#blueprint

402296 messages ยท Page 410 of 403

naive cave
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So there's overlap but it's still a lot of figuring out the differences

odd ember
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when you get a struct, you get a reference to the memory address of that struct

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this is usually the case when you want to have values that you don't modify

naive cave
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Yup, that's the break there. That pulls the Persistent which is referencing the struct I have set.

odd ember
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so in order to get around this and be able to update values in a struct that you get like this

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use SetMemberInStruct

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you should use it where you are currently getting the Persistent value

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setting it from a struct is fine

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it's setting members inside a struct that needs attention

slate wasp
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can blutility functions not have input parameters?

odd ember
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haven't checked, but I don't see why not?

slate wasp
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as soon as I add one the function vanishes from the blutility screen

odd ember
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no idea, sorry

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perhaps all vars are meant to be global vars since it's for editor use? idk though

slate wasp
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beats me

fathom portal
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Hey friends, got a weird one for you. Not entirely sure which channel to put it in, but it's blueprint-adjacent

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If I add anything into my player controller, it acts like nothing is there. Doesn't run code, doesn't print strings, etc

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But when I print out my player controller from another blueprint, it correctly says the name of the one I'm attempting to use

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When I attempt to use the magnifying glass to jump to the correct asset, it ignores the click:

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As far as I know, I don't have any other controllers anywhere

odd ember
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@fathom portal go to project settings -> clear the values, set them again

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and rename your controller

fathom portal
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Ok lemme giove it a try

odd ember
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player controller is also an internal name

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afaik

fathom portal
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Yup, that did it. I changed it to RoguelitePlayerController

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And then the list still had the original selection, and the new one was added

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Ten points for @odd ember

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Now that I think about it, the original may have been a cpp class

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No idea why the magnifying glass wouldn't work tho

odd ember
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internal classes aren't highlighted unless you allow them to be searchable in the content browser

forest junco
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If anyone has a moment to chat with me about an issue i am having it would greatly appreciated! been trying to figure it out for the last 4 hours (im pretty new to bp)

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i posted the question but it was probably ill-formed

fathom portal
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Might help if you repost the question @forest junco

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Not like spam it every five minutes, but like I just scrolled for a bit and couldn't find your name recently

trim matrix
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looking for help on creating Render distance, or known as camera culling.

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i dont want to see far away until i get close to the object

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this is basically what i need help with setting up

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if someone knows how, that be great

stuck hedge
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You ever had something that worked 100 times..and then suddenly it doesn't work, But when you check it you realize some crucial thing is missing and you have no idea how it worked at all before?

winter kettle
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If I want an actor to be destroyed on the very first overlap is it enough to destroy the actor on the overlap event? would that prevent from triggering the overlap event more than once ?

fair estuary
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If you destroy the actor on overlap, it will destroy everything so the overlap canโ€™t happen on that actor again until the actor is reloaded. If you want to be super sure, put a do once on the overlap event and it canโ€™t be called again unless you reset it

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@winter kettle

junior thunder
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What does it mean when "get owning player controller" stuff says its for cosmetic things only?
I can't find a good explanation of that

odd ember
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is it on a widget

junior thunder
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yeah

odd ember
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widgets are cosmetics only, see MVC

shy junco
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What do I need to do to navigate input key selectors using a controller? It doesn't seem to be as easy as a button with a focusable variable.

trim matrix
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@shy junco you can set your inputs in Project settings under inputs and call it or you can call it directly in your controller

shy junco
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Hmm I'm not sure I follow. I have experience using input for something like a jump mechanic. Is it similar to that?

trim matrix
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yeah

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Just hit the plus button and create one

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Rename it and call this in your controller

shy junco
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Just double checking cause I should've mentioned why I'm using input key selectors, but I want to give the user the ability to remap keys.

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And it works fine by clicking on them and setting the new input, but I can't navigate this with a controller

trim matrix
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ups sorry my fault i dont know how it actually work there is a pack in marktplace for free download it and watch in the code so you can figure out^^

shy junco
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I'm not sure what you just said

trim matrix
forest junco
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Anyone have a moment? I've been pounding on this issue with my blendspace bp for quite some time now with no progress.

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I am stumpped

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omg i got it to work. ๐Ÿคทโ€โ™‚๏ธ

narrow kelp
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how can i check via BP if ambient occlusion is currently enabled?

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would that be a "Console Variable Bool"

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r.AmbientOcclusion

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hmm

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for that matter how can i change it in-game

fleet sandal
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you can adjust it in post processing

narrow kelp
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i was hoping there was a way to change ONLY ao

fleet sandal
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In post processing ๐Ÿ˜‘

narrow kelp
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I can change it in the editor or maybe in a pp volume

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but im trying to change it globally during runtime

cobalt ferry
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Thatโ€™d be the camera maybe?

narrow kelp
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i hadn't thought about that

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thanks i bet that will work

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Looks like what you do is add a post process component to your camera actor and blend it

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not sure how that will work with the scalability settings

fleet sandal
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Shouldnโ€™t it already be in the camera?

narrow kelp
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there are default settings

fleet sandal
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Make sure you enable Editable if you are just going to use the component

narrow kelp
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okay thanks

rough wing
distant sedge
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@rough wing One might be "PowerUps" and the other "Power Ups"

rough wing
surreal peak
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Dragging into categories puts a whitespace in iirc. Should pr that at some point

calm mauve
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Dear Slackers, I have a task where I should be creating a spectator mode for a fighting game. The spectator mode is for event audiences. So technically, we have partially develop a mobile fighting game. The game will be display at some event. In order to show its gameplay to the crowd in the room, we'll be needing this spectator mode on a phone. This phone will be display on a projector for everyone to watch. So this spectate mode will show the overview of the fighting scene.

Is there a way to achieve this? both me and my colleague are only blueprint illiterate. Thank you! Looking forward for your replies soon!

rough wing
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Thank you eXi

trim matrix
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Hi guys... anyone get any key working?

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in widget

alpine plover
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nyone encounter having the enemy healthbar showing through walls? trying to figure out how to get it to not show when it is
in BPs preferably
Its an issue for me for my health bar, and I don't mind doing it in C++ but a friend of mine is having the same issue with a text widget and the class requires only using BPs

surreal peak
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@trim matrix You do realize that the function already calls when you press any key? :X

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@alpine plover more of a #umg issue or?

alpine plover
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Honestly no clue haha. I simply cannot figure out why it doesn't only show when actually in view, so it might be. I didn't think to ask there. I saw BP and came straight here

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thanks for pointing me in that direction, asking there :). Still very new to this massive server haha

twilit heath
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@trim matrix you also don't return an undefined EventReply

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return either Handled or Unhandled

trim matrix
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It doesnt print the string

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i can confirm

twilit heath
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depending if you want the widget to consume or pass on the input

trim matrix
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but when changed the any key key to something like E

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or A

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it worked

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Top picture works

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while bottom one doesn't

bronze mountain
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Is there a way to pick out a certain static mesh from an array? I originally hard coded the values in the order they were listed in the collection but after packaging it seems to re-order them

manic cradle
gritty bobcat
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Cannot submit crash report, because crash reporting tool crashes. Please advise.
I am getting frequent crashes of the editor. Not sure what is causing it, but when i click on
"Send and restart", i get another crash instead.
Any ideas what could be the problem? I have no IBox project on my PC.

bleak vector
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is there a way to pan through the blueprint editor other than right click? I keep calling up the right click menu and it's getting annoying ๐Ÿ˜†

echo scaffold
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I have a color picker widget that I want to spawn in and be able to change the color of various things in-game without any specific references to them. The color picker outputs a single linear color variable, what's the simplest way to have other blueprints access that variable with total indirection? ๐Ÿค”

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And if I want to have multiple instances of the color picker widget in the world at one time, each bound to a specific thing, does that make it a lot more complicated?

visual shell
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If you spawn the widget, do you directly change the color of the things in-game? Or do you want to remember that color somewhere

echo scaffold
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It's gonna be used for a character creator among other things, so it will need to change color variables in other blueprints

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Rather than just setting and forgetting a color in material, if that's what you were asking

visual shell
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Ah okay, for persistent variables I usually save the value in a game instance

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You can then make a reference in your blueprint on begin play by casting to the instance and just get the value from the ref whenever you want

echo scaffold
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And if I want it to spawn and be destroyed at runtime when needed, I guess I just make that reference when it's spawned in? ๐Ÿค”

blazing ridge
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but i cant fill actors in there for some reason. someone knows more about that?

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bascially I want to have a DataTable that contains arrays of assets that will then be used to spawn on another BP.
and i want to filter those assets by the environment and their class (like A = big, B = medium etc.)

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oh damn I need to change to Class from actor, thats the issue, my bad

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Actor class Reference instead of actor object ref

visual shell
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Sorry for the late reply @echo scaffold, but in the case that you're making an actual widget, you can make a reference before adding it to viewport. Then when you don't want the widget anymore you can just use the ref and do 'remove from parent'

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You can also load the existing color value from the game instance in your widget to kind of 'leave where you left off'

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and all the objects you want to change the color from, you just have them read the color which is saved in the game instance

oblique gyro
coarse hare
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Hey, how would I check if internet is working on the target device?

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Not for multiplayer sessions, but to access other internet services?

blazing ridge
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How would I get the last character from a string, which is an INT and give it out as an INT?
im trying get character as number but that does not return the INT itself, instead it returns the ascii code for that character

visual shell
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You mean you want the last letter of a string?

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which happens to be a number?

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@blazing ridge

blazing ridge
visual shell
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That works, although I'd advise just saving ints seperately from strings in a struct

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or appending the string with an int value ๐Ÿ™‚

blazing ridge
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yea usually id do it different but i need to filter my socketnames and sort their positions in an array in correct order

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and since they come correctly named with their index as the last character

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i tried it this way

visual shell
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Ohh okay, yeah convenient solution then

blazing ridge
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how would i calculate a round tangent?

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red is what my spline looks like right now, blue is what i want to achieve

visual shell
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Look into Bezier curves

blazing ridge
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does that work dynamically? cant do it manually thats the problem

visual shell
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If you can dynamically create a point in between the points you want, you can do it

bleak vector
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Hmm, enums allow bitmask flags but I don't see any way to tag something with multiple, am I missing something? ๐Ÿค”

blazing ridge
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i am not good at calculations with vectors and splines, maybe you can help me out some more ๐Ÿ˜„
i was thinking to get the distance between the currennt and next point, half it and then use this to calculate the C
but where would i add that halfdistance?
does that work with the forwardvector of the spline point?

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@visual shell

visual shell
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How is your spline being set up? Can you show me in-game?

blazing ridge
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tried like this now and this is the result

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its all getting spawned at runtime

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it looks better now and i tihnk i have to do something similiar to the end tangent

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its planar on z FYI

visual shell
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So your "C" would be in the middle of the curve you have right now

blazing ridge
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exactly

visual shell
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so I have a feeling you can do / -2

fallen glade
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Does anyone know how to add a "static mesh component" from a "static mesh reference" ?

blazing ridge
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add it then set it

fallen glade
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@blazing ridge perfect ! thank you !

blazing ridge
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@visual shell i'm having trouble understanding how to get the point there.
if i just half the distance im getting the point on the direct line between them, not moved outwards like i need it. or am i missing something?

visual shell
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Yes that's true, so you need to add an offset to that point

blazing ridge
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yea i get that, however this offset is making me trouble.
is there some elegant way to calculate that? I need to be able to have this working later on, no matter if the spline goes to positive or negative axis values

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ill try around a bit

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with big freaking debug spheres

visual shell
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You already have the half the distance

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so you could just add a vector offset to that (either negative or positive, up to you how you wanna control that)

vast quest
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I'm not sure where to ask.
I've got this error, which is preventing me from getting the material mesh for my battle royale dome.

visual shell
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Well it's saying you need a transparent or postprocess material

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So it's probably opaque, try using transparent

vast quest
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Ahh yes that worked, thank you ๐Ÿ˜„

blazing ridge
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orange and light blue sphere are the arrive and leave tangents of the last point

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so how does he have different tangents?

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according to my nodes and what i see in the debug spheres the tangents should be at the spheres, not where the red lines are. i hope im not missing something obvious ๐Ÿ˜ฎ

visual shell
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Seems to me like you're off-setting the tangents by that multiply node. But if you're doing it correct, the line should never actually hit the sphere, as it's calculating the line

stuck hedge
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Any suggestions on which bone to connect a camera boom to on a skeletal mesh so that when you crouch the camera boom will go up and down in sync with the body? Attaching it to things like head/pelvis/etc end up shaking the camera since those parts move on the skeletal mesh.

visual shell
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I wouldn't connect it to a bone. Just make the camera a child of the player and it should work. Better: program your character to follow your player's movement

stuck hedge
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I had it attached to the capsule, but when you crouch the change is instant so the camera snaps down instantly.

visual shell
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Yep exactly, probably because the crouch is also instant.

stuck hedge
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I should mention this is for third person

visual shell
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You probably shrink the capsule in half while crouching, so the camera will move with that. I'd advise you to blueprint your camera

blazing ridge
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@visual shell I'm sorry but I dopnt understand.
the sphere (orange) is exactly where i want it to be, and the leave tangent of my last point should be there aswell. however it is not
sphere and tangent are getting the same values

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if i place it manually it is correct there aswell

stuck hedge
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@visual shell There is a built in function that you can crouch with, it uses the settings from the player movement component. It immediately sets the capsule to the crouch height, no chance to lerp it or anything.

visual shell
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Yep I know @stuck hedge that's what I mean haha. Your camera will then also automatically snap. So you just manually blueprint your camera to always be x value from the players position

stuck hedge
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I don't want it to snap though. I want it to go up and down in sync with the actual crouch animation.

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I'll have to attach it to the mesh, but without a socket and lerp it separately

visual shell
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@blazing ridge Hmm that's strange, do you know what the tangent node exactly does? I mainly use code so I'm not familiar with that node

stuck hedge
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but I was hoping to just attach it to something so that I didn't have to run something else on tick

visual shell
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Yes Cross that's exactly what I'm saying. If you blueprint it manually (apart from the player) so you can make it lerp

blazing ridge
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as far as i understand, and the results are telling me the same, you simply plug in a vector and that is then the position of the arrive/leave tangent handle.
which works for me in all cases but the last one (points i mean)

visual shell
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maybe use world space instead?

stuck hedge
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Yeah I just wanted to avoid anything extra on tick, but I guess that's not too heavy

visual shell
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Don't be afraid to use ticks, they're not that bad ๐Ÿ™‚ Especially for camera movements it's just necessary

blazing ridge
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@visual shell youre right, it would be good to know what that node exactly does.
a tangent is by definition a line, so how exactly is my single vector coordinate getting handled there?
i can only guess that with the 2 tangent inputs and the point itself, unreal simply generates the tangent line from this info.

but then again, my setup should work, because the sphere is at the correct position

visual shell
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Okay yeah that makes sense, but I think you can't reach what you want with tangents. I think you have to make the bezier quadratic curve calculation yourself

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Do you know C#?

blazing ridge
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the thing is I did something similiar years ago at another company and it worked.
there has to be another solution then ๐Ÿ˜„
sadly not, im not good at any language, trying to learn c++ though

carmine prawn
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Hi folks, I'm not so good with calculations and would love a bit of help. I'm using the SunSky actor and controlling the speed at which the time changes in my TimeOfDay BP, what I'd like to work out and set to a variable is the number of real world seconds and in game hour lasts.

visual shell
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multiply your speed with deltatime

fair estuary
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This tut does what you're doing and has the math that you need to convert time and set how long the day is in real work time.

visual shell
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Make sure you always multiply your time or seconds values with delta time, otherwise framedrops / spikes can influence the duration of your time calculations

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As tick runs every frame, thus time will move twice as fast on 120fps compared to 60fps ๐Ÿ™‚

carmine prawn
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@visual shell isn't that what my bp is doing in the first node?

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@fair estuary Thanks, I'll check that vid out.

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Much of what was needed to do before the SunSky actor was released isn't needed anymore. Much simpler system.

trim matrix
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Hey guys

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I have a small problem here using sockets

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When i press 1 the sword appears in my hand just as i want

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and as i press 2 it gose back to my other socket which is my Back

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But when i press 1 again the sword dosent go from my back to my hand and it save the one on my back

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If any1 can help and thanks

fathom portal
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@trim matrix you can't reference the "Spawn actor main sword" in the 2 event, because the execution pin (white line) never hits it

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You'll want to drag of the "return value" of the "spawn actor main sword" and use "promote to variable" to save it

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Then hook that variable up to both target slots of the attach to component nodes

oblique gyro
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any idea how to make this work when the grav scale is set to 0 for the ai character?

fathom portal
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@oblique gyro is your AI set to fly?

oblique gyro
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well i want it to be a drone

fair estuary
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To add on to that, you're not explicitly destroying the actor on the back, you're always spawning a new actor. You should set the spawned actor to a variable then when pressing 1, do an is valid check, if it's valid, destroy the actor and spawn a new one, if it's not valid just spawn a new one. @trim matrix

oblique gyro
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wdym is it set to fly

fair estuary
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@oblique gyro on the movement component of the actor is a bool that you can set to let it fly.

oblique gyro
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frfr?

