#blueprint

402296 messages ยท Page 416 of 403

shell estuary
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with respect to the spring arm / camera

jolly lion
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nvm found a solution to my issue

late cave
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@sand shore sorry to bother again, but you seemed really knowledgeable... seems the wildcard doesn't like enums, or I missed something?

sand shore
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Oh that's unfortunate.

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It's the node to assign the local

late cave
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mmm... so the implicit "null" isn't always so implicit, it turns out ๐Ÿ™‚

spark robin
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In the animation blueprint window, how do I get input actions ? (Im inside a transition rule and what the branch in the screenie to activate every time the transition rule activates)

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Please ping on reply โค๏ธ

late cave
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@sand shore thanks for pointing that out... I think I'll post this to answerhub and hope for the best ๐Ÿ™‚

sand shore
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can you perhaps clear the value at the start?

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The issues is just persistent state.

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Not actually familiar with the set of functionality within BP macros

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You want an input action within the graph of a transition state, @spark robin ?

spark robin
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Yeah

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Is that possible?

sand shore
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It's not, nor is it a good idea

late cave
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oh, great. answerhub is down! ๐Ÿ˜›

spark robin
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I have an in game issue where when I hold down ctrl to crouch and then shift to sprint without letting go of ctrl and then release shift, the speed will be set to walking speed (600) while the animation remains as if Im crouching while and the other way around

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So I thought the right place to fix that would be by then making it so that the animation and speed is set in the same place sorta, so thats why I were asking

sand shore
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the issue is that the animgraph exists on an entirely different thread (usually).

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If you do anything in the animgraph which isn't just a direct memory access, you get the slow path.

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But beyond that you can't have an event response node...

trim matrix
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Am spawning it

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but cant destroy it

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any thoughts ?
am i doing it wrong

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Oh solved nvm ๐Ÿ˜„

latent shadow
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Is it impossible to use macros from a macro library inside a function library?

late gorge
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how, how can i get the vectors marked as 2?

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basically i want to get normals of the collider boxes

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so i can calculate angles between the velocity of the sword and the normal of the surface the sword hit

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i tried using normals on the hit generated by component begin overlap event

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but those dont seem to do what i think they do

spark robin
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@sand shore Is there a node that makes a execution wait until it gets a second input?

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I believe I can solve my issue directly from within the event graph if there is

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or will I have to add a variable and use a greater than node for it?

boreal jackal
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@trim matrix add a delay?

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I finally got my citron character going

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@late gorgewhat u tryna do?

late gorge
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trying to make a distinction between a slashing and stabbing motion

spark robin
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The delay cant be in time, it must be until it gets another input

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I can just use some variable nodes for it tho, no need

boreal jackal
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ok

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@late gorgeyou would have 2 animations a=toslash b=stabb just have play b after

late gorge
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its VR

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so... no animations

boreal jackal
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@late gorge Ohh sry dont know anything about vr

fathom portal
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@spark robin I believe you want to use a gate

late gorge
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it has nothing to do with vr... im asking how to get normals of the surface that was hit on a ComponentOnBeginOverlay event

spark robin
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Ah yes, thats it ๐Ÿ™‚

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Thanks @fathom portal

fathom portal
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It will only let the "enter" line go through to the "exit" if the gate is marked to open

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Sure sure

late gorge
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so that i can calculate angles depending on which part of the head was hit

tight schooner
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Don't think overlap events provide that info...

late gorge
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the hecking heck is the "normal" on this thing, then

trim matrix
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the normal vector of the face that was hit

late gorge
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ok, so it is what i think it is... im just not sure why my code doesn't trigger correctly then.. hang on

spark robin
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Took me forever to figure out, but finally I fixed my crouching/sprinting transition thing ๐Ÿ˜„ lol

trim matrix
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@late gorge i think that was actually wrong

late gorge
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Normal of the hit in world space, for the object that was swept (e.g. for a sphere trace this points towards the sphere's center). Equal to ImpactNormal for line tests.

trim matrix
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well i cant really figure it out from this either

late gorge
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yeah...

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what the hell is this for colliders then

trim matrix
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"Equal to ImpactNormal for line tests."

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i suppose

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no idea though

late gorge
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it's... not a line test?

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i dont think a box collider would use line traces ๐Ÿ˜„

trim matrix
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so when it says for a sweep it points towards the sphere's center it could be that it points towards the center of the colliding object?

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but one should try it out with line traces

late gorge
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im not using a trace thoi

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tho

trim matrix
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i mean debug the normal

late gorge
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how do i do that?

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ik how to make trace debugs stay visible but i've never tried drawing specific vectors

trim matrix
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just get the vector as origin, multiply it by x for the end

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actually get the impact location as origin

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(and feed that into a linetrace by channel)

late gorge
trim matrix
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never used that

late gorge
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doesnt seem to do anything >.>

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from a fixed point (hardcoded coords near the head)

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to "impact point"

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just great, hit results where everything is 0 >.<

vocal barn
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Hello, i have a problem concerning my climbing system as shown in this gif :

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my climbing animation montage seems to rotate my character and i don't know why

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also i made a TPS view to see the scene much better

spark robin
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How do you create a node group?

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(Ping on reply โค๏ธ )

vocal barn
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what do you mean node group

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@spark robin

spark robin
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This fancy stuff

vocal barn
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hum

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i see so you want a screenshot basically x)

vocal barn
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so thats when i call my montage from my player controller

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my animation has root motion enabled

atomic salmon
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@spark robin your "node group" is a comment box

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Select all the nodes part of it and press C

spark robin
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Thanks

gentle flare
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so... I've just started getting into blueprints (believe it or not)

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Hey, I been C++ all this time

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So... I got a blueprint for my spaceship... and another blueprint for a basic button, and then a child blueprint of the button that can talk specifically to the spaceship BP to tell it to do stuff...

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Thing that's bothering me is that part of the setup is in the scene hierarchy

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If I wanna distribute this ship model, isn't it best to have it as a single actor BP that you drag into a scene and hey presto it's all setup?

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But can you put one BP inside another?

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Basically, like you do with prefabs in unity

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Convert selected components to blueprint class... right...

cobalt slate
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Hi! quick Noob question. Can i pass info from one player controller to the other? and if so, how can i do it? I have working information in my lobby player controller that i need to somehow get passed over another player controller. I've tried casting both directions, nothing. It's like they're invisible to each other. Is it just not possible?'

trim matrix
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Figured out the problem, it wasn't the line trace that was failing in nativized builds. It was that if a nativized blueprint references a user defined enum from a non-nativized blueprint the reference is not correctly made in the packaged build.
It was solved by switching to exclusive nativization and including both BP's but ultimately that's too much of a hassle for me to bother with so I'm just going to disable blueprint nativization and manually convert if need be.

vapid locust
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@gentle flare Actor components, or just spawning actors as components of other actors are things you can do. You can also make a library and call functions from it, which is generally the way to go if there are functions you are using a lot.

fathom portal
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@cobalt slate I believe controllers aren't supposed to talk to each other. That's why if you're using online multiplayer, each player is "player controller 0"

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You need something that can talk to both, like the game mode

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Can you explain what information you need to get from one to the other?

placid steppe
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i want to have a button that rotates my actor 90 deg everytime its clickled

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it rotates ones and it seems the rotator changes values from posative to negative

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and then next time i try adding it goes the opposite way

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im trying to change pitch

cobalt slate
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@fathom portal I'm trying to get the current player count from my lobby game mode. Everytime someone enters the lobby, i have the count storing into an INT. I think send that to the lobby Player Controller, and using print string, it prints the exact amount of current players perfectly. My issue is, I need to send that INT into my main menu player controller so i can reflect on the "find match" area. So when a match pops up, it'll say there's 2/4 players. I've spent 2 days trying to get that integer info to the main menu area and no luck and i'm about to pull my hair out.

fathom portal
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@placid steppe share the code you're using

placid steppe
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you get length of playerarray

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sure

cobalt slate
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I've tried that, but it only ever returns as 1. no more, no less.

tight schooner
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@fathom portal Did you ever solve your phantom variable issue? Just curious

fathom portal
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@tight schooner thanks for thinking of me, but no, I ragequit that version and reverted back to a previous unreal engine version

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lmao

placid steppe
cobalt slate
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I'm also using a Lobby Game mode , and Main menu Game mode. Will Game modes talk to each other?

