stuck hedge
#

Yes that looks right.

#

I think it might be better to change the intensity to 0 but I can't recall right off if it's any different for performance.

#

You can pass variables in those, so you can pass a bool for on off if you want.

true valve
#

Unfortunately it behaves the same as using interface. So from the level blueprint I used get actor by class with BP_Point_Light then called Event Toggle Switch Lights.

#

Only one child light toggles

#

out of three

stuck hedge
#

You have to bind it to the parent

#

I just noticed that

#

you bound it to itself.

#

on begin play on the children, you need to get the parent instance of the light and pull off that and bind to that.

#

on begin play, get all actors of class, find the parent actor, then pull off that reference and bind to that. then when you switch the parent they should all change.

true valve
#

Nice that works. Is there any get node to get parent directly from child? That would be nicer.

stuck hedge
#

I mean.. if you have them all in the scene. You could expose a variable that is instance editable and set it for each one.

#

create a variable that is an object reference to the parent type, then set it instance editable.

#

go to each one and find that variable and set it to the one you have in scene.

#

But that kind of thing is usually only used if you really need to give something a specific reference to another thing. like if you have 10 light switches and 10 lights, you want to pair them up. So you could use those kinds of variables to do so. Since you only have one parent, it's probably just as easy to get the actor and pull off there.

true valve
#

So the issue with the current solution is that i'm toggling visibility in the child BP

#

I wanted the parent's visibility to effect all the child. So that I can utilize the parent's is visible in the parent BP.

stuck hedge
#

you can still change the parent's visibility if you want

true valve
#

I'm thinking I can get parent's visibility from child and based on that update

stuck hedge
#

You would have to do that on tick. That would not be efficient.

#

using the delegate is much better performance wise.

true valve
#

I could two dispatchers in parent: Light on and light off

stuck hedge
#

Yes or you can pass a bool

#

You can add variables to the dispatch

true valve
#

I don't it works. Something I did wrong.

stuck hedge
#

You didn't connect lights off

true valve
#

Yea got it

#

Just saw that

#

Nice thanks a lot. Hopefully it's not expensive.

#

So this is why I needed this. So I have a small village with about 7-10 houses. I wanted the lights to toggle based on the hour of the day.

#

I was using Set Timer by Function Name to check against the hours to toggle. Better than EventTick.

stuck hedge
#

Yes, if you are setting it on the hour though, you only need to check it on the hour. Like the example I showed you. You can also create a dispatch for your time manager so that anything that needs to know the time can connect to it.

true valve
#

I have world time setting every second. I have logic set there to check for certain hours to trigger the event in parent BP.

#

Now I have to replace all the point lights with child actor components so that I can set the Point Light Child as its class. These will be all the houses.

late gorge
#

is there anything particular you need to set to save objects in GameSaves?
i tried to save my player's state object and it did not load it (it did load the player location etc.)

stuck hedge
#

@late gorge You need a function to first save all the variables you want, and then a function to restore them all.

#

You also need to create a save object in the game instance to store it in.

#

if you scroll up you'll see some screenshots and how I suggested setting it up.

late gorge
#

... yes... i know. im saying that i save everything i want then i try to restore it but only basic variables work

stuck hedge
#

Without seeing what you're trying to save and restore and how you're doing it, I can't really say, you'll need to post screenshots

late gorge
#

ok give me a few mins

#

save: