#blueprint
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well if it outputs 'click' then it should at least pass through the Press Key node, so that shouldn't be the problem
yeah
It just seems to not want to function after one use
hm
ive fixed it slightly one moment
Depressed rn
are blueprints depressing you?
what do you mean by 'longer'?
How do you make it so the player doesnt rotate his entire body if im going a certain direction. For example, if my camera is facing forward and I go backwards the actor's entire body moves to that direction. I want it to only rotate if my camera is facing that direction. I explained dis really bad but I hope someone can understand me lol
if i build lighting does myscene perform better?
what do you mean by the "entire body moves to that direction"? I mean when you walk backwards that's what happens to your body
Do you want the camera to be locked to the players back like a third person shooter type?
Sounds like they're talking about a follow camera/spring arm's pawn control rotation behavior
Probably just need to uncheck that for the arm and hook input to the camera instead of controller
@trim falcon More details on exactly what you want camera input and movement input to do would be helpful
Yes I think you're right. I couldn't recall the exact setting off of the top of my head
The TPS follow cam style and sample project links char rotation to cam rotation. A more MMO style has them separated, and then you need to decide/define what happens to character when cam rotates (char moving vs still) and what happens to cam when char moves
Wait i think i found something that might work, if it doesnt ill provide more info
Like in WoW, for instance, there's actually two cam control inputs and two char control styles. Cam is free cam (left click drag) or rotate cam and char (right click drag), and char input can be strafe or turn, turn resulting in cam following char rotation
So if you want that separation you need to map out what does what, then wire it up :)
@sharp juniper Thanks for the help !
np
I found out what I was looking for thanks alot
Awesome
@prime berry Victory has been secured, thank you for assisting.
Overlooking or misunderstanding something or whatever doesn't mean you're stupid. It just means you learned. That's literally how learning happens :P
A stupid person can't learn how to solve a problem or fix a mistake. Clearly you did.
wholesome Unreal Slackers Discord
:P
Wholesome indeed, quite the speech you should do motivational speaking.
Is it possible to create a blueprint function with multiple "Do" nodes as return, like in the picture?
As far as I'm aware, only collapsed graphs and macros can have multiple exec outputs.
Yes, just found out about this, thanks @tight schooner
At best you can make a "pure" function that spits out a boolean/int/enum to plug into an appropriate "flow control" node. (And then put that in a macro, lol.)
Hello guys! ๐
question
I am having a little trouble with something silly
and would greatly appreciate your input
so the moveComponentTo function
gets a "Target Relative Transform"
what does this mean?
how do I get this "relative transform"?
It does not have a "Target Relative Transform" is has a "Target Relative Location"
A transform is a collection of those parameters
Its the relative location of the object. Not the world location
So for example. if your character is moving in a level, he has a world location.
If he is holding something in his hand, which is part of the character (a sword maybe) which you moved there in the viewport. This is the relative location of the swort to the character.
ooooooooooh ok, and how would I go to get the relative location of an actor outside of my current blueprint? how would I get that relationship?
The thing is am trying to programatically move a camera, which is inside a bp, towards a location in the map
but the math is beating my brains.
From where do you want to call it, inside the level Blueprint? Or just another blueprint?
Another blueprint!
We have an actor that has a reference to the camera component
this bp is the one calling moveComponentTo
ok cool, so first thing is you have to get the actor. That is rather easy. If there is only one Actor of this kind you can use the blueprint node "Get Actor of Class"
Here you can select your actor which you want to access
aha, I even made a reference in the bp so I could just drag the actor.
what you mean with a reference?
a public variable
of what?
of the actor whose location I want to move the component towards to
Normally you want to decouple things as mouch as possible.
So I would suggest you just get this actor as well with that "Get Actor Of Class" node
ok! I can do that no problem
Than you would not need that reference
Also, you are getting both actors the same way, which makes it easier to read, and to understand for future edits
Hey Guys i have a question, does someone know how i define my character he is walking backwards or forwards that the char knows ok this is forward and this backwards
@sick plover how are you controlling the character? With a keyboard?
Yes
@sick plover wouldn't this depend on the type of game you are doing? I am not understanding your question sorry ๐ฆ
(@astral fiber please don't stop you are almost at the answer!!! haha)
@sick plover You could try to get all the current pressed keys and decide on that maybe
@chilly widget do you mind doing this over Teamviewer or Discord? so I can see what you are doing?
so i make a fighting game that means player 1 and 2 always face each other and i want to make a Walk Backwards animation so i need to say the character when you are on the left side from player 2 the button ''A'' is backwards and when you are left the button ''S'' is backwards
''A'' is backwards and when you are right* the button ''S'' is backwards
@sick plover 2D or 3D?
2d
Oh!
So when we made SCF https://www.youtube.com/watch?v=NT80gQrYkYw
Get updates on the game!
http://www.SuperCombatFighter.com
http://www.twitter.com/KickKickPunch
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Join the Discord and talk fighting games with us! - http://bit.ly/SuperCombatFighter
Well thats easy ;)
you know the position of your character, and the position of the enemy. Decide on that
we had a variable
that would tell us if we were facing right
or left
and this changed depending on the position of the enemy/other fighter
oh ok
basically if position X > enemy position X we where in the right , else we were in the left
this is how i handle the rotation
and so we would shift the sprites to look as they should
Sorry I can really read that ๐ฆ
cant
@astral fiber
no problem
@sick plover does not look that bad, is it not working?
we can discuss further ๐
No this works but the inputs for walking are A and S so how i can handle the animation of walking backwards cause its always switching cause which side my character is. Sry for my bad english ๐
So in the Player1 Enum the current state of the player movement gets stored?
yes
Hey, It's something really basic but how do you destroy your player or another actor based on touch?
@tribal axle you can do that for virtually any actor
is there anyway to save the sound volume without having to use a save object?
What in the world... How do i fix this?
do i have to delete the function and make it again?
what a pain
I tried that, eventually just recreated the function
some kind of editor bug i guess
should a blackboard / tree be set up in a pawn's controller or character class?
i notice you can set it up in both.
do you mean pawn vs controller?
yep
i would do it in controller
yeah
that's what im doing, just wondering if there's any diff
loading the BT class from a data table based on NPC ID
i believe the controller has the logic component
or whatever its called
that runs the behavior
one thing i've started to do for behavior stuff is have one (or a small number) of main trees
and use dynamic sub trees
since so many characters share so many behaviors
What's a BT lmao
behavior tree
yes you can attach them dynamically
you can make it so they all use the same mama tree, but then each run their own combat sub tree, for example
Hello, can anybody help me? When I'm trying to set a text in a widget when the actor overlapping my collision box, why is it replicated for all players? I have something like this. When I change events for example to press a key button, it's not replicated. This is my character blueprint.
thanks John!
any way to add a character movement component to an actor? I want to create a generic "CombatActor" class that allows support for all my combat functionality, but these actors may not need character movement (but some will).
want to avoid always having to cast the owner to specifically the "combat actor without movement component" or "combat actor with movement component" and instead just the generic combat actor class
is it a dumb idea to just default to having a character movement component and deactivate it on actors that don't move
Does "is valid" return false if the object is pending kill?
Hello all - a question. I am playing a death animation for one of my AI/NPCs - however, once that is complete, the NPC snaps back up into a Tpose. What is the normal way to end the animation, and not have it continue? (ie I just want them to lie there for a few seconds before I remove them from the game).
@noble bramble Make sure that the animation is not looped and in the blueprint itself add DisableMovement after death
Can someone confirm or tell me how to solve this:
The Bluetilities don't execute old style windows with the properties panel, is this correct on last versions ?
@cunning sentinel - sorry didnt work. I simplified it all down.
Character plays the animation, and then once, done springs back up to TPose "no animation set" type pose
thanks - will give it a try
I've got a "faction" variable on player and npcs and I want to find the nearest enemy (which is determined by comparing their faction relationships); what's the cheapest way to do this? ๐ค
I'd assume tags are pretty free-hand approach to that
so when ever npc sees player, it checks for tags to determine action
any idea why capture scene not working?
scene capture works if tick these options
I need to limit the number of scene capture updates
someone knows how to do Log10 ?
hey guys. Exists any event or function that I cann call when Music come to its end?
Like, when 1 music finishes, how to start another?
Hit a bit of a snag here. I'm trying to alter the gamma intensity with an event using BP but I can't seem to get the values to translate properly. Am I going about this the wrong way? Is this because I have XYZW instead of RGBY? If it is, how can I convert it?
@green wave
@cyan lion ๐ Thank you)
@sacred plover first of all if you are making postprocess settings to change only gamma, rest of properties will be default, so you need to use node "Set members in ..."
like that, and then find properties you want to change, thanks to that the rest of setting will stay unchanged
Any great and simple root motion tutorials
@sacred plover so basiclly it would look like this and i've just checked it and it works ๐
@waxen sorrel both will works, second node - math expression is great tool to make some math (just put formula as name and it will do the rest)
ty
@trim matrix use the HasAuthority node
Does any 1 know of a way to save all sound classes volume WITHOUT having to use a save game object?
@odd ember Thank you, could you tell me a little bit details of it? What I've read you can distinguish between client and server, but if I have two clients it'll be still replicated or how can I use it to distinguish between more clients?
hi guys on 4.23.2 widget button didnt work? WTF?
@trim matrix are you familiar with multiplayer architecture?
clients are only able to do cosmetic changes
all game changes have to go through server otherwise
Yes a little bit. Oh that makes sense.
editor works good but does not work in the package. is there something i am doing wrong?
So how can HasAuthority node can help me to show the text only that player who would be in the collision box with the actor?
if you do if(hasauthorithy)==false) it wont execute on the server, im not sure what is your issue tho i wasnt paying attention to the convo
in BP theres a hasauthority switch
@trim matrix you're not checking for which player enters at all
It's fine, thank you too. I want to show specific player (who overlaps with collision box) he can interact with it. So I have something like this: https://media.discordapp.net/attachments/221798862938046464/678101481777397760/unknown.png The problem is, the text is set for every players and not only for that who actually overlaps with the collision box.
But it's interesting when I use the event for pressing buttons for example, it works only for specific player (actor).
and you're not adding an owning player
to the HUD either
unless that is within a player character
It is the BP for player character
I see
the HUD isn't supposed to be an actor in the world though, so I'm not sure why you have it on begin overlap
add to viewport should be enough
in which case that will ALWAYS show up for all players
since all players are the same character
so that is correct behavior
Hello sorry to disturb, i have a problem concerning my sprint system : i dont want to sprint backwards and i want my sprint speed to be progressive. The thing is everything is working fine, but when i keep my input action (for the sprint) pressed, i can run backwards if i already runned forward, and once i stop moving and move again, my speed is at sprint speed direclty, so if anyone could help me please, tell me if you need screenshots or anything
Hmm so, how can I show the player on HUD, he can interact with the object? What's the best solution for that implementation? Because this was the first solution what came to my mind. Sorry I'm pretty new to unreal. I looked for some tutorials, but they usually worked with In-game text, not with the Widgets.
what are you trying to do?
the HUD can still perform functions
it already knows the player since it starts on the player
This is my testing project, so I created here an empty collision box (it's a trigger box, but it's not essential now). And what I want to do is, when the player will collide with that box, it shows on the HUD text, he can interact with it. And I'd like to change this text dynamically, so there will be more messages for actions. Example scenario:
- Player will collide with collision box => HUD shows: Press E to Interact
- Player will press the E key => HUD shows: Interacting
- Player leaves the collision box => Hud shows nothing
And this is the current HUD:
Curious question. There's a function for USkinnedMeshComponent called GetSkinnedVertexPosition according to the documentation. This doesn't seem to be blueprint callable though.
Not a programmer, did some c++ long ago and tried adding a line to make it callable above the declaration of the function in the header file. Still doesn't seem callable though. Is there another way to call this from BP? ๐ค
static FVector GetSkinnedVertexPosition(USkinnedMeshComponent* Component, int32 VertexIndex, const FSkeletalMeshLODRenderData& LODDatal, FSkinWeightVertexBuffer& SkinWeightBuffer);
Not crucially important, just wanted to play around a bit with a crazy idea that probably would have terrible performance.
@trim matrix first use OnComponentOverlap instead of OnActorOverlap
you only want to do it for the volume, not for the entire actor
Okay
second, when the overlap triggers
you have at least one pin called other actor
that is whoever enters the trigger
you can then use a cast node to determine if it's an actor you can use
i.e., the player
then once you've "caught" the player you can perform functions or logic on it
e.g. get the HUD of that particular player and print something on it
that's the basic idea of blueprint communication
later on you may want to create canned interactions where the HUD knows how to respond based on the type of interaction it is
So if I understand you correctly. You mean something like this right? I had to create for CollisionBox own BP class.
looks right
But works the same way
only the player overlapping should have the interaction prompt
Oh so when I used only the HasAuthority it was replicated only for the clients. After I added the IsLocallyControlled it seems fine now. So is this the solution what you meant?
Wrong picture
hi, im trying to add a box collider to an actor and it's not colliding
basically the logic is inherited from a class with a capsule collider and i'm trying to add a box collider instead
i've changed the collision preset to be the same as the capsule (pawn)
but that isn't working
@late gorge maybe the size of your collider is not big enough?
are you trying to replace the capsule with a box?
because that won't work unless you hard code it
@late gorge do you have generate overlap events checked?
How can i assign a Actor to my object Reference from content browser ? Someone a idea?
i fixed it, i didnt compile after switching collision preset /faceplant
quick help needed, anyone know where my tabs for my child bp are? Like viewport, event graph etc.
Has anyone here ever tried to port BPs between engine versions? Is there a less painful way than recreating it step by step from scratch? Migrating doesn't work because... I have no idea why.
prim2gold doesnt work
@trim matrix two different windows get opened, but cant get the default viewport back
hmm
so i just want assign my actor to this object reference from content browser
oh you are dropping it in the levellike that?
not from level
are you trying to call something in the world or just a bp?
yeah and from this reference i want to call from Master Tile there variable and .....
yeah it works fine for me
try it with another bp
or delete the var you have compile then make the new var
Maybe set a boolean for when it fires off the first time to make sure it cant fire off again
@quick grotto very weird
yeah you cant edit that as far as ik
or i dont use it if it does exist
what are you triyng to do tho?
like logic wise
oh nothing i can assign the actor on many ways but im wondering why i can not reference it like this ^^
not sure it is just an actor isnt it?
@quick grotto i basically dont want overlap firing on beginplay but want it firing after
because when i attach it to component it fires off
how can i go back to a autosave in unreal engine?
i ruined my work
can i not go back to a previous save?
You probably should learn how to use source control to avoid those kinds of problems in the future
damn
@loud cipher autosaves are in your project folder - saved - autosaves
what are you trying to do?
i ruined a few things in anim bp, so im trying to go back earlier when i didnt
if i delete the few anim bp will it return to older state?
no
oh
Basically copy the auto saved version of what you want to restore into your project and then remove the _auto
can someone help me, i am watchign a tutorial and for some reason my values need to be gigantic compared to thew values in the tutorials. Why is that?
for instance tutorial has a 8000 int in his float to make an effect
i need something like 600000
im using the latest builds
for instance radial impulse with a value of 6000 doesnt make a cube with a weight of 10 kg or less move while in tutorial it does
what do you mean copy the autosaved version? @carmine prawn
Can I apply a camera shake to a static camera in the world (which I'm using but isn't controlled by any pawn) ?
@loud cipher those assets listed in your autosaves folder, pick one that you think isn't broken. Copy and paste it into your project.
how do i use an aicontroller for my player? i've set the aicontroller class and tried calling spawn default controller but my aicontroller is still returning none
Ohh
so i delete the original one in the actual game folders and paste the fixed one back
basically, yup
thx
nvm - fixed it, looks like the distance has to be bigger for 2D :-?
of course, whatever you did to screw things up, bit be autosaved too.. so you may have to test different ones.
Hey guys, been wondering, can I make a global constant? just like a file that holds a value that every bp can access...?
@latent basin Create a player State > make a reference to your Player state > cast to your Player in desired BP and call your variable just one possibility^^
@cyan lion Ah man, thank you! I was also going nuts wondering why my other settings were getting reset too. Thank you again for explaining that! ๐
@trim matrix Thx!!
Hey guys does anyone reccomend a ui tutorial that shows the time you spent in the game?
I think you can use get game time, then add that to a TotalGameTime variable that you serialize in the game instance
Is there any way to resize textures in the editor, maybe with editor blueprints? All these 4k and 8k textures are taking up too much space.
you mean like batch resizing
you can change the size of each texture manually in the texture setting
Yeah I know I can export into photoshop and resize and reimport- but that takes a long time with many assets
@clever cedar there may be a way to scale them down, but they will remain their size in terms of actual storage space, since I'm pretty sure the original size is stored regardless
Oh thanks, I'll take a look on the marketplace
i think he means how to write the code for it in c++
Hey guys quick question im sure this is right but jsut making sure
A "For Loop with Break" when the break is called does that trigger also the completed output?
you can double click the macro to see what's inside of it
and how it works
break means the loop stops
in code jargon
indeed
i should have coded this procedural tiling in c++ xD blueprint doesnt suit me anymore
cause i know in c++ "break" stops teh loop and continues the rest of the code below so im guess it does the same and calls "completed"
yes
sorting it for what purpose
you can sort them i made a small way to do it
ok but for what purpose
technically you can, but if you have to sort things you aren't looking to use a map
it makes no sense
the implication of a map is that you have a key always, that returns a value, always
a map isn't an array
i have a spawn actor node and it add its to a map then later on it deletes them but there not in order anymore
so that how i re sorted them agian from starting 0 again
again what purpose do you want a map sorted
map doesn't have indexed access
like I don't know what you're doing, but you're basically not using a map at this point
if you need to have something in an order, maps are not the thing to use.
Theres no way (that I know of) to sort a map, but you can just grab the keys, sort in whatever order you want, then loop the keys and put the corresponding values into an array
If were talking about tmaps, I mean
it makes no sense
i need map cause i need soem actors with the same value as a group
like no matter how each array is sorted
the k,v pairing is not broken
so there is no point to sorting a map
so -y is grp 0, -x is grp 1 , +y is grp 2 and so on thats why im using a map
it doesn't exist in blueprint
again you haven't said why you need it sorted or in some order
like if you know cpp then how do you not know the difference between a map and an array?
that's basic stuff
you can pull from the map in any order you want
the more tiles i spawn if there is more then 2 grps in the scene it deletes the ones behind
so i then i need them resorted cause then the grps not deleted would be like 2 and 3 and i need those now 0+
make a new structure for the type of data you want, then put those grps in the array and delete from there
either way some good advice thank you guys, im just currently just prototyping it first and was going to move to c++ for the final.
you can create 2 separate arrays inside a struct and use those to propagate a grid
I assume that's what you're doing
a 2d array is just 2 arrays
btw @static charm how is the 2d array written?
@odd ember i did something like that for one of them made a struct added 2 arrays and 1 holds the actors other index grp. Should i move to that instead on the map
it's the only way to do it in BP
xD true design choice is the interesting and which has a better performance hit
yes
less blueprints = better performance
indeed
structure array would be slower then using regular int array with some lookup data/table or whatever to define the data in the array
ill see how i can shorten the code but ill be moving to c++ when i get the general idea working
Current size
and still not 100% there
anyone know how i can make a weapon system that is using data tables and enums? i want to make it a proper system with pickups and drops? any idea on a video or starter guide?
There should be alot of tut on picking up and adding to inventory
did u happen to get the weapon component system from free month assets last year? that has it all using data table, etc
Last question what would u guys say map container would be good for mostly?
Hi there ๐ I just started a week ago. I came from Unity (never looking back).
I've been through youtubes and tutorials, but I'm stuck on something that might be considered very basic for someone else...
I have a trigger box and in my blueprint on overlap I want to get the Character I attached the trigger box to as a reference and tell it to play a Montage.
I keep getting lost when it asks for Skeletal Mesh Component.
If anyone here wouldn't mind helping rearrange my brain I would be incredibly grateful.
Trigger -> Attached to Chracter (NPC)
its a blank blueprint so far due to failures.
And I'm not sure which one that is, there's hundreds of blueprint videos
I would be happy to view it!
it's one of the videos that is pinned to the channel
so if you click on the thumbtack you'll find it in the list
Usually I leave the bone to None when I'm attaching unless it like a static mesh
Or was it root xD dam I forgot
I think my problem is I'm having trouble actually figuring out how to identify the reference.
Is the character ur player?
Yup
not my player
but you can hover over the different options to see what type of object it is
You guys worked with the Paragon characters before?
Somewhat but shouldnt change for any other char
I put one of them as an NPC and a trigger box around it, attached the trigger box to them
Are you building it in a Blueprint actor or blueprint level?
and my next step is to make that NPC do something when I enter the Trigger box, but I can't seem to figure out how to actually reference that character
I'm in the blueprint for the triggerbox
I had to create a new one
I have at least added a debug breakpoint and confirmed my Overlap is working
He can do that
again the blueprint communications video is something you need to watch for this
Or just make a variable
I attached the triggerbox to the character in view
it's not the right thing to do in this case
watch the video
then come back when you have questions
ok
Would โ2D grid execution macroโ be the ideal way to set up a build grid for an RTS style game? Think ... Starcraft or Anno where a grid appears around an object to be placed to give an idea of available space in the area
anyone know why this doesnt work? it should, it just flings me
collision is disabled too
sounds like physics are enabled
@loud cipher overlapping only works when coming in the first time. Are u starting inside it?
your attach in reverse
weapon should be target
parent should be the player character
theres different attach nodes
that true
target should be weapon
and parent is char
@static charm what said there is a different node
Oh yes, there is another attach to componenet
but still
nothing happens
since i cant plug anything to parent
there is still a different node
Deadmon, 2d grid made in macro is fine. marco is just a re-useable/collasped blueprint graph. so it has little effect or difference of how you actually code the 2d grid
is it possible for me to make it so it checks if i have a weapon equipped already, then it if i do it attaches to a socket on my back?
@static charm I was meaning the included macro
the first true is attaching to potentionally nothing unless the default primary is already set before the cast
because it only casts when false
But are the variables fine?
but then again it should only be firing false, because you set weapon false first
Yeah
the way i set it
they both pickup but attach to hand
not the other to the back
huh lol
i didn't see one is back and one is grippoint
but yeah so on weapon equipped false, it's going to the hand/grippoint
because im trying to achieve if there is more than 1 picked up the other should go to the back
i think its because when i equip 1 weapon it attaches to the hands and it does it again on the other because it doesnt recognise i have another
do you think i can use a float?
i dunno too tired to think, time for coffee
You can specify timeline components as variables, but where can you create and save one as an asset that's independent of a blueprint?
anyone know a better way that works properly than using floats? im trying to make it so that the value of how many weapons i have is increased by 1 when i pick up one, and if i have more than 1 weapon the weapon is attached to my back
when casting to (widget blueprint) what (get) reference do you use for the blue object pin?
its the object pin on the left side of the node.
Your widget
Should a sphere trace by channel (forward and another for height) be unpredictably innaccurate at times? I use forward tracer for the wall's normal, and a height tracer for it's height and determining where to grab on. For some reason it can be a little unpredictable. Sometimes his fingers are planted lower than they should be, other times his body goes slightly into the wall (It'll be the same simple wall in the picture).
It's almost like it can't read the impact point fast enough.
Above example is the way it should be, but some other times it'll be....
The tracers are both set on Tick.
Sometimes the trace is really bad.
How do structs, save games, and versions work? For example on version 1.0 of your game, you have struct X that gets saved as part of your save game. In version 1.1 you need to make a change to struct X to fix a bug or expand functionality. There are now two extra variables in struct X. Player downloads the update and attempts to restore their save game. Of course the old struct doesn't match the new one. Is the game able to import the struct ok? Or does it error out because they don't match? Does it simply treat those new fields as default/null depending on their type?
@analog ice try placing a delay before the grab happens?
@stuck hedge Thats a good question. For the sake of caution, I would make sure all the dat from he previous struct is transferred over to the new one before fully initiating a game.
Normally when you'd load a save you would grab your struct send it to where it needs to be break it open and run so the functions you need to restore the value. I'm going to have to do a test on this to see what happens is you add some variables after saving and print the results and check for errors. I figured this would be important at least to some released games so I thought someone might have experience with it here
Thats true
However
I can see the old struct pushing the data needs to go first. Then when it comes time to save, the game will check for a new struct or whatever, then push it there
Hello everyone I am having trouble figuring out what node to use if there is one to return a float that will only have 3 decimals places.
@exotic needle you can convert it to string and remove strings after a certain point
I wonder if you might have to create an old save game type and maybe stick a string version in the save game. Pull that out and then assign it to a variable based on type. Then move it into the current type by filling in the blanks
I have a save game that keeps track of the names and info about the actual save games. I might stick a version number in there
@stuck hedge Yes that is quite possible. And I would delete the old one after successful transfer
Or as you said, just differentiate with version number
@frail wyvern Sounds good I shall try that
Does anyone know how to set up a death jump scare, like dark deception. Dm me please because Iโm new and Iโm going to ask a lot of questions.
Yes if you created a new save game version you could put something on the menu to transfer save games. They could click the button and it could iterate through and load and save them all. Giving them the option to delete if they wanted or save them as "archived" in case of error
UWidget::RemoveFromParent() called on '' which has no UMG parent (if it was added directly to a native Slate widget via TakeWidget() then it must be removed explicitly rather than via RemoveFromParent())
How can i destroy it or remove it "explicitly"? This widget is created through Mouse Enter button, and set as a tool tip
@stuck hedge Right o
Has anyone messed much with Physics Constraint components?
trying to figure out how to properly link Phys constraint components to components in other actors
Hey everyone. I have a question that will hopefully be easy to answer.
In my multiplayer lobby, I have an error that pops up when there are too many people on one team, and someone needs to switch over to the other empty team, making it to where everyone can NOT press "ready" until someone switches. The issue, I know is replication. one player isn't registering that another player has opted to join the other team and click ready. So when the other players still try to click ready, even though the other team is now occupied(which is being replicated properly), they still get an error that there is no one on the other team. yet, visually, there are. I hope this makes sense.
So, my question is, in order for me to reflect the boolean properly that a player has entered the right team, does this all get calculated and passed through the game mode? the player state? game state? player controller? I'm just not sure where to be passing it through so everyone in the lobby is getting the same info. Thank you guys for any guidance to this!
Would it not make sense to calculate it on the clients based on how many players are on each team?
I assume you replicate the teams, so you wouldn't need to replicate any additional values if you calculate it based on how many players are on each team right?
yeah there's a reason for that though. I didn't explain it clearly. It's hide and seek, and there can only be one seeker, and up to 3 hiders. As the 4 people get logged in, they can change their mind on who wants to be a seeker or hider. If everyone moves to the hider team, it will throw an error stating that someone needs to be the seeker. the problem is when one person accepts to move to the seeker position, and hits ready, the other 3 aren't receiving that. Even though VISUALLY you can see the other person move to seeker, everyone still gets an error that someone needs to be a seeker. I hope that makes sense.
When i run this as a single player instance, it works perfectly btw.
The error or confirmation that there's a seeker that has been readded is only reflecting on the player that added themself as a seeker
Guys, is there a way to save dynamic material instance?
seems like the material is gone, even tho i saved it in savegameobject
after re-load
I am having an issue with characters standing at an angle. Any tips to nip this thing in the butt?
are you setting their rotation in any way?
What does the Delta (Rotator) node do and what does Normalize mean?
@stuck hedge There is a camera before picking the team. But then once you spawn there is an FPS camera that it should be defaulting to. Would that impact rotation?
I just wondered if you were setting rotation for something. Some new people can set rotation and forget that they only need to set the Yaw to rotate their character. If you do something like "find look at rotation" and set it without breaking the yaw off separately it can make the whole character tilt like that.
but if you're not doing that it's probably something else.
Little strange here. I set an actor so that its capsule can affect navigation, but when it's spawned into the world, that is disabled.
You can't even access that setting through blueprint, so it's not like I'm changing it anywhere.
@molten sundial by chance did you change it while the game is running? So it reverted when you stopped it
Sorry Crossmine for the bad ping, meant to ping @stuck hedge
No
it's still set in the BP
while the game is running, if I tick the box, it'll set properly and then the other units will run around that unit and not into it.
but when they're spawned, the affect navigation and the "dynamic obstacle" are both disabled. But in the BP they're enabled.
In your screenshot you have the BP_ExtenorGuard selected, did you check the actual capsule part?
Ah, yeah, then I'm not sure
it doens't even have that little yellow revert symbol on it
Is that capsule component what determines your collision for this actor?
for movement yeah, it's set to pawn.
I also tried setting it on the mesh, no different.
it does stay ticked on the mesh, but doesn't do anything
if I manually tick it, then it works fine
but that's just not workable.
it needs to do this, because other AI end up running into them because they don't realize the path is blocked.
What does the Delta (Rotator) node do and what does Normalize mean?
even the detour crowd AI controller doesn't do anything. It still tries to walk through that one unit rather than go around. It just stands there spazzing out.
Hey guys i have a question, i was following this tutorial: https://www.youtube.com/watch?v=4yjcwZLQqlE&t=305s but when im done my character just teleports on hit and follows the hang animation i tried doing the tutorial 3 times but get same results can any one help me?
Tutorial series covering the following
Vertical wall run
Grabbing ledges
Climbing ledges
Sliding down walls
i just found out when linking the capsule component to move component to that that causes the character to teleport upwards and forwards how is that possible?
What does the Delta (Rotator) node do and what does Normalize mean?
I can not scale this down anymore, why this is bigger than in the mesh?
@trim falcon Hey Normalize (Origin) is a little bit complicated and important too, this is the fundament of unreal Engine you should search it and try to find out every thing about it!
Ok I will ! But if you can, can you summarize the main point of normalization ?
@trim matrix can you show your code to attach this component to your character!
i didnt attached it yet, testing it in preview mode so i can scale it right
@trim matrix
it is scaled to character's size in blender, it looks fine also in the mesh's tab but when i use it as preview in skeleton it seems so big
it is something like 0,0003
let me check
@trim falcon Look if you give a value to your Healthbar and in this cause it is 150 okay? The progressbar has in Reality a Value from 0 to 1 ( or -1, 0 , 1) so if you write down your code and normalize your value 150 so it will work in this cause with 0 and 1 okay? so your value 0 = 0 and 150 = 1 okay?
@trim matrix Oh ! Now understand ! Thanks so much
@trim matrix so and you know you have to setup the units in Blender before you work with your models? because if the units are not the same it will give you issues like this^^
no problem
@trim falcon this is a good advise inform about this things its very important okay^^
1uu = 1cm and Blender and i have set it to equal size but i have decreased more to -0,001 but i am not sure it is optimized with that size, anyway this can be a temporary solution for now
thanks
no problem^^
Guys is it possible to save a brush?
or texture file
struggling to save my avatar picture... I have one from render to target but it dissapear once i load my game (even though it's saved in an object)
what would i use out of the object node for these 2 actors?
Why doesnt this work? it should since i refrenced these in the begin play from cast to nodes, these are actors that are weapons
it works without the branch
but then i can just press 1 and 2 and they equip i want to actually pick them up first then equip
to hands
since they go to back when picked up
You're setting the value of tp (?) to the cast result (can't read the name, image too small) and then, at the Begin overlap event you try to set it again but without casting before, which means that as far as this node is concerned, the input pin has no value (as it only holds the value the moment the cast was made)
Does "get overlapping" not work with static meshes with "Use complex as simple" collision?
Remove the second "Set" node and just use the "get" for that variable @loud cipher
Does "get overlapping" not work with static meshes with "Use complex as simple" collision?
@odd veldt I'm not entirely sure about that one but I belive that the collision mesh should not make any difference, however I do know that those overlap events are very picky when it comes to the physics attributes and object type ๐
damn... already found a solution... ๐ฌ
Just enable "double sided geometry" for collision
is there a way to start Set Timer by Event node on player start? my timer start even on a widget menu and cinematic opening.
@prisma delta you can call it on beginplay
otherwise go to your game mode blueprint
and override a function that's called SetDefaultPawnFor or something like that
that's the function that spawns the player
you could have it trigger in there if you really wanted to
keep in mind you'd have to retain the logic
for spawning the player manually
@odd ember cheers for the info. I shall do some doc reading. thanks
What does the delta(rotator) node do?
Just for extra info. I solved my timer issue by adding a pause game nodes to my main menu/ game mode. so happy ๐
@trim falcon gives you the difference between two rotators
like a subtraction essentially
@odd ember Thanks for responding !
hi guys! i've just started wth the third person template and i've linked the camera with the head bone and applied all of my settings, but now i don't want to see the mannequin. is there a way to disable him? thanks! :)
yeah use the first person template instead
lol
you can disable the mesh, but really there's no point to using the third person template if you don't want to use the mesh
I did the design of the xp level system but now I created 2 variables for experience- experience and max experience but now the question is what should be the value of each?
To solve my AI pathfinding issue, I had an idea. I'll put a nav modifier on the AI Unit, and when it's moving, I'll set it to "default" so that it doesn't screw up its own pathfinding. But when it's standing still, I'll set it to null so that other AI don't try to path through it. The problem is, it's setting it but not actually affecting the navmesh. However, if I press F8 to unpossess my character and just go to the AI unit and edit any property on the nav modifer, it will suddenly start working and affecting the Unit.. wtf is up with that? I've never seen anything in my life behave like this, where you just have to "touch it" at runtime for it to function but it otherwise won't.
All I have to do is click that drop down and reselect what is already selected and all of a sudden it starts working.
experience should be 0 or whatever default starting value. and max should be the max.
Are you sure you want set area class on tick?
probably need something to initialize it right after
like move
or some nav command
I need it to create a null area when the unit isn't moving.
but obviously only do once
and when it's moving change it to default.
I could put in gates
but that's not really the issue
if I click the dropdown on the unit in the level, it starts working. Perfectly normally. I move the unit again and it continues to function
put some nav command , using a Do Once after that set area
like move or whatever ai command
here is a new unit I called in. You can see it's not working for them. Because I haven't manually clicked on their drop down
I did the design of the xp level system but now I created 2 variables for experience- experience and max experience but now the question is what should be the value of each?
experience should be 0 or whatever default starting value. and max should be the max.
this is not a question we can answer for you. otherwise i'll just say use 10 for experience and 100 for max experience.
Move the first unit, whose drop down I clicked on to a new area, and his nav modifier continues to work correctly. Not blocking when moving and blocking when stopped
well one that area looks very tight.
it's fine. They have no issue walking through there.
The problem is if there is a unit on the right who needs to go the left, instead of going around the box at the bottom they just jam up on the AI in the pathway.
because normally the AI isn't blocking the space
someone to help me?
@trim matrix
experience should be 0 or whatever default starting value. and max should be the max.
this is not a question we can answer for you. otherwise i'll just say use 10 for experience and 100 for max experience.
ok ty I will follow your advice
There is an AI unit whose drop down I didn't touch. The path is fine through there.
but I don't want it to be.
WHen they're standing there they should block that part of the navmesh, but they don't.
so they AI get's confused.
it doesn't know how to go around because it thinks that is a valid path
These don't change the behaviour. It still doesn't actually make the nav modifier affect the navmesh.
It's changing the value on the instance, it's just not "working".
thats what i meant, using an AI command to re-intialize the AI movement. You manually touching would be similar to re-intializing their commands.
but now that you explained that they are jamming
etc
i have little confidence my suggestion will work
and thats all i got
I'll show you a video so you can see what's going on exactly
i cant help
Someone else might also see it ๐
I sometimes just like someone to tell me I'm not going insane
lol
You know I've seen some weird stuff now and then, but this is right up there with the weirdest stuff I've seen
watch that and tell me that's not weird.
crap, I didn't realize OBS cut the window. I think you can still see it though.
I'll I have to do is just touch the drop down and it suddenly starts working. Until then, nothing.
I'm going to stick that in AI, less scroll there, maybe someone will see it and have an idea by morning.
What is a great tutorial for creating a root motion system?
@odd ember but i would like the animation of the camera moving in a breathing motion?
is that still possible or?
thanks for responding btw :)
nevermind!
i found a tutorial tysm
yeah it's all possible in first person
first person is just a camera without a body
it is still a physical object in the world
so you can treat it as a physical object in the world
thank you! :)
i just didn't know how to make it move when you waalked but i found aa tutorial
Hello, i have an issue concerning my camera. so basically my first person character is able to slide, and i want to clamp my camera rotation by 180ยฐ while sliding but the problem is when i use view yaw max and view yaw min, the clamp in oriented certain way : if i slide the opposite way my camera just turns till my sliding is finished
so if anyone could help me please :)
How do you make your own character movement controllers because they're all inherited from c++ in blueprint i want 2 separate components that have 2 totally separate controls or for example.. (1 default movement component like walking) (Then a component i can call on Ekey like flying) or like in unity where a class is a c# script you can create and click add component then add the script you created. which is your component theres no empty blueprint class just ones with preset name code inherited from c++ and you just create add functions and other stuff
the default character controller class is inherited its walking and such from c++
you just call the functions in bp like input move forward
@vocal barn make it a function of the dot product of the forward vector
so i set my yaw based on this
would i just use an actor component
@boreal jackal i would take two different pawn controlled by a player controller instead of putting different character movement on a single pawn
since a pawn is an actor would i just create a actor component for my secondary
actor arent playable
@vocal barn you can use the rotation as a normal vector and compare it to the forward vector of the character/capsule
the actor component would just have seperate movement functions i can call since i can add the component to my pawn
a value of 1 means they are equal, a value of 0 mean perpendicular, a value of -1 means opposing direction
vectors rly make my head spinning
@boreal jackal just create a child class off the player controller class and use that
@vocal barn vectors are easy, it's just a line in 3d space
or rather a point
two of them are a line
but arent the normal the same as the forward vector?
if that line has a length of 1, it's a direction
@odd ember !Thanks ill try that ๐
@vocal barn it might be, in which case you can use the direction you're sliding instead
but how do i do that
how do you slide in the first place
i'll make a few screens
well i have a custom event
take a screenshot
oh xD
use the snipping tool
it's very fast
you can just ctrl + c the snip and paste directly into discord
so compare the camera's facing direction with the sliding direction
well yeah but this is while sliding right?
that's what I am saying
if you compare the two you can act on it
you can clamp it like that
it will always be relative to the sliding direction
yeah
and what do i do with this value Dx
for instance you can say you only want to use values above 0
in which case your camera will be restricted to a frontal arc of 180 degrees
so during your timeline updates, you make that check
does it rly change the clamp direction tho
it's frustrating to not understand
well you know what a forward vector is right
yeah thats the x vector right
well yes, the relative x direction of your actor
it's the direction your actor is pointing
yes
yeah
and the camera forward vector
before the sliding they are the same
both of those are telling you a direction
the dot product compares those two directions
and gives you a number based on whether or not they are the same, or how much they deviate
okay
that's all it does
but what i dont undestand is how it will allow me to clamp my camera rotation
since we're using directional vectors, we know that these have a length of 1, and that means that we can easily translate them into rotation
(because of the unit circle)
but what do i do with this Z value
what z value
the yaw, correct?
yes
like looking side to side
exactly
so imagine
that the forward vectors can give you a rotation
that means if you have the difference between them, we can tell them how far they can rotate in relation to each other
so we can tell the camera vector to only ever go as far as to be perpendicular to the sliding direction
in terms of rotation that translates to a 180 degree arc
i understand the concept but i dont see how i can do that
you have to do a dot comparison every timeline update
tick event then
my timeline in the screenshot i made is the sliding speed decreasing
so i'd need to make another one
no that's fine
it doesn't matter
you can add more things to the execution of it
it won't affect the sliding speed
so if dot > 0
In a side scroller, how to turn character 180ยฐ as when you press direction switching key, it only turns around 35 - 45 degrees on press
@vocal barn where do you have your inputs for rotating your character?
it's my mouse basically
show me your logic I mean
yea I get that
this is the setup you need
notice I reversed the dot product bool
so it's less than
because we're actually okay for using the camera values while it's positive, but when it gets negative that's when we want to clamp it
use that to set your clamp values like you did
clamped value is 90 i guess
should be yeah, but test it out
normal one is zero?
i cant move my camera
i understand why tho
no actually
well the clamp direction is still the same
I'm about to ask a really dumb noob question, but I can't seem to figure it out. I'm temporarily using the default mannequin in my game until my characters are finished. When I start the game, I have to click and hold down the mouse if I want to rotate the 3rd person camera. Once I click into the game window, how do I make it where the mouse takes over camera rotation automatically without having to hold down the left mouse button?
the clamp is only heading this way
yeah so you need your clamp to be relative to your sliding direction too
nothing happens
so if you rotation from xvector + 90 it should work
@cobalt slate it's a good question I've been wondering the same. there is no binding for this if you're using the third person template
1min i think i know why
i dont get it man sorry
slidingDirection.rotationfromxvector + 90
this?
aight
the entire thing is a direction already
splitting it doesn't give you the full direction
i see
and that's the dot product
use the dot product as I gave you the setup
that doesn't change
so the return value of the select float + 90??
the clamped value should be that yes
i dont get it :(
yeah the cast isn't going through i re-added variables for my child but still nothing
use your sliding direction as an input
@vocal barn create a variable on the LEFT set to float from bool & compile set to 90 then connect it to A
ohh nvm
what is this
vector + float or vector * float
im sorry man i dont want to waste your time but i understand nothing
read up on vector math
this is as simple as I can make it for you
I basically did everything
you just have to connect your values
well but i dont know what slect float is i dont know what to put in the rotation fromxvector and i dont know what that does and combine rotator idk why it's there and what it does too actually
i dont like vectors
look
all you need to do is connect everything
you don't need to understand it any more than what I've put into those two screenshots
that's the best I can do
otherwise you will have to learn vector math
because everything in a game is based off vector math
why dont i learn that in school
I'm sure you did, if you're past high school
im not
it's part of calculus
and really it boils down to trigonometry most of the time
the added 3rd dimension doesn't make it that much more complex
yeah and in the B value you want to put in what your view yaw value is normally
359.9998 is the same as 0 in terms of rotation
(approximating 360 which is a full rotation)
does that mean it's not the right value?
potentially
what you can do is before the time line
get view yaw clamp or whatever it's called, and save it in a variable
then use that to plug it into B
when i put a print string showing the view yaw max value it's something like that
i already did that
i already did that
it doesn't work
so what happens
when i stray away from the slide direction the camera reset its location
i dont know if im clear
and again when im in the opposite direction of the clamp, there is no clamp at all
or i could just disable the use pawn control rotation of my camera
so
you need to use view min
oh
for the other direction
the same setup before, but to set view min you have to use the sliding direction's rotation - 90
instead of + 90
you might not actually need to continuously update it
you could try just using the last screenshot I sent as the value to set it as beforehand
all you have to do is reset it on completion
yes
exactly
use this setup
that should be enough
before the timeline
and then delete anything after the timeline update that we made
then on completion reset your view yaws
yep
anyone know why this not working
@boreal jackal I don't know what you're doing but it looks very suspect
lol hold i got a solution ๐
we got through it
for taking time to explain and all
take some time to learn vector math though
it'll only be beneficial if you wanna do game dev
what object do i put into my cast?
what do you want to do
ok so basically i want to have it so i can press the E key and go from the default walking ect to rolling around with physics like Citron from PvZ gw2
i also need to set the capsule size to 44 which is ez or look into other methods of achieving this
no sry just search citron gameplay it should be plants vs zombies garden warfare 2
i basically need to recreate that
I mean it'd be better if you showed exactly what you're after
I'm trying to help you here
i can get a screen shot 1sec
well if it's a piece of gameplay
then it's going to be harder to show
in a screenshot
ok 1 sce
0.47-0.55https://www.youtube.com/watch?v=akjo1pdYye4
Welcome to Plants vs. Zombies Battle for Neighborville Part 34! We continue our new Plants vs. Zombies adventure with Online Multiplayer Turf Takeover checking out the Citron Plant class!
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just both rolling and switching to walking
rolling you can do with a timer that updates the pitch rotation every world delta second
switching between standing and rolling in terms of physics is just making your capsule a ball. there's a value of capsule half height that you can change for that
in order to make it look that good though you'll need animations
@trim falcon ask in #animation, root motion has nothing to do with blueprints
@odd ember Alright sorry
i had a makeshift version i got it to change the capsule size and enable physics on E key but i used torque like the roll a ball template but it didnt have any effect and switching back made it slide across the floor with the mesh and original capsule size capsule