fathom portal
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Which in this version when I package I'm either missing blueprints or the blueprints aren't functioning as intended, depending on how I package

placid steppe
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no

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there is only one game mode at any time

fathom portal
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^ They can't talk because there's only every one in existance at any given time

cobalt slate
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So there's literally no way to pass information that a player has now entered the lobby?

placid steppe
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there is

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a event gets called

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one set

cobalt slate
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I've tried get num players, player array, all returns 0 or 1

placid steppe
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Event OnPostLogin

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inside gamemode

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gets called when a player joins session

cobalt slate
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Okay, i'll try it.

placid steppe
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what are you trying to do?

cobalt slate
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just get the player count of the amount of players that have entered a lobby

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but that's in the lobby game mode.

placid steppe
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you should just count players array

cobalt slate
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I need that same info in my main menu game mode so that i can reflect in on my match search area.

placid steppe
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if its not correct you have anohter issue

cobalt slate
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hmm...when i print string, it only says server:1 across all 4 screens immediately on game start. Doesn't do anything else.

placid steppe
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Anyone know why if i add the rotation to pitch it goes back and forth around -180 and 180 but if i do the rotation around yaw or roll it works as expected and goes in circles

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is there like a safe way to rotate pitch in circles

thorny relic
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Combine two rotators instead

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It'll handle the +/- for you

trim matrix
placid steppe
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looks like its a anchor issue / sizing

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if you change the resolution ratio of that window

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i bet it changes

stuck hedge
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What's the best way to check if a bunch of procedural stuff is done running? I've got a modified dungeon generator running. I create some new non-standard walls that have their own procedural code, to check exactly what shape they should take depending on where they are (corners, straight area, ends,etc). After the dungeon is finished being laid out, they need a couple of seconds to first wait to make sure all the walls are spawned, then to check their surrounding area to see how they should configure themselves and then finally actually configure themselves based on that. Normally that's seamless to the player unless they spawn facing a hallway that happens to contain those type of walls. They may see a slight blip as a wall quickly flips to what it should be. While the dungeon generator runs there is a loading screen as there is an event that can be called to finalize. The problem is the walls are outside of that scope and each wall is responsible for their own configuration. There isn't like a wall manager that goes through and checks each wall. is there an easy way to check that or would i have to look at just looping through and make sure they've all set themselves up?

fathom portal
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@stuck hedge two things that come to mind is a simple boolean variable called like "Building in progress" that gets set to true, then don't take action until after it's completed and the variable is set to false, or simply call an event after your procedural generation is done

stuck hedge
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There is no central actor to call an event when the wall setup is done. The wall set up is something built on top of the dungeon generator and runs independent of it. The best thing I've come up with right now is to set a bool saying it's done and then call to the generator and have it check all the existing walls. If they all report being done, then proceed. But that means each wall makes that call. Luckily there aren't usually that many of these wall pieces in a level, so it doesn't add any kind of noticeable delay or hiccup.

fathom portal
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It doesn't need any central actor, your objects can talk to each other. They can call events, set variables, etc on other actors and objects

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But maybe they should have a central actor that controls this kinda stuff

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That's how my proc gen works

stuck hedge
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Sure, but each wall has to do that independently because there isn't a central actor.

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I mostly set this up to allow me to use another kind of wall.

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Normally you can only use flat walls for hallways, but I wanted to use curved walls in some cases. To do this, I have to check what's around it to modify it depending on where it sits. It looks great, but right now I just have a delay handling it and since it happens after the proc gen, the player is active in the world. The check I've added now seems to work but I'll test it a little more to make sure there is no performance issue.

rough wing
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I want to see my body shadow only

crimson crypt
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I've used "Set TImer By Function Name" inside of my GameMode blueprint to cause the player to lose after a certain amount of time.. When I play and lose the timer does not reset and after I lose due to timer it automatically loses any game after hitting the restart button, immediately. To fix this I put a "Reset Level" in the lose condition function which took care of this issue. Now I'm getting a warning that says "The widget 'W_Results_C" was already added to the screen", which handles loading the current level, next level, or main menu levels. I attempted to utilize a remove all widgets in multiple places but I'm still getting the warning. Any possible solutions or things I should check?

trim matrix
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We could use some help figuring out why our Custom Weapon BP's teleport function wont work serverside, only locally. Anyone able to take a look?

teal spade
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Hi there folks! (Beginner here!) Would like to ask that is there a way to have multiple/unique of these (macro?) decrement objects. I've a sprint system applied, to which sprinting and rolling/dodging is tied to (and jump at some point). Since the two supposed to drain different amounts of stamina, I'm running into this issue where if I change this macro, it affects them both (being a global value). Not sure how to tackle this problem, without reverse engineering the whole thing, and make a bunch of math nodes, to replace it with this single object. What do you think? Thanks in advance!

surreal peak
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You use that one node on different variables.

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Which variable depends on which system you are using.

teal spade
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It's tied directly to the stamina counter, which then decrements it over time, and sets the new values accordingly

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Which Stamina is just an integer

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(It's from a tutorial, so you know, I'm learning all the stuff)

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it's two separate system, both affecting the same main variable, the stamina bar in this case (but uses different variables inside)

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everything works fine, as I've managed to make unique variables, functions and calls for each system

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it's just when I place this Decrement Node into my blueprint, it acts as a global variable. And when I double click on it, it reveals this macro mess that I currently have a hard time to understand. (as I can't add anything to it, from the right side panel, to say give it a unique variable)

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thus, even though I've 2 of these in my blueprint, they all act as 1, which is a no-go, in this situation.

bleak vector
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so I want weapons to have combos, this is achieved easily enough by incrementing a variable each time an attack happens

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however when you don't attack for a short time the variable goes down to 0

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what's a good way to keep track of the time without using tick events

solemn igloo
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@bleak vector you can either use timers or timeline. Whenever in your montage or animation you about to reset the combo number , Set the timer of idk some function name "F_ComboResetTimer" . Also when you set the timer you can promote the timer to a variable so you have access to it later. Then create a global variable like "ComboResetTimer" then increase this with delta time every frame . check if number is larger than a value -> reset the timer float variable and pause the timer. Also when you Set The Timer you can check to see if the timer handle variable is valid or not. if it is not valid promote it to a variable . if it is valid just unpause the timer

bleak vector
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๐Ÿค”

solemn igloo
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is it confusing ?xD

bleak vector
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making it a global variable sounds like a bad idea... this is for every character

solemn igloo
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yea i meant as a variable for your character

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not local variable

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you using c++

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?

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or bp

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i assumed u use bp

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basically you use a mini tick that tick for like 2 or 3 second then it pauses

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if you need a more precise control over it you can use timeline

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but i usualy use timeline if the variable im changing is a hp UI or something which need to be smooth

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does any one know the best way to create a Hit pause effect? the way i do is i pause the montage and resume but the problem is the anim trail get cut off

bleak vector
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I got a system working with timeline that seems pretty good thanks ๐Ÿ™‚

solemn igloo
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๐Ÿ˜‰

trim matrix
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@bleak vector set timer by event

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@solemn igloo something like set custom time dilation?

surreal peak
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@teal spade All that macro does is take the variable that you fed into it and redurce it by one.
If it has a "global" effect, then it's because you are feeding it a variable you are using "globally".
The node itself has not state so to speak.

teal spade
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@surreal peak so this means that the stock Decrement Int Node is setup in a way that functions globally? Because the only variable that is fed to it, globally, is the stamina variable itself (which it should be, because I wish to drain the exact value by doing various actions (sprinting/rolling,jumping, etc). I thought that I could "cheat" my setting up that each action decrements differently (by using the default node). I thought that I should include the BP itself: https://blueprintue.com/blueprint/ahko4i36/ The problematic area is on the right middle, where it prints it on screen as well

jolly trail
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Not sure if this question belongs here but:

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I have a book that consists of 2 different meshes, the paper and the cover

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I'm simulating physics, it needs to be picked up and so on however I can't seem to find a way to keep both together without falling apart, unless I put them in a blueprint and parent them to eachother

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Is there a better way to do this?

surreal peak
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@teal spade I'm not really sure what you are trying to achieve. You are reducing Stamina by 1

jolly trail
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this is how I fixed it before

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But it's rather inconvenient

surreal peak
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@jolly trail Why are these two different meshes?

jolly trail
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Because I want to apply 2 separate materials to them

surreal peak
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A mesh can have multiple material slots...

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You set them up in your 3D software

jolly trail
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Oh right, different UV channels?

surreal peak
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No, the same UV channel

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But the triangles can have different material slots assigned

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Or quads, whatever you are dealing with

jolly trail
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Alright, that helps me forward, thanks!

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I see now, I completely overlooked this.. lol

teal spade
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@surreal peak Because, in the original tutorial (which I followed) it was used for sprinting, which is tied to a timer, that slowly, or faster decreases the stamina amount. However, I wish to use it for rolling, in the sense that I do not wish to gradually decrease it, rather than with fixed amounts (in bursts).

surreal peak
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Why are you so fixed on using the Decrement node then?

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"--" is the short form for "Variable = Variable - 1"

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If you need different behavior, use a simple "minus" node and pass in how much it should remove

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If Sprinting costs 1 Stamina per Second, -- every second makes sense

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If Rolling however costs 50 Stamina per Use, then "Stamina - 50" is what you want

teal spade
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so then I assume, I need to remove the timer itself, right?

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because it won't be needed

surreal peak
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Yeah, the Timer is from the "over time" usage of your sprint I guess

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If rolling doesn't need it then it's enough to check if "Stamina - RollNeededStamina >= 0" and then "Stamina = Stamina - RollNeededStamina"

teal spade
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OK, let me see what I can come up with, and thank you for the help, this all is a bit messy for me! ๐Ÿ™‚

teal spade
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@surreal peak thanks! it seems to fixed my issue!

mild flare
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Hi guys! I've got a blueprint that highlights traced object, but I don't know how to go back to original material when there is no hit anymore. How do I approach this? I've seen many tutorials on tracing but they only show how to get a hit. Any help would be greatly appreciated. : )

severe zinc
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@mild flare First you need to set the default material to a new variable

mild flare
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oh, ok, I'll try that

trim matrix
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i love your lighting in that

surreal peak
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@mild flare You need to think about which "states" or "cases" this could have.
And you need to save the previous hit, so you know if you hit something before.

  1. No OldHit, but NewHit -> TurnOn NewHit
  2. OldHit and NewHit -> TurnOff OldHit and TurnOn NewHit
  3. OldHit, but no NewHit -> TurnOff OldHit

In addition you might want to make sure that only specific actors can do that, otherwise you'll light up every single mesh you trace.
It's good practice to have an Actor BP for that, which you can cast the "HitActor" of your Trace to.
"No NewHit" would then also be true if the cast to your custom Actor fails.

mild flare
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@surreal peak Thank you very much! Great, now I have something to work on : )

quiet tinsel
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greetings folks.. anyone know if/how I can access input events on a child actor component class?

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I have the input event on the graph, doesn't seem to be working, not sure if it's my code or just not set up right

surreal peak
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What Actor is that Component on?

quiet tinsel
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a pawn

surreal peak
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Also how did you add the Event? ContextMenu or copy paste?

quiet tinsel
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I'm modding pavlov so I can't modify the pawn :/ context menu

surreal peak
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Does that Input Event already exist elsewhere?

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Might be consuming.

quiet tinsel
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probably

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yeah

surreal peak
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Check if other 100% unique input events work

quiet tinsel
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you're probably right tho, I tried putting a delay on it to handle it happening after other input events... but if it gets consumed

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I think other mods have buttons double mapped to inputs in game tho

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like you can fire and jump simultaneously in some maps

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the jumping being a custom mod

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but basically you're sayin a child actor component should be able to fire input events when attached to a possessed pawn?

rigid heart
trim matrix
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@rigid heart did you print the value again after the "True" / "False"

rigid heart
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No, there's only those three prints

trim matrix
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maybe try that

rigid heart
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You mean the value could've changed inbetween the print and the branch?

trim matrix
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also you can just hook the bool into the printstring node

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no idea tbh just to make sure, i mean you are not setting anything there

rigid heart
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Right, I'll give it a shot

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Works when I use a "nearly equal" with a small error tolerance, instead of the basic "equal" node. Weird stuff.

frozen otter
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New to UE4 blueprint programming. I watched a YouTube tutorial of how to make a first person controller. Everything in the code works, except this one part:

Moving while looking up or down will slow your controller (or stop it completely until you look directly up or down). Any way to fix this? Thanks!

trim matrix
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i think that should fix it

thorn fiber
frozen otter
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Thanks so much! @trim matrix

trim matrix
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yvw

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Im trying to target an actor that i want to be spawned ingame, but i can only reference 1 actor at a time it seems, everything in the script works as intended, how can i target any actor of an actor class that is spawned?

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@thorn fiber not sure, but you could try using a + float instead of a / float on the distance node

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i can drag and drop the target into my game and the turret will aim/shoot at it just fine, but not if the actor is called anything different than the original one, its for a tower defense game

fathom portal
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@trim matrix it looks like you're always getting the first actor you find from the "get actors of class"

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You should replace that with "get actor of class" if that's intended

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If that's not intended, get all actors of class and loop them

trim matrix
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what do i put into the return node?

frigid anvil
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Do you only have one single target @trim matrix ?

trim matrix
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i have actor that is a targt

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1 actor*

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in the scene it works if i just drop in 1 of them

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but if i drop in another it will only recognize the first

frigid anvil
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Thats because in your Event BeginPlay you are only getting the first actor and setting that to a variable I believe

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What exactly are you trying to achieve?

trim matrix
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im making a tower defense game and im trying to make turrets aim and spawned actors

frigid anvil
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When they are overlapping a certain sphere

trim matrix
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ideally i guess they would attack the actors with the lowest number first cause theyre the furthest in

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exatly, that represents the range of the turret

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@MFG how do i setup the loop?

frigid anvil
surreal peak
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*should

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That image with the GetAllActorsOfClass and constant Tick to check the distance is a nightmare :D

trim matrix
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haha yea probably

frigid anvil
trim matrix
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looks like what sebbs saying helps but cant get it in yet

frigid anvil
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This works, but its not the best and it wont keep targetting the first actor in range

trim matrix
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i dont have the on component begin overlap execution thing

frigid anvil
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Click on your sphere first

trim matrix
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i tried event actorbeginoverlap but that has only 1 node for other actor

frigid anvil
trim matrix
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ohh dang i got it !

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thanks ๐Ÿ˜„

frigid anvil
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Do you want it to keep shooting the first actor in its range until its out of range?

trim matrix
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dont judge me pls hahahaha

surreal peak
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Can you please start by not combining your code with the one posted?

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This makes it really hard to explain stuff.
Sebb posted you what you should use.

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Whatever happens on Tick is something completely else than what should happen on the Overlap

trim matrix
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@frigid anvil no, i want it so that it shoots the actor with the lowest number that is within the range

frigid anvil
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lowest number?

trim matrix
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i see what you mean exi

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the actor that went furthest through the level

surreal peak
#

Is this some sort of TowerDefense?

trim matrix
#

assuming we got actor 1,2,3,4,5 spawning the 5th would be likely to be further behind

#

yes

surreal peak
#

Do you need this to fire every frame or every few seconds?

frigid anvil
#

Is it kinda like bloons tower defense?

surreal peak
#

Cause if you use tick, you'd do this every frame, which can be quite often.

trim matrix
#

its mostly split seconds

#

every frame would be fun too tho ๐Ÿ˜„

surreal peak
#

You should add overlapping Actors into an Array that you can maintain.

#

And then start a Timer

#

Every x seconds you loop over that array and find the furthest away.

trim matrix
#

but yea it would be between 0.1 and 3 seconds

thorn fiber
#

@trim matrix The issue is that GetLocationAtDistanceAlongSpline is failing to give me location along distance. IDK why.

trim matrix
#

yea absolutely its a huge performance waste

surreal peak
#

Yeah, then use a timer, get rid of the tick

trim matrix
#

haha ok thanks! ๐Ÿ™‚

#

im gonna put a delay on it

surreal peak
#

No

#

A Timer

trim matrix
#

wouldnt a delay do the same?

surreal peak
#

A Delay delays everything once

#

A Timer can loop

trim matrix
#

ohh what ok

surreal peak
#

Overlap only happens every overlap, not constantly.

trim matrix
#

yea

surreal peak
#

So you need to start a timer that loops if there isn't one already.

trim matrix
#

how do i do that?

frigid anvil
surreal peak
#

Yes and no

#

That's also not good to start on BeginPlay

#

1sec

frigid anvil
#

or

#

But from the overlap events maybe

trim matrix
#

right i think i know what works good here

surreal peak
trim matrix
#

dang idk whats going on but that looks awesome

#

ok i know a little bit whats going on

#

oh ok now i see

#

cant create that same remove function going off of the 2nd cast

#

ok got it now

#

how do i make the signature @surreal peak ?

surreal peak
#

Signature?

#

You mean from the Create Event node?

#

@trim matrix

trim matrix
#

i got it in now

surreal peak
#

Oki

trim matrix
#

i didnt create the trydamage event my b

#

ok, got it to work the problem it only shoots once now once it enters

#

each time i leave and enter the object again it shots one more time tho

#

so it shoots once when i get within range

#

its mean to shoot repeatedly if in the zone

#

meant*

surreal peak
#

Did you set the timer to loop?

trim matrix
#

yea

#

i ticked the looping box

#

good progress tho, it now shoots all actors and works way better already

#

Hi. How can i spawn an actor on the X,Y of the player location, but not on Z? Im trying to only spawn it on the ground, I tried to split and not connect the Z (image below), but without it he doesnt spawn the actor at all.

frigid anvil
#

Its spawning in the Z of the level so maybe its spawning below your floor/ground ? @trim matrix

trim matrix
#

hmm, maybe. Let me check. Thank you

#

yes, thats it, its spawning at the world "Z".

#

how can i spawn it only on the ground?

frigid anvil
#

Is the ground the same height all over your map?

trim matrix
#

no

frigid anvil
#

Is that actor always spawning on your player?

trim matrix
#

yes, always on the player location

frigid anvil
#

Then you can get the player location and subtract something off its height

trim matrix
#

but if the player is in the air i want it to spawn on the ground

frigid anvil
#

Oh

#

Ok. How is it spawning?

trim matrix
#

when the player reaches a certain range around the enemy, the enemy spawns it on the player location

#

i just tried to save the blueprint and it said failed to save blueprint...

#

ok now it did

frigid anvil
trim matrix
#

ok, i will try it. Thank you

#

@surreal peak i did tick the loop function but its not working, any idea how to solve it?

#

it does shoot perefectly fine just no loop

frigid anvil
#

Could you send a screenshot of the code @trim matrix ?

trim matrix
frigid anvil
#

Where is the code that makes it shoot?

#

Its supposed to be connected to the custom event there

#

Not after the overlap event

trim matrix
#

@frigid anvil thank you, it worked ๐Ÿ‘

shell estuary
#

What is the main point of an enumerators? or typically what would it be used with?

surreal peak
#

Usually if something has more than two states.

trim matrix
#

@shell estuary you can use it for switches or ifs, usually to describe states

surreal peak
#

E.g. a boolean is enough if a state is on or off, yes or no, etc. But if you have something that can have more than one state, like a weapon fire mode, you'd use and enum

#

Like SingleFire, BurstFire and Automatic or what not

trim matrix
#

they take only 8 bits if im correct, an int32 or an FString would have more, also it is easy to use them in the editor with those dropdown menus to select something from and a switch will automatically add all cases.

#

but Im not sure if they might be limited to a range of 255

surreal peak
#

They are

#

They are uint8

#

0-255

stiff tendon
#

Hello. Quite a random question that probably is best answered by 'it depends'... but how large a dictionary of names mapped to a struct is considered too large? (especially to look for stuff in it via blueprints) Is searching for a name in a list of 100 names considered expensive? 1000? 10000? Because I'm trying to store the states of
all my interactive/useable objects of my game in a save game object and I'm concerned the list might grow too big at one point or another

trim matrix
#

thank you so much exi it actually works now

haughty ember
#

@stiff tendon "Optimization is the root of all evil". I highly doubt you need right now that amount, so just use it. In the future if you have a need for it - fix it.

trim matrix
#

gj really good script too apreciate it @surreal peak

surreal peak
#

@stiff tendon TMap > TArray for large collections

#

If you can map the struct to a unique key then TMap is faster for bigger collections due to using hashing

#

But yeah, make it work first, then optimize

stiff tendon
#

@haughty ember I sort of agree. I definitely won't need thousands but still I guess it's good to look ahead. Also just for the sake of knowledge

#

@surreal peak roger that, thanks. I tried to use structs in structs so I can at least split lists per-level and keep them contained but UE tends to hate structs in structs I believe... It's buggy and at some point a struct isn't initialized properly or doesn't compile for some reason and it falls back to a default struct and all pins are reset... Yay. I don't know if you had any experience with this?

late gorge
#

hi, anyone know how to create a gaussian distribution of floats in blueprints?

surreal peak
#

BP structs generally suck

#

They tend to break of used in too complex scenaris

#

So yeah can totally be that what you said happened/happenes

stiff tendon
#

@surreal peak ok good to know it's not just me then. I've had no issues with BP structs as long as they don't contain other custom BP structs... Thanks

stiff tendon
#

speaking of saving game, I always failed to see the use of that 'SaveGame' option available on a variable in a blueprint. It reads 'Should this variable be serialized for saved games?'. But you can't just save actors and objects in a save object, can you?

#

have I been doing thing the wrong way this whole time? I'm using structs to describe the state of my actors (like pickedup, status, health, whatever) along with an ID system so when loading the game I can get those values and plug them back in the corresponding actor. Could I just save the actor itself with serialized variables??

shell estuary
#

I learned the basics of blueprints and stuff but idk how to get started. Like not sure what I want to do...

trim matrix
#

so.. ive been working on a different script to spawn a target and make that target follow the ai bots so that the turret gets a nice reference where it has to shoot

#

but... after finishing the script the turret stopped shooting

#

i havent changed anything in the turret

#

this is the transform script

#

ive had the same issue before. it feelsl like a bug but i doubt theres such a glaring problem with ue4

#

thats where it stops working for no reason that im aware of

stiff tendon
#

overlapping actor is no longer a 'Testtarget' blueprint

#

print string that actor's name before the cast so you know what's overlapping

trim matrix
#

ok

#

oh its overlapping the ai_char now nice find

#

i think it should be testtarget it should be overlapping

stiff tendon
#

it probably triggered 'EndOverlap' and testtarget was removed from list

#

it really depends on what kind of geometry you're using to overlap who with what and where ๐Ÿ˜„

trim matrix
#

testtarget is a plain and its overlapping a sphere component

stiff tendon
#

Begin/EndOverlap will trigger once if an actor having the right collision profile will enter 'Sphere1's radius

trim matrix
#

the sphere component is a compnent of the turret

#

sphere1 is the bigger one so thats the relevant one rn

echo wren
#

how would i go about having a actor's blueprint in the level cast to a blackboard task function? i just need to toggle this blackboard bool from tick in the actor blueprint...

stiff tendon
#

check if EndOverlap is triggered, print string actor's name before cast there as well

trim matrix
#

yea end overlap is triggered and its ai char again

#

hm thats weird

#

so i just have to prevent the endoverlap from happening too earl

#

early*

#

also btw thanks really good advice

echo wren
#

can you change a bool in a AI blackboard from actor blueprint or do i need to cast to a function within a BTT (blackboard task)?

trim matrix
#

dont know myself but somoene else might

echo wren
#

i wired up the cast, but it failed because i dont know what object to put in the cast "object" input for a Blackboard Task (BTT) i casting too...

trim matrix
#

i checked again and even if i disconnect the end overlap node it doesnt work

#

.... whats even weirder is that if i delete all the scripts in the transform parts of the target blueprint it doesnt work anyway

#

which is weird, i havent changed anything in the other script, the other one doesnt work even if i delete all the blueprints

#

some object reference might be messed up? really not sure what it could be

#

... and if i drag and drop one of the targets in now it wont recognize the target at all anymore, only if its spawned

ember wharf
#

Apologies in advance i'm new to Blueprinting so i'm not sure if this is the right chat to ask this in but i was wondering if anyone knows how i can call a controller button press while in a blueprint widget? My pause menu basically takes control of my controller so i cant unpause. I set it up as a function that calls an instance event but it cant be triggered.

shell estuary
#

Running into a very unusual problem. I created a blueprint that slowly decreases the size of a platform on my map. It works perfectly and decreases down to the desired size, however midway through it despawns my character. I am not sure why this is happening and if anyone could take a look, I can screen share.

#

the only thing that I can think is it gets rid of my player start locations once the platform is too small

static charm
#

seems unrelated unless the size of the platform kills anything outside the platform, hence the player dying

shell estuary
#

it decreases to like the red size there

#

I stay on the platform the entire time tho by moving

static charm
#

well unless you have specific code that destroys the player, or does something with the match/game

shell estuary
#

well its odd

#

because if I dont change the platform size then everything works as normal. problem only comes up when I change that.

trim matrix
#

non of the starting materials are showing up as having any thing other then a static texture

#

this is how it looks,

#

this is how it should look

#

its just a static texture in the editor and the game

#

any ideas?

frail plaza
#

Can select nodes run a function or do they always just return a value?

lavish glade
surreal peak
#

@stiff tendon Ehm yes you can but not really in BPs.

#

The SaveGame BP is just a simple object that gets serialized

#

With cpp you could also serialize other objects and actors

stiff tendon
#

that's what I thought, thanks for the answer ๐Ÿ™‚

trim matrix
#

@surreal peak one can serialize uobjects? are there any resources on the serialization?

fallen glade
#

Hey boys, I'm struggling with setting,saving and loading my inventory/what's inside chests etc properly. What I need is 2 arrays of a custom struct. I've created a special ui to save the correct arrays.

#

For now I load them in from a "data asset" object I save with my inventory tool

#

thing is whenever it's reloaded it resets itself... obviously

#

what's the best way to proceed?

#

I was thinking of having the first read come from the data table and then have one save object per chest/player ? is that the right way to go about it ?

surreal peak
#

@trim matrix The SaveGame is basically just a subclass to limit BP users from serializing other objects. You'd need to use Google. I don't have any articles for you sadly.

twilit heath
#

it works for UObjects as well

blazing ridge
#

how can I permanently rotate a skeleton/skeletal mesh bone?
I have assets from the marketplace with forward direction in Y, i need it in X to fit to my remaining assets.
any possibilite to do this without having to ex/import thoser assets again?

twilit heath
#

SetRelativeRotation

blazing ridge
#

no, not in blueprints or code. I want the assets themself to get another initial pose

#

tried rotating the root in the skeleton and saveing it, but nothing changes, even though the values are saved

trim matrix
#

and a few not so informative forum threads

still nexus
#

I want to create a project for a large screen (samsung touchscreen tv) what kind of projects should i make ?

tawny sundial
#

Hello everyone, i am working on an archviz project in which i want to show chair, table, bed as 3d icon, is there any other way except scenecapture2d to show many static meshes as 3d icon

unique ingot
#

Okay how do i find the difference between two Rotation axis, for instance I want to compare the Yaw of two rotations
AND DONT SAY SUBTRACT THE AXISES

fleet sandal
#

Get the dot product?

worthy frost
#

@unique ingot don't post the same question in multiple channels

still nexus
#

Does unreal export project for touchscreen to lenovo yoga screen ..? If so how

trim matrix
#

Hey guys quick question
I have a get overlapping actors that is detecting if the player is overlapping a specific volume.
Everything was working fine but then i added level streaming and streaming volumes to the game and now the Get overlapping actors always returns no overlapping.
Disabling the level streaming volumes and everything works but i need them.
Anyone had this situation in the past? how can i make this work?

spark robin
#

Couldnt find the right channel for this question, but in the HUD designer window, can I like parent elements or link element animation data?

Im watching a tutorial series https://www.youtube.com/watch?v=3Csk3CAS52U&list=PLL0cLF8gjBprG6487lxqSq-aEo6ZXLDLg&index=32 where he tells you to one by one add the same animation to several elements. I know that in Blender you can like parent stuff, so if something in the scene moves, other stuff will move along with it as well as linking data such as alpha/transparency, are there any features like this in the HUD editor?

Here we take a look at how we can create a kill-feed which will display and popup when a player has killed an enemy. We go over how to setup the blueprint to display it, along with layout out and animating the graphics to make it look good!

โ–บ Resources: https://www.virtushub....

โ–ถ Play video
#

(Please ping on reply โค๏ธ )

thorny pewter
copper reef
#

Question - I want to input this into base colour, but I want to reduce the amount of green in the green channel, how do I do this?

tacit robin
#

Hey I try to implement a new Inventar at my Characters Beginplay but it wont work as intended. Any help is really appreciated. I have to say i am a beginner and just started with blueprints.

So the inventar i am speeking of has a Bp_Inventar/Actor which sets all functions.
- refered to InventarHUD which is implemented in the MainHUD of the Character lexa.
- InventarHUD gets icons of InventarIconHUD

Thats my Beginplays on the Character and BP_Inventar:

potent hamlet
#

Noob Question, I just want to make my mesh component on my blueprint the same mesh as this StaticMeshActor in the level.

sharp cape
#

Hello I know there a lot of unanswered questions but I will ask anyway because Im stumped. I have created a macro library with the actor parent class and I have a blueprint function library (with the blueprint function library parent class). I want to call my custom macros in this blueprint function library but can't. They dont show up in the search, and I'm not even allowed to copy and paste the macro into the library. Could anyone help me understand why?

sand shore
#

@spark robin Well you can make a custom widget for those elements which itself contains that animation. Does Virtus not show you how to create a custom widget for the killfeed entry?

spark robin
#

Btw ImmutableLambda, do you know if I can make the 3D viewport go fullscreen while simulating/playing the game from within UE4?

odd ember
#

@copper reef you're in the wrong channel buddy, try #graphics

weak idol
#

Is there a reason Event Destroyed doesn't get called when unloading a stream level? is there a way to determine when an object is cleaned up when unloading a stream level?

trim matrix
#

I want to move an actor from place to another

#

am ganna use timeline + lerp

#

but the last node for movement what is it ? ๐Ÿ˜„

weak idol
#

SetActorLocation? not clear what you're asking

odd ember
#

@weak idol unloading a streaming level isn't the same as destroying an actor

#

that actor could still be alive in that streaming level when you load it back in again

weak idol
#

unloading the stream level destroys the actors within it, i want them to unregister with systems when this happens

odd ember
#

for instance

#

look for on level unload

weak idol
#

what object contains that event?

odd ember
#

levels, usually

weak idol
#

oh i see, that doesn't quite help. i have the same objects in the persistent level that i do in the stream level, is there a way i can identify which objects are owned by which level?

#

i was hoping they just called destroy and handled their own cleanup...as they should

#

not sure why destroyed doesn't get called when....it gets destroyed...it still doesn't make sense to me. but i'm willing to move past that for a solution, i just can't think of one without coupling my objects to stuff

odd ember
#

try using EndPlay

#

@weak idol

weak idol
#

that works, thank you cranz. i did read the lifecycle docs, i guess i missed it

odd ember
#

again they aren't actually destroyed by the level transition, they are just deallocated

weak idol
#

yep, i understand, it suits my purpose, thanks

trim matrix
#

is there a way i can make the actor keep rotating?

weak idol
#

you can use rinterp to interpolate the rotation from current to target. you can calculate your target rotation by direction from actor to target location

trim matrix
#

@trim matrix in the detail pannel of Rotating component you can set the rotation in every direction

weak idol
#

not sure if there's anything built-in to keep look at

#

or there's that if you want constant rotation, perhaps i misunderstood

trim matrix
#

@trim matrix i can make the actor keep rotating in hes sport right>

#

like 360 rotate loop ๐Ÿ˜„

#

yeah and other things

#

^^

#

or the interp movement, you can set a lot of location in your actor and it will move to there

opaque terrace
#

Hey all

#

Iam looking for help my BP I guess i am on right channel

#

I have 2 BP. On first i make alot of cubes with constructor BP.

#

These cubes are as instanced mesh component in this BP

#

On secound BP i want show some of cubes which overlap with collsion sphere

#

I dont know how to "read" list of these cubes becasuse arent actors, and all cubes are in instanced mesh

trim matrix
#

Can you show your first bp and the second one whole code?

opaque terrace
#

ok wait secound

trim matrix
#

Hello Guys, is there a different between a trigger and trigger BP? Just placed a trigger in the level and it blocked after creat a BP it doesnt work someone idea?

#

hey guys, ive been working on a script yesterday with the work of some people, im trying to make a tower defense game right now and im trying to target path following bots. i tried to make the targets spawn inside and follow the bots but for some reason that made the turret not shoot anymore, i can have as many targets as i want inside the level and it works perfectly fine. is there perhaps a way to cast to the ai pathfollowing bot directly? im gonna post the blueprints

opaque terrace
trim matrix
#

@opaque terrace So you are trying to spawn a grid 10X10 for example in your level and trying to show your instance within your sphere correct?

snow geyser
#

@opaque terrace Also consider 2d Grid execution Macro.

#

Im currently using a 10x10 grid in my game as well and thats how I handle its creation and eventual movements

opaque terrace
#

@trim matrix correct

#

This sphere collsion is attached to character which show his move range

#

@snow geyser This 2d grid macro is build in feature in Ue4 or your custom ?

trim matrix
#

its a feature of ue4

snow geyser
#

its built in

#

yeah

trim matrix
#

discoverd it because of you thanks deadmon^^

opaque terrace
#

I will check this , seems might help

snow geyser
#

just sharing the knowledge, I happen to be using it now and only know because of MathewW vid

trim matrix
#

@opaque terrace just try it i believe its better

snow geyser
#

When setting its location, I just hook up the Grid mesh BP reference array to a for each loop. Pull the array index off of it and get the Grid Location array information. Use that to set the actor location

worn kernel
#

guys what procs on hit events

opaque terrace
#

@snow geyser I will try do this, any other way to "read" contents of instanced mesh component?

snow geyser
#

Im sure there might be a better way but that seemed like the best to me for now. Im no UE4 wizard though

opaque terrace
#

understand, thanks for help ๐Ÿ‘

trim matrix
snow geyser
#

Yup, thats how I learned of it lol

trim matrix
#

Thanks again^^

snow geyser
#

๐Ÿ‘

crystal mural
#

Hello everyone! I'm not sure what I'm doing wrong here. I've got a button to go to a "bird's eye view". As you can see I have a Tinterp To for this and it works fine when my interp speed is 0. Anything else and it seems to not complete its animation.

elfin hazel
#

Interp to is supposed to happen over time, where as your input action is an event that fire once.

rain ravine
#

AFAIK timeline is a greate use here

#

create a timeline with the time you need, play it on key press and interp on updates

crystal mural
#

OK I see now why this is working elsewhere. I've got an Axis mapping that moves the rotation like I want.

rain ravine
#

play reverse on release

crystal mural
#

And this is once off fire.

#

OK great. So either I make my shift button an "axis" map or I do a timeline.

#

HAHA! Timeline sounds more efficient hey. Thanks!!

trim matrix
#

@opaque terrace set the visibility of your spawnactor to untrue it works for me^^

opaque terrace
#

@trim matrix ok i see U used castto, ok this might be good idea i will check

trim matrix
#

yeah, cast to your Spawnactor^^

opaque terrace
#

Hmm but you spawn actor not instanced mesh component

trim matrix
#

oh, true hmm i will try it now with instance mesh

opaque terrace
#

I tired spawn actor ,but with 10000 actors on screen i get infinite look warning

cold sinew
#

Hey Slackers

#

How Its going

opaque terrace
#

loop*

#

hey @cold sinew

odd ember
#

we are robots it is going

cold sinew
#

i have Masteritem_BP
and i have Children as a pickups ( consumables , Equipments etc..)
im trying to pick up on 2 sockets but its not working

#

i've added a sphere collision to the parent bp

#

when the player overlapping its just using same on socket

odd ember
#

show

#

your

#

code

cold sinew
#

i have no code was trying 4 -5 nodes nothing happend deleted them xD

#

i just need the method and i can do it

surreal peak
#

I don't even understand the problem

odd ember
#

if you have no code of course it's not working

#

you need code

surreal peak
#

What Sockets are you talking about?

cold sinew
#

let me explain it better ๐Ÿ˜„

surreal peak
#

Would be a good start :P

cold sinew
#

look guys i have masteritem_BP for pickable items its have StaticMesh and SphereCollision

odd ember
#

we understand

cold sinew
#

and i have children from this Masteritem_BP for other items

odd ember
#

we don't understand the problem you're having

#

like what are you actually trying to do

#

are you trying to pick up the item physically and transfer it physically?

cold sinew
#

yes when player enter the collision the item will attach to Left hand socket

#

and when the player enter the other collision another item will attach to right hand

odd ember
#

I would recommend a system of destroying and spawning the item

#

use the attach to node

cold sinew
#

i've tried to create a boolean checking the hand if empty its keep give me false

odd ember
#

maybe try without the boolean first

cold sinew
#

i will write it again one sec ๐Ÿ˜„

odd ember
#

also show your pickup code

cold sinew
#

idk when i try to explain it its hard ๐Ÿ˜›

#

one sec sure

odd ember
#

that is why it's better to have code

crystal mural
#

Adding to my last question... would I ask about weighted tangents in a timeline here or in #animation?

odd ember
#

timelines aren't really animation, they're just a value traced along a spline

cold sinew
#

this is the normal way its working normally

odd ember
#

you need the skeletal mesh

crystal mural
#

Ah OK. So then how do I pull the handles further? If I turn the tangent of that middle key they curves go out of range. I want to make it snappier.

#

In Maya I would just turn on "Weighted Tangents"

odd ember
#

right click on a point and you have options

crystal mural
#

No that's not them.

odd ember
#

place more points and use the right click to set the right interpolation

cold sinew
#

What skeletal mesh ?

#

for Items ?

crystal mural
#

No surely that's not the solution.

trim matrix
#

@opaque terrace if i set the visibility it show every instance you have to look how to solve this

crystal mural
#

But oh well... this is really a question at polish stage.

trim matrix
odd ember
#

@crystal mural timelines aren't a stand in for animation graphs, they're used to create simple animations without having the need to create individual animations for objects such as doors or lifts

#

maya in comparison has a full animation suite

#

I gave you a way of doing it in timelines, otherwise you'll have to deal with animations and their graphs, respectively

trim matrix
#

Hello Guys, is there a different between a trigger and trigger BP? Just placed a trigger in the level and it blocked after creat a BP it doesnt work someone idea?

crystal mural
#

Then if I feel my camera isn't easing into its position nice enough where would I find this animation graph? Or you just saying in general?

odd ember
#

in general

#

in case of camera, you can try different interpolation settings instead of messing with the timeline

crystal mural
#

OK so you don't know. Oh well, it's fine for now. Thanks anyway.

odd ember
#

@crystal mural no I do know, I'm saying after the timeline you use a different interpolation node

crystal mural
#

Potato, Tomato my friend ๐Ÿ™‚

odd ember
#

uh huh

ocean radish
#

Anyone have any clues on this one or alternate ways of doing it, I have a widget component with a progress bar on items in my game, i want to set the progress bar amount from the base object I cant find anyway to reference this

trim matrix
#

@ocean radish from which base object?

ocean radish
#

just the actor that holds the widget

odd ember
#

@crystal mural in the case of anim graphs, they're in the animation editor or baked into animations externally.

trim matrix
#

so it's on a widget component?

odd ember
#

it's a per animation option though so it requires animation baking

ocean radish
#

@trim matrix So need to set the variables in the widget comp(TaskProgressBar) from the base actor(Base_TaskObject)

trim matrix
#

and where do you have to reference it?

ocean radish
#

in the eventgraph of the actor or the otherway round

trim matrix
#

on the actor just drag the component in and do a "Get User Widget Object"

#

cast that to your class

#

call the progress bar changing function or whatever

crystal mural
#

@odd ember No yeah I get what you're saying. And yes, that really is a mission when all you want is a tiny bit more snap from your alpha curve. Actually where do I put in feature requests? I'll go check...

trim matrix
#

on the widget im not too sure

#

you could probably set a reference of the owning actor at beginplay on it

ocean radish
#

@trim matrix just testing now seems to make sense

odd ember
#

@crystal mural in your case it's easily solvable already adding in more points in the timeline. request or no, you'll get it done without any noticeable difference, so what's the issue exactly?

crystal mural
#

I'm being pedantic about how my camera moves from one spot to another and back. That's really my problem.

odd ember
#

but like I mentioned initially, you can solve that

trim matrix
#

@crystal mural yeah sadly editing curves in unreal has some tangent restrictions

crystal mural
#

And more points is terrible and bumpy.

odd ember
#

by using what is already in the timeline editor

trim matrix
#

like the length specifically

#

I think I once mentioned it and I got the answer that they'd implement it for sequencer stuff but I never used that

odd ember
#

you can also use camera tricks to make it feel more snappy, if you're interested

#

but that's less technical and more camera direction

crystal mural
#

I've been animating professionally for close to 20 years. I can promise you adding more keys is the worst idea if you want butter.

trim matrix
#

you could also do a linear graph and feed that into an interp function

crystal mural
#

Yeah tell me what you mean? I'm interested. Anything to help.

ocean radish
#

@trim matrix Thanks man that seems to work, one major messup i was doing was trying to do it in the construction script

trim matrix
#

yeah in the construction script you have to be careful with actor references and anything that first has to spawn in the world

odd ember
#

@crystal mural like going beyond your focus point and snapping back. but now that you mention butter it sounds like you want it to be smoother?

