#blueprint
402296 messages ยท Page 415 of 403
there's a very real possibility that there isn't enough memory to even work with 1 million of anything
so on each tick it'll initialize some amount of things from the queue, and this way the work is spread over time and hopefully it'll cause less issues
and it's unnecessary
minecraft does 1,572,864 active in java
Huh?
it renders 1,572,864 blocks at one time
Yeah but each block is not represented as a separate "actor"
instances of what
I suspect there's still a huge difference between how that and minecraft's system works
well of course
yeah just in terms of drawcalls
but i feel like i can still load a million and im determined
lol
Try it and see :)
Hey if he wants to try it then let him :P
i loaded a million moving animated instances
works fine
the trick is to break it up into multiple groups of HISM components
If you're posting salty messages about him wanting to try something, maybe you can instead suggest a better approach for what he wants to do...
so like 10-50 components
and each with thousands of instances
but my situation was diffferent
so one component might suffice
i dunno
well im doing chunks of 1000
Can I ask what your end goal is?
so minecraft style block destruction
@earnest tangle it's really the attitude that gets me
from what ive read back then when i looked into how to do instances and stuff i think i read a thread on the forums about how procedural meshes would be even faster (than hism)
I mean there's a voxel plugin
I would think voxels would be best for digging but I admittedly havent spent much time with them
what i have so far about 5 hours total on project
anything bigger than that crashes and it takes about 5 seconds to create that
set it in a random random?
if you just mean to generate random at y, split the struct and plug in a random node?
yep split, random float in range
@sour comet if you're interested, maybe look up "marching cubes" on google. It's an algorithm which is used in some games for being able to modify terrain by digging or such
@hollow cape what is the name of the split node if you dont mind?
Random float in range
right click the impulse, split
^ that for split struct, yeah
:DDD
alright so..... ima do this but on a bigger scale now XD https://gyazo.com/87d96506042c73a57fd4c9d019c0c1e8
matrix people
The node Set Play rate its not showing up after the timeline node
Is there Play rate already insdie the timeline?
Is there an OnMouseEnter for actors?
@sour comet the voxel plugin has nice looking voxels (like seven days to die) and basic voxels (blocks, like minecraft and the gif you posted)
It handles a ton of stuff for you, though
looks worth it but im trying to do it myself XD
Just on mouse over, I want to mouse over on an actor and highlight it (I already have the material)
yeah I believe there is, you need to enable mouse events in the PC I think
yep, enable mouse over event
(PC = player controller for those who are slow like me)
I'm trying to use GetHitResultUnderCursor
Im trying to execute a function only once when the first valid actor is overlapped, but the function is firing twice
do once
he's using the do once already
lol I didn't even look at the screenshot...obviously
i didn't either at first
shouldn't be possible for it to fire twice, unless there are 2 instances of that actor being overlapped
thats what im thinking
the world may never know
wait is that first function custom
yeah looks like it
in reality that do once should gate everything else
well....maybe not
I suppose you want to check if the actor is of the type you're checking against before do once...nevermind my comment
no you're correct
im surprised he's using the do once and not in front
but to fix it using it at the front, he can just reset the Do once on False
im digesting the info
gotcha lol
speaking of Do Onces, someone pointed out the Do N's are great for counters
well, are there 2 instances being overlapped maybe?
that may have been me earlier lol
I have mentioned Do N multiple times today
it was about a week or so ago
maybe this is a multiplayer question
what is an N Frame?
would the overlap functions execute on other players if the actor that is firing overlap events is replicated
ill add another client and see
if this is multiplayer functionality, you're not doing it right
yeah it seems that it was just the other clients reacting to the overlap
why is it wrong
Yeah this kind of thing should be server only... maybe predicted on the intigator client
#multiplayer for sure, though
ill check if a documentation project I have has an example, if not ill ask in multiplayer
I have a variable called IsEyesRed, and when the character's material is a certain one and a line trace hits it, I want something to happen.
you can't make a failed Cast of the same object succeed if you repeat the cast
bigger thing here is that you don't need the second cast in any form
You're totally fine. You should see some of my first BPs
the pins on the nodes connected with execution wires stay valid until execution runs through them again @tribal axle
so you can just pull from the pin on previous Cast, its still good
There's a video by me in the pins which goes over how pure/impure nodes work
Oh, because it already casted it? Zlo?
i assume he posted this because it's not working
and because the pin is still good
so you want to SetMaterial when his eyes are red or when they are not red?
the correct points you guys made, wont fix the anything, if it currently doesn't work. hence me saying the red eyes
When the eyes are red, I want the player to die, but I have a print string in place, so when they are not red set the material
one step at a time Gallonmate, that SetMaterial node will also change Materials on every BlueCharacter in the game
DMIs are for per instance
Yeah it's the specific hit instance
it will change the material on the mesh asset like this
It's a comp?
The functional flaw is almost assuredly the boolean not being in the correct state. If it isn't working.
he doesn't need to
Before the branch?
he print strings when it's true
figured it helps with understanding the problem, you don't need it
So I have a variable with BlueCharacter, so I cast and put it in a branch that checks whether IsEyesRed is true, if It's Not true then set the material of BlueCharacter, but if it is, print a string. I either don't understand or I'm stupid.
Nothing happens
put a print string earlier in the execution path
and see if it's even firing the code at all
k\
the code you posted is fine, other than the redundant casting that they pointed out. but would work regardless
Where should I create my SaveGame object reference? I've read it shouldn't be in the GameInstance because it'll stay in memory for the whole game, but where else can I put it? It's gotta be accessed by many other classes, am I supposed to LoadGameFromSlot everytime I want something, without keeping the object in a variable?
that is assuming that left of what you pasted here is a LineTrace function, and that break hit result is connected to its hit @tribal axle
if it doesn't change the material and it doesn't print, whatever you hit is not a BlueCharacter
Well, it sees that i'm hitting it, but I think it's a problem with the variable
to debug that, you might want to add a Print for OtherActor's DisplayName before the Cast
see how? debug draw trace?
Simulation
there is also an option where you didn't hit anything because A - your collisions/traces aren't set up properly or B - there is something like an attached or child actor on BlueCharacter that is blocking the hit
AlexPo, no idea but maybe mathew god can help https://www.youtube.com/watch?v=_4usRrTiqak
How do I use the Save Game Object in Unreal Engine 4?
Source Files: https://github.com/MWadstein/wtf-hdi-files
but yeah Ratsubmarine, you mentioned "if it is the right material"
where are you checking this
it will stay in memory the whole game only if you keep a reference to it for the whole game from the GI
if you null it or change it, your save object will get collected
so once I've done distributing all the saved data I can just set the object to null and it'll go to the trash by itself like a good boy?
won't the null object still hold the object's default variables? or it's 100% null empty nothing
its a pointer, so it will take 8 bytes of memory
no matter how large the object its pointing to, or if that object is null or not
space for the SaveGameObject itself is allocated on the heap
and that gets cleaned up as soon as there is no hard references left pointing to it
if you null it, there is no object, and there are no values, default or otherwise
a struct member would behave differently, but you can't set those to null
sounds good! so I don't even need to null it, if it's taking so little memory?
8 bytes is what the reference to the SaveGameObject takes itself
the SaveGameObject is another matter
if you have any c++ in your project i'd put the save functionality in ULocalPlayerSubsystem derived class
if you don't, GI will do
good to know
is there any tutorial on UI design?
if its design and not technical how-to you're after
In this 2018 GDC talk, DICE LA's Omer Younas explains how to create consistent, engaging UI art for AAA games using relevant theory and best practice.
Please note: This talk originally contained a sketch from Saturday Night Live featuring Ryan Reynolds. For context, that skit...
that is a good watch
ok thanks
Anyone happen to know if you can auto detect what the scalability on a machine should be
okay perfect thanks
hey everyone, im having a bit of problem finalizing a blueprint for a camera im trying to put together. I was wondering if perhaps if this a place where someone could give a hand ๐
ask away, don't ask if you can ask
@pallid heron just use your Geass and order us to help you
Well basically, I have a sidescroller type of gameplay but character is moving along a spline, so he moves along all 3 axis but always from ''2d'' perspective (hope this is clear)
so my camera is child of the character but I dont want the camera to rotate all the way around when I go backward instead of forward (basically the camera does a 180 as it schild of character and character is doing a 180)
change the spring arm rotation from "relative" to the "world"
ive tried that but it doesnt seem to affect things.. i un checked inherit pitch, yaw, roll and put to world
try switching off its collision detection. Maybe its hitting something during rotation
you mean Do Collision Test ?
yep on the spring arm
just tried with it ticked off but doesnt change things either
stupid question - does your camera a child to the spring arm?
it should, just wanted to clarify that
hey, how do we make a slight 'stop time' effect when we hit an enemy? like gow / ff vii remake
pause delay unpause
@pallid heron well i dont have the program right now so i dont know that else to advise you. Try playing with spring arm options
no worries im trying different things figured id giv ehere a try ๐ thx for trying
it doesn't work, when we pause it, the whole code is paused too
@cunning sentinel got any idea?
So, in general, you'd want to actually alter the time dilation on only the gameplay related actors.
yes
global dilation -> delay -> global dilation sometimes not working, it gives me a some glitch (e.g : time not slowing/time too slow)
Hey guys, how can I go about making individual "districts" highlight? (For when I mouseover, but it's the visual aspect I'm wondering about)
@fossil tangle is that a UI widget, or is that an overhead view of an actual world?
It's essentially an overview of the town that lets the play select a district to tp to
I want the border of said district to outline so they know which they are going to
And no, it's a map as it is
Though it really should be a widget :/
A widget would make it much easier, but I believe you should make a collision box for each region, then use a line trace under the cursor to check which region it's set to
@fossil tangle maybe a post process material or something
And then yeah, you'd need a material in order to show a highlight
if you're not using squares, good luck with that. UMG isn't set up to do that with anything but squares/rectangles @fossil tangle
Apparently it can be done, but you need to create your own widgets in C++ and I was never able to find much guidance on doing that.
Yeah I've no idea how to make it non-square/rectangle
But actually seeing which region is probably as simple as a line trace
@fossil tangle if the view is static and you don't want to do that much work, I suppose you could make some image overlays and show them in a widget
Yeah it's static. So just put images in a widget?
And maybe apply an outline texture to them individually
You have two issues. You can't line trace in the UMG, and you can't make shapes that aren't actually rectangle.
I can't use materials in UMG right
And no, it's a map as it is
@fossil tangle said it wasn't in the UMG, it's part of their map
Unless I misread
Like that image is just way up in the sky of the map
It's not a widget atm
The easiest way to do this and be able to mouse over a map and have it highlight, etc. is to make it 3D. Make a 3D mesh cut it into the pieces you need.
Yes @fossil tangle, that's a type of line trace
I'll try that
Yes, you need a way to highlight different areas
https://www.youtube.com/watch?v=uMjnbnQd1dI that should help you
What are the Get Hit Result under Cursor Nodes in Unreal Engine 4
Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples
Note: You will need to be logged into your Epic approved GitHub account to access these examples files.
Although I'm not super familiar with it, like how to only hit certain things under it
if it is a static view
well maybe do line trace
and have some big invisible shapes around the districts
and if the shapes don't match the districts you'll end up with overlap, that's why it's a good idea to have the pieces you want to hit cut up into their own meshes, so you can build collisions based on that. Otherwise you're stuck using box/sphere/capsule collisions.
Is there a way to use timeline in UObject Class
Do BP functions automatically call their parent?
@vast lion can you give an example? I'm not sure what you mean by call
I have a function that is a marked at a BlueprintNativeEvent in CPP and has a default implementation. In BP, this function does not use the "call parent" node but still seems to be executing the parent function...
Yeah, I've never worked with "BlueprintNativeEvent"s in CPP. My functions are set to blueprintcallable
FString ValidateRoom(FString InputString);```
For example ^
20 dollars bounty (Or like an hour or two of me helping you with whatever you need coded) for anyone who solves my "phantom blueprint variable that won't die stops me from being able to use this blueprint" problem). Details at this comment, to prevent re-cluttering the chat:
https://discordapp.com/channels/187217643009212416/221798862938046464/680107325284941869
Hey, is there anyway to interact with world widgets outside of hte widget interaction component ? Regardless if BP or c++
I want to be able to use a sphere or a cone. Be it a predfined object or i calculate the points then check each point for a UI element. But the widget interaction seems to have no way to check a point thats not the internal one it calculates
So what is the easiest way to get a skeletal mesh like a gun turret to physically aim in the directions that the gun itself is actually aiming?
Am I able to tell a specific bone on the turret to have a rotation value?
Can someone help me out with recreating the movement @0:10?
Where the player can only move on the railing
@fathom portal about your var, did you try making a new blueprint and copying the stuff over to it from the corrupted one?
@trim matrix I can, but it's massive. Like massive massive
well damn
i mean i had to redo like 10 widget blueprints over the night
because they got corrupted from a hot reloaded struct
like actually make them again from scratch
I mean you can first make all of the functions, then copy the stuff into the functions and whatever vars you dont have you just have to right click on the greyed out ones to make them vars
then you can copy the event graph and do the same
the thing is i think it still wont register the functions on it though
most of the work would be making the functions
did you try simply copying the bp?
How would someone go about fnaf ai?
I did try simply copying the BP, it results in the same errors:
That's from control C -> control V'ing the object
Maybe exporting/importing might fair better
@fathom portal also one might try this after making a backup of the project folder: delete saved, intermediate and binaries folders, right click on uproject file if you have any sln and create visual studio project files, open project file and rebuild game module
I've tried that, but let me do it one more time to make sure I got all folders
tbh no idea if there is any data in there that might influence this
Done, no change
:/
Ugh. First it was the issue packaging, where in packaging I was missing stuff, so people suggested updating, which now I can't even play in editor lol
I just cant win
i mean copying that bp over to a new one would probably need like 10 minutes
but I'd do it step by step to ensure you dont copy the ghost var over and it might there somewhere
Big doubt lol, but I'll bite: How would I recreate everything in 10 minutes
as I said, create the functions, copy the content in them, right click on grey vars and create them
afterwards do the same for the event graph
and exchange red functions
And then go through and setup all the default values again?
probably should start with the deepest nested functions
I think they should be set when creating them
if not then damn
yeah you might be right
but I'd be mostly scared of that the ghost var might be copied over somehow
It's weird,when I use the "delete unused variables", it says all variables in use
Hey everyone ๐
I need help with this https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/UsingWebCams/index.html
I followed this tutorial step by step, and it doesn't work on my end, it only shows black screen. i tried to google some tutorials but didn't find anything about this topic, and ue4 answers is under maintenance
Illustrates how you can pull live video captures and play it inside UE4 with the Media Framework tools.
I used 4.24 and 4.23 engine versions
same thing
Okay I need some help with something super super nooby
How would I go about making a gun fire, say, 1 bullet per second
And the player holds down the mouse button with an input action
You would use either a timer set to a function, or a gate that runs every tick, and is open/closed by your input
I just froze my unreal engine trrying to fix my bug or I would show it to you
Use I believe it's called "set timer by event" or "set timer by function name" and set it to looping
Then, when your action is completed (like left mouse button release) stop the timer so it won't continue
Sure, or use a gate
Hook on mouse down to "open", hook mouse release to "close", and then hook whatever the top execution pin (white arrow) to your tick event
Then add a delay, which will control your speed
@viscid skiff I'd go with a timer on an event
reset it by setting it to -1 on mouse released
^
Alright
@fathom portal here's a stab in the dark... If you have some way to copy the BP and get the same errors, try deleting swaths of stuff until you can make the thing compile. And maybe you can narrow down the problem area, if there is indeed one, by elimination. (Or maybe the whole BP is cursed, idk.)
I also have some vague recollection that there's a way to view a text version of the BP. If so, maybe you can search that for your problem variable and get some sense of what's referring to it.
and also it would need a cooldown depending on if you want the player to be able to shoot faster when spamming
@trim matrix @fathom portal Dont know how good it is, but ther is a free plugin to allow for attribute copying.
hope someone can help me.
for a projekt in unreal i use the collab viewer template (because its easy to change fly-, walk- and VR mode)
is it possible to change the settings/blueprint in flymode so the camera can not through everything?
collison and camera blocking volumes not working in fly-mode...
(yes my english is bad^^)
Alright you guys have helped me a ton, I pretty much get what you are saying.. Ty!
What's an attribute copying?
@tight schooner I know the 2 (maaaaybe 3) functions the variable existed in, I'll try wiping those out and seeing what happens
Well, as soon as unreal unfreezes lmao
I got desperate and deleted the struct the variable references
@velvet viper you may want to drop over into animation too, but Id imagine youd use a trigger volume for that to check if you are on the beam and go into crouch mode or whatever
@frail wyvern thanks for the info
@viscid skiff https://youtu.be/w2I7rPwGOuU
We take a look at how we can make our weapon fully automatic, creating all of the blueprint required to do so along with variables for fire rate!
We also setup an ammo counter on the player's HUD.
โบ Resources: https://www.virtushub.com/game-dev
Unreal Engine 4 Beginner Tuto...
@opal forge I would also check the collisions on the other objects in the space
@frail wyvern Figured it out from what ppl said here, but thanks anyway
@trim matrix yeah. I would actually take a look through the plugins section on the marketplace. There does seem to be some decent ones
@fathom portal which reminds me, they do have some for profiling and logs you may find useful
the collison is there. in walkmode and vr the collison blocks. only in fly-mode can i go trough everything
You talking like the one I just PM'd you @frail wyvern? Don't want to link it, I'm already in timeout for calling a mod out for lying about me
Called "Property Transfer Tool"?
I got you
Yeah, it's still free, I'll give it a go
Sure, let me know how it goes.
Im assuming youre still having packaging issues too?
Well, I updated, hoping that the new unreal engine version would unbork my packaging issue
But now I can't even play in editor because this blueprint won't compile with the phantom freaking variable
Like I'm being haunted by my bad coding choices or something
I missed it, which phantom variable? Does it say it exists but it doesnt?
Here's the details:
But the TLDR is a variable didn't make it through the update, but it won't give me the option to delete it. When I try to delete unused variables it says none are unused, when I search it says the variable exists but won't let me access it, etc
OH! Ok I remember
Right, yeah. So I went from a packaging problem to this
Because nothing can just go right for five seconds
So it doesnt exist on your side panel right?
Yup, nothing in the side panel
when I right click and attempt to type it in, it doesn't come up
BUT when I attempt to make another variable the same name, it says it's already taken
If anyone has any possible idea I can try let me know, Imma catch some sleep then try that Property transfer tool and hope for the best
Night all
WIll catch up with you tomorrow
@hollow cape .... thanks man... my problem is solved by your 2nd option
nice, I don't even remember what the problem was lol
ah yes, re-rooting
there's also a plugin (paid) to change and bake pivot in editor. But the method I mentioned works just fine (it's just a bit tedious)
Hi guys, is it possible to save different preset settings for the defaults?
is there any way to disable the "double click opens visual studio" thing when you accidentally double click a node?
Pls Help. Editor Crash when open Project Settings: Fatal error: [File:D:\UWP\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 183] Ran out of memory allocating 18446744073271480320 bytes with alignment 0
18446744073271480319 bytes obviously
No that's how many bytes was being allocated
That's 18446 terabytes
Petabytes
So something goofed
@hollow cape the default variables, you know this part :
no, those are just default variables
default values*
you can't have multiple default values
You adjust then in the blueprint and save it
But not multiple
If you want multiple make child blueprints
Or use some enum setting to adjust values based on a data table or a map
Ah yeah, that's a good idea, I'll make a data table with some enum.
Thanks guys
@trim matrix Hey :) I tried out your array magic to filter out the spare wolf AI, and it works perfectly if I check if its less than 0, then they do another task, but if I increase the integer they have the possibility to enter the task at the same time and then suddenly 2-or 3 ignore the array check and run the task anyhow. I guess I could filter the task itself with a blackboard condition, i.e ยซArray is fullยป and if it is do another task. Im not at my PC now, but does that sound like a viable solution?
@mild pine hey, so I really dont use bts that much but you check if the array length is less than 0?
shouldnt it be less than WolfPerPreyLimit?
You said it should be on the prey, but I placed this logic on the wolf AI's task itself, is there a specific reason it should be on the prey and not the wolf?
Let's say 2 different entities wanna check that
there might be 2 different packs or wolves
Yeah, I just checked that in order to debug if it was working. Im checking a limit of two, but it got bypassed so I started debugging
Yeah, so if two wokves check at the same time they could skip the array check or?
Yeah, I added to array, then I checked the length, then added them in and cleared at the end
I can post a screenshot when Im home, in 5h ish
Maybe you should rather remove them individually
Ops, I mean I made the array at entry, then checked length, added to array and removed after completed task
imo the logic would be:
Check: arr length < limit?
Start: add to arr
End: remove from arr
I thought of having a member on the prey
Yeah thats what Im trying to do, in order to have it as lightweight as possible
Hmm okay, I'll remove the make array, maybe thats whats making some bypassing
possibly
Your logic is what Im going for, but I think the issue occures if multiple AI wanna do the task at the same time that theyre not added to the array before they initiate
imo probably wont happen
but as a matter of fact i dont really know how and if certain functions are run simultaneously on different threads
Got me stumped this one! Have 2 actors in game that are of the same blueprint, with the same tag. Many others exist with different tags. I want to loop through my array with the actors of this blueprint, then make the actors visible for 2 seconds, then hide them. Problem being that the delay node which holds the visibility isn't very friendly with the for loop, any tips?
Okay ๐ I'll debug more when Im home. Super excited to get this added :) Thanks for your time! ๐
no problemo
@bronze mountain if it's only 2 and you depend on the Delay, could get them by ref from the array 1 by 1
else timed events might be your friend
though oddly I never encountered the problem of having to do something like a delay in a for loop
How can I split the array at this point into two refs? That seems like it would be perfect
I also tried the timer, but been having some trouble getting it to run off the hud
just pull off of it and do a get ref (or get copy if there is no ref)
then probably use indices 0 and 1
Ooh I never realised you could specify two values in the copy, thanks
In get copy, the lower value is the array index you specify right? Ive just tried it and I expect you mean to get 2 copy's rather than type two values in the same get copy node?
Gotcha :) it sorts what I need it to do thankfully, appreciate the help man!
np
i'm attempting to spin a camera around an object and what i'm thinking i should do is have a pawn with a long spring arm. However, I would also like some intertial rotation. How would i go about setting that up
so i'm currently trying to get an mesh to spawn where my player character is, but it aint working and i'm kinda confused on why. Here is what i have thus far
@grizzled seal if you spawn on top of your char it may fail for collision
try to add 1 meter or so to the transform
so it will spawn next to it
will do then
also in your spawn you selected "static mesh actor"
but did you then associate a mesh to it?
like some geometry?
otherwise it will be an empty actor
like a placeholder
its a plane with a texture and a particle system
will be better to create a new actor, add a static mesh into it, like a sphere, then spawn that new actor class
ok
you modifed the base one?
yep
ok
@fringe veldt you mean something like a falloff?
sure
because there also is inertia tensor something in the physics settings but i never learned about it
what you could maybe do is use the camera lag
or make an own camera lag function
except it's not really lag i want it to start normally just slow down a little over time
yeah i did something like that for translation in my dungeon project
@unborn lantern still aint showin up
maybe i can post a few screens
@grizzled seal try to pause the level and check the actors in the world outliner for the spawned actor to make sure it isnt maybe falling through the floor or something
@terse gale how big is the plane? you sure it doesnt collide, also you sure that R event is called? maybe add a print there
@fringe veldt beware this is a tick function but it works pretty well and has a good result
it also has a threshold so the camera only starts to follow the player after a certain distance
you could have the same for the rotation offset
and with the behaviour in the function it gets faster as the distance is bigger and slower with the distance getting lower which makes for a not so bad falloff
oh yeah and the springarm location is absolute
Hello! I'm creating a FPS game for mobiles. I've created the left half of the screen to rotate the camera and now I want to do the same with the 'Shooting Button'. So when you want to aim/shoot also to rotate the camera. Does anyone have any idea how can I do this? This is what I've done and it's not working
I have few questions abt projectiles:
How do I make it not go through level geometry (static meshes, geometry)
How do I make it go to the center of crosshair and have accuracy
How do I make it so that the impact on physics objects is more reasonable? (Too great at the moment)
I have the collision set to block all, and gravity scale 0, init speed 5000. I also have it set to DestroyActor(self) on hit
Have you checked the fps template?
Can anyone please offer any help on this
God I LOVE BLUEPRINTS!
@grizzled seal yes but I have no idea how to set up collision
i know this is going to sound really dumb, but did you enable physics?
no because if I enable it on the capsule collision or mesh it just drops to the ground
@grizzled seal
hmm
also the one I'm using now is basically just the default proj but collision set to block all and gravity scale to 0
the other side also needs to block the projectiles collision object type
its generally recommended to make a custom object type for projectiles
so you can manage collision responses better
I am designing a good quest system for a top down 2D RPG... I am actually using Vector2D length to see if an actor is near a point of interest of if he can interact with a NPC.... Should I use overlapping actors spawn in world to ease the process?
i got a bug im tryin to fix but cant pinpoint whats causing it, i got an automated blade setup where after a timer counts down to 0 the blade swings in a 180 degree angle, then it resets to 0 degrees, changes the angle of attack and resets the timer and it all works using event tick
the issue is sometimes at random when its supposed to swing it just moves 1 degree and instantly skips to the resetting part
@sinful ibex you should take a look into timelines
and on top of that it would maybe be even better to do an actual animation and/or do the movement via bone transform
@trim matrix morning mate
heya
This one is gonna be a rough. So I need a way to generate structures out of a mesh. I'm more aquanted with blueprints but I'm not opposed to using c++. Any ideas on how to approach this?
pretty much
or something like this: https://wiki.unrealengine.com/Procedural_Mesh_Component_in_C%2B%2B:Getting_Started
as in structures in the mesh
Probably a procedural, seeing as its more modification of a source mesh to make a new one
So i want to be able to take one mesh, and stretch it upwards, but in-game
u mean like select it and streach it out?
@trim matrix that one
Here is what I got finished. Hope you all have fun and learn a lot from this project. https://drive.google.com/file/d/1rcOv5e1hoXzWk-kIxhHQAcaXfwBSllFS/view?usp=sharing
For more ToadNet content, exclusive updates and just hanging out be sure to join us on:
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maybe something like this?
so the way that i'm hoping to get it working is the player press a button and then whatever mesh they are on streches on the z axis
you could line trace from the camera to the mesh and get that mesh as a variable. From there, when the button is pressed, use a timeline to set the mesh variable to a new z based on what ever z translation you want with the set scale node. I should mention that with a timeline, it can give a growing appearance, without a timeline, it will pop to the new z scale.
im gonna mess around with some of the stuff you said before first then try that
Am trying to set Play Rate
but its not working
The Node Play rate
to make it scale bigger slowly
Any thoughts?
Are you wanting to set it dynamically or statically? You can set it in the timeline node.
How i can do it inside the timeline?
if i increased the time
the scale will go bigger
he will keep scaling it up ๐
@cyan lion
how i can make it from 0 to 1?
@fair estuary if i can set it from inside the time line t hat would be really great
You can set the start and end values separate from the start and end time. So You can go 0-1 in .5 seconds or 0-1 over 5 seconds. You just have to click the points in the timeline and change the values which are 2 text boxes on the timeline graph
good guy Mathew Wadstein made a video about timelines: https://www.youtube.com/watch?v=v7bdcvGlgIg
What is a Timeline in Unreal Engine 4.
Source Files: https://github.com/MWadstein/wtf-hdi-files
am i half way there?
Yes change the length to the time that you want and then click the end point and modify the time on that
stupid question, but if an event tick is in the middle of executing its sequence and a new event tick is triggered while the old one is still not done, does the new one wait for the old one to finish or does it work somewhat paralel?
ok, so if i got a critical area in a tick event then i gotta find a way to stop all the other ticks before its done?
Yes, most likely. You can make a bool variable in the one that must finish first, while false don't let the thing do it's execution, when true let the other thing do it's execution. What exactly are you trying to accomplish @sinful ibex ?
make an automated blade that swings at a random angle after a timer runs out over and over again, the issue is when the swing is done and i need to reset the blade and the timer a random tick event might trigger before the resetting sequence is completed, i did add a boolean that should stop other ticks but a few still make it through and cause the blade to move a bit before resetting again
and i know makin the swing an animation might help but im not good with animations and i just started using ue recently so i wanna find out whats causing this and how to fix it so i dont run into an issue like this again
Am trying to play this Particle on my character
for some reason its not playing
if i put another particle in its place it will play normaly
any thoughts?
Is there something like on doubleclick instead of on click? or how do I manage that instead of on click
Can we Attach an Actor to another Actor and stick it to a fixed position in the world?
I don't think so but just to be sure ...
@neat stream I think thereโs nodes named something like LockLocation and LockRotation that prevent the actor/comp from updating in that way. You could always useTick to continually set the actorโs transform to what you want, but thereโs probably a better way
It's just that I want My Quest Actor and SubItems to be attached to my character but maybe I shouldn't ๐
@snow geyser there are a few plugins that handle double click supposedly (I've never used them), but you can simply check whens the last time the player clicked and if it was a sufficiently short time then treat it as a double click, something like this:
Thanks Iโll check that out after lunch
kk please let us know how it goes and share your code if you get it running, so it can help others
@neat stream You would add a child actor to the parent actor:
Then you'd set which actor that class is, and arrange there location relevant to their parent:
Yup if I get a satisfactory double click working Iโll share
Keeping it attached to it's parent I would either use a location updater on a timer, or one of the parent's sockets
@sinful ibex Tick events can run concurrently if setup correctly (For instance, when you use delay nodes)
To prevent that, you can use delays to stop code from progressing until it's time, or you can use lock/unlock variables. So you'd set "Locked" to true, do everything you need to do, then set "Locked" to false. Then simply branch before the action you need to take, and only let it pass when locked is false
@sinful ibex Here's an example:
It doesn't have to call a separate event, just showing this is a route you can use to make sure an action is completed before proceeding to allow another
tnx, i tried repositioning my lock variable a bit differently and it fixed it around 60% , now the bug pops up only when the angle is 90 or -90 degrees and it does an odd thing where it goes from 1 2 3 -90 for some reason
I have a toolbar, and when the slot is selected and I left click I want to use a interface for each item implement each way of usage, the problem is, I need a reference but with this GetActorOfClass seems if I dont have any other actor of that in the level, so it doesn't work, is there a way of getting this reference, creating a instance.. I don't know..
I'm doing this but still dont know if this is the best way
Why isn't my postprocessing material not showing?
It's just gray
I have my mesh within a post process volume...
Anyone know how i go about getting the velocity of a certain vector. Like, what is the velocity in the forward vector for instance. Trying to find how fast my pawn is going forward, and separately how fast it is going to the left.
@desert bronze the velocity is a vector, so that was unfortunately phrased
Has anyone experienced with building stuff on non-flat surfaces? Like in planetary annihilation.
Velocity in a certain direction?
if i understood your question right, you ProjectVectorToNormal (velocity from CMC to ActorForwardVector/ActorRightVector)
Forward vector doesnt have a velocity, its a direction
and you'll get a vector component along those 2 axii
oh very nice thanks!
(result will be a vector, if you need a scalar, just pull length from the result)
@rough wing building on the surface of the planet?
Does anyone know how to make post process materials work?
This is what it looks like in the material editor but when I place it on a mesh it's just the world grid mat
@desert bronze If you have a Velocity vector you can break it into its X, Y, and Z parts to get the pawn's velocity in each axis
Oops, discord didn't load that you'd already solved it ๐
@twilit heath yes, i want to build on a small planet but because of its shape it gets complicated
the rotations are problematic?
for positioning you can generally do a trace and see where you hit the sphere
I havenโt tried it yet, but because all my builds have 90 degree angles, connecting them together on the planet is a problem
I have small planets with big builds and im not sure how i can connect them together
For example, i have a pipe that i need to bend over the planet
splines and spline meshes
put sockets on your models
then construct a spline from one socket to another, generating midpoints by interpolating quaternions relative to planet center
as for rotations when you drop something on it, use its location - planetarycenter to MakeRotFromZ
and all your builds will be oriented upwards relative to the planet
if you get a tangent to the sphere at builds location as well you can use MakeRotFromZX or MakeRotFromZY to keep their rotation around planetary normal at 0 as well
I'm following the UE4 Multiplayer Blueprint tutorial and for some reason when I get to this part the dropdown for "My Player Character" should have the one I created (named Base_01). Not sure how I can get this as an option in the drop down.
are any of Santa's little helpers out there?
@shell estuary when you created your Base_01 class, did you inherit from Character?
only bps that inherit from Character will show up in that field as it takes a Character object type
@shell estuary Change the blueprint's base class to character
Open the blueprint > Class Settings > Parent Class
@trim matrix Hey, here's my current graph: all the wolves are returning true and ignoring the check. What am I doing wrong here? ๐ฎ https://gyazo.com/d796fff9d35f664e960654c1a6028048 (the blueprint is run on the wolves)
For anyone else that spots the error, I'm trying to limit the amount of wolves that may eat from their prey's corpse, and if the limit is exceeded the wolves should do something else. Currently they're ignoring the check:
everytime the AI executes, you potentielly keep casting to the same actor reference, adding it in an array creating duplicates
@gloomy linden Oh, that makes sense! Any suggestions on how to evade this issue?
Hmm, so I should drop the Length check?
Depends on what you have it in place for
I want to limit array to two indexes
then keep it ๐
though
if only the player character can be added to it
it shouldnt ever be longer than 1
well, beter said: it shouldnt be able to be longer than 1
Nah, its a pack of AI wolves that could be 1-12
This is a task in BT which is why Im casting to the character
but here, you cast to Character, create an array, add the player, and after the branch you try to add the Characteras unique, but the Character is already occupying index 0
Oh so I shouldnt be setting the array, or?
Before the check. Sorry, I find array coding pretty hard ๐
Yeah
So I shouldnt be creating the array after the cast, as that would add the actor to the index?
this adds something to an array on the last index +1
i.e. if array is empty, it will add it to 0, if index 0 has value, it will add it to index 1
etc
(BVS array work a little different then normal arrays)
Oh, so I should be making it < 1, to only have two wolves access the true state, since there's one in the 0 slot, right?
@mild pine The logic in your image is that you make an array with one member, and set "Predator Eating Array" with that array. So your "Predator Eating Array" will always only have 1 member at that point, which you then query if it has less than two.
2 items in the array returns a length of 2, but to get the last index you would have to do: length -1 to get the actual last index number
(as index 2 would return NULL in this example)
I do have a camera particle
how i can add it that when i get hit it activate
any thoughts?
@trim matrix By "camera particle" do you mean you've got a particle component attached to your camera component? If so, turn off Auto-Activate on the particle comp, then in whatever function/event you have that fires when you get hit, call Activate on that particle comp.
I can't create the "Play Montage" node. Anybody knows why that might be happening?
Ah I suppose its because I'm trying to create it in a function?
Hey I'm having this weird issue...I spawn an actor from GameInstance, but the actors begin play and tick are not firing at all...they are def enabled, and I know its being spawned...am I missing something? I've been working in ue for many many years, so I am not sure its some newb move
hello. How to destroy Effect that is attached to mesh socket, when I destroy this mesh?
Event End Play doesnt work(
hahaclassic begin play and end play not working one after the other ๐
Hmm. So how I can check if mesh is destroyed?
Effect remains in the world
well, in the emitter system, what are the lifetime settings on the emitters?
https://blueprintue.com/blueprint/0g8k2kxq/ this should work as a modular system, yes?
@left bay Hey! After plenty testing I've finally settled on your solution where the DoOnce Sets a Timer By Event. All the other methods seemed reliant on tick time and after a certain threshold it wouldn't fire any faster. So how have I solved the game slowdown problem?? Seems that there were SO many bullets on top of each other they were all doing an "on component hit" check on each other rather than on the enemies only. I thought I had sorted that out. So making my projectiles fire faster means they're not overlapping each other and things just FLY now. So I'll try to get them to ignore each other and only collide with the enemies. Thanks also to @odd ember and @hardy merlin and @fathom portal for helping me think!!
how would i make it so when home clicked it gets play unique ID and checks it from a list of ID's then if its one of them in the list it grants true accsess if not grants false accsess
any help would be so greatly appreciated
@trim matrix try a Contains check on your array
im at work right now
all good'
the contains node returns a bool just like your == equals check
weird question but, why is it when u rotate an object on the X axis, regardless of the other two, the object rotates around its local X axis, but if u try doing the same with Y and Z they rotate around the world Y and Z axis?
@trim matrix Make sure that's getting called from the server too else players could cheat their way to getting admin
yeha
Guys, what am I doing wrong? I've tried 20 different ways to retrieve the current players amount, and no matter what I do, I CANT get it to reflect to the match player entry. (eg: 1/4 players, 2/4 players, etc..) I created a struct called Fcurrentplayers, and when a player enters the lobby, it fires off in the lobby gamemode, and loads in the integer inside of the struct. When I do a print string, it correctly shows how many players are in the lobby, but once it leaves the lobby, the struct shows 0. why? what is another way?? I've tried so many different ways, and a 0 always gets returned to the match entry.
Anyone know why Adding PhysicsLinearVelocity to the RootComponent doesn't make the Pawn/Actor move? The RootComponent does though..
Nevermind.. the Actor IS moving, but the DebugString isn't. Weird.
Is playercontroller the right place to be doing menu navigation for turn based combat in a an online game?
Like you have the option to pick attacks or items, each bringing up separate menus, and player controller handles which one is visible
Should that be in playercontroller or somewhere else
Anyone know how I can get my character to line up to the wall more when I run my wall sliding function?
Kinda looks like this rn
is it the collider size that is preventing it from getting closer? You could set the collider to visible to see if that's the problem
not sure without more info like how it's snapping to the wall to slide down
that's better, is there anyway to prevent just my mesh from colliding into certain objects instead of inheriting it from the capsule component?
@crystal mural glad to hear, and I suspected it was overlapping that was causing the problem. The benefit of the timer system with variables is also that you can modify them for progression.
Currently trying to play a sound when the value exceeds 4.9 units more than it was previously
Am I doing this right at all? lmao
@worthy pendant looks fine to me, is it not playing?
It's currently playing several times in a single frame, then stopping
I've attempted using higher values in an attempt to space it out, but anything higher than 4.9 prevents it from progressing all together
It's a wheel
I'm trying to make it play a sound every 5 degrees of rotation, which is where "NewZ" comes from, it's the wheel's relative Z rotation
I hate that you can't replace a material with a material instance when you do a delete on the material.
If anyone has any idea feel free to tag me
how can I make a projectile always head towards a specific point? I am using raycast to calculate inaccuracy and I want the bullet to head towards raycast hit location
Does that location change?
I have a line trace that works when blueprint nativization is disabled but fails when blueprint nativization is enabled.
There are no related warnings in the output log.
Is there an appropriate way to debug this sort of issue?
@surreal peak no it doesnt, its just a point in the level set by a raycast
Then it should be enough to rotate the projectile towards that point and let it fly forward
@surreal peak alright thanks
how do I do that though
on spawn?
how do I get the direction from muzzle loc to that point
@surreal peak alright thanks
@mild pine I think the first problem with this might be that all wolves make their own array so it is always true because you make an array of 1 there and that's it. you need a persistent array as a member variable (on the prey imo) and add to it
@sick sapphire There is also "Get Unit Direction (Vector)"
its fine I got it right with the normalize but thanks
@trim matrix Hmm alright, then I would have to do that in the prey's AI Controller. Then the issue arises to reference the wolves that attacked the prey
You'd just need the member variable there
I'll give it a try and get back to you guys, its like you said; doing it in the wolf doesnt work
and check it on the wolves
Oh, so I set the array in the prey, but I add/check the wolves from my BP task?
So do the wolves have any sort of reference to the prey bp when they initiate the eating stuff?
yeah you have the array as a member on the prey and add/check wolves in the wolf ai
because the array has to be persistent and accessible to any wolf that checks it
you could theoretically even put it somewhere else and have another way to reference it
Okay that makes sense, that sounds more consistent indeed :)
Yeah they reference a blackboard key 'Enemy', but I'll to extract values from it
you could also only have an int as a counter but an array would probably be smarter since you could prevent a wolf being added twice and also reference guys from there for other stuff
Yeah this isthe groundwork for alot of other species aswell, so more modularity is good
Hi,
How can I enable facebook automatic logging frds
Anyone have idea about facebook analytics integration i tried to use but analytics not working
1.i enabled online subsystem Facebook
2.then checked facebook in iOS settings
3.then I entered app id
From here I don't how to get analytics data like num of new user install(app install event) like that any steps or suggestion will be helpful
In facebook developer page they gave documents for iOS,android studio, unity to add events but for unreal they didn't mention so can you give some guidelines frds..
What this? Link to their document is in the description
https://www.unrealengine.com/marketplace/en-US/product/extended-facebook-online-subsystem
Some times the gold i spawn get far away like this
even so i only made the impluse to go up
Any thoughtsS??
Look at the video above ๐
#Ask Mystice games
maybe that's because it's hit by the sword?
rabbit
am guessing thats the problem
is there any way to avoid that?
@tropic tide
Am confused what could be done here tbh ๐
Nope. You can just make a collision sphere around your character orslightly infront and everytime you swing a sword check if other actor like those enemies overlap it. And if they are, destroy them
@trim matrix is it that drop stuff from the other day?
mystice its working perfectly but sometimes
it happens like the video above
i dk why
yeah i saw it, might be the vector is too long or depenetration caused by collision
if you want i could help you in a screen share
This is the gold setting i dk if this might help
Sure mystice
But i have no mic ๐
np
why do I have to choose a parent class for a blueprint macro library?
seems to defeat its purpose...
never made one but you can't access some class specific functions from basic classes
so it could be useful to to make class specific macros
ok, yeah, I see that now.
hmm... making a macro for a filo array is more tricky than I thought
function library would perhaps be easier
(I don't get why built-in arrays don't have push and pop, btw...)
@late cave
in bp push would be add
and for pop you could do RemoveAt() with the last index Last()
why is that macro dealing with a strong type? Should be a wildcard
Also, if the last index isn't valid, why are you returning the element at the last index?
Should make a "Element Or Default" assist macro IMO
also couldnt it be a nullptr as the element?
and you would want to remove these too or not
@sand shore well, you're speaking like someone who knows their stuff... unlike me ๐
ok... strong type, I need to look that up... I just used the object class
since a macro isn't allowed to create a variable, I didn't know how to not return something that could potentially not be valid, so now I need to look up "element or default" as well ๐
quick question, if you needed help with cloth painting, where would you put that?
You can do a local variable @late cave
Go double click on a loop or a do once
the standard macros will be a good source to know what you can do - just don't put anything in there or change them if you wanna update to a new version
@late cave this will always return something if it's valid or not
by default it should return a nullptr
That will return a nullptr, but you'll also get ABC warnings
Perhaps even a crash if you nativize
I'd rather check if length is greater/not equal 0 but also I dont know if remove at already handles that for you
That's done via the branch already there
Empty array won't consider 0 a valid index
Index >= 0 && Index < ArrayNum
if the size is 0, it fails on the second expression
I mean RemoveIndex is safe to call on any index though
dont know about that return value
ah wait it's "IsValidIndex" never used that ok I see
but yeah
@sand shore what mimics a behavior tree best in terms of a flow control structure?
Well a BT.
I'm currently doing a state machine but I'm getting less and less convinced that it's the best way
BT is off limits though since it's coupled with AI controllers
You can just make a state machine graph - like anim
But you'd want to do C++ then, and this is #blueprint
well I am doing it in BP currently
and I'm not about to extend the editor with functionality
that's at least 3 degrees above my paygrade
Fair enough.
I do AI in bp for my project
Let me think this over a bit
sure
You could just do the equivalent code, that'd be slow and no easy way to visualize
yeah that's what I am doing now
Do you need the observer functionality?
ideally
That'll be tricky, why not just embrace the kludge and have a helper AI
@sand shore ok, switched to wildcards, but what, exactly, is a "element or default" helper macro?
Go take a look at do-once
See how you can have a "local bool"?
Well you can also have a local wildcard
You want to clear it when the index isn't valid, or set it when the index is. Return the local wildcard instead.
@sand shore the trick is it's for a camera component on an actor
@odd ember So I'm skimming the BehaviorTreeComponent and you should be able to expose that to BP IMO
given that the camera manager is useless, I have to find another way to do intelligent camera behavior
yo
that sounds sick
I don't see strong reliance on AIController
so who's initiating the BT then, an driving the events for it if not the controller?
the behavior tree component
I see
You'd subclass it to provide the blueprint interface
Alternately, if you can just skip the observer functionality you can get away with a lightweight state object
I've already done this for a few components, so it shouldn't be rocket surgery to make it work
But this seems much more robust and performant.
does anyone know why I would be getting an accessed none with this blueprint
it makes it a lot easier to do certain things instead of having to do weird tick based listeners
Yeah
Has anyone followed the Unreal Engine Multiplayer Blueprint tutorial? I am stuck at the part where my player names are not displaying in the lobby... been stuck on this for hours now.
yeah
Its this entire series https://www.youtube.com/watch?v=D6QtvPrqNLg&list=PLZlv_N0_O1gYqSlbGQVKsRg6fpxWndZqZ&index=15
Marching onward we start working on our Lobby Game Mode scripting which handles when a player connects to or leaves the lobby, updating the lobby information, kicking players from the lobby, changing map settings, launching the lobby to our selected map, determining which char...
im screwing something up with the lobby menu, but can't figure it out
@pine trellis could be the sound is despawned when it completes?
drop down that advanced arrow on the spawn sound node, check if auto destroy is on
If so you gotta make sure the pointer is valid before stopping it
(good practice anyway)
@odd ember np
for reference, here's the shittier alternative version I was working with:
@sand shore ok, sorry, last question (I hope)... how do I assign null here?
You already are
Yeah so if it's got anything, you cache off what the last element was, then you remove it. Otherwise, you set the default for the type (zero-fill in most cases) and return that.
Zero on a pointer is nullptr
wow, the implicit null assignments in Blueprints is a bit confusing for beginners... like, this still doesn't feel right to be null:
@sand shore but thank you for all the help! couldn't have figured that out on my own! ๐
So what you've got there is quite similar to what I meant by an "element or default" but it also does the removal of the element.
And no worries.
The way I rationalize that being nullptr is that you haven't selected anything either with the dropdown or with the pin input itself
There's no selection, so null is the selection.
yeah, but in classic c, I think unless you assign null the contents of a new variable will be garbage? (I only took a year or two of that about two decades ago, though.)
and that old c knowledge in my head, really messes with me passing object variables into functions in blueprints... because my brain goes "is that a pointer or actual data" ๐
You see how you're setting though?
I'd agree with you if you didn't set. It can be counterintuitive, but for the people who aren't like us it's a better default case.
Welp I just fucking broke my file I hate this fucking tutorial so much
Rather have to think about that being a clean null than for everyone else to wonder why they get weird access crashes
Is gamemode the only safe place to store data in network play because it only exists on server while the others exist on client and therefore are subject to malicious hacks?
@sand shore yeah, it's definitely better and I just have to forget my old baggage... (also, get has a get copy and get ref, which makes me nervous... also, I think you can pass "soft values/references" into functions even in blueprints?) ...I'll try not to think about it
If you only store data on the gamemode, that sounds like a boring game, clientside.
It's a balancing act, but in general anything coming from any client ever is going to be subject to some degree of doubt. Go check out #multiplayer
@sand shore ok, found one more... just to be pedantic... let's see if you have any opinion here ๐ do you think I need to check that the wildcard array is of the same class as the wildcard object I want to push on it? because the get can probably be invalid if the array is empty, but I don't know how to get the class from the array...
No
the types are strongly correlated. You can't mix the types, regardless of how you try.
you get one type per macro.
ah, cool! thanks again for the info!
@late cave is that the push macro?
silly, but yes
just to have it?
silly, but yes ๐
in c++ you can call push and pop though
wondered if you might not just make a blueprint callable static function or blueprint library function to wrap it
then again I think c++ doesnt have easy wildcards like this
to be exposed to bp
I'm never writing a single line of code again for the rest of my life if I can help it ๐
Nah you'd have to learn a lot about the BP Vm
vm?
Deal with the frame and manipulate the stack pointer
In principle it's easy enough to do
but if it goes wrong you just crash
aah so bp nodes run in a vm didnt even know that
Has anyone done this tutorial? Been following along for literally 6 days now and I can't get it to work. https://www.youtube.com/watch?v=D6QtvPrqNLg&list=PLZlv_N0_O1gYqSlbGQVKsRg6fpxWndZqZ&index=15
Marching onward we start working on our Lobby Game Mode scripting which handles when a player connects to or leaves the lobby, updating the lobby information, kicking players from the lobby, changing map settings, launching the lobby to our selected map, determining which char...
Its extremely frustrating
This isn't to say it couldn't be improved @shell estuary, but proper multiplayer is one of the hardest things to do in game development, if you can get past it it's definitely worth it
Like things were working just fine and then randomly stuff stops working
they advertise having the finished project were reference
and its nowhere to be seen on the videos its really annoying
I just need a little help to get my confidence back, kinda bummed out right now and don't even want to bother with this anymore because its wasting so much of my time
Im like so close to completing it too its frustrating
and its nothing major that I messed up I know that, its just I can't find it
The easiest way to figure it out is to add Prints after all the major functions and splits so you know what is happening and what isnt
ty @sand shore
is it possible to cast a void* to struct in BP?
a void what
i'd just show or say exactly what you what. because thats not how any of this works
i mean you can Set things to none
I find it very optimistic that you want to do lowlevel wizardry in a node lang
Unfortunately, best you can do is write some C++ for it, but even then BP doesn't really so much do void*
Closest you have is something akin to void*, TypeInfo*
and that's not surfaced to the graph in any significant way
That has 60% chance to fail to cast
40% of the time it works everytime
In that case it has a solid 5/7 solution rating
(tbh actually it wouldn't work at all because the input array was not using void class references)
and there's no input there either
XD

someone found my programming playbook it seems
Tbh, thats some fine psuedo code
Can anyone help explain why my camera is moving with the ball rotation? I wanted to have it be able to right click and rotate around the ball
haha, that's nice
I got that, BPs are not for low-level stuff
still I appreciate the humour, it's so rare nowadays ๐
Gallon where are you changing that? in the camera?
ah yes sorry click camera
and then change that
although this all depends on your entire setup for the ball/camera
but i am assume a few things
yes
oh then change the spring arm rotation to world
like i showed with the camera
or show the blueprint component list
so we can see your setup
Perfect thank you
I think it works now
ah wait
I was trying to have the front of the ball change directions with camera tho
so like if I rotate the camera or spring arm I guess
I want that to set the new front direction of the ball
and this mechanic was working before or this is a something else you want
hi, how can set a variable (type actor) to null please ?
make a variable in the blueprint of type actor
and then use that variable to set anything that you want as none/null
because a new variable added as type actor is none until it is set with a proper reference
I tried this, doesn't work @static charm
I think I need to get the spring arm location and add that as a vector to the ball in torque
Hi there, is there a way to get a pawn the player is controlling to use AI Move To? I'm trying to do something where the player's pawn moves along a spline if an event happens (i.e. dialog answer happens). Simple Move doesn't get me a nice finished event to trigger something off the end. i.e. move to multiple locations along the painted spline
hi i have a Error message and i don't understand it
pk3 you try to call function on none existing actor
ty


Well now you know