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i set it to true but it still doesnt work

fathom portal
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@oblique gyro ^ If you're using a 3d world with no gravity, traditional AI won't work because IIRC EU4 doesn't have built in 3d (like off ground) pathing system

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Someone correct me if that's changed in recent years

oblique gyro
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everything besides my ai character has normal gravity

fair estuary
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If it's a drone, what you can do is set the drone mesh high above the surface while keeping the capsule on the ground. This will give the appearance that the drone is flying but the movement component and AI navigation will use the normal nav mesh component. I've never messed with flying AI personally.

oblique gyro
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well ig i could do that but that would mean that i need to have a floor in my map

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which isnt really that good for gameplay

fair estuary
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I see, if that's the case, you may have to develop a custom navigation solution. Or you can have a surface that they can navigate on with a clear material so, yes it's there, but you can't tell.

oblique gyro
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I see

carmine prawn
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I reckon I must be having a bad day, as I can't see what to use in that link video. I blame the meds ๐Ÿ˜„

oblique gyro
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Would it be possible to make an invisible wall that lets my player go through it and doesn't let other things through?

trim matrix
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@fair estuary if you can explain what is Vaild means and how i can destroy the sword ๐Ÿ˜„

fair estuary
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@carmine prawn look at around 4:30
@oblique gyro Yes custom collision channel. I think you can add one in either editor or project settings, research that one.
@trim matrix set the sword to a variable, then at the beginning of the execution chain, get your sword variable, drag off and search for is valid (with ? icon), on the is valid branch, search for destroy actor node and connect the is valid exec pin to it, then connect the exec pin of both the destroy is not valid to your spawn actor.

oblique gyro
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thank

thorny cedar
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can i migrate a whole level to another project?

fathom portal
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Yes @thorny cedar, you just have to make sure you bring everything that's in the level

trim matrix
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@fair estuary Thanks mate just learned something new from you

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@fathom portal thanks for tip mate

thorny cedar
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level ->asset Action ->Migrate

fair estuary
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@thorny cedar yes

thorny cedar
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and then accept to migrate every appending asset with it

fair estuary
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@trim matrix Np man

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that's correct

fathom portal
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How does that work? Does it put everything into random folders? All into the content folder?

fair estuary
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It's puts it all in the content folder and creates the folders that the assets came from in the content folder.

oblique gyro
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how can i like

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disable parts of a bp

carmine prawn
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@fair estuary Thanks man, got it now. Sorry for being so dense, but unfortunately the meds I'm on really do affect my thinking ๐Ÿ™‚ Much appreciated for taking the time to help.

fallen quartz
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I have base weapon class. and each weapon may have custom special attack that contains any posssible features. what is the best way to extend base class functionality, except traditional inheritance with method override?

trim matrix
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how can i set up visibility and occulision culling?

rough wing
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Hi everybody,

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I have different powerups in my kart racer.

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I want to spawn the powerups in my car's cargo space when picked up

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How can I make the spawnactor interchangable?

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Thank you

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Should I make a spawnactor for each enum?

muted storm
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might be worth using a select node and pull which item you want from a preset array

fair estuary
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^^ pass a variable to your input of the pure cast node

muted storm
fathom portal
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^ Or use a Tmap to map enum to which powerup

trim matrix
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@fair estuary this valid thing is really confusing

muted storm
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actually whilst i'm here, anyone know of a reason why a variable in a struct doesn't show up in a table? I'm trying to make it so you can select a anim instance based on the row in a data table but when i set the variable to that in the struct, the variable disappears in the table entirely

trim matrix
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If you have time to help out and thanks ๐Ÿ˜„

fair estuary
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@trim matrix screen shot it

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what youve got

trim matrix
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What am trying to do

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If the sword is not there

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Spawn it

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am starting from there ๐Ÿ˜„

fair estuary
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@muted storm thats really odd imo

muted storm
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i can set it to anim montage

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but not instance

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the struct is fine, just the table

trim matrix
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Sgt what am trying to achive here is this

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As i start there is no wep

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As i press 1 it shows up to my hand

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without animation i dont want animation ๐Ÿ˜„

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as i press 2

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it gose back to my back

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am using sockets

muted storm
trim matrix
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and as i press 1 again it gose back to my hand and like that

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am really confused ๐Ÿ˜„

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Sorry for asking too much

fair estuary
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@trim matrix you're close. Put the destroy actor on the valid branch. Put your spawn actor back on there and move the set main sword bp to the return of the spawn actor

muted storm
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^^

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yeah IsValid essentially means does this thing exist? if yes, continue, if not, do nothing

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and the way you have it is it's trying to attach when it doesn't exist

fair estuary
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@muted storm I wonder if that's a bug or something that Unreal can't do for whatever reason. I thought you could throw anything in a struct and set it later tbh

muted storm
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same, it could be because i'm using an older build

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i tend to make all my projects in 4.18 to allow for maximum compatibility

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i'm making a asset pack so i want to make sure it's supported

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I technically could make an array in the actor itself and just pull the reference from there but it kind of voids the purpose of having tables

fair estuary
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@muted storm You should clone the project to a later version and see if you're able to do it there. If so, you might have to find the minimum version that you were able to make it work and branch it depending on version. If not, you may have to submit a bug.

trim matrix
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Oh cant figure it out its ok i will just hard code it thanks anyway ๐Ÿ˜„ thanks for the help โค๏ธ

muted storm
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yeah

trim matrix
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Cobby

muted storm
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I'll finish off the stuff i'm doing now and going to see if newer versions fix it

trim matrix
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One question please

muted storm
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hi

trim matrix
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Is there a way i can turn the sword on and oFf?

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off*

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like setactive On

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Setactive off

muted storm
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by on and off do you mean visible?

trim matrix
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yup

muted storm
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yeah you can change the visibility

trim matrix
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@muted storm if it become invissibile

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it wont collide with anything at all?

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like nothing is there?

muted storm
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propagate to children means anything attached to said object will also disappear

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so say you had a particle attached to your sword

#

that would disappear too

trim matrix
#

Oh

#

thanks mate so much i think this solved my problem

muted storm
#

new visibility, checked means visible, unchecked means not visible

trim matrix
#

am ganna just turn on the sword on and off

muted storm
#

no problem

rough wing
#

Thanks for the help

#

Another question,

#

Is there any way I can spawn my blueprint with no collision?

fair estuary
#

you can set the collision after the spawn from the return value of the spawn actor node

thick siren
#

Hi guys, in short, Im trying to generate a level in a terraria-like fashion, with interactive blocks, I thought about generating a texture and then converting it pixel by pixel into a level, but I have no idea if its possible, does anyone know what would be a good approach to that? Lets say its a black and white texture, where white pixel represents there is a block and black one means its an empty space

muted storm
#

sounds like you're looking to do procedural generation

thick siren
#

yes

fresh holly
#

How would i do a set actor scale with a time delay as in apply the new scale slowly

muted storm
#

you probably could do it, i would look at grids

#

also @fresh holly interpolate vector to is what you're looking for

#

either using a gate from tick or timeline

thick siren
#

what do you exactly mean by grids? sorry

muted storm
fresh holly
#

I was thinking of using lerp but the problem is I'm changing the scale of an object as its moved so I don't have an easy way of getting the original size that im aware of because its constantly updating its not a one off

#

I'll show my blueprint if it helps

muted storm
#

you can generate a grid through using for loops and then have a bool in the actors you spawned in

#

also it might help ao

thick siren
#

but how do I do about biomes for example? I have no idea how to approach something like that, converting pixel color into a desired block seems like the easiest thing to me, but I have no idea if there are tools to parse textures

muted storm
#

but in terms of a grid 23edsa, I'm probably looking at this the wrong way or atleast in a less efficient way, but you can have a row of objects spawned along xy axis and then turn off which ones you don't need post creation

thick siren
#

exactly

muted storm
#

you could do biomes by creating a probe type actor, if x area type exceeds y area type, spawn this instead of that

fresh holly
#

You need to zoom out to see the other part

muted storm
#

or you can have the child actors spawn the biome types you want

thick siren
#

that was my previous approach, but Ive stuck trying to make a graduate change from one biome to another

fresh holly
#

its all the way to the right where I'm setting the scale

thick siren
#

there is NO problem blending textures, thats why I thought if there is a way to parse a texture file, and convert texture coordinates and a pixel color into a desired actor and world coordinates

#

Edited that one

muted storm
#

I've been wondering how to parse textures as well, or was back during the megajam and ended up taking the quicker route of just having a template map which i could switch sections on/off depending on the map i wanted

#

btw @fresh holly is this for say when you pick something up it scales smaller as it reaches you?

fresh holly
#

Kinda what it does it creates a second line trace that bypasses the object you're holding and the distance of you to the hit makes the object you're holding bigger or smaller

#

and it works perfect I just want to do it with a transition instead of instantly

#

because then when looking over geometry the object jumps in size

muted storm
#

apologies for the poor wire management, that bp hasn't been looked at in a while until other stuff was finished first

fresh holly
#

No problem lol help is already appreciated and I only do wire management because I'm ocd

muted storm
#

what you need is to interpolate the vectors rather than straight setting them

#

lol

fresh holly
#

Yeah but my issue is the A

#

I'm updating the size everytime the mouse moves so im not sure how I would get the previous loops scale

#

does that make sense?

muted storm
#

if you're running the code as you're doing it, it should take the current scale into account rather than the old scale

#

but

#

you "can" save the older loops scale by storing it before updating it so you can pull that info later

fresh holly
#

ok let me test something

muted storm
#

I'm not certain if you could do it as a local variable or if you need to create a new one

#

welp, that's awkward

#

just found out that this struct issue exists all the way up to 4.22

fresh holly
#

this doesnt seem to work

muted storm
#

what do mean?

fresh holly
#

it still snaps to new scale

#

no interpolation

muted storm
#

because you have the speed set to the constant speed of light

fresh holly
#

when i had it at 1.0 it didnt make a difference do i have to go negative?

muted storm
#

no

#

try fractions

#

so 0.1 for example

#

remember in order for this to interpolate, it needs to run for the duration rather than be a single fire only

#

which is why my example used a timeline

fresh holly
#

when I put a fraction the object no longer changes size Im printing the output of the interpolation and its just staying the same

muted storm
#

are you firing the event only once or is it firing often?

cobalt slate
#

Hey everyone. got an interesting issue. I have a completely blank level for my lobby since it's all Widget. Inside of my level is 4 character actor previews so the player can see what the character looks like on selection. At the moment, until my final characters are finished, I'm just using 4 basic mannequins with 4 different colors. When I drop in these 4 actors into the level, my framerate goes from 90fps to 10fps. even my fully populated map gives me at least 60fps. I have nothing special and zero blueprints with these actors. Just a mannequin, and a 2d scene capture component. That's it. Any ideas?

fresh holly
#

@muted storm It's often practically constantly

#

Is it ok if I dm you?

#

I can send a video of how it works in gameplay

#

So you get an idea of whats happening

late gorge
#

anyone have any hecking idea why a sphere collider, when setting radius, does not update its overlaps despite the option being set when calling the set radius function? just yesterday the same code worked perfectly, now suddenly it no longer does. once i go out of the range of the collision and come back in, the code works as intended, it just simply does not update properly at the start

fossil tangle
#

Hmm does anyone know why when I attach an actor to my player it doesn't follow their socket I specified?

fathom portal
#

@fossil tangle code share time

fossil tangle
#

Actually it's cpp sry

muted storm
#

sorry for the delay, was cooking

#

you can DM me if you want

fossil tangle
#
AWorldItem* UArmourItemDefinition::SpawnItem(AActor * attachToActor, FName socketName)
{
    FAttachmentTransformRules attachRules = FAttachmentTransformRules(EAttachmentRule::KeepWorld, false);
    AArmourWorldItem* worldItem = attachToActor->GetWorld()->SpawnActor<AArmourWorldItem>(m_ArmourWorldItem->GetDefaultObject()->GetClass());
    worldItem->SetupDefinition(this);
    worldItem->AttachToActor(attachToActor, attachRules, socketName);

    return worldItem;
}
#

๐Ÿคทโ€โ™‚๏ธ

twilit heath
#

keeprelative or snap

muted storm
#

@late gorge it might be the trace is being called too early

late gorge
#

that call is at the end of beginplay on player class

muted storm
#

not what i mean

late gorge
#

and it worked just fine up until now with no obvious changes

muted storm
#

depending on how quickly an actor spawns and how soon the code begins to run, it can trip over itself, i've had that in the past and needed to add a 0.2s delay at the beginning of the event begin play

#

just to act as a buffer

late gorge
#

huh i guess that could be the case, i did start adding an entirely new core system yesterday that added a component

#

to the begin play call

muted storm
#

that might have been just enough to cause it to start tripping itself up

trim matrix
#

how can i set up visibility and occulision culling?

late gorge
#

If i call the settings refresh (the thing that calls overlap update) in the level blueprint, would that solve the issue?

#

so namely, does map bp start post player init?

#

(i do not have a player actor in map, i have a playerstart)

trim matrix
#

Hey, I was wondering if anyone could help me out with a problem I'm having? So there's an obsticke in a project I'm working on where while you're in a certain area (marked by a box trigger that's a part of the obsticle's blueprint) rocks are suppose to fall every second or two. I've gotten it to where it'll fall one time once you enter the box trigger, but then it stops and to get another one to fall you have to walk out of the zone and go back in, but I want the rocks to fall constantly until you exit the box trigger. Does anyone know how I can make the rocks fall constantly instead of just once?

spice ibex
#

You can use "Set Timer By Event" for this

trim matrix
#

The purple outline is the cameras view....It is called the Camera Frustrum which allows all objects within the view to be seen and those outside it cannot be seen. Apparently it wont work....First off i need help in moving the cameras view. This is basically similar to view distance in most games where if your far, objects wont appear on your screen till your close

spice ibex
#

@trim matrix Once you enter the box trigger, you start a looping timer to make the rocks fall

trim matrix
#

How do I set that up? Because I tried that before and it didn't work out @spice ibex

spice ibex
odd veldt
#

Made my first MP test, and it works, i can start a session ad see the other player, but i cant see the projectiles of the second player ("replicates" is set to true)

trim matrix
#

Oh okay, thank you BladeMaster! I'll try it out

#

can i get sum help please?

fossil tangle
odd veldt
#

ok, found the reason ๐Ÿ˜›

trim matrix
#

guess view distance is something too hard to understand

fair estuary
trim matrix
#

@fair estuary it doesnt tell you how to extend the view of the camera to see it work

#

it just expains how it works, but doesnt say how to set it up or where to go, i read that page back to back

odd ember
#

view distance is handled by FOV

#

on camera

#

the lower the FOV the greater the view distance

trim matrix
#

but it makes the camera weird and stretched

#

not only that, if your in a huge open world game like mine. it wont work cuz you need to extend the cameras view

#

so that way i can see far but some things wont show cuz of the frustom

#

the camera should be able to extend it but im not sure how. like unreal just explains what it does but its worthless if they dont explain how to set it up

sand shore
#

Can you not just alter the far clip plane?

trim falcon
#

Any fun simple ideas to do in ue4, that can teach you alot

sand shore
#

make pong but with more juice

#

or come up with a strong, simple mechanic that you can iterate

trim falcon
#

aight thanks

odd ember
#

jump

#

wasd movement

#

if you can succeed at making those fun you got it made

rough wing
#

If its nitro, i want to call the nitro event

odd ember
#

you can use a switch?

#

but generally the way you're doing it is bad practice

vague fox
#

Would I use bounding boxes or invisible planes to arrange predetermined bounds?

#

Basically I want to know which is more costly?

static charm
#

seperate them to do what logic

vague fox
#

I am going to spawn different meshes on each lane

#

So I need to know which bounds I'm accessing

frail wyvern
#

You could just put a scene dummy commponent there and have them spawn frok that? @vague fox

vague fox
#

I need to know the exact bounds

#

To prevent stuff from spawning close to edges for example

#

I also need the overlap events

frail wyvern
#

If you use a centered scene component then you should be good. Considering all yoi would be doing is moving these things along their forward vector

vague fox
#

No also on the left-right

#

But would having 3 bounding boxes on each tile be overhead or costly resources-wise?

#

I'm fairly new to game dev so I haven't profiled these things in practice

static charm
#

unless this will be low hardware mobile game or super low performance, just use boxes/volumes due to the requirements you've somehow set yourself up with

frail wyvern
#

Risky so then youd just get the position of the others and move to their position let out right

vague fox
#

This will be a mobile game ^^

#

Yeah so that's a big no ?

static charm
#

box volume overlap/events aren't super costly

#

but i never profiled mobile game

#

and what they can do

#

most of the time, mobile game is gpu/rendering bound anyways

vague fox
#

I'm trying to keep that to a minimum

#

Most of my meshes are super low poly

static charm
#

just use the boxes

vague fox
#

Alright thanks ^^

vague fox
#

Is MoveComponentTo deprecated?

#

I can't find it in my BP drop-down

#

I'm trying to move my mesh in an animated manner towards the -Y axis

trim matrix
#

With this Blueprint the car go forward, but how can i stop the car when it hit wall or befor hit the wall?

vague fox
#

I would setup collision then on overlap set your mesh to stop?