#

(which to me is different than snappy)

crystal mural
#

Yes. You can have both.

#

It snaps in the middle and comes to a long gentle rest.

odd ember
#

aha yeah okay

crystal mural
#

What I've got now is... well... fine.

ocean radish
#

@trim matrix yea, so if anyone else wonders, the same, in the event graph, i did like he said, got the widget component got the user widget object then cast that to my widgetclass then accessed the variables from that

crystal mural
#

I say waving my hands! HHAHA!

odd ember
#

I was going to suggest post target smoothening, but you're already doing that

#

best is to draw lines with camera I've figured

crystal mural
#

I don't understand? Draw lines with the camera?

#

Mine is moving linearly from one point to another. It's the temporal smoothing I'm after.

odd ember
#

draw lines on a sheet to explain camera movement

crystal mural
#

In After Effects I would have two keys (Start and finish) and then set each of their velocities to 0 and influence to 100.

#

Ok no my camera isn't moving in a curve. It's going straight.

odd ember
#

well draw out what you want

crystal mural
#

HAH!

odd ember
#

this is just an example

#

and honestly since it's to do with timelines let's just keep it here

#

also show me your node graph post timeline

ocean radish
#

@crystal mural can you not use a timeline sorry if im missing some info

crystal mural
#

Let me make a quick animation fo ryou.

#

I am using a timeline yes.

covert agate
#

hey guys, although this may be seen as somewhat cringeworthy, i need this lol:
does anyone know how to make a door and lights activated by a button? and the doors/lights would be like the ones in five nights at freddy's.

  1. while i'm here, how would I also add a power metre that would drain the more you use the doors, and when it runs out, all of the doors would open and you'd be inable to activate them.

sorry if i asked a bunch! <3 please tag (sorry for the inconvenient paragraph)

odd ember
#

@covert agate hook the button's use event up to use the door's use function and the light's toggle function

covert agate
#

oh, is there any tutorials for that? i'm somewhat a noob.

#

thaaanks for the response

#

*thanks

odd ember
#

yep there are tons I bet, I suggest googling

ocean radish
#

@covert agate https://www.youtube.com/watch?v=5Hv8zrNOFL0 thats a pretty good tut for setting up a rotating door, if you are after one that opens upwards just change the rotation to location and move it up and will have to change the event to call it

If you liked this tutorial leave a like and subscribe if you want to see more. If you have any questions tell me down in the comments.

Patreon web page: https://www.patreon.com/AlenLoeb

Music:

Hinkk - Guradi...

โ–ถ Play video
trim matrix
covert agate
#

thank you so much! anything for the power meter? <3

trim matrix
#

alpha is linear

crystal mural
#

Here it is. So the "Camera" goes from one place to another. See how that curve gets VERY steep in the middle to make it snappier and still ease out for a long time? That's what I mean by weighted tangents.

ocean radish
covert agate
#

ty!!

crystal mural
#

@trim matrix Those functions might help. I'll give them a try. But at this point I'm splitting hairs.

trim matrix
#

@crystal mural I think you can influence that with the exponent

#

of the ease function

ocean radish
#

@covert agate but obvioulsy from what you learn there you can implement that on what you need to do, but just follow the tutorials to the end, will help you understand whats going on and how to change it for your needs

covert agate
#

tysm!!

crystal mural
#

@trim matrix Yeah maybe, let me give it a bash.

odd ember
#

@crystal mural yea the exponent will for sure help with that

crystal mural
#

Animation and maths meet...

odd ember
#

is it a float curve?

crystal mural
#

It is.

odd ember
#

managing alpha between locations?

crystal mural
#

That's right.

odd ember
#

or managing speed

#

ok

#

yeah then the exponent will give you the best results

#

to be fair though I should have seen that it isn't speed from the graph

#

oh well

#

not a robot

crystal mural
#

All good!

#

So A and B are 0 and 1 right?

odd ember
#

yes

crystal mural
#

Ah there we go!

#

Yes this exactly solves my problem.

#

I still want weighted tangents though.

#

Thanks!!

odd ember
#

@crystal mural outside of custom animations you'll be hard pressed to find that level of granularity

#

but in the end it's all math

#

and perhaps more precise this way

crystal mural
#

Years of staring at animation graphs has spoiled me.

trim matrix
#

@crystal mural you should probably have the graph as linear and use the Ease function which you can directly interp the transforms with

#

there you can also set the function and the exponent

still trellis
#

what does deactivating a component actually do? does it prevent all function calls, changes in variables, disable tick, disable replication, etc.? or is anything left on

rough wing
twilit lily
#

How would one assign a value/number to a level for a next level button to be used. In my case when the player finishes the level a menu pops up with a next level button. Obviously I cant just set the next level button to just open a specified level.

gilded pebble
#

Hey

#

Would it be possible to create a borderlands/fallout like modular weapon system where you can craft weapons from the parts as a player and save the combinations on the server as a new item?

odd ember
#

anything is possible

gilded pebble
#

Is there a guide covering something like creating a new unique item while the game is running?

odd ember
#

think it's fairly advanced to build a guide for

#

so no I wouldn't think there is if it isn't easily googleable

gilded pebble
#

I see, thanks for replying

odd ember
#

it's probably not that hard to do for someone seasoned, but if you don't know what you're doing I suggest trying to get some experience first

gilded pebble
#

Alright, thank you

inner sandal
#

Asking if anybody knows if you can cycle forwards and backwards through a media material frames via blueprints? For instance pressing one button plays the animation forward till you stop pressing and the same for backwards?

odd ember
#

@sand shore you around?

drifting rapids
#

hay all, anyone know how to make navigation invokers spawn navmesh? mine arent creating navmesh when spawned and i have navmesh set to spawn dynamically

sand shore
#

sup

#

@odd ember

odd ember
#

as we spoke about the other day, I've been trying to inherit from BehaviorTreeComponent, but it seems I'm getting linking issues despite having the AIModule in my target file, any idea what gives?

#

@sand shore

sand shore
#

go #cpp with your specific output

late gorge
#

hi, anyone know why a (valid) reference call to update a widget is printing the correct value (an increasing integer)

#

but the widget itself is simply not updating?

#

but if i close the window then reopen the menu, the value is again properly displayed?

#

it's just mindfucking with me

mint blaze
#

is it in a invalidation panel

late gorge
#

im not sure

mint blaze
#

then it probably isn't

#

which means iunno

late gorge
#

it's added like that

narrow kelp
#

how does the display widget know the value

late gorge
#

so basically i have a component with a widget reference, i call update on that reference

narrow kelp
#

make sure its referencing the value that is actually changing

late gorge
#

this is basically a size box that gets its content set as a main menu

#

so whenver i talk to an npc, a central menu is set

#

then, from the driver components, i call update on widgets

#

and that doesnt work

#

if i then close menu and reopen (repassing the reference)

#

it will correctly show the value

#

i've seen this approach work before (and it IS working for other components like it)

#

so i just call update on the reference on say the music player and it will correctly update what needs updating

#

but it just doesn't seem to work for this specific widget

narrow kelp
#

okay but how is it being updated

late gorge
#

and im not working with anything weird, it's just a set text call on a text

#

component has a reference to its display widget (which is valid, checked via prints)

narrow kelp
#

it seems like either the value is not updating and/or the text isn't updating

late gorge
#

and whenver the component finishes crunching the numbers, it calls update on the widget

narrow kelp
#

so i'd test both of those

late gorge
#

the values are updated, they show correctly on reopening the menu

narrow kelp
#

okay but you want them to update when they're changed, not just when you open the menu

late gorge
#

i have 2 diff components templated the same way -> reference to a widget, created at beginplay

#

one works fine, the other doesnt

#

welll.... yes, that's why the component's update function also calls widget's update at the end

#

but it simply doesn't work untill i reopen the menu

#

while say the music player has zero issues with that, if i walk around (and the music switches depending on that), the texts displaying what is playing update just fine

#

and that widget has a LOT of moving parts, they all update fine

#

meanwhile this other widget has just one int64 it needs to increment (Day counter)

#

i even set up a breakpoint, the update function GETS CALLED

narrow kelp
#

you'd have to post screen shots or something

#

there's no way we could know

late gorge
#

after closing/reopening the menu

#

the update function is selectively going "nah, fuck it, current game day doesn't work", no other way to describe this >.<

#

because that citizens array is definitely not something that would work without a valid reference

narrow kelp
#

hmm

ember wharf
#

I'm trying to spawn a projectile that comes from my character and the world outliner shows that it is spawning but i see nothing

#

any ideas on what might be happening?

narrow kelp
#

you're setting the location to be the forward vector

#

which is probably close to 0,0

#

you need to make it the player's camera location + (forward vector * some value)

ember wharf
#

would the camera matter if its a top down character?

narrow kelp
#

if its top down then dont use the camera

#

just use the pawn

ember wharf
narrow kelp
#

i can barely read that but i dont think so

ember wharf
narrow kelp
#

try that

ember wharf
#

amazing! that worked! Thank you!

narrow kelp
#

sweet

frail plaza
#

UE4 crashed and now none of my data assets will keep their values. I can set their values, save and then exit the editor and when I launch the project again they're all back to nothing. Am I missing something?