#

Might be really primitive and someone else can give a better answer

trim matrix
#

@trim matrix Check the distance between your Car and the wall with a SphereCollision, if the wall is in Range you can say stop and if its not so it can drive further.

vague fox
#

And how do I move my mesh? Apparently that's a really hard thing nowadays

trim matrix
#

Hello Guys, has anyone of you a idea why my AI is not ignore his self?

vague fox
#

Moving mesh?? Someone?

trim matrix
#

@vague fox What do you mean with moving Constant or just if you are typing?

vague fox
#

I mean move a mesh from A to B

#

But I couldn't find the movecomponentto because it's only accessible in the event graph editor?...

trim matrix
#

You need a Reference of your car Blueprint

vague fox
#

I don't like making blueprints for my meshes #ocd

trim matrix
#

no problem^^

#

do you have idea about obstacle(vehicle)

#

What do you mean?^^

#

the car is stopped before the wall. I want that the car turn left or right and gor forward

#

@sand shore do you know how to set up culling?

#

well, its called view frustum

#

@trim matrixAdd Actorsworldoffset

#

wit this node you can write your code

sand shore
#

If you're not going to try my suggestion then why would I help you further

odd ember
#

@trim matrix right now you're just automating the car

#

you will want input

#

use the template

#

for vehicles

trim matrix
#

or this

dapper kiln
fathom portal
#

Click it then view details panel

#

Should have a "hide all unused nodes" or something option towards the bottom

dapper kiln
#

I guess because it's a data table it doesn't have anything in the details panel

#

๐Ÿ˜ฆ

fathom portal
#

Rip

#

You can always just collapse it

dapper kiln
#

Yea I was just curious if there was another way. Thanks though ๐Ÿ™‚ It's not really a big deal. Just a little annoying

odd ember
#

@dapper kiln get members in struct

dapper kiln
#

What does that mean? How do you do that?

odd ember
#

you're using data tables yeah?

dapper kiln
#

yes

odd ember
#

data tables are just structs behind the scenes

#

so you can save the data in a struct, then use get members in struct

dapper kiln
#

This is what I'm doing. IDK it's just a one time thing.

odd ember
#

combine the struct pins into a struct

#

then use get members in struct

#

sorry my bad, it's just called break struct

#

it'll have a details panel

#

where you can set the pins

#

you want to expose

dapper kiln
#

Ahhhh ok. I see. Thanks! ๐Ÿ™‚

#

It actually has a "Hide Disconnected Pins" ๐Ÿ™‚ Very Nice

odd ember
#

๐Ÿ‘

fathom portal
#

I originally thought it was a struct, that's why I suggested it

dapper kiln
#

Yea MFG you were right as well lol. Instead of breaking the "out row" I had split it in the actual node so it didn't show up. By dragging off and breaking it, I could see the details panel. So Thank you as well. ๐Ÿ™‚

fathom portal
#

Nice, nice

#

Oh, right, that makes sense, you wouldn't be able to hide that way

timber crystal
#

Question: is there a node that returns the number of material slots on a mesh?

odd ember
#

easily googleable btw

timber crystal
#

Thanks. All my google searches were returning how to combine material slots. ๐Ÿ˜ฆ

odd ember
#

use the ue4 documentation really

#

all the nodes are listed there

shut fiber
#

also disable "context sensitive" and just search

fresh holly
#

Hello everybody I'm trying to rotate an actor / component relative to the camera

#

if I walk around the rotation gets all wonky obviously because the axis of the object is staying the same and the camera is viewing from different angles

stuck hedge
#

That was bizarre. I just tried to open a skeletal mesh and it made my computer restart.

warm kettle
#

how would I make it so if I hold crouch and press jump it launches my character?

#

itโ€™s backwards

stuck hedge
#

I might not use the crouch function in that case, since you're not really crouching like you would with the normal crouch movement, unless you want to launch your character while it's still in a crouched position

#

The top input action should probably fire on jump, not crouch. I assume you're planning to hit crouch first. If not, there are nodes you can pull off to check if certain keys are pressed or not.

vernal crag
#

guys how serious are runtime errors if everything seems to be working?

static charm
#

depends what it is

#

some errors wont let you package or wont work when packaged

#

others no difference

vernal crag
#

two that linked to the same node. 1- "Accessed none trying to read property" and 2- "Attempted to assign to none"

static charm
#

should always package test at milestones during dev work anyways

#

well

#

those aren't big deals if everything is working

vernal crag
#

I'm just trying to build a tiny prototype atm and learn at the same time

#

that's good to hear then

static charm
#

depends on context of the none, basically it just means whatever actor reference you were using/trying to set was null

vernal crag
#

yeah that's what google told me, but I'm not sure it's an issue in the context, and it was a ball ache to get it to this stage, so a bit stumped at how to remove the error

static charm
#

again it depends on the context of the code. if the code is run multiple times, but it only error onced, then it only errored once

#

if the code only runs once and errored once..

vernal crag
#

so it's basically each time I swipe the sword atm

static charm
#

if the code runs multiple times and errors each time..

#

etc

vernal crag
#

but the line trace on the animation is working

static charm
#

not sure why its working then

#

unless you're referencing none that has nothing to do with the code being succesfull, in other words extra code.

#

could also be bug or order of operations where it errors but then later is set and works as intended

vernal crag
#

well I'm still learning, but I think the latter maybe the issue

#

issue with the order maybe

static charm
#

you can use Is Valid nodes to avoid running code when something is null/none

#

which will prevent those errors

vernal crag
#

I might just keep on going with it for a bit and see if it continues to work as intended,

stuck hedge
#

it's helpful if you show the blueprint, but what it means is that something you're expecting to be set isn't.

vernal crag
#

yeah I saw someone mention valid nodes in a youtube comment when searching for an answer, but wasn't quite sure how to implement it

#

more than happy to show the blueprints if you guys have to time to look it over? Just didn't wanna come in spamming images

static charm
#

no one is posting

vernal crag
#

ok standby 2 secs

static charm
#

but im afriad i cant help much as im signing off

vernal crag
#

no worries mate, thanks anyway

#

is it cool to post a reddit link that's relevant and will help with where I was getting my code from?

static charm
#

its better than to ask forgiveness than to ask permission

vernal crag
#

So this is my player controller BP. The first bit is basically deciding which attack is being done depending on the direction of mouse movement, the bit after (will post a closer image) is where the node with the issue is

#

lol love that mate @static charm

stuck hedge
#

are those screenshots full size? I can barely make out the text on that one

vernal crag
#

Circled node is the node returning the errors. It's a variable from my weapon BP that I'm trying to set here

#

no mate, but can zoom in to the bits you need. Just using snipping tool to quickly give a general idea of what's going on @stuck hedge

static charm
#

get light saber is a custom node/function

stuck hedge
#

if it is reading none, then that variable is not being set. go into the function and screenshot that

static charm
#

the issue lies there

vernal crag
stuck hedge
#

that's not important. Screenshot that get function

vernal crag
#

ok 2 secs

#

I'm trying to set that variable there though in the test controller

#

would you like the reddit post too? They have done what I've done here but all in the player BP which I guess makes it less error prone, but from my understanding it's better practice to have all movement and controls in the player controller BP?

#

this is the code I'm copying but they have it all in one BP, where as mine is split. Couldn't get it to work in just controller BP or just weapon BP, so I have the top bit in my controller and bottom in weapon

stuck hedge
#

The error is coming because the cast fails. That "get owner" isn't working. You must not have the owner set properly.

vernal crag
#

cast to lightsaber?

stuck hedge
#

You can test this by sticking in a print node and printing the owner's name. it will likely come back blank

#

Yes.

vernal crag
#

but everything actually works?

#

I get my line tracce in game

#

and it reads what it's hitting

stuck hedge
#

If you want to address the error, then print the owner and check if there is anything there. I'm just telling you why you're getting none

vernal crag
#

oh ok

#

thanks mate, sorry, not arguing, just trying to understand

stuck hedge
#

Address the errors first, and then check to make sure things are working the way you want. You may find that they aren't actually working how you thought when you have an error like that.

vernal crag
#

ah ok

#

so put a print string between get owner and cast to lightsaber what you're saying?

stuck hedge
#

Sometimes things might work in a default setup. You might have an error and not realize it. Then when you go and apply it to another situation it is suddenly not working and it may be a bit of a mystery because it was working before.

#

Yes and put an append on the print string

#

make 2 lines of text, top one should be: "Owner:" and bottom one should drag off the get owner and plug in the name of it

vernal crag
#

ok if I understood correctly I've done this

stuck hedge
#

put an append first

#

Like this.

#

This way if the owner is blank you will still see something.

vernal crag
stuck hedge
#

if you do it your way and the owner is blank, nothing will print at all.

vernal crag
#

ah ok cool

stuck hedge
#

That's close enough, just put something in the bottom text field

vernal crag
#

yeah I'm getting nothing (just the thing I wrote)

stuck hedge
#

When you print stuff out like this, it's usually a good idea to put in some custom text. That way you could verify whether or not the print actually ran.

vernal crag
#

yeah did that

stuck hedge
#

So your owner isn't set properly.

vernal crag
#

wrote TEST

#

ah ok

stuck hedge
#

Are you spawning the lightsaber?

#

Or whatever the thing that you're pulling "get owner" off of, make sure the owner is properly set.

vernal crag
#

Currently it's in the world and you pick it up on overlap

#

thanks for this btw mate, really appreciate it

stuck hedge
#

No problem. Then you need to set the owner when it is picked up.

#

on your overlap when you pick it up and attach it, also set the owner (or another variable) on the object.

vernal crag
#

ah ok bro, thanks mate, I'll tinker and see if I can sort it

tribal axle
#

Hey, how to you call an animation?

unreal token
#

Hi, making a horror game. I want the player to hear footsteps "behind" him, and as he "looks"around he either sees nothing, or sees a sliver of something an then it vanishes as he turns completely around 180?

#

I'm new

earnest tangle
#

You can just play audio from a position behind the player pawn. To have something vanish, you could for example have an actor which has a collider box follow the player when making the sounds, and perform a line trace from the player. If the line trace hits the collider, it would mean the player has turned around to face it

unique ingot
#

Can someone explain the difference between Blendspaces and Aim Offset..... Which one should i use

rough wing
#

How do I say "if equippedpowerup is 'empty' do this"

#

so i want to have an if statement pass true if equipped powerup == 'empty' (enum)

tribal axle
#

I wanted to get the number of actors in a class, and put them in a hud text, need some help

#

right now, i just need the number of actors

frank anvil
#

Number of actors in a class or of a class?

tribal axle
#

in a class im pretty sure

slow hill
#

@tribal axle use GetAllActorsOfClass node

tribal axle
#

Ok one sec

frank anvil
#

So of a class. That node will return an array and you can get the length

tribal axle
frank anvil
#

Connect the execute pins. Select the class you want from the drop down. From the out actors array, you want the length of the array for the total count. That will be your return value

tribal axle
#

Ay, it works! Thanks so much dude I really appreciate it!

#

I'm really new so this is good

spring magnet
#

hey so i need to use Surface Domain materials within my UMG, does anyone know of a workaround?

#

i just need an icon of the material to use in umg

#

perhaps theres a way to use the content browser's thumbnails???

trim matrix
#

anyone know about camera frustum?

#

basically known as view distance,

#

like how close ill be to terrain till it spawns

blazing ridge
#

what is the definition of a tangent in unreal? I mean when i Set a tangent on spline or set tangents on spline, what exactly am i doing?
as i understand it, i simply set the locations of the bezier handles, so a line can be draw between them to have the tangent.
is that correct to assume?

#

because if it is like this the error is not in my calculation but somewhere else

visual shell
#

@trim matrix what do you want to know about it?

#

@blazing ridge I think it literally makes a tangent. https://en.wikipedia.org/wiki/Tangent

In geometry, the tangent line (or simply tangent) to a plane curve at a given point is the straight line that "just touches" the curve at that point. Leibniz defined it as the line through a pair of infinitely close points on the curve. More precisely, a straight line is said ...

blazing ridge
#

but if that is the case, then the vectors i give in have to be points on the tangent, correct?
and the vectors I give in should equal a point or sphere i spawn in the world, in the sense of having the same location, if they get the same vector.

sorry to still annoy wiht this problem, but i cant seem to solve it for me

visual shell
#

But if you want a smooth curve you don't want to use a tangent, you want to use the bezier curve

#

Wait let me draw this out for you

loud bridge
#

hello, in my game there is a moment when I play a video in the menu and it works but when I try my game on another PC, It is as if the image went directly to the end but The image remains white. what to do ?

visual shell
#

@blazing ridge

#

@loud bridge make sure the video file is included in the build. Video files are kinda iffy in unreal

blazing ridge
#

@visual shell Im not sure what that would change to my calculation or input to be honest. because my input is always the handle coordinate right?
here in the pic attached you see the points and kind of spline im trying to get
blue is actual
black is target
orange T is the point im calculating to set as the tangent for C/D
BUT when i show it in runtime, the handles of D are at completely strange places.
so i thought maybe its because tis the last point and my nodes cant handle that, so i placed another point Z green, that one is only there to help D calculate its tangent - then be deleted
but D is still doing crazy stuff
im a bit at my limit here, sorry. how can the point i just set, and displays correctly as LOC on my debugs be somewhere else completely on the tangent of D?

#

referencing your example, i have A and i have B, im calculating C and set it to B, but B doesnt take it

loud bridge
#

i Don't undersand

#

@blazing ridge

visual shell
#

Can you upload your blueprint to blueprintue.com @blazing ridge, then I can take a look at what you're doing

#

Just select all nodes in ur bp, ctrl + c, and paste them in the text box on that website

loud bridge
#

How includ it in engine ?

blazing ridge
#

sure i know that page, gimme a sec

visual shell
#

so how are you sending your project over to the other player @loud bridge

loud bridge
#

how make ?@blazing ridge

blazing ridge
#

@loud bridge im sorry? how can I help

loud bridge
#

How includ it in engine ?

blazing ridge
#

I think your question goes to @visual shell

visual shell
#

Think so too haha. @loud bridge It works in your project right? How did you test it on the other machine? Copying your whole project or did you make a build?

#

Okay Freygeist, that spline point locations array, that's preset right? where do you calculate the actual positions?

loud bridge
#

Build

blazing ridge
#

i take those from bones of a skeletal mesh that i give into

#

@visual shell

visual shell
#

Oh so you wanna make splines to recreate a skeletal mesh?

blazing ridge
#

those are basically only 0,0 0,250 0,500 etc. and then the 4th one has an offset to the right/left

visual shell
#

Or what's the endgoal

blazing ridge
#

i want to generate a spline via the coordinate sof the bones of a skeleton/mesh

loud bridge
#

so how make ?

visual shell
#

@loud bridge You're probably not referencing the video file correctly in the build. The path url is probably to something on your PC, but not to the path in the build

#

So there's 4 coordinates frey, or more?

blazing ridge
#

preferably 4, but i wouldnt mind having to implement 12 more to calculate and then delete

#

1* ๐Ÿ˜„

#

sorry typo

visual shell
#

Haha yeah gotcha. Okay so can you draw the desired spline with the exact coordinates for me?

blazing ridge
#

manually in unreal you mean?

visual shell
#

or on paper

fair magnet
#

Does anyone have procedual Terrain Blueprint ?

#

I can't seem to find any new version or tutorial

blazing ridge
#

ok sure, will do. im in a meeting shortly, ill get back to you after it @visual shell

visual shell
#

Yeah no worries i'm at the office too, just ping me any time or maybe pm me

loud bridge
#

@visual shell so in the build i do how ?

visual shell
#

Did you understand what I said in my previous comment?

loud bridge
#

Yes

visual shell
#

So what's ur path url right now

loud bridge
#

In a path of the computer

#

So that do ?

visual shell
#

But in Unreal, you're referencing the video, so it's probably something like C:/Rayland/Videos/file.mp4

loud bridge
#

I put it in the settings ?

visual shell
#

You need to put it in "Movies" folder

#

and then the path should be this "./movies/yourmoviefile.mp4"

#

so ../Content/Movies/YourMovieFile.mp4

loud bridge
#

Thanks i Will try it

blazing ridge
bleak vector
#

A quick question hopefully: do data assets work the same way in build as they do in editor?

visual shell
#

@blazing ridge Try using the node set spline point type on your 4th point and don't set it to linear but curved

#

They should @bleak vector

bleak vector
#

for example, if I have something change the asset's variables "in game" in the editor it will keep that change when I end the preview

#

I'm wondering how that works with saved games, etc. ๐Ÿค”

blazing ridge
#

@visual shell if we should meet in real life lemme know, i owe you a beer

#

it worked

visual shell
#

Oh you mean like that. No if you want data and changes to persists through playsessions you need to actually save your game data in some file. If you change stuff in editor while playing it will persist after playmode is exited, but when you change stuff in blueprints it should reset after playmode is exite @bleak vector

#

Haha nice! Depends on where you live ๐Ÿ˜‰ @blazing ridge I'm sorry for not giving you this solution earlier, but I asked all those questions and finally realized what you actually wanted to achieve haha.

blazing ridge
#

no problem, you helped me out a lot and i also learned stuff on the way ๐Ÿ‘

visual shell
#

no worries, I enjoy helping, I haven't used Unreal much in the last few months as my job requires Unity but this keeps me in the loop

thorny cedar
#

how can i get rid of an old pawn?