#

Side note, I wasn't even dealing with the data assets when the crashed happened.

drifting rapids
#

anyone know how to make navmesh invokers work at runtime?

drifting rapids
#

anyone know how to make a navmesh invoker make navmesh at runtime?

delicate drum
#

Hey guys, is there a simple way to add a gif into the user widget? Or i have to add every frame and make an animation?

trim matrix
#

how i can add Invincibility to this

#

I dont want my character to keep getting hit

#

maybe a delay would work?

viscid skiff
#

I have a fairly basic question, How would I go about adding in a system where when I pickup a certain item, it sets some sort of variable so that in-game abilities change. I have a general idea in my head but can't seem to implement it correctly.

astral tendon
#

Is there a way to reorder the pins on a blueprint node?

olive cloud
#

As far as I know only on nodes and structs you set up

cold sinew
#

GoodMorning

#

My Question got ignored yesterday so xD

#

if i want to create attach to component function for i child actor do i need set the function for every child ?

#

or just in Parent BP ?

surreal peak
#

Theoretically just the parent blueprint

#

Unless the a child has to perform different logic

#

Your hand socket issue is more character based

#

Your character has to keep track of what it picked up and to which hand

#

@cold sinew

cold sinew
#

No the thing is

#

when overlapping the parent sphere collision all the children collision acting the same thing

#

the easy way to do that when the player overlap the collision and successfully attaching the socket i need to set that socket to true

#

so when the player overlap another actor its will check if that socket already in use it can switch to the other socket

#

but when im doing this operation in Parent actor BP its not working

#

do i need to check it on Character BP ?

surreal peak
#

That check needs to be in the character

cold sinew
#

Ok so i will try to set it on character bp

surreal peak
#

At least the boolean has to be in the character

cold sinew
#

So on the Parent bp when the player attach will cast to character bp and set the boolean true can i do that there

#

?

#

yes this way worked

So on the Parent bp when the player attach will cast to character bp and set the boolean true can i do that there
@cold sinew

#

thanks i will continue working on that code

surreal peak
#

Yus

odd veldt
#

Is it possible to control vertex animations, I know I could use dynamic materials, but how to control it, maybe using different animations on one mesh?

thorny pewter
#

How can the tv sound change with respect to the player position?

#

If the player is close to the tv, the sound will be louder and as he moves away from tv, sound gets lower...how can i do it?

trim matrix
#

@odd veldt i think there is something called Morph Targets

cyan lion
#

@thorny pewter you can achive that with sound attenuation settings, but for more info i would recommand to go #audio

thorny pewter
#

Thanks @cyan lion

cyan lion
#

i mean its pretty simple to use, so probably google will be enough ;-D

ornate apex
bleak vector
#

What determines the "update" speed of a timeline?

true kiln
#

Hello guys,
I need a little math help to create a formula , always I've the max input & max output but i need to create a formula to get a result similar to this example:
max input 5 max output 2:
In : 0, Out : 0
In : 1, Out : 1
In : 2, Out : 1
In : 3, Out : 2
In : 4, Out : 2
In : 5, Out : 0

bleak vector
#

I'm wondering if it's fps-dependent

odd veldt
#

@trim matrix I know, but they work only on skeletal meshes.

trim matrix
#

there is also the procedural mesh component, never used it though @odd veldt

#

@true kiln so it should raise from 0 to 2 in steps of 5?

odd veldt
#

I could use skeletal meshes with just one bone and animate it with morph targets... its possible to use them in the animation asset... ๐Ÿค”

true kiln
#

@trim matrix it does not actually raise to the max output just at the max input turns to zero

trim matrix
#

wat?

#

is it only 6 possible inputs?

odd ember
#

@bleak vector it's frame based yes. timers are the only type of events that are frame independent

true kiln
#

input always starts from 0 to max input but for each two steps out put raise one step, except when input is 0 & when input is at max

trim matrix
#

@odd ember i always thought they pick like the nearest frame to tick on

#

@true kiln how do you define the max input?

odd ember
#

timers? no they're completely independent of tick

#

feel free to try

true kiln
#

I've the max in & out that's fine

trim matrix
#

๐Ÿค”

#

if it's integers:

if(in == max){
  out = 0;
}
else{
  out = in - in / 2;
}
#

I think that should work

true kiln
#

Thanks I'll test that I'm not at PC now

trim matrix
#

if it's float truncate in/2

#

well

#

wait

#

not sure about float

true kiln
#

They're integers

trim matrix
#

yeah ints should work

true kiln
#

๐Ÿ‘

trim matrix
#

well

#

you should also catch the divide by 0 errors

#

for the first 2 cases

odd veldt
#

there is a limit for morph targets? ๐Ÿ˜–

trim matrix
#

so

if(in == max){
  out = 0;
}
else{
  if(in / 2 == 0){
    out = 0;
  }
  else{
    out = in - in / 2;
  }
}

@true kiln

odd ember
#

isn't it just out += in % 2

#

or am I missing something

#

that could be rewritten as out >= max ? max : in % 2

trim matrix
#

it's not a loop i think

true kiln
#

@trim matrix @odd ember thank you guys I'll test when I reach my PC, no it's not in loop

odd ember
#

doesn't have to be a loop, it's just a ternary operator

trim matrix
#

but what it would do is set out to max if it's max

#

and also would either set it to 0 or 1

odd ember
#

ok sure

#

then just do out >= max ? 0 : in % 2

#

it's probably out >= max ? 0 : in - in % 2 in all fairness

trim matrix
#

wouldnt work i guess

#

would be either in or in-1

odd ember
#

mod isn't the remainder, it's the whole

#

so it'd return 0 or in-1

trim matrix
#

but it's (in - in%2)

#

wait

#

mod is the remainder or not?

odd ember
#

yeah it is the remainder, my bad

#

so 3%2 is 1

trim matrix
#

yeah

zenith pond
#

I need some spline, tangents, and circles help. I want to make a circular arc from a list of evenly spaced angles that are less than 90ยฐ. Placing them on a circle is easy enough, add the radius, rotate around axis by the angle, but how do I get the correct tangents? I did find with 2 points at 90 degrees you do 2a-b to get the base tangent of one point, and multiply that by 1+.5519 (found it on an article about cubic bezier curves), repeat for B, and you got an 99.9% accurate circle.

zenith pond
#

Maybe I can lerp 0-.5519 based off what percentage of 90 degrees the point is located or something...

true kiln
#

if it's integers:

if(in == max){
  out = 0;
}
else{
  out = in - in / 2;
}

@trim matrix Works perfectly, thank you.

trim matrix
#

awesome

#

but

#

do the one with the divide by 0 catch @true kiln

#

the second one i posted

#

oh wait

#

doesnt even need that

#

nvm

true kiln
#

does not need extra check

trim matrix
#

yeah only divides by 2

true kiln
#

๐Ÿ™

sinful ibex
#

quick question, do action mapping keys keep sending the same signal as long as they are pressed or do they send signals like someone is pressing the key incredibly fast, aka is it a straight line or a spikey signal

fallow fox
#

Hello everybody! I'm creating a FPS game for Android and I've made this BP to rotate the camera without using the sticks. Does somebody can help me to make this to be a little bit more smoother? Because it's jittery. Right now it's like jumping to one frame to the third or something. Thank you!

surreal peak
#

"Moved" is executed when you move the finger or as long as you are holding it on the screen?

fallow fox
#

When I'm moving the finger

#

I've also tried with Tick but still the same

surreal peak
#

Hm, then it's not a DeltaTime issue

#

Unless it's ticking it when you move the finger

#

Can you try to save the DeltaSeconds of the EventTick to a variable

#

And then multiply the float you are adding to the Control Yaw etc. by that?

#

Just a random thought

#

Oh wait