#

i load a streaming level and spawn a new player(spawnactor and possess it at player start)

visual shell
#

Either destroy before you possess the new player, or create a reference in a game instance to delete later

thorny cedar
visual shell
#

Does it work when you do it on like a keybind? Way before you spawn a new player?

thorny cedar
#

making a keybinding in my persistant level?

visual shell
#

Well that pawn reference might not be working, so try if you can actually destroy the player beforehand, that way you know that's not the issue

thorny cedar
#

destroying my pawn results in that im placed out of my pawn

visual shell
#

but does it actually delete the actor? ๐Ÿ™‚

thorny cedar
#

nope

#

is my attempt not the right one?

visual shell
#

Nope ๐Ÿ™‚

#

Try destroying the player controller.

thorny cedar
#

ah

visual shell
#

OR better: make a reference to your player at begin play, so you can delete it later

#

by casting to your playerblueprint, getting the player controller and promoting the return to variable

frank garnet
#

Hi, new here. Working on this tutorial about creating a pinball game and my controls aren't working. I have created blueprint game mode, set up my controls in project settings and other controller blueprint but when I simulate, the chosen controls "right ctr" and "left ctr" don't work. Tutorial is using an older version of Unreal but I am using version 4.22. What am I doing wrong? Thanks

thorny cedar
visual shell
#

Make a reference! Destroy thaT

thorny cedar
#

i just need the pawn for a menu and then loading a level with a specific pawn for each level

visual shell
thorny cedar
#

will try that

visual shell
#

@frank garnet do other inputs work? or nothing ๐Ÿ™‚

thorny cedar
#

Blueprint Runtime Error: "Accessed None trying to read property PlayerCharacter". Blueprint: AnimatedLoadingPers Function: Execute Ubergraph Animated Loading Pers Graph: EventGraph Node: DestroyActor
@visual shell nope wont work

visual shell
#

instead of pawn use player controller here?

thorny cedar
#

same error

visual shell
#

From what does your character derive?

thorny cedar
#

i made sure to cast to the right pawn

#

its the basic motion controller pawn

visual shell
#

Do you spawn the character in the same bp?

thorny cedar
#

@visual shell its in another level that i stream

#

it posses the new pawn correctly

visual shell
#

Print a string on the cast failed, see if the cast fails

thorny cedar
#

if i cast from my character to my motion controller pawn it fails

visual shell
#

and player controller?

thorny cedar
#

@visual shell also fails

visual shell
#

show me how you are casting?

thorny cedar
visual shell
#

but player pawn also fails right?

thorny cedar
#

nope it doent fail

#

but destroying my reference wont destroy my non possed pawn

visual shell
#

So does the whole character stay, or only the controllers?

thorny cedar
#

its more that i get an out of pawn experience instead

#

only the controllers

#

thats basically all that my character exiists off

visual shell
#

Yep but they don't move anymore right, so that does work

thorny cedar
#

yes

visual shell
#

I think you should try to re-attach the controllers. Or maybe avoid destroying the character? You could just teleport it right? Or do you necessarily NEED to destroy the pawn 1

thorny cedar
#

destroying does not delete the assets?

visual shell
#

Are you using the motion controller template

thorny cedar
#

yep basic template

visual shell
#

yeah thats oddly shitty

thorny cedar
#

minor changes lik adding widget interation and the level streaming part

visual shell
#

I'd unposses the pawn, then teleport it to the new location and possess it again

#

And is your pawn defined in maps & modes as default?

thorny cedar
#

@visual shell sry i have to work on an other project for now :/

frank garnet
#

@visual shell made only two controls. "Right ctr" and "left ctr"

visual shell
#

And are you setting up the controls in your player blueprint?

trim matrix
#

Hello Guys, someone a idea why my enemy is not ignore his self?

atomic salmon
#

@trim matrix You need to check that Return Value is true before accessing Out Hit

trim matrix
visual shell
#

Is that AICharacter a pawn?

trim matrix
#

no its a character

visual shell
#

Okay, so your spheretrace only looks for the things in the object array

#

And you're trying to ignore a pawn, which the aicharacter is not

#

thus not ignoring the aicharacter

trim matrix
#

yeah but, the character is a typ of pawn correct? so should create a custom collision for this?

visual shell
#

You just said it's not a pawn haha

trim matrix
visual shell
#

But your AI character DOES derive from the pawn class?

trim matrix
#

The AI is drive from Character Parent class

visual shell
#

Okay, yeah that should be also pawn then.

#

Is that AI reference valid? Did you check if it is the correct AIchar?

trim matrix
#

oh, wait i will check it

#

no result

toxic salmon
#

I'm following a tutorial and wondering about the center input on this function. What makes it square instead of round? How can I do this?

calm dock
#

its a variable by-ref

toxic salmon
#

I thought it'd be wildcard (similar to the wildcard input on select node) but I can't seem to find that

visual shell
#

@trim matrix Then your reference is not good. How are you making the reference to that character?

toxic salmon
#

Huh okay, var by ref, thanks!

trim matrix
#

@visual shell this reference is from the parent class by simulating the game it doesn t show the current value

visual shell
#

Just use "Get Pawn" for the object

trim matrix
#

nope, Get Pawn node not existing here still the same Thanks you smits i will try further by my own

visual shell
#

oh wait it's a character, try get player character

trim matrix
#

okay dont work

#

i believe there is a problem with the reference, i will try to get a ref from AI in my Anim BP

trim matrix
#

@visual shell Solve my problem thanks!!! Just Changed the radius of the sphere and this worked for me very well^^

trim matrix
#

Hi all, I am making some blueprints for level designers, and I was wondering how best they can access them? Originally I wanted to add them to the Place Mode window (attached) but looks like that requires some C++ so I'll do it later. But for the time being, I was wondering what approach do you use for making blueprints for level designers accessible without them trawling through the content directory? some way of bookmarking or curating an accessible list for them?

prisma delta
#

hi all, Is there a way to call multiple classes(blueprint from the spawn actor node. TIA.

#

or maybe a guide or online tutorial that will point me in the right direction.

trim matrix
#

@prisma delta do you want to spawn something for each target point?

prisma delta
#

yes but a different blueprint actor, each time

trim matrix
#

will the classes for those actors always be the same?

prisma delta
#

yes. they are all object blueprints

trim matrix
#

so 3 classes, 1 for each target point, the classes will never change?

bronze mountain
#

Anyone run into a situation where you get accessed none when changing a property in game, in despite of referencing the actor with get all actors and then assigning it?

trim matrix
#

I mean you could add an actor class array variable to the level blueprint, add your classes, for each loop those target points, take the array index from the for each loop and get the corresponding part from the actor classes array and feed the stuff into the spawn actor node

prisma delta
#

that sounds like just the job. thanks @trim matrix . I'm just learning so sorry for the newbie explanation.

trim matrix
#

np

#

To answer my own question above, it seems like Collections are the way. but curious for anyone elses solutions.

#

@trim matrix could do some editor utility stuff

#

if it's about adding things to the level

#

I think they can do that

#

not sure though

#

@bronze mountain what exactly is none?

#

@trim matrix did not know about this feature, thank you.

bronze mountain
#

Im playing with the sun sky actor in 4.24, if I add the actor to my scene then assign a scroll wheel to change the day hour or one of its other properties , it gives me errors after preview saying accessed none trying to read or assign

#

Scroll wheel as in widget spinner , what's odd is that the spinner actually works and changes the value but it still sends an error

#

On the widget construct I've done a get all actors of class and set it to the sun sky variable, so the reference is there, and I've checked by printing out the value of the variable, which works, but as soon as I try to set one of its internal values It throws error - unless you do the get all actors of class on the slider value changed, which isn't a cheap solution ha! Apologies for the wall of text

frank anvil
#

Anyone ever run into a issue in blueprint input/outputs where it won't let you update the param name?

#

Just gets stuck on NewParam

fair estuary
#

I have seen that, it usually is resolved by compiling the BP that the function is in or refreshing the node to reflect the input/output changes

trim matrix
#

@bronze mountain sorry I am stumped

latent shadow
#

Are BP interfaces generally very expensive?

bronze mountain
#

No worries, seems kinda odd though

odd ember
#

@bronze mountain don't use the get all actors of class, that's giving you a null pointer and that's why you're getting an error

#

if you jsut want to get rid of the error, use the IsValid check on a branch

#

if you want to fix the issue find a way where your sky sphere can actually give itself as a reference to your widget

elfin hazel
#

@trim matrix You should look into Editor Scripting, in particular Utility widgets. You can make a widget that hold a list of objects.

trim matrix
#

@visual shell all I want is to make a view distance with the camera culling but it's like no one here knows anything about it cuz when u research, nothing tells me how to set it up.

#

Like, I been hearing the camera frustum works on it's own. But even if it does, I can't seem to move the camera view farther without moving the FOV

potent citrus
#

Good morning everyone. I am making an RPG that has a custom built skill system. What I am trying to accomplish is having the different combat styles unlocked and usable once the skill has been purchased. So far, I've been able to create it so that the Skills are unlockable and able to be increased. What would be the best course of action in tying the combats in?

odd ember
#

@trim matrix far clip plane, fov. those are your options. there is nothing else. people have told you this before

sand shore
#

Beep doesn't wanna actually get it working or they'd have tried anything suggested

lavish ibex
#

Hey, Iโ€™m looking for a few pointers or at least key terms Iโ€™m apparently missing to research this. I want to setup a system such that the spring arm holding the camera rotates in relation to how far the mouse is from the center of the screen. It spins the fastest when the mouse is at the edge, and half speed when itโ€™s halfway between the edge and screen center.

#

I feel like Iโ€™m looking for โ€œviewport sizeโ€ or something so that I can make it a ratio, but that seems to require a HUD?

trim matrix
#

@sand shore I tried everything

#

@@sand shore it's like no one knows how it works. Even unreal doesn't describe how to properly set it up or how to get it to work. It just says way it does. Like this crazy. 2 days ok this. It shouldn't be hard to just figure out how to move the camera to cover my whole scene so that way things outside the camera doesn't get shown or rendered and things withing it does

#

@trim matrix Turn everything invisible in your level and everything that entire in your Camera Bounds turn it visibile?

digital sundial
#

Alright, where are my math geeks at?
I have tough problem I find hard to crack.

I wanna have the lockon camera similar to Dark Souls. Notice how the lockOn indicator sit's at around 33% height on the screen.
What I need to compute is a control rotation to have the actual lockOn target sit up there and not in the center. So it should always be up there regardless of distance. The lockon location on the mesh is just a socket.

So I have the camera location, I have the Socket where the indicator widgets sits. What I need is the control rotation.

Any ideas? ๐Ÿ˜„

trim matrix
#

@trim matrix that's what I'm saying....how can I control the camera bounds? Like I can't stretch the camera view to cover a part of my map

frank anvil
#

Is there a way to set blueprint execute order? BeginPlay on one of my blueprints before my Game Mode blueprint...

trim matrix
#

ill try agaih and see if it works

#

@frank anvil Sequence

#

hmm

#

Sequence node

#

im gonna try

frank anvil
#

@trim matrix Where would you set a sequence node to make sure that my Game Mode blueprint is the first to go off?

bronze mountain
#

@odd ember thanks for the tip, do you have any creative ways of creating the reference from the sky into the widget blueprint, as the widget is not on screen 100% of the time

trim matrix
#

@frank anvil depends on your code need more details, there are a lot of ways to solve a problem so if you tell more details

frank anvil
#

@trim matrix I have a blueprint game mode class that has a hooked up Event BeginPlay node. Which is the first node to fire off when a class is instantiated, correct? I have another blueprint class (actor) with a hooked up Event BeginPlay node that is dropped into the game world. When I launch the game, the actor's Event BeginPlay runs before the game mode's Event BeginPlay. Is there a place in the engine where you can set an execution order to ensure that the Game Mode blueprint always runs before any other blueprint.

#

It's weird that by default the engine wouldn't run Game Mode BP > Level BP > All other instantiated objects. In that order

trim matrix
#

What spawns the CameraActor (that do NOTHING) in the level as default?

#

@frank anvil The construction script is fire off first , then Eventbeginplay. How do you check it that the actor blueprint is going fire off at first?

#

@frank anvil the next question is why do you need this?^^

frank anvil
#

I set breakpoints on the event begin play to see the order of execution

#

I use my game mode to setup various spawn locations in the world. I then use a spawner class to spawn actors in the world. So the problem is that the when the spawner goes to put an actor at a location, the location (set in game mode) hasn't been set yet.

odd ember
#

@bronze mountain it very much depends on the context of your game. if you can explain a bit maybe I can offer a solution

frank anvil
#

I have some solutions for this that work, just curious why wouldn't the order of execution be Game Mode BP > Level BP > all other actors.

trim matrix
#

@frank anvil okay

#

hmm

frank anvil
#

Seems odd that it would let actors events fire off before game mode and level bps

#

So wasn't sure if there was some setting in the engine that forces game mode and level to fire before all other bps

#

Right now it seems like they all fire off at the same time and it's a race condition

trim matrix
#

weird i m wondering too in my cause it fire off at first, cannot answer your question sorry^^

frank anvil
#

np. Thanks for talking through it ๐Ÿ˜‰

trim matrix
#

they can not fire at the same time if they are in the Game thread only

frank anvil
#

yeah weird

bronze mountain
#

@odd ember I figured it might be a bit of a vague question, thanks for getting back to me though, the context of it is that we have a large aerial residential site that has a series of ui elements that control different things, essentially I want to dial into the ui element or adjust a slider to then change these values, I was thinking a blueprint interface but I'm not sure if I can send send direct values to adjust the variables

#

The values I want to change are located on the sun sky engine blueprint, solartime/day/month

odd ember
#

@bronze mountain consider in a realistic scenario of real life, how would your residential site know about the sky?

bronze mountain
#

@odd ember I would say by looking up! But realistically the impact of the sky would be the lighting of the environment

odd ember
#

@bronze mountain I mean think about how if you would have a UI for controlling the sky how that would be connected in real life

#

there would have to be a connection

#

if there is no connection there is no control

trim matrix
#

Am trying to test notify system

#

and am trying to print As it hit On Notify begin to print hello

#

and its not doing it

#

am i doing it wrong?

hollow cape
#

is the montage playing?

trim matrix
#

Yes

#

i have 3 attacks

#

am playing the first one

#

am confused

#

any thoughts?

odd ember
trim matrix
#

@trim matrix it doesn't work

tribal axle
#

How do you set a delay on a 2d sprite, and after it dissapears?

fathom portal
#

@tribal axle Can you elaborate? Do you want to pause a flipbook?

tribal axle
#

Well, I have this text sprite, that is related to the number of actors in a class. When that number hits zero, it displays other text. I want to find out how to set a delay, and after ten seconds or so, the text disappears

#

This is what I have for text

fathom portal
#

I might be not quite understanding, but it seems you either need to add a delay after the function, or set a timer to fire 10 seconds after

#

So like where are you calling that function

hollow cape
#

I'm assuming that's a bind function

fathom portal
#

I'd also recommend not using "get all actors of class", but that's a giant rabbithole for another day

#

Especially twice in the same function lol

tribal axle
#

Well, I watched a tut for how to, and it's a HUD function I'm pretty sure. I'm new so idk

hollow cape
#

If this is a bind function, you're essentially getallactorsofclass on tick which....blech.

fathom portal
#

^

#

Yup, because it needs to run a LOT to keep the information valid

#

Like, even after the crystals are all gone, it will still run the get all actors of class repeatedly

hollow cape
#

The quick and dirty way to deal with this is remove the bind, click the "make variable" on the text that needs to update, and run a function on UMG tick that can return a bool saying "done" or something like that, and if that bool is true, fire off hte "end game" function you want or whatever

tribal axle
#

Huh, ok one second

hollow cape
#

This will make it "work", but you really should be doing this via events, since every time you pick up a shard you have a chance to fire off an event decrementing the text value

tribal axle
#

So, where would I do that? In what class?

#

Or in this class, but how

hollow cape
#

you need to route the event to the UMG. An event dispatcher is one way, otherwise a direct call from the pawn to the UMG would do it as well

tribal axle
#

Well, I gtg for a bit. I'll pick up on this later

visual shell
#

@trim matrix did you fix it yet? Otherwise i can help you tomorrow

trim matrix
#

@visual shell it didn't work

#

Can you tell me to how fix it or just set up the culling on the camera. Cuz I been spending days on this

#

It's so stressful

#

/**

  • A CameraActor is a camera viewpoint that can be placed in a level.
    */
    "Can be placed" ๐Ÿ˜„
fathom portal
#

@hollow cape as someone who wants to learn how to effectively use event dispatchers but is a beginner with them, are they intensive?

hollow cape
#

to learn? not at all

fathom portal
#

Lmoa no, like intensive programmatically

#

Like should I keep their use to a minimum, like event tick

hollow cape
#

oh, my understand is binding to a dispatcher is effectively a tick

#

It's resource heavier than doing it straight event based obviously, but more controllable/useable than doing something on tick.

still trellis
#

I thought delegates were basically a list of functions to call when the delegate was called

still salmon
#

Why can I only use my widgets once and then the line trace from the widget interaction component doesnt work anymore?
Any one have any ideas?

prime berry
#

this really doesn't tell me anything ๐Ÿ˜„ can you show the blueprints?

still salmon
#

the first one is when ive clicked it performs the animation and all the second is when I try to continue clicking

#

yes

#

I know lol

#

There's nothing that should prevent it from being used twice.

#

As far as I know.

prime berry
#

well unless the bool gets changed, but that should at least give you the print string

still salmon
#

Indeed

#

After I click it once it does the animation its supposed to through the other referenced actor then when trying to click the widget again it just outputs " Click "